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Found 298 results

  1. I'm looking through the files to get the sprites and animations so I can use them for mods, and I found where there are, I just don't know how to get them. How do I get the sprites and animations of objects and creatures?
  2. Hello I'm using a linux dedi server in google cloud and today I trying to enter in return of them beta with my server just won't loading any server in beta or not I used that tutorial to config my beta server: https://steamcommunity.com/sharedfiles/filedetails/?id=590565473 . And I trying uses he to solve that again and was a totally unssuceful. I made some changes in the update.sh archive and nothing: after trying to enter beta: steamcmd steamcmd +login anonymous +app_update 343050 -beta returnofthembeta validate +quit after try to get out beta: steamcmd steamcmd +login anonymous +app_update 343050 validate +quit I tried remove the DoNotStarveTogetherReturnOfThemBeta folder but after load: sh update.sh well he comes back and still without work doesn't work in any of them, using htop comand I see only reading "screen 1" and 2 open, but only they and nothing more And only that process loads Anyone know how to solve that?
  3. Okay! So. Today I was playing DST, and killed the Toadstool. Yay, great. Well, I got mobbed by nightmares right after my victorious battle, and died. I tried to get to the touchstone but wasn't going to make it, I had only 5 seconds left before world reset so I panicked and disconnected. The LOGICAL thing to do would have been to load back in, and finish my trek to the touchstone with a freshly reset death timer. However, my brain went autopilot and got click happy on me, and I rolled back a day without even realizing what I was doing until it was too late. Needless to say, I've resurrected the toadstool - but since the battle spanned over more than the single day I rolled back, all of my gear/prep work is destroyed and I'd need to start over completely to prep for him. Has anyone found some sort of mastermind way to undo a rollback? I know... the game provides a warning that there is no way to undo it. I'm an idiot, I get it. I'm just hoping for some sort of unknown miracle. Thanks!
  4. Is there a way to get rid of the hand but not the entire arm as well? (btw ik i use a stupid ms paint circle) inst.AnimState:OverrideSymbol("fx_wipe", "wilson_fx", "fx_wipe") --example would it require something like this? replacing the grab hand with nothing inst.AnimState:Hide("ARM_carry") or can i use something like this instead? i'd like to just use this and hide the symbol for hand -edit: any help would be epic
  5. Since the devs don't seem to be paying any attention to the forums, I've been thinking about contacting them directly regarding various bugs and possible fixes, to see if that would have a better chance of getting someone over here to do something about it. Does anyone know how to contact them? any email addresses that I should know about? Thanks.
  6. All of my mods audio is not the same volume as the in-game setting. I think it has something to do with the FSB tool but I can't figure out what it is. I can provide pictures if needed.
  7. Hello, I've recently started a new dedicated server with the method fixed in the forums, but I generated the world (Master and Caves) in the client and then transfered both Master and Caves folders to the MyDediServer folder, but when we opened the first sinkhole, we found out that the cave entraces were closed. After looking into the files, I noticed that the server.ini in Master was empty and all there was in the Caves's server.ini was [ACCOUNT] encode_user_path = true . I'd assume this is what's keeping the Caves from connecting to Master server, but how do I fix it? Is there something I can just write there to make them connected again, or do I have to do something else? I'd imagine that the fact that the caves are still Day 1 while the surface is Day 20 or so, might be a problem as well... Can somebody help me?
  8. I'm making a custom Character, and trying to figure out how to code the perks I want him to have. They are; -Sanity gain around another custom Character -Night vision -Slowed hunger depletion -Starts with an Axe and a Shovel -Can't be put to sleep by mandrake based items -Speed boost If anyone could help me figure out the coding for this I would greatly appreciate it!
  9. Hello! I'm making a character mod, and i want to create some custom items that only he can craft. I am new to DST programming, i have looked at mod files, game files and read many forums, but i cant figure out how to even make an item. Any help?
  10. Is there a way to create a Caves-only world without hosting a dedicated server? Apologies if this has been covered before, I can't seem to figure it out.
