Search the Community
Showing results for tags 'ds'.
-
For some reason, i hear no Music at all in DS Shipwrecked on IOS. No Fighting, Working or anything
-
So you want to implement a voice for your character mod or import sounds for your items? Then let’s get started, this tutorial was created on the bases of the old tutorial back in 2013 but with don’t starve together coming around it wasn’t really updated to say the least. So this guide will more or less will be an update compared to the previous guide and hopefully be re-edited when an update gives us something new. Before we start a few tools are needed to follow this guide: What’s needed: · Don’t starve mod tools in steam (for FMOD Designer) · Notepad++ or some other coding api · Audacity (for this tutorial, you can use FMOD studio or some other audio editing program but it’s your job to know how to use it) · VLC media player (a converter from non mp3 to mp3 for audacity) · Some experience with dealing with sound files (mainly editing). · Highly recommended to view the getting stared: guides, tutorials and examples. Especially if you’re new to modding as this guide will require basic coding knowledge and patience. · Your own sound files for voice implementation/item sounds. Universally mp3 is used which is fine just one more conversion. · A sort of tool box from the last bullet in links. · Moderate modding experience for sounds on items as you’ll need to make decisions and this is where the files act more like a toolbox. Links: · https://notepad-plus-plus.org/ · https://www.audacityteam.org/download/ · https://www.videolan.org/vlc/ · https://forums.kleientertainment.com/topic/28021-getting-started-guides-tutorials-and-examples/ · Where it originated from: http://forums.kleientertainment.com/topic/27803-tutorial-adding-custom-sound-to-your-custom-character/ · https://forums.kleientertainment.com/files/file/1829-character-custom-voice-tutorial-and-custom-item-sounds/ Important numbers (all values come from wilson’s voice files): · A character’s talk voice will last on average 2 seconds, max 2.5 seconds. I don’t know how to extend the duration just saying it now. Recommended amount 7 sound files. · Emote voice averages 1.4 second. Recommended amount 1 sound file. · A yawn average 1 second. Recommended amount 1 sound file. · A hurt sound .5 second. Recommended amount 3 sound files. · A ghost sound 1 second average, 1.5 seconds max. Recommended amount 7 sound files. · A death voice 1.75 seconds. Recommended amount 1 sound file. · A pose 1.8 seconds. Recommended amount 1 sound file. A carol 13 seconds. Recommended amount 1 sound file. · A eye rub (also called sleepy emote) 0.6 seconds. Recommended amount 1 sound file. A sinking 2.8 seconds. Recommended amount 1 sound file · For a items it’s about 45 seconds max. Video: Character voice (if you have trouble know what to click refer to the pictures, green boxes = point of interest, yellow boxes = important sections): 1. Open the modmain and the first 20 lines should have all the lines of code for your character mod’s voice just replace all “characterprefab” with well your character’s name. If you’re doing don't starve only voice mod you can ignore lines 12-18 unless you plan to make it both don’t starve together and don’t starve compatible in the future. 2. Next open the characterprefab file under scripts-prefabs there will be only be a single line to put into your character lua file. Line 3 is for dst, while line 7 is for don't starve but the note above should be taken into consideration. 3. Alright disclaimer I don’t make custom music so you should have your own source of sounds to implement, most of my voices come from songs from the games I adapt my mods from. That out of the way open up audacity and vlc media player while you’re at it. If you already have your mp3’s ready go down to the next step, or if you have your .wav go to step 5. If you drag your sound file into audacity and get a window pop up then there’s a chance your file won’t come out as good as it should, then that’s why we have vlc media player open. Go to media-convert/save…-file-add…- and find your sound file in your computer. Select convert/save (not the drop down arrow) and a new window will open. Select the drop down arrow next to profile and find audio – MP3, next click browse to put your mp3 sound file, preferably a folder you won’t delete later and rename it to your meaningful name like character_talk1 and such (the name won’t matter). Then click start, if you have more files to convert this will become repetitive real quick as you don’t get all files you added converted in one go. So go back to the window where you add files, remove the top file you converted and keep going till you have all your mp3s set. 4. Note: I’m not much of a sound/signals kind of guy so the next part will only mention bare bones basic options. Now with audacity drag your mp3 onto the grey area and two wavelengths will appear. Here you can edit your sound files by shrinking them, increase the gain by some # dB (units: decibels comes from signals classes), and importantly convert mp3 to wav files. Go down to “Basics and Tips for audacity” and read up on your controls and along that read up on “Important numbers”. If you’re a music/signals kind of person you can use the effect on your menu bar and use fade out on your last milliseconds (by holding click and highlighting the wavelength) of your sounds to avoid the sudden silence at the end of your character’s speech. For beginners you can do an alternative fade out in the next step when I mention optional. When you think you get the right sounds with the right length go to file-export-export as wav- go to where you put all your sound files and save. 5. Let’s open up the characterprefab.fdp in the sound folder with fmod designer and check a few things. You can find fmod designer with directory: C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\FMOD_Designer once you get there