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  1. 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
  2. I suggest other way to storage food without depend the bundles. Jerky should be the only exeption to be stored in salt box. Remember that jerky is made by its duration to be stored for a long time. Now jerky takes 20d to spoil if it will be in the salt box, it takes 80days (too much), but If jerky takes 15days to spoil, it will be 60days in the salt box (long enough); lets be reazonable, that meat will be eaten before.
  3. From my experience, these are how I would rate the plants that come from the dirt and into our fridge. Remember this is my opinion, so it is automatically better than yours, but you can tell me your grievances in the comment section anyways. Carrot: 2 Stars: Ah, the classic carrot. It's not really impressive in its own merit when you're looking to increase stats, but it's abundant in the world. You're able to instantly get carrot seeds by plucking carrots in the world and feed it to the bird for immediate farming use, meaning that you get a controlled crop output instantly, albeit with an okay crop. Otherwise, they're good for making those bunnyman houses which are harder to make thanks to the nerfs. Corn: 3 Stars: Corn restores 25 hunger when eaten raw, which is pretty good by its own merit. It can also be cooked to create popcorn, which restores less hunger, but takes longer to rot. (15 days). Corn is also essential to make powdercake, an infinitely-lasting food that can be used as bait for farms or to apply spices on to be used when needed, albeit with a -3hp penalty. Potato: 5 Stars: A cooked potato will restore 20 HP and 25 Hunger, already surpassing the other crops we talked about earlier, and if you're playing Wolfgang that hunger increases to 40. Additionally, it is used for several great crock pot recipes like Creamy Potato Puree, Spiraled Tubers, and Nightmare Pie. Did I mention that this little guy is extremely common, grows quickly, and can grow in all seasons except Summer, and requires the easiest nutrient to grow? (Manure). I find myself planting this crop very often. Toma Root: 4 Stars: While not as potent as a potato when cooked, Toma Roots are still used in a ton of great recipes such as Vegetable Stinger, Salsa Fresca, and Warly's Moqueca. It's also a crafting recipe for Wigfrid's Rude Interlude, and can be preserved a bit longer cooked than raw. Also, it has unique nutrient requirements, making it great for pairing giant crops. Asparagus: 3 Stars: Asparagus is the Compost crop you grow for Winter. It restores 25 hunger when cooked over a fire, comparable to the three mentioned plants above. Otherwise, it can be a substitute for the Toma Root to make Vegetable Stinger and can make Warly's Asparagazpacho for murdering idiots in winter cooling down in the Summer, though you better have a plan to preserve it because this one spoils quickly. Eggplant: 1 Star: "Mom, can we have potato?" "No, we have potato at home." "Potato at home:" Eggplant has the same nutrient input/output as potato and can be cooked for the same stat bonuses as a cooked potato, but it has no unique recipes outside of Hamlet besides the Stuffed Eggplant, which is a joke of a food. Pumpkin: 3 Stars: Pumpkins restore a whopping 37.5 hunger when eaten raw or cooked, meaning it will only take you three of them to satisfy your food needs for the day. Otherwise, they can be used for pumpkin lanterns if you have fireflies lying around, pumpkin cookies if you don't want to make taffy, and a friendly scarecrow for various purposes. Watermelon: 3 Stars: Watermelons are on carrot-tier when it comes to eating them raw or cooked for stats, but they can be used to craft Melon Hats and Melonsicles to combat the Summer heat. This is especially fantastic when you realize that Watermelons can be grown in Spring for preparation, and also Summer to make more of the aforenoted items. Honestly, I would put it at 4 stars if people didn't just dip into caves during Summer. Dragonfruit: 5 Stars: Come on, Dragonpie alone makes this a 5-star. Durian: 1 Star: This one might as well be a weed. It only grows during Spring, and has no unique recipes besides turning your 5-star meals into 1-star lasagna. Even for Wurt, it would be better to eat a raw pumpkin. (Durians fill her for 40 while pumpkins fill her for 50.) Garlic: 4 Stars: Garlic can be grown in all seasons, meaning you can get a surplus of them if you get enough early. They're used in the super good Potato Puree recipe and can be used for Garlic Powder. Honestly, the 24/7 season perk is what carries this little plant. Onion: 3 Stars: Onion is a valuable root to grow many different high-tier crockpot dishes such as Bone Bouillon, Nightmare Pie, and Moqueca. However, these can only be made by Warly, so if you don't have one on your team, you may want to resort to Salsa or Veggie Burgers. All in all, a great ingredient for Warly, but only for Warly, and its a bit hard to get early-game, and is not good to eat raw or cooked alone. It does last awhile before rotting though. Pepper: 2 Stars: meh, it's not really good to eat raw or cooked because of the penalties, and the recipes are okay at best. It gets carried by being an extremely useful resource for Warly by turning these hot bananas into Chili Flakes. Pomegranate: 1 Star: No unique recipes, other plants can do what it does better in terms of stats, it rots super quickly, and is resource-demanding for gardening. Hard Pass. And that's all of them! Hopefully Klei will add more recipes for some of the unused produce like Durians and Pomegranates, but I believe that most other crops have at least one purpose, albeit some being more fringe than others.
