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Found 15 results

  1. Hi there. I would like the character to slow down when wearing armor. I added "inst.components.equippable.walkspeedmult" to all armor, but if both body and head are equipped, the effect stacks. In general, this suits me, but I would like to have an alternative option, so that the characters slows down by a fixed amount if they are protected by any slot (head, body, hand). I tried to come up with this, but I failed:
  2. Version 1.3

    2865 downloads

    This is my tweaked mods pack. credits for their authors. no mod is mine, just balance them, fix, add content.... This pack includes: Default's item pack [<domyślny>] Additional Equipment (fixed, compatible with servers with caves) [Silentine] icepack can be open at the same time as the backpack include bunnyback and houndback from Additional Equipment DS [Silentine] Aditional Item Package (Need Many more ores) [smith3 -- MagVI] include Golden Minecart [smith3 -- MagVI] The Maxwell's Revenge (Many functions disabled but you can edit this for enable) [Don] include Light Spear [Inspector Dave](reworked) fixed year of PigKing incompatibility Steampunk [star -- Hast] Asparagus and Chocolate and Coffee[Keidence -- yuli] [Hast -- Kuloslav][Mert the Türk] Deluxe Cooking Pot [Astro -- Jankiwen] Domestication Fixed [Darcrov] Many more ores(include many mods) Moar Metals [RoG] [DST] [Cr3ePMan -- Globalastick] Tungsten Mod [ outseeker (au) -- Marqson-- Mr. Gentleman --Zarklord] Shadow Tools [FelixTheJudge -- Neu7ral] Expanded Shadow Armory [FelixTheJudge] Lunar Tools [FelixTheJudge] Marble Combat [FelixTheJudge] Felix's Explosive Bomb Pack [FelixTheJudge] Special Saddles [Ryuu -- pinkmollies] 77_Downvest [The77sim3] Mace [Mico] Spiked Mace [Mico] Blood bag [Pirate Joe -- Delicius] Booty Pack [^-,...,-^] (can be open as chest or equiped as backpack) Eelight DST [Globalastick] Lovely Chest (Fireproof) [RiverSwim] Madman's Fighting Pack [star -- Madman666] More armor [noerK -- VaneshKi] More Gold Tools(DST) [JustJasper] Moving Box [Jelly -- Peanut Butter] Notebook [KaiserKatze] Monster Hambat [kasra9400] Battle Horn [Tykvesh] Dining Table [宵征] DST Gesture wheel [rezecib] DST Minimap HUD [squeek] DST Always on status [rezecib -- &nbsp;Kiopho] Extra Equip Slots Increase Storage [Luis95R] koalefant beefstification [imperialistic dog] Simple economy [AppleMomo] Super Wall (Need Many more ores, and icludes New Walls - Reeds, Hedge, Mud, Living and Bone) [DYC] [JustJasper] Your Skeleton Respawn [Беккит]
  3. Hey! I'm having some trouble with my "leftclickoverride", "rightclickoverride", and "actionbuttonoverride" functions. I'm trying to disallow all actions save for attacking, moving around, and generally anything to do with your inventory (like eating). My code actually works perfectly fine when I'm the host of the world, but as soon as I run a server with caves turned on (which makes it so that I'm just a client), I'm able to see the prompt for picking flowers, jumping in wormholes, examining things, etc when I mouse over something. The code activates after you've equipped a custom piece of armor that I made in the body equip slot and then right click to use it. Hopefully someone can spot some sort of error in my code. local function ActionOverride(owner, enable) if enable then print("AO enabled") --Disable Examination owner.CanExamine = function(owner) print("examine override") return false end --Disable Button Actions and Map if owner.components.playercontroller ~= nil then owner.components.playercontroller.actionbuttonoverride = function() print("ab override") end owner.components.playercontroller:SetCanUseMap(false) end --Disable Click Actions if owner.components.playeractionpicker ~= nil then owner.components.playeractionpicker.leftclickoverride = function(owner, target) print("lc override") if target ~= nil and target ~= owner then if owner.replica.combat:CanTarget(target) then return (not target:HasTag("player") or owner.components.playercontroller:IsControlPressed(CONTROL_FORCE_ATTACK)) and owner.components.playeractionpicker:SortActionList({ ACTIONS.ATTACK }, target, nil) or nil end end end owner.components.playeractionpicker.rightclickoverride = function() print("rc override") end end else print("AO disabled") --Enable Examination owner.CanExamine = nil --Enable Buton Actions