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Found 86 results

  1. [Mod] Better Insulated Pack

    Version 1.0.0

    32 downloads

    Oh dang it's that useful mod everyone wanted Think the insulated pack is the worst use for any giant tier item? Think it should be crafted with twigs? Well with this mod, all of its flaws shall be fixed. This mod increases its capacity to eight slots (2x4, same as the backpack) from six (2x3), allows it to cool down thermal stones and stop the melting of ice, hail, and ice cubes (one of the main reasons why it was so hated), makes it fireproof (idk why the developers made it burnable in the first place), and finally makes it have a map icon (instead of using the backpack's). It's funny, the insulated pack had its own map icon the whole time, but for whatever reason (probably a developer oversight) there were two lines of code for the map icon, one that used the correct one but a second line that gave it the backpack's, making it use the latter instead. ~~My first useful mod and second mod overall lol, if it doesn't work tell me and I'll try to see what I can do. Compatible with RoG and Shipwrecked. Shouldn't give errors with vanilla. Tested it to be compatible with mods such as backpack in inventory, backpack and amulet slots, and bigger containers (though that one won't give it more slots). It most likely won't work with any mod that changes the icepack.lua file however. Was pretty easy to make, idk why nobody took the time to do this before. There was one mod like this in the workshop but it didn't work. Another flaw the insulated pack has is that it's the only backpack that sinks when thrown into the ocean in Shipwrecked, but I couldn't fix that. Enjoy~
  2. Version 1.0

    59 downloads

    WARNING: If you are looking for the Multiplayer (DST) version, check here. ==== INTRO This mod was created with the obstination of two persons to see the greeny bushes in this game, we believe even some of the game devs would like to see that too and we hope you enjoy either, feel free to comment and if you can help, please do contact us. ==== MOD --Bushes It provides a ganja bush with 5 stages which takes about a season to end cicle, when ended it stays in old form until diggen out. You will find them in all types of Forest Biome, the method of extraction of all stages is to dig! In it's old stage may drop two seeds with a quarter chance, so you can reproduce your farm. **Shipwrecked: Ganja bushes will spawn only the casino island (where's the slot machie is) as set piece. --Pipes Pipes are one way to smoke ganja, they can be crafted in survival-tab and will give +5 sanity and -5 hunger on use. Wooden have 4 uses, golden does a little more, both breaks after used. The Tusk pipe won't break and can be filled with ganja or hash. --Joint It is used once, it's the most weed 'stoning' one, can be stacked and gives +25 sanity and -20 hunger! --Cigarette Simple cigarette rolls, will give you +2 sanity and -1 in life. --Hash Roll A rolled smokeable hash cigarette, +30 on sanity and -15 to hunger. --Ganja Can be collected from the bushes when it's grown, but wait until it's full of ganja! there's two stage you can collected, figure! --Hash Won't deteriorate and can be crafted in refine-tab to be used in a roll. --Seeds Will drop from bushes on every stage, although on full stage it may drop two. Use them do plant ganja saplings that further will grow to bushes and so on give buds. --Dryable Ganja must be dried in the Drying Rack ==== HISTORY First we thank those who tried to do this before; in FourTwenty mod and Evening Flower, from which we grabbed parts of program, but in the end it's was something else that we had created. We didn't know lua when we started