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Showing results for tags 'mobs'.
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(I'm new to modding) I'm creating a mod that change a weapon so it make the target stun for 1/2 seconds i saw that mobs has a "hit" state but i can't change o control the time of it, the stun mechanic would be similar to the freeze mechanic
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Hello I have problem with add mob. I try add crabbit from Mod More Pets<3 to Shipwrecker Together mod, and i copy and edit doydoy files. When i spawn crab in game and crabbit stay is a invisible , what wrong is file? Script: local assets = { --[[Asset("ANIM", "anim/perd_basic.zip"), Asset("ANIM", "anim/perd.zip"),]] Asset("ANIM", "anim/crabbit.zip"), Asset("ANIM", "anim/crabbit_build.zip"), Asset("SOUNDPACKAGE", "sound/dondoydoysons.fev"), Asset("SOUND", "sound/dondoydoysons_bank01.fsb"), } local prefabs = { "drumstick", "crabbit", "crabbit_build", } local brain = require "brains/crabbitbrain" --[[local loot = { "drumstick", "drumstick", }]] SetSharedLootTable('dondoydoyloot', {{"drumstick", 1.0},{"drumstick", 1.0}, {"dondoydoyegg", 0.8}}) local function ShouldWake() return true end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddDynamicShadow() inst.entity:AddNetwork() MakeCharacterPhysics(inst, 50, .5) inst.DynamicShadow:SetSize(1.5, .75) inst.Transform:SetFourFaced() inst.AnimState:SetBank("crabbit") inst.AnimState:SetBuild("crabbit_build") inst.AnimState:Hide("crabbit") inst:AddTag("character") inst:AddTag("berrythief") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("locomotor") inst.components.locomotor.runspeed = 4 inst.components.locomotor.walkspeed = 3 inst:SetStateGraph("SGcrabbit") inst:AddComponent("homeseeker") inst:SetBrain(brain) inst:AddComponent("eater") inst.components.eater:SetDiet({ FOODTYPE.VEGGIE }, { FOODTYPE.VEGGIE }) inst.components.eater:SetCanEatRaw() inst:AddComponent("sleeper") inst.components.sleeper:SetWakeTest(ShouldWake) inst:AddComponent("health") inst:AddComponent("combat") inst.components.combat.hiteffectsymbol = "pig_torso" inst.components.health:SetMaxHealth(TUNING.PERD_HEALTH) inst.components.combat:SetDefaultDamage(TUNING.PERD_DAMAGE) inst.components.combat:SetAttackPeriod(TUNING.PERD_ATTACK_PERIOD) inst:AddComponent("lootdropper") --inst.components.lootdropper:SetLoot(loot) inst.components.lootdropper:SetChanceLootTable('dondoydoyloot') inst:AddComponent("inventory") inst:AddComponent("inspectable") MakeHauntablePanic(inst) MakeMediumBurnableCharacter(inst, "pig_torso") MakeMediumFreezableCharacter(inst, "pig_torso") return inst end STRINGS.CRABBIT = "Crabbit" STRINGS.NAMES.CRABBIT = "Crabbit" STRINGS.CHARACTERS.GENERIC.DESCRIBE.CRABBIT = "Crabbit <3" return Prefab("creature/crabbit", fn, assets, prefabs)
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Spider Bunn I fuse two of my favourite animals, both are so ******* adorable! I hope you like it. Aggros on all players on sight. Builds webbed hutches. Turns into black coloured fleshlings when player is insane. Drops carrots and monster meat. J Jormun'Xololt Imagine this little buddy swimming the seas of singularity. They can regenerate every part of their bodies, which makes them almost invincible; if a piece of their bodies is separated from it, and not burned, that part is going to regenerate into a smaller version of the original monster, known as Dweor'Xolotl. If you treat them well, they could be a loyal friend until they find another of their kind, if that happens they will fuse together to create a Jormun'Xolotl. He spits his gastric acid to melt their victims and eat them. Cuametz Allow me to introduce to you this friendly lunar creature. It roams the lunar biome feeding anyone who needs some food, and attacking whoever have more food than others. I got inspiration from the legends of rabbits that are stamped on the moon due the sacrifice they do in order to feed a certain god or deity, such as the legend of Quetzalcoatl, "the Rabbit in the Moon". I also used the blue poison dart frog and sea slugs as references to create it.
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So I'm making a dog character, and I only have one more "perk" to program in (well, scaring away catcoons isn't really a beneficial thing unless you hate them; but I needed to balance her out a bit). To put it simply, I want catcoons to run away from her and impossible for her to befriend. I've used code that alters when/if creatures notice/run away from the character before, but it was altering how close the character must be before the mob "sees" them. Is there a way I could repurpose this code and add some more to reach the goal I stated before, or would I have to use all new code? (sorry if this was a little wordy. tl;dr I want to make catcoons afraid of the character I'm making.)
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This is for a Waverly mod I'm making. It needs to be able to craft Wickerbottom's books, and must make all neutral and hostile, or other, mobs to attack her on sight. Thanks in advance. ~Union
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Downloads: A new file has been added by Linker: Italian Translation Hello guys, this is my Italian translation for Don't Strave, enjoy it Changelog: Version 1.10.1 IT'S NOT A ROCK! UPDATE + small corrections Installation Place italian.po in "YourSteamInstallationFolder\steamapps\common\dont_starve\data\scripts\languages\" and add LanguageTranslator:LoadPOFile("data\\scripts\\languages\\italian.po", "it") to language.lua file in the same folder. (if it is not present you can download it from this post)What is in progress: [*]Grammar checking [*]Typing errors checking [*]Verification of matches in the game Please pm me to report errors or corrections. ---------------------------------------ITALIANO--------------------------------------- Ciao, questa è la mia traduzione in Italiano di Don't Starve, divertitevi!Modifiche: Version 1.10.1 IT'S NOT A ROCK! UPDATE + piccole correzioni Installazione [*]Mettere italian.po in "VostraCartellaDiIstallazioneDiSteam\steamapps\common\dont_starve\data\scripts\languages\" e aggiungere LanguageTranslator:LoadPOFile("data\\scripts\\languages\\italian.po", "it") al file language.lua nella stessa cartella. (se non è presente scaricatela da questo post)Cosa è in corso: [*]Controllo grammaticale [*]Verifica degli errori di battitura [*]Verifica delle corrispondenze nel gioco Per favore mandatemi un messaggio privato per segnalare errori e/o correzioni.
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I have some ideas for Monsters and Animals, pls don't flaim me k? dey r onleh ideas ;c.Now let's begin...Animals:Boars (Neutral)Health: 175Damage: 22.5Drop: Ribs, TusksSpawns: Pig VillagesThe Boar is basicly a Buffed up vers/ion of pigs, but only stronger. They are tamable by using any kind of meat, also they can't be Wereboars unlike their ancestors, aka The Pig.Their Tusks are meant for Weapons to craft, no ideas what use they can be though :l.Boars will stay even longer if the meat was cooked and not raw.7 Cooked meat = 12 1 Half daysTurtle (Neutral)Health: 285 + 50(Shell) = 335Damage: 50Drop: Shell, Soggy MeatSpawns: SwampsTurtles have the most advanced system of all time, Walking slowly... Turtles will try to attack you if you manage to find Turtle Eggs by Pitchforking the ground. If you managed to kill one congratulations, because their shells are meant to be craftable armor. They can also be made into Terrapene Soup with the Crock Pot. (aka Turtle Soup) which restores 75 Hunger.Magical Stool (Passive)Health: 125Damage: 0Drop: BoardsSpawns: Anywhere randomlyGoat (Neutral)Health: 150Damage: 44Drop: Horns, Goat Skin, and LambchopsSpawns: Forest BiomeGoats are rideable, but must be tamed by giving them 3 Carrots and Berries, they will accept cooked. If you ride them before you tamed them, they'll Double kick you onto the ground, doing 44 damage. They go around in packs, so don't you think 44 damage will be easy. Goat skins are meant to farm them by creating Grass Areas. Horns are also used to make the Demon Rant's Hat for the middle of it.The Magical Stool spawns random non-rare items, they can be in stacks or single item. They will never drop Rare objects, such as Amulets. Most Stools are rare to find, 2 stools cannot be together in 1 area, they must be seperated in another biome.Monsters:Blue Tentacle (Hostile)Health: 575Damage: 55.55Drop: Ice Spike (Weapon), Blue Skin, Monster Meat.Spawns: Winter Update might probably add a Snow/Tundra/Taiga Biome much? pls? At least?The Tentacle's brother, Blue Tentacle. The Blue Tentacle is a Rare Monster that can be spawned naturally. Since the Winter Update will be coming soon, It would decrease your warmth slowly when you are around it. It will also throw Ice/Snow at you if you are not near it, but eventually it'll come back into it's Hidey Hole. It's Ice Spike allows you to freeze your opponents, It has a durability when you use it in your Tool slot when you are near fire, and will decrease like the Spiderhat.The Crackler (Hostile)Health: 250Damage: 33.55Drop: Bone, William's SkullThe Crackler is a Wooden Skeleton near Graveyards, they came above ground for revenge and WILL kill you, Most are nearby spiders which form a deadly league. They can also be falsely reported as Meat Effigy, which are fake. Their Bones are meant to craft Tortoise Armor. William's Skull is a Headgear that was meant to be a Spoiler of William Shakespeare's Skull, It'll make all Hostile, exception of Sanity Mobs, Friendly to you but, Neutral Mobs hostile to you. Durability like Spiderhat.The KappaHealth: 275Damage: It'll do 20, 25, 30 and then 45 each hit you took from itSpawns: Swamp BiomeDrop: Froglegs, Gravedigger items, Red GemThe Kappa is a ancient mythical creature that resembles a frog and alligator that had babies, The Kappa will take the first hit and then it'll stop until it restores health, It'll repeat itself until you die, fair enough?Bosses:I didn't mention this, but I think Don't Starve needs more than 2 Bosses, don't you agree?Cerberus (Hostile, Never sleeps.)Health: 1350Damage: 100(Bite) 70(Ice) 85(Fire)Drop: Monster Meat, Ceberus's Tooth, Hell's EyeSpawns: When 101 Hounds are killed, spawns around the area near the playerCerberus is a Hard Boss, 3 Heads 3x the damage, each Bite from each head costs 100, making them the most hard to defeat boss, they run faster than the player, suggesting their big size and matter they'll probably ram you into the ocean and make you drown, Since of Winter Update they'll have a Ice Attack which 1 of the heads casts it. They won't stop to eat any meat so traps aren't suggestive. They are immune to any Fire damage. They'll drop Ceberus's Tooth and Hell's Eye to create the Devil's Rant Hat which is 1 half the durability as Nightmare Armor and 1 half the defensive counter part, but sanity will be lost.Characters (Wilson,Willow,Wendy,Wolfgang,WX-78,Wickerbottom,Wes)Health: 100Damage: Depending on what toolDrop: Whatever in their inventorySpawns: When Maxwell has been defeatedThe Characters can befriended by giving them things they can use to survive, like you. If your character is Wilson, Wilson can't be spawned, but the other characters can. The Characters will follow you until you hit your shack/shelter, they'll work to survive and trying to "Not Starve". If you help them for 7 days, they'll go survive for themselves, working as a team won't do it. Maxwell won't like it either...Sanity:BansheeHealth: 600Damage: 55Drop: Pandora's Box, Nightmare Fuel, Devilish LampSpawns: Sanity <13 13% of spawning though.When your Sanity is <13, consider yourself, "I'm gonna die! ;_;". because the Banshee will scream when spawned, infact, the Banshee will scream everytime you see it on the map, thus making you loose Sanity MORE than ever. If you defeat this Screaming Horror, you might get the Rare Pandora's Box. If you use it, it'll spawn a random Hostile mob right next to you. Be warned, this will spawn Bosses and Buffed up mobs.Faded ShadeHealth: ?Damage: ?Drop: Nightmare Fuel, Beard Hair(If Wilson), Torch(If Willow), etc.Spawns: Sanity <7 4% chances of spawning.The Faded Shadow is the Character's imprisoned shadow from the Real World, When you find your Faded Shadow, their name will be ??? and take the look of the Character you are playing. When the Player encounter these, the Shadow will have the Same Health and damage done, and it'll follow you once you get your sanity up, and also drain your sanity to negative -1 The Shadow will copy your movements. if you simply attack it, you attack yourself. It'll not assist you in fights, You'll also get weaker... and weaker......X_X.Once Proper AI is added, the followers will follow you more properly and efficiently, Chester doesn't get stuck in one corner and keeps moving forward and touching the ocean barrier... RIGHT? RIGHT?!?!Man this is pretty long, I hope you like the idea, if you have anything else to say or any MISTAKES and RAGES at me, pls comment. kthx.
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One day on the forums, I read about a new mob that supposedly hunts the player about the map. The eyelid-raising part of this new creature was that it was hard to kill, not impossible to kill. At this moment, I realized how important options are in a survival game such as Don't Starve- how the possibilities for survival tactics can hinge on whether or not a mob is kill-able.Imagine a spider queen update that featured an invincible spider queen; the update would have made migration necessary and combat less important.My question is this: should all mobs (assuming the grue doesn't count; he's pretty fair right now) that Klei adds be a viable kill target for the sake of freedom of choice?
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Hi all. Well here I show my first video. There is no big deal, just shows some attacks to which I have survived. I'm not a pro in video editing so be easy with me and... Thanks for watching: D http-~~-//www.youtube.com/watch?v=fRkpVpUQlXY&feature=share&list=UUJ4VugQmoa2ckinD_6Aom8A
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Bug Submission Please choose a category [Gameplay] Platform Steam Version Number Dec19 Issue title Spider Queen Spawn Steps to reproduce Go to a nest that just changed from 3 to 1. Describe your issue :(A 3rd tier spider nest has just changed to a 1 tier yet a spider queen still emerged and well..... Swamps and queens is deadly D:
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All in-game animals/monsters should have a natural enemy to keep their numbers in balance, or a player should have an effective way how to limit their numbers by killing (with no chance of item reward, for obvious reasons). In the current state, if I go crazy and plant 5 spider nests, there will be no way of killing them after they grow to lv3. Why not introduce a monster that seeks and kills spiders and vice versa? It would add a feeling of actual wilderness. Also, all the monsters would have to have a reproduction mechanic, otherwise they might go extinct, just like IRL. Now I want to adress to the bee mine problem (infinite numbers of bees spawning), why not make a device that can kill multiple bees? Or make an animal that eats bees, or make the bees succeptible to fire from other burning bees so I only have to set fire to one bee. Sure, a bug net is nice but I can't really catch 200 bees one by one.