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Oxygen Not Included

  1. I'm working on a mod where, after a certain amount of time, a specific song starts playing. It's supposed to follow the player as they move, but it currently seems to be stuck in a specific spot. How would you get the sound to move? I'm currently using AddClientModRPCHandler in the modmain lua, and SendModRPCToClient in the character lua. Is there something else I should be doing? In the character lua: (This is inside of a timer that determines how long it will take for the song to play inst:ListenForEvent("timerdone", function(inst, data) if data and data.name == "EndSong" then SendModRPCToClient(GetClientModRPC("hatchling", "songcall"), inst.userid) print("playing song with RPC") In the modmain: -- Client RPC Handler for EndSong AddClientModRPCHandler("hatchling", "songcall", function() --"hatchling" is the namespace, needs to be unique. "songcall" is the name, this is how I'll call it later. GLOBAL.TheFocalPoint.SoundEmitter:PlaySound("customvoice/EndTimes/EndSong") end)
  2. General advices Need help? Be helpful! Add as much info and code as possible: too often do people omit modmain.lua and modinfo.lua or reduce the crash log to the last line. Upload the files you're working with. Link the guides and tools you're using whenever possible. Detail the steps you're following. Don't make people guess what you're doing. Be specific! Is it a crash? A new feature you want? Porting from DS? Trouble with animation? State it in the title so people who know about it can see it right away. "Help with my character" means essentially nothing since characters can do pretty much anything. Don't be a jerk. Being nice is usually a good way to get people to help you. Search the log for error. One of the first step when you have a problem with a mod is to take a look at the log. When a crash occurs, the log could provide you useful informations about what is wrong. You could find the log in C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogetherANewReignBeta (If you are in the beta branch) Or C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogether (classic branch) Usually, informations will be in the "client_log.txt" Sometimes, a crash will happen server-side, so you must look at the server log. Search in C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogetherANewReignBeta\Cluster_1\Master With "DoNotStarveTogetherANewReignBeta" your current branch, "Cluster_1" your current save, "Master" if the crash happen on surface, and "Caves" if the crash happen on caves. Look at the "server_log.txt" Now you have an error log. If you can, try to understand what the error log says. Some errors could easily be fixed by yourself. You could also try a search to see if someone encountered the same problem. If it's not the case, you could create a topic. Title. The first thing people will see is the title. There is a lot of topic asking for help, so "help pls with a mod", "I need help" "[URGENT] Need help" isn't a good title, because it doesn't give a clue about what the problem is. Since people helping here are doing this in their free time, and since every modder have his strong point and weak point, your best option is to have a clear title, with informations about what you are searching. This way, people able to help you could see what help you need even before opening the topic. For example "How to create a perk for my character" "My character mod is crashing (Mod and Error log in topic)", "How to make an aura healing others players ?". You will gain a lot of time with a clear title, and people will be more likely to help. Content of your topic. Your topic must contain a clear explanation about what you need. If you are asking for help because of a crash, provide the error log (you've seen before how to obtain it), and attach your mod, so people could take a look at it. You must zip your mod first, then you can see an option "drag files here to attach, or choose files". Attach the zip file. This way, everyone could download your file and see what is wrong. When searching the cause of a crash, looking at the code is often mandatory, so you'll gain a lot of time by attaching mod in your first post. Usefuls links and tools. [TOOL] Texture and atlas packer : a tool allowing you to easily pack or unpack texture. Great for inventory image containing multiple items images. [TOOL] HandsomeMatt's Tools : one tool allowing you to converting .png file into .tex, another one allowing you to open .tex file and save them as .png [TOOL] Build renamer : one tool allowing you to rename builds. [TOOL] ktools : allow to decompile animations in a spriter file. Useful, but you need some knowledge to make it works. [RESOURCE] DST Speech Mod Template : All the speech line in one file, useful for custom character. Tutorials : [TUTORIAL] Custom recipe/food visible in crockpot/farm [TUTORIAL] How to add, not replace stuff in worldgeneration [TUTORIAL] Basics : what to use to open .lua files and why [TUTORIAL] How to create a Set Piece
