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Oxygen Not Included

  1. I need help creating a contraption that massively exploits this new bug that I have found, preferably to the point of requiring a hotfix from Klei. I'm pretty sure that this is novel, too. Here it is. It is very simple. When two or more liquids are in the Conduction Panel the Panel's temperature only reflects the heat exchanged with the last liquid. This contraption takes in 5kg/s 1000C Molten Steel (all the radiant pipes do is cool the dev pump steel to that temperature) and spits it out @2550C. Works with any basically any liquid so you can also massively cool down to cryogenic temperatures using this same bug. The power shutoffs just throttle the heatant so that it has time to gain heat from the panel. Panel is thermium and near melting. My dumbass really thought that Steel would be a good heatant because of its high temperature range and highest Thermal Conductivity of all liquids. Turns out for steam turbines Super Coolant/Nuclear Waste would theoretically be better by a factor of around 5 to 8, producing (at best) 15,000kDTU/s per conduction panel (about 15kW if put through turbines). This reflects my inexperience with the heat system and steam turbines. That's why I am asking YOU, the best players on these forums, @mathmanican@wachunga@Zarquan etc (sorry if multi tagging is not up to etiquette, I really don't know) to help invent the craziest contraption one could feasibly think of using this very bug. Something that could evaporate the whole magma planetoid into rock gas, perhaps? World download is attached.Temperature Experiments 2.sav
  2. Hello! I'm working on a character that can make cheaper honey poultices. Making a new recipe is easy enough, but that also means she has two recipes for the exact same item now. I have been trying to hide the old recipe so she can only access the new one, but this is completely stumping me.
  3. Im trying to make an item (on body slot) that give the player the ability to freeze the target while attacking (with every weapon) but the freezing status apply before the damage so the enemy instantly unfreeze how can i apply it after the damage? i was listening on the "onattackother" event
  4. I know the nightmare creatures, broken clockworks, ancient guardian phase 2, fuelweaver, and nightmare werepig are. And I assume shadow splumonkeys are also shadow aligned, correct me if I’m wrong. For the lunar aligned enemies I know crabking, celestial champion, and the salamanders are. And I assume the brightshades and new rift enemies are. Again, correct me if I’m wrong though. But are there any others I’m missing? Maybe the twins are also shadow aligned? They do drop the shield of terror which is considered shadow equipment for Maxwell so I’m not sure.
  5. Can someone please help me figure out my plumbing here? The (too cold) water comes in from the bottom pipe on the right side and goes out the top pipe on the right side after heating up. If I remove the bridge from the input pipe, the water flows continuously in a loop like I want it to [First Screenshot] However, when I add the bridge, the water stops flowing in a loop. [See second screenshot.] What am I doing wrong? Thanks! I figured it out. I'll post the solution in a sec, thanks. The water coming out of the bridge didn't know which way to go because the pipe it was attaching too had two inputs in opposite directions.
  6. For the second time in the past month. All of my save data for don't starve together for the xbox series x has been wiped, my day 150+ world? Completely gone, this is a serious issue that I've only seen being ignored, the only solution; to wipe my entire data from the xbox seemed to be temporary, and this hasn't only happened to me too. I've lost hours of progress and I'm tempted to quit altogether knowing that it might just be completely wiped one day. I don't even know what to do to be honest I'll send the save files if I can, but this is definitely a game breaking issue.
  7. I play the game alone, but when I save every day, lag comes in and this makes my job difficult at that moment, how can I prevent this?
  8. Hi! I wanted to create a character mod, but want to copy the data of an existing character, and only edit the sprites/ animations. Is there any guide on doing that? I need the abilities, stats, animations, and starting items to be the same of an existing DST character, but with a different look (sprites)
  9. Hi, in playing with a group of people, and one of my friends who hadn't played in a long while CANNOT install any mods at all. If he ever tries to join a world it says that the world has outdated mods. We've already tried reinstalling the game, unsubscribing and erasing the mod files AND the workshop files, allowing the game through the firewalls... Everything, but maybe restarting his computer before doing that (doubt that would help) same with the 32bit version. Apparently whenever a client mod is installed it copies over to the server mods or something, but it does it all corrupted like "workshop (numbers)" and they can't be uninstalled or updated
  10. I have 32 GB of ram, an NVIDIA RTX 2070 Super and an i7 10th gen. However despite all of that Hamlet worlds will stutter between 30 fps and 60 fps usually staying at around 45-51. I tried disabling mods but that did not work. What would you guys recommend?
