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Found 5 results

  1. Hi, i am currently developing a patch for a part of a no longer maintained mod. Ideally, i'd like to use AddPrefabPostInit to add something to a prefab of another mod. I also want to use AddClassPostConstruct to insert another asset for the prefab. I check for the mod and that it is enabled just fine. I also set the priority of my mod into a negative value to ensure that the other mod gets loaded before mine. if GLOBAL.KnownModIndex:IsModEnabled("workshop-XXX") then AddClassPostConstruct("prefabs/other_mod_prefab", function() table.insert(GLOBAL.Prefabs['other_mod_prefab'].assets, Asset("ANIM", "anim/new_asset.zip")) end) AddPrefabPostInit("other_mod_prefab", my_cool_post_init) end This way of adding assets to a prefab works just fine with prefabs from the main game. But when i use the code above it corrupts the network communication of my client and the dedicated server (it works fine if you're the host). By corruption i mean all stats are 100, you cannot craft anything, when you get hit a sandstrom starts and other crazy stuff (It's all on the client side, though). Any idea want i am doing wrong? Do i have to access mod prefabs in any other way? The function my_cool_post_init contains the following: inst:ListenForEvent("phasechanged", function(src, data) if data ~= "night" and data ~= "dusk" and not GLOBAL.TheWorld:HasTag("cave") then inst:DoTaskInTime(2, function() inst.AnimState:PlayAnimation("idle_off") inst.Light:Enable(false) end) else inst:DoTaskInTime(2, function() inst.AnimState:PlayAnimation("idle") inst.Light:Enable(true) end) end end,GLOBAL.TheWorld)
  2. I'm looking for a little bit of help with something if anybody happens to know? I'm working on trying to create a character that makes use of the banners used in The Forge. Essentially, I want to rebuild some of the assets to suit this character but I can't find the correct "exported" sizes for the banners online or on my PC; and I was also hoping to see if I could find the animation build files [since they have a "building" animation file and a "destruction" animation file] to make use of this too. I was just wondering if anybody has ahold of these files or even knows if this is possible. Thanks!
  3. Some illustrious companions and I are attempting to make character mods strongly based on the existing caste of characters, in particular Wendy (We are making Abigail a playable living character). Getting a functional SCML file for Wendy was quite trying, but eventually we found a repository of character assets online here: https://github.com/kleientertainment/ds_assets/tree/master/builds . The problem? They do not include emotes. As such our Abigail can run around and look quite normal (unlike all previous SCML freaks of nature), but her face goes blank when we use /cry or /yawn even though these PNG's are in the folder that are accessed by the auto-compiler. Basically it is the SCML file that is not referencing those emote PNGs because either the SCML file is from quite some time ago, before emotes were implemented, or it is just from single player Don't Starve. Would it be possible for us to have the up-to-date SCML files that include ordinary human proportions, (not the "extended sample character template" mod) and all the ordinary emotes? Where might I acquire these? Much gratitude for your help
  4. I made a thing! You can find it here! http://forums.kleientertainment.com/files/file/1339-melon-on-a-stick-cursor-pack/ Fitting the style of the infamous Melon on a Stick Mod, now out for Don't Starve Together Tell me what you think!
  5. Hello, I'm hoping to get a response from the developers on this topic. I have created a couple of pretty popular character mods for the workshop (Whandler and more recently Wynn). https://steamcommunity.com/sharedfiles/filedetails/?id=392369197 - Whandler https://steamcommunity.com/sharedfiles/filedetails/?id=479169756 - Wynn I've enjoyed making these mods for the community, and I'm proud of my work. But creating content like this takes a huge amount of time and effort. So I figured maybe I could make some money with my hard work if I offered commissioned Don't Starve characters for those who were interested. Thus, I decided to offer Don't Starve character commissions on my website, which can be found here- http://www.sageoflegend.com/commissions/ This initially seemed like a pretty harmless endeavor to me. Offering custom characters for people who A) want them and B) can afford to pay for my time and expertise (I wouldn't fall into that latter category myself). I'd seen some other mods on the DS workshop that were clearly commissioned before, so I figured why not? What I overlooked were the conflicts with the Steam Workshop Subscriber Agreement, which commenters swiftly brought to my attention. Since I can't technically use the developer tools or workshop for commercial purposes, I figured I'd still be fine to sell people assets outside of Steam for use in creating their own mods. I can sell images and code to whoever I want on my own website, right? That seems reasonable to me, but one gate remains: I would like to know how Klei feels about commissioned content like this. While I believe that my time and skills are worth paying for and that I'm bringing quality content to the workshop (which in turn brings value to the game), at the end of the day I would be making money off of Klei's game. I have the utmost respect and appreciation for this company, so if Klei takes issue with commissioned assets like this I will simply pull the plug on it. But rather than continuing to assume anything, I'm asking: What is your official status on commissioned mod content, Klei? Thank you for your time and attention, Eric "Sage" Chandler
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