  3. So I'm making a character who dies every 22 minutes, called the Hatchling. I have a functional script that will instantly kill the Hatchling after a 22 minute timer... but I wanted a warning system. My plan was that after 20 minutes, (2 minutes before death) a song will start playing. I made a timer script, based on the same timer for the Kill Loop. Here's the scripts I have. If someone can help me, please do! I labelled them with comments, and even put in print() functions, but the print("EndSong plays") appears in the console before the Hatchling even loads in. --Kills the Hatchling after a certain time. At release, it should be 22 minutes. AddPrefabPostInit("hatchling", function(inst) print("AddPrefabPostInit") if not inst.components.timer then inst:AddComponent("timer") end inst.components.timer:StartTimer("when the sun explodes",60*3) --should be "when the sun explodes",60*22) print("Timer start") local function YouGetKilled(inst) if inst.components.health and not inst.components.health:IsDead() then inst.components.health:Kill() print("running YouGetKilled") end end inst:ListenForEvent("timerdone", YouGetKilled) -- revive yourself here -- assume you have a home if inst.components.homeseeker then inst.Transform:SetPosition(inst.components.homeseeker:GetHomePos()) print("Going Home") end -- revive inst:PushEvent("ms_respawnedfromghost") print("respawning") inst:ListenForEvent("ms_respawnedfromghost", function() if inst.components.timer:TimerExists("when the sun explodes") then inst.components.timer:StopTimer("when the sun explodes") print("stopping timer") end inst.components.timer:StartTimer("when the sun explodes",60*3) --should be "when the sun explodes",60*22) print("restarting timer") end) end) --This script should play The End Times when there's 2 minutes left in the Loop AddPrefabPostInit("hatchling", function(inst) print("AddPrefabPostInit") if not inst.components.timer then inst:AddComponent("timer") end inst.components.timer:StartTimer("EndSong",60) --should be "EndSong",60*20) print("EndSong Timer start") inst:ListenForEvent("timerdone") inst.SoundEmitter:PlaySound("sound/customvoice") --adding this causes the game to crash upon loading the Hatchling. It doesn't give me anything useful, though. print("playing song") inst:ListenForEvent("ms_respawnedfromghost", function() if inst.components.timer:TimerExists("EndSong") then inst.components.timer:StopTimer("EndSong") print("stopping EndSong timer") end inst.components.timer:StartTimer("EndSong",60) --should be "when the sun explodes",60*22) print("restarting EndSong timer") end) end) As a note: CustomVoice is the name of the .fev and .fsb files I'm using for the song. I'll be renaming it once I get everything working properly.
  4. I'm making a character whose main gimmick is that they die every 22 minutes, then can be revived with no Max HP cost. How would I keep their Max HP from going down? Would I put some script into their lua, or would I need to put it in a new revival item unique to them? (My original plan was to add a new revival item for them to use anyway, so that won't be a problem.)
  5. 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
  6. I'm making a character that will die every 22 Minutes - no stopping it, but they have their own way to revive themselves. However, I'm not sure how I would do that. I've been looking at Wanda and I saw a few various strings that could help, but I honestly need some help. Is there anyone I could talk to who can help with this? Additional information: I want a specific song to begin quietly playing once they've got about 2 minutes left, and I want them to be able to revive without losing any max HP.
  7. I found that there is no actual way to move a mob from the forest to the cave while keeping information about that mob. For example, a pigman or a custom mob from my mod is my follower, but it cannot follow me through caves. Here is my plan: After the player logs in to the cave shard, it uses SendModRPCToShard to tell the forest shard to send back all the information it needs (remaining HP, e.g.), then the cave shard spawns the mob and initializes the mob with the information. However, copying all variables in all components is a pain, is there a better way to transfer information about prefabs? Especially when the mob has an inventory component and is carrying many items, and these items should also be transferred and rebuilt.
  8. Hello! I'm working on some ideas for a Character mod for a character from Outer Wilds - known as The Hatchling - my idea is that they have 6 special items, 2 items for each of the 3 main alien races in the game. However, I'm not entirely sure how to implement these, and some of them may not be possible. So I figured I could ask people here about it. THIS THREAD MAY CONTAIN MINOR SPOILERS FOR OUTER WILDS, DO NOT PROCEED IF YOU PLAN ON PLAYING THE GAME. Hearthians Probe Scout - Some kind of sentry, but rather than damaging foes, they either slow or stun them. This would require a lot of balancing, though. Signal Scout - My original idea was that you could place an item into it, and it'll point you toward others, like the Navigadget in Hamlet. (However, I don't have access to the code of Hamlet which might be problematic.) Strangers Artifact - Acts like a torch, but it damages any non-survivors caught in the radius Vision Torch - I have two ideas for this one. Either it would be a torch that reveals your position to the global map at all times, or it would exchange hunger and sanity for HP. Nomai Nomai Mask - Allows survivors to respawn without losing Max HP, (must use an item on it first, maybe a Telltale Heart?) and automatically respawns the Hatchling. Warp Core(s) - A Black and White Warp Core must be placed down, but it will then let you teleport between the two, with a high sanity cost. As for the character themselves, I was looking at a few specific abilities: - A 22-minute timer. when it expires, they are killed and respawn at their Nomai Mask. Upon respawning, it'll fully restore their HP, Sanity, and Hunger. - No sanity drain from ghosts so, are these possible? Is there anything in particular I could use to help me figure out the mod and how to make it?
