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      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      Aug 14th We aren't going to be able to start taking claims today - we just got the valid codes from 505 that we need to verify vouchers given on receipts and we can't process claims until those are processed and there are quite a few of them - so it's going to take several hours to process. .  We anticipate that if all goes well, things should be ready within the next couple days. Sorry for the delay, we want to make sure that this system goes smoothly for those affected by this issue. Aug 9th Hey Everybody. We are just about ready to start replacing discs, so I want to give you a quick update on how this will work. Purchasers in North America that were given digital codes either from us or on their receipt will be able to use their codes on our store to order a new full retail boxed copy of the game including controller skin. We will be handling these replacements ourselves as we do not have an adequate distribution channel to send to SIEE players outside of North America.  North American players who purchased after 4/26/2018 should already have this code on the bottom of their receipt. If you purchased before this date and do not have a code yet, check out this page for directions on getting your code.  SIEE Players outside of North America will need to use a different process to claim a replacement through 505 directly we will have details on that soon.  We are making sure everything is in order right now and expect to go live with disc replacements on 8/14 and will post here with more info.    Aug 7th
      The discs are now in our possession so we can get moving on sending out replacements. I know this has taken way too long to get resolved, we have been doing literally everything we can to push this along as much as we can. Now that we have those discs we can get you all fixed up.  We're finalizing things on our end but we're no longer dependent on 505 to resolve this end of the issue. We are finalizing our process for getting replacement orders processed and we anticipate that we will start this process sometime this week.  July 9th
      We are still waiting on 505 and waiting for them to send us discs.  June 6th
      We've reached out to 505 again.  We are extremely limited in what we can do in all of this, all we can really do is ask what happens next and relay the information we are given.  So far, the information we have been given at this point hasn't really panned out as it was supposed to, so I hesitate to post any more information as it's proven to be unreliable.  I'll post more when I have more.  Update 5/11/2018 We do not have any more information at this time. The last we spoke to 505 indicated that the discs should be ready very soon. We will likely have more information next week; hopefully with full explanation of when and how to get new discs.  Updated: 4/27/2018

      On April 17th, the Don't Starve Megapack was released. Almost immediately, it was discovered that the wrong content was printed on the PS4 retail version of Don’t Starve Mega Pack (the Xbox One version is not affected). The disc contained Don't Starve Together, but was without Don't Starve, Reign of Giants and Shipwrecked. As soon as we confirmed the problem we contacted our retail publisher to find out how this happened and what could be done. It's taken some time to get this far, but this is all the information we have at this time. The current status of the issue is as follows: New copies are currently in print and will be on shelves ASAP, hopefully within a few weeks.  When the new discs arrive in stores, players who already purchased misprinted discs will be able to exchange the disc for a new one in store. Details will follow as we figure out the exact timing, the procedures with specific retailers and what the exchange will entail.  Players who already purchased the faulty disc previous to 4/26/2018 can now contact Klei support HERE for a Playstation Store voucher code that includes Don't Starve Together, Don't Starve, Shipwrecked and the Reign of Giants DLC that you can play now. Please specify your country as certain vouchers only work in certain regions.  New purchasers of the Megapack in store as of 4/26/2018 should be given a voucher at the time of purchase on your receipt. If you do not get a code, contact us ALL purchasers will have a path to get a new disc when they are ready. We do not have details at this time, but we are comitted to ensuring that all players get what they purchased.  We are hearing from some players that some retailers are telling players that they will not be exchanging discs. We believe this to be incorrect and that particular person or location is just misinformed. 505 has ensured us that they are doing their best to make sure these discs are being replaced for all players. We will not allow anybody to fall through the cracks here. We will buy and ship the discs ourselves if we have too.   This was our first major retail release and we're extremely disappointed that our players have been let down with their purchase of the Don't Starve Megapack. We're doing our best to make sure this issue gets resolved as quickly as possible. Thanks everybody for your support and patience. We'll keep you updated.    UPDATE: (4/26/2018) We are now ready to send out vouchers to players who purchased the physical version of the Don't Starve Megapack - These codes will allow players to download and play Don't Starve and DLC as well as Don't Starve Together To get a voucher players can contact as at our support site: http://support.kleientertainment.com/customer/portal/emails/new  For the subject, choose "PS4 Megapack" and fill in the form and we'll get you fixed up as soon as possible.  