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

      We are now ready to accept claims for PS4 Megapack replacements.  Once again, our deepest appologies for this entire situation. We understand that your purchase of the Megapack was a show of support by our fans, many of which already owned the game. Please know that we have done our best to push as hard as we can for a quick and fair resolution to this issue. This has taken WAY too long to be resolved but we have done everything in our power to make sure our fans get what they purchased.   We are going to use the voucher codes we have been using to provide the digital version to claim the physical replacement discs. For North America, we are handling these requests directly through our own store with help from our friends at IndieBox. Claims will be handled at no cost to you. For claims outside of North America, 505 will be taking your information and processing your claims.  Those who purchased the Megapack after 4/26/2018 should have been given a voucher at the time of purchase on your receipt.  Those who purchased before 4/26/2018 or did not get a code otherwise can contact us for a voucher code that will entitle them to the digital megapack and can be used to claim the physical replacement discs. We have been handing those out for a while now, but if you are in this category and have not requested a code, you can do so here: http://support.kleientertainment.com/customer/en/portal/articles/2935839-physical-mega-pack-disc-support-information Once you have a voucher code:
      For purchasers in Europe (SIEE). To make a claim you will need to make file a claim through 505 here: https://docs.google.com/forms/d/e/1FAIpQLSckru65CWkXH5RZ_3j2f5_h1djNiAyrl8R0PCvdKPmGwItyvA/viewform For purchasers in North America (SIEA). To make a claim you will use our support site and use the voucher code to claim a replacement here: http://support.kleientertainment.com/customer/portal/articles/2952265-ps4-faulty-disc-claim If you have any questions or concerns, please let us know here on this thread or contact us at livesupport@kleientertainment.com Thank you.   

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Found 66 results

  1. Hello fellow dst modders and players, I'm looking for something that could be run in a mod to check if the server is dedicated upon startup. The reason for this is to prevent client hosts from running the mod regardless if enabled in mods. I would be extremely greatful for the help and feedback you provide!
  2. Ways of getting rid of gnat: Gnats like light source! 1st. Go to cave, then go close to a light source and they will go away. 2nd.Wait until Dusk or Night 3rd. craft Bug B Gone 4th. walk into poison jungle briefly (not recommended) (it may not work because gnats are bit bugged now)
  3. I just tried to kill the Ant Queen and died all the three times I tried. I'm Wilson, Full life, with Halberd and Log Suit. I user a 100% Halberd and had to user another, was trying with the Iron Suit as well. Problem is that Iron Suit slows you down, so back to Log Suit. The big issue is that it seems that Halberd can't kill the Eggs fast enough, and since the Queen starts tremours when there are soldier ants, the room is filled with scorpions pretty fast. Anyone managed to kill the queen with Wilson? How?
  4. So Im starting work on my second character mod, my first one really only required I changed some values that already existed in the base files for her perks, but for this character, I really want to make it so he transforms into a different form when his sanity is low. Im guessing I could probably recycle code from Woodie's beaver transformation, but I have no idea how I'd tell it to change with sanity, as well as how I'd link the sprite. Im asking now because i dont like waiting and want to finish this mod relatively quickly because it's partially for a friend. (Sorry if I reply late to anyone on here, im multitasking, so I might not be able to see it until tomorrow, especially since it's already quite late here)
  5. Mk, so I was making a random Wigfrid hybrid, in which i redid some of the art for the hair and a few faces here and there. I came across this extremely ugly bug? Not sure what to call it.. everything seems fine and normal according to the pictures below but in game its just?.. I don't even know?
  6. Me and my friends are working on a hand slot equippable item loosely following this tutorial My friend ran into a problem that the ground_item is using swap_item sprites and swap_item sprites is invisible Even though its compiled correctly in anim folder frostmourne_q.rar I went and tried myself , notice in the tutorial specified the path "exported > 1st myitem folder > 2nd myitem folder > myitem.png" and saving the .scml from Spriter on the 1st myitem folder However when i do this the compiler failed to find myitem.png and swap_myitem.png frostmourne_n.rar We are not entirely sure where is our problems coming from , the prefabs or the the spriting department , because when i sad we "loosely" followed the tutorial , i meant he used DST API instead of the one from the tutorial Thank you in advance
  7. Hi. (: As the title says, it's the first time I'll do something in space and I do not know where to start. Currently in my base I am on cycle 800+, I have enough food stored for just under 150 cycles (and I continue to produce), I have an excess of water, oil and energy (I use hydrogen, petroleum and some natural gas), all my base is connected with transit tubes and I have 16 dupes, of which 3 of them have already learned the profession of space cadet since all the other professions have already learned them. I also do not suffer from stress or problems in the immune system even though I play miserable and fatalistic. Well, having said that, I would like to know if you have any recommendation to start building in space. I have many resources to build without problems but I do not know what to do first. I do not know whether to start making a layer of bunkers, making the telescope or what to do. Any suggestions? Thanks in advance.
