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Found 218 results

  1. Hello! I'm very sorry for the inconvenience. I am creating a character for DST. I want to make the character unable to eat meat, something like Wormwood. I'm quite a novice so I don't know how to look at the code of characters that are already part of the game. Any help would greatly appreciate it.
  2. I'm new to modding, and managed to make work some custom weapons, and now im trying to make a hat, but now I get the "I can't do that" message when crafting and the game disconnects, I tried reading the server_log, but don't understand the error or what should I change, also I don know well how to name the animations for the hat, I used a template I found here in the forums, if anyone could help me get into the right direction whit this, I'll really appreciate it, I'll attach the mod folder, as well as the server/client logs. The error im getting in the server_log is: [string "scripts/entityscript.lua"]:523: bad argument #1 to 'lower' (string expected, got nil) icecrown.zip client_log.txt server_log.txt
  3. Hi! I'm Aki. I'm a relatively new modder, started in 2019 December, mainly focusing on custom art assets and original content. So far I have released one mod on my own, and contributed a little bit to 3 released mods on Steam. My Asphalt mod on Steam: Asphalt on Github Mods I have contributed some artwork to: Extra Marble Sculptures by CynicalBusiness Thermo Sensor Tile by Stephen Alarm - Notification Trigger by Cairath I'm currently working on a new, more ambitious mod centered all around decor buildings and new decor options. This mod has been in development for about a month now. I'm trying to make sure most of these buildings have additional use and function beyond just being pretty. I will update new completed buildings here and post the test versions when I have one ready. For now, here is some sneaky previews: (Yes the default tiles have bad tiling. Won't stay like that) This is all for now, thank you for looking! Feedback, suggestions and alike are welcome.
  4. 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!
  5. First, English isn't my first language. If you can't understand my word, It's because my English is immature. sorry. Anyway, I'd like to introduce you to my mod. Please see the image for a description of the mod. And Plz leave a reply if you find a bug or error. I hope you have fun with my mod. thanks. *Caution, orb can only summon one to the server. link : https://steamcommunity.com/sharedfiles/filedetails/?id=1994669572
  6. Hello everyone! Lately i've been wondering about alot of different scenarios to kill certain bosses. I was wondering how the elephant cactii from Shipwreck would fare against Bee queen. Using Kynoox's mod the "Architect Pack" i was able to make that scenario a possibility! The video down below gives you the informations you need to reproduce this technic. In my opinion, it comes back to the same efficiency as a tentacle trap of Wickerbottom! So ya this video is more of a test, i wanna see if people actually enjoy those kind of alternative! I won't always be using mods (if i do, it will only be to get content from other dlc) and i'll try to find the weirdest technic out there! "What if that worked?". It's gonna be a bit like a myth buster with only good outcomes x) On this feel free to comment down below, any opinions are welcomed and have a wonderful day!
  7. Hello everybody, I need help with something new. I am thinking of implementing an AOE based attack on my character. Like an example would be Abigail, I want some kind of Abigail's attack everytime my character hits something. And it will deal full damage at the enemy I'm attacking and like 30% to all enemies that are around my character. I looked through Abigail's files, but I didn't really see anything helpful, and I think NPCs have different codes than playable characters. So, can anybody help me?
  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 want to try to get old Hamlet back. The old textures and color cubes. I want a lot of things back. Trees, for example (Thank you Sunset Skye): And i will try to insert all unreleased Hamlet content into game. I need help finding information and old models.
  10. 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:
  11. Oh yeah, i did it Features The new Squirrel Wheel building: Requires research Animal Control Requires 200 kg of Metal Ore + 200 kg of Lumber Power generation: up to 400 Watts The efficiency of power generation depends on the metabolism of the pip and the calorie level in its stomach. Therefore, a tamed pip generates more energy than wild. During the run, the pip receives the effect of +1 happiness and +100 metabolism. Provide your pips with enhanced nutrition. Pip wants to start running in a wheel randomly, just like they plant seeds. Pip will not start running in the wheel if he is hungry or glum. Pip will stop running in the wheel to go about their squirrel-business - such as rummaging, eating, planting seeds, or if he becomes glum. The baby version of Pips, Pipsqueaks, can't running in the wheel.
