Search the Community

Showing results for tags 'mod'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] PS4
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Hot Lava
    • [Hot Lava Beta] - General Discussion
    • [Hot Lava Beta] - Suggestions and Feedback
    • [Hot Lava Beta] - Bug Tracker
    • [Hot Lava Beta] - Strats and Records
    • [Hot Lava Beta] - Developer Log
    • Hot Lava Beta Latest Update
  • Griftlands
    • [Griftlands] - General Discussion
  • Don't Starve
    • Don't Starve FAQ
    • [Don't Starve: Pocket Edition] iOS / Android
    • [Don't Starve] General Discussion
    • [Don't Starve] Mods and tools
    • [Don't Starve] Art, Music & Lore
    • [Don't Starve] Suggestions and Feedback
    • [Don't Starve] Videos
    • [Don't Starve] Bug Tracker
    • [Don't Starve] Trading
    • [Don't Starve] Testing Discussion (archive)
  • Klei Entertainment Games
    • Eets Munchies
    • [Invisible, Inc.] General Discussion and Strategies
    • Mark of the Ninja
    • Shank
  • Other Stuff
    • The Off-Topic Area
    • Forum Upgrade

Categories

  • Don't Starve
    • Custom Character and Skins
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps

Categories

  • Oxygen Not Included - [Early Access]
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] PS4
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included - [Early Access]
  • Don't Starve: Hamlet - Early Access
  • Don't Starve Together
  • [PS4] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Shipwrecked
  • Hot Lava - [Open Beta]

