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    • JoeW

      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      Update 5/11/2018 We do not have any more information at this time. The last we spoke to 505 indicated that the discs should be ready very soon. We will likely have more information next week; hopefully with full explanation of when and how to get new discs.    Updated: 4/27/2018

      On April 17th, the Don't Starve Megapack was released. Almost immediately, it was discovered that the wrong content was printed on the PS4 retail version of Don’t Starve Mega Pack (the Xbox One version is not affected). The disc contained Don't Starve Together, but was without Don't Starve, Reign of Giants and Shipwrecked. As soon as we confirmed the problem we contacted our retail publisher to find out how this happened and what could be done. It's taken some time to get this far, but this is all the information we have at this time. The current status of the issue is as follows: New copies are currently in print and will be on shelves ASAP, hopefully within a few weeks.  When the new discs arrive in stores, players who already purchased misprinted discs will be able to exchange the disc for a new one in store. Details will follow as we figure out the exact timing, the procedures with specific retailers and what the exchange will entail.  Players who already purchased the faulty disc previous to 4/26/2018 can now contact Klei support HERE for a Playstation Store voucher code that includes Don't Starve Together, Don't Starve, Shipwrecked and the Reign of Giants DLC that you can play now. Please specify your country as certain vouchers only work in certain regions.  New purchasers of the Megapack in store as of 4/26/2018 should be given a voucher at the time of purchase on your receipt. If you do not get a code, contact us ALL purchasers will have a path to get a new disc when they are ready. We do not have details at this time, but we are comitted to ensuring that all players get what they purchased.  We are hearing from some players that some retailers are telling players that they will not be exchanging discs. We believe this to be incorrect and that particular person or location is just misinformed. 505 has ensured us that they are doing their best to make sure these discs are being replaced for all players. We will not allow anybody to fall through the cracks here. We will buy and ship the discs ourselves if we have too.   This was our first major retail release and we're extremely disappointed that our players have been let down with their purchase of the Don't Starve Megapack. We're doing our best to make sure this issue gets resolved as quickly as possible. Thanks everybody for your support and patience. We'll keep you updated.    UPDATE: (4/26/2018) We are now ready to send out vouchers to players who purchased the physical version of the Don't Starve Megapack - These codes will allow players to download and play Don't Starve and DLC as well as Don't Starve Together To get a voucher players can contact as at our support site: http://support.kleientertainment.com/customer/portal/emails/new  For the subject, choose "PS4 Megapack" and fill in the form and we'll get you fixed up as soon as possible.  We will require a picture of your receipt, your Klei account ID and the region you are located in (so we can give you the proper voucher).  UPDATE: (4/24/2018) Earlier this week, we discovered that the wrong content was printed on the PS4 retail version of Don’t Starve Mega Pack (the Xbox One version is not affected). It’s a really unfortunate situation and we’ve been working hard with 505 to resolve this as soon as possible. Below is the latest information: New copies are currently in print and will be on shelves ASAP, hopefully within a few weeks. When the new discs arrive in stores, players who already purchased misprinted discs will be able to exchange the disc for a new one in store. Details will follow as we figure out the exact timing, the procedures with specific retailers and what the exchange will entail.  Players who already purchased the faulty disc will also be able to contact Klei support for a voucher code that includes Don't Starve, Shipwrecked and the Reign of Giants DLC until the new disc is ready. Please specify your country as certain vouchers only work in certain regions.  We will have more details when they become available including details on contacting us and what information we might need.  Once again, thanks to everybody for their patience while we work this out. For questions or concerns, the forum discussion can be found below:   

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Found 70 results

  1. Hi again guys, I want to make an item like Lucy that talks to a player and rejects characters other than my modded one, would anybody be able to give me a bit of help on how to do this? Also, would it be possible to have this effect only trigger at low sanity? Thanks in advance!
  2. Alrighty, I really want to learn how to make a character transform. I did look through the codes but... My knowledge of codes have become Rusty. I wish there was a template or something for transformations but as far as I have looked, there is none. Any good pointers? I have looked at Woodies prefab file so don't bother trying to point me there, I can't find a thing in the main files.
  3. I konw it has happened before with someone else, but this time is a bit different. DLC item is totlly disapper even in steam inventory. I bought Beating Heart Chest DLC recently, and I opened the box in Gorge beta server, and I transfer back to the main server the item I bought are all gone even in steam inventory. Then I transfer back to beta server again and I saw all the DLC item are stil there . I try to delete inventory-cache file, but that doesn't work, I don't think it do anything with the caching, the item is complete gone. I am think if open the box in the beta server first than every DLC item will be gone. It makes me feel very disappointed that I nerver use the item in the real game. I've puted some link of my screenshot on Bug Tracker.
