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Found 19 results

  1. 1. so. I'm making my own mod. can do everything by myself but need a bit of help with coding. I understand how Don't Starve code works. not 100%, but definitely alot. I was curious if anyone could tell me if implementing some sort of required rest feature. for example, I had an idea for a character that needs to rest at least in game 3 hours a day (rest - not do anything. sleeping or eating mandrake soup also counts) or they'll experience sanity loss the more time elapses and 1 damage every 5 tics. would coding such a thing be possible? 2. I wonder if it would be possible implementing a... device or a meter of a sort which would measure how much time is left until they need to rest (energy level meter or something). 3. plus I was wondering if implementing new mechanics would be too hard of a job? mechanics being, for example, Wanda's time or Wolfgang's mightiness. ---------------------------------------------------------------- I hope what I listed is understandable Thanks to anyone who responds with even a tiny bit of info, everything is appreciated :>
  2. Hello, I'm creating a character with a unique weapon. Even making a weapon and applying it to a character was successful. However, when launching the game and crafting a weapon, the crafting icon is displayed as the default axe. Tool thumbnails don't even appear, and once crafted, the character is holding something 'transparent'. The image of the weapon seems to have been inserted correctly, but the image is not applied. (The icon is normally entered when in the inventory.) Does anyone know about this error? What code am I missing? modmain.lua tranquility.lua siran.lua
  3. Hello again! So, There's this concept I'd like to use for my modded character. You see, he's kind of a tank, which is great and all, but it doesn't help much unless he draws aggro more than other characters. What I'd like is for him to copy Wes' hound target component but with all hostile mobs, so that he is often targeted instead of other players! Alternatively, if there was a way for him to steal the aggro off of other players, that would work, too! something like Wigfrid's taunt, but without an item to activate it? Maybe it automatically happens when he attacks something, or if he emotes? Could someone please help me out?
  4. I have a character that used to work perfectly fine, but as of recently the game crashes whenever I spawn or craft a couple items that share some code with the shield of terror. I am wondering if there is any change to the shield of terror that may be causing this crash, or otherwise some other reason that I have not noticed. I have attached the character mod as well as the scripts for the two individual items. All help is greatly appreciated! tfmmw.lua lmw.lua WerriTerri (2).zip
  5. Being honest - I have no idea how oneat works and it been a while since I tried to play around with modding, I tried to base on another mods but I keep getting errors and I really could use some help here Daycare Attendant.rar client_log.txt
  6. Hello! I've been browsing the forums and found some useful code lines, but when I try to implement them, nothing happens. I want my character to lose 5 sanity per hit against anything that isn't a monster, boss, structure or wall. Here's what I've got. local master_postinit = function(inst) inst:ListenForEvent("onattackother", combatdrain) end local function IsValidVictim(victim) return victim ~= nil and not (victim:HasTag("epic") or victim:HasTag("monster") or victim:HasTag("structure") or victim:HasTag("wall")) and victim.components.health ~= nil and victim.components.combat ~= nil end local function combatdrain(inst, data) local victim = data.victim if IsValidVictim(victim) then inst.components.sanity:DoDelta(-5) end end However, it isn't working. I'm sure I must have done something stupid, like put it in the wrong place. It is currently in my character's .lua file in scripts/prefabs. Could someone help me get this to work?
  7. 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!
  8. 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
  9. Recently I decided to make a rework, the main change of which will be the ability to take the book in hand and choose the area of the spell. but faced a problem, other players cannot see this circle. That is, the host can easily press the right button and choose where to apply the spell, while other players apply the spell where the button was pressed without the right to choose. I've used the available "aoetargeting" and it works great in solo play. inst:AddComponent("aoetargeting") inst.components.aoetargeting.reticule.reticuleprefab = def.reticule inst.components.aoetargeting.reticule.pingprefab = def.reticule.."ping" inst.components.aoetargeting.reticule.targetfn = ReticuleTargetFn inst.components.aoetargeting.reticule.validcolour = { 1, .75, 0, 1 } inst.components.aoetargeting.reticule.invalidcolour = { .5, 0, 0, 1 } inst.components.aoetargeting.reticule.ease = true inst.components.aoetargeting.reticule.mouseenabled = true
  10. 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?
