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Found 99 results

  1. Hello. I only have one mod subscribed to; [The Forge] Picky Targeting but when I launch DST, click play, then mods, it welcomes me w/ you have no mods check out the steam workshop. I've tried to subscribe to other mods but it doesn't seem to work either. I've tried verifying the cache and reinstalling already. Any idea why? Also, it seems to only be a problem on one of my laptops at home. Do you think it's possible to subscribe from a different laptop then relog onto the problem one? Thanks in advanced!
  2. I've spent the last day and a half trying to make a character who can only consume 3 things, Gears, Transistors, and Gold nuggets, to restore Hunger and Health. I've been lurking around in various forums and places trying to add this functionality but so far no luck. I have this line added in my modmain.lua; ---- local FOODTYPE = GLOBAL.FOODTYPE FOODTYPE.GEM = "GEM" function GemPostInit(inst) inst:AddTag("edible_"..FOODTYPE.GEM) end AddPrefabPostInit("gears", GemPostInit) AddPrefabPostInit("goldnugget", GemPostInit) AddPrefabPostInit("gears", GemPostInit) ---- And this in my character.lua; ---- inst.components.eater:SetDiet({ FOODGROUP.GEM }, { FOODGROUP.GEM }) inst.components.eater:SetOnEatFn(foodbonus) ---- local function foodbonus(inst, food) if inst.components.eater and food.prefab == "gears" then inst.components.sanity:DoDelta(15) inst.components.hunger:DoDelta(25) end if inst.components.eater and food.prefab == "goldnugget" then inst.components.sanity:DoDelta(5) end if inst.components.eater and food.prefab == "transistor" then inst.components.hunger:DoDelta(100) end end ---- After many crashes and troubleshooting, the game now plays without crashing, but I cannot consume any of these three items. I would like to add the custom foodgroup to these specifically so that other characters don't gain the same benefits, as only this character will be able to consume from the foodgroup. (Note, the name of the foodtype 'GEM' is arbitrary) The idea behind this character is that they cannot consume food as they are a robot without a mouth, (Or a chemical Engine) so they must utilize transistors to power themselves back up like batteries, and use Gears and Gold nuggets to repair themselves.
  3. Hello! I've made a character mod that uses special attacks when pressing R and T on the keyboard. I was wondering if it was possible to add Xbox buttons too, to enable the attacks when I play with a controller. If it's possible, how may I proceed for the coding? Here's the keybinding code for the keyboard: local fire_attack = GLOBAL.KEY_R local protective_shield = GLOBAL.KEY_T Thanks!
  4. Hey! I'm looking for a way to make a "reskin" for a mob to make a pet but I haven't found the build parts (Like for example, the character template images of the face or hands) of anything in the game data. Is there a way to get them? Perhaps some sort of program or method? I hope somebody answer this, really. Thanks in advance!
  5. Unnatural Selection is a community-made mod with enough content to be comparable to a DLC. It plans to add all kinds of new mobs, items, characters, biomes and events. The project is very ambitious and we plan to stick to it until the end. Below, you can find general information about the mod. Follow The Mod:Discord: US Wiki (WIP): Planned Features: Developer List: @Fidooop: Lead developer, project manager, and programmer@ImDaMisterL: PR manager and strings@spiderdian: Artist and animator@Dudedude: Artist, animator, sound designer, musician, and string writer@halfrose: Artist and animator@Chris1488: Head playtester @Jpianist: Musician Contributor List: Important Threads: Videos:
  6. Ok, so as you may or may not know, I've been thinking about making a character mod for quite some time now. This isn't a thread for me asking for a sprite! Just one to share my ideas I've been developing over the past few days (and the only other reason I'm starting this thread is because I may not get a response on my art threads about it so yeah). Ok first off, pictures of a hand drawn sprite (I was planning on digitally tracing) and a character "meme": (The perks, title, art and quote may differ in the future). Now if you know me/my persona well enough, you'll know she had fire powers. Not sure how that'll work for DS and DST but I recently thought of a solution. Obviously, the way DS works, she can't shoot fire directly from her hand so instead, how about a magical staff? I know what what your thinking, Dragon Mage doesn't have a staff or magical hand held item, right? Well earlier (like last year some time I think it was) she did actually have a staff but... I guess it just became obscure cos I never drew her with it. Plus it seemed kinda medieval-like as opposed to her modern look which did seem kinda weird. I guess she didn't really need it back then BUT anyway, back to the mod ideas. I thought in DS (much like Willow) it could be unlimited (however, having an unlimited fire staff does seem kinda OP don't you think? Well I'm still working out the details for that). As for DST, she could be nerfed a little, again like Willow with a limited source, except instead of lighter fluid how about mana? I was thinking about certain characters and how they have gauges for something like Woodie and his curse or a recent character mod I saw. Something to stop the mod users to go nuts. It does recharge slowly over time but there will be faster methods (not sure what yet. Maybe an item or actions like sleeping could help?) Idk, this idea still needs some development. Now, as for the sprites, I might be fine for the most part since I can trace over the Extended Character mod sprite. However, since the mod is a cat character, the head shape is a bit odd. Also Idk how I'm gonna do DM's hair. I could use a pony tail but... ugh, her hair has always been the downy, long flowing kinda hair. Idk. Anyway that's all I have for now. Feel free to leave suggestions! Or tell me to shut up, hide the thread and... keep to myself... ._. Please tell me I'm not the only one who's done this.