Categories

  • Hot Lava - Beta Reports


Biography


Location


Interests


Occupation


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together


Oxygen Not Included

Found 98 results

  1. I want make abillity for my character what can be activated with low HP Current Code: --For Rage Function local function healthcontrol(inst, data) if inst.components.health.current <= 100 then inst.components.talker:Say("Test") inst.AddTag("rage") end end Anyone can help?
  2. Etiam's Modpack After a long delay I've decided to resurrect my modpack that was previously known as MaterialColor. Luckily the mods were kept alive under javisar's wings and now with Harmony and the ModLoader everything is so much easier to manage. This modpack requires the javisar's ModLoader Detailed informations, previews and download can be found on my repository: Etiam's ONI Modpack @ GitHub Or you can use this direct link: Download Issues, requests and bug reports should be kept on GitHub Issues, but lets not be too strict about it You can also reach me out on Discord: EtiamTinciduntNullam#4455 Any feedback is much appreciated.
  3. I've been modding for a while, posting some mods in several threads or discord, finally decided to create a thread and share everything with y'all! Repository link: https://github.com/Cairath/ONI-Mods Mods require modloader: https://forums.kleientertainment.com/forums/topic/88186-mod04-oni-modloader Feel free to ask questions/leave feedback. Enjoy Encountered a bug? Shoot here! https://github.com/Cairath/ONI-Mods/issues Due to having over 35 mods it's become awful to keep their list maintained in two places. Full list of mods with their descriptions is here: https://github.com/Cairath/ONI-Mods/blob/master/README.md Discord: https://discord.gg/7wNFaVd (for people interested in the development of my mods or website, or help with modding in general) Download & installation To use the mods you need to install ONI-ModLoader using instructions available here: https://github.com/javisar/ONI-Modloader#installation Compiled mod files are available for download in the modfiles folder. Once the Modloader is installed the mod files (*.dll) should be placed in the Mods folder created by the ModLoader in the game root directory. Disclaimer & network connection My mods ping my server so I can see some statistics which mods are used the most. You don't need internet connection (it just won't ping the server if it can't) and I do NOT store any personal info - just the mod name and the timestamp when it was used in someone's game.
  4. My idea is to do a mod that upgrade the game a lot. The mod includ: 100 new criters 50 new plants 20 new equipment Most of the things in mod will be taken from what was published in the forum. I think this mod will be good because it will allow the possibility of a colony that works only on the creatures and plants and this will create a new way to play the game. Ideas to new stuffs 1. Fish that swim in oil and make power that you can take this power with a new equipment. 2. Hatch that eat heat 3. Everything you write
  5. Can someone help me, pls? It happens on the first screen of opening game. before menu. I don't have any mod.
  6. Cannot change loot table without doing something stupid like checking all tree every 10 seconds to change their loot table and to not have wrong loot drop from different tree type. It bad on CPU, too many things basically unmoddable for this game it looks! Can you please organise your loot tables in single file like crafting recipes with recipes.lua or stat value with tuning.lua so we can change those values without making mods badly?
  7. Trevice's Mods Lair These is a compilation of my Oxygen Not Included mods based in Harmony. For use with ONI-Modloader. For an update list and description of these mods, check here: https://github.com/javisar/ONI-Modloader-Mods We'd greatly appreciate to fill the templates for mods bugs: https://github.com/javisar/ONI-Modloader-Mods/issues Disclaimers Please DON'T REPORT BUGS to Klei while mods are active. BE AWARE that many of the mods are still a WIP and may fail. If you are having problems use a clean ONI installation and try to test the mods one by one to narrow the error. Then post a issue in github. We do not take any responsibility for broken saves or any other damage. Use this software at your own risk. If you load a savegame, it requires that you have exactly the same mods when you saved it. Latest releases Mod Installation Mod List Check these link to more detailed descriptions and howto's. BuildableAETNMod: Makes the AETN buildable and researchable. 20k Refined Metal. There is no preprint sprite. BuildOverFacilities: Allows to construct on top of Gravitas furniture. Also POI's buildings are no longer invincible. CustomWorldMod: Enables the player to user custom world sizes. Edit the OnionConfig.json file for changes (taken from Onion patcher). FastModeMod: Duplicants will build an dig very fast. FluidPhysicsMod: Overwrite some fluids molar mass to make them equal, this produces more mixing. Very Experimental. FluidWarpMod: Teleports liquids and gases between places. InstantResearchMod: Forces instant research without Debug mode. InverseElectrolyzerMod: Combines hydrogen and oxygen into steam. NoFixedTemps: The output fluid temperatures of the machinery depends on the input (Except AirFilter, AlgaeTerraium and PacuCleaner). SpeedControlMod: Fast Speed x10 set to behave like Ultra Speed in debug mode. SuperMinerMod: Digging drops the complete cell mass. ZeroPointModuleMod: A battery that gets unlimited energy from the vacuum. ONI-Common: Common code. Provides config load/save functionality, logger, help tools. Required by these mods. BuildingModifier: Allows to modify building attributes. EXPERIMENTAL NoDamageMod: Disables various damages in game. Overload, Overheat, boiling, cold, buildings. RoomSizeMod: Recognizes rooms (count cells) to a room size maximum of 1024. Configure maximum room sizes. WorldGenReloaded: Changes geysers properties, frequency and allowed zones. EXPERIMENTAL.
  8. I'm looking at playerstatusscreen.lua and would like to modify playerListing.ban:SetOnClick's inline function (located on line line 562). How could I go about doing this? For context this is where said function is located: playerstatusscreen.lua (file) PlayerStatusScreen:DoInit (function) listingConstructor (local function) playerListing.ban:SetOnClick (which gets passed in an inline function)
  9. Can I make my own mod? If i can, some one can send a tetrial about this. If i cant, klei, please make it possible
