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      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      We are now ready to accept claims for PS4 Megapack replacements.  Once again, our deepest appologies for this entire situation. We understand that your purchase of the Megapack was a show of support by our fans, many of which already owned the game. Please know that we have done our best to push as hard as we can for a quick and fair resolution to this issue. This has taken WAY too long to be resolved but we have done everything in our power to make sure our fans get what they purchased.   We are going to use the voucher codes we have been using to provide the digital version to claim the physical replacement discs. For North America, we are handling these requests directly through our own store with help from our friends at IndieBox. Claims will be handled at no cost to you. For claims outside of North America, 505 will be taking your information and processing your claims.  Those who purchased the Megapack after 4/26/2018 should have been given a voucher at the time of purchase on your receipt.  Those who purchased before 4/26/2018 or did not get a code otherwise can contact us for a voucher code that will entitle them to the digital megapack and can be used to claim the physical replacement discs. We have been handing those out for a while now, but if you are in this category and have not requested a code, you can do so here: http://support.kleientertainment.com/customer/en/portal/articles/2935839-physical-mega-pack-disc-support-information Once you have a voucher code:
      For purchasers in Europe (SIEE). To make a claim you will need to make file a claim through 505 here: https://docs.google.com/forms/d/e/1FAIpQLSckru65CWkXH5RZ_3j2f5_h1djNiAyrl8R0PCvdKPmGwItyvA/viewform For purchasers in North America (SIEA). To make a claim you will use our support site and use the voucher code to claim a replacement here: http://support.kleientertainment.com/customer/portal/articles/2952265-ps4-faulty-disc-claim If you have any questions or concerns, please let us know here on this thread or contact us at livesupport@kleientertainment.com Thank you.   

