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  1. Hello everyone. I know there are some tutorials that cover this topic, but in my opinion it might seem to be too hard to follow by fresh members of this amazing forum. In fact I have learnt a lot from those ancient manuscripts, so don't get me wrong. I will try to explain you how to create custom crafting tab and custom items (on head, body, hand slots). Template is ready to download in attachment section. I think you will spot differences between original ESCTemplate and my version with items, so it's self explanatory. I have described some stuff inside .lua files, but if something will cause you trouble just let me know in the comments and I will explain it further. I have used already existing armor and hat graphisc, because I am too lazy, but you can do whatever you want. In order to decompile anim from game you can use ktools: ktools: Cross-platform modding tools for Don't Starve 4.4.0 and if you don't understand it yet, check this out: [TUTORIAL] How to use Krane from Ktools Sources Work of the Old Masters -------------------------------- [Tutorial] Using Extended Sample Character Template [Tutorial] Creating a "handslot-equippable-item" from scratch Hat Example 1.0 I hope you will find it useful my dear Newcomers. Of course I forgot to attach template. There you go. Custom items and item tab [tutorial].rar UPDATED VERSION - Custom items and item tab [template] - updated 21.04.2021.rar What to do if your game doesn't crash but your custom item is invisible? 1. Make sure that you placed location of .zip file (inside of anim folder) under local assets={} function. 2. Make sure that you saved Spriter project (.scml) as [name_of_your_custom_item].scml and marked .scml file format.
  2. and found this usefull thing there so why dit that got removed? seems like a very good thing to me
  3. Question about the anim folder. I am trying to make custom items, but without the animations when I drop them, you cannot see them. I was wonder how to format and change these images to make the complied into their own animations. I only need an animation for when they drop on the ground. I tried to copy another items anim file, but since they shared the same internal name somewhere so it couldn't run. I heard talk about an scml file, however I do not know how to format it.
  4. As i said in the title i want to make a weapon that is limited to 1 use per day, i tough of doing it by making its durability 1, and every morning restoring it back, but i cant seem to find a way to get that to happen every morning, i thought of using ListenForEvent() but i don't really know how it works, and i don't know if there's an event for that, the part of restoring the durability i tried to doing it with local function Morning("inst","dont know if i should add other variable") if inst.components.finiteuses.current == 0 and TheWorld.state.isday then inst.components.finiteuses:SetUses(1) end end but i don't understand event listeners very well, im kinda new to coding thanks in advance
  5. Hey everybody! I'm once again asking for your professional support: I've finished my very first custom item. It doesn't crash the game, it has unique textures, very pretty overall. Now, it is the time to add some custom perks to it, the problem is, I'm not that experienced with custom items and with their coding. The goals I would like to achieve: I know, these are kinda tough for a first item, but life's short, isn't it?
  6. 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?