We will require a picture of your receipt, your Klei account ID and the region you are located in (so we can give you the proper voucher).  UPDATE: (4/24/2018) Earlier this week, we discovered that the wrong content was printed on the PS4 retail version of Don’t Starve Mega Pack (the Xbox One version is not affected). It’s a really unfortunate situation and we’ve been working hard with 505 to resolve this as soon as possible. Below is the latest information: New copies are currently in print and will be on shelves ASAP, hopefully within a few weeks. When the new discs arrive in stores, players who already purchased misprinted discs will be able to exchange the disc for a new one in store. Details will follow as we figure out the exact timing, the procedures with specific retailers and what the exchange will entail.  Players who already purchased the faulty disc will also be able to contact Klei support for a voucher code that includes Don't Starve, Shipwrecked and the Reign of Giants DLC until the new disc is ready. Please specify your country as certain vouchers only work in certain regions.  We will have more details when they become available including details on contacting us and what information we might need.  Once again, thanks to everybody for their patience while we work this out. For questions or concerns, the forum discussion can be found below:   

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Oxygen Not Included

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  1. 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/ https://github.com/javisar/ONI-Modloader-Mods 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: https://github.com/zeobviouslyfakeacc/ModLoaderInstaller https://github.com/spaar/besiege-modloader https://github.com/pardeike/Harmony https://forums.kleientertainment.com/topic/81296-mod159-materialcolor-onionpatcher/ Latest release: ONI-Modloader v0.4.5. Compiled for EU-280450 (Klei Master branch). May fail in the following ONI updates. Project Injector: It injects the call to the modloader in 'Assembly-CSharp.dll' ModLoader: The modloader itself. OnionHook: Just a helper to generate IL code for the Injector. Example Mods AlternateOrdersMod: The Fabricators and Refineries will alternate between infinity orders. BuildableAETNMod: Makes the AETN buildable and researchable. 20k Refined Metal. There is no preprint sprite. CameraControllerMod: Enable further zoom-outs in play and dev mode (taken from Onion patcher). CustomWorldMod: Enables the player to user custom world sizes. Stand alone mod currently diabled, please edit the OnionConfig.json file for changes (taken from Onion patcher). DisplayDraggedBoxSize: Makes panels draggable. REQUIRES ONI-Common. FastModeMod: Duplicants will build an dig very fast. FluidPhysicsMod: Overwrite some fluids molar mass to make them equal, this produces more mixing. Very Experimental. (Oxygen,Hydrogen,ChlorineGas,ContaminatedOxygen,Propane,Helium,Methane,CarbonDioxide,Water,DirtyWater,CrudeOil,Petroleum) FluidWarpMod: Teleports liquids and gases between places. GasTankMod: Storage for gases. ImprovedGasColourMod: Replaces the oxygen overly with gas colors. Also visualizes the density (taken from Onion patcher, modified). REQUIRES ONI-Common. InstantResearchMod: Forces instant research without Debug mode. InverseElectrolyzerMod / InverseElectrolyzerAltMod: Combines hydrogen and oxygen into steam. LiquidTankMod: Storage for liquids. MoreMaterialsMod: Allows the construction of some buildings with any buildable material (Doors, filters, bed, canvas, tables, wall fire pole, sculptures, shower, toilets, wash basins, bridges, conduits/wires, ladder, pumps, valves, ventS, tiles, lockers, sensors and gates). MaterialColor: Adds an overlay option to visualize what a building is made of (taken from Onion patcher). REQUIRES ONI-Common. NaphthaViscosityMod: Recovers the old behaviour in Naphtha. Sets the viscosity to 0 and allows building vertical airlocks. NoFixedTemps: The output fluid temperatures of the machinery depends on the input (Except AirFilter, AlgaeTerraium and PacuCleaner). ONI-Common: Common code for Onion Patches and other mods. OnionPatches: Custom world seeds. DebugHandler hook. REQUIRES ONI-Common. Patches (WIP): Some incomplete tests. Do not use. PressureDoorMod: Removes the energy need for the mechanized pressure door and makes it buildable from all material. RoomSizeMod: Recognizes rooms (count cells) to a room size maximum of 1024. SculptureReloadedMod: Adds a new sculpture building that allows more materials. SensorsMod: It modifies some ranges y automation sensors (taken from Onion patcher). SpeedControlMod: Overwrites the method SpeedControlScreen.OnChange. Fast Speed set to behave like Ultra Speed in debug mode. StorageLockerMod: Storage lockers won't need a foundation to be built. Installation Example of a file/folder structure: Uninstallation Creating a Mod Change Log Downloads Modloader Mods or Mods Harmony/ONI Tutorials https://github.com/pardeike/Harmony/wiki/ https://github.com/roxxploxx/RimWorldModGuide/wiki/SHORTTUTORIAL:-Harmony https://github.com/UnlimitedHugs/RimworldHugsLib/wiki/Introduction-to-Patching https://github.com/UnlimitedHugs/RimworldHugsLib/wiki/Detouring https://oxygennotincluded.gamepedia.com/Guide/Working_with_the_Game_Files
  2. Version 1.4.1

    64,313 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.