  8. I'm creating a character mod for Don't Starve Together (all the cosmetic parts are done), and I need some assistance with an ability of his. He's a robotic character, so I'd prefer if he didn't have to eat, and could instead gain hunger and health from killing. If anyone could help me with this, it would be much appreciated! (I accidentally put this same question on the regular don't starve forum before this, whoops.)
  9. 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
  10. I'm having trouble connecting to my own server when traveling from the caves back the surface. Here are the details: -After entering the stairs, I would receive a "Connecting..." message for a while, then I would receive a "The server is not responding" message, and forced on disconnect. -After disconnecting, when I look in the server on the server menu, it says that I am still on the server. -I am also not able to reconnect to the server at all after getting disconnecting like this. I would get the same "Connecting..." into "The server is not responding" message. -After this, running c_reset(), restarting the server, and restarting steam allows me to reconnect to the server, but not reliably. -If I am able to reconnect, the problem is that I respawn in the caves, still stuck. -If I run c_reset() while I'm in the caves, I get disconnected during the loading sequence. -In red is what almost immediately shows up on the server log when I enter the stairs. -Most likely not an internet problem, as my friends living very far away have no problem connecting. -Server is not running any mods, except for Setpiece Config. -I am running the server on a separate computer, on the same Steam account. Pls help me... Update: I tried using someone else's steam account on my own computer, and it is still having similar problems. For this reason, it is most likely not a Steam account problem, but rather something to do with my way of connecting to the server.
  11. i need someone whos an expert in circuitry; im trying to make a 5 second delay to turn on power sequentially for my bunker doors. i tried making a delay gate by combining a buffer gate and a filter gate but it just stays on -im bad at circuitry. can someone please paint me a picture or setup a premade diagram so i can see it?
  12. I'm having a problem with my own dedicated server, where I can't exit the caves without getting disconnected with a "Server not responding" error. This is what shows up almost immediately in the server logs after I try to enter the stairs. In addition, I often have difficulty joining the server after this happens. Also, I only use the Setpiece Config mod on the server. Pls help. Update: I tried using someone else's steam account on my own computer, and it is still having similar problems. For this reason, it is most likely not a Steam account problem, but rather something to do with my way of connecting to the server.
  13. like say, a character has a set of wings, how would you compensate that? there's a tail file in the extended sample character mod, and considering that it's a separate appendage i thought of overwriting it w/ wings? don't know if that'd really work though. i think i'd end up having to move stuff around in the spriter. another issue, i don't believe this requires a whole separate file. their horns that don't quite fit the headbase file of course. would it be safe to increase the width of pngs somewhat?
