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Found 263 results

  1. Hey, so... I need help with a character who should gain some sanity when he plants seeds. Previously I used this code in modmain, but it seems that after the Reap What You Sow update, it stopped working for seeds because of the new farm system. The rest like bushes and pinecones still work. But it doesn't work when planting seeds in farm soils. I have already searched in many places and even in the wormwood codes and nothing has worked for me Some help please. local function SanityOnDeploy(inst) if inst.components.deployable then local oldondeploy = inst.components.deployable.ondeploy inst.components.deployable.ondeploy = function(inst, pt, deployer) if oldondeploy then oldondeploy(inst, pt, deployer) end if deployer.prefab == "rossa" then deployer.components.sanity:DoDelta(3) end end end end AddPrefabPostInit("pinecone", SanityOnDeploy) AddPrefabPostInit("twiggy_nut", SanityOnDeploy) AddPrefabPostInit("acorn", SanityOnDeploy) AddPrefabPostInit("dug_grass", SanityOnDeploy) AddPrefabPostInit("dug_sapling", SanityOnDeploy) AddPrefabPostInit("dug_berrybush", SanityOnDeploy) AddPrefabPostInit("dug_berrybush2", SanityOnDeploy) AddPrefabPostInit("butterfly", SanityOnDeploy) AddPrefabPostInit("berrybush_juicy", SanityOnDeploy) AddPrefabPostInit("marsh_bush", SanityOnDeploy) AddPrefabPostInit("dug_rock_avocado_bush", SanityOnDeploy) AddPrefabPostInit("dug_sapling_moon", SanityOnDeploy) AddPrefabPostInit("seeds", SanityOnDeploy) AddPrefabPostInit("asparagus_seeds", SanityOnDeploy) AddPrefabPostInit("carrot_seeds", SanityOnDeploy) AddPrefabPostInit("corn_seeds", SanityOnDeploy) AddPrefabPostInit("dragonfruit_seeds", SanityOnDeploy) AddPrefabPostInit("durian_seeds", SanityOnDeploy) AddPrefabPostInit("eggplant_seeds", SanityOnDeploy) AddPrefabPostInit("garlic_seeds", SanityOnDeploy) AddPrefabPostInit("onion_seeds", SanityOnDeploy) AddPrefabPostInit("pepper_seeds", SanityOnDeploy) AddPrefabPostInit("pomegranate_seeds", SanityOnDeploy) AddPrefabPostInit("potato_seeds", SanityOnDeploy) AddPrefabPostInit("pumpkin_seeds", SanityOnDeploy) AddPrefabPostInit("tomato_seeds", SanityOnDeploy) AddPrefabPostInit("watermelon_seeds", SanityOnDeploy)
  2. I was starting my game with my custom character mod that i created. The game only work only when i disabled said mod. From what i can see in the log, the error is in the scripts but i can't quite sure how to fix it. Here is my master log. Any help is appreciated!
