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Don't Starve Together

Found 377 results

  1. Does anyone know how I can block my character from equipping a specific item? It has the ability to build with half resources, but when it is equipped with the construction amulet and taken out, this ability disappears and the crafts become full resources. If there is any way to ban the use of the construction amulet only for my character or that using it does not affect him at all when unequipping. the code i am using is this in master_postinit() inst.components.builder.ingredientmod = TUNING.GREENAMULET_INGREDIENTMOD
  2. Hey, so... I need help with a character who should gain some sanity when he plants seeds. Previously I used this code in modmain, but it seems that after the Reap What You Sow update, it stopped working for seeds because of the new farm system. The rest like bushes and pinecones still work. But it doesn't work when planting seeds in farm soils. I have already searched in many places and even in the wormwood codes and nothing has worked for me Some help please. local function SanityOnDeploy(inst) if inst.components.deployable then local oldondeploy = inst.components.deployable.ondeploy inst.components.deployable.ondeploy = function(inst, pt, deployer) if oldondeploy then oldondeploy(inst, pt, deployer) end if deployer.prefab == "rossa" then deployer.components.sanity:DoDelta(3) end end end end AddPrefabPostInit("pinecone", SanityOnDeploy) AddPrefabPostInit("twiggy_nut", SanityOnDeploy) AddPrefabPostInit("acorn", SanityOnDeploy) AddPrefabPostInit("dug_grass", SanityOnDeploy) AddPrefabPostInit("dug_sapling", SanityOnDeploy) AddPrefabPostInit("dug_berrybush", SanityOnDeploy) AddPrefabPostInit("dug_berrybush2", SanityOnDeploy) AddPrefabPostInit("butterfly", SanityOnDeploy) AddPrefabPostInit("berrybush_juicy", SanityOnDeploy) AddPrefabPostInit("marsh_bush", SanityOnDeploy) AddPrefabPostInit("dug_rock_avocado_bush", SanityOnDeploy) AddPrefabPostInit("dug_sapling_moon", SanityOnDeploy) AddPrefabPostInit("seeds", SanityOnDeploy) AddPrefabPostInit("asparagus_seeds", SanityOnDeploy) AddPrefabPostInit("carrot_seeds", SanityOnDeploy) AddPrefabPostInit("corn_seeds", SanityOnDeploy) AddPrefabPostInit("dragonfruit_seeds", SanityOnDeploy) AddPrefabPostInit("durian_seeds", SanityOnDeploy) AddPrefabPostInit("eggplant_seeds", SanityOnDeploy) AddPrefabPostInit("garlic_seeds", SanityOnDeploy) AddPrefabPostInit("onion_seeds", SanityOnDeploy) AddPrefabPostInit("pepper_seeds", SanityOnDeploy) AddPrefabPostInit("pomegranate_seeds", SanityOnDeploy) AddPrefabPostInit("potato_seeds", SanityOnDeploy) AddPrefabPostInit("pumpkin_seeds", SanityOnDeploy) AddPrefabPostInit("tomato_seeds", SanityOnDeploy) AddPrefabPostInit("watermelon_seeds", SanityOnDeploy)
  3. Hi, im making a tool mod, but i don't rlly know how to make the custom animations in spriter and how to import my assets to it: i want to make some anims like swap_item Interaction when you eqquiped the item in the handslot (like the axe chopping a tree) inventory image and ground image Qs: How can i make the anim assets? How can i import the assets to spriter? and finally, How can i export the anim? Thank you <3
  4. I'd like to make an unbreakable fishing rod for my fisherman mod, but which requires Silk as a "fuel" source. I have no idea how to make a custom item, and I can't find any tutorials that are incredibly helpful with that. EDIT: I've gotten to the point where I've got the item and it's able to be equipped, but I can't fish in ponds with it. I'm not sure what files I should look at to further figure out how fishing works, but if someone could point me in the right direction, that'd be great.