  11. Basically, i made a Dedicated Server, everything works just fine, yada yada, but i have a problem, which is the caves. I don't want these on my Dedicated Server, but if i delete the "Files" of the Caves my server just doesn't start later on. Is there any way i can setup a Dedicated Server without caves? They generate WAAAY to much latency. All kinds of help are greeted. From letting me know which files modify/delete to remove the Caves, or how to make the Dedicated server from 0 to not have Caves active. Thanks beforehand!
  12. -- Panic mode local panicmode = false local function panicfn (inst) if panicmode == false and inst.components.health.currenthealth == .5 then --Transformation local x, y, z = inst.Transform:GetWorldPosition() local fx = SpawnPrefab("maxwell smoke") SpawnPrefab("statue_transition").Transform:SetPosition(inst:GetPosition():Get()) inst.AnimState:SetBuild("aki") --Stat changes inst.components.combat.damagemultiplier = 2.5 inst.components.locomotor.walkspeed = 5 inst.components.locomotor.runspeed = 7 inst.components.talker:Say("WAIT STOP!") if inst.components.healthtrigger ~= nil then end panicmode = true end if panicmode == true and inst.components.health.currenthealth == 1 then local x, y, z = inst.Transform:GetWorldPosition() local fx = SpawnPrefab("maxwell smoke") SpawnPrefab("statue_transition").Transform:SetPosition(inst:GetPosition():Get()) inst.AnimState:SetBuild("aki_panic") inst.components.combat.damagemultiplier = 1 inst.components.locomotor.walkspeed = 3 inst.components.locomotor.runspeed = 5 if inst.components.healthtrigger ~= nil then end panicmode = false end if inst.components.healthtrigger ~= nil then end end inst.components.healthtrigger:AddTrigger(panicfn) When I apply this to my character It keeps on crashing, I really need help
  13. Hi! I'm trying to make a mod that reduces the quantity of slots on a backpack, however I'm unable to accomplish it. I would appreciate some help in how to reduce the quantity of slots, the backpack interface changes, but it continues with the same quantity of slots. My modmain will go attached here. I would appreciate any help! modmain.lua
  14. Hello again. sorry for all the questions..! this time Its not Giggabyte I need help with. I'm making a character for my friend, and she wants her character to have a small sanity boost when killing things. not just monsters but even passive creatures like bunnies and birds. I have googled solutions and came across: https://forums.kleientertainment.com/forums/topic/51989-gain-sanity-during-day-and-gain-sanity-on-kill/ https://forums.kleientertainment.com/forums/topic/67456-gain-sanity-from-killing-monsters-lose-sanity-from-attacking-people/ https://forums.kleientertainment.com/forums/topic/57033-character-gain-sanity-upon-kill-not-working/ though none of these worked. I have also copied the code directly from Wathgrithr's(?) .lua but Im not really sure exactly what bits did what I was wanting and/or what i didnt need to copy and I got lost. I thought about copying the code: inst:ListenForEvent("onattackother", function(inst, data) if data.target.prefab == "spider" then inst.components.sanity:DoDelta(TUNING.SANITY_TINY) end end) (from the third link) and just copying this for every creature in the game but that would take forever and would probably cause problems. Ive tried putting code in the masters_postinit spot, above that, under the line "local prefabs = FlattenTree(start_inv, true)" but nothing Im doing is working. I really just need to know what code I need and where I put it. any help is greatly appreciated! thank you in advance!!