and Map if owner.components.playercontroller ~= nil then owner.components.playercontroller.actionbuttonoverride = nil owner.components.playercontroller:SetCanUseMap(true) end --Enable Click Actions if owner.components.playeractionpicker ~= nil then owner.components.playeractionpicker.leftclickoverride = nil owner.components.playeractionpicker.rightclickoverride = nil end end end Additionally, the "owner.CanExamine" function doesn't seem to do anything at all. I don't need it for my code to work properly with caves turned off, and obviously it hasn't fixed my problem. However, I saw a comment about "CanExamine" needing to be done client-side in the player_common.lua file, so I have a suspicion that maybe I'm doing something wrong with that, but it's just a hunch. As another quick note (in case it helps), when I'm the host, the log ends up filled to the brim with "lc override", and "rc override", so it's printing those messages out almost constantly. It seems like "ab override" will print out for as long as I'm holding down the space bar for. However, when I run caves, it seems to only print those messages out once per click or button press. So for instance, it will only print "lc override" once for every time that I click on something. I've been using Woodie's werebeaver form as a general example of how to override actions, but I can't figure out what I'm doing differently for the life of me. I've been pulling my hair out over this for a couple days now, so I'd really appreciate an assist on this. Thanks so much for reading through all of this, and please let me know if you need to see more of the code to try to help with this.
  4. I want to make some armor for my mod but I want something more elaborate than the standard chest piece that the game uses. I was wondering if it would be possible to have an armor that behaves like a cosmetic set (Quilted Outerwear for example) and re-skins the entire body, maybe even the head/hat as well. I've looked around but I haven't found any information regarding this. I'm guessing that if it is possible I would need to make an alternate character build with the armor set. Not sure though. Glad for any info on this.
  5. Greetings everyone, thank you for reading my post! Recently I've been having tons of issues with custom animations and certain things. Here is the idea and the issue; A custom animation that has already been created currently cannot display armors, I would like to change this. Are armors linked to the original dont starve animations? Or can they simply not play with custom animations. if not, what code can be added to prevent the display of armors, weapons, hats and tools? - found a solution to this, question is still unanswered. Thank you so much for your help.
  6. I have an custom armor , but my modded character only have the head , and when i put the armor she stays in the torso what i have to do to make the armor go to the head?
  7. Edit1 : Should have write Edible Item as title instead of Useable - Potions can't be Useable... How To Create Armor As a Edible Item .... ? Hello, I'm trying to make a character which can create its own potions. At first, I tried to put : inst:AddComponent("useableitem") But it seems that command does not work anymore because none of the potions was Useable. Instead, I used Edible command... so every potion are Eatable. See? inst:AddComponent("edible") Everything works fine until I reach a point where I can't understand how to create the right script for that potion. I want to create a potion that "changes skin into stone." (I looked up at the marble armor and such...) When its used, I dont want the armor to be equipped, but instead, having it working in "background" with a timer that will set the skin to normal. (Messages should popup to indicate the player when the potion worn off) I guess I have to put some armor script in the "oneat" function? Some armor condition? A timer, but how? I understand what I read in the armor script, but still, I dont know how to organize all of it in my own script. It seems everything I write down is not correct in form. D4rkh0bb1T local function fn()(...)inst:AddComponent("armor")inst.components.armor:InitCondition(TUNING.ARMORMARBLE)inst.components.armor:SetAbsorption(TUNING.ARMORMARBLE_ABSORPTION)local function oneaten(inst, owner) ???????????? WHAT TO WRITE DOWN ?????????????
