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Found 73 results

  1. I am triying to create a map for shipwrecked using the default level, but when I create the map the variable "WorldSim" is nil, so the game crash. I have search every reference of WorldSim in every lua file and can not find where it is defined. Some help in how to approach this? Thanks.
  2. I was trying to tackle this myself thinking some of the ideas wouldn't be too bad but I ended up not being able to wrap my head around it. Trying to find item codes that were similar didn't help me out much, either. I wanted to make a set of usable cards (similar to Wickerbottom's books). I was trying to reference Wickerbottom's books but wasn't sure where to go with it. The recipes are done and placed in my character's modmain file. I made a custom crafting tab as well but haven't been able to test it yet. There are four cards I wanted to make: 1. Grants a 50% damage boost for 15s at the cost of 10 Sanity. 3 uses. 2. Grants a 50% defense boost for 20s at the cost of 10 Sanity. 3 uses. 3. Restores 40 Sanity. 3 uses. 4. Restores 50 HP OR revives a Player at the cost of 10 Sanity. 1 use. I was trying to use both the Life Giving Amulet and the Tell Tale Heart as reference for the 4th card but I didn't see anything I could use in either prefab file. If possible I want to use the same animation as when Wickerbottom uses her books. I'd received a lot of help with coding here on the forums for previous endeavors and was hoping I could at least tackle doing items on my own but I soon realized I bit off more than I could chew. I know it's kind of dumb for me to try making things beyond my capability but I thought it'd be really cool to bring my character to life in this game. Any assistance would be greatly appreciated.
  3. I need help, for the creation of a music menu mod, I would like to know which software is used to create an.fsb and.fev
  4. I would like to put on some music when we go boating or surfing how to do it? because I use the tropical island mod and the tropical island mod, the mod adds shipwrecked hamlet and all the dlc of don't starve in don't starve together the action to get on and off the boat is : GLOBAL.STRINGS.ACTIONS.BOATMOUNT="Boat Mount" GLOBAL.STRINGS.ACTIONS.BOATDISMOUNT = "Boat Dismount" with this action there is a way to do something that the music starts if I do this action? and that if I do this action the others music stops and if I get off the boat, the boat's music stops. dynamicmusic.lua
  5. can someone give me the code for willows fire = sanity perk and night vision code? I need it to make a custom character thx
  6. Hello, I would like to know how to create a multi modinfo I see in a mod that someone has modinfo.lua andmodinfo_chs.lua ,I would like to know how to do this, I use the Official Translation Unlocker modhttps://steamcommunity.com/sharedfiles/filedetails/?id=1537789714&searchtext=unlocker that unlocks the official French language and I am looking for ways to make sure that it is the modinfo_fr for example that is taken into account if I am in French language. I would like to know how to do this because I have been looking for 1 week
  7. I've been working on my custom item mod and one of it's ingredients isn't showing up! (It's an onion) It's always been like this for me. I've used the following code in my modmain.lua for the recipe. AddRecipe("onion2", {Ingredient("onion", 1), Ingredient("nightmarefuel", 2), Ingredient("goldnugget", 5)}, RECIPETABS.MAGIC, TECH.NONE, nil, nil, nil, nil, "onion2builder", "images/inventoryimages/onion2.xml", "onion2.tex") I tried replacing the onion in my recipe script with other vegetables like a dragonfruit, and that showed up, but some others don't show up in the recipe. Does anyone know a fix or what I should to make it so that the onion will show up when I'm looking at it in the crafting recipe?
  8. I'm trying to do something very simple, which is to stop Catcoons from attacking Bees. The goal here is to prevent the Catcoons from getting themselves killed by aggroing an entire hive, because I feel bad when the cute cats die. Anyways, I decided to start with an existing mod called Cat Friendly, which stops Catcoons from attacking Glommer. I added Bees and Killer Bees to the existing code, but it doesn't seem to be working. Any idea what I'm doing wrong? modmain.lua modinfo.lua
  9. I'm trying to add a hat to my custom character, the original template I used is hat_bee_bw which is from this file here: However when I change the prefab file name it disappears! and I don't know why! It works with the original name, but as soon as I change it, it becomes invisible in the inventory bar, I can't click it or wear it, and there's no name to show up, I've not yet started the drawing. I've made custom items before and I've never had this issue, I've looked though all the files to try and find the problems but I can't see anything, any help with this will be very much appreciated, thank you! I've attached my mod here, her name's Poppy, and her hat is renamed too "poppyhat". Poppy.zip
  10. I wanted to give my character a life steal ability, similar to Wigfrid's ability to gain HP and Sanity. Is it also possible to transform during battle? After consecutively attacking mobs the character will gain stacks (like filling a gauge) and then transform, gaining a damage boost and speed boost but lose sanity.