  9. Hey hey, I'm making a character and I'd be glad if yall could explain to me how the frost screen overlay that happens at 5 degrees or less works, how can I make it show using code?
  10. I'm trying to make a pet wolf in size of a beefalo. Is it possible? If so, what do I need in order to make it rideable? Can I make the summoning item just for it? Which mob base should I use?
  11. Version 1.4.1

    81609 downloads

    These are some super simple tools I made for Don't Starve years ago, recently updated and re-uploaded myself seeing how popular they were. I still believe you should use the official tools for texture creation, but for simply viewing and exploring assets this tool should work great for you. Source code and latest releases are always available on GitHub.
  12. I'm making my own character and when i open up the game the mod works but the character appears completely transparent. does anyone know why this could be? I'm unable to find any errors of some kind and this has really ground the development to a halt so if you could help please do.
  13. 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
  14. Hello there! I'm trying to learn how to create a character mod, but I don't really know where to get started. I've got the concepts designed and all of the dialogue prepared (aside from gorge/forge content) I know that I need to make the character designs and sprites, but I plan on doing those later. I plan on creating Joker, from Persona 5. My main features are: Can craft Gold Nuggets into Bonus Sanity Gains Sanity in Darkness instead of losing it Can Dash forward, similarly to the Lazy Explorer, while holding a custom weapon (his Knife) Enters the Constant with a Knife that does about the same damage as a spear, attacking faster if possible Can craft Masks for Personas, each with different abilities. (I'll be explaining these later, but the personas will behave similarly to Abigail.) Has a unique meter, like Beaverness or Might, called SP. SP is used to Dash, as well as being drained when a persona uses certain skill. Max is 50, and it's recharged at a rate of 1 SP every 5 seconds. I would also like to add a few items: Coffee Beans - Some sort of new food. Functions like in SW? (Can I add base game DLC content if it's not in DST yet?) Coffee - Increases your movement speed. (It was in SW, so I'm not sure if I can do that.) LeBlanc Curry - Crock Pot Recipe that requires a Meat, 2 Veggies, and a Coffee Beans Rebel Knife - Same damage as a spear, slightly faster. (Crafted with 1 Gold, 1 Charcoal, 2 Flint, and 1 Rope by hand) Persona Masks - Each mask can be crafted in a special tab called "Fusion," and usually requires 2 nightmare fuel and one additional item. When equipped in the head slot, it summons a follower, similar to Abigail, with different skills. Arsene - Requires 3 NMF - Deals AoE, but only attacks when you do. Can use 25 SP to do an AoE attack with x2 the strength of the Rebel's Knife. Jack Frost - Requires 2 NMF and 1 Blue Gem - Provides ~120 (Cold) Insulation and immunity to being frozen. (Uses 15 SP each time you're not frozen.) Pyro Jack - Requires 2 NMF and 1 Red Gem - Provides ~120 (Heat) Insulation and makes you take longer to catch fire. (Uses 15 SP each time you're not set on fire.) Alice - Requires 2 NMF and 1 Purple Gem - Shadow Creatures ignore you until attacked, no matter the Sanity level. Can use 40 SP to revive ghosts. Mothman - Requires 2 NMF and 1 Moonrock - All forms of Gestalts ignore you until attacked, no matter the Enlightenment level. Can use 40 SP to revive ghosts. Daisoujou - Requires 2 NMF and 1 Thulucite - Whenever Joker's HP is restored, Daisoujou will release a small area that heals nearby players for 50% of the health factor. (Can restore a small amount of sanity for 35 SP?) Raoul - Requires all other Person Masks and 1 NMF - Deals AoE damage when you attack, provides 80 Cold and Heat resistance, prevents Shadow Creatures and Gestalts from attacking you until attacked, and provides AoE healing when Joker is healed, for 30%. Can boost Damage, Defense and Speed of all nearby players for 50 SP I've also got several samples for his voice, but don't know how to implement them. I plan on implementing things in waves, of sort. Starting with the stats, then basic items, before moving to the phantom dash and SP, and then the Personas and all their skills. After that, I'll add the LeBlanc Curry and Coffee/beans, since I'm not sure if I can add coffee. TL;DR, I have no idea how to use the .lua format and need help getting things figured out. I'd like to mod this my self, but if you're willing to do some of the heavy lifting (including implementation and art assets) I would LOVE to have your help.