  12. So i'm in the process of making a character mod based on the game Dead Cells, by Motion Twin (Great game, check it out if you haven't already) and I'd like some input from the community. I'd just like to know if the art style matches the game and/or receive any constructive criticism for the art I have thus far. I apologize if this is in the wrong sub-forum Note: I am not a modder by any means, so I have no idea how to program, and I have no idea what ideas I have WILL work, and what WON'T work. With that said, if there are any programmers that are interested in helping sometime in the future, I would be absolutely grateful! This is a mod I would love to see in DST. The Beheaded [Character] (No art available) I don't have the art done really at all, as I want to save the character for last, there's just so many textures to edit, and I don't really know exactly how I want him to look quite yet Stats - To be determined Mechanics - - Enemies killed around you have a chance of dropping a Cell; bosses guaranteed drop of (?)x cells. Cells can only be stored in player's inventory, or special container upon death, all cells will despawn from inventory ;your skeleton will turn to ash; can revive from skeletons Guillain [NPC] This is unfinished, but pretty close to being done. I would like to do some adjustments so that the body parts are proportional to the other characters of DST. Note: I will be redoing the art for torso/pelvis, also arms are placeholder This is merchant. He will provide mutations (semi permanent augments/perks) in exchange for Cells (resource) you can only have 3 mutations at once You'll lose all mutations upon death Mutation Examples: Dead inside: Increase health by (?)%, however, food cannot heal you Efficient!: Reduce durability used on weapons Health Fountain (full/empty) [Structure (uncraftable)] This will be a structure used to refill the health flask (character exclusive item). One use -- will replenish over some amount of days Teleportation Tombstone - One-way teleport directly to merchants and health fountain Frantic Sword - If your health is lower than 50% it does more damage SNEAK PEAK (What I am currently working on) The Collector [NPC] Trades weapons and upgrades for cells As you can see, his art is very much unfinished, and my workflow is um... very weird. I'm kind of all over the place What's Planned? (?) = uncertain - More weapons from the game - (?) Craftable teleportation tombs (One-way teleport directly to merchants and health fountain) - (?) Shields - Health flask: Character exclusive. cannot hold more than one. Can be upgraded (?). Other characters either cannot pick up, or only negative effects when used by them.
  13. Hi! I'm making my first mod because i wanted to add a character i made in the game, i'm not really good at coding so i was wondering if someone could help me with a perk! Basically what i want my character to do is to give a sanity aura (Like a gloomer) to other players around, with a maximum of 2 players near my character (If there's 1 person near he will still give sanity aura) But when there are 3 or more players near my character, he will give an insanity aura instead I know that is it possible to make a character give sanity aura, but i'm not so sure if something this specific can be made Many thanks for the help!
  14. i want to make a mod that gives 2 buffs to wurt. but ii don't know how. i want to 1: let her and other merms swim, (when swimming you'll just gain wetness, and wit will show wurt's head above the water) would be configurable in 2 ways, adding a hunger drain when swimming, and disabling it, dissbling having other merms swim. 2: more to do with pets. (can be changed or disabled) sanity gain from narwhals and sanity drain from skittersquids.
  15. Introducing Nicole & Nando! A character mod for Don't Starve Together. 'Animal Companion' Nando the hound-pup is at Nicole's side at all times. Except when he's staying, cause he's such a good boy. Beefalo are generally pacified for Nicole and can be sheared at any time. 'Cruelty-Free' Increased health and hunger benefits from fruits & vegetables. Deals less damage in direct combat. 'Bold & Brave' Not easily shaken by scary things. Increased sanity benefits from looking dapper. Insta-kill: Enabling causes Nando to die after taking a single hit from Nicole. Minimum DIstance: Nando will make sure to get out of Nicole's way when set. Stay/Follow Toggle: In-game key for toggling between Stay and Follow modes for Nando. Leave your feedback, suggestions, and comments below! Try to give as much information as possible for bug-reports. Thanks for downloading!