  4. My old posts were archived so I cant post there any more. Any way, Is there a way to make Shadow creatures passive to a specific character? What I want is for the Creatures to be Passive or better Neutral and don't attack unless provoked to, and be aggressive during the magical events in the ruins and such.
  5. Is there an option i somehow pressed to cap my fps at 30? I don't think it's my PC running the game on 30 fps because it pretty much never exceeds 30fps and rarely drops below 30fps. I have the steam fps on top left to see when it dips or exceeds. It only hits 31fps and 29fps when I unpause it, making the game try to go back to a stable 30. I remember I accidentally pressed a button in Don't Starve to cap it at 30fps so maybe there's one for that too in oni?
  6. Hello, I am trying to achieve artillery barrage effect on item drop. I am still working on it but in case of my failure I am asking you for help. I don't know how to trigger barrage on drop so I am experimenting with equip/unequip right now. UPDATE: I edited prefab file a little bit so this is how it looks now: Can someone tell me how to add damage to every explosion ?
  7. cant join friends game

    Me and 2 of my friends are playing like normal after that round we cant join each other games if someone has info on how to fix this I would love the help
  8. From physics we know, that boiling 10kg of 76 C oil takes 10000g * ((400K-76K)*1.69 J/g/K +(539K-400K)*1.76 J/g/K = 7.9 megajoules. We also know, that cooling 10kg of 540 C natural gas with oil to 76 C generates 10000g * (539K-76K) * 2.191 J/g/K = 10.2 megajoules. So we know, that this reaction is exothermic and prone to massive thermal runaway: https://en.wikipedia.org/wiki/Thermal_runaway I designed a cooker based on those principles above. It worked earlier this week. What should be happening, without outside cooling, is the reaction should be increasing and eventually oilpipes should go above 400K and explode. What happens instead is, the reaction dies out at around 1600 kilograms oil processed. I made a savefile with all the added cooling disabled. I am interested if anybody can debug, why the heat disappears? @Kasuha, @Kabrute, @Lifegrow, Some one else? Any help appreciated, on how to remove the heat deletion. Savefile + screenshot: cooking plate buggy.sav
  9. All of my stuff is gone

    I turned my game back from the beta only to find all of my stuff was missing. Is this a nightmare, or? how do I fix this?? NEVER MIND! It's still all in my steam
  10. How Do U Get Red Mark?

    Do U need to make a really good recipe? If so, what did u use?
  11. 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
  12. I'm making a character that's technically possessed by a demon, however, they still have control they just have an insanely strong mental barrier that prevents it from taking control, but they still have demon powers and etc my idea is that when they reach 0 sanity (they only have 30) their mental barrier weakens, and the demon overtakes their BODY(not their mind) with this in mind how do I make them transform when their sanity hits 0? nothing except that they get a stat change, sprite change, and lose the ability to speak, only saying one of a few things instead of any speech. also, I need it so that this form stays until they get 20 sanity or above, in which they revert to normal help is much appriciated
  13. Every time I attempt to log into don't starve together this keeps popping up: I've tried to restart my computer, steam, internet, and the game itself. Any help? Thanks!
  14. Hello! Me being the curious me had the idea to try on custom walls, nothing fancy really, just different types of wood walls, that being 'plank walls', 'glass plank walls' and 'log walls', here's the illustration example: Now what is the issue you might ask? You see...on the making of a template to use to make the walls, for some reason the anim is junked up, and it doesn't keep its proper size, this is what happens. When facing one side, it is on full size, when turning to the other, its on medium. My tampering with the prefab has proven to do nothing, so I can only assume it has more than just the prefab coordinates, issue is. I don't have much of an idea. I would super appreciate if anyone gave me a hand!
  15. So, I'm going to be making at least two more character mods this summer, and if ANYONE has any general character perk tutorials (don't worry about transformation perks, I've found a good guide for that- linked below), it would be amazingly useful for myself and other new modders desperately digging through the forums. If anyone does, and I've poked around a few chats for assistance, I'll edit to include those links in here, that way it can at least be compiled into a single list. Transformation Perk
  16. Hi there. Currently I'm working on an AoE weapon with custom animation. It's a drill cone that covers the hand. In which I used owner.AnimState:SetMultiSymbolExchange("swap_object", "hand") to make the weapon sprite appear above the hand. But somehow the hand appeared above the weapon when I tried to implement a custom animation on the weapon I'm using the custom animation template. I thought the layering order was determined by the animation, but it somehow it did fix the layering problem. So what exactly did I do wrong?