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Oxygen Not Included

Found 76 results

  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/ https://github.com/javisar/ONI-Modloader-Mods If you want to contribute, there are a list of ideas and requested mods here: https://github.com/javisar/ONI-Modloader-Mods/issues Its MANDATORY to fill the templates for bugs and features: 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. This project uses source code of and is based on: https://github.com/zeobviouslyfakeacc/ModLoaderInstaller https://github.com/spaar/besiege-modloader https://github.com/pardeike/Harmony https://forums.kleientertainment.com/topic/81296-mod159-materialcolor-onionpatcher/ Latest release: ONI-Modloader v0.5.1. Compiled for SU-290148 (Klei Master branch). May fail in the following ONI updates. Project ModLoader: The modloader itself. Injector: It injects the call to the modloader in 'Assembly-CSharp.dll'. Must be executed every time Klei updates the game. OnionHook: Just a helper to generate IL code for the Injector. Installation Quick Start Installation Uninstallation Example Mods AllBuildingsDestroyableMod: Allows to construct on top of Gravitas furniture. Also POI's buildings are no longer invincible. AlternateOrdersMod: The Fabricators and Refineries will alternate between infinity orders. 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). DisplayDraggedBoxSize: Shows selected rectangle dimensions using any tool. 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 / InverseElectrolyzerAltMod: Combines hydrogen and oxygen into steam. MoreMaterialsMod: Allows the construction of some buildings with any buildable material (Doors, filters, bed, canvas, tables, wall fire pole, sculptures, shower, toilets, wash basins, bridges, conduits/wires, ladder, pumps, valves, ventS, tiles, lockers, sensors and gates). NoFixedTemps: The output fluid temperatures of the machinery depends on the input (Except AirFilter, AlgaeTerraium and PacuCleaner). SculpturesReloadedMod: Adds a new sculpture building that allows more materials. 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 ImprovedGasColourMod: Replaces the oxygen overly with gas colors. Also visualizes the density (taken from Onion patcher, modified). MaterialColor: Adds an overlay option to visualize what a building is made of (taken from Onion patcher). 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. Mod Installation https://github.com/javisar/ONI-Modloader-Mods#mods-installation Change Log https://github.com/javisar/ONI-Modloader/blob/master/CHANGELOG.md Creating a Mod https://github.com/javisar/ONI-Modloader#creating-a-mod Harmony/ONI Tutorials https://github.com/javisar/ONI-Modloader#tutorials
  2. Hello fellow dst modders and players, I'm looking for something that could be run in a mod to check if the server is dedicated upon startup. The reason for this is to prevent client hosts from running the mod regardless if enabled in mods. I would be extremely greatful for the help and feedback you provide!
  3. So Im starting work on my second character mod, my first one really only required I changed some values that already existed in the base files for her perks, but for this character, I really want to make it so he transforms into a different form when his sanity is low. Im guessing I could probably recycle code from Woodie's beaver transformation, but I have no idea how I'd tell it to change with sanity, as well as how I'd link the sprite. Im asking now because i dont like waiting and want to finish this mod relatively quickly because it's partially for a friend. (Sorry if I reply late to anyone on here, im multitasking, so I might not be able to see it until tomorrow, especially since it's already quite late here)
  4. <Still no idea where to put this> Well this was planned to be an Update to "Big Chill", but it kinda evolved into its own thing. <So what is Big Freeze all about?> I modeled the world-gen script off of the "Helicona" preset rather then using the "default" one this time round. I focused more on customizing the different subworlds this time round as well and yes I remembered to change the "Name:" property so that it'll work correctly in debug mode. <New subworlds> -Naturem subworld This subworld generates next to the starter world and will give you access to a natural gas geyser and a steam geyser. Unlike its previous iteration found within "Big Chill" it should no longer completely rap around the starter area. I've also given it its own custom biome. Basically think of it as a extra bit of starter area. I also found that in testing you have a small chance that this subworld will not spawn at all. You also have a chance of having this rap around your starter area completely like it did in "big chill".(and everything in between) -Hot Jungle This putrid mixture of Slime-lung and chlorine is know as the Hot Jungle. Strangely the live in this subworld has managed to drastically increase its temperature compared to the rest of the asteroid, but your dupes may prefer to not venture in too deep. This will provide you with another Steam geyser and Natural Gas Geyser. You will also be able to find a Chlorine Geyser(I set this to a 100% chance) -Frozen Oil fields Like the Hot Jungle, some dupes actively believe this region of the asteroid once also had a ton of live, but unlike the Hot Jungle the live here evolved to suck heat out of there environment. Although you can still find a few stray Wheezewords, sleet wheat outcrops and slicksters, most live that lived in this aria is long gone by this point. - The surface and void Few dupes would willingly venture out here without some protection. Impacts with other objects have left "Hot spots" on the surface as well. Similarly the empty, cold eternal nothingness that is the void would freeze them solid within seconds. Few gases or liquids don't turn solid here as the void itself is near a frosty 0 degrees Kalvin(in other words, near absolute zero). <Other changes> Increased the map size to 512 by 512 <Installation guide> >Go to steam >Right click Oxygen not included >Select Properties >Select the "Local files tab" >Select browse local files >open "OxygenNotIncluded_Data" >Make a backup the file "StreamingAssets" >Copy the contents of this zip into your "OxygenNotIncluded_Data" file >If you're using debug mode then don't select "Replace" if prompted >Else hit "Replace" >If you're installing a patch then I recommend you hit replace since those typically modify main scripts If you plan to use this with debug mode then activate this worldgen script with the "world(DEBUG):" option under the "Custom game" tab when you select "Start new game" from the main menu.