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Oxygen Not Included

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  1. 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.
  2. I'm trying to give a character a growable beard, however I don't want it to effect their stats in any way other than giving them beard hairs and sanity. (I want to remove the beard's insulation). I am using "inst.components.beard.insulates = false" and "inst.components.beard.insulation_factor = 1". Neither seem to work at all. willow.lua Alright, I'm just a big idiot. "inst.components.beard.insulates = false" doesn't work and "inst.components.beard.insulation_factor = " should be set to zero. "inst.components.beard.insulation_factor = 0" removes the insulation.
  3. Nightinggale's mods list List of mods High Flow Storage - liquid and gas storage with many pipes in and out of each building Pipe pressure valves - compress pipe contents from many small dots to a few big dots Player Controlled Switch - The player can toggle all switches without needing duplicants to do anything Sensory Overload - Adds plenty of new sensors for automation Water Sieve Dynamic Clone - adds (instead of replaces) a Water Sieve with dynamic output temperature Steam link (Visit steam for longer mod descriptions and screenshots) GitHub repository
  4. 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) ^^;
  5. 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.
  6. Four days ago i started to code a mod called "no spoiling": https://steamcommunity.com/sharedfiles/filedetails/?id=1737809866 I have got massive problems because of the different dlcs! How the hell i can tell the programm only to load prefabs from DLC0001!? local IsDLC0001 = GLOBAL.IsDLCEnabled and GLOBAL.REIGN_OF_GIANTS and GLOBAL.IsDLCEnabled(GLOBAL.REIGN_OF_GIANTS)if IsDLC0001 then PrefabFiles = {"icebox","inv_rocks_ice"} like PrefabFiles = {"DLC0001\scripts\prefabs\inv_rocks_ice.lua"} ----------- how to tell don't starve only to load prefabs files from folder: "DLC0001" !?!?!? I could scream the **** out of me!!! All the problems caused why "inv_rocks_ice.lua" got two different versions. One special for shipwrecked and one for the other dlcs! So i cant put all prefab lua files in the standard folder for all dlcs like: "nospoiling\scripts\prefabs" LOOK AT THIS! I ONLY WANT TO TELL THE PROGRAMM WHICH PREFABS TO LOAD AND WHICH NOT! local IsDLC0001 = GLOBAL.IsDLCEnabled and GLOBAL.REIGN_OF_GIANTS and GLOBAL.IsDLCEnabled(GLOBAL.REIGN_OF_GIANTS) local IsDLC0002 = GLOBAL.IsDLCEnabled and GLOBAL.CAPY_DLC and GLOBAL.IsDLCEnabled(GLOBAL.CAPY_DLC) local IsDLC0003 = GLOBAL.IsDLCEnabled and GLOBAL.PORKLAND_DLC and GLOBAL.IsDLCEnabled(GLOBAL.PORKLAND_DLC) if IsDLC0001 then function nospoiling_rPerishable(inst) if inst.components.perishable then inst:RemoveComponent("perishable") end end PrefabFiles = {"icebox", "inv_rocks_ice"}else PrefabFiles = {} end if IsDLC0002 then PrefabFiles = {}else PrefabFiles = {} end if IsDLC0003 then function nospoiling_rPerishable(inst) if inst.components.perishable then inst:RemoveComponent("perishable") end end PrefabFiles = {}else PrefabFiles = {} end
  7. 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.
  8. So I was modding in a new element and it's going good so far but one problem I'm having is that the item that drops from a block of said element when broken has the empty bottle texture. I've been looking into various places to try and see if I can change it but no luck so far so I was wondering if anyone here happened to have any answers.