  10. ONI-Modloader A modloader for Oxygen Not Included based in Harmony. It allows to load mods contained in independent dll files. Please refer to the following github Readme for updated information and instructions: https://github.com/javisar/ONI-Modloader/ If you want to contribute, there are a list of ideas and requested mods here: https://github.com/javisar/ONI-Modloader/issues We'd greatly appreciate to fill the templates for bugs and features: https://github.com/javisar/ONI-Modloader/issues Disclaimers Please DON'T REPORT BUGS to Klei while mods are active. BE AWARE that many of the mods are still a WIP and may fail. If you are having problems use a clean ONI installation and try to test the mods one by one to narrow the error. Then post a issue in github. We do not take any responsibility for broken saves or any other damage. Use this software at your own risk. If you load a savegame, it requires that you have exactly the same mods when you saved it. This project uses source code of and is based on: Harmony, ModLoader Install, Besiege Modloader, OnionPatcher Latest release: ONI-Modloader v0.5.2. Compiled for Q2-311032 (Klei Master branch). May fail in the following ONI updates. Community Mods Javisar's Mods - Forum Cairath's Mods - Forum RainbowDesign's Mods - Forum MidnightSteam's Mods - Forum MooreDavid's Mods - Forum Sijko's Mods - Forum Blindfold's Mods - Forum EtiamNullam's Mods - Forum AntiBlueQuirk's Mods - Forum lfricken's Mods - Forum Installation Quick Start Installation Uninstallation Change Log Creating a Mod Harmony/ONI Tutorials
  11. So I've noticed we can add mods in the game now. Just tried a nice glowing plant and a pipe splitter. How wondrous But I didn't like the algae grower and I want to make my own.... But is this like requiring C++ skills or are you gonna make something like this suggestion: It would be awesome with a modding tutorial that is something like. Draw this drawing, animate it as this type of file to give it motion or grow states or what ever you like. Use this text file to give it stats and pipe inputs outputs and stuff like that. And voila now you can push a button in game and build your new wonderfull building. Anything like this coming? Or what is the state of things?
  12. Looking at some mods, they has .tex and .xml file. What are they, why do I need them and how do I get? Trying to make item mod, but not find any info about making item mod so quite difficult taking what I know. So far the item not even spawn in game with console am I missing something else?
  13. Hello i was happy to see now the mod workshop are here for oxygen not included but i have not yet see any of the mod i have use here, no damage, zip module, did you guys will add them to steam later ? Would be cool, more easy to manage i think.
  14. I have been working my mod for a while and I have gotten feedbacks of errors. What do I have to do when I want to receive the error in others computer and how do I fix it?
  15. Extra Controller Features is a mod I created for people who want to use controllers to play DST, but are bothered by the lack of some features or the inconvenience of some of its controls' mechanics. Here are some examples: Collecting resources can be inconvenient because the game will prioritize useless objects as long as they're closer, such as picked plants, tree stumps or pond plants. Combat is more difficult because you can only attack a mob that's in front of you Wortox can only soul hop a set (and short) distance away from where he's standing There is no "Walk To Point" feature for moving while looking at the map Building structures with precision is difficult because where they're built depends entirely on your character's position and orientation (which can't be controlled very well) There is no way to zoom in/out Moving food from an icebox to a crockpot requires that you open the fridge alone, take out the food into your inventory, and then close it and open the crockpot and then cook. This is very cumbersome when you consider the fact that food can be moved directly to a crockpot and with ease when using mouse & keyboard controls. This mod tries to fix all of the above, and add some extra features. Objects will only be selected if there's an available action (other than Inspect) you can do to them. Actions also count for whatever item you have selected in your inventory. Mobs can now be attacked no matter what direction you're facing. Building regular structures will ignore the direction you're facing. Their position will start at your feet and can be adjusted with the Right Stick (). Some (most) of these features require user input. The only button on the controller that's currently unused in game play is the Left Stick Button, which is bound to Menu Misc 3. Most of this mod's controls will be a combination of Menu Misc 3 () and another button: Menu Misc 3 + Rotate Left/Right (+): Zoom camera in/out Menu Misc 3 + Open Crafting/Open Inventory (+): Adjust Soul Hop and Walk To distance Menu Misc 3 + Alt Action (+): Walk to a point in front of you Menu Misc 3 while inventory and containers are open (): Switch focus to containers. This will alternate between a regular container and a crockpot if both are open at the same time. Pause while a crockpot and the inventory are open (): Cook. Works exactly like the Cook button that shows up on the crockpot HUD when using a mouse & keyboard Menu Scroll Back while inventory is open (): Quick Move items. Works exactly like Shift + Click when using mouse & keyboard controls in that it moves items between containers and inventory, or ingredients from container to crockpot if both are open Tilt Right Stick while building (): Adjust build location. Not recommended for structures that are to be placed arbitrarily (such as campfires or early science machines). Does not work on turf and walls. Config Options: Misc Control: Change Menu Misc 3 to Menu Misc 4 if necessary. Added after a suggestion from someone who wanted both Gesture Wheel and this mod but couldn't have both because they used the same button Enable Placer Mod: Choose whether you want to use the modified building method. Changing this to "No" will revert it back to the game's original. Enable Item Hotkeys: Disabled by default. Item hotkeys let you quickly access specific items in your inventory. Not currently 100% finished, as it doesn't save across caves / surface and lacks any sort of indicator on the HUD. To set an item to a hotkey, you open the inventory and use Menu Misc 4 + Menu Scroll Forward + D-Pad (++). That item will now be bound to that specific D-Pad direction. To quickly select the item, use Menu Misc 4 + D-Pad (+). Your inventory does not need to be open to select the item. You can find the mod on the Steam Workshop here. I hope you find this mod helpful! Feel free to reply below (or comment on the Steam Workshop page) if you have any complaints about this mod or the game's controller controls in general.
