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Oxygen Not Included

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  1. ONI-Modloader A modloader for Oxygen Not Included based in Harmony. It allows to load mods contained in independent dll files. Please refer to the following github Readme for updated information and instructions: https://github.com/javisar/ONI-Modloader/ If you want to contribute, there are a list of ideas and requested mods here: https://github.com/javisar/ONI-Modloader/issues We'd greatly appreciate to fill the templates for bugs and features: https://github.com/javisar/ONI-Modloader/issues Disclaimers Please DON'T REPORT BUGS to Klei while mods are active. BE AWARE that many of the mods are still a WIP and may fail. If you are having problems use a clean ONI installation and try to test the mods one by one to narrow the error. Then post a issue in github. We do not take any responsibility for broken saves or any other damage. Use this software at your own risk. If you load a savegame, it requires that you have exactly the same mods when you saved it. This project uses source code of and is based on: Harmony, ModLoader Install, Besiege Modloader, OnionPatcher Latest release: ONI-Modloader v0.5.1b. Compiled for Q1-303707 (Klei Master branch). May fail in the following ONI updates. Community Mods Javisar's Mods - Forum Cairath's Mods - Forum RainbowDesign's Mods - Forum MidnightSteam's Mods - Forum MooreDavid's Mods - Forum Sijko's Mods - Forum Blindfold's Mods - Forum EtiamNullam's Mods - Forum Installation Quick Start Installation Uninstallation Change Log Creating a Mod Harmony/ONI Tutorials
  2. I was making a custom character mod for DST following the steps on this link http://dont-starve.surge.sh/ Everything was going fine until i got to the "Compiling Art" topic, I did everything he said and when I opened the game to test the mod the game crashed everytime i clicked on "Host Game" or "Mods", I dont have any other mods for DST so I know the problem comes from the one I'm making, I didn't wanna start making the mod all over again knowing that the same thing could happen and I really wanted to play with my mod. here is the game log: [00:00:00]: System Memory: Memory Load: 50% Available Physical Memory: 4025m/8154m Available Page File: 3704m/9434m Available Virtual Memory: 3946m/4095m Available Extended Virtual Memory: 0m [00:00:00]: Process Memory: Peak Working Set Size: 31m Working Set Size: 31m Quota Peak Page Pool Usage: 264k Quota Page Pool Usage: 262k Quota Peak Non Paged Pool Usage:19k Quota Non Paged Pool Usage: 19k Page File Usage: 6m Peak Page File Usage: 6m [00:00:00]: PersistRootStorage is now APP:Klei//DoNotStarveTogether/ [00:00:00]: Starting Up [00:00:00]: Version: 305472 [00:00:00]: Current time: Sun Feb 17 17:34:42 2019 [00:00:00]: Don't Starve Together: 305472 WIN32_STEAM [00:00:00]: Build Date: 3753 [00:00:00]: Parsing command line [00:00:00]: Command Line Arguments: [00:00:00]: Initializing distribution platform [00:00:00]: Initializing Minidump handler [00:00:00]: ....Done [00:00:00]: Steam AppBuildID: 3503077 [00:00:00]: ....Done [00:00:00]: PersistUserStorage is now APP:Klei//DoNotStarveTogether/ [00:00:00]: Fixing DPI [00:00:00]: ...Done [00:00:00]: THREAD - started 'GAClient' (892) [00:00:00]: CurlRequestManager::ClientThread::Main() [00:00:00]: Mounting file system databundles/klump.zip