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Found 86 results

  1. 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 - 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!!
  2. 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.
  3. [DST] Ganja Mod

    Version 1.1


    WARNING: At current state this mod only works with Don't Starve Together! Single-player wiil be ported soon ==== 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, 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. [Hk]Config++

    Version 3.7.0


    Steam workshop link: GitLab link: 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)
  5. 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:
  6. 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)
  7. 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: 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?
  8. 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
  9. 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: I'd like to know if anyone has any feedback besides the poll I've posted.
  10. 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):
  11. 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: and the mod collaboration in the Klei forums at: You can also find the Steam group here: You can also find the mod on the Klei forums here: ——————————————————— Captains !!! Finally the moment to enjoy this mod has arrived !!! The mod has been officially released on Steam ! Check it out here: !!!
  12. Hey, everyone! I am creating a mod with electrical tools, including chainsaw and mining drill. So far, I started to program only the chainsaw. I began creating a component called "electicalTool" inspired in the "tool" component. I had an idea of doing the tools to work and deal damage over time, instead of doing multiple successive actions like the axe and pickaxe. I don't know if I will keep it this way, but this is the way it works now (I need to include a range check, I know it): local ACTION_DELAY = 0.3 local ElectricalTool = Class(function(self, inst) self.inst = inst = nil self.onWork = nil self.onFinishedWork = nil end) -------------------------------------------------------------------------- function ElectricalTool:SetOnWorkFn(fn) self.onWork = fn end function ElectricalTool:SetOnFinishedWorkFn(fn) self.onFinishedWork = fn end -------------------------------------------------------------------------- local periodicTask = nil function WorkTask (self, doer, invobject, target) if target.components.workable ~= nil and target.components.workable:CanBeWorked() and ((target.components.workable.action == ACTIONS.CHOP and invobject.components.tool:CanDoAction (ACTIONS.CUTDOWN))) then --or (target.components.workable.action == ACTIONS.MINE and invobject.components.tool:CanDoAction (ACTIONS.DRILL))) then target.components.workable:WorkedBy( doer, --10 ( invobject ~= nil and invobject.components.tool ~= nil and invobject.components.tool:GetEffectiveness(ACTIONS.CUTDOWN) ) or ( doer ~= nil and doer.components.worker ~= nil and doer.components.worker:GetEffectiveness(ACTIONS.CUTDOWN) ) or 1 ) if self.onWork ~= nil then self.onWork(self.inst) end else self.FinishedWork (self.inst) if self.onFinishedWork ~= nil then self.onFinishedWork(self.inst) end end end function ElectricalTool:FinishedWork (inst) periodicTask:Cancel() periodicTask = nil end function ElectricalTool:Work(doer, invobject, target) if (periodicTask == nil) then periodicTask = self.inst:DoPeriodicTask (ACTION_DELAY, function () WorkTask (self, doer, invobject, target) end) WorkTask (self, doer, invobject, target) end end return ElectricalTool This is the chainsaw prefab code: local CHAINSAW_EFFECTIVENESS = 1 local assets = { Asset ("ANIM", "anim/"), Asset ("ANIM", "anim/"), Asset ("ATLAS", "images/inventory_images/chainsaw.xml"), Asset ("IMAGE", "images/inventory_images/chainsaw.tex"), Asset("SOUNDPACKAGE", "sound/chainsaw.fev"), Asset("SOUND", "sound/chainsaw.fsb"), } local prefabs = { } local equipped = false local startedRevSound = false local function OnWork (inst) print ("Working") inst.SoundEmitter:KillAllSounds() inst.SoundEmitter:PlaySound ("chainsaw/chainsaw/rev", "rev") end local function OnFinishedWork (inst) print ("Finished Work") --inst.SoundEmitter:KillAllSounds() inst.SoundEmitter:KillSound ("rev") inst.SoundEmitter:PlaySound ("chainsaw/chainsaw/idle", "idle") end local function ChainsawFunction (colour) local function OnEquip (inst, owner) owner.AnimState:OverrideSymbol ("swap_object", "swap_chainsaw", "swap_chainsaw") owner.AnimState:Show ("ARM_carry") owner.AnimState:Hide ("ARM_normal") inst.SoundEmitter:KillAllSounds() inst.SoundEmitter:PlaySound ("chainsaw/chainsaw/equip", "equip") owner:AddTag ("playerghost") equipped = true end local function OnUnequip (inst, owner) owner.AnimState:Hide ("ARM_carry") owner.AnimState:Show ("ARM_normal") inst.SoundEmitter:KillSound ("rev") inst.SoundEmitter:KillSound ("idle") inst.SoundEmitter:KillSound ("equip") inst.SoundEmitter:PlaySound ("chainsaw/chainsaw/unequip") owner:RemoveTag ("playerghost") equipped = false end local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics (inst) inst.AnimState:SetBank ("chainsaw") inst.AnimState:SetBuild ("chainsaw") inst.AnimState:PlayAnimation ("idle") inst:AddTag("sharp") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("inspectable") inst:AddComponent ("inventoryitem") inst.components.inventoryitem.imagename = "chainsaw" inst.components.inventoryitem.atlasname = "images/inventory_images/chainsaw.xml" inst:AddComponent("tool") inst.components.tool:SetAction(ACTIONS.CUTDOWN, CHAINSAW_EFFECTIVENESS) inst:AddComponent("electricalTool") inst.components.electricalTool:SetOnWorkFn (OnWork) inst.components.electricalTool:SetOnFinishedWorkFn (OnFinishedWork) inst:AddComponent ("equippable") inst.components.equippable:SetOnEquip (OnEquip) inst.components.equippable:SetOnUnequip (OnUnequip) return inst end return Prefab ("common/inventory/chainsaw", ChainsawFunction, assets, prefabs) And finally this is the modmain.lua where I create the custom action CUTDOWN: GLOBAL.STRINGS.NAMES.CHAINSAW = "Chainsaw" GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.CHAINSAW = "Tree-eater machine" PrefabFiles = { "chainsaw", } -- Creating new state to Cut Down using Chainsaw -- It is a placeholder because I cannot create animations local State = GLOBAL.State local TimeEvent = GLOBAL.TimeEvent local EventHandler = GLOBAL.EventHandler local FRAMES = GLOBAL.FRAMES local cutdownState = State({ name = "cutdown", tags = {"cutting", "working"}, onenter = function(inst) inst.AnimState:PlayAnimation("give") end, timeline = { TimeEvent(1 * FRAMES, function(inst) inst:PerformBufferedAction() end), }, events = { EventHandler("unequip", function(inst)"idle") end), EventHandler("finishedwork", function(inst) if inst.AnimState:AnimDone() then"idle") end end), }, }) -- Add the new state to the Stategraph AddStategraphState("wilson", cutdownState) AddStategraphState("wilson_client", cutdownState) --------------------------------------------------------------------------------------------------------------------------- -- Create the Action to cutdown the trees local CUTDOWN = AddAction("CUTDOWN", "Cut Down", function(act) if act.doer.components.inventory then if ~= nil then if or then return false end end if act.invobject.components.electricalTool == nil then return false end act.invobject.components.electricalTool:Work (act.doer, act.invobject, return true end end) CUTDOWN.priority = 2 -- Make my custom action valid as a "tool" action GLOBAL.TOOLACTIONS.CUTDOWN = true -- Add my custom actions to the component itself AddComponentAction("EQUIPPED", "tool", function(inst, doer, target, actions, right) if target:HasTag("tree") and inst:HasTag("CUTDOWN_tool") then table.insert(actions, GLOBAL.ACTIONS.CUTDOWN) end end) AddStategraphActionHandler("wilson", GLOBAL.ActionHandler(CUTDOWN, "cutdown")) AddStategraphActionHandler("wilson_client", GLOBAL.ActionHandler(CUTDOWN, "cutdown")) Regarding all these codes, I have two doubts: How can I make my custom action doable by holding space bar like all the other actions? How can I detect that the player moved after the action begins What would be the best way to remove the "chop" sound when working a tree using a tool? It is player in the following code (evergreens.lua): local function chop_tree(inst, chopper, chops) if not (chopper ~= nil and chopper:HasTag("playerghost")) then inst.SoundEmitter:PlaySound( chopper ~= nil and chopper:HasTag("beaver") and "dontstarve/characters/woodie/beaver_chop_tree" or "dontstarve/wilson/use_axe_tree" ) end ... If you have any suggestions/feedback on my code, feel free to say it. It is the first mod that I am creating for DST.
  13. 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: US Wiki (WIP): 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:
  14. Creeps in the Deeps