  14. Hello. I have tried to make followers based on Maxwell's copies. Game doesn't crash. My followers after spawn are just idle. They can die but won't move or act in any way. I coppied maxwell's copies SG and brain so it is not problem. I also modified character and creature prefab files, so they could be troublemakers. I will appreciate every help. Character local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } local prefabs = { "shadow_despawn", "statue_transition_2", } -- Custom starting items local start_inv = { } -------------GRUNTS local function squadleader(inst) if inst.components.leader then for k,v in pairs(inst.grunts) do if v:IsValid() then if v.components.follower then inst.components.leader:AddFollower(v, true) end else inst.grunts[k] = nil end end end end local function DoEffects(pet) local x, y, z = pet.Transform:GetWorldPosition() SpawnPrefab("shadow_despawn").Transform:SetPosition(x, y, z) SpawnPrefab("statue_transition_2").Transform:SetPosition(x, y, z) end local function KillPet(pet) pet.components.health:Kill() end local function OnSpawnPet(inst, pet) if pet:HasTag("grunt") then pet:DoTaskInTime(0, DoEffects) if not (inst.components.health:IsDead() or inst:HasTag("playerghost")) then inst.components.sanity:AddSanityPenalty(pet, TUNING.SHADOWWAXWELL_SANITY_PENALTY[string.upper(pet.prefab)]) inst:ListenForEvent("onremove", inst._onpetlost, pet) elseif pet._killtask == nil then pet._killtask = pet:DoTaskInTime(math.random(), KillPet) end elseif inst._OnSpawnPet ~= nil then inst:_OnSpawnPet(pet) end end local function OnDespawnPet(inst, pet) if pet:HasTag("grunt") then DoEffects(pet) pet:Remove() elseif inst._OnDespawnPet ~= nil then inst:_OnDespawnPet(pet) end end local function OnDeath(inst) for k, v in pairs(inst.components.petleash:GetPets()) do if v:HasTag("grunt") and v._killtask == nil then v._killtask = v:DoTaskInTime(math.random(), KillPet) end end end -------------------------- -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when reviving from ghost (optional) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "taern_speed_mod", 1.4) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "taern_speed_mod") end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "taern.tex" ) end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "wolfgang" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(100) inst.components.hunger:SetMax(200) inst.components.sanity:SetMax(200) -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1.5 -- Hunger rate (optional) inst.components.hunger.hungerrate = 0.65 * TUNING.WILSON_HUNGER_RATE -----GRUNTS inst:AddComponent("petleash") inst.components.petleash:SetOnSpawnFn(OnSpawnPet) inst.components.petleash:SetOnDespawnFn(OnDespawnPet) inst.components.petleash:SetMaxPets(3) --Campfire made by K1NGT1GER609 <- this guy is amazing ! local function fireheal(inst) local x,y,z = inst.Transform:GetWorldPosition() local max_rad = 3 --you have to be close to heal from the fire local ents = TheSim:FindEntities(x,y,z, max_rad, nil, nil, {"campfire"}) --only look for campfires not forest fires for k,v in pairs(ents) do inst.components.health:DoDelta(1,1) --heal 1 end end inst:DoPeriodicTask(0.5, fireheal, nil, inst) --do the heal every 2 seconds inst.OnLoad = onload inst.OnNewSpawn = onload return inst end return MakePlayerCharacter("taern", prefabs, assets, common_postinit, master_postinit, start_inv) Creature require "brains/shadowwaxwellbrain" require "stategraphs/SGshadowwaxwell" local assets = { Asset("ANIM", "anim/swap_pickaxe.zip"), Asset("ANIM", "anim/swap_axe.zip"), Asset("ANIM", "anim/swap_nightmaresword.zip"), } local prefabs = { "shadow_despawn", "statue_transition_2", "nightmarefuel", } local brain = require "brains/shadowwaxwellbrain" local stategraph = require "stategraphs/SGshadowwaxwell" local function linktoplayer(inst, player) -- inst.components.lootdropper:SetLoot(LOOT) inst.persists = false inst._playerlink = player player.grunt = inst player.components.leader:AddFollower(inst) for k, v in pairs(player.grunt) do k:Refresh() end player:ListenForEvent("onremove", unlink, inst) end local function OnAttacked(inst, data) if inst.components.follower.leader == data.attacker then if data.attacker.components.petleash ~= nil and data.attacker.components.petleash:IsPet(inst) then if inst.components.lootdropper == nil then inst:AddComponent("lootdropper") end inst.components.lootdropper:SpawnLootPrefab("nightmarefuel", inst:GetPosition()) data.attacker.components.petleash:DespawnPet(inst) elseif data.attacker.components.combat ~= nil then inst.components.combat:SuggestTarget(data.attacker) end end end local function retargetfn(inst) --Find things attacking leader local leader = inst.components.follower:GetLeader() return leader ~= nil and FindEntity( leader, TUNING.SHADOWWAXWELL_TARGET_DIST, function(guy) return guy ~= inst and (guy.components.combat:TargetIs(leader) or guy.components.combat:TargetIs(inst)) and inst.components.combat:CanTarget(guy) end, { "_combat" }, -- see entityreplica.lua { "playerghost", "INLIMBO" } ) or nil end local function keeptargetfn(inst, target) --Is your leader nearby and your target not dead? Stay on it. --Match KEEP_WORKING_DIST in brain return inst.components.follower:IsNearLeader(14) and inst.components.combat:CanTarget(target) end local function spearfn(inst) inst.components.health:SetMaxHealth(100) inst.components.health:StartRegen(TUNING.SHADOWWAXWELL_HEALTH_REGEN, TUNING.SHADOWWAXWELL_HEALTH_REGEN_PERIOD) inst.components.combat:SetDefaultDamage(50) inst.components.combat:SetAttackPeriod(TUNING.SHADOWWAXWELL_ATTACK_PERIOD) inst.components.combat:SetRetargetFunction(2, retargetfn) --Look for target. inst.components.combat:SetKeepTargetFunction(keeptargetfn) --Keep attacking while leader is near. return inst end local function nodebrisdmg(inst, amount, overtime, cause, ignore_invincible, afflicter, ignore_absorb) return afflicter ~= nil and afflicter:HasTag("quakedebris") end local function NoHoles(pt) return not TheWorld.Map:IsPointNearHole(pt) end local function onbuilt(inst, builder) local theta = math.random() * 2 * PI local pt = builder:GetPosition() local radius = math.random(3, 6) local offset = FindWalkableOffset(pt, theta, radius, 12, true, true, NoHoles) if offset ~= nil then pt.x = pt.x + offset.x pt.z = pt.z + offset.z end builder.components.petleash:SpawnPetAt(pt.x, 0, pt.z, inst.pettype) inst:Remove() end local function MakeBuilder(prefab) --These shadows are summoned this way because petleash needs to --be the component that summons the pets, not the builder. local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst:AddTag("CLASSIFIED") --[[Non-networked entity]] inst.persists = false --Auto-remove if not spawned by builder inst:DoTaskInTime(0, inst.Remove) if not TheWorld.ismastersim then return inst end inst.pettype = prefab inst.OnBuiltFn = onbuilt return inst end return Prefab(prefab.."_builder", fn, nil, { prefab }) end local function MakeMinion(prefab, tool, hat, master_postinit) local assets = { Asset("ANIM", "anim/taern.zip"), Asset("SOUND", "sound/maxwell.fsb"), Asset("ANIM", "anim/"..tool..".zip"), } local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeGhostPhysics(inst, 1, 0.5) inst.Transform:SetFourFaced(inst) inst.AnimState:SetBank("wilson") inst.AnimState:SetBuild("taern") inst.AnimState:PlayAnimation("idle") -- inst.AnimState:SetMultColour(0, 0, 0, .5) if tool ~= nil then inst.AnimState:OverrideSymbol("swap_object", tool, tool) inst.AnimState:Hide("ARM_normal") else inst.AnimState:Hide("ARM_carry") end if hat ~= nil then inst.AnimState:OverrideSymbol("swap_hat", hat, "swap_hat") inst.AnimState:Hide("HAIR_NOHAT") inst.AnimState:Hide("HAIR") else inst.AnimState:Hide("HAT") inst.AnimState:Hide("HAIR_HAT") end inst:AddTag("scarytoprey") inst:AddTag("grunt") inst:AddTag("NOBLOCK") inst:SetPrefabNameOverride("grunt") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("locomotor") inst.components.locomotor.runspeed = TUNING.SHADOWWAXWELL_SPEED inst.components.locomotor.pathcaps = { ignorecreep = true } inst.components.locomotor:SetSlowMultiplier(.6) inst:AddComponent("health") inst.components.health:SetMaxHealth(1) inst.components.health.nofadeout = true inst.components.health.redirect = nodebrisdmg inst:AddComponent("combat") inst.components.combat.hiteffectsymbol = "torso" inst.components.combat:SetRange(2) inst:AddComponent("follower") inst.components.follower:KeepLeaderOnAttacked() inst.components.follower.keepdeadleader = true --inst:SetBrain("shadowwaxwellbrain") inst:SetBrain(brain) inst:SetStateGraph("SGshadowwaxwell") inst:ListenForEvent("attacked", OnAttacked) ---- inst.LinkToPlayer = linktoplayer -- inst:ListenForEvent("onbuilt", OnBuilt) ---inst:DoTaskInTime(0.1, function() if inst.components.follower and not inst.components.follower.leader then inst:Remove() end end) if master_postinit ~= nil then master_postinit(inst) end return inst end return Prefab(prefab, fn, assets, prefabs) end return MakeMinion("grunt", "swap_spear", nil, spearfn), MakeBuilder("grunt") followers.zip
