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Found 31 results

  1. Greetings, everyone. I have been playing don't starve together for almost 3 years and I really love this game. I started to make my own mods 2 month ago and already have 2 mods done. But now I think that I want to make something unique, smth that no one ever do before me. I want to create NEW TYPE of character. As a gamer I always like big tanky chars, who might be slow but have a lot of hp and dmg. No I don't want to simply change speed and damage mults. I want to make my character move, act and plays differente compare to regular type character. That means a lot of new animations and artwork. My questions are. How to create an animation for each particullar event/action (chopping, mining, walking etc), how to create a new build for character (makes body parts pngs bigger or even add new body parts) and how to bind all this animation to keyboard. I'm really looking forward for making smth new for my beloved game, actually I'm thinking about working at Klei as soon as I will have enough skills and experience. Thanks for your attention
  2. 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
  3. 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?
  4. I have no idea if I'm going to have many mods, but thought I'd go ahead and make a single thread for any that I do. List of Mods: Fluid Shipping - Insert bottles and canisters into pipe / vent networks without a pump! Steam Link Achievement Tracker - Outputs to ONI's Log File how close you are to various achievements like "Carnivore" or "Super Sustainable"! Steam Link Synchronized Telepad - Ensure Duplicants and Care Packages are always printed at most 1800s after the previous Printing job became available. Steam Link Trapdoors & Floor Hatches - New ladder-style building that allows you to partition rooms and catch items that fall from above. Steam Link Wrangle Fliers - Auto-wrangle lets you wrangle shinebugs, pufts, slicksters, and moos -- so why not wrangle them all the time? Steam Link Prioritize Everything - For now, more of a, "Prioritize Tinkerable Generators", but should let you better coordinate "Engie's Tune Up" Steam Link GitHub link here
  5. So I have this thing I sorta started thinking on which I'm planning on doing but I don't know much where to go other than possibly not very good options. The idea is to make a button like shift, or any other key that when pressed would increase said character's speed. The only way I can think at the moment is with "GLOBAL.TheInput:AddKeyDownHandler(GLOBAL.KEY_J, function()" but I don't know if that is the best way to go around. Does anyone have any idea how to do that? I really appreciate the help Thanks for reading!
  6. I've been working on my custom item mod and one of it's ingredients isn't showing up! (It's an onion) It's always been like this for me. I've used the following code in my modmain.lua for the recipe. AddRecipe("onion2", {Ingredient("onion", 1), Ingredient("nightmarefuel", 2), Ingredient("goldnugget", 5)}, RECIPETABS.MAGIC, TECH.NONE, nil, nil, nil, nil, "onion2builder", "images/inventoryimages/onion2.xml", "onion2.tex") I tried replacing the onion in my recipe script with other vegetables like a dragonfruit, and that showed up, but some others don't show up in the recipe. Does anyone know a fix or what I should to make it so that the onion will show up when I'm looking at it in the crafting recipe?
  7. 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) ^^;
  8. Nightinggale's mods list List of mods Black Hole Garbage Disposal - remove unwanted items to increase FPS in late game Coal Generator Delivery Fixes - improves control of coal delivery chores to make the coal generator more useful Half Door - 1x1 Mechanized Airlock 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 Piped Output - Adds pipe output to buildings releasing gas/liquid to the room while maintaining the room release if no pipe is present 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 (Obsolete due to changes in ONI) Launch preview branch support Due to difficulties supporting two versions of ONI, the steam releases are all for the live branch (Quality of Life 3). All mods have been updated for Launch of GitHub, but they require you to manually installing the mods. I highly recommend subscribing to this thread if you have manually installed mods. Steam link (Visit steam for longer mod descriptions and screenshots) GitHub repository
  9. Hello again, I tried to add a custom item, which can only be used and crafted by my custom character, but I don't get it... The item should be a throwing star/shuriken. It should do damage like a spear (maybe less, not sure about that) and the item should be stackable up to 15 times. After throwing and doing damage the item should disappear like a blow dart. The item should be craftable without a science machine or alchemie machine in an extra tab. Thank you for your help
  10. I've made a custom item that revives the player when they haunt it as a ghost and that works fine, but i'd like to make it so that the item breaks or disappears so that it's a one-time use item because right now it has infinite uses and I don't want that. item script (lines 45-47 are the lines i used for resurrection) How can I make it so that my custom item breaks when I haunt it and resurrect?