  7. Version 1.0.0


    Give a man a fish, feed him for a day Teach a man to fish? Too hard. --------------------------------------------------------------------- Created by hrekin and Catten
  8. I'm trying to make a hat that allows you to throw explosives with a keybind, since the mouse buttons are reserved for the hand slot. I currently have the code for an item that is a simple explosive you throw, but since it's a hand slot item it uses the normal mouse buttons. How can I make it throw projectiles with a keybind, like the R button? local kidpotion_assets = { Asset("ANIM", "anim/"), Asset("ANIM", "anim/"), Asset("ATLAS", "images/inventoryimages/kidpotion.xml"), Asset("IMAGE", "images/inventoryimages/kidpotion.tex"), } local kidpotion_prefabs = { "explode_small", } local function DoExplode(self) print("DoExplode") local explosiverange = 5 local stacksize = self.inst.components.stackable ~= nil and self.inst.components.stackable:StackSize() or 1 local totaldamage = self.explosivedamage * stacksize local x, y, z = self.inst.Transform:GetWorldPosition() -- Players are off limits now local ents = TheSim:FindEntities(x, y, z, explosiverange, nil, { "INLIMBO", "player" }) for i, v in ipairs(ents) do if v ~= self.inst and v:IsValid() and not v:IsInLimbo() then if v.components.workable ~= nil and v.components.workable:CanBeWorked() then v.components.workable:WorkedBy(self.inst, self.buildingdamage) end --Find a way to get rid of this stuff, it's freaking useless since the potion doesn't set stuff on fire if v:IsValid() and not v:IsInLimbo() then if self.lightonexplode and v.components.fueled == nil and v.components.burnable ~= nil and not v.components.burnable:IsBurning() and not v:HasTag("burnt") then --v.components.burnable:Ignite() end if v.components.combat ~= nil then v.components.combat:GetAttacked(self.inst, totaldamage, nil) end v:PushEvent("explosion", { explosive = self.inst }) end end end end local function OnExplodeFn(inst) print("OnExplode") SpawnPrefab("explode_small").Transform:SetPosition(inst.Transform:GetWorldPosition()) DoExplode(inst.components.explosive) end local function OnHitWater(inst, attacker, target) print("OnHitWater") inst.components.explosive:OnBurnt() end local function common_fn(bank, build, anim, tag, isinventoryitem) print("common_fn") local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() if isinventoryitem then MakeInventoryPhysics(inst) else inst.entity:AddPhysics() inst.Physics:SetMass(1) inst.Physics:SetCapsule(0.2, 0.2) inst.Physics:SetFriction(0) inst.Physics:SetDamping(0) inst.Physics:SetCollisionGroup(COLLISION.CHARACTERS) inst.Physics:ClearCollisionMask() inst.Physics:CollidesWith(COLLISION.WORLD) end if tag ~= nil then inst:AddTag(tag) end inst.AnimState:SetBank(bank) inst.AnimState:SetBuild(build) inst.AnimState:PlayAnimation(anim, true) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("locomotor") inst:AddComponent("complexprojectile") return inst end local function onequip(inst, owner) print("OnEquip") owner.AnimState:OverrideSymbol("swap_object", "swap_kidpotion", "swap_kidpotion") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function onunequip(inst, owner) print("OnUnequip") owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local function onthrown(inst) print("OnThrown") inst:AddTag("NOCLICK") inst.persists = false inst.AnimState:PlayAnimation("spin_loop", true) inst.Physics:SetMass(1) inst.Physics:SetCapsule(0.2, 0.2) inst.Physics:SetFriction(0) inst.Physics:SetDamping(0) inst.Physics:SetCollisionGroup(COLLISION.CHARACTERS) inst.Physics:ClearCollisionMask() inst.Physics:CollidesWith(COLLISION.WORLD) inst.Physics:CollidesWith(COLLISION.OBSTACLES) inst.Physics:CollidesWith(COLLISION.ITEMS) end local function ReticuleTargetFn() print("ReticuleTargetFn") local player = ThePlayer local ground = TheWorld.Map local x, y, z --Attack range is 8, leave room for error --Min range was chosen to not hit yourself (2 is the hit range) for r = 6.5, 3.5, -.25 do x, y, z = player.entity:LocalToWorldSpace(r, 0, 0) if ground:IsPassableAtPoint(x, y, z) then return Vector3(x, y, z) end end return Vector3(x, y, z) end local function kidpotion_fn() print("kidpotion_fn") local inst = common_fn("kidpotion", "kidpotion", "idle", "projectile", true) inst:AddComponent("reticule") inst.components.reticule.targetfn = ReticuleTargetFn inst.components.reticule.ease = true if not TheWorld.ismastersim then return inst end inst:AddComponent("explosive") inst.components.explosive:SetOnExplodeFn(OnExplodeFn) inst.components.explosive.explosivedamage = 100 -- So explosion doesn't affect anything, including players inst.components.explosive.explosiverange = 0 inst.components.complexprojectile:SetHorizontalSpeed(15) inst.components.complexprojectile:SetGravity(-40) inst.components.complexprojectile:SetLaunchOffset(Vector3(.25, 1, 0)) inst.components.complexprojectile:SetOnLaunch(onthrown) inst.components.complexprojectile:SetOnHit(OnHitWater) inst:AddComponent("weapon") inst.components.weapon:SetDamage(0) inst.components.weapon:SetRange(8, 10) inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "kidpotion" inst.components.inventoryitem.atlasname = "images/inventoryimages/kidpotion.xml" inst:AddComponent("stackable") inst:AddComponent("equippable") inst.components.equippable:SetOnEquip(onequip) inst.components.equippable:SetOnUnequip(onunequip) inst.components.equippable.equipstack = true return inst end local testkey = "r" TheInput:AddKeyUpHandler( testkey:lower():byte(), function() print("R Button Test") end) STRINGS.NAMES.KIDPOTION = "Kid's Potion" STRINGS.CHARACTERS.GENERIC.DESCRIBE.KIDPOTION = "It might explode!" return Prefab("kidpotion", kidpotion_fn, kidpotion_assets, kidpotion_prefabs)
  9. Version 1.3


    Refreshes the items in the pig shops every day (including shelves).