  15. Hi everyone ! I have came across something really annoying and I don't know how to fix it. I think that I tried everything in this case, but if I am wrong and I just overlooked something...well...execute me at the dawn. So, in my mod I created item that is ingredient for other custom items. Generally it's fine, I can see this item (star) on the ground and in my inventory and containers, but one main issue is that I can't see it in crafting tab. All what I see is just name of it (when I move my mouse there) on a empty icon field. If someone here knows the solution or met something like this before let me know. Info: - modmain.lua --STAR Data GLOBAL.STRINGS.NAMES.STAR = "Star" GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.STAR = "A reward for my patience!" GLOBAL.STRINGS.RECIPE_DESC.STAR = "A reward for my sacrifice!" local star = Ingredient( "star", 1 ) star.atlas = "images/inventoryimages/star.xml" local star = AddRecipe("star", { Ingredient(GLOBAL.CHARACTER_INGREDIENT.HEALTH, 200)}, namwar, TECH.NONE, nil, nil, nil, nil, "usmccaptain", "images/inventoryimages/star.xml") Assets Its prefab file is included in PrefabFiles section. Speak of the devil, so here it is. local Assets = { Asset("ANIM", "anim/star.zip"), Asset("ATLAS", "images/inventoryimages/star.xml"), Asset("IMAGE", "images/inventoryimages/star.tex") } local prefabs = { } local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("star") inst.AnimState:SetBuild("star") inst.AnimState:PlayAnimation("idle", true) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "star" inst.components.inventoryitem.atlasname = "images/inventoryimages/star.xml" inst:AddComponent("inspectable") inst:AddComponent("stackable") inst.components.stackable.maxsize = 40 MakeHauntableLaunch(inst) return inst end return Prefab( "common/inventory/star", fn, Assets) Thank you for your time and have a nice day/night !
  16. Hello everyone. I am wondering how to make an event when something goes in X or Y axis in the DST world. For example chain of explosions (SpawnPrefab code) going from left to right or up to down. I made this code earlier by myself (just coppied some codelines from books of Wickerbottom). Maybe someone knows what should I change to make it linear, because right now it spawns prefabs randomly within certain area. Oh, and I have got sub-question for this, as you see in .lua below character must eat item with this prefab to activate it, I have tried to make it triggered with "OnHit" and error occured (yes, I made throwable weapon with parts of this prefab). local Assets = { Asset("ANIM", "anim/barrage.zip"), Asset("ATLAS", "images/inventoryimages/barrage.xml"), Asset("IMAGE", "images/inventoryimages/barrage.tex") } local prefabs = { "explode", "shell" } local function barragecall(inst, target) local pt = target:GetPosition() local numtentacles = 50 target:StartThread(function() for k = 1, numtentacles do local theta = math.random() * 2 * PI local radius = math.random(3, 8) -- we have to special case this one because birds can't land on creep local result_offset = FindValidPositionByFan(theta, radius, 12, function(offset) local pos = pt + offset --NOTE: The first search includes invisible entities return #TheSim:FindEntities(pos.x, 0, pos.z, 1, nil, { "INLIMBO", "FX" }) <= 0 and TheWorld.Map:IsDeployPointClear(pos, nil, 1) end) if result_offset ~= nil then local x, z = pt.x + result_offset.x, pt.z + result_offset.z local tentacle = SpawnPrefab("explode") tentacle.Transform:SetPosition(x, 0, z) local tentacle = SpawnPrefab("shell") tentacle.Transform:SetPosition(x, 0, z) end Sleep(.5) end end) end local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) inst.AnimState:SetBank("barrage") inst.AnimState:SetBuild("barrage") inst.AnimState:PlayAnimation("idle", true) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("sanityaura") inst.components.sanityaura.aura = -TUNING.SANITYAURA_MED inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/barrage.xml" --inst.components.inventoryitem:OnDropFn(barragecall) inst:AddComponent("inspectable") MakeHauntableLaunch(inst) inst:AddComponent("edible") inst.components.edible:SetOnEatenFn(barragecall) return inst end return Prefab( "common/inventory/barrage", fn, Assets)
  17. I'm kinda of a bit confused as to how to make the custom perks I want the perks I wiant to be able to give my character is ability to summon darkness creatures to defend her be able to heal at dark be able to grow sanity at dark if anyone can help me with the code that would be much appreciated
  18. Wanted some advice on how to build one well
  19. hello, i need help in a mod. i want make a codex same of the maxwell in my character mod, i want make a robot and i want make a type of shadows, but i am sooo noob in the documents .lua and .tex please answer that question, how make it? (sorry for my english)
  20. Hello, can someone show me a screen where should i put the Gantry ? Everytime i build one, i have still the missing Gantry message, Something i do is not good i think. Problem solved the gantry need to be realy just Under the command capsule.