  3. 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 how to 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 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. -------------------------- - 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. (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 -- --=====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=====-- -- Set a health/sanity/hunger regern/damage from temperature -- --=====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=====-- -- Change defense/power/speed based on temperature -- ========================================================================= 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 -- ========================================================================= 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 in the comments) ^^;
  4. So I am having trouble with a character on a caves world. He crashes when he spawns from the Florid Portal in a caves world. The crash report is attached, pardon the poor picture it kept crashing if I did anything more. The report comes up if I move at all when I spawn and then the game usually crashes. I am able to play normal if my character slides into the darkness, dies, then I relaunch the server. I found the code that breaks the game: It was my OnEnterDark function. This is what the function did --local function OnEnterDark(inst) --if inst.LightWatcher:GetLightValue() <= 1 then --inst.components.sanity.current = 0 --inst.components.hunger.current = inst.components.hunger.current / 2 --end --end And in the master_postinit --inst:ListenForEvent("enterdark", OnEnterDark) All this code is in my character file. Again, this crash happens on spawned character that move, that haven't died, in a caves world.
  5. I'm trying to make an atlas-0.tex for multiple items, I don't know how to put multiple images into one .tex file, and I have no idea at all how to edit the two .bin files in the .zip folder with it. I want to create an image like the one attached but with my own items.
  6. 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
  7. Been working on a character mod for DST and DS with a friend for a could of days now and one of the traits we wanted to add was having the character be "friends with frogs." Which means that the frogs in the game with ignore them no matter what. The issue here is i have no idea how to do that. I've tried adding the "frog" tag into the code, i tried a string of custom code i found online that didn't work. I'm not sure what to do anymore. Anyone know how to make the frogs in the game friendly to one character?
  8. Hi again guys, I want to make an item like Lucy that talks to a player and rejects characters other than my modded one, would anybody be able to give me a bit of help on how to do this? Also, would it be possible to have this effect only trigger at low sanity? Thanks in advance!
  9. A modification pack for Oxygen Not Included: MaterialColor + OnionPatcher version 1.5.9 Improved temperature overlay with customizable temperature ranges (effect immediately visible in game after pressing Apply) By default the temperatures are more distinguishable and both Red Orange and Turquoise colors are disabled as they are redundant Temperature gradient on metal tile from -250C to 2000C Modded Vanilla Positions of dragged user interface are saved between game reloads Fixed freeze at 51% on creation of new world with OnionPatcher enabled Change log Functionality As it's hard to differentiate between, for example abyssalite and granite tile or gold amalgam and wolframite thermal regulator, I've decided to create a modification that changes color of buildings and tiles depending on material they are made of. Sensors range Sensors range can be set in Injector (each change needs re-injection) Default max values are set like in the image: Temperature sensor - 1000°C (Vanilla 200°C) Gas sensor - 25 kg (Vanilla 2 kg) Liquid sensor - 10 T (Vanilla 2 T) Extended ranges can prove helpful when using high pressure vent or when working with naturally occurring high pressure environments Legacy tile color handling This can be set in Configurator to bring back old tile handling, where mesh tiles, gas permeable tiles and tile blueprints (tiles designated for construction) show a color of gas inside them instead of showing a color of material they are made of. As of version 1.5.1 all tiles behave like buildings. Tested on versions: 1.5.1 - 1.5.8 Tubular Upgrade (246040+) Requirements .NET Framework 4.5.2 Download 1.5.9 .zip archive .7z archive Old versions Installation Extract downloaded file to Oxygen Not Included root directory (where OxygenNotIncluded.exe is located) Run Injector.exe. Press Patch. Patching also creates backup of your Assembly-CSharp.dll and Assembly-CSharp-firstpass.dll that can be restored by pressing Restore Backup in Injector. Update Uninstall, see Remove. Install again, see Installation. Disable If you want to temporarily disable this modification. Run Injector.exe. Press Restore Backup. Remove In case you want to get rid of this mod completely. Beware, mod configuration files will be removed too. Back them up if you did change them (see Advanced section). Run UninstallMaterialColor.ps1 PowerShell script. Press "y" if you want to remove config files too. Source This mod is now available open-source on GitHub: Source More examples Warranty I do not take any responsibility for broken saves, corrupted game or any other damage. Use this software at your own risk. Advanced (partially outdated) Donate Bitcoin PayPal I'm currently experiencing some issues with PayPal, please use BitCoin instead. I would greatly appreciate some feedback.