  7. Hi, everyone. I had a question last time and got an answer, but I couldn't solve it. My character and items are still transparent. Also, I tried to add a recipe tab, but it was not added, When I try to add an item recipe(This part of the picture), the game is turned off(Last photo). I uploaded my file. I hope you find the problem in my file. Please again... Thank you.
  8. Hello, modders and skin fanatics alike! After a very long time working on it, I'm happy to announce a brand new mod API that allows one to create their very own skins for their modded characters and items! You can find the mod on the Steam Workshop here: WARNING: This mod is only to be used to create skins for modded characters/items. Klei strongly forbids the use of modders creating skins for any official character/item. If any mod is found using code from this mod in order to skin official characters/items it will be reported on sight. How To Use: Very special thanks to: @Kzisor who's Additional Dressware mod inspired the creation of this mod! @Dudedude who helped out with the assets. @PeterA who walked me through a lot of the Dos and Don'ts so that I wasn't stepping over any lines! @Blueberrys who made the Persistant Data module that helped make this possible. Can be found here: For anyone wanting to skin their modded characters here are the skin portrait backgrounds! Some frequently asked questions: (If you have any more questions post them down below! I'll reply as soon as I can!) Can I skin Wilson or any other official character? No, Peter has told me to make sure that everybody is very aware that this is off limits... We've been given a gift so let's not squander it! How do I use it? The tutorial is up above! It has all the usable functions inside and how to use them! Please don't rip the code and put it in your mod through... Make sure that when you upload your mod you add this mod as a required item. (It is set up this way so that the same code doesn't run multiple times if someone has multiple mods that have skins!) What is an API? An API (Application Programming Interface) is a set of functions which allows you to use advanced techniques without having to write your own code or copy/paste the code in your mod... In order to use this API you must add this mod as a requirement on your mods workshop page. Can I make clothing? No, that is off limits. (and it'd also require a lot of extra code that is not supplied within the mod...) I found a mod that skins official items/characters! What should I do? If it is not the playable pets mod (They technically have the go-ahead to skin the playable mobs) then please immediately report it! We don't want to force Klei's hand and have Modded Skins shut down. What if I made a rip-off character of one of the official characters and skinned that? Still off limits because it is still Klei's character. (even after you change one letter in the name) So this is also prohibited and must be reported if anyone is found doing this! Can this be used to give myself official skins? At the moment I'm more than certain that this is impossible... However, if a way is found to do this using my mod then it's more a fault of Klei's (for leaving a hole in skin restrictions) and not mine because all I did was some UI hacking. What mods are currently using this to make skins? Check out @Chris1488's Modded Skins thread! He's going to try his best to stay on top of what mods get skins and he'll be updating his thread whenever he possibly can! Is mayonnaise an instrument? I'm... not entirely sure? I guess you could make a song using only sounds made by a tub of mayonnaise... But then again you could technically do that with almost everything! So I propose a counter-question. Does that mean that everything is an instrument?