use the application: fmod_designer (I’m saying this cause window 8 and above usually don’t know how to open applications any more, what happen to window 7 knowing what application was right for the job???). Alright once open you should go to events and from there open characters-characterprefab if it isn’t open, and click on the events (hurt,death_voice, etc) and go one by one to check for the following settings in the property-value table that’s on the far right hand side. Mode: 3d, 3D Rolloff: Linear, 3D Max Distance: 50. What does this do? We’ll it’s a common error in most mods that you can hear the character’s voice all throughout the world when they speak, with these options it’ll limit it to the maximum zoom out for your in-game camera. Optional (Recommended for beginners): set Fade out time: 150 to match the original’s character’s voice fading when their done speaking. Also it doesn’t sound good when your character’s voice goes dead silence in less than 0 seconds (or sounds that way). 6. After you check that property-value table then let’s start renaming the characterprefab with your character’s name. Click characterprefab, from there look at the property-value table on the right hand side and there should be the option: name, user properties, notes. On name replace characterprefab with your character’s name. Alright once that’s done we got another characterprefab to rename, go to the banks and on the left hand side click characterprefab and look at the far right where the property-value table comes up again. Go to name and rename it to your character’s name, no other options shouldn’t need to be edited unless you know what you’re doing. 7. Once that’s done I’ll say it now: IMPORTANT: Where you keep your sound files is where fmod designer will go to when you build the files, so places all the sound files in one place preferably somewhere you won’t mind them staying and won’t delete them. If you decide to re-edit the files in the future or the files didn’t come out the way to wanted and you delete them/move them, then you’ll have to either: put back the sound files where they were or redo the next step so cluttered desktops beware! 8. Go back to events and click on an event (hurt, yawn, pose, talk_LP, etc), in the center of the window there will be a box titled playlist with rand and sound subtitles there you’ll drag your respective sound files into there. Like your three hurt sounds inside hurt, your seven talk sounds inside talk_LP, and so forth. Optional: You’re free to right click a wav sound and set percentage, to give the chance that sound will play, plus use lock percentage if needed but unlock them when you’re done. Once you filled the events with your wav files (if you used mp3 or another format the game won’t recognize it) press control+B and select the bank with your character’s name on it (aka check the checkbox) and click build and rebuild. If it fails there’s a chance you put a non-wav format file or a wav file is missing. Otherwise if successful it’ll say build took *some sort of time, probably less than a few seconds*. After that’s done keep your fdp file around in case you mess up or need to do re-editing, otherwise cut the fev and fsb files in the sound folder and put it into your mod. You should create a folder named sound in the main directory of your mod and put the fev and fsb files in there. After that that’s all the mod needs and test it out. 9. If you don’t like the way they came out delete the bak file(if it exists), fev, and fsb and re-edit the sound file in audacity and redo step 8 till you’re happy with the way your character sounds. Items sounds (refer to the pictures above if your lost, yellow boxes = important sections, green boxes = points of interest): Note this section is meant for experienced modders as I briefly cover things that weren’t done in the character voice section. If you know how to put a voice for a character then this section is mainly the same and you’ll use the files like a tool box and use some of the lines you need and don’t use the ones you don’t need (like a restaurant menu, “omg there’s a lot of food!” waiter: “yeah just get the things you want, you don’t have to order it all”). If you want to start here just skim through steps 5 through 8 to get some idea of fmod designer otherwise I’ll briefly summarize. 1. Let’s go to sounds-structureprefab.fdp, this file can be molded into whatever you like (weapon sounds, food sounds, armor sounds etc.) but lets go through some small details. Go to events, expand the folder named structure (if it isn’t expanded already) and click event1, under the playback options (next to playlist) the repeating loop has been selected to repeat a single sound indefinitely. You can select oneshot for it to play only once, scrolling down to the very bottom allows you to play the playlist at random, sequential (one after the other) or shuffle, you can also click allow repetition if you desire. Next look at the far right where it has the property-value table and see the following: mode:3d, 3D Rolloff: linear, 3D max distance: 50, and fade out time: 0. The first 2 mention is just setup, the max distance is your main focus, at 50 is about the radius that sound can be heard which is about how far you can zoom out your camera in-game. You can change it to your desired range, the fade out time is the time your sound starts to fade out (again doesn’t sound good when your item goes dead silent in 0 seconds), but if you’re doing repeating loop it probably won’t be needed just pointing it out. The other events are set to oneshot, but if you need more than 3 events then go to the structure folder on your left hand side, right click the folder and click add simple event and give it a name (don’t worry about the template option) once that happens redo the property on that event (mode,3D rolloff, etc.) and set it up to the previously mentioned or your sound will be heard worldwide in the game. 2. Go to banks and select the folder structureprefab, there the property-value table will pop up again change the name as you wish. Notice in the center is where your filename (assuming you put it into the events playlist) with the directory of where it’s getting the sound file from, this should be noted if you comeback to re-edit it or make a mistake. The fmod designer will look at the same place to build the files and if you miss place it… well another headache will approach. So keep the folder somewhere it won’t bother you and you won’t mind it being there. 