Search the Community

Showing results for tags 'character'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included] Art, Music & Lore
    • [Oxygen Not Included] - Latest Content Update
  • Griftlands
    • [Griftlands] - General Discussion
  • Hot Lava
    • [Hot Lava] - General Discussion
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] PS4
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [Don't Starve Together] Suggestions and Feedback
    • [Archived Bugs]
  • Don't Starve
    • Don't Starve FAQ
    • [Don't Starve: Pocket Edition] iOS / Android
    • [Don't Starve] General Discussion
    • [Don't Starve] Mods and tools
    • [Don't Starve] Art, Music & Lore
    • [Don't Starve] Suggestions and Feedback
    • [Don't Starve] Videos
    • [Don't Starve] Bug Tracker
    • [Don't Starve] Trading
    • [Don't Starve] Testing Discussion (archive)
  • Klei Entertainment Games
    • Eets Munchies
    • [Invisible, Inc.] General Discussion and Strategies
    • Mark of the Ninja
    • Shank
  • Other Stuff
    • The Off-Topic Area
    • Forum Upgrade


  • Don't Starve
    • Custom Character and Skins
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps
  • Development
  • Development
  • Released Downloads
  • Released Downloads


  • Oxygen Not Included - [Early Access]
  • Don't Starve Together
  • [Don't Starve Together] PS4
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked


  • Oxygen Not Included - [Early Access]
  • Don't Starve Together
  • [PS4] Don't Starve Together
  • Don't Starve: Shipwrecked

Found 94 results

  1. I am remaking a custom character I had made in the past, I haven't tested it yet but I want to know one thing. How do I edit the animations or the placement of parts for the characters? I am completely reworking the artwork and sprites for the character and my major fear is this visual problem. I Don't know how Spriter Works And I was hoping someone had made a tutorial on creating a Custom DST character that included that aspect. Anyway, the Character I am working on is not the one in the picture it is my first character I have made, Andreas, I wanted to add more to her than a simple sanity boost during the night and figure out a way to make her sanity drain during the day. Here is a list of things I want to add to her. 1. A scythe that only she can use, it would deal a little less damage than the tentacle spike during the day, The same amount of damage at night and double the damage during the full moon. 2. I want to give her a transformation. Her transformation would trigger when her HP is low Maybe at 10% of her full health. 3. Give her a healing aura that heals .1 HP to surrounding players in a small radius. 4. Make it where she loses sanity when crowded by other players. To balance the healing aura a little more. 5. This one will most likely be more like a side mod, I want to add a new monster called the Night beast, A creature that lives in the caves. I also wanted a chance for them to emerge from the uncovered sink hole like the batalisks, 6. Give her a complete custom speech and Voice, I want her voice to be the sound of an Ocarina. I was hoping someone could help me code and put her together, her current sprites are not too good and I am re drawing them from scratch. Which is a pretty tedius process in it's self.
  2. I am making my first character mod, where the character has long hair, a permanent beard about the length of Wilson's largest beard, and a mustache. The natural z-index order of layers should be as on the first image below: mustache, nose and face on the top, then hair, then beard. However, the beard in DST is a layer above everything, so I put the beard into the headbase. Everything looks fine from the front and side, but when looking from behind, it turns out that headbase is in front of arms, resulting in beard appearing in front of arms. I made my character from the Extended Sample Character template. How can I fix that? Ideally, I'd like to change the z-index of headbase to be behind arms when facing upwards. I already tried a few things: 1. OverrideSymbol("beard", ...) - like Wilson's beard - this did not work well, because it was in front of mustache and hair. When I made mustache part of beard, it was even more messed up, because it was getting separated from the nose when the character was "breathing" or doing emotes, and still was in front of the hair. 2. Editing z-indexes, ordering on xml elements and pretty much everything possible in scml file - I was editing the xml manually in various ways, but the changes were present only in Spriter, not in the game. I think the game does not care at all about ordering and z-indexes of layers in Spriter, and has real z-indexes hardcoded for each layer. Is that the case? 3. Making front and side like described above, and using Wilson-like beard only when the character is facing upwards. I based this idea on assymetric character design posted on this forum. I did this by AnimState:Hide("beard") (and Show), depending on the direction the character was facing during locomote events. However, it does not work when character is doing some kind of animation when facing upwards (e.g. talking), because then he has a double beard when facing front, because last locomote event indicated going upwards. 4. Splitting beard or mustache in 2 or more layers - it just does not work, since the layers are moving in different directions in game (e.g. when the character is "breathing"), messing up the lines. How can I make the beard show properly below hair and mustache during all animations?
