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Found 82 results

  1. Hello! I'm very sorry for the inconvenience. I am creating a character for DST. I want to make the character unable to eat meat, something like Wormwood. I'm quite a novice so I don't know how to look at the code of characters that are already part of the game. Any help would greatly appreciate it.
  2. IMPORTANT: The code should work in both DS and DST, but it was primarily written for DST, so I will leave a disclaimer here saying it might not be 100% the same code that is needed for DS. Please tell me of any problems you run into with these code snippets. How To Use The Examples Below IMPORTANT: The code snippets in the sections below all alter either a character or a food. Look for the parenthesis in the titles for the code snippets to see which type of entity each code snippet is for, and then consult the application methods in this section to apply them to the entities you want (or in some other way, if you know what you're doing). Applying Changes Specific To Your Own Food Item Mod Put the code snippet in the prefab Lua code for your food, at the bottom of the fn function, after adding the edible component to it. Applying Changes To A Specific Food Entity Put this code in your modmain.lua, and put the code snippet you want where the comment says to put it: -- Replace FOOD_PREFAB_NAME with the name of the food prefab you want to change. AddPrefabPostInit("FOOD_PREFAB_NAME", function(inst) -- Put the code snippet here. end) Applying THE SAME Values To Several Food Entities Put this code in your modmain.lua, and put the code snippet you want where the comment says to put it, and fill in the list of affected food prefabs: local affected_foods = { "monstermeat", "corn" } for i, v in ipairs(affected_foods) do AddPrefabPostInit(v, function(inst) -- Put the code snippet here. end) end Applying DIFFERENT Values To Several Food Entities Put this code in your modmain.lua, and change the values in the food_stat_dict. NOTE that this approach needs none of the code snippets below. Just change the values in food_stat_dict. -- food_stat_dict is a dictionary with food prefab names as keys and stat-dictionaries as values. -- The stat-dictionaries have stat-names as keys and the effect on each stat as values. -- If you want a stat not to be affected, you can just omit it from the stat-dictionary. local food_stat_dict = { twigs = { sanity = 10 }, monsterlasagna = { health = 25, sanity = -10, hunger = -10 }, fishsticks = { health = 20, sanity = 20, hunger = 20 }, } for food_prefab, food_stats in pairs(food_stat_dict) do AddPrefabPostInit(food_prefab, function(inst) inst.components.edible.healthvalue = food_stats["health"] or 0 inst.components.edible.hungervalue = food_stats["hunger"] or 0 inst.components.edible.sanityvalue = food_stats["sanity"] or 0 end) end Applying Changes Specific To Your Own Character Mod Put the code snippet in the prefab Lua code for your character, at the bottom of the master_postinit function. Applying Changes To One Particular Character That Is Not Your Own Character Mod Put the code snippet in the prefab Lua code for your character, at the bottom of the master_postinit function. -- Replace CHARACTER_PREFAB_NAME with the name of the character prefab you want to change. AddPrefabPostInit("CHARACTER_PREFAB_NAME", function(inst) -- Put the code snippet here. end) Applying Changes To Several Characters Put the code snippet in the prefab Lua code for your character, at the bottom of the master_postinit function. local affected_characters = { "wilson", "webber" } for i, v in ipairs(affected_characters) do AddPrefabPostInit(v, function(inst) -- Put the code snippet here. end) end Applying Changes To All Characters Put this code in your modmain.lua, and put the code snippet you want where the comment says to put it: AddPlayerPostInit(function(inst) -- Put the code snippet here. end) Making Certain Foods Inedible (CHARACTER) You can extend the Eater:CanEat function of the eater component on your character (or entity), and return false early if it has a certain tag or foodtype, or if it is a specific food. Making All Foods With A Tag Or Specific Foodtype Inedible To make all foods with a certain tag or food type inedible for a character, use this code snippet. You can replace "mushroom" with the tag you want to make inedible or remove the tag check, just like you can replace "VEGGIES" with whatever foodtype you want to exclude or remove the foodtype check. You can add as many of both kinds of checks as you'd like. Now, not all food items have an appropriate tag or foodtype to single them out. In the example above, not all mushroom items have the "mushroom" tag, so if you want to make your character unable to eat more foods incl. all the mushrooms, you can always make a list of inedible food items and keep them from being eaten using similar code. Making Specific Foods Inedible Removing ONLY Negative Stat Effects From Certain Foods (CHARACTER) There are a few ways to go about this. Lets start with the least specific one, since it is the easiest to implement. There is a special function in the eater component called DoFoodEffects, which checks whether to apply any negative effect on sanity or health (so not negative hunger effects) from eating certain food items. If we take a cooked green mushroom cap as an example, it adds health but removes some sanity. We can make that negative sanity not be added at all, while still keeping the positive health effect. To be clear, this code removes all negative sanity and health effects from the foods in the "protected_foods" list, while still allowing any positive sanity and health effects that the food