    Version 1.0.0


    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! COMPATIBILITY This mod is compatible with DS and RoG only. We're actively working to make this mod compatible with SW and then potentially port it to DST once the content has been completed ! IMPORTANT: It is highly suggested to play this mod with Mem Spike Fix ( enabled to decrease lag issues !!! THE TEAM We're always happy to have someone new working with us but at the moment this is the team: Coding: @Mobbstar, @chromiumboy, @Lampofulmine (founder) Art: @mrpoke20xx, @spiderdian, @Dudedude. @QuickShot010 Strings: @ImDaMisterL, @Chris1488(and testing) Testers: @Mr.P, @Michi01, @AnonymousKoala 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 FIND US... Don’t forget to visit the discord channel at: and the mod collaboration in the Klei forums at: You can also find the Steam group here: You can also download the Steam Version here:
  15. I'm adding a new NPC to my mod called a phantom which uses the endothermic fire animation: It looks nice as it is but I'm wondering if there's a way to make it look like it's hovering higher without changing its actual z pos. If it involves changing the actual animation files, I have no idea how to do that. The file I took the anim code from (coldfire_fire) used inst.AnimState:SetFinalOffset(-1) but this didn't seem to do anything when I tried it.
  16. 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
  17. Hey there fellow DST players! I'm currently in the process of creating a new character and thought I would reach out to the community to see what you think would be neat perks. The character is a female Bunnyman named Whisper! I have gone through various perks and can't seem to make up my mind, here's a few I had previously added. Vegetarian AoE on attacks Can pick up plants quickly Extra benefits from carrots A Beardlord mode when the character is insane boosting their damage Nightvision Reduced sanity drain from darkness Fast tree chopping Any suggestions would be greatly appreciated and I hope to complete the character once I've found an enjoyable playstyle. Kind regards, Red
  18. So this issue I am having is my own mod. I have submitted my mod to the workshop called "Server Announcement". It is currently usable whenever I create a game as a host. But here is where the problem starts. When I set up a dedicated server, the server does not activate or recognise my mod. It shows the server has "No Mods". I already did copied all the workshop mod folder from Dont Starve Together to Dont Starve Together Dedicated Server > mod folder. I have also copied the cluster_1 'modoverrides.lua' file from the game I created earlier with no issue and paste it in both my Master and Caves folder. But whenever I login to the game and Search my server on LAN, my server shows that there are no mods activated. (The mod logo is not lit). Am I doing something wrong? I logged in into my own dedicated server, and the game has no bug or error. Just a normal game without mod.
  19. I'm trying to give my character an ability that triggers when the X key is pressed (because there are already too many actions tbh and this ability doesn't use an item, it's just always there passively), targeting whatever the mouse is over. The ability in this case is the ability to haunt things. She's supposed to walk towards the target if not in range, just like normal actions. It works perfectly on host but on server she will be delayed for a bit, then teleport in the direction she's supposed to be walking and then start sliding towards her destination. I tried making the client just play the run animation at the start but it doesn't fix the initial teleporting issue. Trying to change her state to run or run_start or anything doesn't work either. I've spent a good two days just digging through the files for playercontroller, locomotor, actions, etc. trying just about every change I can think of and it seems like I can't get anything to work, I can only ever get halfway. Whenever I try running the locomotor on only the client, I can't get the action to proc at the end. If I try running the locomotor on both client and server, the action instantly fails on the server if she's not already in range to use the ability. If I set act as the action for bufferedaction instead of using ACTIONS.WALKTO, it doesn't run when she reaches her destination. ModMain.lua: yuyuko.lua: This is what happens:
  20. 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
  21. I'm nearly done doing the artwork for the character I'm working on, but there are a few symbols in the player build that I'm not sure what they're used for so I don't know what to replace them with. They are: face-23 headbase-4 headbase_hat-4 torso-9 torso_pelvis-5 torso_pelvis-9 If anyone with experience doing character artwork knows what these symbols are for and could tell which animations they're used in, I'd appreciate it.