  10. im trying to make it where the item is only pick up by the character and no one else im also trying to make it where she can only make her crock pot recipe and no one else can make it but can eat it i look in to Lucy the axe but cant find anything that i understand that says only Woodie can use this or pick up and i also look in to Warly because i was told he has crock pot recipes that he can make but ever one else cant angel WIP.rar
  11. Hello everyone! I've published my first mod here: Link Features: Can now be refueled by Transistors or by attacking charged Lightning Goat Can now be turned on/off even on ground If you throw Morning Star away it will be turned on and give you light in your darkest hour. Turn it off to pick up Morning Star again. Can now catch the lightnings like the lightning rod and if you are lucky enough you will get large empowerment for a few minutes Every transistor refuel your Morning Star +18% of durability per use and turns it on. If you leave Morning Star on the ground it might catch the lightning and become Charged for 6 minutes with increased damage. It is 25% chance that your Morning Star disappear after receiving the lightning strike. Too much energy. To make it easier to unequip it's only possible to change the state of the item only after half of a second since the last change.
  12. Hello! I am currently trying to make an item that repairs itself when its in an icebox, but i'm getting a bit stuck. i can't make the item detect when its in an icebox, i can make it do a function once its in any inventory but i cant seem to specify "icebox". Im surrently using: inst.components.inventoryitem:GetContainer() to try and dectect it. any help would be very appreciated!
  13. Version 1.1.4


    These bottle lanterns are pretty, magical, and useful! Use your magical knowledge to build these mysterious lights - they look so pretty, there can't be any harm, right? [STEAM VERSION] Thank to Mobbstar, who nudged me in the right direction for some of the coding. Features: - Custom art - Custom animations - Custom strings for all base and DLC characters - Base, RoG and SW compatible - High cost magical-tier items - Automatically lights up/active at dusk, turns off for the day - Permanent light, no fuel required - Destroyable but fire proof Name: Glowing Bottle Recipe: 2 x marble, 2 x fireflies, 2 x nitre (Prestihatitator) Effect: Just a light in the dark. Name: Menacing Bottle Recipe: 2 x red cap, 2 x fireflies, 1 x red gem (Prestihatitator) Effect: There's something about this light that frightening, and has a bad effect on your sanity. Name: Icy Bottle Recipe: 2 x blue cap, 2 x fireflies, 1 x blue gem (Prestihatitator) Effect: A bottle covered in frost, it cools you down. Name: Peace Bottle Recipe: 2 x lureplant bulb, 2 x fireflies, 2 x spider gland (Prestihatitator) Effect: This sweet, calming light will make your foes give up their chase. Careful, it doesn't stop them getting angry again! Doesn't work on giants, ghosts or shadow creatures. Name: Tincture Bottle Recipe: 2 x eggplant, 2 x fireflies, 1 x purple gem (Shadow Manipulator) Effect: This mysterious light helps to heal the lifeforms around it - including your foes! Name: Ember Bottle Recipe: 2 x carrot, 2 x fireflies, 1 x orange gem (Shadow Manipulator) Effect: This light will help to warm you up. Name: Sunshine Bottle Recipe: 2 x honey, 2 x fireflies, 1 x yellow gem (Shadow Manipulator) Effect: Feeling a little crazy? This light will help you feel sane again. Name: Poison Bottle Recipe: 2 x green cap, 2 x fireflies, 1 x green gem (Shadow Manipulator) Effect: This light will damage those around it. You don't seem to be effected, but neither do giants, ghosts, shadow creatures or clockworks. Feedback & Suggestions Please feel free to leave me feedback/suggestions about: - Crashes, typos or errors - Balance issues (they're meant to be hard to make, since their perma-light is powerful) - Power/feature suggestions - Coding (is there a more efficient way to go about these things)