  16. Hello everyone. I'm the autor of Wooden Set - Furniture Mod on Steam, and as I was working on a Wooden Lavatory, I stumbled on a problem that I'm having a hard time to figure out. See the picture and you will notice that the door showing behind the dupe animation. I looked on everything inside the animation, the hierarchy is correct. Someone could help me out figuring why this is happening so I can release this update?
  17. I am trying to create a set piece that only generates once. Have I have right now generates it correctly but there more than one. --import some needed stuff local Layouts = GLOBAL.require("map/layouts").Layouts --this is where we add the setpiece local StaticLayout = GLOBAL.require("map/static_layout") --this helps us load the setpiece Layouts["surface_lightbulb_fissure"] = StaticLayout.Get("map/static_layouts/surface_lightbulb_fissure") --index your setpiece AddRoomPreInit("Forest", function(room) --"Forest" is the biotope in this case if not room.contents.countstaticlayouts then room.contents.countstaticlayouts = {} end room.contents.countstaticlayouts["surface_lightbulb_fissure"] = 1 --add one end) The code above is based on the set piece tutorial from http://dontstarveapi.com/tutorials/creating-your-first-mod/setpiece/ Also I tried looking into how pig king or the lunar island's alter pieces are spawned but I don't really get it. :l Edit:Nvm it's on the 2nd post for the tutorial forum post. Solution: AddLevelPreInitAny(function(level) if level.location ~= "forest" then -- only in overworld return end if level.required_setpieces == nil then -- if required_setpieces does not exist already, create it level.required_setpieces = {} end table.insert(level.required_setpieces, "surface_lightbulb_fissure") end)
  18. Sometimes, Don't Starve Together can come up with new items, and so new strings on the character's speech files are created. And because of that, it's possible that the speech files I created may be outdated from time to time. And when I try to manually input those strings into my mod's speech file, the speech file becomes broken and defaults back to Wilson's. So, I'd like to know if there's a way I can catch those new strings and insert them into my speech file without breaking it! If it is possible.
  19. Could someone help me with some of my custom perks of my character, please? I would really appreciate it the perk would be: - slowly regain sanity and life by hiding with the bush hat I would really appreciate for the help
  20. I've installed the Creative Commands mod, and I'm trying to build a custom map- But halfway through I get this error. I'm about 98% sure the issue is houndwaves, and I'm positive Creative Commands is the mod causing the problem. Is there any way I could go into the scripts and fix it? Also, sorry about posting twice. I wanted to move this from unnatural selection but I couldn't find the delete button :////
  21. Hey there, this is a short story depicting how SCP-049 made it from Don't Starve Singleplayer to Don't Starve Together. You can play as SCP-049 by downloading the character mod from Steam: [Singleplayer] [DST] In addition, there is a tale that takes place before this one. It depicts how SCP-049 got captured and sent into the Constant. Anyways, here is the story. SCP-049: "Your Show Must Go On"
  22. Is there any 'still alive'' threads in this forum for people trying to form partnerships to create mods? or You, beautifull person reading this, is one or knows of someone who wanna create cute mods but is looking for someone to draw it or help to find some cool stuff to add into a mod? i've tried to search for it in the topics around here but aside from the 'unnatural selection' one which i think they're not looking for anyone anymore since i think it's something more specific and there's already manyy artists in there, i couldn't find any more topics about this or about people looking for something in specific, the most recent one the guy who was looking for artists hasn't logged here since 2018 °n° the thing is, i have sooooo many mod ideas and even tried to edit/duplicate some existing mods and replaced stuff in it with custom images, decor items, new floors, even pets, but when it comes to ''making it into a real standalone mod i Always run into errors because i don't know how to code this game, but i have edited the visuals of many mods and 'vanilla' stuff and they work well and look really cute and i wanted to share as real mods but can't 'cus i just can't code things right so they only work as long as i don't touch the code just the images xD AHAHAHA or else it goes POOFF and breaks haaahhahha so if someone wanna have fun creating cute items for dst and knows how to code and/or at least clone some vanilla stuff [xD For real i can't even get this part right] so i can add the new custom images in it [convert .tex images,edit and replace with the new images part i can do just right, just making these stuff standalone mods which peoplecan subscribe to this part always goes wrong for me and crashes my game xD] just let me know here or if there's already a thread to look for people like this if you can guide me to the right direction is also appreciated thanks anyway <3 love u all