  15. 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!
  16. 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
  17. 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
  18. So i added custom component to character and its crashing when: i enter cave i load existing world - creating new world is fine but when i disconnect and resume it teleports my character to some random spot and after few seconds crash server. here is code for component: --blood.lua local Blood = Class(function(self, inst) self.inst = inst self.max = 100 self.current = 0 end) function Blood:OnSave() return {currentblood = self.current} end function Blood:OnLoad(data) if data.currentblood then self.current = data.currentblood self:DoDelta(0, true) end end --Ustawia aktualna wartosc bloodpoints function Blood:SetCurrent(amount) self.current = amount end function Blood:GetCurrent() return self.current end return Blood and i add component to character this way inst:AddComponent("blood") its probably something with saving or loading, maybe? idk
  19. I still want to send messages, I just don't want to see the messages that have already been sent. Is it possible? I tried using chat fade or removing widgets but it didn't work. And I'm not a modding expert just a beginner.
  20. Hi I really need help with this crash!! I have a character mod that I have had for a few months now, and I recently thought I have finished it, when I started to play properly it has been crashing lately and I dunno what causes it. It happens when I start mining, usually when the season has changed, I'm not exactly sure since sometimes it works and sometimes it doesn't. When they mine, they're suppose to drop gems randomly, works fine early game but later on, issues arise, hitting the rock just once disconnects from the server, and I've tried looking in the cilent logs for any hints, but no luck Is anyone willing to have a look for me? or offer any help, anything will be appreciated thank you!!!
  21. I have seen a lot of people which are still new to modding having troubles with the basic character perks, therefore I decided to create a simple tutorial showing you how to create some basic perks for your character. So if you're having trouble and are working on a mod for DS, RoG, or SW (or... all) then hopefully this could help you out at least a little bit! I know that I'm not the best modder out there, and that there can be few different ways to achieve some of these things in this tutorial, but I'm gonna focus mainly on the ways that I learned how to do them. ---------------------------------------------------------------------------------------------------------------- IMPORTANT DST mods differ in their codding from the DS, RoG, and SW. So sadly this tutorial might not help you if you're working on a DST mod. ---------------------------------------------------------------------------------------------------------------- So most of you probably are already using a basic character template, which provides you with a basic modmain.lua file, same as a starter character prefab file which already has the basic list of assets, and character stats for you to manipulate. But just in case you don't have them, then here's where you can get them: Extended Sample Character << Click In this tutorial I'll show you how to: - Set/Change your characters Health, Sanity, and hunger. - Increase/Decrease/Turn off night and dusk sanity drain or reverse it. - Increase/Decrease/Turn off moisture sanity drain or reverse it. - Set a HP/Sanity/Hunger regen/damage over time. - Set a HP/Sanity/Hunger regen/damage during specified time of the day. - Set a HP/Sanity/Hunger regen/damage during specified season. - Set a HP/Sanity/Hunger regen/damage from rain or while being in caves. - Set a health/sanity/hunger regern/damage from temperature. - Set a health/sanity/hunger regern/damage from moisture. - Set a sanity/health/hunger loss/gain from attacking creatures. - Set a sanity/health/hunger loss/gain from killing creatures. - Set a Sanity regern/damage by equipping an item. - Erase/Increase/Decrease an existing sanity regen/damage on an item. - Add a sanity aura heal/damage to an item/creature. -------------------------- - Change your character's basic defense/attack power/speed. - Change defense/power/speed based on the time of the day. - Change defense/power/speed based on season. - Change defense/power/speed based on rain or caves. - Change defense/power/speed based on temperature. - Change defense/power/speed based on moisture. -------------------------- - Set your character's heat and cold resistance. - Increase/Decrease the HP damage when freezing/overheating. - Make your character fragile/resistant/immune to heat/cold. - Make your character immune to fire. - Turn your character into a monster or make it "not scary to prey". - Make the spiders/merm ignore your character (if unbothered). -------------------------- - Set/Change what your character can/can't eat. - Change the amount of sanity/health/hunger that a specified food gives. - Create a custom food type/group for your character. - Make an non-eatable item eatable to your character. --------------------------- - Give your character starting inventory items. - Make your character always start with a certain custom item (even in adventure mode). - Give your character a night vision/glow. - Unlock recipes for your character. - Change existing recipes. - Give your character custom recipes for