successful. [00:00:00]: Mounting file system databundles/shaders.zip successful. [00:00:00]: Mounting file system databundles/fonts.zip successful. [00:00:00]: Mounting file system databundles/anim_dynamic.zip successful. [00:00:00]: Mounting file system databundles/bigportraits.zip successful. [00:00:00]: Mounting file system databundles/images.zip successful. [00:00:00]: Mounting file system databundles/scripts.zip successful. [00:00:02]: ProfileIndex:5.17 [00:00:02]: [Connect] PendingConnection::Reset(true) [00:00:02]: Platform: 1 [00:00:02]: THREAD - started 'Ping Job Thread' (9656) [00:00:02]: Network tick rate: U=15(2), D=0 [00:00:02]: Authorized application C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\bin\dontstarve_steam.exe is enabled in the firewall. [00:00:02]: WindowsFirewall - Application already authorized [00:00:02]: THREAD - started 'StreamInput' (1380) [00:00:02]: loaded ping_cache [00:00:02]: Offline user ID: OU_76561198225107968 [00:00:02]: SteamID: 76561198225107968 [00:00:02]: Failed to communicate with routing cluster 'ggru'. [00:00:02]: Failed to communicate with routing cluster 'ghel'. [00:00:02]: HardwareStats: OS name Microsoft Windows 10 Home Single Language version 10.0.17134 architecture 64 bits platformSpecific SP 0.0 CPU numCores 2 features SSE,SSE2,SSE3,SSSE3,SSE41,SSE42,AVX name Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz manufacturer GenuineIntel clockSpeed 2601 RAM megsOfRam 8192 GPU name NVIDIA GeForce GT 640M driverDate 20170501000000.000000-000 megsOfRam 1024 refreshRate 59 videoModeDescription 1366 x 768 x 4294967296 cores driverVersion 22.21.13.8205 [00:00:02]: cGame::InitializeOnMainThread [00:00:02]: WindowManager::Initialize [00:00:02]: CreateWindow: Requesting 1366,768 - 5/6/5 - -1/-1/-1 - 0 [00:00:02]: Failed to communicate with routing cluster 'iad'. [00:00:02]: CreateEGLContext: 12 configs found [00:00:02]: 0: 8/8/8 - 0/ 0/ 0 - 0 [00:00:02]: 1: 8/8/8 - 0/16/ 0 - 0 [00:00:02]: 2: 8/8/8 - 0/24/ 0 - 0 [00:00:02]: 3: 8/8/8 - 0/24/ 8 - 0 [00:00:02]: 4: 5/5/5 - 0/ 0/ 0 - 0 [00:00:02]: 5: 5/5/5 - 0/16/ 0 - 0 [00:00:02]: 6: 5/5/5 - 0/24/ 0 - 0 [00:00:02]: 7: 5/5/5 - 0/24/ 8 - 0 [00:00:02]: 8: 8/8/8 - 8/ 0/ 0 - 0 [00:00:02]: 9: 8/8/8 - 8/16/ 0 - 0 [00:00:02]: 10: 8/8/8 - 8/24/ 0 - 0 [00:00:02]: 11: 8/8/8 - 8/24/ 8 - 0 [00:00:02]: WindowManager::SetFullscreen(0, 1366, 768, 60) [00:00:02]: GLInfo [00:00:02]: ~~~~~~ [00:00:02]: GL_VENDOR: Google Inc. [00:00:02]: GL_RENDERER: ANGLE (NVIDIA GeForce GT 640M) [00:00:02]: GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249) [00:00:02]: GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249) [00:00:02]: THREAD - started 'WindowsInputManager' (6700) [00:00:02]: OpenGL extensions (19, 19): [00:00:02]: GL_ANGLE_depth_texture [00:00:02]: GL_ANGLE_framebuffer_blit [00:00:02]: GL_ANGLE_framebuffer_multisample [00:00:02]: GL_ANGLE_instanced_arrays [00:00:02]: GL_ANGLE_pack_reverse_row_order [00:00:02]: GL_ANGLE_texture_compression_dxt3 [00:00:02]: GL_ANGLE_texture_compression_dxt5 [00:00:02]: GL_ANGLE_texture_usage [00:00:02]: GL_ANGLE_translated_shader_source [00:00:02]: GL_EXT_read_format_bgra [00:00:02]: GL_EXT_robustness [00:00:02]: GL_EXT_texture_compression_dxt1 [00:00:02]: GL_EXT_texture_format_BGRA8888 [00:00:02]: GL_EXT_texture_storage [00:00:02]: GL_OES_get_program_binary [00:00:02]: GL_OES_packed_depth_stencil [00:00:02]: GL_OES_rgb8_rgba8 [00:00:02]: GL_OES_standard_derivatives [00:00:02]: GL_OES_texture_npot [00:00:02]: GL_MAX_TEXTURE_SIZE = 16384 [00:00:02]: GL_MAX_TEXTURE_IMAGE_UNITS = 16 [00:00:02]: GL_MAX_RENDERBUFFER_SIZE = 16384 [00:00:02]: GL_MAX_VIEWPORT_DIMS = 16384, 16384 [00:00:02]: GL_MAX_VARYING_VECTORS = 10 [00:00:02]: GL_MAX_VERTEX_ATTRIBS = 16 [00:00:02]: GL_MAX_VERTEX_UNIFORM_VECTORS = 254 [00:00:02]: GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 4 [00:00:02]: GL_MAX_FRAGMENT_UNIFORM_VECTORS = 221 [00:00:02]: 4 compressed texture formats [00:00:02]: texture format 0x83f0 [00:00:02]: texture format 0x83f1 [00:00:02]: texture format 0x83f2 [00:00:02]: texture format 0x83f3 [00:00:03]: Communications with routing cluster 'iad' established. [00:00:04]: Ping measurement completed [00:00:04]: Ping location: gru=46+4,scl=171+17/98+4,lim=189+18/128+4,iad=138+13,atl=149+14,ord=159+15/152+13,okc=166+16,lax=204+20/193+14,sea=207+20/201+13,lhr=242+24/210+13,fra=233+23/228+13,sgp=373+37/376+28 [00:00:04]: Renderer initialize: Okay [00:00:05]: AnimManager initialize: Okay [00:00:05]: Buffers initialize: Okay [00:00:05]: cDontStarveGame::DoGameSpecificInitialize() [00:00:05]: GameSpecific initialize: Okay [00:00:05]: cGame::StartPlaying [00:00:05]: LOADING LUA [00:00:05]: DoLuaFile scripts/main.lua [00:00:05]: DoLuaFile loading buffer scripts/main.lua [00:00:05]: taskgrouplist: default Together [00:00:05]: taskgrouplist: classic Classic [00:00:05]: taskgrouplist: cave_default Underground [00:00:05]: taskgrouplist: lavaarena_taskset The Forge [00:00:05]: taskgrouplist: quagmire_taskset The Gorge [00:00:05]: running main.lua [00:00:05]: loaded modindex [00:00:05]: ModIndex: Beginning normal load sequence. [00:00:06]: Event data unavailable: lavaarena_event_server/lavaarena_achievement_quest_defs [00:00:08]: LOADING LUA SUCCESS [00:00:08]: PlayerDeaths loaded morgue 6252 [00:00:08]: PlayerHistory loaded player_history (v2) len:6628 [00:00:08]: ServerPreferences loaded server_preferences 2 [00:00:08]: bloom_enabled true [00:00:08]: loaded saveindex [00:00:08]: OnFilesLoaded() [00:00:08]: OnUpdatePurchaseStateComplete [00:00:08]: Klump load on boot started. [00:00:08]: Klump files loaded: 0 [00:00:10]: Load FE [00:00:10]: Load FE: done [00:00:10]: THREAD - started 'FilesExistAsyncThread' (12040) [00:00:10]: FilesExistAsyncThread started (20447 files)... [00:00:10]: OnLoadPermissionList: APP:Klei//DoNotStarveTogether/client_save/blocklist.txt (Failure) [00:00:10]: OnLoadPermissionList: APP:Klei//DoNotStarveTogether/client_save/adminlist.txt (Failure) [00:00:10]: OnLoadUserIdList: APP:Klei//DoNotStarveTogether/client_save/whitelist.txt (Failure) [00:00:10]: [MOTD] Downloading info [00:00:10]: SimLuaProxy::QueryServer() [00:00:10]: ModIndex: Load sequence finished successfully. [00:00:10]: Reset() returning [00:00:13]: [MOTD] Downloading image for box1 [00:00:15]: [Steam] Auth Session Ticket requested... [00:00:16]: [Steam] Got Auth Session Ticket [00:00:16]: [MOTD] Done Loading. [00:00:17]: [200] Account Communication Success (3) [00:00:17]: Logging in as KU_qaTCHkft [00:00:18]: There is no active event to get the status of. [00:00:18]: loaded inventory_cache_prod [00:00:18]: loaded inventory_cache_prod [00:00:20]: Getting top mod details... [00:00:21]: unexpected end of data If someone knows how to fix this please help me!
  3. 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.