  15. Im sorry again for another post. The last problem was just a simple fix but this one I'm actually stumped. Thank you Yagi2137! I''m using the extended sample character to make my first mod, and the ghost is invisible. I've deleted everything in anim folder and re-compiled it, but the ghost file always comes back as Ghost_esctemplate_build and I have to rename it, while my other comes back as my characters name (Giggabyte). I rename the file and the game loads fine however the ghost doesn't show. its just floating lights. when I check back to the anim folder it has re-added the esctemplate file, so my anim file has "ghost_esctemplate_build", "ghost_giggabyte_build" and "Giggabyte" Ive searched around on the forums and the a few things I found involved the .bin files but I cant open them. I downloaded a program called "Krane" from here but it does work, its just loads a black box for a split second and closes. when I try to type something it closes as well. the other post I saw on this topic involves a line of code that I actually cant find at all. the other posts I found that did not have the best solutions: https://forums.kleientertainment.com/forums/topic/48407-my-custom-character-die-as-invisible-ghost/ https://forums.kleientertainment.com/forums/topic/46252-mod-character-ghost-is-invisible/ Ive gone back through and checked all my spelling to see if an "esctemplate" was hidden somewhere that was loading a duplicate but I cant seem to find the problem. I'll attach the mods files if it helps. Im in no rush for answers, though I would definitely like to know how to fix this since I do plan to make some characters for my friends who introduced me to the DST in the first place and I want to know how to fix it if the problem arises again. thank you a bunch! [removed files]
  16. Hello. I have an issue while trying to get the function GLOBAL.MakeAllSuffixes() working in my translation mod. It works when I use it alone in modmain, but it doesn't when I load the main translation with LoadPOFile("*.po", "lang"). I can think of three possibilities: The function is not intended to work with .po translations. The function is intended to work with .po translations, but there is some bug preventing it to do so. I'm doing it wrong, or missing some code in my modmain. I don't think #1 is true, because I remember the devs implemented this function in order to help translators. So, either #2 or #3 are the answers. It is not trivial for most modders/skilled users to mess with .po files, so I understand that most people don't have time to test it on their side. Anyways, I count on someone to help me with a confirmation about this issue if possible. This way I can do the right thing, being it to work correctly in my own code(which are only 2 lines at the moment) or asking to move this post to the Bugs Thread if it is indeed a bug. I posted it a long time ago with no answer, but by that time I didn't realized the function would work without loading the .po file. Thanks to @Muche for helping me with a couple tests on his side some time ago. Thanks in advance.
  17. I am working on a custom character mod and I thought it would be fun to give the character a idle animation, I figured that the peruse animation that Wurt uses when reading books would be a great fit, but sadly it turns out Wurt uses a custom face for that so any other characters that do it dont have a face sprite for it (With exceptions). I don't have any clue what the name of the face sprite needs to be, I tried a few obvious options like incrementing the face sprite number or trying something like face_peruse-0 but none of that worked. I have been talking with a friend who also was working on a character mod and simultaneously had the same idea of using the peruse animation as the character's idle animation and he could not figure it out either. I realized something interesting about the peruse animation during my testing though, even though most character's dont have any face sprite for the peruse animation, a few of them do, be it a unfitting face sprite but it does mean that those characters must have a face sprite under the same name. Characters that have a face sprite for the animation: Warly Wormwood And Wurt of course. Every other character has just the head base. If anybody knows of what the face sprite is called or could direct me to a mod character that has a face sprite for this animation it would be much appreciated. Me and my friend would really love to get this working in our mods and thanks for at least reading about our problem.