3. Now then if your not working on structures, then go back to events and click the structure folder and change the name under the value table to whatever you like (if you haven’t already done it). Same goes for the events click it go to the property and value table and rename it. Go to the banks and click the folder and rename it. After that’s done go to the menu bar click file-save project as and rename your fdp file to whatever you’re working with. Save and click control+B, the build project will pop up and your renamed bank should be there and click the check box. The click build and rebuild and your done with fmod designer. 4. Back to the file directory click on modmain, all you need is the assets on the bottom rename the structureprefab to your fsb and fev files (it should be the same as your fdp). And that’s all you need for your modmain, no remaping or extra code just cut it and put it to you modmain in your mod. 5. Now go to scripts-prefabs and open up the prefab you’re working with, is it a armor? A structure? Or a weapon? Well open the one you need and there is your restaurant menu with few default sounds used commonly in those files. Its recommended to read the weaponprefab for one of the notes, otherwise notes have been added to tell more or less what it is. And that’s it for the most part. Basics and Tips for audacity: 1. Your play back options and a record option if you have a microphone (it’s not needed for this guide just letting you know) 2. Your play back level or volume, all you need to know is that you want to avoid getting high levels of volume indicated by the color system (green for acceptable, yellow for warning, and red for high feedback). So it’s recommended to stay in the green instead of blowing out your ears or more importantly other people's ears out at red. 3. A quick menu for cut, copy, paste, trim audio, silence audio, undo and redo. For trim audio your pretty much cutting off the highlighted part (refer to 7) of the sound file out and keeping only that highlighted part. For silence audio is to well silence the highlighted audio, pretty self-explanatory. 4. Your zoom in, zoom out, fit selection, fit project in window, play at speed and playback speed. Fit selection zooms in to the highlighted section (7), and fit in project in window pretty much zoom out to fit the entire sound file. 5. Raise the gain or volume of the sound file, scrolling to the left lowers the volume of the entire sound file and right does the opposite (again don’t blow up your ears). The R and L just shifts the volume to the left speaker and right speaker just like in your car radio settings. 6. It’s a quick play section in which the name speaks for itself. 7. The highlighted section is done by clicking and holding down right click on the wavelength to edit it by using the commands at 3, 4 and referenced at 8. Since you’ll be trying to match the numbers mentioned near the top the start and end of selection but you can change it by pressing the drop down arrow and using start and length of selection to save you some math work. The audio position isn’t too important just where the marker will start to play not much to say. 8. The start time and end time of the highlighted (7) wavelength by default. You can edit by clicking the number place (ones, tens, hundredths, etc.) and typing it in. The drop down gives a variety of options but for the most part start and length of selection will be your go to option. 9. This is a bit advanced for basic needs just match around 44100 hertz (if it isn’t there) to avoid some problems down the road. (I haven’t tried lower or higher that much but using default isn’t a bad idea). · Tip editing (8) the start time will affect the end time making it annoying if you’re trying to move up the wavelength · Pressing file-new is a good way to paste wavelengths that were copyed/cut but beware after constantly using file it’ll crash later down the road. · The quick play (6) will play automatically, just a head up. · Effect on the menu bar has a variety of options in modifying your sound file, the fade out is a option that can be used multiple times to make sounds gradually go to silence vs dead silence right away. Otherwise the other options are bit too advance for me to speak of. · When saving a edit metadata tags window will pop up for the most part it’s not very important and doesn’t require any options to be edited. Just a fancy way of organizing in short, press ok is all you need. · Rebuilding creates a fev file so if you're wondering where it is, you forgot to rebuild. If there’s any mistakes or steps I missed comment below and I’ll make the necessary changes. Changes to the thread may/will be made especially that DST is still developing and chances are more character sounds will be implemented.
-
Version 1.15
415 downloads
Note: this file will not run as a independent mod, its more of a toolbox if anything. Also its recommended to have some modding experience as the tutorial isn't beginner friendly. This file is a tool box and template for making custom character voices and other item sounds as well. It contains a few common armor, structure, and weapon sounds that the base game uses, along with notes about them that may prove useful. The code is preset to follow the lua files stored inside so its less of a hassle trying to start from scratch. Last this file is subject to updates to keep up with don't starve together adding more types of voices like emotes, pose, and ghost voice. Tutorial: -