  8. Currently, I feel there is not enough incentive for use of the scalemail. Its durability is 1800 units of damage, consequently allowing for extended periods of use. However, it is ultimately outperformed by the log suit, providing 80% resistance to physical damage as opposed to 70%. Additionally, when at low durability the log suit can be disposed of by burning it, serving as excellent fuel. This means that, instead of having two slots taken by a piece of armor about to break and its replacement, you can consistently maintain high durability alongside periodic fuel for fires. Scalemail, unfortunately, is comparatively more expensive to craft (and has an inconsistent availability) but absorbs less damage. Another perk of scalemail is its fire resistance. This is rarely useful, as prolonged exposure to fire seldom happens. On the other hand, its ability to ignite attackers often requires remaining aware of resources/structures in the immediate area, which the fire could spread to as well. Overall, it's almost as if the scalemail was designed for future confrontations against the dragonfly, in a continuous cycle of killing and crafting. This is reminiscent of the lantern/miner's hat, bound to use in the caves because of light bulbs and their fast spoilage times. Without a variety of applications it ends up becoming a boring mechanic, seen as more a routine rather than an actual game that's dependent on player input. Perhaps there is a way to incentivize use of the scalemail more than now (e.g. synergy with fire-based weaponry).
  9. Earthquakes! Damages structures such as pig houses, nests, farm plots, rocks, trees. Hurricanes/Typhoons! Destroys plants/crops. Tornadoes! Uproots anything in its path. Can even lift up beefalos lols. Tsunami! Destroys coastal bases. Hail storms! Player has to constantly add fuel to their fire or they freeze to death. Makes everything crazy exciting!!!
  10. How about adding a footware slot to the inventory and having shoes that serve different purposes: Shoe Idea 1: shoes make you faster but scare animals like birds and rabbits from further away Shoe Idea 2: shoes make you slightly slower but make you inaudible or harder to detect by rabbits, birds and monster. (good for roaming late at night and hunting) Shoe Idea 3: Armor shoes. an alternative source or armor to the logsuit and football helmet. (would complement a mining helmet and backpack combo)
  11. You can pick another cheap game of your choosing (up to 4 dollars) + Don't Starve (Steam tradable) for Torchlight 2.
  12. a good idea would be shoes a new slot with a shoe mark. shoes could have multiple purposes some can make you run faster , more armor like the log armor and football helmet this is just a idea i have not thought of what should be used to make the shoe(s) im thinking something with pigskin BarovSoap posted a thread about having durablility like spider hats im thinking (running shoes) would be great for this. while i have been thinking of the shoe designs heres what i come up with (running shoes) 2redbird feathers +2pigskin = running shoes 100% durablilty (goes down like spider hat) (boots) 2pigskin + 1-2 tentacle spots= boots (extra armor)
  13. So i like the size of the new map i generated and it has tons of resources albeit tons of spider nests as well. But the coding as far as bridges and there placement might require a look i died before i completed the map but here is a picture. So many bridges when land masses are so close i can see them.(Still love the game.) Ok now to the suggestions. 1. I know the game is trying to kill me but would it be possible to have the trees have a chance to drop a pine cone when they hit the dead stage so that we can build up a stock for when we decide to murder trees till a guardian decided the genocide must stop? 2. It seems silly that i cant when my backpack on the back of my armor or amulet. (mind you i am aware the armor amulet would be OP and make the danger pointless.) My suggestion is to have an armor slot and backpack slot. the armor slot is where the amulet goes as well so you can have one or the other not both. 3. Please please i like more pokey things like everyone else but i like anti pokey things to add stone and gold armor...and weapons so i don't have to sac 5 pigs to get a spike. That is it thanks for making a great game and even in beta it runs great and is fun as hell.
  14. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number 70535 Issue title FRIENDLY PIGMAN IS A BAD PIGMAN Steps to reproduce * have at least 1 little tallbird * hire a pigman * atack other pig Describe your issue after killing a pig your pigman will atack your little tallbird ;( after this he will turn against you. Dangerous if you have 5 pigmen in the team
  15. I've been playing this game non-stop for the past few days and I find it incredibly addicting, but at this point, I'm kind of getting bored. I find the game getting kind of easy. I understand you're constantly updating the game and that's incredible and I appreciate it because not many games actually continue to update their game, let alone release it in the beta stage. One of the few suggestions I had was implementing a difficulty system, something that gave the enemies more health, and more damage, the higher the difficulty. I also feel like maybe there needs to be stronger enemies and more of a variety of weapons. It'd also be nice if rocks could be used for more things, maybe stone armor that made you move slower when wearing it, but offered more protection? These are just a few ideas I had. I'd love to hear some developer input as well as the community's.
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