  11. I'm making a character who has several visual transformations that just affect his head and face. I was using AnimState:SetBuild to swap between them, but just changed to using the skinner component instead (as changing the character's outfit in the wardobe would reset him to his default appearance otherwise). Unfortunately, now when he changes his clothes his transformations overwrite the clothing until he turns back to normal. I would like him to work like Wurt's powered up form or Wormwood's blooming instead. I took a look at skinner.lua and can see where the exceptions are being made for Wurt and such to allow clothes to override their transformations, but I'm a novice at coding and don't know where to begin modifying it it in my modmain to add my own exceptions. All other mods I've looked at for reference have either used AnimState:SetBuild or use Wurt's "powerup", which I can't use; my character has multiple transformations. Is this possible to do? If someone could help me out I'd appreciate it. I'm unfortunately not able to send my character files. Thanks for reading.
  12. I really have no idea what is happening here. I have an inventory image I am testing for a shield. Every time I open the game it creates a LaTeX file and xml file for my inventory image except the inventory image is grayscale with a loss of transparency. I've tried converting it myself into a LaTeX file with TEX tools and it comes out in color and all is fine when I view it. But as soon as I launch the game it gets replaced with the grayscale image. I have no idea if there's something wrong with my original png. It's 64x64. I'll attach the relevant files. woodshield.tex
  13. How to create mod to edit wilson.lua? I want to be able to change the settings in the local master_postinit = function (inst)
  14. Hello DST community. I was hoping for some help with this problem I've encountered. I'm new to character modding but I've come up with what I think is some code that is close to working. I've looked at other character's prefabs and referenced some other mods to try to get this working. What I am currently trying to do is change my character's hunger drain rate depending on the threshold of their hunger value. The numbers are just for testing purposes (They're not actually going to drain their hunger at 50x the speed). But from this code, what I expect to happen is the game to check if my hunger is above 50, then set the hunger drain rate to 50x. And if the hunger value drops below 10, the hunger drain should return to normal. It doesn't do anything in game though but it also does not crash so I'm not sure where I went wrong. I would much appreciate if any kind user on here would give me some advice. Thank you.
  15. I have been working on a silly gimmick mod for a while now that is supposed to force all players to share the same inventory and it actually worked first try easily with no issues server side. The only problem was that the items would not show up in the player's inventory. After months of going nuts trying to figure out why this is, I came to a few interesting discoveries. Through some messing around with pushevents I found out that "refreshinventory" and the likes are not working and "itemget" works exactly as I want it to except that it only works if the item is nearby on the ground. After some more recent messing around I found out that forcing SetCanSleep to false made it work at any range, but still only on the ground. I have come to the conclusion that the issue I am having comes from the item not being loaded on the client when it's in another player's inventory even with SetCanSleep set to false. I have a feeling that if I can get around that, I can get everything to work. TLDR: I want everyone to share the same inventory and I need help finding a way to get around items unloading when put in other player's inventories. And if it somehow helps I have the modmain that I have been working with attached but be warned it is a jumbled mess of the madness I have been trying to solve for months. modmain.lua
  16. I've been trying to make an item for the mod that doesn't break when at 0% and i used this to try and make it happen But the game crashes when i open a world, this is the error apparently: i don't know what happened and don't know how to fix it, i really need help, any ideas? Here's the whole item's script in case i forgot to add something in it to make it work
  17. Hey everyone! I'm trying to create my own symbol so I'll be able to override it (e.g: owner.AnimState:OverrideSymbol("swap_object", "swap_axe", "swap_axe") I've searched for some information, but I failed :/ My spriter project here Let's say that I need to be able to override a "SWAP_ICON-0" image. Any help? Oh, and if someone'll help me, I'll give you Cool Shadow Clothes! Thanks everyone for trying to help !