  4. Unnatural Selection is a community-made mod with enough content to be comparable to a DLC. It plans to add all kinds of new mobs, items, characters, biomes and events. The project is very ambitious and we plan to stick to it until the end. Below, you can find general information about the mod. Follow The Mod:Discord: https://discord.gg/RKSUcvtSteam: http://steamcommunity.com/groups/us_collab US Wiki (WIP): http://unnatural-selection.wikia.com/wiki/Unnatural_Selection_Wiki Planned Features: Developer List: @Fidooop: Lead developer, project manager, and programmer@ImDaMisterL: PR manager and strings@spiderdian: Artist and animator@Dudedude: Artist, animator, sound designer, musician, and string writer@halfrose: Artist and animator@Chris1488: Head playtester @Jpianist: Musician Contributor List: Important Threads: Videos:
  5. I've been modding for a while, posting some mods in several threads or discord, finally decided to create a thread and share everything with y'all! Repository link: https://github.com/Cairath/ONI-Mods Mods require modloader: https://forums.kleientertainment.com/forums/topic/88186-mod04-oni-modloader Feel free to ask questions/leave feedback. Enjoy Encountered a bug? Shoot here! https://github.com/Cairath/ONI-Mods/issues Due to having over 35 mods it's become awful to keep their list maintained in two places. Full list of mods with their descriptions is here: https://github.com/Cairath/ONI-Mods/blob/master/README.md Discord: https://discord.gg/7wNFaVd (for people interested in the development of my mods or website, or help with modding in general) Download & installation To use the mods you need to install ONI-ModLoader using instructions available here: https://github.com/javisar/ONI-Modloader#installation Compiled mod files are available for download in the modfiles folder. Once the Modloader is installed the mod files (*.dll) should be placed in the Mods folder created by the ModLoader in the game root directory. Disclaimer & network connection My mods ping my server so I can see some statistics which mods are used the most. You don't need internet connection (it just won't ping the server if it can't) and I do NOT store any personal info - just the mod name and the timestamp when it was used in someone's game.
  6. Etiam's Modpack After a long delay I've decided to resurrect my modpack that was previously known as MaterialColor. Luckily the mods were kept alive under javisar's wings and now with Harmony and the ModLoader everything is so much easier to manage. This modpack requires the javisar's ModLoader Detailed informations, previews and download can be found on my repository: Etiam's ONI Modpack @ GitHub Or you can use this direct link: Download Issues, requests and bug reports should be kept on GitHub Issues, but lets not be too strict about it You can also reach me out on Discord: EtiamTinciduntNullam#4455 Any feedback is much appreciated.
  7. Howdy youdy dowdy! I'm here to present to you all a little project I'm working on! Currently I'm calling it: The Living Forest. It's a mod pack that I plan to have add at least 13 different characters that are all based on DS's trees! A rather odd pick, I'll agree there, but a unique one, I feel. I currently have 1 character almost finished and in public testing, and that one happens to be the Mushtree. In this thread, I'll continue to post concepts and updates for all the characters as they come along in progress! I decided to move here to the forums to soak up some interest. Figured while I worked I could see what you all had in mind, perk wise and new content wise! With that said, I'm excited to share this with everyone. Link to the mod is here! https://steamcommunity.com/sharedfiles/filedetails/?id=1645224781&searchtext= And those concepts I mentioned are in the spoilers! SW Trees: Hamlet Trees: DST Trees: Thanks for lookin'. ;D (P.S None of this is finished! Stare at with a grain of salt!)