  4. Now, I love what Reap what you Sow has done to the gardening in this game. Best update in a long time, and the best update for RoT hands-down. However, after playing with the update for almost two months, I get the feeling that the crop output is too great. I have often been the benefactor of supplying an entire base of 16+ people with properly set up farms. The only downside is that the first harvest is gonna go directly to the bird to make combo plants, but after that, good gardeners can reliably generate giant vegetables by planting combos and watering/tending to the plants 24/7. Sure, this requires one or two team members solely tunnel visioning on the plots, but that leaves the 4+ other players to not worry about food, sanity, and health. (Seriously, pumpkins and potatos are the GOAT crops, I plant them off-season because they're just that good. Corn is also a really good crop if you can mass harvest them because compost is easy to make early-game.) Maybe I'm speaking out of my *** and don't know if I could gain this much food doing any other task or that farming is actually hard and I've been playing too much wormwood and got a doctorate in Don't Starve Together Applied Gardening and Planting, but from my experience, I feel like i've been getting TOO much food, and I see tons of forum posts on how people stop planting because they literally have too much food and run out of icebox room. IDK, let me know what y'all think. Just remember that I will only take posts seriously if you've played more than 90,000 hours of this game.
  5. Hello everybody, I have come down with the opinion that you all were waiting for. You all were clearly waiting on the edges of your seats in anticipation for this ungodly analysis. Okay, time to get serious. Ever since the RWYS update has been released, the opinion that Wormwood's Wild Crops has been given the shaft. In essence, due to not being able to grow giant crops from them, they have been seen as less then desirable after you start the process of gathering the stuff to spark the fire of farming. Past this point, the zeitgeist has determined the Wild Crops as inferior, which I think is a little bit hasty from consideration. While I won't debate on if the giant crops are better in singular bursts, I will say that when in combination of giant crops, they can easily reach absurd levels. The basic premise is that you first distribute and tend to what crops you want to make giant, and then throw all other in season seeds in the ground so that they don't sit around doing nothing. It is basically making it so that you never have any in season seeds in storage and having make a quantitative crop field instead of a qualitative crop field (quantity v quality). Now, the "in-season' part in actually extremely important as that is what is going to help give the brevity to allow for more 2 seeds per crop, allowing you to further grow like a vegan cancer. The process to maintain your bacteria like growth is to simply tend to the crops with the blossomed Wormwood's radius or a One man Band every stage, while the Friendly Fruit Fly acts for your giant crops in your steed, while also bunching together the families of seeds (I have never seen the Wild Crops actually get a point of Overcrowding stress, so idk if they actually do have the ability to have that stress factor, but erring on the side of caution is never bad). This process of familial ties and constant drum banging will get you the double seeds we desire, and makes the process absurdly broken as the growth is exponential, the type of function that gets very silly, very fast. So I have theoretically proven the idea of how using wild crops can be get silly after a while, but how does it do in practice. It is time to put my money where my mouth is and so you the screen shots of my concurrent Wormwood-Only world. How I decided to distribute the plant seeds was to separate the farms into 3 separate sectors: The Proper section where I use the all the bells and whistles on them (i.e. I tilled and