  3. tl;dr: How to make GetModConfigData(config_option_name,ModIndex:GetModActualName(name_of_a_mod_as_in_modinfo)) work in scripts/prefab/character_prefab.lua or load user config to it other way? Hello there I'm working on a simple character mod tweak - not really for myself (at least for now) but it'll surely come in handy in future. I want to implement options allowing users to change all character stats (health, hunger, sanity, movement speed, resistance, should it get starting items). What I struggle with is the issue of retrieving configuration_options from character prefab - I know at to load configuration option you use function GetModConfigData(config_option_name) The issue is - obviously: I understand that from places other than modmain or modworldgenmain I should retrieve configuration options with GetModConfigData(config_option_name,ModIndex:GetModActualName(name_of_a_mod_as_in_modinfo)) Now then - here the issue. Doing that will result with Adding this local ModIndex:GetModActualName = require "modindex" to character prefab results with Which is understandable (that's how Lua works, right?) Here comes my question: how to use GetModActualName in scripts/prefab/character_prefab.lua or how to pass mod config values to it, in a way that starting items and stats of character could be configured?
  4. Okay, so, I'm creating a custom character of Deku from My Hero Academia. Due to his addiction to writing down heroes' tactics, I want to make him have everything in the combat tab unlocked upon spawn. Is there any way to do this? The closest thing I've gotten was Wickerbottom's tech level, but I don't want the rest of the items unlocked, just the Combat Tab. Also, I have been having trouble adding in a part where you take damage when attacking with your fists. I raised the base attack of Deku's fists to 50, and i have this line of code I got from another forum post that should work. How do I get that to work, where do I put it in my deku.lua? I tried putting it next to all of my stats and it crashes upon launch, so that clearly doesn't work. I'm new to all aspects of modding. The only programing I know any basics of is RobotC, and even the artwork took me a long time to finish, would really like some help. P.S. I'm using the extended sample character shipwrecked edition if that changes anything.
  5. So this is a very short tutorial based on this tutorial from Cheerio but a bit more specific if anyone wants that. Also don't forget to check out the rest of character creation here Old version of the tutorial: Assets = { Asset("SOUNDPACKAGE", "sound/<file>.fev"), Asset("SOUND", "sound/´<file>.fsb"),}RemapSoundEvent( "dontstarve/characters/<character>/death_voice", "<file>/<folder>/death_voice" )RemapSoundEvent( "dontstarve/characters/<character>/hurt", "<file>/<folder>/hurt" )RemapSoundEvent( "dontstarve/characters/<character>/talk_LP", "<file>/<folder>/talk_LP" )inst.soundname = "wilson"inst.soundname = "<character>" I wrote a new verison of this tutorial which should be super easy to follow. So here we go: What wee need this time: What we need: - PC version of Don't Starve and Don't Starve Mod Tools- Some sounds to mess around with. If you don't have any yourself use these-The FMOD-Designer project template from here Step 1: Put all your files into your characters sound folder (i.e. "mods/waverly/sound/") If that doesn't exist simply create it.Step 2: Whenever you come across "waverly" replace it by your characters name. (That also means rename the file!) (The old tutorial was written with a template that contained "waverly" instead, so don't be confused by the screenshots)Step 3: Open the *.fdp-file, left-click on "talk_LP" on the left side of your screen. Right-click in the gray area. Select all sound files you wish to use for the speech (that is when the character examines something) and click open. Step 4: Repeat Step 3 for "hurt" and "death_voice"Hint: You find instances of "waverly" in the following two places: Step 5: Press CTRL+B, check if the box next to your characters name is checked and hit "Build"Step 6: Open your "modmain.lua" and add the lines:Assets = { Asset("SOUNDPACKAGE", "sound/waverly.fev"), Asset("SOUND", "sound/waverly.fsb"),}RemapSoundEvent( "dontstarve/characters/waverly/death_voice", "waverly/characters/waverly/death_voice" )RemapSoundEvent( "dontstarve/characters/waverly/hurt", "waverly/characters/waverly/hurt" )RemapSoundEvent( "dontstarve/characters/waverly/talk_LP", "waverly/characters/waverly/talk_LP" )Hint: Don't forget to replace "waverly" Step 7: Open your characters *.lua-code and replace the line: inst.soundsname = "wilson"by: inst.soundsname = "waverly"Please don't tell me you need the hint this time... Step 8: Go back and check if you really replaced al instances of "waverly". In the first case rebuild your soundfiles. That's it... Oh and don't forget to replace all instances of "waverly" by your characters name ; )
  6. EDIT: Okay, she's gotten an update! I tried to take the feedback into account and added the hunger rate scaling + sanity resistance stuff that was discussed, and I also made the sanity cost an over-time instead of instant. I also finally fixed that crappy portrait. full details are on the workshop post. Pre Aug 2: I'm close to finishing my first character mod! You can find info on it here: I'd like to know if anyone has any feedback besides the poll I've posted.