  9. In my mod, I'm attempting to create a custom action that Woodie can use to climb trees and increase his field of vision (zoom out the camera). Editing the camera can only be done client-side (as far as I'm aware) so I had to learn how to use networked variables. For the most part it works; Woodie can right-click on a tree to climb it, the server changes a networked variable which causes the client to zoom out the camera. The problem is, however, that it doesn't just zoom out Woodie's camera, it affects the camera of all players. Relevant code: AddPrefabPostInit("woodie", function(inst) inst.change_view = false inst.net_change_view = GLOBAL.net_bool(inst.GUID, "change_view", "change_viewdirty" ) local function OnChangeViewDirty(inst) inst.change_view = inst.net_change_view:value() ChangeVertView(inst.change_view) end if not GLOBAL.TheWorld.ismastersim then inst:ListenForEvent("change_viewdirty", OnChangeViewDirty) return end end inst.change_view = true inst.net_change_view:set(true) The second bit of code is in the function called when the action is performed for the server to update the networked variable. It isn't in a custom component or anything, just a function in the modmain, if that matters. As you can see, I'm only adding the network variable to Woodie's prefab, and when the action is performed it only passes the specific Woodie prefab to the function that updates said variable, so why is it being updated for every other client as well (where it shouldn't even exist)? Clearly there something about net_vars that I'm not getting.
  10. Hopefully someone can help me out here because I am absolutely stumped! The sprites are updating any colour changes made, but they're not changing positions for some reason. Spriter says everything is perfectly fine, but the outcome is very wonky.
  11. I want modify the grass grows in winter, I knew in grass prefab has the function "MakeNoGrowInWinter()" I try to write down followings in the modmain.lua, but it cause an error: attempt to call global 'MakeNoGrowInWinter' (a nil value) Can anyone help me? Thanks! local function GrassGrowInWinter(inst) if MakeNoGrowInWinter(inst) then MakeNoGrowInWinter(inst):Remove() end end AddPrefabPostInit("grass", GrassGrowInWinter(inst))
  12. so, I've been working on a character mod these past few months. everything seems to be going well so far, except for the bugginess of the faces and their alignment on the head. I'm going to be remaking the head, yes, but it's either the faces aren't all in the same spot, or they are different sizes? i do know i had to manually add glasses to each one and readjust them, maybe thats the issue... i've tried to adjust it myself, but I can't... does anyone know if they could fix this issue for me, as tedious as it may be? i'm fine with giving the files to you for you to edit and adjust here's a video showing my current problem with the mod clyde test.wmv
  13. Very small mod that add evacuation of items deployed in teleporter. Next items deployed inside teleporter booth will be sent to agency stash when your agents teleports to the jet: Derek's Transport Beacon (DLC), Hologram Projectors, Portable Servers, Camera Canisters, Crybaby (DLC), + any above or grenades you just put down inside teleporter. unzip into InvisibleInc/mods folder
  14. Hi! So, I'm very, very new to modding don't starve together. I basically can't do anything for myself unless I have a video tutorial (long story short with that one, I get incredibly confused when I read something and don't have any video to go along with it). However, with my new custom character there are some things I want to add to her and I honestly don't know how!! She's based on the snow birds in the game (the ones that spawn in winter) and her perks are centered around her being a snow bird as well. Her three perks consist of: 1. Can only speak in bird (when you click on something to get information, she only says things like "chirp" "squawk" etc. I have this one figured out already!) 2. Immune to the cold (pretty self explanatory: she doesn't get cold/doesn't freeze. i have no idea how to implement this!) 3. Can't eat meat (basically the opposite of Wigfrid. she can't eat meat at all, unless it's fish or frog legs. again, i have no idea how to implement this. this also carries on to crock pot food such as meatballs, spicy chili, etc) I also wish for her to occasionally drop blue feathers, similarly to how if you murder a bird it sometimes drops a feather. I used dleowolf's extended character mod to make her, and I haven't added any code or anything to her besides changing her speech and uploading her custom look. If anyone can help me out that'd be great! I'd be happy to give you my discord/steam if you want to have a live chat with me to coach me through doing this stuff. thanks so much!