applies. Changing Food Values (CHARACTER) I only recently thought of this "new" solution to this problem. In the past, I have said that you can only "change" food values for your character by manually applying the altered effects AFTER the original food values have been applied by the game. This was because the "oneat" event is called on the character AFTER the original effects have already been added, and I did not see a way to affect this before that happened. But I completely missed this "new" way of changing the food values BEFORE the original food values are applied, so sorry to those people I have given more difficult solutions in the past. Again, we alter a function on the entity, but his time it's the Eat function on the eater component. We intercept the eater as they are eating the food, see if we have a set of special stats we would like this food to have for our character, and if we do, we change the food to have these stats, then eat it, and then revert the food stats back to normal immediately afterwards. Note that the values you enter REPLACE the value given by the food, so they are not an ADDITION. The values you enter, are the values your character will be given from eating that food. Changing Food Values Based On Whatever You Want E.g. Foodtype (CHARACTER) In the code-snippet below, you will find an example which removes the positive sanity- and health-effects of all foods with the foodtype "VEGGIES", while still allowing negative effects of the foods to be applied. Again, we alter the Eat function on the eater component. We intercept the eater as they are eating the food, see if we have a set of special stats we would like this food to have for our character, and if we do, we change the food to have these stats, then eat it, and then revert the food stats back to normal immediately afterwards. Note that the values you enter REPLACE the value given by the food, so they are not an ADDITION. The values you enter, are the values your character will be given from eating that food. Changing Food Values (FOOD) Changing the stats given by a particular food to all entities eating it is pretty straight-forward. You can set the values to whatever you want. NOTE that if you use this code-snippet to change several foods by using the Applying THE SAME Values To Several Food Entities approach at the top of this post, all the foods in your list will get the same values, which is usually not what you want. See the Applying DIFFERENT Values To Several Food Entities approach above for how to set different food values for many foods at once. I hope this helps some people
  3. Since the new boy scout character is coming to the constant soon, I think it would be logical to also change the food that is closely related to them. In short pumpkin cookies are a scam and serve little benefit in the making of them. In the pic above, pumpkin has the same food value as cookies, the only difference is in the sanity values (15 sanity). It requires 2 honeys and one pumpkin, as a sanity food item it isn't bad, BUT the problem is getting enough of pumpkins. It is better to mass produce taffy which only requires honey and restores 10 sanity. So why would anyone go through such a hassle to make them? Even the cooked pumpkin provides a small benefit of hp restoration. Cookies don't offer a good value into making them. Please consider making pumpkin more available or adding cookies more value. I am aware that Hollowed Nights is a thing and there is a ton of pumpkin early game, but this event only lasts a month and pumpkin supplies still run out quickly.
  4. I really liked the idea of each survivor having a favourite food, however i feel like this concept could be further developed. Adding quotes after eating each survivor's favourite meal not only gives some more depth to this mechanic, but mayalso orient new players when eating something a survivor loves. Here are some ideas (keep in mind i dont play every single character, so please, feel free to add some other quotes that could fit the characters persona.) Wilson: I feel eggstastic! Willow: My tongue burns! I love it! Wendy: I would give my life for another treat like that. Wolfgang: This will help me fight Woodie: Eh,this is just delicious! Wickerbottom: This delectates my palate WX-78: WHY DO I WANT MORE? Wes: Maxwell: Finally! Wigfrid: Just what i needed Webber: Dreams do come true! Winona: Phew! I can get back to work now! Wortox: I can actually taste this! Wormwood: Friends make best food! Warly: (no favourite dish) Wurt: Tastes just like home, florpt! I know you can actually examine some food and get the idea that the survivor you are playing might enjoy the meal, but i think its more rewarding to have a quote after eating it... arent we all happy after eating something we really like?
  5. Hey, so the whole favorite food thing is interesting, I like how they all fit the character (for better or for worse) but I have been wondering... What even is the bonus for eating these foods? Does anyone know?
  6. Hello, I have a mod which creates additional food items, however if I try to add spices to them using Warly's station, I end up with spiced wet goop. I have looked at spicedfoods.lua and I cant see any reason for this, but admittedly my Lua knowledge is limited. I had thought maybe adding GenerateSpicedFoods(require("mod_foods")) -- Insert modded_foods into food spicer local function ModDSTSpicer(inst) GenerateSpicedFoods(require("mod_foods")) end AddPrefabPostInit("spicedfoods", ModDSTSpicer) However, this didn't result in any change, either because it doesn't matter, or perhaps is coded wrong. I am at a bit of a loss. Any advice would be appreciated, thank you.
  7. Version 1.2.0