  3. Hey all! For the past few days i've been working on some code to put the head/base skin option for Modded Characters. And I have finished! And felt it was optimised enough to share to the public! All I ask for you, is to credit me if you do end up using this! What do I need? -My File! : skins_api.lua(You can rename it to whatever you want, but I named it to "skins_api" for this tutorial) -Some basic knowledge of compiling -You should probably have a finished character mod before attempting skins, haha Something to note, Make sure, for the name of your skins you will HAVE to name it in the way shown below "prefab-name-of-your-character_skin-set" Some correctly named skins would be... "wagstaff_roseate" "wheeler_nature" "warbucks_victorian" "wilba_formal" The skin names below are NOT correctly named "nature_wilba" "gladiator_wheeler" "magma_wagstaff" --For reference, Here is a list of all the skin sets in the game! GoH - formal Survivor - survivor Triumphant - shadow Roseate - rose Costume - [skip] Gladiator - gladiator Snowfallen - ice Verdant - nature Victorian - victorian Magmatic - magma Hallowed - [skip] Wrestler - wrestler Now that we made that clear, You're going to want to create... well your actual skin! If you've followed the Extended Character Template (Which i'm pretty sure you obviously have) you can simply download it again, or if you already have it, and then get your exported folder and start drawing your new skin! What'd I reccomend is copying all your characters files over to this new exported folder and then start drawing your new pngs. Now you can finish drawing the assets or set it up and move on to the code and finish the art later. Once you are done your art run the game and the autocompiler should run exporting your skin into an zipped folder in the anims folder. You'll want to download the file I put in the beginning of this tutorial and put it in your mod, like this! (Again, using the name skins_api, but you can name it to whatever you like!) Now, you'll want to put this code in your modmain.lua --Hornet: I am currently using wilba as an example, youll want to change all instances of "wilba" to the prefab name of your character! --Skins local _G = GLOBAL local PREFAB_SKINS = _G.PREFAB_SKINS local PREFAB_SKINS_IDS = _G.PREFAB_SKINS_IDS local SKIN_AFFINITY_INFO = GLOBAL.require("skin_affinity_info") modimport("skins_api") --Hornet: We import the file! If you named your file something else other than skins_api then youll want to rename this function to the name of the file SKIN_AFFINITY_INFO.wilba = { "wilba_victorian", --Hornet: These skins will show up for the character when the Survivor filter is enabled } --[[ --Hornet: The table of skins youre going to have, You can have as many skins as you want! PREFAB_SKINS["wilba"] = { "wilba_none", "wilba_roseate", "wilba_victorian", } --And So on! ]] PREFAB_SKINS_IDS = {} --Make sure this is after you change the PREFAB_SKINS["character"] table for prefab,skins in pairs(PREFAB_SKINS) do PREFAB_SKINS_IDS[prefab] = {} for k,v in pairs(skins) do PREFAB_SKINS_IDS[prefab][v] = k end end AddSkinnableCharacter("wilba") --Hornet: The character youd like to skin, make sure you use the prefab name. And MAKE sure you run this function AFTER you import the skins_api file --Skin STRINGS STRINGS.SKIN_NAMES.wilba_none = "Wilba" STRINGS.SKIN_NAMES.wilba_victorian = "The Victorian" STRINGS.SKIN_QUOTES.wilba_victorian = "\"WILBA'TH DOTH NOT WANT WEARETH O' MOTHERS DRESS!\"" STRINGS.SKIN_DESCRIPTIONS.wilba_victorian = "Wilba's tendency to go Full Hog was simply not enough to stop her mother from dressing her up all fancy-like." Now that you've done that, it's time to actually create the skins code-wise! You will want to head over to your characters _none file. I named it "wilba_skins" but you can keep it as character_none! Whatever you wish --Hornet: This is how I did my skins prefab file!, Obviously youll need to change all instances of wilba to your characters prefab name local prefabs = {} table.insert(prefabs, CreatePrefabSkin("wilba_none", --This skin is the regular default skin we have, You should already have this { base_prefab = "wilba", --What Prefab are we skinning? The character of course! build_name_override = "wilba", type = "base", --Hornet: Make sure you have this here! You should have it but ive seen some character mods with out rarity = "Character", skip_item_gen = true, skip_giftable_gen = true, skin_tags = { "BASE", "WILBA", }, skins = { normal_skin = "wilba", --These are your skin modes here, now you should have 2. But I actually have 4 for WIlba! Due to her werewilba form and transformation animation werewilba_skin = "werewilba", --If your character is a character like Woodie or Wilba with multiple transformations then youll want to have multiple skin modes transform_skin = "werewilba_transform", --Usually your character should have "normal_skin" and "ghost_skin" and Yes! You can actually edit the ghost