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Found 59 results

  1. So I want to play Shipwrecked music.Is there any command to play it in the main menu? Thanks in advance. EDIT; Just found a way to play music
  2. I have new textures for my character 2nd form but i dont know how to do a changing textures in the game where can i put codes and the rest. I want to do warrior, when he will have less that 50sanity then will transform into a god warrior with boosted damage and speed. Sombody have a example of a transforming char? Or a tutorial? Ty
  3. Again.. I'm coming here to search for help with my messy code.. My goal is: Make maxwell's shadow lumbers not to cut any 1st or 2nd stage trees. I'm running game without any error after this code but it seems not working in-game. I was thinking many hours why it's not working and i'm guessing the problem is in BufferedAction (but i don't know how it works) Any help is REALLY appreciated Code:
  4. right now i'm trying to create a new character but I've realized that the example one i'm using right now is currently outdated and clothing that shows shoulders is incompatible as it shows no shoulders if you can recommended a new example mod i would really appreciate it
  5. heya there, it's me again... crawling back after just a week or so of getting assistance before on here, helping point my short attention span toward the ignorant mistake of capitalization of Dot's name into the code(dammnit, english class!). i attempted to add nightvision by myself, but i don't really know how to code. one quick google search lead me to THIS thread: after copying and pasting what i thought was right into what i thought was the right spot in the dot.lua[charactername].lua located in the scripts folder for people who are following along). this is what i copied and pasted:____________________________________________________________ local NIGHTVISION_COLOURCUBES = { day = "images/colour_cubes/ruins_light_cc.tex", dusk = "images/colour_cubes/ruins_dim_cc.tex", night = "images/colour_cubes/purple_moon_cc.tex", full_moon = "images/colour_cubes/purple_moon_cc.tex", } local function SetNightVision(inst, enable) if TheWorld.state.isnight or TheWorld:HasTag("cave") then inst.components.playervision:ForceNightVision(true) inst.components.playervision:SetCustomCCTable(NIGHTVISION_COLOURCUBES) else inst.components.playervision:ForceNightVision(false) inst.components.playervision:SetCustomCCTable(nil) end end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) inst:WatchWorldState( "isday", function() SetNightVision(inst) end) inst:WatchWorldState( "isdusk", function() SetNightVision(inst) end) inst:WatchWorldState( "isnight", function() SetNightVision(inst) end) inst:WatchWorldState( "iscaveday", function() SetNightVision(inst) end) inst:WatchWorldState( "iscavedusk", function() SetNightVision(inst) end) inst:WatchWorldState( "iscavenight", SetNightVision) SetNightVision(inst) end this is what the entirety of that file looks now: __________________________________________________________ local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), Asset("ANIM", "anim/dot.zip"), } local prefabs = {} -- Custom starting inventory local start_inv = { } -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when not a ghost (optional) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "dot_speed_mod", 1.5) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "dot_speed_mod") end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end local NIGHTVISION_COLOURCUBES = { day = "images/colour_cubes/ruins_light_cc.tex", dusk = "images/colour_cubes/ruins_dim_cc.tex", night = "images/colour_cubes/purple_moon_cc.tex", full_moon = "images/colour_cubes/purple_moon_cc.tex", } local function SetNightVision(inst, enable) if TheWorld.state.isnight or TheWorld:HasTag("cave") then inst.components.playervision:ForceNightVision(true) inst.components.playervision:SetCustomCCTable(NIGHTVISION_COLOURCUBES) else inst.components.playervision:ForceNightVision(false) inst.components.playervision:SetCustomCCTable(nil) end end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) inst:WatchWorldState( "isday", function() SetNightVision(inst) end) inst:WatchWorldState( "isdusk", function() SetNightVision(inst) end) inst:WatchWorldState( "isnight", function() SetNightVision(inst) end) inst:WatchWorldState( "iscaveday", function() SetNightVision(inst) end) inst:WatchWorldState( "iscavedusk", function() SetNightVision(inst) end) inst:WatchWorldState( "iscavenight", SetNightVision) SetNightVision(inst) end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "dot.tex" ) end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "webber" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(125) inst.components.hunger:SetMax(175) inst.components.sanity:SetMax(125) -- Damage multiplier (optional) inst.components.combat.damagemultiplier = .72 -- Hunger rate (optional) inst.components.hunger.hungerrate = .61 * TUNING.WILSON_HUNGER_RATE inst.OnLoad = onload inst.OnNewSpawn = onload end return MakePlayerCharacter("dot", prefabs, assets, common_postinit, master_postinit, start_inv) _______________________________________________________________________________________________________________ after loading up the game after deleting & getting new .txt, .zip and .xml files from manually running the compiler, i was surprised to not get a crash after mutilating the character's code like this when starting a new world. everything was fine, no crashing upon worldgen, no whitescreening after character select... no, the problem came after all that. during play. the nightvision didn't work, so Dot lost 100 of her max 125 HP. poor girl... i can upload the 'new and improved' files on google drive and post the shared link, if needed.