over, and we have learned alot of it with pleasure as for more knowing it's national roots, where we live. Was very fustrating for us that klei had absolutely no documentaion for the API, and the 'makemods' text into game folder is simple a joke; "Download a mod and figure out" -- we only laughed, then worried, because we would have to learn the hard way. Reading a lot of program from others mod and game scripts, and WHITOUT INTERNET we started figuring out some things, yes we did it entirely without web, as it was made off home. Recently I've found this site dontstarveapi.com, and it would be good to help there maybe, it's a unofficial API doc. We build this in the period of a month, rewrote the program about six times, redraw, repaint, reanimation, corrections and color scales where redone alot. There where about 5 versions of the bush. xD We are very old hardcore players and tryed to balance everything well so this mode don't turn out as an overpower cheating thing like most mods do and instead just use game mechanics to be an extra asset to the game, for sake. We have been playing this game since it's beta stage, about seven or eight years so far, an state of art. And now we proud to present you our mod. ==== LATE HISTORY (post DST launch) A lot of good feedback was received, our mod ended to be a huge success with many likes and stars, a mountain of stoners use it. But many many requested a single-player version, one to work with base-game only, original Don't Starve, Reign of Giants and Shipwrecked. At this production time we couldn't put much effort to do so in lack of time for this project, we're catch by others things, and if not only by that we realized how hard it would be to port ir from DST to DS, we tought initially that would be peace of a cake (blame Klei for that -- why the devided the game in the first place, DST should be an multiplayer option within DS -- money, always money), ended to be a nightmare and so we had to cut one thing or two and devide in two ports; one for those who got DS only and one for those who got DS/RoG/SW or DS/RoG or DS/SW. Success, after many months we managed to do it! (Many thanks for Bush Doctor, who did most of the porting job, as I were very compromised with other things). We may had promised to present the 'Ganja Foods' set and the 'Weeder' character, believe or not it's actually almost done, both of them, but they might not hit road for good... maybe ==== USED TOOLS Free software always on mind, live free or die! Very frustating for the artist who is FOSS compilant to not have a way to compile the art to those binary 'weird things', had to handle it to the rwindows every time. The mod tools is terrible and useless! Programs: · GIMP · VIM · Don't Starve Mod Tools (only for the compiler on Windows) · Spriter R10 Free · Notepad++ · ktools OS: · GNU/Linux · Windows (if it is to be considered an system what so ever *lies*) ==== KNOWN ISSUES We have corrected all bugs found so far, please report if you get one. -Ganja bushes won't save their timers in it's stages on world reload -If inventory is completely full, and one toke from an item directly in the ground, the item won't loose it's value, as it was unused. ==== TODO -Re-enable world generation options at create screen. -Possibly rearrange the ganjabush prefabs into a single one again. -Possibly hide the percentage on tuskpipe. -Add effects on the screen when high, or even turns the player slow a litte. -Add a gnome easter egg -Create the Weeder character, embased on a friend of ours. ** If you can, one they we will realease the 'Reign of Ganja' DLC, hahaha with: a new giant, a new character or more, more ganja, mobs, bad trip on casual mushroom eat... gnomes.
  3. [DST] Ganja Mod