    1512 downloads

    Grow vegetables and fruits without a farm! How to do it? Create a hoe; Till the ground; Fertilize the soil; Plant a seed! It is possible to grow vanilla plants too! Cook new vegetables in a crockpot. New recipes: Bread (4 wheat); Fruit muffin (fruit, egg, wheat, honey) Tomato soup (2 tomato, veggies, no meat); Onion soup (2 onion, veggies, no meat); Meat soup (2 garlic, 1 additional veggie, 1 meat); Fish soup (2 potato, 2 fish); Pumpkin soup (pumpkin, 1 honey, wheat, no meat) Fruit pie (2 wheat, fruits, no meat) Vegetable pie (2 wheat, veggies, no meat) Meat pie (2 wheat, meat) Fish pie (2 wheat, fish) Sweet turnip (2 turnip, 2 honey, no meat) How to get new seeds? It's pretty simple — new vegetables can be grown from usual seeds. Also you can get specific seeds using a birdcage. Don't like the new farming system? Disable the hoe recipe and grow new vegs on usual farms. Steam links: Together, Single
  8. Hello Everyone! Im working on a character that automaticly eats everything he has on him when his hunger gets too low until his hunger is full again. I have everything in place exept for the part where he actually eats any food he has. And i have no idea how to do this to be fair. Would someone be willing to lend me a hand?
  9. Version 1.3