  17. Loading Dump File [C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\bin\dontstarve_steam_248955_crash_2018_1_6T2_57_47C0.mdmp] Comment: 'JSONv1:{"branch":"release","commandline":"","host":"","is_dedicated":"false","is_server":"true","log":["[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES "],"mode":"","mods":{"client":"workshop-375850593:Extra Equip Slots version: 1.8.0 api_version: 10 workshop-786556008:45 Inventory Slots version: 1.4.1 api_version: 10 workshop-920475566:Wes Revamped! version: 3 api_version: 10 workshop-743545902:SANS the skeleton version: 1.1 api_version: 10 workshop-1176499010:Nightmare version: 1.0.1 api_version: 10 workshop-395420686:Charlie version: 1.4 api_version: 10 workshop-569043634:Campfire Respawn version: v1.3 api_version: 10 workshop-622471256:Playable Pets version: 2.4.s api_version: 10 workshop-678656172:Playable Pets -Cute version: 1.4.b api_version: 10 workshop-756552403:Playable Pets -NR version: 1.6.p api_version: 10 ", "server":"none"},"offline":"false","session":"","system_info":{"OS":{"name":"Microsoft Windows 10 Pro","version":"10.0.16299","architecture":"64-bit","platformSpecific":"SP 0.0"},"CPU":{"name":"Intel(R) Core(TM) i5-2520M CPU @ 2.50GHz","manufacturer":"GenuineIntel","features":"SSE,SSE2,SSE3,SSSE3,SSE41,SSE42,AVX","numCores":2,"clockSpeed":2501},"RAM":{"megsOfRam":8192},"GPU":{"name":"Intel(R) HD Graphics 3000","megsOfRam":2076,"driverVersion":"9.17.10.4459","driverDate":"20160519000000.000000-000","videoModeDescription":"1366 x 768 x 4294967296 colors","refreshRate":60}},"user":"KU_QyKzdfte","version":"248955"}' User Mini Dump File: Only registers, stack and portions of memory are available Symbol search path is: srv* Executable search path is: Windows 8 Version 9200 MP (4 procs) Free x86 compatible Product: WinNt, suite: SingleUserTS Machine Name: Debug session time: Fri Jan 5 21:57:50.000 2018 (UTC - 5:00) System Uptime: not available Process Uptime: 0 days 1:55:25.000 ................................................................ ......................................... This dump file has an exception of interest stored in it. The stored exception information can be accessed via .ecxr. (128c.fcc): Access violation - code c0000005 (first/second chance not available) *** ERROR: Symbol file could not be found. Defaulted to export symbols for ntdll.dll - eax=00000000 ebx=00000000 ecx=00000000 edx=0000002d esi=000008f4 edi=097ccdd1 eip=771df62c esp=010fc2b0 ebp=010fc2bc iopl=0 nv up ei pl nz ac po nc cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00000212 ntdll!NtGetContextThread+0xc: 771df62c c20800 ret 8 I am unsure of what this is or how to fix it.
  18. I was wondering if there was a way to change my characters portrait depending on their state. Something like, if my character has a certain tag then Asset( "IMAGE", "bigportraits/bretticus_none.tex" ), Asset( "ATLAS", "bigportraits/bretticus_none.xml" ), elseif my character has a diffrent tag then Asset( "IMAGE", "bigportraits/Lilith_none.tex" ), Asset( "ATLAS", "bigportraits/Lilith_none.xml" ), Any help at all would be very appreciated.