  21. Greetings. I have noticed something strange when I was using .scml files. I wanted to understand how animations work in this game and how Spriter can do its magic, so I took mod from Steam workshop called Wog'Maw and I have understood that .zip file in anim folder does the trick with custom animation. It was called player_attacks so I coppied it to other mod directory to test it on something else and after replacing character textures I saw pretty clumsy animation in game. Let's call this "case 3". Then in "case 2" I wanted to make my own animation starting just with my character's textures and Spriter, I copied everything and after compiling animation I saw this horror in game -> video 2. I didn't give up and I have used custom player animation template by PanAzej. You can guess that I failed once more and animations were visible in game (I don't know how, indeed) but something caused layers overlap and dislocation of animation's components -> video 1. Maybe somebody here on this forum knows why .scml file without any code works completely fine but when I try to change it everything goes crazy. Ah, I nearly forgot. In case 3 character can change its facing direction according to enemy location and of course case 1 and 2 can't. help.zip
  22. Hi. I wanted to finish PPSh-41 submachinge gun so I need it to shoot 3-4 projectiles with any chance of missing target. Now it can shoot just one bullet and it always hit the target. Any clues ? ppsh_smg.lua smgammo.lua
  23. Hi. I wonder why my custom sound doesn't work at all. If someone is willing to help I would be grateful. I don't know where I have made mistake, despite fact that I tried everything that I knew. I just want my weapon to work. help.zip
  24. Hi, y'all! I wanted to try making some sort of weapon system for my character mod, but I've been having problems with a part of it. (I'm not very experienced in the more complex parts of coding) As of right now, weapons can be made and upgraded using the game's builder, but I want to add a script to the weapon scripts that "reverts" the weapon back to its previous form if it "breaks." (Lvl 1 just breaks, Lvl 2/3 reverts to the previous level and lvl 4 is unbreakable, but eats a lot of rare materials.) So for example in scripting terms (I think), if you run out of uses for a Level 3 Sword, the game will remove the "broken" item and give you a Level 2 sword to replace it. I've tried fiddling with the finiteuses component, but I don't seem to be getting anywhere. All of the weapons in this system are in the same mod. Does anyone know of a way to get this working? I'm at wit's end here. Thanks in advance! P.S. I've attached the script files for the weapons I have so far as well as the modmain just in case they're needed. The "shin" swords are (currently) the level 2s. prefabs.zip
  25. I got it working!~ thanks again <3 I am making a ghost-like player. Less in the traditional sense of the game's ghosts, more in the fashion of the character's lore. And we all know that ghosts do not eat. So what I have been trying to do over the last few days is remove her hunger. Ideally the stat, but if nothing else at least the starvation fx. My working modifications are as follows: local master_postinit = function(inst) -- Hunger inst.components.hunger:SetMax(1) inst.components.hunger.hungerrate = -1 * TUNING.WILSON_HUNGER_RATE inst.components.hunger.hurtrate = 0 end It's a nice little band-aid, I mean the decay is not only nil but also her hunger regens at the normal rate of decay... but the slurpers can still cause the fx and that bothers me. the hurtrate means I do not take damage from 0 hunger, although the arrow still shows on my health stat. I have already put into place a set of balancing aspects to have this character's main drawbacks and what have you be based around her sanity. Basically this: -- Ecto Conversion local function ieat(inst, data) if data.food.components.edible then local x, y, z = inst.Transform:GetWorldPosition() inst.ectoconversion = true inst.components.sanity:DoDelta(-10) inst:DoTaskInTime(.8, function() SpawnPrefab("nightmarefuel").Transform:SetPosition(x, y, z) end) end end local master_postinit = function(inst) inst:ListenForEvent("oneat", ieat) end Which works great. edible item + 10 sanity = nightmarefuel! However, having to get back that 1 hunger point can be a bit annoying just to remove the starvation overlay. True I could wait for the regen to kick in, but I would prefer not to get the annoying fx at all.