  6. Hello everyone! I'm new to a modding (and sorry if my english is bad, i live in Bosnia and my main language is bosnian) So, i want to know how to make a mod that will change mob drops, what to do, where to code... Example: Bunny have 15% chance to drop bunny puff.
  7. is their anyway i can make it so that when someone were to eat something they would gain a boost to their strength depending on what it is like big meat give *2 and small gave *1.5
  8. I'm building, or trying to build, a mod called More Drops (DS). I ported it to Don't Starve from "Don't Starve Together", so my lua knowledge is very limited, but I've been working on this thing for days and can't figure it out, so I need to ask for help. I figured out how to expand on the original mod authors work by adding new trees and resources, but when it comes to "hackable" resources, I'm stumped. So this is what I was trying, and tons of variations on this. This doesn't work and I don't understand why, and I'll show you what does work in the next two. --bamboo if inst.name == "Bamboo Patch" and utils.LootRandom(bambooChance) then utils.DoTimes(GetModConfigData("bambooAmount", KnownModIndex:GetModActualName("(JEM) More Drops DS")), inst.components.lootdropper.SpawnLootPrefab, inst.components.lootdropper, "bamboo") end This does work --Spawn extra logs for tall trees if inst.components.growable.stage == 3 and utils.LootRandom(logChance) then utils.DoTimes(GetModConfigData("extralogstall", KnownModIndex:GetModActualName("(JEM) More Drops DS")), inst.components.lootdropper.SpawnLootPrefab, inst.components.lootdropper, "log") end And this works as well if inst.name == "Evergreen" and inst.components.growable.stage ~= 1 then if utils.DropLootRandom(inst, "pinecone", seed_chance) then print("Dropped seed") end end Now I'm not sure how much of the files I should paste here, but here's the start of the trees.lua just to add a bit more context local utils = require("utils") local logChance = GetModConfigData("logChance", KnownModIndex:GetModActualName("(JEM) More Drops DS")) local function ImproveTree(inst) --Do these when the tree is fully chopped local seed_chance = GetModConfigData("treeseedchance", KnownModIndex:GetModActualName("(JEM) More Drops DS")) local egg_chance = GetModConfigData("eggChance", KnownModIndex:GetModActualName("(JEM) More Drops DS")) local coconut_seed_chance = GetModConfigData("coconutChance", KnownModIndex:GetModActualName("(JEM) More Drops DS")) local bambooChance = GetModConfigData("bambooChance", KnownModIndex:GetModActualName("(JEM) More Drops DS")) local oldonfinish = inst.components.workable.onfinish inst.components.workable:SetOnFinishCallback(function(inst, chopper) All of the info is called in modmain.lua correctly as far as I can tell, I made sure to add things in the same way as the working code. I expected this to drop some extra bamboo! I've tried so many different ways, even made my own choppable.lua file and added it the same way the original author added pickable.lua, but I figured it's gotta be a bit more like trees than regular resources, since you use a tool and it drops the item on the ground rather than adding to invetory. If you want to see the whole mod, I've uploaded it here and in dropbox: https://www.dropbox.com/s/ahss2d0s861j2an/%28JEM%29%20More%20Drops%20DS.7z?dl=0 (JEM) More Drops DS.7z
  9. As the title says: I want to make a character who deals more damage when attacking without weapons than with weapons. How do I go about doing this? Could someone point me in the right direction?