  9. I usually use Dragon Wolf Leo's wonderful Extended Sample Character Template as a basis to a new character I make, or sometimes a character of my own that I'd already made, and I got tired of the search & replace and file renaming process, so I wrote a small utility to do it for me. It searches and replaces one string with another while preserving case, so if you rename esctemplate to SuperDude then everywhere you have esctemplate it will be changed to superdude and everywhere you have ESCTEMPLATE it will be changed to SUPERDUDE. It also renames all the files it finds accordingly, so esctemplate.lua will be renamed to superdude.lua and folders named esctemplate will be renamed to superdude. The tool is called CaseReplace and was written in Python 3 so you need to install that if you want to use it. IMPORTANT NOTE This tool performs a simple search & replace operation. It doesn't know that you only want to change text when it's referring to a character name. Therefore the name you replace needs to be unique and only appear as the name of that character! If your character is named "e" and you run this tool to replace "e" with "a" you'll most certainly break your mod and nothing will work. Also, this tool has no undo option (replacing "a" with "e" again won't undo it), so it's highly recommended you back your files up before using it. I have tested it but not rigorously, so it's best to make a backup before running this. I will not be held responsible for the loss of your work or data as a result of using this tool. How to Use It First install Python 3. I used Python 3.6.6 but I think any version of Python 3 should work, or at least any that are after 3.6.6. Next, extract the contents of the ZIP file in the download link at the end of this post to your mod folder. You'll see two files: CaseReplace and RenameDSCharacter. Normally using RenameDSCharacter will be enough. Just double-click it, enter the current name of the character and then the new name you want to give it, and it'll do everything for you. That's it. Advanced Usage In case the normal way is not enough - for example if you want it to skip PNG files or something - you can use the CaseReplace script directly. If you run CaseReplace with the '--help' option you will see something like this: C:\MyModFolder>python CaseReplace.py --help usage: CaseReplace.py [-h] [-f FIND] [-r REPLACE] [-m MIXED] [-n] [-v] [-b] [-p [PATH [PATH ...]]] [-x [EXCLUDE [EXCLUDE ...]]] [--version] CaseReplace script, by Tomer Godinger, May 2019. Search and replace utility that preserves case. optional arguments: -h, --help show this help message and exit -f FIND the string to find -r REPLACE the string to replace with -m MIXED what to use for mixed-case findings -n also rename files and directories -v verbose mode -b stop in case of an error -p [PATH [PATH ...]] files to search in -x [EXCLUDE [EXCLUDE ...]] files NOT to search in --version show version Example usage: CaseReplace.py -f SomeString -r NewString C:\*.txt Will replace all occurrences of "SomeString" with "NewString" in all files that end with '.txt' under C:\. Case is preserved, so SOMESTRING will become NEWSTRING and somestring will become newstring. Mixed-case will be replaced with the casing used in the replace argument. I'm hoping that's self-explanatory, but I'll write a bit more anyway. Let's assume I want to rename esctemplate with SuperDude. When you run it you must provide: The string to search for: -f esctemplate The string to replace it with: -r SuperDude At least one of these two (both is also fine): Which files to look in - for example, to search only in Lua scripts: -p **/*.lua Which files NOT to look in - for example, to skip ZIP files: -x **/*.zip If you only provide the -x option, the script will process every file except the ones who fit the -x pattern. This script uses the Python glob module, which uses Unix style pathname pattern expansion, so if you have trouble getting it to work only on the files you want then you may want to look into that. You also may provide: What to replace mixed-case findings with, for example: -m SUPERDude If at any point the search term is found where it isn't all lower-case and it isn't all upper-case (e.g. "EscTemplate"), it will be replaced with what you provide here. If you do not provide it, the way you wrote the find name (with -f) will be used, so if you ran the batch file and wrote "SuperDude" then "EscTemplate" will be changed to "SuperDuide", as will "ESCtemplATE", "esctEmplate" and "ESCTEMPLATe". Whether or not to rename files: -n If this option is provided, any file and directory in the search criteria (i.e. that fits the "-p" pattern (if given) and doesn't fit the "-x" pattern (if given)) will also have its name changed in the exact same manner (preserves case, though that has very little meaning on Windows). A request to halt the process if an error occurs: -b A request for the script to tell you what it's doing as it does it: -v This will show you which files are changed, how many replacements were made in them, which files were renamed, etc. Examples python CaseReplace.py -f ThisDude -r ThatDude -p **/*.scml Replaces "ThisDude" with "ThatDude" with case preservation in every SCML (Spriter) file without changing any names. python CaseReplace.py -f wilson -r SpongeBob -n -p **/*.lua Replaces "wilson" with "spongebob" with case preservation in every Lua script file while also changing the names of the files (e.g. "SGwilson" will become "SGspongebob"). python CaseReplace.py -f superman -r clarkkent -m "Clark Kent" -n -p **/*.lua -x **metropolis** Replaces "superman" with "clarkkent" in all Lua script files that don't have the word "metropolis" in their name or path (so everything under a "metropolis" folder will also be skipped). This one will also change "Superman" to "Clark Kent" (with a space). Not something you usually want to do, but it can be useful, for example, if you only have "Superman" in mixed-case inside descriptions and speech lines, and there you would want to replace it with "Clark Kent" and not "clarkkent" or "ClarkKent". Where to Get It You're most welcome to ask any questions if you have them, and also tell me if you encounter a bug or have a suggestion. Happy modding! =D