  10. Hey! So I'm making a mod and I want to know how to make a custom item that restores sanity when held and can only be crafted by a custom character. Thanks!
  11. Hello! Me being the curious me had the idea to try on custom walls, nothing fancy really, just different types of wood walls, that being 'plank walls', 'glass plank walls' and 'log walls', here's the illustration example: Now what is the issue you might ask? You see...on the making of a template to use to make the walls, for some reason the anim is junked up, and it doesn't keep its proper size, this is what happens. When facing one side, it is on full size, when turning to the other, its on medium. My tampering with the prefab has proven to do nothing, so I can only assume it has more than just the prefab coordinates, issue is. I don't have much of an idea. I would super appreciate if anyone gave me a hand!
  12. I was wondering if there was a way to change my characters portrait depending on their state. Something like, if my character has a certain tag then Asset( "IMAGE", "bigportraits/bretticus_none.tex" ), Asset( "ATLAS", "bigportraits/bretticus_none.xml" ), elseif my character has a diffrent tag then Asset( "IMAGE", "bigportraits/Lilith_none.tex" ), Asset( "ATLAS", "bigportraits/Lilith_none.xml" ), Any help at all would be very appreciated.
  13. So, I'm going to be making at least two more character mods this summer, and if ANYONE has any general character perk tutorials (don't worry about transformation perks, I've found a good guide for that- linked below), it would be amazingly useful for myself and other new modders desperately digging through the forums. If anyone does, and I've poked around a few chats for assistance, I'll edit to include those links in here, that way it can at least be compiled into a single list. Transformation Perk
  14. Hello. Current thing I'm trying to figure out is how to remove the 'hunger' noise when a character is close to starve. I know it is listed in the stategraph, and while I am calling the stategraph sgwilson, I can't seem to kill the sound. AddStategraphPostInit("wilson", function(sg) local _funnyidle_onenter = sg.states.funnyidle.onenter sg.states.funnyidle.onenter = function(inst) _funnyidle_onenter(inst) if inst:HasTag("mytag") and inst.components.hunger:GetPercent() < TUNING.HUNGRY_THRESH then inst.SoundEmitter:KillSound("dontstarve/wilson/hungry") end end) end This is the basis that i was doing bu that doesn't really do anything If Anyone has any suggestion I would highly appreciate! Thank you for reading!