lore Wilson's log book "fan lore book"
UltraShadow01 posted a topic in [Don't Starve] Art, Music & Lore
This is a lore book I started writing, the idea behind was to write my own conclusion of what we know on the ds/t lore unfortunately I never got around to finish anything past Rog. The book was meant to be a linear timeline for the events in the game tying in ds + all dlcs + dst + gorge and forge + turn of tides with scientific explanation to the world inside the constant If I ever returned to it I would rewrite it from scratch with more knowledge about the lore but since it's just sitting in my docs account I thought I'll just share it here hope you enjoy reading it https://docs.google.com/document/d/17fiqfg6M_4AWMX0lbzMY8FS2ovex7sPZyuIq7NkQjz8/edit?usp=sharing -
Aye! Modders! This is a short guide that points out many differences between DST and DS version. I just decided to create this little tutorial to help some of the modders that would like to translate their DST mod into a DS, which of course can be done inversely. It won't be hard stuff, as I don't know much about coding and started with zero knowledge in Lua. The purpose of these writings is just about sharing and helping. Still, I hope this WILL help. Let's begin. First your should seek for your mod folder and I assume you already know where it should be. We will set every change in the following section : *Modinfo *Modmain *Character *Items/prefabs Modinfo : Modmain : Character : Items/Prefabs : Feel free to be constructive and point out what you know about translating DST to DS. I know this short guide is not complete, but everything has a beginning. D4rkh0bb1T
-
Version 2.1.a
396 downloads
Based off of Dragon Wolf Leo's Extended Sample Character Kodi for all (DLC) Stats: Health: 150 Hunger: 125 Sanity: 130 Damage reduced by 5% Speed is 5% higher. All parameters except the character’s speed can be adjusted when creating the world. The character has a custom voice. Character features: *Fur. Kodi grows fur that can be trimmed and used in crafting his special items. Clipping wool restores 10 sanity. Kodi has 3 states: 1. In which Kodi is with normal hair and does not have any buffs or negative effects. 2. Kodi has grown a little wool, the resistance to cold increases and the resistance to high temperatures decreases, begins to overheat faster and takes damage if overheated above 60 degrees. 3. Kodi has grown his coat a lot, he overheats even faster, resistance to cold is stronger than the previous one, begins to take damage when the temperature reaches above 55 degrees. *Fear of the dark. In the evening and at night. Sanity decreases faster than other characters. *Vulnerability to moisture. The character gets wet faster than other characters, and also dries longer than other characters. * Transformation Kodi. - You can change the look at any time with the (Z) key. - In the mod’s settings, you can select another key. - Transformation quickly spends hunger. - Increases character speed to (1.40). - Damage increases to (2). - Changing the appearance takes the sanity (-25), hunger (-15). - Upon transition to a normal appearance, sanity is restored (+10). *Has special items. *Curse Kodi - Damage (65) - Strength (500) - Recovery of life upon impact (5) - Decrease in sanity per minute (-20) - Slows media to speed (0.8) - Summons Shadow Tentacle. - Can be created on the shadow manipulator. RECIPE = (Thulecite x3 ), ( Dark sword x1 ), ( Dark crystal x3 ). *Kitsune mask A kitsune mask is a special and difficult item available only to Kodi. The mask absorbs 10% of all incoming damage while wearing, slows down the depletion of hunger by 50%, when worn, the mask takes away 15 sanity, and also passively restores sanity during the day. When removed, it takes 5 life units. It has an active ability for disguise, when activated, it spends 10 sanity, and absorbs all incoming damage, even Charlie's attack in the dark, in exchange for the durability of the mask itself. RECIPE = ( Thulecite x5 ), ( Fox Wool x1 ), ( Dark crystal x3 ). *Golden sword - Damage (47) - Strength (150) RECIPE = ( Rope x1 ), ( Twigs x1 ), ( Gold Nugget x2 ). *Helmet - Strength (460) - Protection (80%) - Resistance to moisture (40%) RECIPE = ( Pig Skin x1 ), ( Rope x1 ), ( Gold Nugget x3 ). *White crystal - Used in creating other things. RECIPE = ( Marble x1 ), ( Purple Gem x1 ), ( Nightmare Fuel x2 ). *Dark crystal - Used in creating other things. RECIPE = ( White crystal x1 ), ( Fox Wool x1 ), ( Nightmare Fuel x10 ). Mod on ( Steam ) -
Version 2.7
809 downloads
Based off of Dragon Wolf Leo's Extended Sample Character Kodi for all (DLC)Stats: Health: 150 Hunger: 130 Sanity: 130 Damage increased by 10% Speed is 5% higher. The character has a custom voice. Creates a magic sword, deals 65 damage, slows the character when the sword is in the hands. Restores health at a rate of 5 units per hit, and lowers the sanity of -20 per minute. Kodi don't like night, at night the sanity decreases 10% faster. Has a passive health regeneration of 1 unit in 30 seconds. The transformation of the character is added, you can activate by pressing the button (G). When the character is in shadow form, he has increased speed, increased damage, increased food consumption. Transformation takes away (-15) sanity and (-15) hunger, but when you return to normal, it adds (+5) sanity. Good you game Modification in (Steam) Special thanks to (Scrumch) for helping me troubleshoot issues. -
Version 5.6.6
356 downloads