  7. Hey there fellow DST players! I'm currently in the process of creating a new character and thought I would reach out to the community to see what you think would be neat perks. The character is a female Bunnyman named Whisper! I have gone through various perks and can't seem to make up my mind, here's a few I had previously added. Vegetarian AoE on attacks Can pick up plants quickly Extra benefits from carrots A Beardlord mode when the character is insane boosting their damage Nightvision Reduced sanity drain from darkness Fast tree chopping Any suggestions would be greatly appreciated and I hope to complete the character once I've found an enjoyable playstyle. Kind regards, Red
  8. Can you help me with the code for regenerating an amount of health over x seconds after being hit/doing a certain thing? seems to continue the regeneration as long as the condition is satisfied, I want it to regen a certain amount only and then stop. Thanks for any help xD
  9. I'm nearly done doing the artwork for the character I'm working on, but there are a few symbols in the player build that I'm not sure what they're used for so I don't know what to replace them with. They are: face-23 headbase-4 headbase_hat-4 torso-9 torso_pelvis-5 torso_pelvis-9 If anyone with experience doing character artwork knows what these symbols are for and could tell which animations they're used in, I'd appreciate it.
  10. Hey whats up fellow Kiel members and Don't Starve players. I just uploaded a video on youtube of a Don't Starve Character Guide on "WILSON"! Needless to say, check it out if you are interested! I am just starting out, any support would be appreciated! Lemme know what yall think! =D Video link:
  11. So, I am trying to implement the favorite pastime of first-time DST modders and am making a custom character. The short story is that the character is meant to be able to see in the dark and gains a minor amount of sanity in it, but consequently its sanity plummets in any light source, in addition to outright burning in sunlight (without protection). I've gotten the sanity calculation for this down on my own and will be working on the sun-burning thing in the future, but I'm having an issue with the night vision. To be specific, night vision is working too well. Everything seems to essentially be rendered in full brightness, which is a problem as I cannot discern light sources with night vision on, which makes the sanity drops from light sources seem borderline arbitrary. I've tried messing with color cubes and while I've noticed ghost vision color cubes do in fact make light sources barely discernible, it's not enough to really work out from a gameplay standpoint. Not to mention that the light needs to be really intense to be visible. One part of this topic is essentially me asking if making custom color cubes is the way forward for making night vision work as I intend. I don't have any idea if it will work out as-is so for all I know I could be wasting my time, which is why I thought I'd inquire first. Failing that, is there some sort of way to configure it that I've missed? Anyway, that's one avenue to finding a solution for this. I have also tried the classic method of simply applying grue immunity via the grue component (which works) and having a light source like so attached to my character: local function common_postinit(inst) -- <Insert snipped irrelevant code here> --if not TheWorld.ismastersim then inst.entity:AddLight() inst.Light:Enable(true) inst.Light:SetRadius(32) inst.Light:SetFalloff(0.9) inst.Light:SetIntensity(0.4) inst.Light:SetColour(255/255,0/255,0/255) --end end But the problem here is that the light is server-side, which of course makes everyone able to see it and gain protection from Charlie - not to mention the fact that it also lowers my character's sanity, being a light source. As you can see by the comments, I've tried making the light client side... but it doesn't seem to do anything with the check enabled. The light doesn't show up. Am I doing something wrong? And finally, if both of these options don't work out, I've simply considered drawing a ring around the effective radius of a light source, which would be ugly but would at least allow me to tell where they begin and end. That is assuming that I can do this. I'd look into that on my own if need be. I'm hoping that one of the solutions above could work before I resort to that, though. In closing, is it possible to 'fix' night vision with color cubes, or to make a client-side light so I can at least fake it and still see (brighter) lights?