  5. Ok this one sounds a bit weird from the title alone. I'm remaking an old character mod I made. And I had an idea for a perk of sorts that allows him to essentially sacrifice himself to summon the current seasons boss early. Or immediately respawn them. So, in Winter you can get several deerclops eyeballs if you and your team is good enough/well prepared for it. Bearger in the first autumn. Dragonfly farming in the summer. And extra moose/goose in spring, if you really wanted to, I guess? I have a voodoo doll item made. And it works as a fuel source. What I want to do is make it so when it's used as fuel in a fire, it kills the custom character. (Preferably only the closest one/the one that threw it in, if multiple people are playing as said character) And then have the boss spawn close by. Or just set their spawn timer down to basically nothing. How would I go about implementing this? I'm thinking something along the lines of this would probably be used somewhere for it: if data.season == SEASONS.WINTER then But that's all I really got, I'm not familiar with coding at all. Just enough to piece stuff together properly. If it helps; I've attached the item lua if anyone wants to take a look at it to help. voodoo.lua
  6. I recently downloaded DST and when i try to create a new world only for me. only when i generate a world with caves I recive a message: dedicated server failed to start, But im not even creating a server. But when i create a world without caves it works fine. I would be very happy if someone helped me. Ps: I dont have any mods installed. Ps; Sorry for my bad English
  7. I was creating a mod to edit character resistances. In this case, I wanted to give damage vulnerabilities in a percentage, using the game's own code. Any idea how I could do this? --Exemple: local armorset = (-0.5) -- 50% Vulnerable inst.components.health:SetAbsorptionAmount(armorset) -- This code doesn't work
  8. I have a custom character with some custom crockpot recipes, but if I have her mod enabled anyone is able to cook them. How do I make it so only she can cook them? (I think it has to do with tags, but I don't know how to apply that to a crockpot recipe like you can to a regular crafting recipe). I've looked at Warly and his exclusive recipes. They all have the tag "masterfood", and he has three tags, one of which is "masterchef", but I don't see where the two are connected. Like, I don't see any code that says "masterfood" can only be cooked by "masterchef".
  9. Alright, I'm trying to get my Custom follower to Do certain actions when The player does the same Action, an Example of what I want is when You Chop a tree, the Follower begins either chopping the same tree or one nearby, Like Pigmen followers. So... I borrowed the code from the pigman and after a swarm of Syntax errors, Yes I managed to fix those, The code just... Doesn't work, I have the same code from the pig brain and the prefab in my Follower but they don't do anything and when debugging, Which Idk if I had done correctly, it doesn't print the functions so I KNOW I'm missing something... But I cannot find it! I'm blind as a bat and Dumb as hell so it could be right in front of me and I'm not seeing it. I also want the follower to pick up the items and put them in their inventory, borrowing Wobby's assets for now, But I will be drawing my own in the future. ryn.zip
  10. I accidentally have unearthed a volcano, pre atmo suits, but they aren't too far off, (in a contained, but non insulated room thankfully with dual iron doors, now at scalding heat level), unfortunately I had a load of sulfur in there, so there is now a 5×7 cloud of 500°c sulfur in there, I've got a couple of non domesticated wheeze worts if that helps at all, any help at all is appreciated
  11. Hey there folks, I recently got a new PC and monitor to replace my old laptop, with a decent Nvidia GeForce 1030GT graphics card (this is about 150% improvement compared to my old build-in one lol, I don't expect the issue to be there). However, DST looks really weird on the new monitor. Textures are sharp while I'm standing, but while I'm moving their outlines become really blurry and take on a reddish tint, it almost looks a bit like a 3D-effect without the 3D-glasses... In addition to that, lighting changes drastically, transitioning to brighter when I stop walking and abruptly becoming darker the moment I move again. I hope this issue is due to suboptimal graphic settings and can be fixed, but I am really unexperienced when it comes to this, so I hope, someone here can help me out. I have bloom and distortion turned off and otherwise I'm on default settings. I also downloaded a game-specific optimization driver via the GeForce panel, I don't know if that too could unintentionally affect the graphics negatively.