  16. Hello Ladies and Gentledupes, I represent Lagging Savant Industries and am announcing setting up shop in an asteroid near you. Such wonderful and amazing technologies you have never seen before via modifications. The mechanic and tinkerer is hard at work and will soon be able to send you such wonderful inventions as: Stasis Pod - Have too many dupes sucking up the oxygen that was not included? Everyone dying of that lung rotting disease? Not enough food to go around? Well here is your answer. Have anyone with a smidgen of doctoring training lock up those mouth breathers and put them in a long cold sleep. Hopefully someone will still be around to wake them up. Instantiation Teleportation Device - Utilizing what little we know about the printing device, our R&D department is hard at work brainstorming how to move duplicate matter from point A to point B. We make no guarantee that everything will be cloned correctly. Our deep copy algorithm is theorized to be 99.999% accurate. Bots - Who needs dupes when you can spin up bot that can perform basic tasks. No need to eat, sleep, pee or breath. This has created somewhat of a paradox as our staff needs to run extra on the treadmill to keep the bots up all night. Might have to look into having the bots run on the treadmill to power themselves. Remember, all sales are final and we are an LLC so we can't be held liable to any losses of life, commodities or mishaps during implementation. Contracting services can be provided for an honest hourly rate. Thank you for your time and feedback is welcome. (Wasting time while I wait for the official release of the mod templates from ONI staff, have a great day)
  17. This mod adds the ability to edit planets via .json files in the mod's directory to the game. It also allows customizing the distance range at which they can be found. All tags except ID and distanceRange are optional, and will use the value assigned to them by default when not found in the file. Most of these changes require starting a new colony, as planets are generated as part of the world generation. https://steamcommunity.com/sharedfiles/filedetails/?id=1706500750&searchtext= JSON-Format example (default rocky asteroid): Be careful, as the game will crash if you change the distance ranges in a way that causes certain distances to not have planets available.
  18. I'm making a character who has a phobia of lightning. I'd like to make it so every time there's a lightning strike, there's a sanity penalty. I have no idea where to start, though. I know that I need to write in some code in the character's main script page, but that's about it. Can I get some help? (If there's already a topic covering this, just link me to that. I find navigating forums to be incredibly difficult...)
  19. Disclaimer: This is entirely made to give lore/backstory to the mod "SCP-049" (made by me). You won't have as much enjoyment reading this if you are not a fan of the SCP franchise. Also, this counts as art shut up. (i couldnt tell whether to post this here or in the mods section, but because this is technically more of me showing off something art-related more than me plugging my mod, I ultimately decided to post it here. Also don't worry, there's still Don't Starve references to get.) You can play as SCP-049 here: https://steamcommunity.com/sharedfiles/filedetails/?id=1663540284
  20. I'm building, or trying to build, a mod called More Drops (DS). I ported it to Don't Starve from "Don't Starve Together", so my lua knowledge is very limited, but I've been working on this thing for days and can't figure it out, so I need to ask for help. I figured out how to expand on the original mod authors work by adding new trees and resources, but when it comes to "hackable" resources, I'm stumped. So this is what I was trying, and tons of variations on this. This doesn't work and I don't understand why, and I'll show you what does work in the next two. --bamboo if inst.name == "Bamboo Patch" and utils.LootRandom(bambooChance) then utils.DoTimes(GetModConfigData("bambooAmount", KnownModIndex:GetModActualName("(JEM) More Drops DS")), inst.components.lootdropper.SpawnLootPrefab, inst.components.lootdropper, "bamboo") end This does work --Spawn extra logs for tall trees if inst.components.growable.stage == 3 and utils.LootRandom(logChance) then utils.DoTimes(GetModConfigData("extralogstall", KnownModIndex:GetModActualName("(JEM) More Drops DS")), inst.components.lootdropper.SpawnLootPrefab, inst.components.lootdropper, "log") end And this works as well if inst.name == "Evergreen" and inst.components.growable.stage ~= 1 then if utils.DropLootRandom(inst, "pinecone", seed_chance) then print("Dropped seed") end end Now I'm not sure how much of the files I should paste here, but here's the start of the trees.lua just to add a bit more context local utils = require("utils") local logChance = GetModConfigData("logChance", KnownModIndex:GetModActualName("(JEM) More Drops DS")) local function ImproveTree(inst) --Do these when the tree is fully chopped local seed_chance = GetModConfigData("treeseedchance", KnownModIndex:GetModActualName("(JEM) More Drops DS")) local egg_chance = GetModConfigData("eggChance", KnownModIndex:GetModActualName("(JEM) More Drops DS")) local coconut_seed_chance = GetModConfigData("coconutChance", KnownModIndex:GetModActualName("(JEM) More Drops DS")) local bambooChance = GetModConfigData("bambooChance", KnownModIndex:GetModActualName("(JEM) More Drops DS")) local oldonfinish = inst.components.workable.onfinish inst.components.workable:SetOnFinishCallback(function(inst, chopper) All of the info is called in modmain.lua correctly as far as I can tell, I made sure to add things in the same way as the working code. I expected this to drop some extra bamboo! I've tried so many different ways, even made my own choppable.lua file and added it the same way the original author added pickable.lua, but I figured it's gotta be a bit more like trees than regular resources, since you use a tool and it drops the item on the ground rather than adding to invetory. If you want to see the whole mod, I've uploaded it here and in dropbox: https://www.dropbox.com/s/ahss2d0s861j2an/%28JEM%29%20More%20Drops%20DS.7z?dl=0 (JEM) More Drops DS.7z
  21. Yep, it's me with flamey again BUT... i want him to take damage by being wet. Does anyone know how to do it? (and where i should put the code .w.) Edit: I mean, like WX-78 but without sparks
  22. Hi! Just as title says. I'd like to have the following track: Back into the game for personal preference, but i can barely turn a computer on much less make a mod. Thanks! Also, am i the only one who still has the music not playing bug?
  23. Question about the anim folder. I am trying to make custom items, but without the animations when I drop them, you cannot see them. I was wonder how to format and change these images to make the complied into their own animations. I only need an animation for when they drop on the ground. I tried to copy another items anim file, but since they shared the same internal name somewhere so it couldn't run. I heard talk about an scml file, however I do not know how to format it.
  24. Version 1.4