  18. Hi Everyone =D, So after the last update (Walter and Woby) a lot of things starter to crash in the mod I help maintain (My Pet) since Woby shares a lot of things with the critters code. One of the changes implemented by Klei was how the game shows the Abandon action when near the Rock Den. In order to avoid people abandoning Woby they made a check that if the pet is a container the abandon action will never show only the Pet Action. klei files componentactions.lua crittertraits = function(inst, doer, actions, right) if inst.replica.follower ~= nil and inst.replica.follower:GetLeader() == doer then if right then if inst.replica.container then -- Added for wobysmall table.insert(actions, ACTIONS.PET) elseif doer.replica.builder ~= nil and doer.replica.builder:GetTechTrees().ORPHANAGE > 0 and not inst:HasTag("noabandon") then table.insert(actions, ACTIONS.ABANDON) end elseif inst.replica.container == nil then --V2C: @Scott: Should this always be available??? table.insert(actions, ACTIONS.PET) end end end This is a big issue since My Pet mod transforms the critters in a container by default (like Woby). So my issue here is that I can't create a way to go around the check Klei implemented so the Abandon option never appears because as soon as the game detects the Pet as a container it will not show the Abandon. What I thought I could do was to create a new Component Action in order to divert the check Klei did to the new one I create, the issue here is that I don't know how to create a new Component Action, and the tentative of copying one never worked. I tried to add the file componentactions.lua to the My Pet files, but I can't make the mod access that one instead of the one in klei files (I'm aware this might not be the best way to code a mod, but I was desperate xD ). Any help with this will be very appreciated =D My Pet Mod https://steamcommunity.com/sharedfiles/filedetails/?id=1898077974 Let me know if you need anything else in order to help me =)
  19. A bit of context first,I got bored playing the same way over and over again as Wolfgang so I decided to "restart" my journey, I got to the portal with no items (I left all that I had in my base) and started from the bottom again,winter came in and I decided to make a bigger base at the Oasis,when my game started to lag, then I saw THIS : I've never knew that volt goats would overpopulate like rock lobsters and grass geckos,please if someone knows anything about this bug or how to solve it help me please,this is my main world and I don't want to delete it ;-;
  20. I was trying to add a structure but when I checked the game files I noticed that that line was at the end, some had "nil, nil, nil, nil, 4" or "nil, nil, nil, 6" Recipe("minisign_item", {Ingredient("boards", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_ONE, nil, nil, nil, nil, 4) Recipe("fence_item", {Ingredient("twigs", 3), Ingredient("rope", 1) }, RECIPETABS.TOWN, TECH.SCIENCE_ONE, nil,nil,nil,nil,6)
  21. Hello! I'm very sorry for the inconvenience. I am creating a character for DST. I want to make the character unable to eat meat, something like Wormwood. I'm quite a novice so I don't know how to look at the code of characters that are already part of the game. Any help would greatly appreciate it.
  22. So... I making a character who can eat cutgrass. I have made different attempts but I have not come to anything yet, any help would be very helpful. I am quite a novice using the code. Thank you very much! Thanks
  23. I've been trying to make a character not gain any speed multipliers when walking on roads, paths and trails, but everything I tried so far has not worked. My attempts on character.lua: inst.components.locomotor:FasterOnRoad(false) inst.components.locomotor:SetFasterOnRoad(false) inst.components.locomotor.fastmultiplier = 1.00 inst.components.locomotor.enablegroundspeedmultiplier = false inst:AddComponent("locomotor") inst.components.locomotor:EnableGroundSpeedMultiplier(false) I tried these individually and none of them seem to have worked, I can clearly see that setting groundspeedmultiplier to false does something but all it actually does is teleport me back a few steps every time I try walking on Roads, not actually slowing me down. I went over to Wurt and saw that she has a multiplier for walking on swamp tiles, and I also noticed that Roads count as a tile. inst.components.locomotor:SetFasterOnGroundTile(GROUND.MARSH, true) so I tried inst.components.locomotor:SetFasterOnGroundTile(GROUND.ROAD, false) and it still doesn't work... Has anyone ever attempted to "remove" or "ignore" the road's speed buff? I'm not that good at Modding but everything I tried so far with the locomotor component has failed me.
  24. Hello, I'm making a photographer character that uses a camera that makes pictures depending on his sanity, depending on the sanity threshold. "Passionate Picture" high sanity "Bland Picture" medium sanity "Horrible Picture" low sanity My problem is: I have no idea how to make this, any help would be appreciated, and thanks in advance.
  25. I am making an oar, it's fully functional besides the fact that that swap_anim is invisible! The prefab itself is called "living_oar" (its an oar made out of a living log), the "atlas-0.tex" in the swap anim folder isnt invisible and build.bin is renamed to swap_living_oar (from the normal oar). I have tried the following: Putting the anim and swap anim in the modmain like this (nothing happened) Changing the first spoiler to the second spoiler in living_oar.lua (nothing happened) Changing said "swap_anim" in the directly above spoilered code (tested with the oar, spear, and moon cutter. Changed the living oar to look like the respectable item) Due to the circumstances and evidence, I believe that "swap_living_oar.zip" is not properly imported into living_oar.lua. I have optimized my mod as to only include the item if any of you would like to help me please. living_oar mod.zip