    Version 1.1

    618 downloads

    WARNING: If you are looking for the Single-Player (base-game DS/RoG/SW) version, check here. ==== INTRO This mod was created with the obstination of two persons to see the greeny bushes in this game, we believe even some of the game devs would like to see that too and we hope you enjoy either, feel free to comment and if you can help, please do contact us. ==== MOD --Bushes It provides a ganja bush with 5 stages which takes about a season to end cicle, when ended it stays in old form until diggen out. You will find them in all types of Forest Biome, the method of extraction of all stages is to dig! In it's old stage may drop two seeds with a quarter chance, so you can reproduce your farm. --Pipes Pipes are one way to smoke ganja, they can be crafted in survival-tab and will give +5 sanity and -5 hunger on use. Wooden have 4 uses, golden does a little more, both breaks after used. The Tusk pipe won't break and can be filled with ganja or hash. --Joint It is used once, it's the most weed 'stoning' one, can be stacked and gives +25 sanity and -20 hunger! --Cigarette Simple cigarette rolls, will give you +2 sanity and -1 in life. --Chillum One way to smoke hash, difficult to craft, it will give +75 on sanity and -25 in hunger as well it will put the player to sleep, and be groggy when woke for a little time. --Hash Roll A rolled smokeable hash cigarette, +30 on sanity and -15 to hunger. --Ganja Can be collected from the bushes when it's grown, but wait until it's full of ganja! there's two stage you can collected, figure! --Hash Won't deteriorate and can be crafted in refine-tab to be used in a roll or in the chillum. --Seeds Will drop from bushes on every stage, although on full stage it may drop two. Use them do plant ganja saplings that further will grow to bushes and so on give buds. --Dryable Ganja can be dried in the Drying Rack ==== HISTORY First we thank those who tried to do this before; in FourTwenty mod and Evening Flower, from which we grabbed parts of program, but in the end it's was something else that we had created. We didn't know lua when we started over, and we have learned alot of it with pleasure as for more knowing it's national roots, where we live. Was very fustrating for us that klei had absolutely no documentaion for the API, and the 'makemods' text into game folder is simple a joke; "Download a mod and figure out" -- we only laughed, then worried, because we would have to learn the hard way. Reading a lot of program from others mod and game scripts, and WHITOUT INTERNET we started figuring out some things, yes we did it entirely without web, as it was made off home. Recently I've found this site dontstarveapi.com, and it would be good to help there maybe, it's a unofficial API doc. We build this in the period of a month, rewrote the program about six times, redraw, repaint, reanimation, corrections and color scales where redone alot. There where about 5 versions of the bush. xD We are very old hardcore players and tryed to balance everything well so this mode don't turn out as an overpower cheating thing like most mods do and instead just use game mechanics to be an extra asset to the game, for sake. We have been playing this game since it's beta stage, about seven or eight years so far, an state of art. And now we proud to present you our mod. ==== USED TOOLS Free software always on mind, live free or die! Very frustating for the artist who is FOSS compilant to not have a way to compile the art to those binary 'weird things', had to handle it to the rwindows every time. **The mod tools is terrible and useless! Programs: · GIMP · VIM · Don't Starve Mod Tools (only for the compiler on Windows) · Spriter R10 Free · Notepad++ · ktools OS: · GNU/Linux · Windows (if it is to be considered an system what so ever *lies*) ==== KNOWN ISSUES We have corrected all bugs found so far, please report if you get one. -Ganja bushes won't save their timers in it's stages on world reload ==== TODO -Possibly hide the percentage on tuskpipe. -Add effects on the screen when high, or even turns the player slow a little. -Add a gnome easter egg -Make the mod compatible with DontStarve single-player (NOT-Together). -Create the Weeder character, embased on a friend of ours. ** If we can, one they we will realease the 'Reign of Ganja' DLC, hahaha with: a new giant, a new character or more, more ganja, mobs, bad trip on casual mushroom eat... gnomes. ==== CREDITS Mod Design: Ardokh, Bush Doctor Art: Ardokh Programming: Bush Doctor Programming Assistance: Ardokh
  4. This mod adds Daniel, The Spectromancer to the character roster! Made by CoC (Company of Creators) which are made up of the following: @Fidooop, @Dudedude, @ImDaMisterL, @Asparagus, and @Chris1488 Daniel is based off of the likeness of @Asparagus. (Big thanks to @SageOfLegend for doing Daniel's art and R63 skin's art!) Get the mod here: http://steamcommunity.com/sharedfiles/filedetails/?id=1134891274 Join the CoC Steam group: http://steamcommunity.com/groups/CompanyOfCreators Join the CoC Discord: https://discord.gg/YYD6Q77 See the whole CoC mod collection: http://steamcommunity.com/sharedfiles/filedetails/?id=884413115 This mod is also compatible with: Modded Skins: http://steamcommunity.com/sharedfiles/filedetails/?id=835602689 Mods in Menu: http://steamcommunity.com/sharedfiles/filedetails/?id=880465230 Status Announcements: http://steamcommunity.com/sharedfiles/filedetails/?id=343753877 Daniel: Items: Claimed Souls: Videos:
  5. [Mod] OP Deconstruction Staff