watered the crops), The Plantation where I plant the mitosis seeds, and the random section where I plant the unknown seeds in fear of getting weeds. The Proper Farm: The Plantation: The Plantation contains, but not limited to, ~60 garlic, ~50 corn, 9 eggplants, 23 onions, and a singular Pumpkin The Results of the Plantation after harvesting (No Giant Crops): The sheer amount of seeds would fill Wormwood's sanity ~18 times if they were all planted. The harvest after both the Plantation and Proper Farm (w/ Giant Crops): The remaining Giant Crops are going to be waxed for preservation, for decoration. As we can see from my screen shots, we can see that after a certain point, the amount of potential food will severely grow after each harvest. It is clear that Wild Crops do still have great potential even after the starting of gathering the farming materials. The main point of this post is to show that while every character can now farm more easily, Wormwood's Wild Crops' exponential growth has lead me to the conclusion that they can become easily absurdly powerful, maybe even more so then Giant Crops. But, even if you see my writings as a deranged psychopath, I want to destroy the narrative that Wild Crops becomes inferior to Wild Crops. Thank any of you who read all the way through, and have a nice day/night/evening/timeless hellscape. EDIT: I would also like to add two more factors. Time and Space. Time is super important in this and I feel obligated to tell y'all that it take around a whole day of planting and harvest for the Plantation, and thus comes the biggest crux, that it could take to long to plant all of the crops when ever you get a new harvest, and I agree. It is a massive time sink into planting this many crops, but you also get the same amount of effort you put in, and thus mean that you can always reach a counter balence of time to plant that you feel is right for you. Once you feel you have enough crops to to sustain you, just tend to them once instead of every stage, and you wil only get one seed, which will only make the farm be self sustaining, instead of growing. Space is the big thing that holds back Giant Crops imo, as you need both highly specific other crops so that they grow giant, as well as needing tilled and specialized ground just so that they can grow. While it is possible that you can make this gigantic til farm, you would also be sinking a ton of materials into it, as compared to the seed only cost of the Wild Crops. Even if you do get this giant til farm going, you still could use the runoff seeds to make more wild crops and help that farm even more. There is just so much benefit in using Wild Crops that i hate to see how they are downplayed.
  6. Sorry if it comes off a bit dry, i was just curious.
  7. So with my idea on soup and other canned food gaining some traction I thought it would be good to share the recipes I have in mind that uses the canned food. If you haven't seen the post you can check it here. Anyway here are the new food ideas. The recipes Sleet cakes and syrup, requires 1 can of bog syrup and 4 sleet wheat grain. Frosty berry cake, requires 1 can of Bristle berry sauce and 4 sleet wheat grain. Chunky egg bake, requires 1 can of Dumpling soup and 500g of raw egg. Noodle mushroom bowl, requires 1 can of Sleety noodle soup and 1200 kcal of a dusk cap. Pepper weed casserole, requires one can of Water weed in a can and 2000g of Pincha Peppernut. Pacu gumbo, requires 1 can of Cream of dusk soup and 1000g of a pacu fillet. Pepper club sub, requires 1 Can of space ham, 400 Kacl of lettuce, and 1 Pepper bread. Pacu fish sandwich, requires 1 Canned Pacu and 1 frost bun Mystery Meat Loaf, requires 1 can of Mystery Meat and 2000g of Pincha Peppernut. Final notes Ultimately this will be the developers choice whether or not to use the ideas, though I do have my fingers crossed that maybe this would inspire new recipes. Also I may add other ideas to this list if I think of anything. Anyway if you got to the end of this thank you for reading.