  19. I'm looking for someone who, unlike me, knows what they're doing with coding for don't starve together. I've tried looking into files and workshops but nothing seems to work out, if any one could help me with it I'd appreciate it! What I've been trying to code into my mod character is the ability to clone themselves, pretty much like Maxwell's perk, but not in shadow form, I've seen people in the workshop who have done this before so I know it must be possible. Here are some examples of what I mean: https://steamcommunity.com/sharedfiles/filedetails/?id=885818848& https://steamcommunity.com/sharedfiles/filedetails/?id=485694807& https://steamcommunity.com/sharedfiles/filedetails/?id=644104565& Any help is very much appreciated, thanks! I have managed to get what I wanted ^^
  20. Hello. Current thing I'm trying to figure out is how to remove the 'hunger' noise when a character is close to starve. I know it is listed in the stategraph, and while I am calling the stategraph sgwilson, I can't seem to kill the sound. AddStategraphPostInit("wilson", function(sg) local _funnyidle_onenter = sg.states.funnyidle.onenter sg.states.funnyidle.onenter = function(inst) _funnyidle_onenter(inst) if inst:HasTag("mytag") and inst.components.hunger:GetPercent() < TUNING.HUNGRY_THRESH then inst.SoundEmitter:KillSound("dontstarve/wilson/hungry") end end) end This is the basis that i was doing bu that doesn't really do anything If Anyone has any suggestion I would highly appreciate! Thank you for reading!
  21. Hello again forums! I've been having more trouble with my custom character coding...The perk I'm trying to work on for it changes the amount of time followers will stay with my character. Ideally I'd like permanent followers but if that's not possible, vastly increased following time would be helpful! I had this code working about a year and a half ago, and just no realized it's no longer working. I guess the games changed enough so that this code isn't viable anymore. Anyone have any ideas or some input here? Thanks much <3 --Winifred Follower Time AddComponentPostInit("follower", function(self) local _AddLoyalityTime = self.AddLoyaltyTime function self:AddLoyaltyTime(time, ...) if self.leader and self.leader:HasTag("veryfriendly") and GLOBAL.GetTime() > 0 then time = time * 100 -- TUNE HERE ( you can also add absolute values instead of multiplying) end _AddLoyalityTime(self, time, ...) end end)
  22. Hello, It's always these easy things that I struggle with. So what I'm looking to do is to create a counter. While the player is moving the counter will increase by 1 each second. Once the counter has reached 800, perform a function. If the player is not moving, the counter will not increase. I think the main issue I'm running into is figuring out how to pass the count variable into the counter. Example local function counter(inst) if inst.sg:HasStateTag("moving") then count = count + 1 end end local master_postinit = function(inst) local count = 0 return inst end Any help out would be appreciated. Thanks, Nathan
  23. Hi guys, so I need help with part of .lua code, as I am not very experienced and I am having a hard time understanding a few things on how to get this mod to work correctly. Basically I want this mod called Vacuum Chest to ignore things like Tooth Traps, while picking up other valid items. It currently works this way in Don't Starve Together, but not in Don't Starve Alone. Below I've posted the vacuum_chest.lua files, and I've marked the part that I need help with. The first one shows the current DS version that picks up set traps, and the second one shows the working DST version that doesn't pickup set traps. If anyone can help me port this functionality to DS, and maybe even understand how it works, that would be absolutely amazing. Thanks for your time! -Amnesiac Here's the code for the current vacuum_chest.lua: require "prefabutil" require "scheduler" require "simutil" require "behaviours/doaction" local assets = { Asset("ANIM", "anim/VacuumChest.zip"), Asset("ATLAS", "images/inventoryimages/vacuum_chest.xml"), Asset("IMAGE", "images/inventoryimages/vacuum_chest.tex") } local function onopen(inst) inst.AnimState:PlayAnimation("open") inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_open") end local function onclose(inst) inst.AnimState:PlayAnimation("close") inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_close") end local function onhammered(inst, worker) inst.components.lootdropper:DropLoot() inst.components.container:DropEverything() SpawnPrefab("collapse_small").Transform:SetPosition(inst.Transform:GetWorldPosition()) inst.SoundEmitter:PlaySound("dontstarve/common/destroy_wood") inst:Remove() end