  12. Version 7.0.1


    Version Update on Steam is Newest So please subscribe on steam because I don't upload in here often. Thank you so much Now, version of this mod is update to Ver. 7.01 !!!! [[[[ Important Note !!! ]]]] after ver.7.01, your game status in 7.00 will be reset to 0 after update BECAUSE I re-write the script for Weapon (description below) and Any update plan in the future. I'm sorry about your save. I'm so sorry. ♣ Feature ♣ Re-Master texture and things. Can be grown up ( Level up ) by eating 7 sins' gem. 7 sins's gem type drops depend on type of monster he killed, Especially boss! [-Warning-] Weak ( Very much!!! ) on Begins, Stronger in Late !! Can choose Difficulty that affect status boost less or high when eat gem. Compatibility With ROG. You can check status by L (Can config in mod configuration) New Weapon and Bonus Effect ♥ Sins Gears ♥ New feature Updated after ver.7.01 (currently only has a sword, but in future I will be release more) The Vainglorious Dmg : 30 Durability : 175 Recipe : 5 The Obsidian of Pride / 1 Living Log / 2 Nightmare fuel Prototype Require : Prestihatitator ( Building with Top hat ) Bonus Effect : If Kaizer use to attack , chance to add bonus damage. The Damage Bonus is depend on your pride level, High Pride High Damage. ♠ 7 Sins's Gem ♠ There are 7 type of gem that will make he stronger Emerald of Envy - Rise your Max sanity Obsidian of Pride - Rise your damage Quartz of Sloth - Rise your speed Ruby of Wrath - Rise your Defense Sapphire of Lust - Rise your Max Health Topaz of Gluttony - Rise your Max Hunger Diamond of Greed - Rise All Status ♦ Status ♦ ( Min / Max ) Health 50 / 350 Sanity 50 / 400 Hunger 50 - 300 Speed Slower than wilson / Faster than wilson ...... Damage Combat 50% / 200% !! Damage Absorb 0 / 30%
  13. Version 0.1.0


    Untested Version of Bellatrix for Don't Starve Together. if any errors are encountered please report it in the comments. this is purely a test, i know no one who owns a copy of dst so I have not tested it through server's
  14. Hello, I'm currently working on a new character mod, and I'd like for this character to have a set list of quotes that he/she can say for any specific thing, exactly like the Wilton mod does. I've tried looking in the Wilton mod to see how it's done, but I've been messing with it for about 4 hours now, and I'm getting a headache from it. If anyone knows how to set this up, I would be greatly appreciative.
  15. Version 1.2.7


    Adds Whimsy to the list of playable characters. BEFORE I BEGIN, PLEASE NOTE THAT THIS CHARACTER IS DESIGNED TO BE A SUPPORT CHARACTER. IF YOU USE THIS MOD IN SINGLE-PLAYER, YOU WILL BE PUTTING YOURSELF AT A SIGNIFICANT DISADVANTAGE. WHIMSY IS DESIGNED AROUND TEAM PLAY. Whismy is a happy sunflower that loves making people smile--which is quite a contrast from the dark, uninviting world of Don't Starve Together. She was born (read:grown) here naturally, and knows nothing else--this world is normal to her. To her new friends, the the sight of her is a great refresher from the horrid world that is constantly trying to kill them... Well, most of her friends, anyway; Maxwell's still not sold on the idea of a disgustingly ecstatic sunflower that just won't shut up. At least she's technically one less mouth to feed. Whimsy is a very, VERY odd character that I've been wanting to create for a very long time (she was thought of and designed around the same time as Weston was when he was being developed for RoG). She is effectively a full support type of character, while at the same time being almost parasitic. She is nearly completely reliant on other players to survive, meaning that you will almost ALWAYS have to play with another player to get anything done. In return, Whimsy almost completely negates the sanity loss of other characters, which holds some characters back. ------------------------------------------ Whimsy's stats are as follows: Hunger: 150 Health: 75 Sanity: 200 ------------------------------------------ Here are Whimsy's perks: PROS: + Whimsy is naturally cheerful in the sunlight, and she's almost always in a good mood. Because of this, Whimsy regenerates sanity very quickly in the daytime. In the dark, not only does she not lose any sanity from night drain, but she regains sanity at almost the same rate! + Not only does Whimsy regenerate sanity for herself, but when she is near other players, they also regain sanity from her cheerfulness. This is useful for characters that have sanity penalties. Her cheerful nature even triumphs over the sanity drain from darkness (Does not stop Charlie from attacking your friends, however)! + Whimsy uses photosynthesis to regenerate her hunger in the daytime, which raises quite quickly. In addition to this, she also slowly regains her health in the sunlight. + Whimsy is light and quick. She is quite a bit faster than most characters. + Much like Weston the Wandering Cactus , Whimsy attracts insects