existing items. - Remove the sanity gain/loss from picking flowers. - Mute your character. - Make your character unable to trigger spiders when walking on their webs. (All of the sections are in the same order as in the list above) BTW, I know that you'll see me repeat the same things many times in this tutorial, but that's just because I made it for people to be able to head right away to the section that they care to learn, without needing to read the whole thing. So I'm sorry if you'll find that annoying. Anyways, let's start! ========================================================================= Health / Sanity / Hunger ========================================================================= --=====BASIC=====-- -- Set/Change the character's basic stats -- -- Increase/Decrease/Turn off night & dusk sanity drain or reverse it -- -- Increase/Decrease/Turn off moisture sanity drain or reverse it -- --=====REGEN/DAMAGE BASED ON TIME OR SEASON=====-- -- Set a HP/Sanity/Hunger regen/damage over time -- -- Set a HP/Sanity/Hunger regen/damage during specified time of the day -- -- Set a HP/Sanity/Hunger regen/damage during specified season -- --=====REGEN/DAMAGE BASED ON LOCATION OR RAIN=====-- -- Set a HP/Sanity/Hunger regen/damage from rain or while being in caves -- --=====REGEN/DAMAGE BASED ON TEMPERATURE OR MOISTURE=====-- -- Set a health/sanity/hunger regern/damage from temperature -- -- Set a health/sanity/hunger regern/damage from moisture -- --=====REGEN/DAMAGE BASED ON KILL OR ATTACK=====-- -- Set a sanity/health/hunger loss/gain from attacking creatures -- -- Set a sanity/health/hunger loss/gain from killing creatures -- --=====REGEN/DAMAGE BASED ON ITEMS OR CREATURES=====-- -- Set a sanity regern/damage by equipping an item -- -- Erase/Increase/Decrease an existing sanity regen/damage on an item -- -- Add a sanity aura heal/damage to an item/creature -- ========================================================================= Defense / Attack power / Speed ========================================================================= --=====BASIC=====-- -- Change your character's basic defense/attack power/speed -- --=====INCREASE/DECREASE BASED ON TIME OR SEASON=====-- -- Change defense/power/speed based on the time of the day -- -- Change defense/power/speed based on season -- --=====INCREASE/DECREASE BASED ON LOCATION OR RAIN=====-- -- Change defense/power/speed based on rain or caves -- --=====INCREASE/DECREASE BASED ON TEMPERATURE OR MOISTURE=====-- -- Change defense/power/speed based on temperature -- -- Change defense/power/speed based on moisture -- ========================================================================= Sensibility / Numbness / Characteristics ========================================================================= --=====BASIC=====-- -- Set your character's heat and cold resistance -- -- Increase/Decrease the HP damage when freezing/overheating -- --=====FRAGILE / IMMUNE=====-- -- Make your character fragile/resistant/immune to heat/cold -- -- Make your character immune to fire -- -- Turn your character into a monster or make it "not scary to prey" -- -- Make the spiders/merm ignore your character (if unbothered) -- ========================================================================= Food ========================================================================= --=====BASIC=====-- -- Set/Change what your character can/can't eat -- -- Change the amount of sanity/health/hunger that a specified food gives -- --=====CUSTOM=====-- -- Create a custom food type/group for your character -- -- Make an non-eatable item eatable to your character -- ========================================================================= Starter inventory / Night vision / Recipes / Other ========================================================================= --=====ITEMS=====-- -- Give your character starting inventory items -- -- Make your character always start with a certain custom item (even in adventure mode) -- --=====CHARACTER=====-- -- Give your character a night vision/glow -- --=====RECIPES=====-- -- Unlock recipes for your character -- -- Change existing recipes -- --=====CUSTOM=====-- -- Give your character custom recipes for existing items -- --=====OTHER=====-- -- Remove the sanity gain/loss from picking flowers -- -- Mute your character -- -- Make your character unable to trigger spiders when walking on their webs -- ========================================================================= And that would be the end of this tutorial. It took me 5 days to compose all this, so I really hope that at least some of you might find it helpful. However, if any of this parts/sections confused you, then please feel free to ask me whatever it is that you didn't understand, and I'll try to explain it differently to hopefully help you out. Also: Please, do not ask any questions that have nothing to do with this tutorial (nor anything it shows) in here. (Just trying to avoid unnecessary mess) ^^;
  22. Hello, I have some issue with "hat" of the character. IDK what to do, I`ve checked the following path in "warning" (prefab/hadtie) but I do not understand what need to be fixed... hadtie.lua
  23. I was given the code by a good person and I am very grateful to him. But! it does not work if there are caves in the world and can this be eliminated (One of my friends said that we need to check the caves) how to make it?
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