local function onhit(inst, worker) inst.AnimState:PlayAnimation("hit") inst.components.container:DropEverything() inst.AnimState:PushAnimation("closed", false) inst.components.container:Close() end local function onbuilt(inst) inst.AnimState:PlayAnimation("place") inst.AnimState:PushAnimation("closed", false) end local slotpos = {} for y = 2, 0, -1 do for x = 0, 2 do table.insert(slotpos, Vector3(80*x-80*2+80, 80*y-80*2+80,0)) end end local function fn(Sim) -- body local inst = CreateEntity() inst:AddTag("structure") inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() local minimap = inst.entity:AddMiniMapEntity() minimap:SetIcon("vacuum_chest.tex") inst.AnimState:SetBank("chest") inst.AnimState:SetBuild("VacuumChest") inst.AnimState:PlayAnimation("closed") inst:AddComponent("inspectable") inst:AddComponent("container") inst.components.container:SetNumSlots(#slotpos) inst.components.container.onopenfn = onopen inst.components.container.onclosefn = onclose inst.components.container.widgetslotpos = slotpos inst.components.container.widgetanimbank = "ui_chest_3x3" inst.components.container.widgetanimbuild = "ui_chest_3x3" inst.components.container.widgetpos = Vector3(0,200,0) inst.components.container.side_align_tip = 160 inst:AddComponent("lootdropper") inst:AddComponent("workable") inst.components.workable:SetWorkAction(ACTIONS.HAMMER) inst.components.workable:SetWorkLeft(2) inst.components.workable:SetOnFinishCallback(onhammered) inst.components.workable:SetOnWorkCallback(onhit) inst:ListenForEvent( "onbuilt", onbuilt) MakeSnowCovered(inst, .01) local function suckit(item) --吸取 inst.AnimState:PlayAnimation("hit") inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_open") inst.components.container:GiveItem(item) end local function vacuum(inst) local x,y,z = inst.Transform:GetWorldPosition() local SEARCH_RADIUS = TUNING.SEARCH_RADIUS--搜索半径 --Amnesiac: Here's the part that searches for valid items I believe local item = FindEntity(inst, SEARCH_RADIUS, function(item) local check = item.components.inventoryitem and item.components.inventoryitem.canbepickedup and item.components.inventoryitem.cangoincontainer return check end) if item then if not inst.components.container:IsFull() then -- container is not full, it can pick up the item suckit(item) return elseif item.components.stackable then -- if the inventory is full, but the item stacks, and exists in the container, and the stack is not full local stack = inst.components.container:FindItem(function(i) return (i.prefab == item.prefab and not i.components.stackable:IsFull()) end) if stack then suckit(item) return end end end end inst:DoPeriodicTask(0.5, vacuum) return inst end return Prefab( "common/vacuum_chest", fn, assets), MakePlacer("common/vacuum_chest_placer", "chest", "VacuumChest", "closed") And here's the code from Don't Starve Together, note the part that looks for invalid items that is missing from the Don't Starve version. require "prefabutil" local assets = { Asset("ANIM", "anim/VacuumChest.zip"), Asset("ANIM", "anim/firefighter_placement.zip"), Asset("ATLAS", "images/inventoryimages/vacuum_chest.xml"), Asset("IMAGE", "images/inventoryimages/vacuum_chest.tex"), } local prefabs = { "collapse_small", } local function onopen(inst) inst.AnimState:PlayAnimation("open") inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_open") end local function onclose(inst) inst.AnimState:PlayAnimation("close") inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_close") end local function onhammered(inst, worker) inst.components.lootdropper:DropLoot() inst.components.container:DropEverything() SpawnPrefab("collapse_small").Transform:SetPosition(inst.Transform:GetWorldPosition()) inst.SoundEmitter:PlaySound("dontstarve/common/destroy_wood") inst:Remove() end local function onhit(inst, worker) inst.AnimState:PlayAnimation("hit") inst.components.container:DropEverything() inst.AnimState:PushAnimation("closed", false) inst.components.container:Close() end local function onbuilt(inst) inst.AnimState:PlayAnimation("place") inst.AnimState:PushAnimation("closed", false) end -------------------------------------------------------------------------- --minus or add 0.25 for every 5 range local PLACER_SCALE = TUNING.VACUUM_RANGE == 10 and 1.255 or TUNING.VACUUM_RANGE == 15 and 1.55 or TUNING.VACUUM_RANGE == 20 and 1.755 local function OnEnableHelper(inst, enabled) if enabled then if inst.helper == nil then inst.helper = CreateEntity() --[[Non-networked entity]] inst.helper.entity:SetCanSleep(false) inst.helper.persists = false