(Set it to Big Freeze) If you're unsure then rather hit "replace" when prompted. <Older versions> <Version 1.4 : Rancher Upgrade Mrk1 update> All your dupes fall to there feet as the asteroid begins to shake violently. One of your dupes drags themselves over to your printing-pod's terminal. The asteroid, being knocked of course a few months back, has crashed into a caper-belt like cloud of, what your dupes refer to as, space junk. Some dupes reports that some of the geysers look different now And some volcanoes seem to be popping up -other notes I tried to maintain some randomness, so you may notice that some geysers are different on each new play thru. Also the optional patch still works, it gets updated independently -dev log This update is mainly here to address the new worldgen added with the Rancher upgrade mrk1. Sadly due to some annoying bugs with the menu system within the preview I found it exceedingly difficult to perform the update this time round. A followup update (probably 1.4.1) will address any bugs within this update after the rancher upgrade goes live so play with caution. Do note if no bugs are brought to my attention then this will be the final version until a new update adds more worldgen or I think of new things to add. Sorry if I sound down I'm recovering from a bit of a sickness and my nerves are fried after dealing with the aforementioned menu bug. <Files: Mod> <Legacy versions> big freeze V1.4.zip <Files: Patches> Worldgen_fixV1.0.zip <Closing notes> Remember use at own risk, this will significantly increase the time it takes to generate worlds and black hole repellent is sold separately. You may also make use of the scripts I wrote for your own thing if you wanted to. Also don't be afraid to suggest changes I should add below. I tested this with the latest Version 1.0-1.1 Occupational Upgrade preview build. Version 1.2-1.3 I tested with the latest Occasional Upgrade release build Version 1.4 I tested with the latest Rancher Upgrade mark 1 preview build
  5. Hello, I've been looking for a code to make a character's perk where they are able to have a very small chance of dropping gems from any types of boulders. if any one can help me with this code, it'll be very appreciated !!
  6. Me and my friends are working on a hand slot equippable item loosely following this tutorial My friend ran into a problem that the ground_item is using swap_item sprites and swap_item sprites is invisible Even though its compiled correctly in anim folder frostmourne_q.rar I went and tried myself , notice in the tutorial specified the path "exported > 1st myitem folder > 2nd myitem folder > myitem.png" and saving the .scml from Spriter on the 1st myitem folder However when i do this the compiler failed to find myitem.png and swap_myitem.png frostmourne_n.rar We are not entirely sure where is our problems coming from , the prefabs or the the spriting department , because when i sad we "loosely" followed the tutorial , i meant he used DST API instead of the one from the tutorial Thank you in advance
  7. So, my friend's made a post previously about the coding. It's already done, but we currently need help with the art as it's NOT being placed in the right places and we just don't know what we can do. Tried to switch it on spriter, changed positions manually on the files themselves, even re-drew them and nothing. We tried following the forum's guide to see if we could change anything, but to no avail. Currently, reshaping and moving the pieces around just made it worse. So... we need help lads. Edit: mod art files added. Base used was extended sample character. Woofer.rar
  8. Modders Wanted Mod-Team : Me? Sprite/Animation-Team : Me Roadmap Small pile of codes
  9. Hi pals! My only problem seems to be the missing special characters in the font, such as the "ç", and the accents ´ and `. Therefore, while playing the game shows some weird "letters" that you can see on the pic. I found somewhere that the issue may occur because of translating the PO. file from the scripts folder instead of the DCL001 the folder, yet since I am creating a mod, I have a separated folder that goes in the mod folder. Any help will be appreciated! ^^
  10. Originally I had planned on having her with more anime hair, but decided against it due to the head being too big to fit in-game. It ended up looking like this: In an attempt to fix it I decided to just redo the head entirely. Only problem is that when I delete the anim files and run the Autocompiler I am only left with the Ghost files. I have tried rerunning autocompiler multiple times to no success. I have tried deleting the ghost files and running it, no success. I have no idea what to do at this point. Nothing is working and because I cant get the anim files to recompile again I am only left with the bugged version of the character. Any help would be greatly appreciated!
  11. Hello there! I've been trying to make a custom crockpot burger food recipe for my character mod, by following this item sample: https://forums.kleientertainment.com/files/file/202-sample-mods/ Following this and even going to check out mods that succeeded the same doesn't quite work for me? The item DOES exist it the game, as I can spawn it in my inventory (using c_give, as c_spawn doesn't work for it), but it is impossible to put on the ground (it disappears instantly and doesn't exist at all anymore) And it also does not cook in the crockpot with the recipe I made. I assume it has to probably do with the way I get the anim.zip to work. I didn't really find a tutorial that shows how to proceed once the art is done to make the zips and all, so I made a spriter in the exported folder to get it to compile the anim automatically. I don't really know if I do it properly, so any help would be amazing! I have attached my whole mod folder as a zip to this topic, (below the gif) if anyone is willing to help me! Thanks for reading! Here's a gif of the issue in-game:
  12. This surface existed in Helicona and Rock before Cosmic Upgrade. Changes: Installation: 1)Download file 2)Open file with winrar 3)Extract files to C:\Program Files\Steam\steamapps\common\Oxygen Not Included\Oxygen Not Included_Data\StreamingAssets\worldgen Download: OldSurface.rar
  13. Version 1.1

