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This is my first mod, no matter what I tried, the auto compile from the DS Mod tools simply would not compile, I tried using a friends computer and it worked fine but for me, never It's worth noting even though it compiled from the friends computer it would still crash the game upon pressing "generate world" in the world config I've been using this tutorial: https://youtu.be/dqQqnE671fk?t And the Extended Sample Character to try create a character, I've followed the tutorial as best I can, I even went back and did the whole thing from scratch a second time (minus the speech_loki because it is so long) I've got no idea what I've done wrong, below I've attached the zip of the current version (still early so no artwork or much has been done besides the basics to get it ready to be compiled) in hopes that someone has a semblance of a idea of what may be wrong, because I sure don't and I've ran out of options
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Hey all. I'm trying to get my character to lose sanity while on the ocean. At the moment, I've made it so that they lose sanity while they're on a boat. However, this is focused on the prefab, and only functions in the middle of the boat. I'd prefer them to lose sanity based on the ocean biome they're in, and the depth of the water? I'm pretty sure this has to be possible, as I've seen some code for detecting ocean depth floating around, but I'm not sure what to do with it. If anyone can help me, please do!! ^^;
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Hello, I was working on adding my first item into the game when I realized that the item's sprite wasn't loading, I tried following a similar issue but I have had no luck, so I need someone's assistance with this. I have included an attachment of my mod, and the item I am working on in particular is titled "sanityspear" Wayne_The_Experiment-1.2.zip
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I made a recipe for my hat and it is working if i'm crafting it but recipe itself looks weird Here's a screenshot And here's the code Recipe("evilgarland", {Ingredient("petals_evil", 12)}, RECIPETABS.DRESS, {SCIENCE = 0}) STRINGS.RECIPE_DESC.PETALS_EVIL= "Pesky parasite!"
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Hello! I am an artist new to modding. After running into dead ends years ago creating custom character art, my ultimate aim is to make a clear video tutorial of an easy pipeline to share with the modding community. I am making progress and still figuring out an efficient pipeline, but have run into some issues. 1. Errors while trying to preview player animation in Spriter for the Sample Character Template SCML . My goal is to use Spriter to easily preview WIP custom characters with default player animation, to check if everything is working, sized, and placed correctly, without having to open the game & host a new session just to check any art updates. Fixing this would make adjusting art significantly easier. The default Sample Character Template SCML file works fine in DST, but contains no animation when opened in Spriter. Following this Reskinning Mod Guide, I tried using KTools to create a new SCML file with animation. While the new SCML contains working animation in Spriter, the project has completely broken proportions: For the SCML file, I tried The Sample Character Template's two atlas files, build, and anim: The premade SCML works perfectly in DST, but no animations load into Spriter. Running the files through KTools results in the broken example above WITHOUT animation in Spriter. The Sample Character Template's two atlas files and build, and default player idle anim from DST data: Running the files through KTools results in the broken example above WITH animation in Spriter. Does anyone know why this happens/ how to build an animated character template SCML properly?? 2. Alternatively, is there a way to add existing animations (anim) to existing Spriter projects? Adding player animations to the original working Sample Character Spriter project would solve the issue just as well! 3. Alternatively, is there an existing method to easily place/align/resize sprite images? Is there an existing method for making sure sprite art, especially faces, are aligned correctly? Currently I am drawing over the Sample Character Art Atlas and replacing the files manually, but features end up too high/low/small/large/off center & need manual adjustment. I'm working on a fast way to do this, but I wanted to check here if anyone has already figured this one out? Thank you!
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hi here is the button i want to move (the flag) i would like to move it at the red cube near day survived without pressing TAB to show the button if someone can make that please respond to me have a nice day
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Hi all, haven't done a whole lot of coding for a while, but I'm trying to add owls to my Moar Birb mod, as someone requested I was thinking of setting up the owls similarly to buzzards, with a corresponding spawner, but I would like the spawner to work more like the birdspawner, or at the very least not have any shadows. here are the files, obviously the anim files don't exist yet, but I want to make sure I'm on the right track: owl.lua owlspawner.lua
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I want make abillity for my character what can be activated with low HP Current Code: --For Rage Function local function healthcontrol(inst, data) if inst.components.health.current <= 100 then inst.components.talker:Say("Test") inst.AddTag("rage") end end Anyone can help?
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I'm making a character who has a phobia of lightning. I'd like to make it so every time there's a lightning strike, there's a sanity penalty. I have no idea where to start, though. I know that I need to write in some code in the character's main script page, but that's about it. Can I get some help? (If there's already a topic covering this, just link me to that. I find navigating forums to be incredibly difficult...)