    Version 1.0.0

    34 downloads

    (Note: Found an error where this mod would disable the volcano staff in shipwrecked. I will try to fix it later. You shouldn't be getting so far in shipwrecked with this enabled anyways so it shouldn't affect you.) Tired of the balance in this game? Tired of not being able to duplicate your extremely rare gems? Well fear no longer, my friend, as with this mod the deconstruction staff (green staff) will no longer shatter gems upon use. Do whatever you want with that. ~My first mod, was pretty easy to make yet I haven't seen anyone make it before. Other mods that overwrite the staff.lua file are most likely going to interfere with this mod. You can tell me if something goes wrong, but I highly doubt I'll be able to do anything about it. At least it can help me improve a bit. Hope I didn't mess up with anything.
  6. Steam workshop link Advanced Guard Protocol is the mod to look for if you want to add anything guard related! It adds: The mod also offers a new experience in the form of "HARD MODE", a mode where guards are faster, smarter and deadlier in every way. In order to use hard mode you need to install Sim Constructor Updates: Feel free to discuss the mod on our Discord: https://discordapp.com/invite/aQrXEse workshop-569390373.zip
  7. Generation Options+ is a mod that adds new options to the generation options screen. Steam Workshop Version This mod requires Sim Constructor to be used, which can be found here Feel free to discuss the mod on our Discord: https://discordapp.com/invite/aQrXEse workshop-588953061.zip
  8. This is a mod that adds random events sometimes when you use a comsole or other device. The mod adds a few events that were in the game during early access, but later removed. (Note that these are from an older version so your skills don't affect the outcome and some events that were added later aren't in the mod) These are meant as examples however, if you are a mod maker I encourage you to try to make your own (better) events. Changelog: Steam Workshop Version This mod requires Sim Constructor to be used, which can be found here Feel free to discuss the mod on our Discord: https://discordapp.com/invite/aQrXEse workshop-1118808287.zip
  9. Need to chill down in the summer? Wanna do some snorkeling? Fancy some fresh fish for dinner? The mod “Creeps in the Deeps” introduces another level to the current world of DS: the Underwater! With new craftables, items and life down in the ocean, there will plenty to explore for the brave souls. Players will have to gear up and venture down into the deeps to discover the treasures hidden below. But beware... you might run out of breath on the way down! In order to access the deeps, you will have to look for the custom underwater entrance found somewhere in the map. Once mined, the fissure will stay open indefinitely giving you the ability to access the deeps anytime! This mod is compatible with DS and RoG only but will be getting SW compatibility in the future! ——————————————————— We're always happy to have someone new working with us but at the moment this is the team: Coding: Mobbstar, Chromiumboy, Lampofulmine Art: Mrpoke20xx, Spiderdian, Dudedude, Space Monkey (not active) Strings: MisterL, Chris1488 Testers: Mr.P, Chris1488, Michi01, Anonymous Koala Special thanks to the amazing number of collaborators that helped the development of this mod: AmaLee, Veenchesta, KidneyBeanBoy, MilleniumCount, Hast, Keeper, Electroely, Przemolsz, Jules, osmRhodey, Minespatch ——————————————————— Don’t forget to visit the discord channel at: https://discord.gg/6252ZYX and the mod collaboration in the Klei forums at: http://forums.kleientertainment.com/forum/144-mod-collaboration-creeps-in-the-deeps/ You can also find the Steam group here: http://steamcommunity.com/groups/creepsinthedeeps You can also find the mod on the Klei forums here:http://forums.kleientertainment.com/files/file/1750-creeps-in-the-deeps/ ——————————————————— Captains !!! Finally the moment to enjoy this mod has arrived !!! The mod has been officially released on Steam ! Check it out here: http://steamcommunity.com/sharedfiles/filedetails/?id=1087939370 !!!
  10. Hello Everyone, my name is Mahmoud, and I'm currently working on Game Design for a mod for DST. before I tell you what I have in mind let me introduce myself. I'm 22 years old and have studied Game Design and Game Art & 3D Animation. During my Studies, I've learned a lot about Games and the Game Industry. I have participated in a few game Jams and I'm currently Pitching a TCG on my own. Let's get to the more important matter. The Mod. DST is one of my favorites Games, regardless if played alone or with friends, Items and more. but i believe there is more that can be done. one of the greatest and most interesting Mods out there in my personal view is the, Multi-World DST which expands the Universe of DST and adds a lot of new Elements, this is What I have in mind too. I would love to collab with the Community of DST and create a Mod that the Community will enjoy to the fullest. What do I have in mind? As mentioned above I would love to create a mod that can come close to the Multi-World mod. Something that will add new Biomes, Items, Recipes and Challenges for the players. now, how do we achieve that? one easy way would be creating new content and throwing it into the game, but let's be honest, that would be boring now wouldn't it? Here is what I have in mind. One of the events that play an important role in DST are the seasons, but with all the new mods that doesn't seem to be much of a challenge anymore, so how about we create four new Biomes! Each biome represents one Season has only that season going on. to give you a better understanding of my thoughts I'll go a little bit more into detail. The four big seasons! Let's give those four seasons a name first, shall we? Evergreen (The Spring Season): Evergreen is the Easiest of the four Biomes and offers a lot of vegetation. Just because it is the Easiest one it doesn't mean it provides no challenge for the player. Providing the players with a huge amount of fruits, vegetables, and Animals it also comes with huge dangers. one of those Enemies would be Treeguards, however, we are not