    1,066 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. Also the ganja and seeds can be found on treasures and as slot machine rewards! --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 -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 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.
  14. [DST] Ganja Mod

    Version 1.1

    938 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
  15. Hey, I'm wanting to make a custom lantern and custom torso belt. I know how to make the standard anim files with spriter, but I am a bit confused on how to create the swap_item folders with the atlas and build file. Could someone give me a tutorial on how this works? I am especially confused with the lantern.
  16. Hey! This is probably an easy question for you, however I am new to modding and couldn't find yet a solution, so this is why I do this post. I want to ask if there is a way to make the modmain.lua read code from another lua file, instead of attaching all the .lua files to the mod? In my case, I want to edit the amout of wool the beefalo drops when it is shaven. In my mod folder I add: scripts/prefabs/beelafo.lua and edit there one line: inst.components.beard.bits = 3 Or I could edit the default "3" into GetModConfigData("Settings") and add options to my mod in modinfo.lua. This I figured. Question: Is there a way to specificly edit this line, or other lines of code without attaching the original beefalo.lua file into my mod? This could help me for example with mod conflicts or simpy not loading all the lua files and code, only because I need to change a few lines. This is the local function code from the beefalo.lua:
  17. I want to get into modding with DS/DST and at some point that would include a character mod. I thought up one after a bit and made some perks. This guy in theory would be utilized mostly in multiplayer due to how he would benefit from the presence of other players. If I made him well enough and he became popular I'm unsure if I would port him to DS. I have no idea how to go about coding these things or if coding them all will even be possible, but eventually I want to give it a go. I'd appreciate any ideas/feedback from you guys! More will be added to this post in time, this is just a rough template to begin and does not have everything. Quote: "I will do my best to soothe this chaotic land!" Dialogue for greeting other players: Wilson: "Hello playername, my intrepid friend! How goes your science today?" Willow: "Do be careful with your lighter, Miss playername, while fire keeps us warm it can also burn us to a crisp." Wolfgang: "It is good so see one such as yourself, playername, who possesses not only physical strength but a kind heart as well." Wendy: "Good tidings, Miss playername. Don't forget that there is yet hope to be found in this world." WX-78: "How do you fare today, playername? Staying out of the rain, I hope?" Wickerbottom: "Greetings to you, Miss playername! May I borrow some of your books later?" Woodie: "Ah, good day to you playername. Has your talkative companion helped you today?" Wes: "Blessings upon you, playername. I once took a vow of silence myself, and through this I learned much." Maxwell: "I see within you a weariness, playername. Do not worry, for I feel there shall be a light through the darkness someday." Wigfrid: "I hope you're not getting into too many battles, playername. If you're not careful you may get badly hurt!" Webber: "Good day, young spiderchild playername. Remember to keep your six-legged friends fed, or they may be trouble!" Winona: "Remember not to work yourself too hard, playername. Resting when needed helps to create balance in our lives." Wu Xiu: "Goodness me! You look quite familiar, playername." Dialogue for other characters greeting Wu Xiu: Wilson: "Oh, it's playername! Could I borrow some healing balms for an experiment?" Willow: "Hello, playername. Do you think you could fix up Bernie?" Wolfgang: "Is friendly nomad, playername! Your lantern is good for keeping dark away." Wendy: "Abigail says you have a good soul playername. A small comfort in this dreary place." WX-78: "IT IS THE PASSIVE FLESHLING, PLAYERNAME. HOW BORING." Wickerbottom: "Good day to you, Mr playername. I'm glad to meet a fellow wielder of knowledge." Woodie: "Hey there playername! How's your day going?" Maxwell: "Ah, greetings playername. Interesting to meet another who is experienced with magic." Wigfrid: "It's the noble nomad, playername! I wish you good health!" Webber: "Hi, Mr playername! We're glad that you are kind to spiders." Winona: "Heya playername. Alright if I grab your lantern to see how it works?" Wu Xiu: "Goodness me, you look quite familiar playername!" Other characters (such as modded ones): "It's the nomad, playername. You're a great help!" Stats: Health: 160 Hunger: 140 Sanity: 180 Perks: Dislikes fighting, does less damage in combat. Has a higher sanity drain when near bosses with insanity auras. Is burdened more by vanilla armors (is slower when wearing them, especially marble armor), this does not apply to non-armors or items worn in the head slot. Unable to use certain items that use creature drops: Moggles, piggyback, bee mine, tail o' three cats, gunpowder. Sanity increases when near other player characters, gets a bigger sanity bonus from friendly pigs/bunnymen and tamed beefalo. Sanity decreases faster when alone, especially in darkness. Loses half as much health as default when crafting a telltale heart. Gains half as much sanity when reviving a ghost. Gets larger sanity debuffs from eating