  11. i was following this tutorial everything was going well till after I edited the art when I try to load in the game it just crashes no error message it just closes Anyone know how to Fix it. I cant send a zip file due to it being too big
  12. Hello. I want to make a character who will refuse to eat spoiled food, monster meat and raw meat. When character eating a raw or fried mandrake, this error flies out. I can’t understand what’s wrong. I would be very grateful for any help! valentino.lua
  13. Please tell me how the character code should look like so that he can restore his sanity next to, for example, with Wilson
  14. локальная функция friendsFOREVER (inst) local pt = inst: GetPosition () local range = 10 local hps = 6 местных друзей = {"wilson"} local target = TheSim: FindEntities (pt.x, pt.y, pt.z, range, friends) для _, ent в ipairs (цели) do inst.components.sanity: DoDelta (hps) end end локальная функция BFFs (inst), если не inst.components.health:IsDead (), а не inst: HasTag ("playerghost"), then friendsFOREVER (inst) end end Где тут ошибка и это local toim = 2 inst: DoPeriodicTask (toim, BFFs, nil, inst) Где тут ошибка
  15. Hello, so I got back into DST a few days ago after like 2 years of not playing, and I decided to make a mod right away since it was something I wanted to do even back then but couldn't for various reasons. I've made the art, and I've renamed him and changed his stats. I basically just need to add the perks and I'll be done with the in-game stuff. I made him using esctemplate btw. The perks I wrote are as follows: 1.Goes insane easily. 2.Blood thirsty. 3.Small stomach, but goes hungry much slower. 4.Can heal people with his blood, his own wounds heal faster. 5.Can manipulate darkness. For the 1st one I just set his max sanity low. For the 2nd one I just set the damage multiplier to 5, but I still need to test it for balancing purposes. I start needing help with the 3rd one, because I can set his max hunger low, but I have no idea how to make it deplete more slowly. For the 4th one, I probably need to add a character exclusive item that heals others but requires you to use your own health (wont affect max health though), sort of like the telltale heart but it just heals health instead of reviving people. And for the health regen, I wanted it to go faster but without it depleting more hunger, I don't know if that's possible though. For the 5th one, I was thinking of making a nightmare amulet that never breaks, but again, I don't know how to go about it. Any help is appreciated a whole bunch, thank you!!
  16. Hi. I want to remake my first character, but I don't understand the code at all to add the necessary perks to it. Here's what I want to add to my character: 1. The character gets wet longer / dries faster in rainy weather (It always rains in Carl's world). From the sea waves, it gets wet and dries like all the other characters. 2. The character can't sleep like Wickerbottom (According to the game's canon, the character can't sleep because of an experimental drug that suppresses sleep). 3. The character repairs broken items faster. 4. Winter clothing does not warm the character well. Sorry if there are grammatical errors. I don't speak English.
  17. It's been about 3 years since I last made a post since I got out of my DST phase. Now I'm back into it and rearing to go again. I need some mod help with this one character I'm making. I'll run through the deets; He's apathetically empathetic. He'll more than happily damage enemies but won't kill them. (With the exception below) If he puts on a mask he'll """transform""" to then be able to kill enemies (Also wanting to make him automatically equip it and stay equipped if he goes insane.) Loses Sanity/Stats when killing an enemy. If there's anything more that I need to provide to explain myself then please lemme know, I hope I get a reply and a bit of help! I'll be grateful for it c:
  18. So im using this character mod: https://steamcommunity.com/sharedfiles/filedetails/?id=493284025 I've Attached All Relevant Files to the post This character has a added armor item that ordinarily creates a leap ability when equipped. However upon right clicking while armor is equipped the game will crash. Attached is a log file of the crash. You'll need to open that to follow along with the rest. The time stamp where i enter a console command to give myself the armor is [00:01:53] (no problems here, no problems equipping the armor in game) and the time stamp where i right click with the armor on to use the leap ability and the game crashes is [00:02:07] where you can see the following LUA Error: [00:02:07]: [string "../mods/workshop-493284025/scripts/leapmech..."]:87: attempt to call method 'Get' (a nil value) I dug through the modded files and the file this error is pointing to is attached to this post as well. The line its pointing to looks like this on line 87: inst:ForceFacePoint(data.pos:Get()) here's the entire chunk of code most of it may not be relevant, but the line creating the error is the 2nd break down where it says "local dist", followed by an if statement: AddStategraphState("wilson", State{ name = "leap", tags = { "doing", "busy", "canrotate", "nopredict", "nomorph" }, onenter = function(inst, data) inst.components.locomotor:Stop() inst.AnimState:PlayAnimation("leap") local dist if data ~= nil and data.pos ~= nil then inst:ForceFacePoint(data.pos:Get()) local distsq = inst:GetDistanceSqToPoint(data.pos:Get()) if distsq <= LEAP_MIN_DIST_SQ then dist = LEAP_MIN_DIST inst.sg.statemem.speed = LEAP_MIN_SPEED elseif distsq >= LEAP_MAX_DIST_SQ then dist = LEAP_MAX_DIST inst.sg.statemem.speed = LEAP_MAX_SPEED else dist = math.sqrt(distsq) inst.sg.statemem.speed = LEAP_MAX_SPEED * dist / LEAP_MAX_DIST end else inst.sg.statemem.speed = LEAP_MAX_SPEED dist = LEAP_MAX_DIST end if inst.components.hunger ~= nil then inst.components.hunger:DoDelta(-dist / LEAP_MAX_DIST, true) end local x, y, z = inst.Transform:GetWorldPosition() local angle = inst.Transform:GetRotation() * DEGREES if GLOBAL.TheWorld.Map:IsPassableAtPoint(x + dist * math.cos(angle), 0, z - dist * math.sin(angle)) then ToggleOffPhysics(inst) end inst.Physics:SetMotorVel(inst.sg.statemem.speed * .5, 0, 0) local fx = SpawnPrefab("small_puff") if fx ~= nil then fx.Transform:SetScale(.3, .3, .3) fx.Transform:SetPosition(x, 0, z) end PlayFootstep(inst) if inst.components.playercontroller ~= nil then inst.components.playercontroller:Enable(false) end end, onupdate = function(inst) if inst.sg.statemem.isphysicstoggle then local x, y, z = inst.Transform:GetWorldPosition() local angle = inst.Transform:GetRotation() * DEGREES local radius = .5 x = x + .75 * radius * math.cos(angle) z = z - .75 * radius * math.sin(angle) local ents = TheSim:FindEntities(x, 0, z, radius, { "wall" }) for i, v in ipairs(ents) do if v.components.health ~= nil and v.components.health:GetPercent() > .5 then ToggleOnPhysics(inst) return end end end end, timeline = { TimeEvent(.5 * FRAMES, function(inst) inst.Physics:SetMotorVel(inst.sg.statemem.speed * .75, 0, 0) end), TimeEvent(1 * FRAMES, function(inst) inst.Physics:SetMotorVel(inst.sg.statemem.speed, 0, 0) end), TimeEvent(19 * FRAMES, function(inst) inst.Physics:SetMotorVel(inst.sg.statemem.speed * .25, 0, 0) inst.SoundEmitter:PlaySound("dontstarve/movement/bodyfall_dirt") local fx = SpawnPrefab("small_puff") if fx ~= nil then fx.Transform:SetScale(.3, .3, .3) local x, y, z = inst.Transform:GetWorldPosition() local angle = inst.Transform:GetRotation() * DEGREES fx.Transform:SetPosition(x + .25 * math.cos(angle), 0, z - .25 * math.sin(angle)) end end), TimeEvent(20 * FRAMES, function(inst) inst.Physics:Stop() inst.sg:GoToState("idle", true) end), }, onexit = function(inst) if inst.sg.statemem.isphysicstoggle then ToggleOnPhysics(inst) end if inst.components.playercontroller ~= nil then inst.components.playercontroller:Enable(true) end end, }) I just really enjoy this mod and would like it to work as intended again, its also worth noting that this leap ability USED to work before i updated dst im not sure what update broke it though exactly just that it used to work fine. I tried to fix it myself as this seems like a simple error that is just expecting a value its not getting or something, however I know nothing of modding what exactly I'm looking at, and i know very little of the game code and even less of LUA programming language, which code are game functions, and which are user created modded code. Just hoping someone with a little more knowledge than me can help me out here. Thanks in advance. modmain.lua modinfo.lua leapmechanic_guts.lua client_log.txt
  19. Hello, Thank you for stumbling upon this thread stranger! I would like to add a sanity perk to my character but I don't know how to write code very we so here goes. The perks work like this; She will have a small sanity gain when holding a bird and a slightly smaller gain when holding a feather. They are and simple but I do not know how to check for an item in an inventory. Thank you for your help kind stranger!