  11. I need to use my mod on dedicated server, but code dont works, code is here: TheInput=GLOBAL.TheInput TheNet=GLOBAL.TheNet TheFrontEnd=GLOBAL.TheFrontEnd DragObjects={} AddModRPCHandler(modname,"DRAG",function(player,down,entity,mx,mz) if TheNet:GetClientTableForUser(player.userid).admin then if down then local x,y,z=entity.Transform:GetWorldPosition() local offset={x=x-mx,z=z-mz} DragObjects[player.userid]={entity=entity,offset=offset} else DragObjects[player.userid]=nil end end end) AddModRPCHandler(modname,"MOVE",function(player,mx,mz) if TheNet:GetClientTableForUser(player.userid).admin and DragObjects[player.userid]~=nil then local entity=DragObjects[player.userid].entity if not entity:IsValid() then return end local offset=DragObjects[player.userid].offset local x,y,z=entity.Transform:GetWorldPosition() entity.Transform:SetPosition(mx+offset.x,y,mz+offset.z) end end) local function IsHUDScreen() local screen=TheFrontEnd~=nil and TheFrontEnd:GetActiveScreen() or nil return screen and screen.name and type(screen.name) == "string" and screen.name == "HUD" end DragKeyHandler = Class(function(self) self.last_isdown=false self.mousemove_handler_active=false self.handler = TheInput:AddKeyHandler(function() local down=TheInput:IsKeyDown(306) and TheInput:IsKeyDown(308) if not (self.last_isdown and down) and IsHUDScreen() then self.last_isdown=down if down and not self.mousemove_handler_active then local ent=TheInput:GetWorldEntityUnderMouse() if ent~=nil and ent:IsValid() then local pos=TheInput:GetWorldPosition() self.mousemove_handler_active=true SendModRPCToServer(MOD_RPC[modname]["DRAG"],down,ent,pos.x,pos.z) end elseif not down and self.mousemove_handler_active then self.mousemove_handler_active=false SendModRPCToServer(MOD_RPC[modname]["DRAG"],down) end end end) self.mousemove_handler=TheInput:AddMoveHandler(function() if self.mousemove_handler_active then local pos=TheInput:GetWorldPosition() SendModRPCToServer(MOD_RPC[modname]["MOVE"],pos.x,pos.z) end end) end) if TheNet:GetIsServerAdmin() and not TheNet:IsDedicated() then DragKeyHandler() end This code works on server with caves.
  12. 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!!!
  13. How to check the player for administrator, this should be checked on the server.
  14. I'm trying to make a client mod that plays a sound whenever the character picks a plant that is soon going to become diseased. The way I'm currently trying to do this is to listen for the event "pickdiseasing" that triggers the character to comment. My current method works when hosting a world without caves, but sound does not play on worlds with caves or when not the host. When I ThePlayer:PushEvent("pickdiseasing") with the console set to local it plays the sound, when I do it with the console set to remote it triggers the character comment. How can I make this work, and what am I doing wrong? This is everything that I have in my modmain.lua. AddPlayerPostInit(function(inst) inst:ListenForEvent("pickdiseasing", function(inst) inst.SoundEmitter:PlaySound("dontstarve/common/Horn_beefalo") end) end) DiseaseWarning.zip Edit: I got everything working! AddPrefabPostInit("disease_puff", function(inst) GLOBAL.TheFocalPoint.SoundEmitter:PlaySound("dontstarve/common/Horn_beefalo") end)
  15. I try to check the keystroke, but when I press the desired key on the text field, it works, IsPaused () determines only the pause, but not the presence of the text field.
  16. 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.
  17. I need to send entity to server using RPC. How i can do this? Please help!
  18. All I'm doing is making an item that is identical to the portable crockpot Warly has, however, even by just copying the prefab and changing the proper names for anim files etc, I get stead crashes saying the issue are on the stewer component or parts. I have no idea what exactly the issue is at, I would be super glad if I got a pointer on what might be going on. In case, here is the prefab and the error log. ord_microwave.lua client_log.txt "cripts/components/stewer.lua:141 in (method) StartCooking (Lua) <125-171> self = oncontinuecooking = function - ../mods/ordinary rick/scripts/prefabs/ord_microwave.lua:140 oncontinuedone = function - ../mods/ordinary rick/scripts/prefabs/ord_microwave.lua:133 ondonecooking = function - ../mods/ordinary rick/scripts/prefabs/ord_microwave.lua:122 onharvest = function - ../mods/ordinary rick/scripts/prefabs/ord_microwave.lua:149 onstartcooking = function - ../mods/ordinary rick/scripts/prefabs/ord_microwave.lua:61 onspoil = function - ../mods/ordinary rick/scripts/prefabs/ord_microwave.lua:108 inst = 100327 - ord_microwave (valid:true) spoiledproduct = spoiled_food cooktimemult = 1" Thank you for your time!