  11. Hello! Due to a recent string of problems and issues in my Mod, I have come to ask if anyone would be willing to act as a permanent second set of hands in the creation of my first ever mod! I will do everything I can and already have set ideas yet am open to suggestions and feedback! If you're interested in becoming my partner in crime, please message me on Discord!
  12. 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!
  13. I've recently started making a custom Character, and I'd like them to have Night vision but am unsure how to go about this. For this character only I'd like it to be like the light of a full moon all the time, without affecting the other players. How might I be able to achieve this? I can't seem to figure out how to look at other mods code to find examples, so I'm at a loss here.
  14. I've made a custom item that revives the player when they haunt it as a ghost and that works fine, but i'd like to make it so that the item breaks or disappears so that it's a one-time use item because right now it has infinite uses and I don't want that. item script (lines 45-47 are the lines i used for resurrection) How can I make it so that my custom item breaks when I haunt it and resurrect?
  15. I have a backpack that I would like to modify to have the ability of a snurtle shell, where you can hide inside it. I got it to work but the bag doesn't have the sprites for it so the bag turns invisible. (See picture) Is there a way to give the backpack the animations or sprites needed? Can I swap the animations when you use it and change them back when you stop using it? I've attached the backpack's code below. green_backpack.lua
  16. I need to use my mod on dedicated server, but code dont works, code is here: TheInput=GLOBAL.TheInput TheNet=GLOBAL.TheNet TheFrontEnd=GLOBAL.TheFrontEnd DragObjects={} AddModRPCHandler(modname,"DRAG",function(player,down,entity,mx,mz) if TheNet:GetClientTableForUser(player.userid).admin then if down then local x,y,z=entity.Transform:GetWorldPosition() local offset={x=x-mx,z=z-mz} DragObjects[player.userid]={entity=entity,offset=offset} else DragObjects[player.userid]=nil end end end) AddModRPCHandler(modname,"MOVE",function(player,mx,mz) if TheNet:GetClientTableForUser(player.userid).admin and DragObjects[player.userid]~=nil then local entity=DragObjects[player.userid].entity if not entity:IsValid() then return end local offset=DragObjects[player.userid].offset local x,y,z=entity.Transform:GetWorldPosition() entity.Transform:SetPosition(mx+offset.x,y,mz+offset.z) end end) local function IsHUDScreen() local screen=TheFrontEnd~=nil and TheFrontEnd:GetActiveScreen() or nil return screen and screen.name and type(screen.name) == "string" and screen.name == "HUD" end DragKeyHandler = Class(function(self) self.last_isdown=false self.mousemove_handler_active=false self.handler = TheInput:AddKeyHandler(function() local down=TheInput:IsKeyDown(306) and TheInput:IsKeyDown(308) if not (self.last_isdown and down) and IsHUDScreen() then self.last_isdown=down if down and not self.mousemove_handler_active then local ent=TheInput:GetWorldEntityUnderMouse() if ent~=nil and ent:IsValid() then local pos=TheInput:GetWorldPosition() self.mousemove_handler_active=true SendModRPCToServer(MOD_RPC[modname]["DRAG"],down,ent,pos.x,pos.z) end elseif not down and self.mousemove_handler_active then self.mousemove_handler_active=false SendModRPCToServer(MOD_RPC[modname]["DRAG"],down) end end end) self.mousemove_handler=TheInput:AddMoveHandler(function() if self.mousemove_handler_active then local pos=TheInput:GetWorldPosition() SendModRPCToServer(MOD_RPC[modname]["MOVE"],pos.x,pos.z) end end) end) if TheNet:GetIsServerAdmin() and not TheNet:IsDedicated() then DragKeyHandler() end This code works on server with caves.
  17. inst:ListenForEvent("healthdelta", function(inst, data , follower) local bal = inst.components.leader:numfollower local pos = bal:GetPosition() if bal > 0 then inst.Physics:Teleport(pos) end end ) i need help as when i try to use this code it says function arguments expected near 'local' which i have no idea how to fix if you have any idea on how to fixe this that would be awsome, if i manage to accomplish it myself i'll change the title to solved
  18. I am adding recipes for certain objects, and I have come across a problem. When I add a new recipe for a touch stone, or a merm house the game changes the usual loot that drops to match the recipe. I do not want this to happen as it makes the items drop way better loot than they should. I think it has something to do with lootdropper.lua, but I have no idea how to fix this. Can someone please help me?