  12. I have started playing DS after playing DSAT for a long time. a lot of the mods i used to play with are not available in Klei So I decided to create them myself. I started by choosing what I think is an easy mod. https://steamcommunity.com/sharedfiles/filedetails/?id=1337321458&searchtext=cluster+plant+reborn . I have experience in coding and reading files. a little bit though. I did some tweaks and adjustment s at previous mods but never made one from scratch. I am looking for a tutorial that explains the basic tools and the step by step making of prefabs and modmains and such. all the tutorials i found was either out of date or just too chaotic for me to understand. so far what I know is how to make the modinfo from scratch also the order that the first thing i should make is art in the form of 64*64 png pics then making the prefeabs (the concept of prefab is still unclear for me) then the modmain
  13. As the title says, I'm struggling finding a way to add entities (or objects? Mobs? That's how you know how little I know about working with these things.) to the game for my custom character. I already tried looking into the prefab files for some of the items that are similar to what I want to add, but trying to understand those just left me with more questions than answers. I know essentially nothing about working in Lua and truth be told I'm not that interested in learning Lua as much as I'm interested in learning how to work with Don't Starve Together as well as the original Don't Starve (though DST is my priority right now). One thing I'm trying to add is something I presume is a lot more simple; Adding a Chess Piece. I want the statue to be unique to this character, though as far as I'm aware that can be done by simply adding a recipe for it to the game tagged similarly to how any other character unique item would be so I'm not too worried about that part. Would adding a unique Chess Piece require somehow adding to the chesspieces.lua prefab, similar to how one can add strings of dialogue to a character's speech lua file from the modmain.lua? Even then, how could I make that added Chess Piece load custom sprites? If they aren't just the one image unlike trees, how do I even find how to put these sprites together? This next thing I want to add is more complex; a plant that can grow into various states of "bushiness", similar to how trees can grow taller. I don't want it to have a seed or be something that spawn naturally, I want it to be another thing that can only be crafted by the one character. I'm hoping I can give it animations much like how a bush goes from unfertilized to normal, and from there have it grow into various states of bushiness (no leaves, a bit bushy, then very bushy). This is the worst part, I want this bush to be something that can be targeted and attacked by mobs, with its bushiness determining how many hits it can take. I don't know if that means this bush would have to be a mob or if being something attack-able can be changed with a few lines of code or what. Maybe its bushiness is determined by its health, and it gains health overtime? I also want this to be something that can be shaved like beefalo, with the bushiness of this plant determining how much loot it drops. Maybe shaving sets its health to 1, so it starts growing all over again like how a sapling or a berry bush would after being picked. I know this post mostly seems like just me asking for someone to code these things for me and if I'm being honest that is essentially what it is but what I really want is some kind of direction for these, a way to know how these parts of the games work and how I can work with them. I don't just want the code that makes it happen, but I want to know how it works and why it works the way it does so I can hopefully figure out these sorts of things myself soon in the future and not resort to asking about them here. Maybe these are all insanely obvious and I'm just too stupid to figure it out, I don't know, but I would like to find out what it is I need to learn to make these happen for myself. Thank you for reading. If you want to message me directly about this, my Discord tag is Jonloo1#7228. I hope I can find the help I need here.
  14. Hey there, I'm working on a mod right now that will add a custom food item, internally called curry. It's technically fully functional except for one problem: It doesn't appear in the crock pot. I've tried all sorts of fixes, but I'm not sure I understand things. I've also found forum posts on it, like this one, but I don't understand it well enough to really implement it. Could someone help me figure this out, or at least explain the fix to me?