skin to your liking ghost_skin = "ghost_wilba_build", }, assets = { Asset( "ANIM", "anim/wilba.zip" ), --Self-explanatory, these are the assets your character is using! Asset( "ANIM", "anim/werewilba.zip" ), Asset( "ANIM", "anim/werewilba_transform.zip" ), Asset( "ANIM", "anim/ghost_wilba_build.zip" ), }, })) table.insert(prefabs, CreatePrefabSkin("wilba_victorian", --Now heres the fun part, Our skin! I did "wilba_victorian" but you can do whatever skin set you want! { base_prefab = "wilba", build_name_override = "wilba_victorian", --The build name of your new skin, type = "base", rarity = "Elegant", --I did the Elegant Rarity, but you can do whatever rarity you want! rarity_modifier = "Woven", --Ive put the rarity_modifier to Woven, Doesnt make a difference other than say youve woven the skin skip_item_gen = true, skip_giftable_gen = true, skin_tags = { "BASE", "WILBA", "VICTORIAN"}, --Notice in this skin_tags table I have "VICTORIAN", This tag actually makes the little gorge icon show up on the skin! Other tags will do the same thing such as forge, yotc, yotp, yotv, yog and so on! skins = { normal_skin = "wilba_victorian", --Rename your "normal_skin" accordingly werewilba_skin = "werewilba", transform_skin = "werewilba_transform", ghost_skin = "ghost_wilba_build", --And if you did a ghost skin, rename that too! }, assets = { Asset( "ANIM", "anim/wilba_victorian.zip" ), Asset( "ANIM", "anim/werewilba.zip" ), Asset( "ANIM", "anim/werewilba_transform.zip" ), Asset( "ANIM", "anim/ghost_wilba_build.zip" ), }, })) --If youd like to make more skins, simply copy the CreatePrefabSkin function and accordingly make new skins you want! return unpack(prefabs) Congratulations! You've created your prefab skin! And now, it's time to test! Congratulations! You did it! I'll be going over skin portraits and swap_icons right now You may have noticed there's no icon here. Well that's because there's no SWAP_ICON! You will find your swap_icon image in the exported folder of your skin. The image should be around 192x192. Make sure the pivot of the symbol is in the middle in the spriter file! If you for some reason don't have this swap_icon, you'll want to make a new folder named SWAP_ICON, put your 192x192 image. Go to spriter and plop the image down, and make sure the pivot of the symbol is in the middle! Next, open the game up and let the compiler run and badum! You should get something like this once you load into the game. Portraits Once you're done drawing your portrait, you'll want to have your xml and tex as usual You can use the game’s autocompiler to compile your tex and .xml from a .png or use Handsome matts Tools(https://forums.kleientertainment.com/files/file/73-handsome-matts-tools/) to manually decompile the tex. However, you’re probably going to need to change your xml file to this <Atlas><Texture filename="wilba_victorian.tex" /><Elements><Element name="wilba_victorian_oval.tex" u1="0.0009765625" u2="0.9580078125" v1="0.36181640625" v2="0.99951171875" /></Elements></Atlas> If you haven't noticed, the name variable here is going to need a "_oval" at the end of the skin name, so go ahead and put that in if it isn't like that already! Woo! And of course don't forget to declare the big portrait assets in modmain.lua like this. Asset( "IMAGE", "bigportraits/wilba_victorian.tex" ), --Into the Assets table in modmain.lua Asset( "ATLAS", "bigportraits/wilba_victorian.xml" ), And there you have it! That's all! Let's go over some obvious things Am I allowed to create skins for Official Don't Starve Together Characters? No. Am I allowed to create skins for Non DST Don't starve characters such as Walani, Wagstaff, Wheeler, Wilba, Woodlegs and Wilbur? Maybe? I get a lot of mixed answers from people and i'm not too sure on that. Obviously you can see I've been using Wilba as an example this entire time. I'm not going to release these skins without an official clear answer If there's something you don't understand please PLEASE tell me! It's my first tutorial and i'm not sure if I explained everything well. Happy modding!
  4. I was creating a mod to edit character resistances. In this case, I wanted to give damage vulnerabilities in a percentage, using the game's own code. Any idea how I could do this? --Exemple: local armorset = (-0.5) -- 50% Vulnerable inst.components.health:SetAbsorptionAmount(armorset) -- This code doesn't work
  5. I have a custom character with some custom crockpot recipes, but if I have her mod enabled anyone is able to cook them. How do I make it so only she can cook them? (I think it has to do with tags, but I don't know how to apply that to a crockpot recipe like you can to a regular crafting recipe). I've looked at Warly and his exclusive recipes. They all have the tag "masterfood", and he has three tags, one of which is "masterchef", but I don't see where the two are connected. Like, I don't see any code that says "masterfood" can only be cooked by "masterchef".