that naturally seek out flowers. However, when certain insects see Weston's spikes, they'll usually flee after getting too close. Since Whimsy has no spikes, insects will freely light on her and pollinate her. + Being a flower, Whimsy is not very threatening. Therefore, certain small prey animals that would normally be scared away by the player's presence are not scared by her, meaning that she can approach them freely. Therefore, she is the perfect character to capture small prey with traps. In addition, certain mobs will either ignore you completely (until you attack them), or watch you curiously from a distance. CONS: - Whimsy is a delicate, frail flower. She has a low health pool because of this (75 hp). - Whimsy, like Weston, also suffers from a 3 x damage vulnerability from fire. Combine that with a very low health pool, and this can mean a very quick death. - Along with being frail, Whimsy is also EXTREMELY weak. In fact, she does NO DAMAGE when attacking. The only thing she seems to be able to kill is butterflies, it seems... - Whimsy does not have any hands--just leaves. Because of this, Whimsy is COMPLETELY unable to hold any kind of tool, such as axes, pickaxes, unbrellas, torches, etc. If she tried to pick up one of these tools, it will immediately slip out of her leaves, meaning she cannot even take them with her (unless she takes it out of a chest, or other storage unit). - Along with not having hands, Whimsy has many delicate petals that adorn her head. Because of this, she cannot wear hats of ANY KIND, as they would damage her petals. In fact, much like tools, she cannot even pick them up! The same rules that apply to tools apply to hats, basically. Don't worry, Whimsy CAN wear torso items like backpacks, armor, etc. - Whimsy has no mouth, or any kind of openings in her face, really. Because of this, WHIMSY CANNOT EAT FOOD. Whimsy is totally reliant on photosynthesis for her energy, which is only available during the day while not in a cave. When Whimsy is not in the daylight, she loses hunger points, but much more slowly than most characters. - Insects aren't the only thing drawn to her... Catcoons will leap up at your head and swat at you, which can deal a surprising amount of damage. Even if they're only playing, getting hit by a sneak-attack from a Catcoon can mean death if you are at low health. - Whimsy LOSES 5 sanity from picking flowers, instead of gaining 5 sanity like most characters. This does not apply to things such as ferns, succulents, and cactus flowers. Basically, your average garden-variety flowers (excuse the pun). - Unfortunately, due to the nature of Whimsy's appearance (and how much I had to change the default character model), Whimsy is COMPLETELY UNABLE TO WEAR CLOTHING SKINS. It was necessary to add this, otherwise she would look REALLY broken in them. However, I will soon be creating custom skins for her, which will add some variety to her. In the meantime, I apologize for the lack of customization. ------------------------------------------ Cool stuff in this mod: + A whole new character to play as (obviously). + TONS of custom dialogue lines written just for Whimsy! + High-Quality character art! + Custom minimap icons, select screen portraits, and save slot portraits! + Entirely new speech sounds! ------------------------------------------ Tips and Tricks for using Whimsy Effectively: Here are some things to know about Whimsy that will help you while playing: - Whimsy cannot hold tools, which means she is completely reliant on other characters for things like wood, stone, and other resources that normally require tools to obtain. This means she will need other characters to get these things for her. She cannot even hold torches or lanterns, so she has to rely on other characters to produce a mobile light source for her. - Whimsy does not eat food, but she does still have inventory space. When playing as Whimsy, you can be used effectively as extra storage space for other players, sort of like Chester. When Wolfgang or Wickerbottom can't hold any more items, consider giving them to the walking sanity factory behind them for future use. Since she's too weak to work or fight, she may as well make herself useful SOMEHOW. - In PvP, you are obviously at a disadvantage strength-wise. However, you are much faster than most characters, effectively running at around cane-equipped speed. Use your speed to get away from attackers. However, if THAT doesn't work, maybe consider bribing your enemies with the sanity bonus you give? Make them see that it's more beneficial to them to have you alive than dead, and try to make an alliance. - Since Whimsy relies heavily on the daylight, she is at a HUGE disadvantage when in caves. This makes it much harder to stay in caves for extended periods of time, as sunlight is the ONLY way to restore her hunger. Consider giving her a Belt of Hunger if you plan on staying in the caves for a while. While she cannot stay in caves for long, she DOES provide a large sanity aura capable of negating the darkness, which is very advantageous for certain characters. ------------------------------------------ Thank you all so much, and have fun! - T.V. Steam Workshop Download Link:
  16. Version 1.3


    The don't starve edition of my lucario mod for players that don't have access to the steam workshop. Install it like any other mod, drag the "Lucario (DS Edition)" folder located in the .rar into your don't starve\mods\ folder. It should look something like this [Install path]\Don't Starve\mods\Lucario (DS Edition)\[Mod files] Play as Lucario, the aura pokemon. Single Player! Steam Versions Don't Starve Version (RoG and SW Compatible): DST Version My Lucario Mod for DST finally makes its way to Don't Starve. (Fully RoG and Shipwrecked Compatible!) Please report any bugs or suggestions in the comments here, or on the steam workshop page. Features: -Unique Dialogue -Custom Art (Duh) -Cute and Cool Variants -Clothing Compatible -Grows a shaveable, scruffy winter coat using the beard system. (Cute Variant) -Deals increased damage and loses sanity faster as health decreases. (Cool Variant) -Loses sanity slower at night. -Loses sanity when near any fire (based on proximity) -Increased damage from fire. -Can use aura spheres and Lucario themed melee weapons! -Can extract aura from live rabbits for crafting or health/sanity. -Can obtain bone shards from fish. -Can be shiny! -Moderate configuration options -It's Lucario! Stats: Health: 140 Hunger: 150 (Very slightly faster decay) Sanity: 200 (Slower decay at night) Damage: 1.2x Aura Spheres: Infinitely reusable "ranged weapons" that cost sanity and hunger (Can be reduced in the mod configuration.) instead of durability. They give off a very small amount of light. Blue: Standard Aura Sphere: Low damage, low sanity/hunger cost ranged weapon, good for pulling or keeping distance. Yellow: Swift Sphere: Slightly more damage, higher sanity/hunger cost. Built in walking cane. Green: Dream Sphere: No damage, High sanity/hunger cost. Can put enemies to sleep. (Uses endgame materials) Orange: Solar Sphere: Moderate Damage, higher sanity/hunger cost than swift, creates a large amount of light. Red: Violent Sphere: High damage, high sanity/health cost, endgame sphere. Other Weapons: Bone Rush: Powerful melee weapon with high durability (Same power as the battle spear). Made from bone shards and aura bits (Live rabbits or crabbits). Metal Claw: Cheap, high durability weapon intended to be an alternative to the spear. Shadow Claw: Powerful endgame melee weapon, drains sanity while equipped. Aura Guardian Staff: Similar to the Standard Aura Sphere, but costs no hunger or sanity. Config Options! Aura sphere cost: -Standard: My personal opinion on what is balanced -Low: Cheaper aura spheres for people that prefer to use them as primary weapons -Free: No hunger/health/sanity cost, recommended only for fun, not balanced. Weapon Durability: -Both aura spheres and the custom melee weapons can have their durability toggled on or off. Aura spheres could be free, but have durability, or you could just have infinite weapons for unbalanced fun, whatever the server host decides. Bonerush Smashes Rocks: -Exactly as it says, the Bonerush can smash rocks like a pickaxe. (Just for fun) Hunger/Sanity Management (Seperate settings for both): -Harder: Sanity or hunger drain much faster, for those who want more challenge -Standard: The same hunger/sanity drain as the mod has always had (My recommendation) -Easier: For players that want to worry less about their mind and stomach, but still want some management. -Casual: Virtually no sanity/hunger drain, for extremely casual players or just for fun. (Both "Easier" and "Casual" settings kind of ruin the point of the game, so I only recommend using them when messing around.) Custom Items: -Enables/Disables crafting of custom items (For players who prefer not to have all the extra fluff)
  17. I have a problem very similar to this thread; my custom beard based on Wilson crashed the game, and after fixing the crash the game started as normal, but the beard did not show at all on the intended day, even after I tried changing BEARD_DAYS to different values. I followed the "Growing custom facial hair" guide here, and after I checked I was sure I followed the steps there correctly. My file also does not differ much from the above-mentioned thread, and I see that question still haven't got solved. Can anyone help? Thanks a lot.
  18. So i've been playing wolfgang as of late, and i'm managing great with him. There's one thing i would like to suggest though. Since he is a strong man and his character trait is his strength when at full hunger, wouldn't it be logical that the more muscles he has (3rd form) the faster he would chop trees and mine rocks ? just like he hits harder ? Like instead of 15 swings on a big tree it would take him let's say 12 swings.