  15. Hey there! I'm trying to make a character who has, essentially, a long coat tail, on his outfit. My initial idea was to have it work using the skirt files, but apparently the side and front images are the same - meaning the tail of his suit would turn sideways when he walked. Does anyone have any ideas on what to do? (If you're wondering, I'm making Joker from Persona 5 as the character)
  16. Back again with same character as before I got few problems 1. Attendant is set to change between Sun and Moon, depending on light value, current sanity and moonphase. I got first two working, but I have problem with the last one - during day before fullmoon Attendant changes into Moon ignoring light value and current sanity, forcing himself out. I'm pretty sure I just missed something telling him to wait until its fullmoon night, but I'm not sure how should I code it. Basically the only time Moon is supposed to ignore light and sanity values is during fullmoon night (and in caves if someone can help me with this). 2. I tried to made Attendant to use different anims, depending on who's out. I got it mostly working, the only issue is that while spawning/re-connecting to world first anim to be used is Moon's instead of Sun's. This also causes icons etc. to use Moon's face instead of Sun's. When you connect to the server Moon appears before changing to Sun, instead of spawning as Sun. 3. While trying to force Moon out during fullmoon something happened and "shadow_shield1" keeps appearing all the time Moon is out instead of only during change. It looks a bit... yeah. I got this mod working by smashing together few other bigger mods, so if there's some unused/not workin code I would be glad if yall also let me know where, so i can clean it up a bit, I don't know LUA so well and I dont want to ruin it even more by deleting something needed. Daycare Attendant.rar
  17. I'm currently trying to create a weapon (known internally as knife) to add to my character, but can't get it working. I've been using the Big Book of DST Character Creation and it links to this post from 2013, for vanilla Don't Starve. While I tried my best to make it work, I keep getting errors when trying to load up my character - all of them from the knife.lua file. I have no idea what to do, but here's the error I keep getting from DST. If you need me to, I can also send you the entire knife.lua file to look over.
  18. Hey there! My character's face and head are all off center in the game, and I was wondering if anyone could help fix it?d
  19. I cannot figure out how to add any kind of speed multiplier or anything to my ability/transformation without the game crashing. And if anyone knows how to make a timer than I would be happy to change it to a timed ability here is the Mod Info and Main Lua: (pls help) modmain.lua Line 90 to end I have the button press working just not the stat increases. modinfo.lua Just the key options.
  20. I've been trying to make a character that only takes one damage from attacks. I've been avoiding health absorption because it is inconsistent, but the method I have currently makes it so that they don't take damage at all. How do I control how much damage a character takes from all attacks? local function shielder(inst, data) inst.components.health:DoDelta(-1) end inst.components.health.absorb = 1 inst:ListenForEvent("attacked", shielder)
  21. Hello there! I'm trying to learn how to create a character mod, but I don't really know where to get started. I've got the concepts designed and all of the dialogue prepared (aside from gorge/forge content) I know that I need to make the character designs and sprites, but I plan on doing those later. I plan on creating Joker, from Persona 5. My main features are: Can craft Gold Nuggets into Bonus Sanity Gains Sanity in Darkness instead of losing it Can Dash forward, similarly to the Lazy Explorer, while holding a custom weapon (his Knife) Enters the Constant with a Knife that does about the same damage as a spear, attacking faster if possible Can craft Masks for Personas, each with different abilities. (I'll be explaining these later, but the personas will behave similarly to Abigail.) Has a unique meter, like Beaverness or Might, called SP. SP is used to Dash, as well as being drained when a persona uses certain skill. Max is 50, and it's recharged at a rate of 1 SP every 5 seconds. I would also like to add a few items: Coffee Beans - Some sort of new food. Functions like in SW? (Can I add base game DLC content if it's not in DST yet?) Coffee - Increases your movement speed. (It was in SW, so I'm not sure if I can do that.) LeBlanc Curry - Crock Pot Recipe that requires a Meat, 2 Veggies, and a Coffee Beans Rebel Knife - Same damage as a spear, slightly faster. (Crafted with 1 Gold, 1 Charcoal, 2 Flint, and 1 Rope by hand) Persona Masks - Each mask can be crafted in a special tab called "Fusion," and usually requires 2 nightmare fuel and one additional item. When equipped in the head slot, it summons a follower, similar to