    1,315 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 ==== 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.
  25. I have been making a mod character and have made the item I want to be character specific (a bedroll.) I tried looking around in the vanilla game's scripts for other character specific items, but they don't seem to have much. So I began reading through a thread, which I linked below. I decided to start where the original poster in that thread started by using the script he originally posted and tailoring it to my character with the idea that I could trouble shoot any problems the same way the users in the thread did. Although the script doesn't crash my game and does cause characters to be unable to hold the item, it makes all characters including my own drop it. I tried a couple things mostly going to the (if player.prefab ~= "wisia" then) code and changing what is set in the quotation marks. What i found is that when the prefab name is set to that of my character, they won't spawn with the item or say the text for being unable to hold the item, but if the value is set to something else such as "wilson" I will start with the item dropping off my character and them saying the appropriate text. The short of it is, does any one know how to fix this issue, or a better set of code that would garner the same results without the hassle? Thank you for your time. I also added the item's prefab if you want to poke around in there. My friend wanted me to hurry up making the mod like 6 months back and got someone who knew what they were doing to write the bed roll code since i was having trouble so i can only kind of guess and assume what each part of the code does but not why or how it affects other parts. meaperroll.luameaperroll.lua inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "meaperroll" inst.components.inventoryitem.atlasname = "images/inventoryimages/meaperroll.xml" inst.components.inventoryitem.cangoincontainer = false inst.components.inventoryitem.onputininventoryfn = function(inst, player) if player.prefab ~= "wisia" then inst:DoTaskInTime(0.1, function() player.components.inventory:DropItem(inst) player.components.talker:Say("It seems to slip right out of my hands!") end) end end