  8. Is there any way to slow down the animation or at least make little cooldowns between performing few of them? Im using this code to make full dab emote by using /dab command on chat if GetModConfigData("LANG") == "english" then GLOBAL.AddModUserCommand("Hidden Name Mod", "dab", { prettyname = function(command) return "dab emote" end, desc = function() return "Perform an emote!" end, permission = "USER", params = {}, emote = true, slash = true, usermenu = false, servermenu = false, vote = false, serverfn = function(params, caller) local player = GLOBAL.UserToPlayer(caller.userid) if player ~= nil then player:PushEvent("emote", { anim = "emote_dab_pre", randomanim = true }) player:PushEvent("emote", { anim = "emote_dab_loop", randomanim = true }) player:PushEvent("emote", { anim = "emote_dab_pst", randomanim = true }) end end, localfn = function(params, caller) local player = GLOBAL.UserToPlayer(caller.userid) if player ~= nil then player:PushEvent("emote", { anim = "emote_dab_pre", randomanim = true }) player:PushEvent("emote", { anim = "emote_dab_loop", randomanim = true }) player:PushEvent("emote", { anim = "emote_dab_pst", randomanim = true }) end end, }) end It's working but animation is really "quick" or sharp i would say. Maybe sth like ~~Event:DoTaskInTime(1) might work but i don't know how to implement it Any help please
  9. Hi guys! Is there any simple way that I can make a monster creature (frog for example) to not attack my mod character as long as I don't attack it? For example, I'd like frogs to do nothing / ignore when my mod character is nearby, just like how normally a beefalo behaves, or like how spiders behave to Webber? I'm very new to coding and if you can point out which file(s) I should go and how to edit that'd be very nice. Thank you!
  10. There is a flaw in the way tasks are being assigned which makes it impossible (or at least I havent found a way) to arrange compactors in a way that hot, or probably hot materials are being delivered in one place, the normal temperature materials in the other. The flaw is that even if you put the compactor on the surface, so it will be closer to the material you are sorting / delivering, duplicants will sometimes choose compactors far from the material they are "compacting". This is because the material on the floor triggers the dupe to deliver it, but the dupe looks for compactors with highest priority around himself/herself, and not around the material. This ends up making dupes carry stuff 100 blocks or more away from the reasonable choice and in case of hot materials, infecting the otherways nice and cool compactors with heat. Same is with low temperature materials. It pains me to see that -40 celsius granite gets mixed with +40 celsius material as if I could (without fault) arrange my cold material to compactors in specific locations I could use them to cool water tanks, cool the base, etc. If we had a min / max temperature setting for a compactor I could successfully keep the hot and cool stuff where it belongs, set up automations, to cool what i need to cool, to farm them as heat source or coolant.
  11. [DST] Ganja Mod

    Version 1.1

    1,024 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
  12. Hello. Is there any way to make a character-specific item? I have added a healing item to my mod character and I want it to be usable only by my character. If any other players need healing, they have to get closer to my mod character and healed by him. The item itself does not spoil. What I'd like the item to be is it can be picked up by other players, but they are unable to use the item and it will soon be spoiled (I'm guessing the spoiling action can be added using inst:AddComponent("perishable")?) However, if that's very complicated to achieve (for a beginner like me), is there a way that can make other players be unable to pick up this item? Thanks.
  13. Hi, I have just followed the amazing step by step guide to make a shavable hair for my character. I have done a few changes to the code and the game shuts down every time I tried to shave. My changes were: 1. Made all beard images in the exported file empty (the files are still there, I only erased the drawings in an image editing tool because I don't want that growing hair to be visible in the game) 2. I changed the loot from beard hair to one of my custom item named 'giornohair'. When the warning page shows up, I can see in the game that this 'giornohair' item is dropping. This is the warning page (the yellow thing above my character is his blond hair 'giornohair') These are the codes I got from the tutorial And the tutorial I was following is this one https://forums.kleientertainment.com/forums/topic/52689-an-idiots-guide-to-growing-custom-facial-hair/
  14. Hello everybody, I'm looking to finish the programming aspects of a character and need some help if possible. Below I will list the ideas I need help programming in order of least to most difficulty. I will also provide the latest character files and update this thread as it progresses. 1-3: Reasonable, 4: Difficult, 5-6: Insane. Is a vegetarian. [Complete] Loses sanity upon killing friendly mobs. (Edit: 5 sanity per kill) Picks things in half the time. Scared of non-nightmare aggressive mobs. (Same as Wolfgang's rate) Show specific locked recipes. Specifically those of a certain crafting tier. Once every 15 seconds you emote, heal 1 HP to all other nearby players. Thanks in advance for taking the time to look at this topic! Character Analysis.txt Update.zip