  19. As the question says, I intend to give a chance to spawn a flower under the character as he moves, in a specific season (in this case spring). And also, if anyone answers this, can you please also specify how to edit the distance needed until a check, how to limit the number of flowers spawned in a period of time, and how I can attach more conditions to modify the chance? (high/low sanity, high/low health) Thanks a lot in advance!
  20. I currently want to make my own set of animations. How would I go about to set Spriter up so I can make animations for custom anims? Such as... Stand pose, Walk pose. (pre existing animations) Not really caring how long it might take.
  21. Version 1.0.0


    Steam Adress : The Reptilian. (DS-DST) All Artwork by mahdwolfe. Engage the realm of Don't Starve with this beast - The Reptile, MAHD. Flaws : *Its a Cold Blooded creature, which means cold hurt him very badly. *He hates spoiled food. *Tagged as a Monster - Of course *Night drains his sanity. Perks : *He can Level up by eating Dragon Pie, thus increasing his overall stats. *A Light is emitted by MAHD on his first travel, losing it on death. (Need to be fixed) *Because of his reptilian scales, MAHD is protected against wetness. Scales do not get wet. *He's a Sun lover and doesnt get overheated by it. That's the creature all about ! Enjoy and have fun. Share with friend and comments are welcome! This mod is made by D4rkh0bb1t and Mahdwolfe.
  22. Playable Pets has been on the workshop for awhile now but I figure why not make a thread about it here. Looking for Help Playable Pets is a mod that makes most mobs in the game into playable characters, it is basically a successor to the playable mobs mod made by Indie (I don't know his forum name...) sometime ago. The mod is configurable and has a couple of neat features as well. You can view/download all the mods here. You will also need this mod if you want to access the skins for the mobs. Features Configuration Options General Info: -to be worked on later- Notes: Major Bugs: ToDo: Special Thanks: -Lily, Amir, RocketSM, Capt. Kickass, and Kwitchler for playtesting the mod in the prereleased builds of the mod and convinced me to make it public. - @Fidooop for making modded skins API, making it possible. -Logzombie for making 95% of the skins in the mod. -Cheshire Crow for making a lot of the portraits in the mod. (His are the really good looking ones, mine are the bad ones). -The forums for bits of information that helped out when developing the mod (this is my first mod ever). -The many users of Playable Pets whose feedback helped improve the mod in many ways that I could not have done alone. -A certain crow for teaching me how to code and giving support. Other stuff that might be worth noting I GUESS: Steam Group (if you want announcement of major updates to the mod I guess?) Discord Group I have a server that runs the mods daily, information can be found on the steam group page. (Also it will be in the beta branch). The initial goal was to make all mobs fun/interesting for coop/pvp, which is still being worked on. So if you got any feedback/suggestions let me know.
  23. [DST] Woka the Arctic Hunter

    Version 1.2.4


    Adds Woka the Arctic Hunter to the list of playable characters. Woka is a character that I originally thought of for Don't Starve: Shipwrecked. I had planned to make this character before Don't Starve Together was even out, but I ran into some roadblocks at the time that prevented me from making her. Now, multiplayer is here, and I figured it would be a great time to make her. I really like how she turned out. Woka comes from an undisclosed tribe of people from somewhere in the northern hemisphere. She is always wearing her thick winter parka, and never takes it off (It was her late father's coat, and she refuses to let it go). She appears to be a cold and wisened hunter on the outside, but get her excited or angry, and you'll see that she's still really just a typical child. Side note: the word "Woka" is Inuit for "Brave". ------------------------------------------ Woka's stats are as follows: Hunger: 150 Health: 150 Sanity: 200 ------------------------------------------ Here are Woka's perks: PROS: + Woka can never get cold. She is quite warm all the time. + Woka cannot be frozen by attacks that would normally freeze you solid, such as attacking Ice Hounds, getting struck by Deerclops, or being hit by an Ice Staff. + Woka is so warm, other players can sometimes JUST avoid taking damage from freezing by huddling VERY close to her. CONS: - Woka gets hot very easily, which can be a serious problem in the summer. - When Woka's temperature is above 60 degrees, she becomes exhausted from the heat, and moves 25% slower than normal. You will need to cool off to get your speed back. - Woka's coat is very warm, but the warmth is not good for food storage. Food will spoil much faster on her than any other character. ------------------------------------------ Cool stuff in this mod: + A whole new character to play as (obviously). + TONS of custom dialogue lines written just for Woka! + High-Quality character art! + Custom minimap icons, select screen portraits, and save slot portraits! + Entirely new speech sounds! ------------------------------------------ Using Woka in Don't Starve, Don't Starve:Reign of Giants, or Don't Starve:Shipwrecked: Woka was developed for use in Don't Starve Together, and that is the only form of the game she is 100% compatible with. She has not been tested for any of the single-player games. Therefore, I am only allowing her to be used in Don't Starve Together. ------------------------------------------ Author's Comments: Thank you again for your support. I have been working non-stop on this mod for the past month now, and I have poured everything I have into this mod to make it look as much like an official character as possible. I would like to thank SuperDavid on the Klei Forums for helping with Woka's overheating mechanics. I couldn't have done this without his help. I would also like to thank The Tiddler (Mr. Tiddles), and Mighty_Zero for their support while I was working on this project. ------------------------------------------ Thank you all, and have fun not starving! -Thunder Volts (AKA: Spookers the Spoo) Here is the Steam Workshop download:
  24. Hey guys this is just a question ive been wanting to set forests on fire and spider dens could anyone tel me how to do it??