  19. Hello everyone! I'm fairly new to the game and just made it to the surface, and have found inspiration for a mod; I'm attempting to make a "skylight tile", to make sunlight easier to use for base lighting. The basic idea is that I would copy a regular glass tile and 1 - remove its transparency so it cannot allow the sunlight directly through 2 - generate a light cone like a ceiling bulb 3 - Instead of a constant 1800 lux, have the light it generates be a function of the illumination received on the top of the tile (say, 15% of the sunlight) I had hoped I could just copy & paste my way to victory, but I'm having a bit of trouble on part 3 making the light brightness change. At the moment I'm just trying to use "(int)Game.Instance.currentSunlightIntensity", but from my (limited) understanding it looks like there is nothing in the "Light2D" class that can allow light to change with time. But it must be possible to do in game though, because that's how the sunlight works, right? I imagine there is something fundamental I am not getting. Well, at least in the meantime I've got these magical glowing tiles :P. Short version: is it possible to make a light source that varies in intensity over time? (My modding & coding experience is quite minimal so I apologize if this is an obvious/asinine question)
  20. How to check the player for administrator, this should be checked on the server.
  21. I'm trying to make a client mod that plays a sound whenever the character picks a plant that is soon going to become diseased. The way I'm currently trying to do this is to listen for the event "pickdiseasing" that triggers the character to comment. My current method works when hosting a world without caves, but sound does not play on worlds with caves or when not the host. When I ThePlayer:PushEvent("pickdiseasing") with the console set to local it plays the sound, when I do it with the console set to remote it triggers the character comment. How can I make this work, and what am I doing wrong? This is everything that I have in my modmain.lua. AddPlayerPostInit(function(inst) inst:ListenForEvent("pickdiseasing", function(inst) inst.SoundEmitter:PlaySound("dontstarve/common/Horn_beefalo") end) end) DiseaseWarning.zip Edit: I got everything working! AddPrefabPostInit("disease_puff", function(inst) GLOBAL.TheFocalPoint.SoundEmitter:PlaySound("dontstarve/common/Horn_beefalo") end)
  22. I've seen some mods use the `Sleep` function, but when I try to use it in the modmain.lua file I get an error: modmain.lua: function main() AddPlayerPostInit( function() GLOBAL.TheInput:AddKeyDownHandler( string.byte("z", 1), function() print("BEFORE") Sleep(10) print("AFTER") end ) end ) end main() Error: [00:16:44]: [string "../mods/lib/modmain.lua"]:9: attempt to call global 'Sleep' (a nil value) LUA ERROR stack traceback: ../mods/lib/modmain.lua:9 in (field) fn (Lua) <7-11> scripts/events.lua:46 in (method) HandleEvent (Lua) <42-49> scripts/input.lua:187 in (method) OnRawKey (Lua) <184-191> scripts/input.lua:396 in () ? (Lua) <395-397> EDIT: using GLOBAL.Sleep: [00:02:53]: attempt to yield across metamethod/C-call boundary LUA ERROR stack traceback: =[C]:-1 in (field) yield (C) <-1--1> scripts/scheduler.lua:339 in (field) Sleep (Lua) <336-343> ../mods/lib/modmain.lua:6 in (field) fn (Lua) <4-8> scripts/events.lua:46 in (method) HandleEvent (Lua) <42-49> scripts/input.lua:187 in (method) OnRawKey (Lua) <184-191> scripts/input.lua:396 in () ? (Lua) <395-397>
  23. I try to check the keystroke, but when I press the desired key on the text field, it works, IsPaused () determines only the pause, but not the presence of the text field.
  24. Hey i'm new with modding stuff, i tried to search for tutorials but mostly tutorials are helping with creating characters. I already downloaded the don't starve tool and i already have the music i want how can i replace the carol music? and there's somewhere i can learn modding stuff?
  25. I am not sure what to do about making my custom weapon damage the player on use, I don't know what code to add or where to add it. Sorry I am a newbie scripter. Here is the script for my item (Its a infinity gaunlet) local assets= { Asset("ANIM", "anim/gauntlet.zip"), Asset("ANIM", "anim/swap_gauntlet.zip"), Asset("ATLAS", "images/inventoryimages/gauntlet.xml"), Asset("IMAGE", "images/inventoryimages/gauntlet.tex"), } local prefabs = { } local function onthrown(inst, data) inst.AnimState:SetOrientation(ANIM_ORIENTATION.OnGround) end local function fn(colour) local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_gauntlet", "swap_gauntlet") owner.AnimState:SetMultiSymbolExchange("swap_object", "hand") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function OnUnequip(inst, owner) owner.AnimState:ClearSymbolExchanges() owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) RemovePhysicsColliders(inst) anim:SetBank("gauntlet") anim:SetBuild("gauntlet") anim:PlayAnimation("idle", true) inst.entity:AddNetwork() if not TheWorld.ismastersim then return inst end inst.entity:SetPristine() inst:AddComponent("weapon") inst.components.weapon:SetDamage(10) inst.components.weapon:SetRange(4) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "gauntlet" inst.components.inventoryitem.atlasname = "images/inventoryimages/gauntlet.xml" inst:AddComponent("inspectable") inst:AddComponent("finiteuses") inst.components.finiteuses:SetMaxUses(25555555) inst.components.finiteuses:SetUses(25555555) inst.components.finiteuses:SetOnFinished(inst.Remove) inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) return inst end return Prefab("common/inventory/gauntlet", fn, assets, prefabs) If anyone could help that would be great.