  6. Hello! I was looking around the interwebs for info on how to get a good creature mod tutorial to mod a creature into DST. There is supposed to be a tutorial made by Klei themselves, but does anyone know if it still works. Its several years old and hasn't been updated since 2013. If it doesn't, could someone please send me a working tutorial on the basics of mob creation for dst?
  7. Alright, I'm trying to get my Custom follower to Do certain actions when The player does the same Action, an Example of what I want is when You Chop a tree, the Follower begins either chopping the same tree or one nearby, Like Pigmen followers. So... I borrowed the code from the pigman and after a swarm of Syntax errors, Yes I managed to fix those, The code just... Doesn't work, I have the same code from the pig brain and the prefab in my Follower but they don't do anything and when debugging, Which Idk if I had done correctly, it doesn't print the functions so I KNOW I'm missing something... But I cannot find it! I'm blind as a bat and Dumb as hell so it could be right in front of me and I'm not seeing it. I also want the follower to pick up the items and put them in their inventory, borrowing Wobby's assets for now, But I will be drawing my own in the future. ryn.zip
  8. 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 Steam: https://steamcommunity.com/profiles/76561198076768290/myworkshopfiles/?appid=457140 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
  9. I am requesting an overhaul of this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=478401489&searchtext=hellscream The uploader is MIA and is not responding to their mod posts and is probably unable to give permission to reupload or update their mod. I am requesting that the overhaul has custom buildings from Warcraft such as a barracks to train grunts a Great hall for peons and watch towers that attack hostile mobs. Peons would collect lumber and gold which could be used to buy peons to increase work speed and grunts which fight for you and guard the outposts along with anything else you can think of that is warcraft related. Maybe even add a new character called Thrall? #ForTheHorde!
  10. I'd like to play a multiplayer Hamlet world, but none in the same sense like Island Adventures exist. I hear constant complaints about this mod and just wanna ask how much is stuff drastically changed/how much is broken? Please note it would only be set to the Hamlet world gen. I would've asked this in the mod section which I've learnt exists, but that section is filled with people asking for help with their mods, so I thought it would fit better here. Might not get feedback so if there's another place to ask then let me know maybe!
  11. Hello. I have recently rediscovered the servers with pay to win/microtransactions These servers are with mods that incorporate microtransactions and paid content using mods, and I would like to know whether this is allowed, as with the march 2022 policy. Screenshots of the ingame shop:
  12. I present No Container Blocking which allows multiple people to access the same chest/crockpot/fridge/ect at the same time. this mod make clever use of DST's networking system to cause 0 extra lag when only a single person opens the chest, but then seamlessly swaps to my system the second a second someone opens a container. You can't dupe items, or any other "cheaty" thing you might think. This mod requires Gem Core.
  13. Hey there, I'm working on a mod right now that will add a custom food item, internally called curry. It's technically fully functional except for one problem: It doesn't appear in the crock pot. I've tried all sorts of fixes, but I'm not sure I understand things. I've also found forum posts on it, like this one, but I don't understand it well enough to really implement it. Could someone help me figure this out, or at least explain the fix to me?