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Hey Buzzies, I've been wondering how could one apply something to all of a specific prefab type? I've been trying to add some stuff with AddPrefabPostInit() but it doesn't seem to be added to all specific prefabs generated in the world, only new ones. is there a way to do that? I've been trying to modify something in the Tall Birchnut Tree (There's more to be written, but for now I want this to work) But I can only Punch new ones instead of already generated ones I'd appreciete any help you'd give me here
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Hello Buzzies, I had never touched worldgen in DST before nor in DS, and I wish to make a prefab gen randomly in a specific biome (as if I would be adding something like grass to a specific biome) but am unsure how to even beginn, so I hope to get some help here
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Greetings, I might have messed up some stuff in this code, could someone correct it?
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So I'm making a character based off the ancient torch wielder. I have all the sprites and basic stats finished but I want her to be able to have clockworks be neutral to her and have her be able to make a tragic torch that scares off hallucinations and damages them when they get in it's light radius. I know this is a lot, but I would really appreciate it if somebody could help. Thank you.
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I'm trying to make a character who's rather quick and physically strong, but it's pretty jarring to see them slow aaall the way down when carrying a chunk of marble statue. He'd normally be able to carry them somewhat faster than the average person, but I have no idea how to do this. Well, except that it probably has to do with stuff in tuning, and this line of code in the suspicious marble prefab. inst.components.equippable.walkspeedmult = TUNING.HEAVY_SPEED_MULT Where would I start?
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help needed Need help with speed stat
Glitchiest posted a topic in [Don't Starve Together] Mods and Tools
I would like to make it so my mod character has a slightly above average starting speed, and have their speed increase over time as they move. I've seen another mod character do a similar thing, but I felt like just copy+pasting the code would be pretty rude of me. Another thing, not necessary but would be appreciated, is if I could get some help with making sanity drain faster with wetness level. Thanks! -
*inhales* OOOkayy so asides from custom sound, getting animations to look right for mods seems to be a bit of a challenge for me. Reskinning things that only need a slight visual change are easy enough, but actually modifying the animations slightly is a bit of a challenge. I was trying to create a character mod for a cyclops. The images for his face needed different dimensions, and tweaking all the character animations or doing them all from scratch don't seem to be practical or viable options custom items appear on the ground, but are invisible when equipped I edited bird animations to give one of my custom birds a longer tail, but it still uses the base bird anim files and the tail resets to normal another character mod I'm working on requires the arm_lower to be above the arm_upper for aesthetic reasons. does anyone know a way I can fix any of these? lunasmart.zip
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So I'm working on a character mod right now that I had to pause because the character in question has a very large face that would require me to increase the size of the face_#.pngs substantially. I remember a warning about changing sizes of pngs used in spriter files, so I'm wondering what sort of issues I might encounter if I try to change the sizes and how to avoid those issues, hopefully without needing to make custom animations for this guy just to get his face to look right.
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Up until recently, I had a working mod that enabled Chester to change into more forms than just snow and shadow chester. The code seems to be functioning differently now, but I'm not completely sure how to fix it. Right now the primary issue is a crash related to MorphShadowEyebone, which I think may be related to how the game cross references the chester.lua, chester_eyebone.lua and the leader component of the eyebone. Anyone know of a way to fix this problem? chesterfix(DST).zip Less important at the moment, but does anyone know how to code a chester form that could work as a science prototyper?
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I am trying to allow juicy berries to be dried on the drying rack... I've already got the animation worked out for when the berries are hanging, But I need to insert these lines into the prefab for "berries_juicy" inst:AddComponent("dryable") inst.components.dryable:SetProduct("raisins") inst.components.dryable:SetDryTime(TUNING.DRY_FAST) I've tried various methods, but keep getting errors Any advice?
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Hello I am trying to add modconfig to my dwarven mod, but it keeps crashing when I hit something with the weapon. It says something like: attempt to call number for boulean or something in the crash. Can someone help me? Sincerely -Eremus007
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just wondering if there's a way to copy world data to duplicate a server's world
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So, I'm making an item for a character, which is a weapon. It is supposed to do an AoE attack, kinda like the Bearger. Actually, I wanted to use the effects for the bearger's attack, but anyway, the weapon does a lot of damage to all enemies around it, has a cooldown of 20 seconds, and I wanted to add a custom animation. The weapon is a tuba, (like a really, really, really loud tuba) so I wanted to have an animation where you blow into the tuba, not just the normal attack animation. The final thing is I wanted is when you use the weapon you just right click it and everything around you gets damaged, (also trees get chopped down), instead of having to equip it and target a specific enemy. It would not destroy anything else, just trees and enemies. It would also be cool if you could see the cooldown on it's inventoryicon, but that isn't a necessity. Thanks to anyone who can help!
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Hey, I had an idea for a newspaper weapon mod I am developing. I would like that if the weapon is wet (like with the blue bar around the item comes) that it loses durability more quickly (because paper breaks when it's wet. But I really have no idea how to call a function like that or say that in LUA. Is that even possible?