    2121 downloads

    This is my tweaked mods pack. credits for their authors. no mod is mine, just balance them, fix, add content.... This pack includes: Default's item pack [<domyślny>] Additional Equipment (fixed, compatible with servers with caves) [Silentine] icepack can be open at the same time as the backpack include bunnyback and houndback from Additional Equipment DS [Silentine] Aditional Item Package (Need Many more ores) [smith3 -- MagVI] include Golden Minecart [smith3 -- MagVI] The Maxwell's Revenge (Many functions disabled but you can edit this for enable) [Don] include Light Spear [Inspector Dave](reworked) fixed year of PigKing incompatibility Steampunk [star -- Hast] Asparagus and Chocolate and Coffee[Keidence -- yuli] [Hast -- Kuloslav][Mert the Türk] Deluxe Cooking Pot [Astro -- Jankiwen] Domestication Fixed [Darcrov] Many more ores(include many mods) Moar Metals [RoG] [DST] [Cr3ePMan -- Globalastick] Tungsten Mod [ outseeker (au) -- Marqson-- Mr. Gentleman --Zarklord] Shadow Tools [FelixTheJudge -- Neu7ral] Expanded Shadow Armory [FelixTheJudge] Lunar Tools [FelixTheJudge] Marble Combat [FelixTheJudge] Felix's Explosive Bomb Pack [FelixTheJudge] Special Saddles [Ryuu -- pinkmollies] 77_Downvest [The77sim3] Mace [Mico] Spiked Mace [Mico] Blood bag [Pirate Joe -- Delicius] Booty Pack [^-,...,-^] (can be open as chest or equiped as backpack) Eelight DST [Globalastick] Lovely Chest (Fireproof) [RiverSwim] Madman's Fighting Pack [star -- Madman666] More armor [noerK -- VaneshKi] More Gold Tools(DST) [JustJasper] Moving Box [Jelly -- Peanut Butter] Notebook [KaiserKatze] Monster Hambat [kasra9400] Battle Horn [Tykvesh] Dining Table [宵征] DST Gesture wheel [rezecib] DST Minimap HUD [squeek] DST Always on status [rezecib -- &nbsp;Kiopho] Extra Equip Slots Increase Storage [Luis95R] koalefant beefstification [imperialistic dog] Simple economy [AppleMomo] Super Wall (Need Many more ores, and icludes New Walls - Reeds, Hedge, Mud, Living and Bone) [DYC] [JustJasper] Your Skeleton Respawn [Беккит]
  10. I was wanting to have an food item, that upon being eaten, gives the player an object This is what I am working with, but nothing happens. local function OnEaten(inst, eater) inst.components.inventory:GiveItem(GLOBAL.SpawnPrefab("drupe")) end And, I would prefer that it only works if the eater is a player, so that if another mob eats the food, they don't get the item.
  11. Version 4.1

    5307 downloads

    Adds Many additional crock pot recipes. Batilisk wings are made cookable (they count as 1/2 monster meat) Seeds made cookable Cold meat dish included to cool Wigfrid during the summer Candied Bacon included to help Wigfrid with sanity - compatible with Display Food Values and Smarter Crock Pot mods - compatible with Beefalo Milk and Cheese mod (can used cooked Milk in any recipe that requires milk) Please leave feedback if you have any comments, errors, or suggestions Known issues Items don't appear properly in Warly's portable crock pot (will be fixed next update) Some recipes accidentally disabled in Shipwrecked (will be fixed next update) Expect New Changes Soon =-=-=-=- A version compatible with DST is on steam You can download it here - even without a steam account http://steamworkshop.download/download/view/381565292
  12. I was wondering if it would be possible to create a character who only eats nightmare fuel to sustain his hunger, but loses a little sanity every time he eats it. Would this be possible?
  13. I want to harvest 3 units of plants from one Farm Plot. How to do this?
  14. Heyo, I made a custom prefab that can be eaten. (ie it's a food.) I tried to change the values of health, hunger and sanity given when it's eaten, but I only get the stats for Cooked Morsel. (i think). So can anyone help? Heres my item.lua
  15. Version 1.0.0