  10. Version 1.0

    7 downloads

    Description This contains a little tool called CaseReplace that I whipped up because I got tired of using search & replace with different letter cases when renaming characters for Don't Starve. It runs a search & replace process, replacing one name with another in all the relevant files while preserving case (so, for example, "oldname" will become "newname" while "OLDNAME" will become "NEWNAME"). It also renames all the files and directories accordingly (this can be turned on or off). I bundled a batch file named RenameDSCharacter with it which runs the script using the parameters you would normally need in order to make the replacements for a standard Don't Starve character (it basically searches everywhere except zip files). IMPORTANT NOTE This tool performs a simple search & replace. It doesn't know that you only want to change text when it's referring to a character name. Therefore the name you replace needs to be unique and only appear when as the name of that character! If your character is named "e" and you run this tool to replace "e" with "a" you'll most certainly break your mod and nothing will work. Also, this tool has no undo option (replacing "a" with "e" won't undo it), so it's highly recommended you back your files up before using it. I have tested it but not rigorously, so it's best to make a backup before running this. I will not be held responsible for the loss of your work or data as a result of using this tool. Usage You need Python 3 to use them, so if you don't have it and you want to use this tool, go get it. I was using Python 3.6.6 when I made it but it's probably OK to use any version of Python 3. To use it, first extract it into your mod folder. Now you have two options: Double-click the file called RenameDSCharacter.bat and when prompted enter the name of the character you want to replace followed by the new name you want it to have (it asks you for those two; just follow the instructions). Run RenameDSCharacter.bat from command prompt and give it the current name and the new name as parameters (in that order). If you really want to, or if there's a problem making it get to the right files or something, you can also use the CaseReplace script directly. To do that, go to the folder in command prompt and type "python CaseReplace.py" (no quotes) followed by the parameters you want. You can run "python CaseReplace.py --help" to see a list of parameters Enjoy your modding. =)
  11. Ok so I Took notice of 'get random position': local function getrandomposition(caster) local ground = TheWorld local centers = {} for i, node in ipairs(ground.topology.nodes) do if ground.Map:IsPassableAtPoint(node.x, 0, node.y) then table.insert(centers, {x = node.x, z = node.y}) end end if #centers > 0 then local pos = centers[math.random(#centers)] return pos.x, 0, pos.z else return caster:GetPosition() end end However I'm trying to get the position of an object stead so I can make that once an object is used, it spawns it at the location of the object. I have no idea how to do that, attempts on it resulted in the object not spawning or crashing. Is there any way to replace the 'math.random' ? if not is there anyway to get the position of an object through x,y,z ?
  12. I saw a post here referencing the ONI-ModLoader with a walk through that is still working. https://github.com/javisar/ONI-Modloader#creating-a-mod Is the debugging listed a little bit below the "How to debug mods" https://github.com/javisar/ONI-Modloader#how-to-debug-mods, still a viable option to debug the mod? I'm looking more towards the advanced debug functionality, set breakpoints and see live statistics/events during program flow. Love this game. Thank you.
  13. java tool for converting between oni kanim file format and spriter scml (https://github.com/daviscook477/kparser) uses maven (main dependency is on libgdx's texture packer in order to create single texture atlas that kanim expects). performs a mostly correct transformation from kanim to scml (can't be perfect b/c kanim uses 2x3 transform matrix and scml only has rotation scaling and translation) not sure if the transformation from scml to kanim is correct though unfortunately because I can't figure out how to use AddKAnim to load and then use custom kanims that could be created this way. however I can verify that it can correctly go from kanim -> scml -> kanim -> scml without any loss of accuracy on the spriter side (so the scml -> kanim conversion is at least correct with respect to converting kanim -> scml). right now the tool can only be run from IDE but if I can figure out how to use AddKAnim properly then I will make it into a command line tool or GUI. I can upload some images/gifs of working file type conversions if interested. code has comments in some parts that attempt to explain how the two file formats relate to each other. some restrictions on the spriter side for making kanims that work correctly should be using an interval of 33ms (~30 fps which is what oni seems to like) and doing key frame snapping since ONI kanim expects each key frame to be a literal frame, i.e. have same duration so this converter wouldn't work on an arbitrary spriter file. But it should be possible to use to create kanims in spriter. if anyone has ideas on how to get working custom animations into ONI it would be awesome. making custom buildings and the likes really won't be all that interesting until modders also display them with custom assets.