Abigail, with different skills. Arsene - Requires 3 NMF - Deals AoE, but only attacks when you do. Can use 25 SP to do an AoE attack with x2 the strength of the Rebel's Knife. Jack Frost - Requires 2 NMF and 1 Blue Gem - Provides ~120 (Cold) Insulation and immunity to being frozen. (Uses 15 SP each time you're not frozen.) Pyro Jack - Requires 2 NMF and 1 Red Gem - Provides ~120 (Heat) Insulation and makes you take longer to catch fire. (Uses 15 SP each time you're not set on fire.) Alice - Requires 2 NMF and 1 Purple Gem - Shadow Creatures ignore you until attacked, no matter the Sanity level. Can use 40 SP to revive ghosts. Mothman - Requires 2 NMF and 1 Moonrock - All forms of Gestalts ignore you until attacked, no matter the Enlightenment level. Can use 40 SP to revive ghosts. Daisoujou - Requires 2 NMF and 1 Thulucite - Whenever Joker's HP is restored, Daisoujou will release a small area that heals nearby players for 50% of the health factor. (Can restore a small amount of sanity for 35 SP?) Raoul - Requires all other Person Masks and 1 NMF - Deals AoE damage when you attack, provides 80 Cold and Heat resistance, prevents Shadow Creatures and Gestalts from attacking you until attacked, and provides AoE healing when Joker is healed, for 30%. Can boost Damage, Defense and Speed of all nearby players for 50 SP I've also got several samples for his voice, but don't know how to implement them. I plan on implementing things in waves, of sort. Starting with the stats, then basic items, before moving to the phantom dash and SP, and then the Personas and all their skills. After that, I'll add the LeBlanc Curry and Coffee/beans, since I'm not sure if I can add coffee. TL;DR, I have no idea how to use the .lua format and need help getting things figured out. I'd like to mod this my self, but if you're willing to do some of the heavy lifting (including implementation and art assets) I would LOVE to have your help.
  22. My custom character (referred to wac in the files but Wax in game) keeps crashing the server. The folder containing the file is named dsoenforced. This is everything from the first mention of the dsoenforced mod to the last. Please tell me what I did wrong here [00:03:10]: FrontendLoadMod dsoenforced [00:03:10]: Could not load mod_config_data/modconfiguration_dsoenforced [00:03:10]: Fontend-Loading mod: dsoenforced (Wax) Version:1.2.6 [00:03:10]: Mod: dsoenforced (Wax) Loading modservercreationmain.lua [00:03:10]: Mod: dsoenforced (Wax) Mod had no modservercreationmain.lua. Skipping. [00:03:10]: Mod: dsoenforced (Wax) Loading modworldgenmain.lua [00:03:10]: Mod: dsoenforced (Wax) Mod had no modworldgenmain.lua. Skipping. [00:03:11]: GOT top mod details...50 [00:03:11]: ../mods/workshop-2250176974/modicon.tex is 200x200 but compressed textures must have power of 2 dimensions. [00:03:11]: ../mods/workshop-1282814181/modicon.tex is 260x260 but compressed textures must have power of 2 dimensions. [00:03:11]: ../mods/workshop-623286817/modicon.tex is 200x200 but compressed textures must have power of 2 dimensions. [00:03:13]: Could not load mod_config_data/modconfiguration_dsoenforced
  23. Hi! I am making a character that is......brave(lie) Well his pants are loose so when he does the half sanity animation where they open their eyes wide and check around them, his pant declares its indepence... So he is BRAVE! And he should get rid of that scared animation!!!! I haven't checked yet but I think I can find it in the game's files like other emotes, but I don't know how can I code it so that it deletes it for my character. I have some predictions like ''check if his sanity is low or he's about to do the emote and if it's that character don't do it'' from what I could gather from other mods' codes but I don't have any idea how can I adapt it to this situation. I would be very happy if anyone can help!
  24. I want my character not to be able to wear armor or helmet when he is transformed, also weapons if possible... Please help!
  25. Well, I have created many topics asking questions since I started making my own character, now it's just as I wanted(except some abilities). And now it's time to create her appearance. Last two days I'm reminded again that art is the last thing I can do, even while looking at others or copying. So I just want to use Wigfrid's Roseate appearance as my character. I've already bought Roseate Wigfrid in-game with spools but I am still unsure if it's legal or not. Also can I change her a little bit? Like making her blush pinkier, her hair a darker color. And how should I do it? Should I copy all Wigfrid files and change her abilities as mine or replace my character's anim folder with hers?(I should also look for guides on how to do the latter.) And lastly, thank you for all the guides, or even your replies on my or other people's questions. They all helped me a lot while I developed my character. I even have wigfrid's exported files from 2019 now lmao! [btw, how can i make my character not be able to jump in wormholes, tho?]