this mod brings Wark the Chocobo to the original "Don't Starve" along with its DLC's "Reign of Giants" and "Shipwrecked" Wark the Chocobo was originally created by @Spotteh for DST and you can get her fantastic DST version here https://forums.kleientertainment.com/files/file/1022-dst-wark-the-chocobo/ the real point of this mod existing is due to me not having DST but wanting to be a chocobo...so using @Dleowolf's example character template mod alongside Spotteh's fantastic character art and with massive coding help from @BraveChicken! I'm happy to say that she's ready for the world to enjoy! now for her stats! 60 HP 50 Sanity 300 hunger Wark is "mortified of darkness" meaning her sanity will drop like a brick in water the minute it gets dark, although its a slower drain at dusk Wark "loves fire" and is "fireproof" meaning that she needs to stay around light sources like fire to keep her sanity up! her fire range has been set so that she doesn't have to stay too close to a fire-pit to get the sanity effect! also light sources are larger with her so its easier to see (and I find it to be more realistic)...I don't have to explain fireproofing do I? Wark has custom items! Chocobo Satchel Chocobo Translator the satchel is a fancy backpack styled from the "Chocobo Dungeon" video games while the translator actually lets her speak! and is styled from "Final Fantasy Unlimited" Wark is VERY fast! and she's built to be a "glass cannon" type of character she's support to be like a treasure hunter or archeologist but I'm too lazy to write the extra custom speech text ATM so thats for a later release! pros fish in ponds with flower petals run super fast hit 3x harder gain sanity around fires can walk through fire unharmed does not need a science machine takes longer to burn or freeze comes with backpack/translator/thuelculite pickaxe can eat monstermeat without heath damage custom voiced with ACTUAL Chocobo sounds (that I got from a limited edition sound effect track disc) will be updated for play-ability in Hamlet once its released and I know how to make it compatible! custom intro for DS and ROG (can't figure out how to do it for SW yet) cons hunger drain at 1.3 decrease so she gets hungry faster then normal 60 HP means she can be oneshotted by MANY bosses/beefalo sanity will be reduced to 0 in less then 20 seconds after nightfall harder to warm up or cool down due to long times to freeze or fry impossible to survive in caves/extended winter (prove me wrong) can't speak without the translator and will make bird sounds instead surprisingly hard to keep sanity up still needs an alchemy engine you need to choose between carrying stuff and speech ("unless you have "backpack+amulet" mods enabled in which case she's been custom coded to detect such mods and work with them") I plan on making her HAMLET compatible once Hamlet is released! once again the art and name are NOT my own! they're Spotteh's! and if there's any complaints or problems from her with me having this mod up then I will take it down immediately thanks for reading and enjoy being a Chocobo! -
Heya, I've been looking at the big variety of artwork these forums have, and I noticed a surprising lack of 3D artwork... So, Imma gonna go on a journey to bring the Don't Starve characters to the world of the third dimension! The goal? To learn and understand the concept of 3D modeling, rigging, texturing, and exporting, and to upload these to the Garry's Mod and the Source Film Maker workshop (There's a very slight chance that I'll put them for VRChat too). The tools: -Blender (Modeling) -Krita (Making the reference) -(Will probably use an image editing software for the textures, like Paint.net or GIMP) -Patience (Lots of it) Let's begin! I'm gonna start with the very survivor you meet for the very first time... Wilson! So, in order to make a character, you're first gonna need a general reference where you can base yourself with and follow along, a front, and a side reference are pretty much enough to be good. Since each time the Klei artists draw Wilson in a different kind one from the other, I used Krita to come up with a general idea of a front and a side view of him. And now, after getting these in place, I'm ready to start modeling Wilson! First, I started with a plane to which I extruded and followed around to make the shape of Wilson's head. This picture shows how point-pulling is gonna be a very general thing when it comes to making 3D models, and getting to imagine how his head shape would get to make sense, the official figurines help a lot!
- 28 replies
-
- 10
-
-
-
All credits to Sundra for this theory, me for formatting and writing. PART 1: Lets just get the big thing out of the way first. We do not meet Wagstaff in DS. Well, we do. But that's not REALLY Wagstaff. Wagstaff's sitting at home eating scones on his armchair of whatever he does, while he's using the PR-76 (PRojection device) to attune himself to the Constant or wherever you are. He is nothing but a projection, a man half in the world, hence why he still interacts with it. Proof: PART 2: This is when it starts to get confusing. Wagstaff see's WX, and other robotic creations like the Clockworks. This is possible because time in the constant, as quoted by Maxwell: "Makes no ******* sense dude"-real Maxwell quote Wagstaff creates WX-78 (IRL) to form as a means to access the constant in more... efficient means, allowing him to truly interact with the one thing he desires. The nightmare throne, the secret to ultimate power. Oh, but how does he meet WX? The nightmare throne, the secret to ultimate power. Again. When Wagstaff takes the throne from WX, he leaves (the throne appears empty when the player next reaches it), and sets his ULTIMATE PLAN into action. Proof: PART 3: Wagstaff begins work on his very own portal, not dissimilar to Wilson, through which he shall send WX-78. He designs his voxila radio to be tuned to the constant in order to receive instructions from Maxwell, or whoever's in control. He activates it, sends in WX and than meets the night creature. Needless to say, they don't hit it off great and he gets pulled in. For realsies this time. In the ensuing chaos, one of his workers is sucked in and the factory burns down. COMPLETE TIMELINE: Once again, kudos for Sundra for all the work. I just wrote it down and put in funnies.