  15. Hello, I have been making a character mod for DST and I ran into an error as I'm trying to make my character heal in the rain but I can't get it to work. The full code is below but here is the main bit and how I call on the function (NOTE: he also glows in the dark if the light part of the code was confusing.) ---------MAIN BIT--------- local rainheal = function(inst) if c_moisture => 1 then c_setmoisture(c_moisture - 1) c_sethealth(c_health + 1) end end -- Hunger rate (optional) inst.components.hunger.hungerrate = 1 * TUNING.WILSON_HUNGER_RATE inst:DoPeriodicTask(2/1, function() rainheal(inst) end) -------FULL CODE-------- local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } local prefabs = {} -- Custom starting items local start_inv = { } -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when reviving from ghost (optional) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "pete_speed_mod", 1) local Light = inst.entity:AddLight() inst.Light:Enable(true) inst.Light:SetRadius(0.45) inst.Light:SetIntensity(0.55) inst.Light:SetFalloff(0.5) inst.Light:SetColour(255/255, 255/255, 150/255) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "pete_speed_mod") local Light = inst.entity:AddLight() inst.Light:Enable(true) inst.Light:SetRadius(0.45) inst.Light:SetIntensity(0.55) inst.Light:SetFalloff(0.5) inst.Light:SetColour(255/255, 255/255, 150/255) end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) local Light = inst.entity:AddLight() inst.Light:Enable(true) inst.Light:SetRadius(0.45) inst.Light:SetIntensity(0.55) inst.Light:SetFalloff(0.5) inst.Light:SetColour(255/255, 255/255, 150/255) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "pete.tex" ) end local rainheal = function(inst) if c_moisture => 1 then c_setmoisture(c_moisture - 1) c_sethealth(c_health + 1) end end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "webber" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.hunger:SetMax(250) inst.components.sanity:SetMax(80) -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1.05 -- Hunger rate (optional) inst.components.hunger.hungerrate = 1 * TUNING.WILSON_HUNGER_RATE inst:DoPeriodicTask(2/1, function() rainheal(inst) end) inst.OnLoad = onload inst.OnNewSpawn = onload local Light = inst.entity:AddLight() inst.Light:Enable(true) inst.Light:SetRadius(0.45) inst.Light:SetIntensity(0.55) inst.Light:SetFalloff(0.5) inst.Light:SetColour(255/255, 255/255, 150/255) end return MakePlayerCharacter("pete", prefabs, assets, common_postinit, master_postinit, start_inv)
  16. So my mod is practically 100% done, but there's this problem. The sprite for the portrait of my character is not working. The one in the selection screen is, but the roundish one is not working. I have the .tex files + right names and I set it up with the tools, but in the game it's just invisible. Any suggestions? The portrait I am trying to fix is below if you are curious.
  17. Basically the mod is "Wren the stormcaller" The mod itself is very fitting into the don't starve universe as its not too high quality where it looks too shiny for don't starve, or too low quality and looks like something in MS paint. The character is simple and not meant to be overpowering nor super weak. The mod has not gotten any updates in a LONG time (I predict around 2013..) and lots of people would like this 5-4 star mod (In steam its 5-Star)- to be up in its feet again with at least more compatibility (for Shipwrecked) and bug fixes. So, if you know how to script i'm sure a few tweaks would make this mod shine again and make a fair amount of people happy again. Steam download: Klei download:
  18. I was just thinking, it'd be nice for those who are continually given extreme trouble by Don't Starve's combat, if there was a way to block attacks. Like a shield/bracer type thing that goes in the weapon slot. Maybe it'd lose a variable chunk of durability depending on enemy damage on strike. A wooden one that's quite flimsy, but doesn't require science, then a stone shield, a marble shield that slows the player, and a gold shield that's fairly costly, but has a chance to knockback on taking a hit? Something that's not just "kite or die". Now, perhaps it'd make sense for giants/bosses to ignore shields, via config options, too.... EDIT: Of course, how could I forget Bee Shield and Dark Shield? Bee Shield with damage reflection onto enemies, and Dark Shield with a strong melee bash, but sanity drain.