  14. 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
  15. 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?
  16. When exactly can the AddKAnim functionality of ModUtil be called? I understand that it needs to be called before Assets::OnPrefabInit() because that method uses the ModLoadedKAnims list that AddKAnim adds animations to. Additionally I would expect that it needs to be called before any buildings, etc... are loaded because they have to be able to reference the loaded animations by the assigned strings. I attempted calling AddKAnim as a prefix of the OnPrefabInit method of Assets which caused a successful load. But as soon as the game attempted to render a building using the added KAnim it started throwing "Null build for anim!!" and kinda locked up. Is there any guide/reference on how to use this AddKAnim functionality? I was simply trying to use it with one of the existing kanims built into the game's resource files (i.e. made a copy of the kanim, build, and texture and then loaded them as textassets and texture2d like AddKAnim expects to be called with). log file: [23:23:06.113] [1] [WARNING] object_dispenser_kanim ui placeSymbol [ 0x0 ] is missing [23:23:48.740] [1] [ERROR] Assert failed: Null build for anim!! AlgaeGrowerPreview(2680544)_visualizer my_test_kanim [23:23:48.760] [1] [INFO] Error occurred with mods active. Disabling all mods. Assert failed: Null build for anim!! AlgaeGrowerPreview(2680544)_visualizer my_test_kanim UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Debug:LogError(Object) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Debug.cs:127) Debug:Assert(Boolean, Object) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Debug.cs:173) DebugUtil:Assert(Boolean, String, String, String) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\DebugUtil.cs:36) KBatchedAnimController:SetBatchGroup(KAnimFileData) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\animation\KBatchedAnimController.cs:157) KBatchedAnimController:LoadAnims() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\animation\KBatchedAnimController.cs:195) KBatchedAnimController:OnAwake() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\animation\KBatchedAnimController.cs:632) KAnimControllerBase:Awake() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\animation\KAnimControllerBase.cs:513) UnityEngine.GameObject:SetActive(Boolean) BuildTool:OnActivateTool() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\InterfaceTools\BuildTool.cs:71) InterfaceTool:ActivateTool() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\InterfaceTools\InterfaceTool.cs:37) PlayerController:ActivateTool(InterfaceTool) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\PlayerController.cs:139) BuildTool:Activate(BuildingDef, IList`1, GameObject) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\game\InterfaceTools\BuildTool.cs:121) PlanScreen:OnRecipeElementsFullySelected() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ui\PlanScreen.cs:1222) Util:Signal(Action) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\Util.cs:498) ProductInfoScreen:ActivateAppropriateTool(BuildingDef) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ui\ProductInfoScreen.cs:408) ProductInfoScreen:onMenuMaterialChanged() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ui\ProductInfoScreen.cs:398) MaterialSelector:OnSelectMaterial(Tag, Recipe, Boolean) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ui\MaterialSelector.cs:165) MaterialSelector:AutoSelectAvailableMaterial() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ui\MaterialSelector.cs:283) MaterialSelectionPanel:AutoSelectAvailableMaterial() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ui\MaterialSelectionPanel.cs:158) ProductInfoScreen:SetMaterials(BuildingDef) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ui\ProductInfoScreen.cs:374) ProductInfoScreen:ConfigureScreen(BuildingDef) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ui\ProductInfoScreen.cs:119) PlanScreen:OnSelectBuilding(GameObject, BuildingDef) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ui\PlanScreen.cs:501) <CreateButton>c__AnonStorey1:<>m__0() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\scripts\ui\PlanScreen.cs:931) Util:Signal(Action) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\util\Util.cs:498) KToggle:Click() (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\ui\KToggle.cs:83) KToggle:OnPointerClick(PointerEventData) (at D:\JenkinsWorkspace\Preview_Simgame_Windows\game\Assets\Plugins\Klei\ui\KToggle.cs:127) UnityEngine.EventSystems.ExecuteEvents:Execute(IPointerClickHandler, BaseEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:50) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:261) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:569) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:466) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:446) UnityEngine.EventSystems.StandaloneInputModule:Process() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:221) UnityEngine.EventSystems.EventSystem:Update() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\EventSystem.cs:294)
  17. Hello everyone! I'm new to a modding (and sorry if my english is bad, i live in Bosnia and my main language is bosnian) So, i want to know how to make a mod that will change mob drops, what to do, where to code... Example: Bunny have 15% chance to drop bunny puff.