  14. Edit: Solution found! Hey friends I'm making a mod which involves some custom food and recipes. I've got mostly everything worked out, but I have the problem that the cooked food isn't displaying in the cookpot when ready to be harvested. I've seen there are other topics regarding this, from Lumina, the tutorial from Squeek, and a tutorial mod from Kuloslav. Also saw the text about when modded food animation was first enabled in the game, eliminating the need for a manual code fix. I've tried reusing the resources in the above examples and tutorials to make Lumina's chocolate, tried reusing assets from the PickleIt mod, and tried reusing assets from DST's included cook_pot_food animation build. I must be completely oblivious to some small thing. In every case the inventory item displays correctly, and the proper animation is used as an idle animation when dropping the item on the ground. But in a total of zero cases have I gotten the food to show in the cookpot when finished cooking. I even extracted the game's scripts.zip so they would be loaded and modified cookpot.lua's ShowProduct function to give me debug statements to ensure the correct food name was being passed to inst.AnimState:OverrideSymbol. The relevant code in my Prefab: inst.AnimState:SetBank("food") inst.AnimState:SetBuild("applesauce") inst.AnimState:PlayAnimation("applesauce") The animation root in the .scml is called "food", it has an animation timeline within this root called "applesauce", and the resulting anim .zip is called "applesauce.zip". The animation plays correctly in Spriter, and a proper centered pivot point is set. I've decompiled Klei's cook_pot_food .bins using nsimplex's Krane from ktools to generate an .scml and ensured my .scml's underlying XML matched where necessary. Does anybody have any further tips on what I could try or double check to maybe find out what I've missed? Thanks for the help
  15. Hey there! I'm trying to make a character who has, essentially, a long coat tail, on his outfit. My initial idea was to have it work using the skirt files, but apparently the side and front images are the same - meaning the tail of his suit would turn sideways when he walked. Does anyone have any ideas on what to do? (If you're wondering, I'm making Joker from Persona 5 as the character)
  16. I'm currently trying to create a weapon (known internally as knife) to add to my character, but can't get it working. I've been using the Big Book of DST Character Creation and it links to this post from 2013, for vanilla Don't Starve. While I tried my best to make it work, I keep getting errors when trying to load up my character - all of them from the knife.lua file. I have no idea what to do, but here's the error I keep getting from DST. If you need me to, I can also send you the entire knife.lua file to look over.
  17. Hey there! My character's face and head are all off center in the game, and I was wondering if anyone could help fix it?d
  18. I know this sounds strange but, i added a recipe, for my character only, that gives me the possibility to craft butterflies; The problem here is that when i kill butterflies now they drop the item's recipe; The recipe require 3 nightmare fuel and 1 petal to craft a butterfly, but when i kill one it drops 2 nightmare fuel, 1 petal and 1 butterfly wings; so i was wondering, how do i fix butterflies and make them not dropping nightmare fuel nor petals? Here's my code, this is inside modmain:
  19. i wanted to add an Aura to Butterflies that gives me Sanity standing close to them and losing it when i'm far from them; i did both parts, but the problem is that i wanted to add a timer where, if i'm far from any butterflies, first i don't lose any Sanity, then i start losing it after 5 seconds, like i have a countdown to get close to one This is my code, but it doesn't work, Delta remains 0 even after few seconds, it's like the NightmareMode function doesn't even start Any ideas?
  20. I have minimal coding and modding knowledge, and I want to make an item for a modded character I am working on that is like an unlimited use pan flute, but where the character gets struck by lighting on use. First of all, how do I find the code for the pan flute to copy? The command TheWorld:PushEvent("ms_sendlightningstrike", ThePlayer:GetPosition()) appears to do the trick in the in game console, but I don't have the knowledge of if I could or how to incorporate that into the code. Alternatively, is there a way to make it so the character just gets hurt and does the struck by lightning animation on use? That would almost be better. Thanks!
  21. I want to add an item to my character that acts as a pan flute, but electrocutes the player on use. when I use the code for the pan flute, however, the game just crashes shortly after I get into the world. First of all, how do I get this item into the game, and secondly, how would I electrocute/damage the player on use? I will add the code and a zip file of the character, any help would be greatly appreciated! absynth.zip sigjam.lua
  22. I'm looking to add a few custom items for my character, but I am very inexperienced. I'm not sure if all my ideas are possible, and I have no idea where to start with coding them. Any help would be greatly appreciated! Here's what I'd like to add: 1. A Dream item - Would be collected after waking up from sleeping. - Could only be used by the modded character. - Could be used on sleeping mobs to extend their sleeping time and prevent them from waking up until the Dream wears off. - Could be harvested from sleeping mobs. - Could harvest dreams from sleeping players. Webbers would give two dreams. Cannot be harvested from Wickerbottoms. - Could be used on self to restore some sanity over time, but become groggy until it wears off. - Could be used on non sleeping mobs to slow them down and weaken their attacks. - Could be used on other players that are awake to temporarily make them groggy and gain sanity until the dream wears off. - Could be used on sleeping players to boost sanity gain. - Would dissipate if dropped on the ground, and cannot be placed in containers. 2. A Nightmare item - Crafted from 1 Dream and 1 Nightmare fuel in the Magic tab. - Could only be used by the modded character. - Immediately wakes the sleeping mob it is used on, and prevents them from falling asleep for some time. - Could be used on self to prevent sleeping, grogginess, and stop any sanity gain until it wears off. - Could be used on sleeping players to instantly wake them without becoming groggy, lose 15 sanity, and prevent any sanity gain until the nightmare wears off. - Could be harvested from sleeping Wickerbottoms. - Would dissipate if dropped on the ground, and cannot be placed in containers. 3. A Nightmare sword - Crafted from 1 Dark sword and 5 Nightmares in the Magic tab. - Does extra damage to sleeping targets, and does not wake them. Would these ideas be possible to implement? How would I go about doing this?