  25. Warrick the Afflicted is finally released, I'd like to thank all the people who made it possible (added to credits below), their code and advice helped me to get this far; hopefully after the testing that's been done it should be rather stable. Link to steam release ------------------------------------------------ --- "Warrick The Afflicted" ------------------------------------------------ Version 1.0 Adds Warrick, with full dialogue; uses Wallace's voice. Health: 100, Sanity: 150, Hunger: 150 Knows about gems, starts with ice staff and a red gem. Can create powerful obelisks from the "Obelisk magic" tab. Is afflicted with nightmare/shadow: - Warrick persistantly loses sanity, even when he gains it. - Gains speed closer to insanity. - At 85%+ sanity develops grogginess and shadows envelope Warrick. - At 25% or lower, sanity randomly causes occasional madness lasting from 15-30 seconds,summoning shadow creatures to attack Warrick. Added Structures: (Version 1.0): Ice Obelisk, Fire Obelisk, Cursed Obelisk. (Version 1.3): Nature's Monolith Added Item: Nightmare Ectoplasm. Current issues: - Fire and Ice Obelisks are useful, but not considered popular during testing. - Need a method to prevent excessive Obelisks or proximity building. - Want to add coloured text for both client and server during "key" sanity moments. Future aims (I'd like to implement): Major - Create corruption widget, enabling me to refine the character mechanic some. - Make sure fire/ice obelisk are worth while building. Normal priority - Character sound file needs adjusting: preferable a bass - Orange gem obelisk/s: "Void Obelisk" A void tears between these towers, a familar sound echos from its depths. - Yellow gem obelisk: "Solar Obelisk" (name not fixed) Functionality is under consideration. - Iridescent/Opal gem obelisk: (Pending name) Functionality might include a "full moon" lighted area, including additional qualities. Customisable features: - You can turn off Nightmare ectoplasm drops from shadow creatures if you wish.- You can preview the widget I have in works(functionality is excluded and it'll disappear after 5 seconds). ------------ Last note: If there are any problems with the mod, just send a message my way. I don't always intend for the mechanic to work the way it does, currently it's a little challenging due to the random chance of gaining madness. In addition I really want to get obelisks limited in one way or another. All in all I just hope if you choose to play it that you'll be able to enjoy it. Help request: If anyone is good at implementing widgets for DST I'd love to hear from you. This character could really use with a separate stat for corruption; I'm currently at a rocky start, however I have a basic system in place and wouldn't mind some guidance. ------------ Credits: -- Credits to Malacath A very nice item tutorial, without working items it's hard to test the flow of your own mod. Link to post -- Credits to Dleowolf: For both the tab system and the extended character template, kudos for your service to the community! Link to post -- Credits to Rōnin Creator of Miami Rick, who helped me with some basic character creation issues. ("Thanks bud!") It's Miami Rick -- Credits to "Rubynoof" and "Zak" Fellow university graduates and friends, without network testing this modification would have been potentially swamped with bugs and such. -- Credits to DarkXero Aided in the identification and solution to client side related bugs. Link to post -- Credits to Simplex Using the krane tool, I was able to reconstruct a valid badge widget. Link to post -- Still a work in progress, but very much important.