  14. Hi Guys, Loko back from my long break of don't starve modding, Been a while saw a lot of posts on the steam forums, and wiki about moving volt goats, it's such a hassle to move them slowly rather than a quick alternative, Course some people just kill them all and spawn a new one at their base or where ever, but people like me, coutn that as cheating and don't really want to do that, So i want to create a mod to pick up said "lightninggoats" and drop them where we want them while setting a home for them in that specific location, inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.canbepickedup = true inst.components.inventoryitem.cangoincontainer = true inst.components.inventoryitem.nobounce = false Is what i have at the moment to pick up said goat, and drop them, however, they will constantly move at the wall trying to get to their "home" location, and they also spawn with the light that gives off the aura when they are stricken with lightning. The script im using is the basegame lightninggoat script, which is here. Any help would be appreciated. local assets = { Asset("ANIM", "anim/"), Asset("ANIM", "anim/"), Asset("ANIM", "anim/"), Asset("ANIM", "anim/"), Asset("SOUND", "sound/lightninggoat.fsb"), } local prefabs = { "meat", "lightninggoathorn", "goatmilk", "lightninggoatherd", } local brain = require("brains/lightninggoatbrain") SetSharedLootTable( 'lightninggoat', { {'meat', 1.00}, {'meat', 1.00}, {'lightninggoathorn', 0.25}, }) SetSharedLootTable( 'chargedlightninggoat', { {'meat', 1.00}, {'meat', 1.00}, {'goatmilk', 1.00}, {'lightninggoathorn', 0.25}, }) local function RetargetFn(inst) if inst.charged then local function CheckTarget(guy) return inst.components.combat:CanTarget(guy) end return -- Look for non-wall targets first FindEntity( inst, TUNING.LIGHTNING_GOAT_TARGET_DIST, CheckTarget, { "_combat" }, { "lightninggoat", "wall" }) or -- If none, look for walls FindEntity( inst, TUNING.LIGHTNING_GOAT_TARGET_DIST, CheckTarget, { "_combat", "wall" }, { "lightninggoat" }) or nil end end local function KeepTargetFn(inst, target) if target:HasTag("wall") then --Don't keep wall target if a non-wall target is available return FindEntity( inst, TUNING.LIGHTNING_GOAT_TARGET_DIST, function(guy) return inst.components.combat:CanTarget(guy) end, { "_combat" }, { "lightninggoat", "wall" }) == nil end --Don't keep target if we chased too far from our herd local herd = inst.components.herdmember ~= nil and inst.components.herdmember:GetHerd() or nil return herd == nil or inst:IsNear(herd, TUNING.LIGHTNING_GOAT_CHASE_DIST) end local function discharge(inst) inst:RemoveTag("charged") inst.components.lootdropper:SetChanceLootTable('lightninggoat')"discharge") inst.AnimState:ClearBloomEffectHandle() inst.charged = false inst.Light:Enable(false) inst.chargeleft = nil end local function ReduceCharges(inst) if inst.chargeleft then inst.chargeleft = inst.chargeleft - 1 if inst.chargeleft <= 0 then discharge(inst) end end end local function setcharged(inst, instant) inst:AddTag("charged") inst.components.lootdropper:SetChanceLootTable('chargedlightninggoat') inst.AnimState:SetBuild("lightning_goat_shocked_build") inst.AnimState:Show("fx") if not instant then"shocked") end inst.AnimState:SetBloomEffectHandle("shaders/anim.ksh") inst.charged = true inst.chargeleft = 3 inst.Light:Enable(true) inst:WatchWorldState("cycles", ReduceCharges) end local function IsChargedGoat(dude) return dude:HasTag("lightninggoat") and dude:HasTag("charged") end local function OnAttacked(inst, data) if data ~= nil and data.attacker ~= nil then if inst.charged then if ~= nil