  23. I made a new mod that can completely eliminate the lag of a server with cave. Since this mod only works on single player world, I named it Don't Starve Alone. view in steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2657513551 Intro: (Thanks Thobeo20vn for translation) This mod cave/surface run base of player location, if you are in the surface, cave server will stop and if you are down the cave, surface server will stop. Time and season of two worlds sync when you migrating. this mod can only be activated on single player world (max player must be 1) if your world doesn't have cave, this mod won't do much :v (you can still turn it on) don't run this on dedicated server, it will crash :v don't close this mod later on, if you do, you will lose all of your progress in the cave (the surface is fine though)
  24. Does anyone have any idea how to make a structure accept only one specific item as fuel(specifically logs, grass, and rocks)? I've looked into different items' code that use atypical fuels in-game - and the components that make them function the way they do - but couldn't really figure anything out from there.
  25. Hello! Recently, a bug appeared on my friend's computer when playing DST. I am making this forum post for him. We frequently play Don't Starve with many mods enabled. Some of the mods we frequently use (the now common "Insight" mod is one of them) have begun to act strange for him. Whenever he subscribes to one of the "corrupted" mods as we refer to them as, they show up on his server mod list as entirely blank with "workshop-XXXXXX" as their ID, the X's being the mod number (screenshot of the mods in the menu attached). The "update mods" button also suggests he needs to update the same number of mods as his subscribed corrupted ones, however pressing the update button simply refuses to update the corrupted mods and just returns back to the "updates needed" icon. If he attempts to join a DST server or world that has any of the mods on it that he is having issues with, whenever he is subscribed to them or not, an error message pops up: "Disconnected Due to Missing Mods" (screenshot of the full error message attached). If he unsubscribes from these mods and resubscribes, they appear the same, corrupted. Most frequently we test this on my server, but I can unsubscribe to my mods and resubscribe without any issues to me. We are both using Windows 10 as our OS and playing on Steam. I have suggested numerous things, and he has tried numerous things, however we could not get anything to work. Here is a list of everything we have done and their outcomes. None of these have worked. - Restart the computer: Nothing. - Restart Don't Starve Together: Nothing. - Restart Steam: Nothing. - Unsubscribe from corrupted mods and resubscribe: Nothing. They simply reappear as they were before. - Update all mods: Nothing. Updates all other mods successfully, however simply refuses to update the corrupted mods and still states mods need to be updated. - Manually delete the mods from the mods folder: Nothing. The mods get deleted, but when reinstalled they come back as they were. - Manually delete the mods from the mods folder and reinstall them: Nothing. The mods get deleted, but when reinstalled they come back as they were. - Delete the mods folder from the local DST folder and verify the files: Nothing. Again, the folder and the mods get deleted, but when reinstalled nothing happens. - Uninstall Don't Starve using Steam: Nothing. The game successfully uninstalls and wipes the mods, however when reinstalled the corrupted mods remain the way they were. Any suggestions on how to fix this? I will give a confirmation when and how the bug is fixed if it is. My friend is not willing to factory reset his computer, if that has anything to do with the issue. Thank you in advance!