talking about the normal ones that drop Living logs.those tree guards do not drain your insanity as quick and are more of common but stronger foes kinda like a beefalo. I could go deeper into details on what enemies the players could encounter but this is something I haven't set in stone yet. One thing I have decided tho is that each season has it's on Giant. The Giant for the Spring Season could be a Giant Treeguard that could throw giant pine cones that instantly grow to lvl 2 trees. or a Really Giant Pig-king that is the one and only ruler of all the others jumping and creating little earthquakes. the possibilities are endless and I'm sure you get the idea. Sunnyhill (The Summer Season): Sunnyhill is always summer, and much stronger than the usual summer! the Nights are even half as long as the normal summer ones. This is a really hot biome, No grass, dead trees but a lot of stones and fiery enemies. The Biom would have a lot of fire hounds, vultures, magma spots smaller version of the dragonfly giant and other enemies. the Biome would provide a lot of stone and minerals (copper, silver, etc.) Like the Kraken in Shipwrecked, I thought maybe there would be a Fire Kraken that is submerged in a magma pit and throws fireballs that create magma pits where they land and pierce the dry ground with its red-spikey tentacles. Stormboe (The Fall Season): Stormboe represents autumn, a lot of raccoons, Heavy winds, and tornados. New Animals such as Hedgehogs, Deers, and Owls! Stormboe would represent the hunting season as well. players would face heavy winds, move slower or even get pushed back by the wind. Thunderstrikes that will be deadly if you are not careful. now for autumn, there are a lot of Ideas for the Giants that will lurk there, maybe a Giant hedgehog that shackles his needles around you. An owl that creates mini tornados. Whitecliff (The Winter Season): Whitecliff is the last Biome. an Ice-Cold stormy snow biome. all animals that show up during winter are there, even polar bears, OX, and Wolves. this is by far the most challenging biome since it has no daylight. Only evening and night. maybe we even find some Evil snowmen. the player would face heavy colds, snow storms and lots of ice and snow. One of the Giants that could be found here might be a Giant Snowman. A King Penguin or a Yeti. How to get there? Well obviously this is something that can be discussed, what I had in mind was that the player would have to craft a Gate for each Biome. once crafted the player can use it and enter the Biome. there are two ways on how those gates would work that I had in mind. Option 1; Way of Seasons: Each gate can only be used when the representing season is active. for example, i can not enter the Stormboe unless the main world is currently in Autumn. Once entered the players day timer starts to turn backward. let's say autumn only lasts 30 days in the main world then the player has only 30 days in which he can move in-between the worlds. so the days would be a "countdown". does the player remain in the biome once 30 days have passed then a new countdown appears this one shows how long it takes before the Fall Season happens again in the main world. another way of Exit would be killing the Giant of the biome, Killing the Giant could drop an item lets say "Spirit of Fall" which allows the player to power the gate and exit. Option 2; The Giants: The player has the option to craft only 1 Gate and can travel only to Evergreen first. he has to kill the Giant get an item lets call it "Spring orb" and use that Item to open the next biome, etc. now again 2 options here; A: he can travel between opened locations as he pleases. B: he always requires an essence to travel to the next Biome meaning he always has to kill the Giant. This is what I have in mind, and this is where you come in place. if you feel like this something you would like to work on, to honor your skills, kill some free time, provide something for the community and yourself, or just like a challenge then I would be happy to work with you on this project. Feel free to comment, critic or add some ideas to this. Either PM me here or drop me a Steam friendship http://steamcommunity.com/profiles/76561198113044078/
  11. I'm currently doing the art pass for my character mod and their hair goes over and covers parts of their face. This works fine when the character is standing still or in spriter. But when in game if my character moves the hair layer falls behind the face layer. is there any fix for this or should i just deal with how its is currently?
  12. Hi! I've been trying to make my character mod gain sanity when using the sewing kit (or gaining sanity when holding it, at the very least). I have succeeded to make my character gain sanity upon catching fireflies, but this code does not seem to work for the sewing kit. inst:ListenForEvent( "finishedwork", function(inst, data) if(data and data.target and data.target.prefab=="dress") then if(data.action and data.action.id=="SEW") then if(inst and inst.components and inst.components.sanity) then inst.components.sanity:DoDelta(20) -- amount of sanity gain here inst.components.talker:Say("It feels nice to sew after a while...") end end end end ) I tried countless times to make this work with a bunch of references from other codes, but I can't seem to make it work as easy as it seems! I think it's the 'prefab' target that is set wrong, as I want all clothing to be affected, not a specific one. Does anyone have an idea how this works?
  13. my previous issue was solved, but now I'm having another issue with the autocompiler. i wanted to remove a few body parts of the sprite, so I replaced them with the cleared versions, opened up spriter, and the changes were made. I used the autocompiler, but when I went back into the game, the sprite didn't change. anyone know what went wrong?
  14. Sim Constructor is an utility mod, allowing mod makers a wide range of functions while maintaining compability. If a mod uses Sim Constructor everyone who uses that mod needs to have Sim Constructor installed as well. Steam Workshop Version Feel free to discuss the mod on our Discord: https://discordapp.com/invite/aQrXEse workshop-580661011.zip
  15. Version 1.2.0