  8. So the other day I read how someone was having trouble maintaining a food supply. After thinking on the matter at my job I came up with this idea. Since we have access to varying foods, water , metal, and a new building that acts like a can opener why don't we add soup to the game. It could use existing food in the game, it could possibly double a food supply for someone, and expand the menu down the line. Here are some examples using different liquids: With Water: Bog Jelly 600 Kcal + water 1000g + 5Kg of refined metal = Bog syrup Bristle Berry 800 Kcal + water 1000g + 5 Kg of refined metal = Bristle berry sauce. Mushroom 800 Kcal +water 1000g + 5 Kg of refined metal = Cream of dusk soup. With Salt water: 2 sleet wheat grain + Salt water 1000g + 5 Kg of refined metal = Sleety noodle soup Tofu 600 Kcal + Salt water 1000g + 5 Kg of refined metal = Dumpling soup Water weed 200 Kcal + Salt water 1000g + 5 Kg of refined metal = Water weed in a can. With Brine Meat 800 Kcal + Brine 1000g + 5 Kg of refined metal = Can of space ham Pacu fillet 500 Kcal + Brine 1000g + 5 Kg of refined metal = Canned Pacu Tofu 300 Kcal + meat 400 Kcal + pacu fillet 100 Kcal + Brine 1000g + 5 Kg of refined metal = Mystery Meat. Last minute notes Please note that the values you see here are just something I just created for an example and all of these soups would require a new building in the game that would be use for canning soup. As for the menu ideas, I'll share some if this idea gains traction. If you got to the end of this, Thanks for reading.
  9. I would like to make it Warly get a small amount of sanity, and maybe says some random quote every time he starts cooking in his portable crockpot. I have no idea how to do this, so I haven't tried anything. How would I go about doing this?
  10. I am making a food, that when eaten, reduces fire damage taken. liquor = { test = function(cooker, names, tags) return tags.frozen and (names.pepper or names.pepper_cooked) == 2 and (names.tomato or names.tomato_cooked) end, priority = 30, foodtype = FOODTYPE.VEGGIE, health = -TUNING.HEALING_SMALL, hunger = TUNING.CALORIES_MED, sanity = TUNING.SANITY_SMALL, perishtime = TUNING.PERISH_SLOW, cooktime = 0.75, potlevel = "low", tags = { "masterfood" }, prefabs = { "buff_fireimmunity" }, oneatenfn = function(inst, eater) if eater.components.debuffable ~= nil and eater.components.debuffable:IsEnabled() and not (eater.components.health ~= nil and eater.components.health:IsDead()) and not eater:HasTag("playerghost") then eater.components.debuffable:AddDebuff("buff_fireimmunity", "buff_fireimmunity") end end, --floater = {nil, 0.1, 0.7}, }, This is my code for the crockpot recipe. In modmain: local function fire_attach(inst, target) if target.components.health ~= nil then target.components.health.fire_damage_scale = 0.1 end end local function fire_detach(inst, target) if target.components.health ~= nil then target.components.health.fire_damage_scale = 1 end end local function create_fire_buff(inst) MakeBuff("fireimmunity", fire_attach, nil, fire_detach, TUNING.BUFF_MOISTUREIMMUNITY_DURATION, 2) end AddPrefabPostInit("foodbuffs", create_fire_buff) When I cook the food, it has no texture, and when I harvest the crockpot, it disappears.
  11. Hi everyone! I am very new to the modding thing. I am trying to make a character mod for Don't Starve Together. He's gonna be a Rock person. Following along with the tutorial on the Klei website, it all seems fairly straightforward. However, I've run into a little snag (being that I have no coding experience, and don't want to screw up my game) I need help with a few things. Firstly, a slightly slower sanity drain, I set his sanity to 50, but i'd like it to drain a bit slower. Found someone else's thread to help here! Secondly, how to make it so he can mine boulder and etc, with his fists. Thirdly, how he can give off a warmth aura exactly like a thermal stone. Fourthly, how to drain his sanity near pickaxes. And lastly, how to make food non edible, but minerals edible for him. Any help would be appreciated.
  12. 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.
  13. 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.
  14. Version 1.2.0

    1635 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
  15. 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?
  16. Version 1.3

    2247 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]
  17. 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.
  18. Version 4.1

    5348 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
  19. 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?
  20. I want to harvest 3 units of plants from one Farm Plot. How to do this?
  21. 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
  22. Version 1.0.0

    1010 downloads

    Allows you to cook Warly's special meals with any character. Seriously, there is no reason to lock them.
  23. 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
  24. 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)
  25. 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.