  15. Hi guys, so I need help with part of .lua code, as I am not very experienced and I am having a hard time understanding a few things on how to get this mod to work correctly. Basically I want this mod called Vacuum Chest to ignore things like Tooth Traps, while picking up other valid items. It currently works this way in Don't Starve Together, but not in Don't Starve Alone. Below I've posted the vacuum_chest.lua files, and I've marked the part that I need help with. The first one shows the current DS version that picks up set traps, and the second one shows the working DST version that doesn't pickup set traps. If anyone can help me port this functionality to DS, and maybe even understand how it works, that would be absolutely amazing. Thanks for your time! -Amnesiac Here's the code for the current vacuum_chest.lua: require "prefabutil" require "scheduler" require "simutil" require "behaviours/doaction" local assets = { Asset("ANIM", "anim/VacuumChest.zip"), Asset("ATLAS", "images/inventoryimages/vacuum_chest.xml"), Asset("IMAGE", "images/inventoryimages/vacuum_chest.tex") } local function onopen(inst) inst.AnimState:PlayAnimation("open") inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_open") end local function onclose(inst) inst.AnimState:PlayAnimation("close") inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_close") end local function onhammered(inst, worker) inst.components.lootdropper:DropLoot() inst.components.container:DropEverything() SpawnPrefab("collapse_small").Transform:SetPosition(inst.Transform:GetWorldPosition()) inst.SoundEmitter:PlaySound("dontstarve/common/destroy_wood") inst:Remove() end local function onhit(inst, worker) inst.AnimState:PlayAnimation("hit") inst.components.container:DropEverything() inst.AnimState:PushAnimation("closed", false) inst.components.container:Close() end local function onbuilt(inst) inst.AnimState:PlayAnimation("place") inst.AnimState:PushAnimation("closed", false) end local slotpos = {} for y = 2, 0, -1 do for x = 0, 2 do table.insert(slotpos, Vector3(80*x-80*2+80, 80*y-80*2+80,0)) end end local function fn(Sim) -- body local inst = CreateEntity() inst:AddTag("structure") inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() local minimap = inst.entity:AddMiniMapEntity() minimap:SetIcon("vacuum_chest.tex") inst.AnimState:SetBank("chest") inst.AnimState:SetBuild("VacuumChest") inst.AnimState:PlayAnimation("closed") inst:AddComponent("inspectable") inst:AddComponent("container") inst.components.container:SetNumSlots(#slotpos) inst.components.container.onopenfn = onopen inst.components.container.onclosefn = onclose inst.components.container.widgetslotpos = slotpos inst.components.container.widgetanimbank = "ui_chest_3x3" inst.components.container.widgetanimbuild = "ui_chest_3x3" inst.components.container.widgetpos = Vector3(0,200,0) inst.components.container.side_align_tip = 160 inst:AddComponent("lootdropper") inst:AddComponent("workable") inst.components.workable:SetWorkAction(ACTIONS.HAMMER) inst.components.workable:SetWorkLeft(2) inst.components.workable:SetOnFinishCallback(onhammered) inst.components.workable:SetOnWorkCallback(onhit) inst:ListenForEvent( "onbuilt", onbuilt) MakeSnowCovered(inst, .01) local function suckit(item) --吸取 inst.AnimState:PlayAnimation("hit") inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_open") inst.components.container:GiveItem(item) end local function vacuum(inst) local x,y,z = inst.Transform:GetWorldPosition() local SEARCH_RADIUS = TUNING.SEARCH_RADIUS--搜索半径 --Amnesiac: Here's the part that searches for valid items I believe local item = FindEntity(inst, SEARCH_RADIUS, function(item) local check = item.components.inventoryitem and item.components.inventoryitem.canbepickedup and item.components.inventoryitem.cangoincontainer return check end) if item then if not inst.components.container:IsFull() then -- container is not full, it can pick up the item suckit(item) return elseif item.components.stackable then -- if the inventory is full, but the item stacks, and exists in the container, and the stack is not full local stack = inst.components.container:FindItem(function(i) return (i.prefab == item.prefab and not i.components.stackable:IsFull()) end) if stack then suckit(item) return end end end end inst:DoPeriodicTask(0.5, vacuum) return inst end return Prefab( "common/vacuum_chest", fn, assets), MakePlacer("common/vacuum_chest_placer", "chest", "VacuumChest", "closed") And