  19. So far i've been trying to add a hat exclusive damage multiplier, but it's not working so far. I've tried adding "inst.components.combat.damagemultiplier = 1.2" into the "OnEquip" and "OnUnequip" area (lines 21 and 38), but that crashes the game (nil value). This is how the .lua file's looking so far... local assets= { Asset("ANIM", "anim/"), Asset("ANIM", "anim/"), Asset("ATLAS", "images/inventoryimages/brewinghat.xml"), Asset("IMAGE", "images/inventoryimages/brewinghat.tex"), } local prefabs = { } local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "brewinghat", "swap_hat") if inst.components.fueled then inst.components.fueled:StartConsuming() end inst.components.combat.damagemultiplier = 1.2 owner.AnimState:Show("HAT") owner.AnimState:Show("HAT_HAIR") if owner:HasTag("player") then owner.AnimState:Show("HEAD") owner.AnimState:Hide("HEAD_HAT") end end local function OnUnequip(inst, owner) if inst.components.fueled then inst.components.fueled:StopConsuming() end inst.components.combat.damagemultiplier = 1 owner.AnimState:Hide("HAT") owner.AnimState:Hide("HAT_HAIR") owner.AnimState:Show("HAIR_NOHAT") owner.AnimState:Show("HAIR") if owner:HasTag("player") then owner.AnimState:Show("HEAD") owner.AnimState:Hide("HEAD_HAT") end end local function fn(Sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst:AddTag("hat") if not TheWorld.ismastersim then return inst end inst.entity:SetPristine() inst.AnimState:SetBank("brewinghat") inst.AnimState:SetBuild("brewinghat") inst.AnimState:PlayAnimation("idle") MakeHauntableLaunch(inst) inst:AddComponent("inspectable") inst:AddComponent("waterproofer") inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_SMALL) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "brewinghat" inst.components.inventoryitem.atlasname = "images/inventoryimages/brewinghat.xml" inst:AddComponent("equippable") inst.components.equippable.equipslot = EQUIPSLOTS.HEAD inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst:AddComponent("fueled") inst.components.fueled.fueltype = FUELTYPE.USAGE inst.components.fueled:InitializeFuelLevel(TUNING.TOPHAT_PERISHTIME * 0.25) inst.components.fueled:SetDepletedFn(inst.Remove) return inst end return Prefab("common/inventory/brewinghat", fn, assets, prefabs) Any help is appreciated, and sorry in advance if the answer is obvious.
  20. After a long time of hiding, the mysterious Neptune corporation reveals itself. Based in Antarctica and well researched into cryogenics, they will use all new tricks and traps to protect their facilities. This mod was created thanks to us modders being given permission to use Spyface, one of Klei's internal tools. In this mod you can see how it can be used to create new worlds. The art itself is reused from ingame sources. Decor, tilesets, literally everything is WIP. Guards use assets from FTM guards for now. Change log: Requires Sim Constructor: Steam Workshop version: Feel free to discuss the mod on our Discord:
  21. So it seems that the sprite boxes for my varg's tail and mouth are too small and thin for the pieces I need to give them. If anybody knows how to edit sprite boxes or can change them please, for the love of god please say something. Just help, please. I literally have no idea how to do this. Here are the sprite files if you need them.
  22. So it seems that the sprite boxes for my varg's tail and mouth are too small and thin for the pieces I need to give them. If anybody knows how to edit sprite boxes or can change them please, for the love of god please say something. Just help, please. I literally have no idea how to do this. Here are the sprite files if you need them.
  23. Yes, I know this sounds stupid, but let me explain myself. Out of all the characters, only 2 of them (Winona hasn't really done anything yet) really matter lorewise, and the others are just... their for some reason. At this point nobody's expecting a full on 612 page epic on the life story of Wes, so do you think it would hurt to much to just plop in someone else? Just as well as they fir the theme of the game, their name starts with a W, they aren't to crazy OP, and they have no impact on the lore whatsoever, would it be possible? And no, I'm not saying that Walter or Wisteria are gonna pop up in the next trailer or puzzle, but theirs nothing really stopping them from existing.
  24. Hello! I've been modding a character that is allergic to bees and I have set him to lose sanity around them, but I'm looking for a way that he could take WAY more damage when hit by them! Here's a thing I tried: local function onhit(inst) if target:HasTag("bee") then else end end I thought it'd be fairly easy, but as I am very new to coding, I don't know how to proceed for this one. I tried to change his defense upon a hit, but I feel this is wrong as it does not work. Does anyone have an idea how this works?
  25. So I've been using the koalefant domestication mod as a template to make this and I have managed to narrow it down to just the summer koalefant existing, however, there's a problem. Whenever I change the code to have it so a warg becomes a "koalebeef summer" when offered a stick and such, the game crashes when a varg appears and says something about "nil eater code." It seems to be coming from the code choosing the vargs diet. Of course I am going to change that diet to meat but I don't exactly know what the problem is. I looked in the client log when I crashed and it spammed something about "unknown resource" and stuff. Could use some help. Files are below if you need them. I changed the places where I put "warg" back into "koalefant summer" so you can try changing those and testing it. If you're still confused I can send the files where I have changed the main creature of focus to "warg" and you can check from there. modicon.tex modicon.xml modinfo.lua modmain.lua koale_beefbrain.lua koalebeefdomestication.lua koalebeef_summer.lua SGkoalebeef.lua upvaluehacker3.lua koalebeef.fev koalebeef.fsb