-
Version 3.4
8547 downloads
WARNING: This mod has a flashing cloak, if you have had a history of seizures DO NOT download this mod. You have been warned. This character is based on the indie game: "Dust: An Elysian Tail". This mod was done in my spare time so give me the errors (via screenshot) and ill see what I can do. Meet Dust the hero from falana after the events of his story (little spoilers), he wants to go back home to falana. As dust you must survive the don't starve universe if you ever wants to return home. Most of Dust's quotes will have some reference to his experiences at falana and discover that food isn't preserved. During the beginning of the game he's incredibly vulnerable and won't last long in fights, so avoid conflict until proper armor is available. Dust comes with custom sound from Abadis forest and Sorrowing Meadows sound track from the game itself. Stats: Health: 100 Hunger: 100 Sanity: 100 Perks: Fearless: Dust has never feared any foe big or small, and the same applies here. No sanity loss being next to most enemies. Dust is comfortable with the darkness, sanity drain at 75% Assassin: Dust's secret makes him an assassin class that rely's on hit and run. 33% extra damage on most weapons. Most Assassins were never meant to tank damage and rely on speed and the element of surprise. Explains the low health. Robes of the mithrarin: Dust's robes keep him from freezing in the winter. Unfortunately his robes are flammable, 50% extra damage from fire. Items: Dust's Satget- Provides a small sanity recovery rate and covers most of dust's face just like ingame. The Blade of Ahrah- The legendary Blade has joined Dust in his journey, Ahrah was created by the moonbloods to be unbreakable but without augments falls behind the dark sword's damage. Crafting: The Blade of Ahrah augmented- Upgrade ahrah to match the power of the dark sword. By adding a large amount of gold to ahrah dust's speed is decreased by 10%. The robes of the mithrarin- Craft Dust's final tier armor that goes underneath his clothes just like in game. It provides a large amount of insulation that makes it a poor choice to use in the summer. The ring of sight- provides an unlimited fuel source like a lantern. The teleportation stone- similar to the teleport staff this stone doesn't cause lightning that leaves a burn on your world, not cause rain, doesn't drain sanity, and teleports directly to save points. The pendant of wisdom- A fragile defensive necklace that heals the wearer 2 health per 120 seconds, this pendant can also be combined with the robes to double its durability and raise its protection, making dust tankable. The battlemaster's pendant- A useful necklace that increases dust's damage output to 2x the damage instead of 1.33x and can be combined with the robes. Flameless/Cirelian light: Acts as a portable lantern giving light when dropped, makes nights more pleasant than staring at a campfire. Theres no difference between the two besides your preference of looks and materials to make them. Save point: Directs teleportation stones to it and resurrects dust when haunted/activated. Dust's house: cut content no further information needed. Magma mantle: Designed to withstand high temperatures and be fire resistant, this armor will reduce dust's flammability to 50% and keeps you cool in the summers. Blue mushroom: Heals poison in shipwrecked, works as a non perishable food item for other game types. Dustdst.rar is DST version Dustds.rar is DS/DSROG version Also checkout Mindmaster's mod: http://steamcommunity.com/sharedfiles/filedetails/?id=424715104&searchtext= All rights reserved to Dean Dodrill on this character, rights reserved to HyperDuck SoundWorks for dust's speech, credit to Deo Dragon Wolf leo for the template, credit to sw1tchbl4de for the artwork and credit to cheerio for the hat template. Sw1tchbl4de's DA: sw1tchbl4de.deviantart.com/ -
Hello! So I have been checking out Don't Starve's current Downloadable Content, in a hype that their newest DLC "Hamlet" is coming up in the near future. As I was checking out the description of each DLC, one of these caught the most attention out of me, that being the page of its Original Soundtrack. It has been a while since I've revisited this place, even more due to myself being more interested in Don't Starve Together nowadays. But in the end of reading its description, I find myself with these words: This may very likely mean that it'll automatically update to have Hamlet's Original Soundtrack added in, and for that I'm all fine. But at what I have been wondering about, is... Will this same kind of treatment apply to Don't Starve Together's music too by porting the music to the single-player game and adding it to the Original Soundtrack album, or will we have to buy another smaller, slightly cheaper version of the game's current soundtrack, such of which will contain their own batch of music from whatever updates come to live (An example possibly being having the A New Reign's bosses music, with the addition of music from the events such as Winter's Feast, or The Forge)?
-
Hi guys, I would like to port some characters from mods of DST to the original DS for me and my girlfriend. I have some knowledge of programming and editing, Where should I start looking? Thank you very much for your time ^^
-
How to implement a `widget` or `screen` that visualizes sanity aura with a color transparency? For example, for a given map location, calculate the sanity aura of that location by looking around within some radius objects that has sanity aura, and calculate the aura at that spot, and convert that into transparency ratio (alpha number), than overlay a color (say purple) on that spot? Should be possible to do in DS and DST without host and client only. Seems like an interesting idea.