foods that negate sanity. Goes insane when eating deerclops eyeball. Gets slightly more benefit from plant foods. Has greater debuffs for mushrooms. Gets a sanity as well as health regen from jellybeans. Can retrieve honey from bee boxes without being attacked by bees (only applies to normal, non-killer bees). Has an effect similar to Warly with meat foods (example: eats a meaty stew once for full benefit. Second time 75% benefit, etc, down to 25% at the lowest, foods reset after not being eaten for 2 game days). Loses sanity when killing bunnymen, pigs and butterflies. Goes insane when killing another player (PVP only). Crafting: Can craft the Explorer's Lantern from 2 lightbulb, 2 gold and 2 hound's teeth. Starts with one in inventory. The special lantern can be fueled by any lantern fuel except fireflies, and can also be fueled by charcoal. It gives off a small amount of heat when lit. Will repel nearby shadows if it is the only nearby light source. Can craft a Healer's Balm from 2 honey and 2 glommer's goop. When crafted makes 2, each heals for 60 health when used. Can craft the Staff of Slumber for 2 living logs, 1 red mushroom and 1 purple gem using a prestihatitator. When used it puts all nearby players to sleep (excluding the caster) for the same duration as a cooked mandrake and provides small health regen in that time. Has 10 uses. Can craft the Nomad's Backpack for 4 silk and 1 rope. Starts with one equipped. Non-crockpot foods spoil slower in it similar to Warly's chef pouch. Can craft the Belt of Protection for 2 silk, 2 honey, and 1 yellow gem at a shadow manipulator. Provides a lot of armor but also weakens attacks. Provides immunity to damage from shadows. Can craft the Silken Saddle for 4 silk, 2 gold and 1 gem of any color at an alchemy engine. Used to saddle and ride tamed Windwyrms. Can craft an Ancient Egg from 1 tallbird egg, 2 nightmare fuel and 1 desert stone at a shadow manipulator (not in PVP). Acts like a tallbird egg in that it can be hatched to produce a Wyrmling, which eventually grows into a Windwyrm after a number of days. The creature must be protected and fed during this time or it is vulnerable to death. When hungry the growing Wyrmling will make squeaking sounds similar to a hungry smallbird. It can be fed any kind of non-meat food as well as charcoal and ashes which restore a bit more hunger. When fully grown the Windwyrm acts similar to a tamed beefalo; it will follow the player that hatched it and may be ridden with a special saddle. It offers more speed than a ridden beefalo but lower attack damage. Also like a tamed beefalo it must be fed daily or it will eventually enter a "weakened" state which warns it is getting very hungry, and if ignored a day or so after this weakened state begins it will die. A Wyrmling and its later stages provide a sanity aura to any nearby players. Windwyrms can take damage normally but not be attacked by players. They will attack any creatures the player attacks. On hibernation: This applies during the entirety of winter while the snow is above a certain threshold. A Windwyrm will enter "hibernation" in which it remains stationary, it's scales solidified and darkened so that it looks more like a statue. Once having entered this state a Windwyrm cannot be awoken unless it is fed a thermal stone at the highest temperature. The amount of time the Windwyrm remains awake is determined by the durability of the thermal stone. 100% = 10 days, 75% 7.5 days, etc. While in hibernation a Windwyrm does not need to be fed anything or protected as its stats are frozen. Special crockpot recipe "Paradise Pudding" made with 2 honey, 1 electric milk and 1 dragon fruit. When cooked it creates 4 non-perishable puddings that can be used to restore 100 sanity, 100 health and 150 hunger for each. When eaten causes a temporary "drowsy" effect similar to when a player has just awoken after eating a cooked mandrake. I do want to add more stuff and understand more about how this works, so any feedback or suggestions/ideas are appreciated!
  18. I'm trying to work on making the new items included in this character mod: In particular I am having trouble with making the new lantern and new staff. I am wanting to use the vanilla lantern and staff textures as a base to make sure my drawings have the correct proportions for the different equipped angles etc, but I can't find the anim files anywhere for the lantern. I did find one file (staffs.zip) which seems to be a compilation of all the vanilla staff textures. I can't find textures for when the staffs are dropped on the ground however. I also can't find the lantern prefab file, which I want to use as a base for my new lantern's prefab file. I'd appreciate any help from you guys.
  19. I ran into this problem a few days ago and i'm not sure how to fix it. My modmain file looks like this: Inside the .xml files For jock.xml: <Atlas><Texture filename="jock.tex" /><Elements><Element name="jock_none_oval.tex" u1="0.00048828125" u2="0.54638671875" v1="0.29736328125" v2="0.99951171875" /><Element name="jock_none_oval.tex" u1="0.00048828125" u2="0.54638671875" v1="0.29736328125" v2="0.99951171875" /></Elements></Atlas> for jock_none.xml <Atlas><Texture filename="jock_none.tex" /><Elements><Element name="jock_none_oval.tex" u1="0.0009765625" u2="0.9580078125" v1="0.30908203125" v2="0.99951171875" /></Elements></Atlas> Is this something wrong with the .xml files or something wrong with the modmain? How do I fix it?
  20. 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:
  21. Version 1.2.0