and not and (data.weapon == nil or ((data.weapon.components.weapon == nil or data.weapon.components.weapon.projectile == nil) and data.weapon.components.projectile == nil)) and not (data.attacker.components.inventory ~= nil and data.attacker.components.inventory:IsInsulated()) then, nil, inst.prefab, nil, inst) if data.attacker:HasTag("player") then"electrocute") end end elseif data.weapon ~= nil and data.weapon.components.weapon ~= nil and data.weapon.components.weapon.stimuli == "electric" then setcharged(inst) end inst.components.combat:SetTarget(data.attacker) inst.components.combat:ShareTarget(data.attacker, 20, IsChargedGoat, 3) end end local function OnSave(inst, data) if inst.charged then data.charged = inst.charged data.chargeleft = inst.chargeleft end end local function OnLoad(inst, data) if data and data.charged and data.chargeleft then setcharged(inst, true) inst.chargeleft = data.chargeleft end end local function getstatus(inst) return inst.charged and "CHARGED" or nil end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddDynamicShadow() inst.entity:AddLight() inst.entity:AddNetwork() inst.DynamicShadow:SetSize(1.75, .75) inst.Transform:SetFourFaced() MakeCharacterPhysics(inst, 100, .5) inst.AnimState:SetBank("lightning_goat") inst.AnimState:SetBuild("lightning_goat_build") inst.AnimState:PlayAnimation("idle_loop", true) inst.AnimState:Hide("fx") ------------------------------------------ inst:AddTag("lightninggoat") inst:AddTag("animal") inst:AddTag("lightningrod") --herdmember (from herdmember component) added to pristine state for optimization inst:AddTag("herdmember") --saltlicker (from saltlicker component) added to pristine state for optimization inst:AddTag("saltlicker") inst.Light:Enable(false) inst.Light:SetRadius(.85) inst.Light:SetFalloff(0.5) inst.Light:SetIntensity(.75) inst.Light:SetColour(255 / 255, 255 / 255, 236 / 255) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end ------------------------------------------ inst:AddComponent("health") ------------------ inst:AddComponent("combat") inst.components.combat:SetDefaultDamage(TUNING.LIGHTNING_GOAT_DAMAGE) inst.components.combat:SetRange(TUNING.LIGHTNING_GOAT_ATTACK_RANGE) inst.components.combat.hiteffectsymbol = "lightning_goat_body" inst.components.combat:SetAttackPeriod(TUNING.LIGHTNING_GOAT_ATTACK_PERIOD) inst.components.combat:SetRetargetFunction(1, RetargetFn) inst.components.combat:SetKeepTargetFunction(KeepTargetFn) inst.components.combat:SetHurtSound("dontstarve_DLC001/creatures/lightninggoat/hurt") ------------------------------------------ inst:AddComponent("sleeper") inst.components.sleeper:SetResistance(4) ------------------------------------------ inst:AddComponent("lootdropper") inst.components.lootdropper:SetChanceLootTable('lightninggoat') ------------------------------------------ inst:AddComponent("inspectable") inst.components.inspectable.getstatus = getstatus inst:AddComponent("inventoryitem") inst.components.inventoryitem.canbepickedup = true inst.components.inventoryitem.cangoincontainer = true inst.components.inventoryitem.nobounce = false ------------------------------------------ inst:AddComponent("knownlocations") inst:AddComponent("herdmember") inst.components.herdmember:SetHerdPrefab("lightninggoatherd") ------------------------------------------ inst:ListenForEvent("attacked", OnAttacked) ------------------------------------------ inst:AddComponent("timer") inst:AddComponent("saltlicker") inst.components.saltlicker:SetUp(TUNING.SALTLICK_LIGHTNINGGOAT_USES) ------------------------------------------ MakeMediumBurnableCharacter(inst, "lightning_goat_body") MakeMediumFreezableCharacter(inst, "lightning_goat_body") inst:ListenForEvent("lightningstrike", setcharged) inst.setcharged = setcharged inst.OnSave = OnSave inst.OnLoad = OnLoad ------------------------------------------ inst:AddComponent("locomotor") inst.components.locomotor.walkspeed = TUNING.LIGHTNING_GOAT_WALK_SPEED inst.components.locomotor.runspeed = TUNING.LIGHTNING_GOAT_RUN_SPEED MakeHauntablePanic(inst) inst:SetStateGraph("SGlightninggoat") inst:SetBrain(brain) return inst end return Prefab("lightninggoat", fn, assets, prefabs)