    31 downloads

    Steam workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1116211359 This is my first client-side DST mod - it allows you to enable force-attack on 'f' and set ignored enemies. Ignored enemies won't be attacked by default. With force-attack enabled you can target all enemies with CTRL+'f', without - normal 'f' will target all hostile entities ^_^ Supported ignored enemies: walls ballons birds (except sleeping/frozen birds will be attacked anyway) spider dens Abigail Shadow Puppets Grumble Bees (for easy Bee Queen fight) shadows (for that sweet sweet Ancient Fuelweaver fight) I won't hide it, I got inspired by two great mods: Mod that inspired selective attacking: Improved Force Attack Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=661284815 Author: Hrafnár Mod that inspired forced attacks: Reverse Force Attack Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=369420067 Authors: Kazaki, star I took a look at their work and added functionalities I needed... no idea if they are ok with that I love their mods - they really did a great job, I just merged, re-organized and expanded it ^_^"
  16. I have been attempting to use this tutorial by Dana Adams but its nearly 5 years old and very difficult to follow if you are using more updated tutorials for character making like this one by dleowolf. Does anyone know of a more straight forward or updated tutorial?
  17. Im new to modding and i went a little bit too ambitious with my first mod and now im having troubles fixing bugs. most of them only happen on the client side, and works fine on the host's side. I have been working on a backpack that has a level system, the stats are working properly, however i wanted the item's name to be updated too when it is upgraded. The updated name only shows on the host's screen and the client just sees the default name. Another problem im having is that I wanted it to be upgraded when a specific item is inserted into the inventory and the bag is then closed for the upgrade to trigger. (the item is consumed). This works as intended on the host, but the client must drop the backpack for this to happen. Im thinking maybe there is a different event it can listen to to trigger the checking and upgrading functions? local function CheckForUpgrade(inst) local container = inst.components.container for i = 1, container:GetNumSlots() do local item = container:GetItemInSlot(i) or nil if item ~= nil and item.prefab == "screw" and inst.level < 5 then inst.level = inst.level+1 container:RemoveItemBySlot(i) applyupgrades(inst) end end end function applyupgrades(inst) inst.name = "Daihatsu +"..inst.level inst.components.equippable.walkspeedmult = 0.8+ inst.level * 0.02 + inst.penalty inst.components.armor.absorb_percent = 0.3 + inst.level * 0.04 end These are the functions im using to do the job, CheckForUpgrade triggered by ListenForEvent("onclose") Any help is appreciated, thanks.
  18. helloo, I'm looking for a fully modded playable character! I'd be able to commission someone in funds up to 50 USD and can also pay in art what I require : 8-month due date WIP pictures/videos every month High quality character, crisp lines and color; communication to fix any issues or bugs that may arise Free access to dialogue files, etc. SEEKING: Fully colored and rendered character model with animations One custom ‘attack’/technique Custom sanity, hunger and health levels; custom attack damage; custom movement speed Custom dialogue A piece of custom clothing One custom item Mod quality similar to that of this mod - https://steamcommunity.com/sharedfiles/filedetails/?id=687719731&searchtext=off Comment below or message me on my dA (lollipoplobsterlips) if you are interested! If I like your art and previous DST mods done by YOU, I’ll show you the character I’m looking to use for this mod, and we can talk specifics, price, etc. thanks!!
  19. Ok, so as you may or may not know, I've been thinking about making a character mod for quite some time now. This isn't a thread for me asking for a sprite! Just one to share my ideas I've been developing over the past few days (and the only other reason I'm starting this thread is because I may not get a response on my art threads about it so yeah). Ok first off, pictures of a hand drawn sprite (I was planning on digitally tracing) and a character "meme": (The perks, title, art and quote may differ in the future). Now if you know me/my persona well enough, you'll know she had fire powers. Not sure how that'll work for DS and DST but I recently thought of a solution. Obviously, the way DS works, she can't shoot fire directly from her hand so instead, how about a magical staff? I know what what your thinking, Dragon Mage doesn't have a staff or magical hand held item, right? Well earlier (like last year some time I think it was) she did actually have a staff but... I guess it just became obscure cos I never drew her with it. Plus it seemed kinda medieval-like as opposed to her modern look which did seem kinda weird. I guess she didn't really need it back then BUT anyway, back to the mod ideas. I thought in DS (much like Willow) it could be unlimited (however, having an unlimited fire staff does seem kinda OP don't you think? Well I'm still working out the details for that). As for DST, she could be nerfed a little, again like Willow with a limited source, except instead of lighter fluid how about mana? I was thinking about certain characters and how they have gauges for something like Woodie and his curse or a recent character mod I saw. Something to stop the mod users to go nuts. It does recharge slowly over time but there will be faster methods (not sure what yet. Maybe an item or actions like sleeping could help?) Idk, this idea still needs some development. Now, as for the sprites, I might be fine for the most part since I can trace over the Extended Character mod sprite. However, since the mod is a cat character, the head shape is a bit odd. Also Idk how I'm gonna do DM's hair. I could use a pony tail but... ugh, her hair has always been the downy, long flowing kinda hair. Idk. Anyway that's all I have for now. Feel free to leave suggestions! Or tell me to shut up, hide the thread and... keep to myself... ._. Please tell me I'm not the only one who's done this.
  20. [Hk]Config++