  18. I'm working on a mod where, after a certain amount of time, a specific song starts playing. It's supposed to follow the player as they move, but it currently seems to be stuck in a specific spot. How would you get the sound to move? I'm currently using AddClientModRPCHandler in the modmain lua, and SendModRPCToClient in the character lua. Is there something else I should be doing? In the character lua: (This is inside of a timer that determines how long it will take for the song to play inst:ListenForEvent("timerdone", function(inst, data) if data and data.name == "EndSong" then SendModRPCToClient(GetClientModRPC("hatchling", "songcall"), inst.userid) print("playing song with RPC") In the modmain: -- Client RPC Handler for EndSong AddClientModRPCHandler("hatchling", "songcall", function() --"hatchling" is the namespace, needs to be unique. "songcall" is the name, this is how I'll call it later. GLOBAL.TheFocalPoint.SoundEmitter:PlaySound("customvoice/EndTimes/EndSong") end)
  19. Since DSt's animation duplicates the hand/leg for the anim. Does anyone know how to change it? I tried to delete one arm/leg in the .scml file but it'll still show in-game.
  20. General advices Need help? Be helpful! Add as much info and code as possible: too often do people omit modmain.lua and modinfo.lua or reduce the crash log to the last line. Upload the files you're working with. Link the guides and tools you're using whenever possible. Detail the steps you're following. Don't make people guess what you're doing. Be specific! Is it a crash? A new feature you want? Porting from DS? Trouble with animation? State it in the title so people who know about it can see it right away. "Help with my character" means essentially nothing since characters can do pretty much anything. Don't be a jerk. Being nice is usually a good way to get people to help you. Search the log for error. One of the first step when you have a problem with a mod is to take a look at the log. When a crash occurs, the log could provide you useful informations about what is wrong. You could find the log in C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogetherANewReignBeta (If you are in the beta branch) Or C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogether (classic branch) Usually, informations will be in the "client_log.txt" Sometimes, a crash will happen server-side, so you must look at the server log. Search in C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogetherANewReignBeta\Cluster_1\Master With "DoNotStarveTogetherANewReignBeta" your current branch, "Cluster_1" your current save, "Master" if the crash happen on surface, and "Caves" if the crash happen on caves. Look at the "server_log.txt" Now you have an error log. If you can, try to understand what the error log says. Some errors could easily be fixed by yourself. You could also try a search to see if someone encountered the same problem. If it's not the case, you could create a topic. Title. The first thing people will see is the title. There is a lot of topic asking for help, so "help pls with a mod", "I need help" "[URGENT] Need help" isn't a good title, because it doesn't give a clue about what the problem is. Since people helping here are doing this in their free time, and since every modder have his strong point and weak point, your best option is to have a clear title, with informations about what you are searching. This way, people able to help you could see what help you need even before opening the topic. For example "How to create a perk for my character" "My character mod is crashing (Mod and Error log in topic)", "How to make an aura healing others players ?". You will gain a lot of time with a clear title, and people will be more likely to help. Content of your topic. Your topic must contain a clear explanation about what you need. If you are asking for help because of a crash, provide the error log (you've seen before how to obtain it), and attach your mod, so people could take a look at it. You must zip your mod first, then you can see an option "drag files here to attach, or choose files". Attach the zip file. This way, everyone could download your file and see what is wrong. When searching the cause of a crash, looking at the code is often mandatory, so you'll gain a lot of time by attaching mod in your first post. Usefuls links and tools. [TOOL] Texture and atlas packer : a tool allowing you to easily pack or unpack texture. Great for inventory image containing multiple items images. [TOOL] HandsomeMatt's Tools : one tool allowing you to converting .png file into .tex, another one allowing you to open .tex file and save them as .png [TOOL] Build renamer : one tool allowing you to rename builds. [TOOL] ktools : allow to decompile animations in a spriter file. Useful, but you need some knowledge to make it works. [RESOURCE] DST Speech Mod Template : All the speech line in one file, useful for custom character. Tutorials : [TUTORIAL] Custom recipe/food visible in crockpot/farm [TUTORIAL] How to add, not replace stuff in worldgeneration [TUTORIAL] Basics : what to use to open .lua files and why [TUTORIAL] How to create a Set Piece
  21. Hello! To make bees ignore the modded character I'm working on, I'm currently attempting to add my character's tag to the bee's RETARGET_CANT_TAGS table. Thing is, I'm not entirely sure how to do that? I'm pretty sure this line somewhere in the modmain will do the trick, but I'm not entirely sure how to make it work properly with postinit. table.insert(RETARGET_CANT_TAGS, 1, "beekeeper")
  22. Alright, I've published one mod before, woker, and am now working on my second, hatchling. However, for some reason, hatchling is completely invisible. I've compared it to woker, and can't see anything that's different in [character].lua, [character]_none.lua, or in either modmain that would cause hatchling to be invisible. I've tried recompiling and even reinstalling the mod tools, and it's not helping. I'm using the esctemplate extended sample character as a base for both character mods.