inst.helper.entity:AddTransform() inst.helper.entity:AddAnimState() inst.helper:AddTag("CLASSIFIED") inst.helper:AddTag("NOCLICK") inst.helper:AddTag("placer") inst.helper.Transform:SetScale(PLACER_SCALE, PLACER_SCALE, PLACER_SCALE) inst.helper.AnimState:SetBank("firefighter_placement") inst.helper.AnimState:SetBuild("firefighter_placement") inst.helper.AnimState:PlayAnimation("idle") inst.helper.AnimState:SetLightOverride(1) inst.helper.AnimState:SetOrientation(ANIM_ORIENTATION.OnGround) inst.helper.AnimState:SetLayer(LAYER_BACKGROUND) inst.helper.AnimState:SetSortOrder(1) inst.helper.AnimState:SetAddColour(0, .2, .5, 0) inst.helper.entity:SetParent(inst.entity) end elseif inst.helper ~= nil then inst.helper:Remove() inst.helper = nil end end -------------------------------------------------------------------------- local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddMiniMapEntity() inst.entity:AddNetwork() inst.MiniMapEntity:SetIcon("vacuum_chest.tex") inst.AnimState:SetBank("chest") inst.AnimState:SetBuild("VacuumChest") inst.AnimState:PlayAnimation("closed") inst:AddTag("structure") inst:AddTag("chest") --Dedicated server does not need deployhelper if not TheNet:IsDedicated() then inst:AddComponent("deployhelper") inst.components.deployhelper.onenablehelper = OnEnableHelper end inst.entity:SetPristine() if not TheWorld.ismastersim then inst.OnEntityReplicated = function(inst) inst.replica.container:WidgetSetup("chester") end return inst end inst:AddComponent("inspectable") inst:AddComponent("container") inst.components.container:WidgetSetup("chester") inst.components.container.onopenfn = onopen inst.components.container.onclosefn = onclose inst:AddComponent("lootdropper") inst:AddComponent("workable") inst.components.workable:SetWorkAction(ACTIONS.HAMMER) inst.components.workable:SetWorkLeft(2) inst.components.workable:SetOnFinishCallback(onhammered) inst.components.workable:SetOnWorkCallback(onhit) inst:ListenForEvent( "onbuilt", onbuilt) MakeSnowCovered(inst, .01) local function suckit(item) if inst.AnimState:IsCurrentAnimation("closed") or inst.AnimState:IsCurrentAnimation("close") then inst.AnimState:PlayAnimation("hit") inst.AnimState:PushAnimation("closed", false) end inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_open") inst.components.container:GiveItem(item) end local function vacuum(inst) local SEARCH_RADIUS = TUNING.VACUUM_RANGE local function IsItem(ent) return ent.components.inventoryitem and ent.components.inventoryitem.canbepickedup and ent.components.inventoryitem.cangoincontainer and ent or nil end --Amnesiac: This is the part I'm talking about --See how it checks for Mines? I think this also applies to traps, as this verison does't pickup set traps. local Item = FindEntity(inst, SEARCH_RADIUS, IsItem,{"_inventoryitem"} , {"INLIMBO", "NOCLICK", "catchable", "fire", "minesprung", "mineactive"}) if Item then if not inst.components.container:IsFull() then suckit(Item) return elseif Item.components.stackable then local stack = inst.components.container:FindItem(function(i) return (i.prefab == Item.prefab and not i.components.stackable:IsFull()) end) if stack then suckit(Item) return end end end end inst:DoPeriodicTask(0.5, vacuum) return inst end local function placer_postinit_fn(inst) --Show the vacuum chest placer on top of the vacuum chest range ground placer local placer2 = CreateEntity() --[[Non-networked entity]] placer2.entity:SetCanSleep(false) placer2.persists = false placer2.entity:AddTransform() placer2.entity:AddAnimState() placer2:AddTag("CLASSIFIED") placer2:AddTag("NOCLICK") placer2:AddTag("placer") local s = 1 / PLACER_SCALE placer2.Transform:SetScale(s, s, s) placer2.AnimState:SetBank("chest") placer2.AnimState:SetBuild("VacuumChest") placer2.AnimState:PlayAnimation("closed") placer2.AnimState:SetLightOverride(1) placer2.entity:SetParent(inst.entity) inst.components.placer:LinkEntity(placer2) end return Prefab( "common/vacuum_chest", fn, assets), MakePlacer("common/vacuum_chest_placer", "firefighter_placement", "firefighter_placement", "idle", true, nil, nil, PLACER_SCALE, nil, nil, placer_postinit_fn)
  24. Hello there. I have tried to make a projectile that spins in air before hitting target. As you can expect I failed once more. I used boomerang prefab to figure it out but following code line doesn't work: inst.AnimState:PlayAnimation("spin_loop", true). I have tried everything according to my knowledge. Thanks for help in advance.
  25. So im attempting to make my carbon skimmer functional but everytime I've tried hooking up the pipes and wiring it always says the pipe is blocked despite me setting up correctly (I've checked multiple times and everything should be working but it doesn't) also incase youre wondering the coal generator is hooked up to both the skimmer and the water pump