  10. So i'm pretty much a newbie with the modding stuff Recently i made a custom chest and i really want it to get highlighted with the 'show me' mod enabled, like if you select any item and if the chest has that item storaged, it will get that green color "Show me" mod has a .txt providing this code: TUNING.MONITOR_CHESTS = TUNING.MONITOR_CHESTS or {} TUNING.MONITOR_CHESTS.custom_chest = true -- For highlighting. in my case, 'custom_chest' is 'wavis_chest' However i don't really get where i have to put that code to make it work, can somebody help me? is it on the modmain, on the prefab file of the chest? if so, where exactly?
  11. so i have been looking everywhere for a discussion about this problem or at last a fix. but i found nothing, so i thought i just ask the game developers for a reasoning behind this. I have a 75 Hertz Monitor. Intel® Pentium® Processor G3240 / 3M Cache, 3.10 GHz NVIDIA GeForce GT 710 Graphics Card 6 GB of RAM 64-Bit OS Note : the problem occurs while playing on offline mode / single players servers the game is not displayed as 60FPS as the debug menu says, it feels choppy and not running well the characters seem like they jumping not moving V-sync is turned off, Small Textures and NetBook Mode are also turned off help would be really appreciated, i have been looking for a fix for around 5 days now. tried everything but the problem still persists to occur
  12. I want to make a mod that when you eat specific food it gives you a small buff. Example: when you eat spicy chili it gives you 10x damage modifier and plays the Wolfgang flexing animation. The damage modifier lasts for 4 minutes. I would have to type my own script for this right?
  13. I want to make a mod about power up crockpot foods. The idea is to give attention to underrated and forgotten crockpot recipes to make them more useful. Recipes like meatballs, pierogis, meaty stew, etc are too viable in the meta. concept: -Spicy chili gives 5x damage modifier for 5 min and does the wolfgang buff animation. -Turkey dinner gives extra 20 hearts for 5 minutes (upgrade effect like WX). -Fruit Medley gives 20 extra speed like walking cane. -Ice cream gives 20 extra sanity for 5 minutes (upgrade effect like WX) ...etc I tried looking into javascript and notepad++ tutorials and DST mod forum. It was confusing but I'm able to learn the basics such as adding numbers with variables and typing text. I looked into Tykvesh's Battle Horn mod script as a reference because it uses the same mechanics. https://steamcommunity.com/sharedfiles/filedetails/?id=906612255&searchtext=horn I need all the help I can get to make this dream possible.
  14. I have been making a mod character and have made the item I want to be character specific (a bedroll.) I tried looking around in the vanilla game's scripts for other character specific items, but they don't seem to have much. So I began reading through a thread, which I linked below. I decided to start where the original poster in that thread started by using the script he originally posted and tailoring it to my character with the idea that I could trouble shoot any problems the same way the users in the thread did. Although the script doesn't crash my game and does cause characters to be unable to hold the item, it makes all characters including my own drop it. I tried a couple things mostly going to the (if player.prefab ~= "wisia" then) code and changing what is set in the quotation marks. What i found is that when the prefab name is set to that of my character, they won't spawn with the item or say the text for being unable to hold the item, but if the value is set to something else such as "wilson" I will start with the item dropping off my character and them saying the appropriate text. The short of it is, does any one know how to fix this issue, or a better set of code that would garner the same results without the hassle? Thank you for your time. I also added the item's prefab if you want to poke around in there. My friend wanted me to hurry up making the mod like 6 months back and got someone who knew what they were doing to write the bed roll code since i was having trouble so i can only kind of guess and assume what each part of the code does but not why or how it affects other parts. meaperroll.luameaperroll.lua inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "meaperroll" inst.components.inventoryitem.atlasname = "images/inventoryimages/meaperroll.xml" inst.components.inventoryitem.cangoincontainer = false inst.components.inventoryitem.onputininventoryfn = function(inst, player) if player.prefab ~= "wisia" then inst:DoTaskInTime(0.1, function() player.components.inventory:DropItem(inst) player.components.talker:Say("It seems to slip right out of my hands!") end) end end
  15. Hello, my name is Mercy. I'm starting work on the Spekkle mod for updating it to be feature complete. I am having issues accessing the exported files for the graphics as I'm not familiar with graphic design and am commissioning someone else to do so for myself. But they are having issues accessing those files using the Krane editor. (Otherwise known as, ktools) I'm looking for an efficient way of attaining the exported character graphics. Or someone capable of helping to do so! I'll upload the files below for your convenience. Below will be the most recent revision of the files as of now and will include other code I am working on. workshop-739427018.zip
  16. I wasn't around when the Gorge or Forge 2 event happened, so I'm wondering if maybe I missed something. Currently the only way to get the Victorian skins and gorge item skins are by buying the chests off the steam store, which means if you unravel the Gorge skins from the steam store, you can't get them back via weaving or buying them again like you can now. To me it's just a little odd that the new skin sets can be purchased this way but the Gorge ones cannot. Anyone got any thoughts on this? Would be greatly appreciated.