  15. Trevice's Mods Lair These is a compilation of my Oxygen Not Included mods based in Harmony. For use with ONI-Modloader. For an update list and description of these mods, check here: https://github.com/javisar/ONI-Modloader-Mods We'd greatly appreciate to fill the templates for mods bugs: https://github.com/javisar/ONI-Modloader-Mods/issues Disclaimers Please DON'T REPORT BUGS to Klei while mods are active. BE AWARE that many of the mods are still a WIP and may fail. If you are having problems use a clean ONI installation and try to test the mods one by one to narrow the error. Then post a issue in github. We do not take any responsibility for broken saves or any other damage. Use this software at your own risk. If you load a savegame, it requires that you have exactly the same mods when you saved it. Latest releases Mod Installation Mod List Check these link to more detailed descriptions and howto's. AllBuildingsDestroyableMod: Allows to construct on top of Gravitas furniture. Also POI's buildings are no longer invincible. BuildableAETNMod: Makes the AETN buildable and researchable. 20k Refined Metal. There is no preprint sprite. CameraControllerMod: Enable further zoom-outs in play and dev mode. CustomWorldMod: Enables the player to user custom world sizes. Edit the OnionConfig.json file for changes (taken from Onion patcher). FastModeMod: Duplicants will build an dig very fast. FluidPhysicsMod: Overwrite some fluids molar mass to make them equal, this produces more mixing. Very Experimental. FluidWarpMod: Teleports liquids and gases between places. InstantResearchMod: Forces instant research without Debug mode. InverseElectrolyzerMod: Combines hydrogen and oxygen into steam. NoFixedTemps: The output fluid temperatures of the machinery depends on the input (Except AirFilter, AlgaeTerraium and PacuCleaner). SpeedControlMod: Fast Speed x10 set to behave like Ultra Speed in debug mode. SuperMinerMod: Digging drops the complete cell mass. ZeroPointModuleMod: A battery that gets unlimited energy from the vacuum. ONI-Common: Common code. Provides config load/save functionality, logger, help tools. Required by these mods. BuildingModifier: Allows to modify building attributes. EXPERIMENTAL NoDamageMod: Disables various damages in game. Overload, Overheat, boiling, cold, buildings. RoomSizeMod: Recognizes rooms (count cells) to a room size maximum of 1024. Configure maximum room sizes. WorldGenReloaded: Changes geysers properties, frequency and allowed zones. EXPERIMENTAL.
  16. Now DST have some kind of acceptable amount of viewers on Twitch so why not to fix old mod:"Twitch Plays Together" on workshop? It will make some funny content and maybe attract some viewers and streamers too. I don't know about author of this mod, but his nickname is "KleiFish" so I suppose that it is Klei official mod. If it not why not to make mod like that, but fixed?
  17. Hi, TL;DR : If anyone knows a MOD to remove Regolith, or has any interest in creating one, you're the dude I'm looking for. Please do not say 'just use sandbox' / whatever you think is best. So, my colony is 3000 cycle old, everything is perfect, in a perfect world, except for those damn regolith, from the old update, which are reallllyyy being extremely difficult to handle in terms of lag. Make sense, considering that I have 50,000 tons of this cursed material. Yeah, 50K tons (don't worry, they are vacuum sealed). While I do have access to a very hot copper volcano (2200-2400 Celsius degrees hot) and a few dozen 4t liquid copper tiles, it would probably end up...cold with that much Regolith. Probably, cause I haven't done the math ( ). And even if it would, I would still have to deal with lots of magma to send to space. Not ideal, to say the least, without even considering the amount of time that would require. Of course, enabling sandbox would be easy, I would erase all of it with the magical button... But I have managed to survive and create a great colony without enabling the sandbox mode, and once activated, the setting is persistent (I should probably add a sad kitty picture here. Or a sad pony). So, if any of you guys know a mod / or would be interesting in creating one (a man can only dream), that would be much appreciated. Even a very "simple" mod that would implement a device/station that would take like 20t of regolith as input and produce nothing would be more than acceptable, considering how desperate I am. Only need that regolith to disappear, and my save to be...safe, and happy. We all know how important it is, to make a save file happy. Cheers from the invaded-by-regolith-colony. PS : in term of optimization, I do know about the (great) mod regarding daily reports, but I'm really interested in getting rid of this old space madness.