here's the code from Don't Starve Together, note the part that looks for invalid items that is missing from the Don't Starve version. require "prefabutil" local assets = { Asset("ANIM", "anim/VacuumChest.zip"), Asset("ANIM", "anim/firefighter_placement.zip"), Asset("ATLAS", "images/inventoryimages/vacuum_chest.xml"), Asset("IMAGE", "images/inventoryimages/vacuum_chest.tex"), } local prefabs = { "collapse_small", } local function onopen(inst) inst.AnimState:PlayAnimation("open") inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_open") end local function onclose(inst) inst.AnimState:PlayAnimation("close") inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_close") end local function onhammered(inst, worker) inst.components.lootdropper:DropLoot() inst.components.container:DropEverything() SpawnPrefab("collapse_small").Transform:SetPosition(inst.Transform:GetWorldPosition()) inst.SoundEmitter:PlaySound("dontstarve/common/destroy_wood") inst:Remove() end local function onhit(inst, worker) inst.AnimState:PlayAnimation("hit") inst.components.container:DropEverything() inst.AnimState:PushAnimation("closed", false) inst.components.container:Close() end local function onbuilt(inst) inst.AnimState:PlayAnimation("place") inst.AnimState:PushAnimation("closed", false) end -------------------------------------------------------------------------- --minus or add 0.25 for every 5 range local PLACER_SCALE = TUNING.VACUUM_RANGE == 10 and 1.255 or TUNING.VACUUM_RANGE == 15 and 1.55 or TUNING.VACUUM_RANGE == 20 and 1.755 local function OnEnableHelper(inst, enabled) if enabled then if inst.helper == nil then inst.helper = CreateEntity() --[[Non-networked entity]] inst.helper.entity:SetCanSleep(false) inst.helper.persists = false inst.helper.entity:AddTransform() inst.helper.entity:AddAnimState() inst.helper:AddTag("CLASSIFIED") inst.helper:AddTag("NOCLICK") inst.helper:AddTag("placer") inst.helper.Transform:SetScale(PLACER_SCALE, PLACER_SCALE, PLACER_SCALE) inst.helper.AnimState:SetBank("firefighter_placement") inst.helper.AnimState:SetBuild("firefighter_placement") inst.helper.AnimState:PlayAnimation("idle") inst.helper.AnimState:SetLightOverride(1) inst.helper.AnimState:SetOrientation(ANIM_ORIENTATION.OnGround) inst.helper.AnimState:SetLayer(LAYER_BACKGROUND) inst.helper.AnimState:SetSortOrder(1) inst.helper.AnimState:SetAddColour(0, .2, .5, 0) inst.helper.entity:SetParent(inst.entity) end elseif inst.helper ~= nil then inst.helper:Remove() inst.helper = nil end end -------------------------------------------------------------------------- local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddMiniMapEntity() inst.entity:AddNetwork() inst.MiniMapEntity:SetIcon("vacuum_chest.tex") inst.AnimState:SetBank("chest") inst.AnimState:SetBuild("VacuumChest") inst.AnimState:PlayAnimation("closed") inst:AddTag("structure") inst:AddTag("chest") --Dedicated server does not need deployhelper if not TheNet:IsDedicated() then inst:AddComponent("deployhelper") inst.components.deployhelper.onenablehelper = OnEnableHelper end inst.entity:SetPristine() if not TheWorld.ismastersim then inst.OnEntityReplicated = function(inst) inst.replica.container:WidgetSetup("chester") end return inst end inst:AddComponent("inspectable") inst:AddComponent("container") inst.components.container:WidgetSetup("chester") inst.components.container.onopenfn = onopen inst.components.container.onclosefn = onclose inst:AddComponent("lootdropper") inst:AddComponent("workable") inst.components.workable:SetWorkAction(ACTIONS.HAMMER) inst.components.workable:SetWorkLeft(2) inst.components.workable:SetOnFinishCallback(onhammered) inst.components.workable:SetOnWorkCallback(onhit) inst:ListenForEvent( "onbuilt", onbuilt) MakeSnowCovered(inst, .01) local function suckit(item) if inst.AnimState:IsCurrentAnimation("closed") or inst.AnimState:IsCurrentAnimation("close") then inst.AnimState:PlayAnimation("hit") inst.AnimState:PushAnimation("closed", false) end inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_open") inst.components.container:GiveItem(item) end local function vacuum(inst) local SEARCH_RADIUS = TUNING.VACUUM_RANGE local function IsItem(ent) return ent.components.inventoryitem and ent.components.inventoryitem.canbepickedup and ent.components.inventoryitem.cangoincontainer and ent or nil end --Amnesiac: This is the part I'm talking about --See how it checks for Mines? I think this also applies