  17. In my many playthroughs of ONI, I've tried building rockets, petroleum, engines, steam engines, cargo bays, and the captains quarters, but no matter what, wherever I build the scaffolding, it always says that the rocket is unusable, that it can't go anywhere on the spacemap. I've fueled the engines, powered the scaffolding, and trained my duplicants, but I just can't ever seem to get it to work! Does anyone have any blueprints I can use? Or tell me what I'm doing wrong?
  18. Hello! I have a Linux-hosted server, and every time I start the server dedicated_server_mods_setup becomes blank again, so I'm unable to download mods. Is there any way to fix it? Thanks for your advice!
  19. So I like building big bases. Usually I run into problems with producing & consuming too much power. I do not like to split my power system even though that is the easiest way to deal with this. In my last world, I used a design by Saturnus to put more than 20kw on a wire: Now I might have set it up wrongly but the problem I ran into is that my cable which had all the generators on it, would take damage because it would exceed the 20kw produced, not consumed. So in this beautiful picture, the black cable would often basically say "Produced 30kw (taking overload damage); Consumed 4kw". Is there a way to have all power producing machinery on one cable without issues or would the best way to handle this to just have two or three generator cables and than each connect to the output with the power switch & battery design like this: Now based on the thread of which I took the design, I guess the way it would work is that I would have two maximum three "generator cables" and only one output cable since the base should not exceed 100KW. Enlighten me with your wisdom people!
  20. Hi everyone, I'm having trouble making a circuit that has two doors linked to each other so that if one is open, the other is closed. I want it so that if a duplicant steps on the weight plate past the door, they have 10 seconds before the door they walked through closes and the door in the other room opens. The automation I have atm only does that for as long as the buffer/filter gate lasts, but I would like it to last until the weight plate in the other room is activated. How do I do this? Automation:
  21. right now i'n trying to replace a texture for a weapon, like a weapon that changes how it looks throughout durability ; does anyone know how to change an items texture , any help would be awesome thnx
  22. I'm looking to make a mod function that will allow configuration of calories (hunger) satisfied by food items I was simply going to change the tuning ie. TUNING.CALORIES_MEDSMALL = TUNING.CALORIES_MEDSMALL *FOOD_QUALITY where the variable Food_Quality would be set by the configuration But then a thought occurred to me, If I change the tuning for the host, would this also change for the client? Or does the client look at their own tuning.lua on their own machine Unfortunately its hard to test If this would only change the value on the host side, But, if so, then I will have to find another way to approach it. I suppose, it should work that the mod is installed by all clients with the configuration set by the host, so it should work either way? Wondering if anyone who understands the code a bit better would know off hand if this would work.
  23. I restarted my colony and still an relative beginner player. On my current seed: 1240786033 I came across these three geysers and volcano in close proximity. Any suggestions how I can utilize this to my advantage at any stage of the game? The volcano is active only 22s every 7777s, not sure if that is useful at all. But the hot polluted oxygen vent is this somewhat usable? How do you use these geysers? Perhaps there is a way to combine these geysers with a setup? Thanks.