  23. Hi there great people of this forum first things first, i'm attempting to ''clone'' a basic mod, to change the art and items in it. following the instructions i saw in the dst files itselt, "start by choosing what you want to edit and copy/paste it, and edit to create my own mod" etc i did that. edited all the images, no problem, if i try to just edit the ''visuals'' of vanilla things i can make them work ingame, BUT the problem is when i copy and paste the files to a new folder custom named to create a 'whole new mod'' which is the goal since i want to upload in the workshop and have my friends who play with me always actually ''see'' what i ''see'' here because i have a few vanilla things ''only visually edited'' in my 'personal dst files' replacing the 'vanilla' images, names, or proprieties, so only i can see the thing i've edited for fun but i'm trying to make them 'actual mods' so i can share with the friends in my server. anywayy this one i tried to start with is a kittykit, it has a special item 'catnip' i've edited all the images from the kittykit, and all the strings from the characters interaction with it, names, description etc, these worked already when i only messed around with the strings, and images on the original mod so only i could see it ingame like that, all other players would see the ''original art and dialogs'' from the original mod. since i haven't changed the 'file names' ut since i'm trying to copy and edit to make a new mod, i have to change all the words to represent the 'new mod' like i've called it a 'black kitty' and all the images from the kitty i've changed the words to 'blackkitty' and all the ones which showed the word for the other custom item to ''catnip' since the new item i want to be a catnip pack. BUT then comes the error it says it can't find the catnip.zip but i've changed all the words to catnip, made sure it's all in .zip format because i've read in another question/forum this couldbe the problem, the file being in .rar format, or the files inside in a different format, but idk what to fix, there where 2 folders with this same name in the original mod, one 'exported' one, with a folder inside and a .zip inside this one, where there was a png, a animation and build xml inside and they're still there, only changed the image inside to a catnip, and the name to 'catnip' aswell and there's an anim folder with a catnip.zip inside with a anim and build .bin and a .png and .tex '-' so i don't know what isn't being found to try to fix it nor which of these 2 folders with the same name is the one returning this error. anyway the files are below.. i hope someone can help me, if i ran into this problem in the future maybe i can fix them aswell with some instructons given to this one. i've tried searching for this inthe forum aswell but they weren't the same problem but with other file extensions and were fixed with other steps or insertings certain strings/codes in other files i even tried following a few but in the end the instructions didn't match my error so i ended up in the same place i've started so decided to ask here the mod folder below, i've uploaded to my drive -i've never shared a link from there so if anyone can visualize/download the files just let me know i'll try to figure it out how to share it properly https://drive.google.com/open?id=1VpsSACHdpc1OMMez_5b9ucSIEpNN9VII edit: adding a .zip of the whole mod itself,i though i coulnd't upload it directly in here but aparently it's possible haha Blackkitty mod.zip and the image log i got when trying to run a test world with this mod [as it's own standalone mod] activated ----._. i talk a lot, i know....sorry, but please bear with me....loveu already and thanks for the patience -----
  24. hi here is the button i want to move (the flag) i would like to move it at the red cube near day survived without pressing TAB to show the button if someone can make that please respond to me have a nice day
  25. Here's the thing, I was trying to fix the anim issue of Deluxe Campfires 2.11, which has a super large anim that's blocking a large area on screen for mouse to interact. I decompiled the ice_star_flame.zip with krane.exe, changed nothing, put the outputs to mod's exported/ice_star_flame/, delete the original ice_star_flame.zip in anim/, start the game, according to the console prints, successfully compiled, enter my world, at last, found out the anim's already totally diffrent from the original anim(or your can say it's totally broken). There, I'm just wondering is this supposed to be like this, or it's a bug of the ktools? Must I get the original Spriter project to modify what I want? Or else I'll have to completely rebuild the anim with what's left in the krane.exe's outputs?