  18. Steam Workshop Page Let you set starting items you want. Ultimately. You can give any items(including mods'), unlock certain recipes or even the amount of status on any situation like when the player joins the server at first or nighttime, daytime, certain seasons.. and so on. Read howto.txt in the mod folder for more information. Your Mod Folder is at : (DST Install Folder)/mods/workshop-1627929571/ Your modoverrides.lua is at : Documents/Klei/DoNotStarveTogether/(userid/)Cluster_#/ This mod let everyone to get 1 torch when it's nighttime and the player is respawned by Portal, Touchstone or Meat Effigy. Preset - Season Starting Items++ Preset - Character Starting Items ++ Preset - Admin preset
  19. I am making a case of bees that will summon bees. The only issue I am having with this, is making it appear when equipped or dropped. It is currently invisible. THE only issue I see is that the zip files in the ANIM folder (when uncompressed) do not have Atlas-1.tex. caseofbees.zip ground_caseofbees.zip swap_caseofbees.zip caseofbees.scml caseofbees.zip ground_caseofbees.scml ground_caseofbees.zip swap_caseofbees.autosave.scml swap_caseofbees.scml swap_caseofbees.zip caseofbees.tex caseofbees.xml modicon.tex modicon.xml modicon.tex modicon.xml modinfo.lua modmain.lua caseofbees.lua
  20. Hi, So yesterday i found this really cool mod called Auto Fuel Supplier but it is only for ds. And i wondered if anyone could port it to dst? I dont know anything aboutmodding so i cant do it myself. I uploaded modfiles. Auto Fuel Supplier.zip
  21. Shave Ewecus

    Hi, So i wanted to make Ewecus shaveable so I did this: inst:AddComponent("beard") inst.components.beard.bits = 3 inst.components.beard.daysgrowth = TUNING.BEEFALO_HAIR_GROWTH_DAYS + 1 inst.components.beard.onreset = OnResetBeard inst.components.beard.canshavetest = CanShaveTest inst.components.beard.prize = "steelwool" inst.components.beard:AddCallback(0, OnShaved) inst.components.beard:AddCallback(TUNING.BEEFALO_HAIR_GROWTH_DAYS, OnHairGrowth) But wanted to get phlegm as well on shaving. What do i need to add? Thanks!
  22. Shave Ewecus

    Hi, So i wanted to make Ewecus shaveable so I did this: inst:AddComponent("beard") inst.components.beard.bits = 3 inst.components.beard.daysgrowth = TUNING.BEEFALO_HAIR_GROWTH_DAYS + 1 inst.components.beard.onreset = OnResetBeard inst.components.beard.canshavetest = CanShaveTest inst.components.beard.prize = "steelwool" inst.components.beard:AddCallback(0, OnShaved) inst.components.beard:AddCallback(TUNING.BEEFALO_HAIR_GROWTH_DAYS, OnHairGrowth) But wanted to get phlegm as well on shaving. What do i need to add? Thanks!
  23. Hello! I'm reworking my Webber mod: Note: the non-steam link on that post is outdated as of now. So instead of doing everything on the modmain file, I was basically overwriting the prefabs' scripts that I needed to change a thing or two. Of course, that makes so it's not compatible with some mods. I studied Lua and DST's files a bit better and began to move everything that I needed from the prefab files to my modmain. So far so good. Nearly everything works as it should, as I'm using AddPrefabPostInit to change/add functions to the prefabs that I need. However, I came across a problem. I'm changing the bat prefab in this way: AddPrefabPostInit("bat", function(inst) local function RetargetMod(inst) local ta = inst.components.teamattacker local newtarget = GLOBAL.FindEntity(inst, TUNING.BAT_TARGET_DIST, function(guy) return inst.components.combat:CanTarget(guy) end, nil, {"bat", "spider"}, {"character", "monster"} ) if newtarget and not ta.inteam and not ta:SearchForTeam() then MakeTeamMod(inst, newtarget) end if ta.inteam and not ta.teamleader:CanAttack() then return newtarget end end local function ShouldAcceptItem(inst, item, giver) return giver:HasTag("batwhisperer") and inst.components.eater:CanEat(item) end local function OnGetItemFromPlayer(inst, giver, item) if