- 5 replies
-
- client_mod
- ds
-
(and 1 more)
Tagged with:
-
Hello Everyone, my name is Mahmoud, and I'm currently working on Game Design for a mod for DST. before I tell you what I have in mind let me introduce myself. I'm 22 years old and have studied Game Design and Game Art & 3D Animation. During my Studies, I've learned a lot about Games and the Game Industry. I have participated in a few game Jams and I'm currently Pitching a TCG on my own. Let's get to the more important matter. The Mod. DST is one of my favorites Games, regardless if played alone or with friends, Items and more. but i believe there is more that can be done. one of the greatest and most interesting Mods out there in my personal view is the, Multi-World DST which expands the Universe of DST and adds a lot of new Elements, this is What I have in mind too. I would love to collab with the Community of DST and create a Mod that the Community will enjoy to the fullest. What do I have in mind? As mentioned above I would love to create a mod that can come close to the Multi-World mod. Something that will add new Biomes, Items, Recipes and Challenges for the players. now, how do we achieve that? one easy way would be creating new content and throwing it into the game, but let's be honest, that would be boring now wouldn't it? Here is what I have in mind. One of the events that play an important role in DST are the seasons, but with all the new mods that doesn't seem to be much of a challenge anymore, so how about we create four new Biomes! Each biome represents one Season has only that season going on. to give you a better understanding of my thoughts I'll go a little bit more into detail. The four big seasons! Let's give those four seasons a name first, shall we? Evergreen (The Spring Season): Evergreen is the Easiest of the four Biomes and offers a lot of vegetation. Just because it is the Easiest one it doesn't mean it provides no challenge for the player. Providing the players with a huge amount of fruits, vegetables, and Animals it also comes with huge dangers. one of those Enemies would be Treeguards, however, we are not talking about the normal ones that drop Living logs.those tree guards do not drain your insanity as quick and are more of common but stronger foes kinda like a beefalo. I could go deeper into details on what enemies the players could encounter but this is something I haven't set in stone yet. One thing I have decided tho is that each season has it's on Giant. The Giant for the Spring Season could be a Giant Treeguard that could throw giant pine cones that instantly grow to lvl 2 trees. or a Really Giant Pig-king that is the one and only ruler of all the others jumping and creating little earthquakes. the possibilities are endless and I'm sure you get the idea. Sunnyhill (The Summer Season): Sunnyhill is always summer, and much stronger than the usual summer! the Nights are even half as long as the normal summer ones. This is a really hot biome, No grass, dead trees but a lot of stones and fiery enemies. The Biom would have a lot of fire hounds, vultures, magma spots smaller version of the dragonfly giant and other enemies. the Biome would provide a lot of stone and minerals (copper, silver, etc.) Like the Kraken in Shipwrecked, I thought maybe there would be a Fire Kraken that is submerged in a magma pit and throws fireballs that create magma pits where they land and pierce the dry ground with its red-spikey tentacles. Stormboe (The Fall Season): Stormboe represents autumn, a lot of raccoons, Heavy winds, and tornados. New Animals such as Hedgehogs, Deers, and Owls! Stormboe would represent the hunting season as well. players would face heavy winds, move slower or even get pushed back by the wind. Thunderstrikes that will be deadly if you are not careful. now for autumn, there are a lot of Ideas for the Giants that will lurk there, maybe a Giant hedgehog that shackles his needles around you. An owl that creates mini tornados. Whitecliff (The Winter Season): Whitecliff is the last Biome. an Ice-Cold stormy snow biome. all animals that show up during winter are there, even polar bears, OX, and Wolves. this is by far the most challenging biome since it has no daylight. Only evening and night. maybe we even find some Evil snowmen. the player would face heavy colds, snow storms and lots of ice and snow. One of the Giants that could be found here might be a Giant Snowman. A King Penguin or a Yeti. How to get there? Well obviously this is something that can be discussed, what I had in mind was that the player would have to craft a Gate for each Biome. once crafted the player can use it and enter the Biome. there are two ways on how those gates would work that I had in mind. Option 1; Way of Seasons: Each gate can only be used when the representing season is active. for example, i can not enter the Stormboe unless the main world is currently in Autumn. Once entered the players day timer starts to turn backward. let's say autumn only lasts 30 days in the main world then the player has only 30 days in which he can move in-between the worlds. so the days would be a "countdown". does the player remain in the biome once 30 days have passed then a new countdown appears this one shows how long it takes before the Fall Season happens again in the main world. another way of Exit would be killing the Giant of the biome, Killing the Giant could drop an item lets say "Spirit of Fall" which allows the player to power the gate and exit. Option 2; The Giants: The player has the option to craft only 1 Gate and can travel only to Evergreen first. he has to kill the Giant get an item lets call it "Spring orb" and use that Item to open the next biome, etc. now again 2 options here; A: he can travel between opened locations as he pleases. B: he always requires an essence to travel to the next Biome meaning he always has to kill the Giant. This is what I have in mind, and this is where you come in place. if you feel like this something you would like to work on, to honor your skills, kill some free time, provide something for the community and yourself, or just like a challenge then I would be happy to work with you on this project. Feel free to comment, critic or add some ideas to this. Either PM me here or drop me a Steam friendship http://steamcommunity.com/profiles/76561198113044078/
-
Version 1.0.0
700 downloads
Need to chill down in the summer? Wanna do some snorkeling? Fancy some fresh fish for dinner? The mod “Creeps in the Deeps” introduces another level to the current world of DS: the Underwater! With new craftables, items and life down in the ocean, there will plenty to explore for the brave souls. Players will have to gear up and venture down into the deeps to discover the treasures hidden below. But beware... you might run out of breath on the way down! In order to access the deeps, you will have to look for the custom underwater entrance found somewhere in the map. Once mined, the fissure will stay open indefinitely giving you the ability to access the deeps anytime! COMPATIBILITY This mod is compatible with DS and RoG only. We're actively working to make this mod compatible with SW and then potentially port it to DST once the content has been completed ! IMPORTANT: It is highly suggested to play this mod with Mem Spike Fix (http://steamcommunity.com/sharedfiles/filedetails/?id=964299886) enabled to decrease lag issues !!! THE TEAM We're always happy to have someone new working with us but at the moment this is the team: Coding: @Mobbstar, @chromiumboy, @Lampofulmine (founder) Art: @mrpoke20xx, @spiderdian, @Dudedude. @QuickShot010 Strings: @ImDaMisterL, @Chris1488(and testing) Testers: @Mr.P, @Michi01, @AnonymousKoala Special thanks to the amazing number of collaborators that helped the development of this mod: AmaLee, Veenchesta, KidneyBeanBoy, MilleniumCount, Hast, Keeper, Electroely, Przemolsz, Jules, osmRhodey, Minespatch FIND US... Don’t forget to visit the discord channel at: https://discord.gg/6252ZYX and the mod collaboration in the Klei forums at: http://forums.kleientertainment.com/forum/144-mod-collaboration-creeps-in-the-deeps/ You can also find the Steam group here: http://steamcommunity.com/groups/creepsinthedeeps You can also download the Steam Version here: http://steamcommunity.com/sharedfiles/filedetails/?id=1087939370 -
So my new mod character is finished. Not officially done, but finished for now. Although I just now found the issue that my character isn't compatible with the original game. Does anyone know how I can fix his issue? I really hope I don't have to make a new character from scratch specifically for DS. I suppose if I have to I will, but not for a loooong time.