  24. I have been trying to use a critter sensor in my most recent build, but it seems to not send signals correctly. I had the sensor set in the room below to "1". My thought was that when a critter was dropped off, the door beneath would close. It works, but only sometimes. It seems like 30% of the time it wont activate till there are like 4-5 critters. Other times it wont activate at all. But if I set it to 0 while critters are in the room it works, but only that once. I'm super confused.... please help?
  25. Hello, my name is Mercy. I'm working on a mod character named Gwen, the Faithful whom I'm programming. Whereas I'm hiring an artist to produce the artwork. My main issues are that I don't know how to get a few of the perks finished. As well as need references to characters with some of the other perks. Below I will list my character's perks in detail, with a checklist above the detailed explanation. In addition, I will give a character biography. Character Bio: 150 Health, 150 Hunger, 200 sanity. Has been here before. Hence knows most things about the DST world, as well as aware of the cast of characters. Is a vegetarian and a peace loving person. Hence is against hurting creatures. Is a masochist and amused by her own pain. Is clever with references to other worlds. Green = Done; Purple = Uncertain; Red = Incomplete Has been here before: Can craft Night tools by default. (In Sight tab) Can craft Rickidy Staff by default. (In Sight tab) Knows first science level by default. Still requires level 2 science station. Knows first magic level by default. Still requires level 2 magic station. Cooks in half the time. Picks things in half the time. Un-named Perk: Regenerates health at the cost of hunger, if already damaged. (+2 Health & -1 Hunger per minute) A little bit awry: Is a vegetarian. Scared of non-nightmare aggressive creatures. (Rate of Wolfgang) Loses sanity upon killing friendly creatures. (-5 sanity per kill) Starting Items: Starts with a Rickidy Staff. Starts with 1 Hounds Tooth. Starts with 2 Twigs. Starts with 2 Nightmare Fuel --- --- --- --- --- --- --- --- Can craft Night tools and Rickidy Staff by default: (Working on adding the custom crafting tab) File: modmain.lua AddRecipe("rickidystaff", {Ingredient("twigs", 4), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightaxe", {Ingredient("twigs", 1), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightpickaxe", {Ingredient("twigs", 2), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightshovel", {Ingredient("twigs", 2), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nighthammer", {Ingredient("twigs", 3), Ingredient("boneshard", 1), Ingredient("cutgrass", 6), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, GLOBAL.TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightpitchfork", {Ingredient("twigs", 2), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightmachete", {Ingredient("twigs", 1), Ingredient("rope", 2), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 3)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("rickidystaff", {Ingredient("twigs", 4), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightaxe", {Ingredient("twigs", 1), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightpickaxe", {Ingredient("twigs", 2), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightshovel", {Ingredient("twigs", 2), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nighthammer", {Ingredient("twigs", 3), Ingredient("houndstooth", 1), Ingredient("cutgrass", 6), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, GLOBAL.TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightpitchfork", {Ingredient("twigs", 2), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightmachete", {Ingredient("twigs", 1), Ingredient("rope", 2), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 3)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") Knows first science and magic level by default, yet requires second level crafting stations: (Working on displaying the next level of locked recipes) File: gwen.lua inst:DoTaskInTime(0, function(inst) for k, v in pairs(AllRecipes) do if v and v.level and v.builder_tag == nil and (v.level.SCIENCE == 1 or v.level.MAGIC == 2) then inst.components.builder:AddRecipe(v.name) inst:PushEvent("unlockrecipe", { recipe = v.name }) end end end) Cooks in half the time: (I need a reference for this) ... Picks things in half the time: (I need a reference for this) ... Regenerate health at the cost of hunger if already damaged: (I need a reference for this) ... Is a vegetarian: (Feedback is appreciated) File: gwen.lua inst.components.eater:SetDiet({FOODGROUP.OMNI}, {FOODGROUP.OMNI_NOMEAT}) Scared of non-nightmare aggressive creatures: (I need help with this) ... Loses sanity upon killing friendly creatures: (I need a reference for this) ... Starting Items: File: gwen.lua local start_inv = { "rickidystaff", "twigs", "twigs", "twigs", "houndstooth", "nightmarefuel", "nightmarefuel", "nightmarefuel", } I will frequently update this post as I make progress on each aspect of the character. Thank you very much for reading! Gwen The Faithful.zip