  15. Version 1.2.0


    Steam link : This mod is an updated mod from RPG Items mod by HeavenFall (Questionable Intent) Now fully compatible with Shipwrecked DLC. All items listed below have a 20% chance to gain a magical effect when they spawn (crafted, found or dropped). Weapons and armorpieces get different effects. The effects on weapons are heavily influenced by the attack power of the weapon, while the armor effects have no particular scaling. An item that gains a special effect will display a (?) next to its name. This indicates the item is unidentified. Use a Magnifying Glass (available in the Tools crafting tab) on the item to identify what effect is present on the item. Examine the item after it has been identified to get a more detailed explanation. Note that the effect is active whether you identify it or not. If this mod is activated in mid-game then all existing items in the game will have a 20% chance of recieving an effect. Once an item has an effect it cannot be removed. * indicates a visual effect will play when the effect triggers Weapon Effects: Flaming - Sometimes ignites flammable targets * Leeching - Steals health from targets on each hit Freezing - Sometimes freezes freezable targets * Minimizing - Sometimes shrinks and slows targets * Vorpal - Very rarely instantly kills targets * Blessed - Deals additional damage (20 percent) Well-crafted - Deals additional damage (10 percent) Telelocating - Sometimes teleports targets away * Sturdy - Takes longer to break down Terrifying - Sometimes causes target to panic * Poisoning - Sometimes deals double damage over time * Self-repairing - Slowly repairs itself over time (always active) Curses: Slippery - Can slip out of your hand when used * Disappearing - Sometimes vanishes when used * Thorny - Deals 1 damage to user when used Weapon & Tool List : Axe Golden Axe Ham Bat Spear Tentacle Spike Dark Sword Thulecite Club Pickaxe Golden Pickaxe Hammer Shovel Golden Shovel Pitchfork Cane Bat Bat Pick/Axe Fishing Rod Bug net -- Shipwrecked (new) Machete Luxury Machete Cutlass Supreme Harpoon Trident Armor Effects: Sturdy - Takes longer to break down Fireproof - Reduces fire-damage by a third Cozy - Small protection against freezing Dapper - Small bonus to sanity Self-repairing - Slowly repairs itself over time (always active) Healing - Slowly heals wearer over time Faster's - Reduces hunger drain Quick - Increases speed Sentient - Helps wearer understand Science Entombing - Sometimes freezes attacker if struck * Wish-away - Sometimes teleports attackers away * Curses: Hungry - Increases hunger drain Heavy - Decreases speed Tickling - Prevents sleeping Armor and Clothes List: Grass Suit Log Suit Night Armour Marble Suit Snurtle Shell Armor Thulecite Suit Football Helmet Beekeeper Hat Shelmet Thulecite Crown Miner Hat Beefalo Hat Feather Hat Top Hat Winter Hat Spiderhat Rabbit Earmuffs Tam o' Shanter Dapper Vest Breezy Vest Puffy Vest Torch Umbrella Lantern -- Shipwrecked (new) Seashell Suit Limestone Suit Cactus Armor Horned Helmet Particulate Purifier Pirate Hat Captain Hat Lucky Hat Life Jacket Sleek Hat Snakeskin Hat Snakeskin Jacket Windbreaker Blubber Suit Shark Tooth Crown Dumbrella I'm not including any Obsidian items, since they already have their own perk. Please let me know if there's any bug or crash, I've fixed some of the bugs but not 100% sure if everything works as intended especially the weapons which I haven't really tested.
  16. Version 1.0.0


    Downloads for the weapon tutorial
  17. I've been trying to make a working mod for a few days now (Very simple premise, just re-illustrate a design for a weapon) , so I'll lay this trial and error down, 1.) Found a Mod on Steam I'd Use as template a.) Link HERE 2.) Opened the .zip files 3.) Converted the .tex files into .png files using Matt's Tools 4.) Used Photoshop to edit the .png files to what I wanted them to look like, keeping the dimmensions 5.) Used Matt's Tools to convert the .png files back into .tex files 6.) Re-.ziped the files 7.) Finallized by placing file into C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\mods 8.) Lauched game, made a game with ONLY that mod (the one I had just reillistrated) 9.) Crafted said item, doesn't show, and had a glitched image when held in cursor: a.) Here b.) And here 10.) Wondered if it was original mod 11.) Launched another game with only the original mod I used as a template 12.) No problems, worked fine 13.) ????? So, any help would be appreciated, I'll leave the .zip of the mod in question here, maybe someone can find something, Cheers!
  18. Hello everyone in the modding community! I am working on a few character mods that my friends and I can play on the same server and I've managed to create the first one, adding all the perks I wanted to go with it with the help and advice of these people here. The next step was for me to create a custom weapon available in his start inventory, and I was roughly following this tutorial (although it might already be outdated? I'm not sure. If there's a better tutorial out there, I wouldn't mind being directed to it) All the images and tex files are done and placed within the mod folder and I copied some of the codes I saw from other mods i have subscribed to with the same sort of feature (the RWBYcharacter mods) and changed the names and other elements accordingly. Although I can't even begin to test if the item works properly, because the game crashes as I load up the server and generates this error log from the screen: From what I understand, this means that the in the anim folder is missing? Is that correct? But the file is right inside the set folder. This is my main concern as of now and I have included all the files I currently have been working on for this mod in this post if any of you wish to see it. If anyone also knows how to add these perks to the item, that would help me greatly (but it is secondary): - add both a wood chopping and rock mining action (can both be done?) - for those who know of the Ruby and Yang character mod, how is the effect of rushing towards the enemy when the weapon is in hand is implemented. Salem Rainsworth.rar
  19. Hello and thank you so much for taking the time to read this! ok so basically my friend and i have been working on a character mod for DST, we've been making loads of progress. Until we wanted to give our character a weapon only she can (Use/Equip/Pickup). i've scoured the web the web and found this piece of code from @DarkXero: the code worked perfectly, made other players drop the item and even said they can't use it. BUT whenever i try to place the weapon into a backpack or chest it immediately crashes the game... i have no idea why... I've been doing my best to try different codes. even using: inst:AddComponent("characterspecific") inst.components.characterspecific:SetOwner("star") but unfortunately still haven't worked. keeps giving me an error: "attempt to index field 'inventory' (a nil value)" Here's my star_axe.lua and client_log.txt can you please take a look at the code and see what it is im doing wrong? Thanks in advance!
  20. Hey guys. First off, i'm trying to make a 'hair' fuction to my character. It will work just like Wilson's beard, but with the headpiece instead. The code is working. I didn't just organize the sprites yet. The problem is, i don't want to 'shave' it, or 'cut it'. I want to brush it with a beefalo brush. It was working with the normal beard component and razor item. I tried making a entirely new beard component for her, swaping the 'bearded' state to 'brushable', but it's crashing the game. I'm uploading the entire mod in a .rar format, and the crash log. Maybe you guys know something that i don't, or find a silly mistake i may have done. Any solutions? Thanks, beforehand. Yukihime - Art 1.2.rar client_log.txt
  21. As the title says, I want to give a specific item a new maximum stack size in a mod. While this is joyfully (or maybe ridiculously) simple to do in Don't Starve: modmain.lua: local function changestackA(inst) inst.components.stackable.maxsize = 12 end local function changestackB(inst) inst.components.stackable.maxsize = 53 end AddPrefabPostInit("poop",changestackA) --manure now stacks up to 12 AddPrefabPostInit("cutgrass",changestackB) --cut grass now stacks up to 53 ...I can't manage to do the same in Don't Starve Together. Whatever I thought to attempt only caused an error related to stackable_replica.lua or just had no discernible effect. I tried to look into it and it appears that in DST item stack sizes may be based on predefined amounts in a local table in stackable_replica.lua. I'm quite stumped, as I'm not sure how to go about dealing with that, or if netcode is related to my problems... Does anyone know how to accomplish this? Thanks for any help.
  22. Heyo, I added a bunch of custom prefabs with recipes in a mod which also includes a bunch of structures. I can craft and place the structures just fine, but the item's recipes dont show up in the recipe tab. I've tried using a few different recipe formats but none of them seem to work. So how do I get the recipes to work? Also I was kinda wondering how to add a crafting tab, I can get this to work in DS but not DST.
  23. Good morning/day/evening, sir/madam! I'm currently making a character for DST, all artwork is done, but now I need some help with coding, more specifically: Heat and cold damage. I wanted to make that my character takes the double heat damage per second and lower heat tolerance, but no cold damage what so ever. As when the temperature drops below some point, character gaining speed and damage boost, his hunger rate is draining faster. Item. And here I have no idea what so ever even on the file hierarchy. I want to make an amulet that will be neglecting sanity drain from night (dusk one still should be there) and full darkness. (additionally if you can, give me some tutorials on character specific item creation, like how to make it what so ever I will be grateful) Thanks for the help beforehand P.S Sorry if something wasn't clear, or for my terrible grammar, English isn't native language for me. Though I will totally understand the answers, if you have questions to ask go ahead I'll try to reply ASAP. fawkes.lua
  24. Hey all, Sorry to have multiple posts on the front page, this is the first mod I've made and I've got lots of questions for lots of problems. The problem I'm having is adding a custom weapon (specifically, a spear) to a custom character that was working fine before I began coding in the spear. Anyways, in my other post I was having trouble with the inventory images not being located. I think I managed to fix that, because now I can login to the main menu with my custom character enabled, and start up a game and choose said character without a hitch. But as soon as the world begins to load, within seconds after choosing my character, I get a crash. The log, which I will attack below, gives me the error that it "could not find region "FROMNUM" from atlas "FROMNUM" it asks if the region is specified in that atlas. Well, I don't even know where a "Fromnum" atlas would be, I can't find it in any of the mod folders or anything (probably really stupid of me to be looking for this but oh well). I tried re-creating the atlas-0 and build.bin for the spear in the Anim folder, but to no success. I am at the end of my rope with this and could really use a more experienced pair of eyes to check my code. As said, this is my very first mod in LUA. It makes me feel really stupid because I've coded mods for minecraft in java before, although that has its place in a different forum. If ANYONE has any clue what I'm doing wrong here, and can point that out to me so I can get an idea of what to do better next time, that would be fantastic. Below I am attaching the modmain.lua, the prefab file for the spear, and the error log from the documents folder of my computer (Documents/klei/donotstarvetogether/) log.txt modmain.lua globestaff_aristotlemeans.lua