to traps, as this verison does't pickup set traps. local Item = FindEntity(inst, SEARCH_RADIUS, IsItem,{"_inventoryitem"} , {"INLIMBO", "NOCLICK", "catchable", "fire", "minesprung", "mineactive"}) if Item then if not inst.components.container:IsFull() then suckit(Item) return elseif Item.components.stackable then local stack = inst.components.container:FindItem(function(i) return (i.prefab == Item.prefab and not i.components.stackable:IsFull()) end) if stack then suckit(Item) return end end end end inst:DoPeriodicTask(0.5, vacuum) return inst end local function placer_postinit_fn(inst) --Show the vacuum chest placer on top of the vacuum chest range ground placer local placer2 = CreateEntity() --[[Non-networked entity]] placer2.entity:SetCanSleep(false) placer2.persists = false placer2.entity:AddTransform() placer2.entity:AddAnimState() placer2:AddTag("CLASSIFIED") placer2:AddTag("NOCLICK") placer2:AddTag("placer") local s = 1 / PLACER_SCALE placer2.Transform:SetScale(s, s, s) placer2.AnimState:SetBank("chest") placer2.AnimState:SetBuild("VacuumChest") placer2.AnimState:PlayAnimation("closed") placer2.AnimState:SetLightOverride(1) placer2.entity:SetParent(inst.entity) inst.components.placer:LinkEntity(placer2) end return Prefab( "common/vacuum_chest", fn, assets), MakePlacer("common/vacuum_chest_placer", "firefighter_placement", "firefighter_placement", "idle", true, nil, nil, PLACER_SCALE, nil, nil, placer_postinit_fn)
  16. [DST] ForceLAN

    Version 2.2

    171 downloads

    This mod forces Don't Starve Together to run in offline mode. When clicking on the Play button on the mainscreen, no popup is shown and the game goes right into the main menu under offline mode, that is, only being able to see, join and host LAN servers. The is primarily meant as a tool for other modders, wishing to reduce iteration times when mod testing.
  17. One of the trademarks of the spy is the witty one liner. So, we should try and mod every character's dialog to be a lot punnier, and maybe even display new dialogue when taking out guards and other events, if we can manage it. Imagine Xu saying "That was shocking" when his shock trap goes off, or Shalem saying "He got his just deserts" when shooting someone with his special rifle. Granted, my puns are not the best. But I believe that together, we can come up with better ones. Any ideas?
  18. As a continuation of the HYPENING 2014, I decided to make some videos. This thread will be a bunch of videos pertaining to making mods. Making a Ghost for Your Character in Don't Starve Together. http://www.twitch.tv/dryicefox/c/5412014 Making a Character for Your Character in Don't Starve and Don't Starve Together. http://www.twitch.tv/dryicefox/c/5711315 Making Custom Sounds for Your Character in Don't Starve and Don't Starve Together http://www.twitch.tv/dryicefox/c/5747495
  19. Just a note: This is, in now way, shape or form, tehMugwump. Serious forum glitch that says I started this thread, but I dinn't... Hey you starving children! It doesn't seem like there's a big masterpost for cosplay yet so I FEEL THE DESIRE TO START ONE... MAINLY BECAUSE I JUST TOOK SOME PICS OF MY COSPLAY BUT HEY. SO! If you've ever cosplayed from the great canon that is Don't Starve FEEL FREE TO SUBMIT YOUR PHOTOS HERE!! It'd be great to have a gallery of photos here don't you think??? 8) I also think it'd be cool to have discussion on how to make certain props, work in progress pieces, etc! I'd really just love to see this fandom take off and have a few cosplayers at cons to REPRESENT B) holla I've seen a few cosplays out there already and have compiled some photos SO I'LL POST THEM HERE and leave credit where credit is due, of course On that note~ there's mine! BUT PLEASE POST SOME OF YOUR OWN! And ask questions and work on things and be beautiful!!! uvu i may post some work in progress shots of mine later BUT YEAH!!
  20. Hey guys, thought you might wanna check out my Let's Play that I'm doing. I created my own character and I'm just SUPER excited to play with a Character that I made xD Other notes:I have an artist that's currently working on a new character for me, And I will be putting a lot of work into balancing that character making custom sounds etc. etc. I plan to put this future character up for download so others can play as him as-well.The character I'm currently playing with, probably won't be up for download, unless there's a huge demand for it.