  18. Until now, i've found at least three things, which are crashing the game when you try to mod them for NO OBVIOUS reason. I wrote about them here and there. This is for conclusion. 1. Bunker Door When you change anything, like, the animation speed, logic/electricity port placement, R.360, etc - the game crashes when you click to change any normal door to a Locked or Opened state. 2. Telescope There is a parameter "view"-something, which is =5. I guess it's like the radius of vertical columns need to be cleared for the Telescope has a perfect view. If you change this - you'll get a crash. 3. Cooking Station When you add (or remove - sometimes) new recipes, sometimes even to a different station, you'll get a crash if the cooking station had assigned recipes on load, even if they're the ones not touched. One needs to clear the recipe queue, save, mod and only then load the game.
  19. Hey, Hi. It's me. Yeah, that me. Now I was curious, are we allowed to modify mod characters or their perks? I've noticed the Wortox config mod hasn't been taken down, so I assume simply configging stuff is fine. But is something like say: Making a modified version of Wortox's Soul Hop for another character be okay? I'm not looking to 1-1 copy it, however. And this is me assuming we can view his code, as I haven't checked yet. I would like conformation before attempting to do anything of the sort or related. Preferably from a DEV or someone who's got proof of their word on this, and for future DLC characters. Thanks!
  20. Off the top of my head, I'd like to share some suggestion before is to late. I'm sure most of the modders agree in some of these topics and the developers also have been thinking on these topics: Friendly way to add and extend UIs in the game. Support for adding assets easily (sprites, animations, ...) Support for mod configurations, save and load. Mod Manager in game able to enable, disable and configure them. Mod API ModUtil class with extended utilities. Thank you for your great job.
  21. Hello guys! (•ω•) It’s good to hear our game also allow modding like what’s done in Don’t Starve. A good feature for the modders like the cool dude @Rainbowdesign. So this topic is a idea-bank for the modders. I hope this’ll assist them to make their best mods, especially when they are running out of ideas (unless you have nice imagination and creativity, plus observation on what do players need). Welcome to present your modding ideas to the modders. (though I’m not.)
  22. So, I'm currently working on a mod for Reign of Giants and I want to ask people who know how to change up a character's gameplay. The questions I'm asking are listed below: How do I disable or remove certain items from the crafting tab? How do I add in my own crafting tab and tab contents? How do I add my own items?
  23. Once again I have come seeking aid from this generous community, again in regards to my characters that I am creating for DST. I am aware that skin creation is a sensitive topic, but I do not harbor any malicious intent and I fully understand if I am asking too much with this topic, however as much I enjoy creating these mods for my artistic expression, I simply cannot get into detailed coding work, as I've simply been working with whatever comprehension I could muster so I could actually finish working on a mod. And I just cannot find the free time to learn programming if that's the case since I've been doing this as a hobby. All in all, all I wish for is to simply get some help or a simplified guide for creating base character skins for my personal mods.
  24. Hi guys, thought I share my first very simple mod I made for myself. I was annoyed of dealing with gases in my drecko ranch. So I removed the condition. Have fun. https://github.com/Truinto/ONI-Modloader-SimpleMods
  25. I have custom sounds for a mod I am working on. All sounds work as long as I remap them as seen here: However I can't call the sounds directly from the banks on servers with caves enabled, and I'm not sure that they work for other clients even with caves disabled. I have 2 sounds I have tried this on, one for cooking a rabbit: And one for when poop spawns: Neither of those two sounds, no any other sound called that way, will work. This even includes sounds I have not modded in. I have the ("dontstarve/creatures/leif/livinglog_burn") sound programmed to play when you burn poop, but it doesn't work. However with console I can play them remotely and locally with no issue. (this plays the sound) I feel like I am missing something obvious here. In all honesty, everything I know about programming in Lua has come from trial and error and by just reading code. I would appreciate if someone could help me out with this, thanks.