inst.components.eater:CanEat(item) then inst.sg:GoToState("eat_loop", true) for i = GetModConfigData("poopbats"),1,-1 do GLOBAL.SpawnPrefab("guano").Transform:SetPosition(inst.Transform:GetWorldPosition()) end end end local function MakeTeamMod(inst, attacker) local leader = GLOBAL.SpawnPrefab("teamleader") leader.components.teamleader:SetUp(attacker, inst) leader.components.teamleader:BroadcastDistress(inst) end if GetModConfigData("dietbats") == 0 then inst.components.eater:SetDiet({ GLOBAL.FOODTYPE.MEAT }, { GLOBAL.FOODTYPE.MEAT }) elseif GetModConfigData("dietbats") == 1 then inst.components.eater:SetDiet({ GLOBAL.FOODTYPE.MEAT , GLOBAL.FOODTYPE.VEGGIE , GLOBAL.FOODTYPE.SEEDS, GLOBAL.FOODTYPE.GENERIC }, { GLOBAL.FOODTYPE.MEAT , GLOBAL.FOODTYPE.VEGGIE , GLOBAL.FOODTYPE.SEEDS, GLOBAL.FOODTYPE.GENERIC }) elseif GetModConfigData("dietbats") == 2 then inst.components.eater:SetDiet({ GLOBAL.FOODGROUP.VEGGIE , GLOBAL.FOODTYPE.SEEDS}, { GLOBAL.FOODGROUP.VEGGIE , GLOBAL.FOODTYPE.SEEDS}) end inst:AddComponent("sanityaura") inst.components.sanityaura.aurafn = CalcSanityAura inst.components.sanityaura.aura = -TUNING.SANITYAURA_MED inst:AddComponent("trader") inst.components.trader:SetAcceptTest(ShouldAcceptItem) inst.components.trader.onaccept = OnGetItemFromPlayer inst.components.combat:SetRetargetFunction(3, RetargetMod) end) It nearly works 100%. The only issue I came across is within the RetargetMod function. The default bat function is this: local function MakeTeam(inst, attacker) local leader = SpawnPrefab("teamleader") leader.components.teamleader:SetUp(attacker, inst) leader.components.teamleader:BroadcastDistress(inst) end local function Retarget(inst) local ta = inst.components.teamattacker local newtarget = FindEntity(inst, TUNING.BAT_TARGET_DIST, function(guy) return inst.components.combat:CanTarget(guy) end, nil, {"bat"}, {"character", "monster"} ) if newtarget and not ta.inteam and not ta:SearchForTeam() then MakeTeam(inst, newtarget) end if ta.inteam and not ta.teamleader:CanAttack() then return newtarget end end So I created the RetargetMod function as an attempt to replace it, since I don't want to add something to the Retarget function, but actually change something from it. I'm trying to replace "newtarget" segment where it checks if the target it found is a bat, a character or monster. All I want to do is add spiders to said checking, so bats wont attack spiders. This is what I did: local function RetargetMod(inst) local ta = inst.components.teamattacker local newtarget = GLOBAL.FindEntity(inst, TUNING.BAT_TARGET_DIST, function(guy) return inst.components.combat:CanTarget(guy) end, nil, {"bat", "spider"}, {"character", "monster"} ) if newtarget and not ta.inteam and not ta:SearchForTeam() then MakeTeamMod(inst, newtarget) end if ta.inteam and not ta.teamleader:CanAttack() then return newtarget end end inst.components.combat:SetRetargetFunction(3, RetargetMod) However, somehow it fails at calling the MakeTeamMod function, which is a local function within the bat prefab. This is the error it gives me: For some reasons it tries calling for MakeTeam as if it was global, rather than a function from the prefab I'm modifying. I'm very sorry if this is a silly mistake, but I'm not very used to Lua. I'd appreciate any help you guys can give me.
  24. Soooo, I've been making another character with the extended sample character. But I wanna give said character another pair of arms, and I honestly dont know how??? If anyone knows, or has an idea that would help a lot ;w;
  25. Hi there! I was wondering if normal Don't Starve mods are compatible with Hamlet. I haven't bought Hamlet yet and I'm just curious if I'll need to update my character somehow. Not that I know how, since I'm basically a coding baby and used this to make her: Any help and information would be appreciated. I've noticed that some mods on Steam say [Hamlet] so it has me confused.