  19. Hello! I'm trying to find out how I could overwrite the character file for Webber with the use of a mod. I want to replace it with a webber.lua of my own, though I'm unsure on how to do that. What would I have to put into modmain? I'm including the webber.lua I'd like to overwrite the original with, just in case anybody wants to take a look at it. It's basically Wickerbottom -- I wanted to play as her while keeping webber's skins, though I've heard there are legal issues with using Klei's purchasable reskins in mods I'm sorry that this is such a broad question, I can figure some of it out, but I'm not as intimately aware of DST's inner workings as some of you. webber.lua
  20. Hi! I tried to add new action animation for my custim weapon, but still it not work corrctly. I'm add action in modmain, but when i cast it my character just dissapear and I can't move or do something. But, server not crushed. Maybe I not add something in code I don't know. My code for anim: -- New Animation local slice_state = State{ name = "slice", tags = { "slice" }, onenter = function(inst) inst.components.locomotor:Stop() --inst.components.locomotor:Clear() --inst:ClearBufferedAction() inst.AnimState:PlayAnimation("slice") end, events = { -- events like "firedamage", etc. go here. -- Check out Steam/SteamApps/common/Don't Starve Together/scripts/stategraphs/SGwilson.lua to learn more. --EventHandler("locomote", function(inst, data) --if inst.sg:HasStateTag("busy") then -- return -- end }, onexit = function(inst) -- define what happens while we're exiting our custom state inst:ClearBufferedAction() return inst end, } local function yamato_slice(sg) sg.states["slice"] = slice end AddStategraphState("SGwilson", slice_state) AddStategraphPostInit("vergil", yamato_slice) local SLICE = GLOBAL.Action({ priority= 10 }) SLICE.str = "Slice" SLICE.id = "SLICE" SLICE.fn = function(act) return true end AddAction(SLICE) AddComponentAction("SCENE", "health", function(inst, doer, actions, right) if right and inst and inst:HasTag("player") and doer and doer == inst then table.insert(actions, ACTIONS.SLICE) end end) In weapon I use spellcaster and add caster.AnimState:PlayAnimation("SLICE") in function of spell Add any character model for scml I create only one side of action just look how it works, but it not work anyway slice.scml
  21. Hi everyone! This tutorial is intended to give you a basic overview of how to create a new mod for ONI, get it running, and then upload it to the Steam Workshop. Please note that this tutorial does NOT cover any coding! That's all up to you. If you run into trouble with your mod code, either make a post on this subforum, or pop into the modding channel on the ONI Discord For this tutorial I will be using MS Visual Studio 2017 under Windows 10. Sorry Mac and Linux users! The process will be much the same, but you will probably need to use a different IDE Step 1: Start up Visual Studio and create a new project Step 2: From the menu that opens, select '.NET Framework 3.5' from the drop down menu, and then 'Class Library (.NET Framework)' from the list of options. Double check that your under '.NET Framework 3.5'! This is the version that ONI uses. Choose a name for your mod folder and a location to save this folder. If you don't see 'Class Library (.NET Framework)' listed as an option, go to Step 3. Otherwise go to Step 4 Step 3: If 'Class Library (.NET Framework)' was not listed as an option in the previous step, click on 'Open Visual Studio Installer' instead. On the new menu that opens, select '.NET desktop development' and then 'Modify'. Once the necessary files are installed (it's quite large from memory), go back to Step 2 Step 4: Now go over to the 'Solution Explorer' on the right side of the work space. Right click on 'References' and 'Add Reference' Here you can add the .dll file references that you will need for coding your mod. '0Harmony.dll', 'UnityEngine.dll', 'UnityEngine.CoreModule.dll', 'Assembly-CSharp-firstpass.dll' and 'Assembly-CSharp.dll' will cover most peoples needs (you can peek into these .dll files to see their code using a program such as dnSpy). You can find these .dll files under '\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\Managed' I've copied these .dll files into a new folder to keep them with the rest of my mod development files Step 6: Now you can finally write your code! This simple example just gets the ONI log file to write 'Hello World!'. ONI (like many Unity games) is modded by patching the code with Harmony. You can find more information on how to use Harmony here Step 7: When your done coding, build the solution. If the build was successful, there should be no errors listed Step 8: The output of the solution build will be listed in your mod directory, under '\bin\Debug' by default. Copy and paste the mod .dll ('HelloWorld.dll' in this case) into a new folder under '\Klei\OxygenNotIncluded\mods\dev' Step 10: Start Oxygen Not Included. Your mod should be listed at the bottom of the mod menu with the name of the folder that holds your mod .dll. Activate the mod! Step 11: Check the ONI log file (stored under '\AppData\LocalLow\Klei\Oxygen Not Included') to make sure the mod was loaded successfully. In this case, no error messages are listed, and 'Hello World!' was printed into the log. Success! Step 12: When your mod is ready to be uploaded to the Steam Workshop, download and install the ONI Uploader (found under 'Library/Tools' on Steam) Step 13: Once the uploader is installed, open it up. Make sure that you have exited ONI and the process has ended first! If you mod .dll is still in use, and you try to upload it, the upload will fail. Click 'Add' to add your new mod, fill in the required details, and then publish! Check your Workshop items, and you should find your mod listed there and ready for use. Hope someone finds this tutorial useful!
  22. I can't find mode that make underground really Dark. It was there, now it's gone. After last update all installed mods are broke, custom items removed from save game and it's not big deal. But some vital mods are just disappear from the list and I can't find em in workshop. Like one great mode that alloy player to tune darkness. Full size screenshots: I waited for it so long and after only few month of playing it's gone. Actually I don't care about this game without mods for cold, light/dark, lighting stuff. Vanilla game just too easy, you doesn't see any changes, no motivation for building: • heating • lighting • living creatures • switches • resource reserves • more then 5-6 workers P.S. new research tree are awful. Update =============== New updated version of mod by Cairath! Hooray!
  23. Version 1.0

    15 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. =)
  24. 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
  25. 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