  22. I've added a hairfront_hat symbol to my character's build because their hairfront clips through hats normally. What I want to do now is override the OnEquip function in hats.lua. There's a problem though; it's a local function that's created inside of another local function (MakeHat(string)) so I don't think I can access it directly. The hats.lua file doesn't return an actual hats prefab; rather, it returns a whole bunch of hats made by MakeHat(string). I think this prevents me from adding a postinit to it because a hats prefab technically never gets made. Because of this, trying to modify components.equippable.onequipfn for hats didn't work. But I DID get it to work by modifing the onequipfn for the "tophat" prefab specifically. So here's what I want to know: is there a convenient way to do add a postinit for every prefab that MakeHat() can return, without overwriting the file? Or will I have to go through the list of return values in hats.lua and manually add the post init to every single one?
  23. EDIT2: You need to use TheWorld.ismastersim to check whether serverside in those functions or it will crash when on a server. Didn't figure that out till after I made this post, but it's not really a hard fix. EDIT: Nevermind, I went back after a while of solving other problems and finally figured it out. It turns out that the ghost doesn't "attack", it just has an aura component that damages everything around it (I didn't know what this was at the time). Overriding the follow behavior was a bit harder because the follow function in the brain was a local one which i could not directly override. For the curious, this is what I did: -Don't aggro local function IgnoreYuyu(inst) local follow_node = nil for i,v in ipairs( do --print( if == "Follow" then --print("Node found:", follow_node = v break end end if follow_node then old_target = = function() ent = old_target() if ent and ent:HasTag("yuyuko") then return nil end return ent end end end AddBrainPostInit("ghostbrain", IgnoreYuyu) -Don't harm local function NonSaneGhost(inst) -- Exclude yuyuko (the character) from things that are damaged by the aura table.insert(inst.components.aura.auraexcludetags, "yuyuko") -- Make sanity drain calc return 0 if observer is yuyuko inst.components.sanityaura.aurafn = function(instance, observer) return observer:HasTag("yuyuko") and 0 or inst.components.sanityaura.aura end end AddPrefabPostInit("ghost", NonSaneGhost) ORIGINAL TEXT
  24. So, for the last week, I've been tinkering with the ONI world gen for fun. Originally, I wasn't really going for anything, just to have an idea how it all worked. Eventually though, through my tinkering, an idea slowly came to me and this is the results of my labor of probably loading over.. well, I'm not sure how many new bases I've loaded at this point. But, I distinctly recall seeing repeats of base names -alot-! So, I dunno, over 50? In any case, I also figured I'd share my work in-case there was others whom were interested as well for future purposes. But, here it is: It's very cavey, dank, more.. uniform looking, less broken up, and I found a way to remove nearly all of the abyssalite. So, temperature management might be much harder. Most of the oxy-rock is removed from the starting biome as well. The only stuff left is apparently hard-coded to show up, so oxygen is definitely not included here! You'll want to start making some ASAP. Removing the abyssalite also removes the special coloring shading that each biome has, so it'll look different when you first load in. The biomes are familiar but rehashed a little to make it a little more unique and there's some special zones at the bottom of the map, as you can see for fun! Figured I'd show-case some of the things that ONI has that you don't see in the base worldgen. Since there's no abyssalite borders around each biome, the hot and cold tend to bleed around after a little while and since I've tweaked the spawning of mobs, the map might head towards a cold death, if you're not careful! The top of the map is extremely cold, but.. there's some abyssalite up there, and at the bottom.. I haven't had much of a chance to playtest it, so tell me what you think! In order to install it, you'll need to find your ONI installation directory and the 'worldgen' folder within. Where ever you keep your Steam games at, then '...\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets'. I would highly suggest to back up your existing 'worldgen' folder separately. (Although Steam can bring back the original files that get over-written when if you re-validate ONI's files) Then, you take the new 'worldgen' folder within the included zip file and copy over the old one. It will ask you if it's okay to over-write any existing files and merge folders which is what you want. At the moment, the top of the map doesn't really have any caves at all which I haven't quite figured out why. I assume it has to do with the noise filter (I used one of the existing noise filters and just duplicated it into its own file, in-case I needed to edit it later..), but tweaking some of the variables didn't seem to fix it. Figured I'd release it anyway as someone more intelligent then me might have a better idea.
  25. Finally got myself to update my mod for shard connection configuration to use netvars to synchronize connection data from master shard. Now only master shard needs to have connection data and slaves will get it when player connects. Thanks to lpsquiggle for telling me (more then a year ago) about netvars and for many nightmares i had because of them.