-
would anyone be willing to either help me with learning more about coding or collaborating with me on something? I love doing ds style art, and I need an excuse to do more of it. I also have quite a few ideas for mods, most of which are smaller as well as a big one thats probably a bit ambitious lol. if youre interested feel free to contact me and i can show you some of my sketches & ideas. let me know. thanks!!! xx
-
Hello everyone! Dannyrulx here, and I'll be bringing back one of my older RP's because I can. Seriously. I had appendicitis, my appendix burst, I had to stay in hospital, the RP died. It was sad, yes, but now it returns! Summons to: @Shonex @MenaAthena @KidneyBeanBoy @Derpime Those were all the oldies! You don't have to use your original characters; Lord knows I 'ain't. For all the rules and a bit of backstory, check out the original RP here: So! Onto character creation! Of course I didn't use Unending and Wave after Wave's one! Who would do that?! Name: Race: History (if you want to keep a secret, that's fine.): Personality: Appearance: Strengths: Weaknesses: Etc:
-
Prologue: Maxwell examined the chessset in front of him, watching as the last piece crumbled into dust. He sighed, and rubbed his head, a fresh migraine digging deep into his skull. He supposed it was time to bring in fresh blood. He'd had these characters lined up since the previous group had dwindled to three. Now, it was time to gather them up. The pieces materialized on the side of the board, heavy granite blocks smoothly chiseled into the different shapes. A conical flash, speckled and fizzing, a flame, caught in dance, a dumbbell, held up on a pillar, one end sagging down more than the other, and a flower. A flower? That was odd. He thought the girl was obsessed with death. What did a flower have to do with that? It wasn't even a chrysanthemum... It was no real concern however. He cracked his fingers. He would take more eventually, but if the group swelled too large from the get-go, there would be no excitement, no danger! He chuckled, spindly fingers lifting the flask and placing it carefully down in a clearing, deep in a wood. He put the flame next to it, and the dumbbell and flower a ways off, still together. Time to see how these four dealt with his craftsmanship.
-
This mod is currently not being worked on. It may not be worked on again, it depends on if I get my motivation to work on it back. Edit: Given that this thread has become somewhat popular I've decided to start editing the first post with the latest info for this mod. About the Mod: This is a Human Charlie Mod for Don't Starve. Charlie is Maxwells Assistant who later turns into the Grue when she and Maxwell are pulled into the Don't Starve universe by Them. What needs to be done: Starter Item (Red Trench Coat)Grue MeterCustom Ending Health/Sanity/Hunger MetersDress AnimationPerksVoiceMap IconSave SlotSelect ScreenBig PortraitDialogueCurrently working on: The Art
-
In her letter to Maxwell, Charlie mentions that she's visiting her sister. Who do ya think her sister could be? I have a theory that Charlie could be one of the twins mentioned in Jacks letter. It's just a thought, but Charlie could end up being Williams niece, which would make her Maxwells niece as well.
- 29 replies
-
- Dont Starve
- Dont starve
-
(and 6 more)
Tagged with:
-
Ok, so this morning I re-wrote Candy Man to fit Don't Starve. My friend re-wrote a few of the lyrics, and after asking him, he said it was ok to post here. It's to the tune of Candy Man {obviously}. Figured people would like it. Lyrics: Who can Take a Sunrise, Sprinkle it with Pain Cover it in hatred and a drop of blood to drain Oh Maxwell, Oh Maxwell Can Oh Maxwell can cause he mixes it with sadness, Makes the world feel bad Who can take a rainbow, wrap in up in thorns Soak it up with nightmares, give it horrifying horns? Oh Maxwell, oh Maxwell can Oh Maxwell can cause he mixes it with sadness, Makes the world feel bad Oh Maxwell makes everything he takes terrifying and despairing Taking all your childhood caring Making them terrible erring Who can take tomorrow, take away your dreams? Adding in the sorrow and collect up all your screams? Oh Maxwell, Oh Maxwell Can Oh Maxwell can cause he mixes it with sadness, makes the world feel bad Yes, Oh Maxwell Can cause he mixes it with sadness makes the world feel bad.
- 10 replies
-
- 4
-
-
-
- song
- Dont Starve
-
(and 2 more)
Tagged with: