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Showing results for tags 'mod idea'.
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I my self have no Idea how to mod, but i had two Ideas for additional buildings the Ethanol Destill Mod gave me the Idea: The First would be Technical Systhesis either with 666 g/s Natrual Gas (if Natrual Gas consists of Ethene ( H2C=CH2) +333 g/s Water + Power = 1 kg/s Ethanol or 640 g/s Natrual Gas ( if Natrual Gas is Methane (CH4) +360 g/s Water + Power = 920 g/s Ethanol + 80 g/s Hydrogen Sythetic Refainery 158g/s Hydrogen +842 g/s Refined Carbon + Power = 1 kg/s Petrolium Edit: added the e to the end of Methane and Ethene
Hello dear forum members, Since I'm playing on my server only with one other person the lazy deserter can't be used to its full extent. I was thinking of a mechanic that would allow a better use of it in the following way: Make a lazy deserter able to be toggled on or off (activated/deactivated). So for example you have one in your base and one near the pig king. Right clicking the one in the base will toggle it as activated and keep it that way with the player being able to mind his business from there on, and the moment someone right clicks the one near the pig king it will be teleported to the base. The lazy deserter in the base would from henceforth deactivate until further right clicking if desired. The idea is that only one lazy deserter could be kept "active" at any time. So that if you have multiple ones, no matter which one you right click it will always teleport to the "active" lazy deserter. Note that any lazy deserter can be made "active", but only one can be active at any given time. I would personally increase the sanity penalty to the player right clicking to make the "active" lazy deserter that's always on. I had a look at the lazy deserter game file, townportal.lua and I would guess the trick would involve modifying the OnStartChanneling and OnStopChanneling functions, maybe so that the second one is always true once the first one has been called? I am not sure as it seems to be way over my lua knowledge. Any kind of help or direction would be greatly appreciated, I really think such a mod would suit many people, and I'm surprised one like it isn't already in the steam workshop.
Hello Don Staav Modders, I have recently had an idea for a character mod. (for DST, no one downloads vanilla DS mods anymore D:) All in all, the character is a pigman. I have a few ideas for the character, such as; - He can chop down trees with his bare hands.... er, hooves I mean (for crafting purposes he will also be able to mine rocks) - His handslot doesn't exist (he can't hold anything because of his darn hooves!) - His bodyslot doesn't exist either (his body is really big) (he would probably have like a 50% free damage resistance because of this) (he will still be able to wear head items, though, because normal pigmen can. Duh.) - Pigs are automatically 'following' him. (kind of like Wilbur and the monkeys) - He can locate pigs and pig villages easily - He can talk with the Pig King (this feature wouldn't provide any pros or cons, just kind of a funny side thing) - On the full moon, he turns into a dreaded WerePig - and finally, he poops when he eats fruit However, the main reason I made this topic is because of the first worry; the animations. I wanted this character to not use the wilson build, (the one that all the characters use) but rather the pigman one. So okay. Easy right? Well, no because the pig build doesn't include an item pick up animation, or a 'fiddle' animation (fiddle as in the one that plays when you upgrade walls, build things and pick grass/twigs/berries etc) So how would I go about creating these new animations and applying the pig build to the character? [Also, because I'm lazy, I'd just use the original pigman art for this mod.] Thanks if you can help!