  23. i want to make so a mob that is normally untamable, can become a follower like your average pigman or bunnyman
  24. Hi there. I’m planning to make a mod character who is able to teleport a small distance once every few minutes by right clicking, similar to Wortox’s Soul Hop or the Lazy Explorer’s Telepoof. I was planning to do this by looking at similar mods, but it appears that updates have broken every mod I can find on the workshop that had a character with an itemless right click teleport. For example, this broken mod which has a right click action teleport that plays the animation but does not move the character: https://steamcommunity.com/sharedfiles/filedetails/?id=2164723236 I tried looking at the mod myself to fix it, but I couldn’t get it to work. I figured something was wrong with the reticule (the character doesn't have a reticule component like Wortox does) but, again, I didn't have much luck fixing it. Does anyone know how to implement a teleport as a character’s right click action from scratch, or why this mod is broken and how to make it functional? Thanks for reading. ______________ EDIT: Stuff has since come up in life to pull my attention away from this. I appreciate the replies nonetheless. I'll be back later lol.
  25. So I'm making a character who dies every 22 minutes, called the Hatchling. I have a functional script that will instantly kill the Hatchling after a 22 minute timer... but I wanted a warning system. My plan was that after 20 minutes, (2 minutes before death) a song will start playing. I made a timer script, based on the same timer for the Kill Loop. Here's the scripts I have. If someone can help me, please do! I labelled them with comments, and even put in print() functions, but the print("EndSong plays") appears in the console before the Hatchling even loads in. --Kills the Hatchling after a certain time. At release, it should be 22 minutes. AddPrefabPostInit("hatchling", function(inst) print("AddPrefabPostInit") if not inst.components.timer then inst:AddComponent("timer") end inst.components.timer:StartTimer("when the sun explodes",60*3) --should be "when the sun explodes",60*22) print("Timer start") local function YouGetKilled(inst) if inst.components.health and not inst.components.health:IsDead() then inst.components.health:Kill() print("running YouGetKilled") end end inst:ListenForEvent("timerdone", YouGetKilled) -- revive yourself here -- assume you have a home if inst.components.homeseeker then inst.Transform:SetPosition(inst.components.homeseeker:GetHomePos()) print("Going Home") end -- revive inst:PushEvent("ms_respawnedfromghost") print("respawning") inst:ListenForEvent("ms_respawnedfromghost", function() if inst.components.timer:TimerExists("when the sun explodes") then inst.components.timer:StopTimer("when the sun explodes") print("stopping timer") end inst.components.timer:StartTimer("when the sun explodes",60*3) --should be "when the sun explodes",60*22) print("restarting timer") end) end) --This script should play The End Times when there's 2 minutes left in the Loop AddPrefabPostInit("hatchling", function(inst) print("AddPrefabPostInit") if not inst.components.timer then inst:AddComponent("timer") end inst.components.timer:StartTimer("EndSong",60) --should be "EndSong",60*20) print("EndSong Timer start") inst:ListenForEvent("timerdone") inst.SoundEmitter:PlaySound("sound/customvoice") --adding this causes the game to crash upon loading the Hatchling. It doesn't give me anything useful, though. print("playing song") inst:ListenForEvent("ms_respawnedfromghost", function() if inst.components.timer:TimerExists("EndSong") then inst.components.timer:StopTimer("EndSong") print("stopping EndSong timer") end inst.components.timer:StartTimer("EndSong",60) --should be "when the sun explodes",60*22) print("restarting EndSong timer") end) end) As a note: CustomVoice is the name of the .fev and .fsb files I'm using for the song. I'll be renaming it once I get everything working properly.
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