    Version 3.7.0

    70 downloads

    Steam workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=655377781 GitLab link: https://gitlab.com/hekkaryk/dst-hk-config/tree/master Newest update on remote GitLab repo first then on Steam Workshop then here. Not enough config options in vanilla game? This mods adds: - stack size config - no food spoil in icebox - no fire spread - quick pick - craftable animals (birds, rabbits, moleworms, bees - forgot to add mosquitos) - craftable plants (no reeds) - craftable McTusk drop - craftable gears, Wigfrid items - 1 hit chopping and mining (compatible with mods that increase drop) - configurable light/flingo duration - configurable armors/clothes/tools/weapons durability - ... and much more! Everything can be turned off* and (sometimes) configured * please note that changes of durability configuration will NOT apply to items created with previous settings! DST stores each item statistics. There was some severe issues with even simplest attempts to make Thermal Stones infinite (Stale Component Reference error after 750+ days...) so for now they durability can only be increased (up to 100 uses) not removed. Link to previous version here (provided in case of any new bugs). There was WAY too many config options to desribe here so I'm just removing recipes section at all. 50+ item recipes in total, each with 3 different difficulty setting - that took me while Known bugs [rare] [lag] There is a bug within Klei logic regarding hot/warm Thermal Stone's light emiting (at least I think so?) - I recommend limiting usage of extended durability of those on dedicated/long running servers (or chilling Thermal Stones once in a while, that might help) - possible medium lag and nasty "Stale component reference" tens of times in server log if bug will occur. Bug hard to replicate - may never occur, may occur since Day 1. Might also occur without this mod [always(?)] [no lag -> severe lag (if overabused/releasing whole stacks of animals at once)] Crafting and killing animals will yield more resources that it took to make one. [always] [no lag] There are no chess pieces sketches icons therefore random pictures are shown instead. Credits I would like to thank modders whose code I stole referenced in this mod: Increased Stack size by ChaosMind42 - pickable animals & stack size part Customizable Telltale Heart by Snowhusky5 - Telltale Heart recipe alteration part Definitely go check out their mods (especially Customizable Telltale Heart if you are looking for more control)! Also, I saw general "adding recipe code" in waaay too many mods to point out where did I took mine from (I think I also read some forum posts) Same goes with options menu (it's not like I could come up with my own since DST comes up with it's own API). For the rest of stuff mod does - it's basically overriding tuning.lua values. I also used some hackish tricks to pack up selection choices (mod does arythmetics operations on selected option number instead of having list of 8 conditional checks - not really important tho)
  21. EDIT: nevermind! I figured out what was wrong! A) The reason the krane output was bugged is because some of the textures were used for more than one frame and it didn't realize this so it exported them with weird names and the build didn't reuse anything. I was able to fix this by duplicating some frames in the scml in notepad++. (I ended up duplicating the textures instead later, just for future uses) B) The BUILD animation in the scml has to have only a single frame in order for the anim to not override the normal ingame anim. Once I fixed that it started using the frames properly. (it was also possible to just delete anim.bin from the zip file that was output but having to do that every time I recompiled would be tedious.) Since it doesn't seem like there's any other resources for this problem, I'll be posting a template axe for future modders who have trouble with this once I'm done working on it. ORIGINAL POST: I'm trying to make a custom axe. I followed the "handslot item from scratch" tutorial and it worked pretty well for my spear, but it doesn't explain how to do anything that has more than one frame in its movements. I tried decompiling the axe build into an scml project with krane to look at it, and while it did get the symbols out, the output seemed to be pretty buggy in terms of build data. When I tried copying the data from that (pivot points etc) from that into the custom build to see if it worked, it did animate but they were in the wrong order and not all the frames were showing properly. I haven't been able to find any templates for axes, I'm not personally aware of any mods that add axes with custom graphics, and I've only see one other question about this problem which went unanswered. So basically I'm wondering whether anyone could tell me how to get a custom axe that actually looks right. (I've attached the swap anim so people can look at it. It's using the normal axe frames right now, I wanna get the anim to work before I start making the textures)