    993 downloads

    Allows you to cook Warly's special meals with any character. Seriously, there is no reason to lock them.
  16. I'm creating a character with the following perk: *Eats a lot, but not often. For this, I have doubled the characters max hunger and decreased the hunger rate by 25%. To compensate, I want him to receive 25% less hunger from anything he eats. I've tried the following ways to accomplish this: The 'oneat' function (doesn't affect the actual eating, just fires when performed) Editing the GetHunger function (affected all characters despite the clause) see: http://forums.kleien...etables-values/ Editing the 'Eat' function. I'm not sure how sensible that was in the first place. Looking for advice or tutelage on the subject. More information can be provided if necessary. Thank you! - Dominic
  17. Hello. I have issue with the custom food which i ported to DST. The issue is that spell doesn't work properly. DS code: DST code: So, what issue? look, food cast spell after i eat it. If i didn't go off game (DS or DST) during spell duration, issue will not appear - works correctly. But if i came off game during its duration in DST then after come online i get next thing : spell doesn't work (if it even had duration) at all. I found out that only one function worked - "regen_resume" after i came online. How to fix that issue, so spell will continue work after i came online again? P.S.: If you ask me why I did dotaskintime in regen_resume - this is because function starts before character was initialized (so i get nil on ThePlayer)
  18. I was playing in a world as Wigfrid, and I soon found a desire for some variety in my diet. (Bacon and Eggs, while efficient, gets boring after a while.) So I browsed some meat-based recipes, and decided to make some Fish Tacos. Luckily, I always plant seeds in the farms around the Metal Potato Thing, so corn proved to be easily obtainable. But soon, I desired more. I set up 9 farms and began farming corn. I fed the crops to my bird, and this gave me many crop seeds, The corn ones I have planted, while the others I have stored for future planting. I have discovered that I somewhat like farming, even though Wigfrid reaps no direct benefits from the harvest.
  19. I've been working on an Alice in Wonderland character and I would like to make mushrooms have different effects for her. I'd like blue caps to make her glow, green to speed her up and red to increase strength all for limited times. How should I go about this? Would it be easier to have her craft the mushrooms into an entirely new edible item? This is my first character mod sorry if this question seems silly.
  20. Hey check out my 2nd video on youtube of a let's play of don't starve!!! It's from a girl gamer point of view as I've only seen guys playing the game. Help my channel grow so we can support KleiEntertainment. I LOVE THIS GAME!!!! <3 Here's the link to my LP http://www.youtube.com/watch?v=4hVmiX_eG78&feature=c4-overview&list=UU0Ms1uCyE-YDY2eC_3hC1Ng
  21. this is what i have at the moment ? any ideas of improvments or suggestions?
  22. If anyone's interested, I've updated the 'Winter update' food files so there's no rot. I also have instructions on how to get them into your Chrome install.
  23. Hey there, I am a huge fan of Don't Starve, really like the direction it is headed. I was noticing something though - my main method of restoring sanity aside from dapper hats is eating well-cooked foods. Once you get a recipe that works well for you - in my case monster meatballs - there is little reason to change. I was reading that this is one of the major ideas behind the winter update - forcing players to adapt to new situations - and in that vein I had a suggestion."AW, meatballs AGAIN!?" My suggestion is implementing a system of diminishing returns for food sanity if you don't eat a variety of foods - essentially making your character get sick of that particular food until eventually you get no sanity from eating it, maybe even eventually taking a sanity HIT as you force down another steaming pile meatballs, or kebabs, or WHATEVER. It may make the early parts of the game too difficult - I remember spending DAYS munching roasted berries before I really got the hang of the game - but hey that's what Don't Starve is all about am I right?
  24. I've been playing the Beta for a while now and this Winter update is the change I've been most excited for (bring on the difficulty!). I played through to my first winter and found it actually kind of dull, though. Don't get me wrong, preparing for winter was stressful and fun. It made the quite easy "early game" more challenging knowing I didn't just have to survive, I had to prepare, hoard, and plant. Then living through the first 7 or so days of winter and testing my preparations was fun too. But then... It became obvious I had hoarded/planted enough resources to sustain myself at a steady state through the winter. I could replace morsels by boomeranging birds and bunnies, get some berries every few days for filler, and chop enough wood nearby to stoke the fire. These "chores", however, only took about 1/4 of a day cycle. After that, I ended up just surfing the internet, with the game and volume on in the background so I could listen for hounds/eyeclops. This is no way to play a video game! Basically, winter adds much-needed difficulty to the game, but that difficulty is loaded onto summer days, with the actual experience of winter just being mostly tedium. I love the idea of cyclical seasons, but I don't think precisely one half summer and one half winter is appropriate. Even if you can choose long/short seasons when setting up a sandbox game, you're still getting half of your days as extremely long and full of activity (fun!) and half of your days sitting by a fire in the dark (tedious). It would be nice to have fall/spring, where day length is between summer and winter and freezing is a hazard only during dusk or night. Anyway, just my two cents. This game has already returned a great time/$ ratio for me, especially for a beta. I can't wait to see what you guys think of next!