    112 downloads

    Finally finished! I'm proud to present my latest mod in the making; Dolly the Doughnut Lady! The character itself belongs to me, and wasn't originally made for Don't Starve. Health: 130 Hunger: 230 Sanity: 200 Hunger depletes 70% its normal speed. Only does 75% of average damage. Loses more sanity from rain than average. I'm a lot more proud of how this one came out, because technically it's an update. Tell me what you think! And enjoy~
  22. Mod Volcano Biome

    Version 4.2.7

    433 downloads

    Full description here: https://steamcommunity.com/sharedfiles/filedetails/?id=1402200186 https://forums.kleientertainment.com/topic/91566-mod-the-volcano-biome/?tab=comments#comment-1043746 Can you save a friend from the volcano? yes? but where are the cage keys? Can you find the Slipstor in the jungle? Can you find a shark pond? Can you buy some itens from octopusking? Can you beat the Twister inside the volcano? Can you get some fish from a mermfisher without he see you? What this mod do? - add three biomes to don`t starve together: - The jungle - The Tidal Mash - The volcano - Add 4 bosses for the game - add a objective to the game: save a friend locked in a cage inside the volcano. The bosses have the keys. good luck
  23. 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?
  24. Conker the Squirrel

    Version 1.0.0

    118 downloads

    Conker the Squirrel is ready for another Bad Fur Day! Health: 150 Hunger: 150 Sanity: 200 Frying Pan The frying pan is a useful multi tool for Conker. *It can be crafted under the Weapons Tab. *To craft it you'll need 3 Rocks, 3 Twigs, and 3 Charcoal. *The pan will start out with 34 damage and has 200 uses. *If you stand close to a fire or leave it by a fire it will heat up! *Once it heats up the damage will be boosted to 42.5 damage, provide some heat, and you can cook with it. *If you heat it up until it turns orange it'll provide a small amount of light around you. *Includes authentic sounds from Conker's Bad Fur Day. Chainsaw The chainsaw is a powerful tool and weapon exclusive to Conker. *It can be crafted under the Tools tab when you have an Alchemy Engine. *To craft it you'll need 5 Hound's Teeth, 1 Electrical Doodad, and 2 Boards. *The chainsaw will cause 59.5 damage and has 100 uses. *If used to chop down trees it will knock them down with ease 4x faster then a normal axe. *Not only is it faster it lasts 4x longer when chopping trees, that's a maximum of 400 uses! Scared Conker is scared of this land and the beasts that lurk within. *When nearby a creature that drains sanity Conker's sanity will drain 10% faster. *If Conker is caught out in the dark his sanity will also drain 10% faster. It's going to be a long and treacherous day for Conker, are you up for the challenge?
  25. I'm eating lunch and pondering again. And it struck me. I tried to search for it, but it seems this has never been considered here.What IS that thing Maxwell is holding? It looks like some sort of pouch... or is it a pigman foot?....