  22. Hello, modders and skin fanatics alike! After a very long time working on it, I'm happy to announce a brand new mod API that allows one to create their very own skins for their modded characters and items! You can find the mod on the Steam Workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=835602689 WARNING: This mod is only to be used to create skins for modded characters/items. Klei strongly forbids the use of modders creating skins for any official character/item. If any mod is found using code from this mod in order to skin official characters/items it will be reported on sight. How To Use: Very special thanks to: @Kzisor who's Additional Dressware mod inspired the creation of this mod! @Dudedude who helped out with the assets. @PeterA who walked me through a lot of the Dos and Don'ts so that I wasn't stepping over any lines! @Blueberrys who made the Persistant Data module that helped make this possible. Can be found here: For anyone wanting to skin their modded characters here are the skin portrait backgrounds! Some frequently asked questions: (If you have any more questions post them down below! I'll reply as soon as I can!) Can I skin Wilson or any other official character? No, Peter has told me to make sure that everybody is very aware that this is off limits... We've been given a gift so let's not squander it! How do I use it? The tutorial is up above! It has all the usable functions inside and how to use them! Please don't rip the code and put it in your mod through... Make sure that when you upload your mod you add this mod as a required item. (It is set up this way so that the same code doesn't run multiple times if someone has multiple mods that have skins!) What is an API? An API (Application Programming Interface) is a set of functions which allows you to use advanced techniques without having to write your own code or copy/paste the code in your mod... In order to use this API you must add this mod as a requirement on your mods workshop page. Can I make clothing? No, that is off limits. (and it'd also require a lot of extra code that is not supplied within the mod...) I found a mod that skins official items/characters! What should I do? If it is not the playable pets mod (They technically have the go-ahead to skin the playable mobs) then please immediately report it! We don't want to force Klei's hand and have Modded Skins shut down. What if I made a rip-off character of one of the official characters and skinned that? Still off limits because it is still Klei's character. (even after you change one letter in the name) So this is also prohibited and must be reported if anyone is found doing this! Can this be used to give myself official skins? At the moment I'm more than certain that this is impossible... However, if a way is found to do this using my mod then it's more a fault of Klei's (for leaving a hole in skin restrictions) and not mine because all I did was some UI hacking. What mods are currently using this to make skins? Check out @Chris1488's Modded Skins thread! He's going to try his best to stay on top of what mods get skins and he'll be updating his thread whenever he possibly can! Is mayonnaise an instrument? I'm... not entirely sure? I guess you could make a song using only sounds made by a tub of mayonnaise... But then again you could technically do that with almost everything! So I propose a counter-question. Does that mean that everything is an instrument?
  23. The topic pretty much says it all - I have an existing mod that works fine, but I want to make some parts configurable. I looked at the tutorials, but either I am not noticing it, or there aren't any about making mods configurable. Can anyone point me to a tutorial on how to do this? Thank you
  24. EDIT: Okay, she's gotten an update! I tried to take the feedback into account and added the hunger rate scaling + sanity resistance stuff that was discussed, and I also made the sanity cost an over-time instead of instant. I also finally fixed that crappy portrait. full details are on the workshop post. Pre Aug 2: I'm close to finishing my first character mod! You can find info on it here: http://steamcommunity.com/sharedfiles/filedetails/?id=975191969 I'd like to know if anyone has any feedback besides the poll I've posted.
  25. Hey! I am working on an Abigail mod, and I want Abigail's Flower to be removed from Wendy's inventory (and have that be enabled or disabled in the config menu), but I'm having trouble achieving this. I will include the zip! All the code for Wendy is in the modmain.lua. Here's the relevant part from the file (the recipe part definitely works, it's the actual inventory item that refuses to leave): Abbyv5.5.zip