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

      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

Found 20 results

  1. 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!
  2. 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 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/ NOTE: Please don't report bugs you encounter while mods are active. People at Klei work hard and shouldn't be bothered with bug reports which might originate from mods. NOTE: 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. NOTE: If you load a savegame, it requires that you have exactly the same mods when you saved it. 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. CameraControllerMod: Enable further zoom-outs in play and dev mode (taken from Onion patcher). CritterNumberSensor: Sensor for the critter number in a room (thanks to R9MX4 from Klei forum) 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. DraggablePanelMod: Makes panels draggable. REQUIRES ONI-Common. FastModeMod: Duplicants will build an dig very fast 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. InsulatedDoorsMod: Doors can be constructed using any buildable element (ie: Abyssalite). Also it adds a new element (WIP) called Insulated Pressure Door. InverseElectrolyzerMod: Combines hydrogen and oxygen into steam. LiquidTankMod: Storage for liquids. MaterialColor: Adds an overlay option to visualize what a building is made of (taken from Onion patcher). REQUIRES ONI-Common. ONI-Common: Common code for Onion Patches and other mods. OnionPatches: Custom world seeds. DebugHandler hook. REQUIRES ONI-Common. Patches (WIP): Some incomplete tests. PressureDoorMod: Removes the energy need for the mechanized pressure door and makes it buildable from all material. 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. Change Log https://github.com/javisar/ONI-Modloader#change-log Installation NOTE: Make sure you're using a fresh install of ONI, meaning you'll need the original/unpatched Assembyl-CSharp.dll and Assembly-CSharp-firstpass.dll as it comes with a clean install. NOTE: You'll need to re-run the injector every time ONI gets updated. Download latest version in Release section. Unzip in the ONI main directory. Execute 'Injector.exe'. It will create a backups of 'Assembly-CSharp.dll' and Assembly-CSharp-firstpass.dll with the extension ".orig" and a new patched set of dlls. Download from https://github.com/javisar/ONI-Modloader-Mods/tree/master/Mods and move to the Mods folder the desired mods. I recommend to move all config folders. Example of a file/folder structure: Creating a Mod Click "Clone or Download" for the current version if the releases are currently not up to date. Copy the following files from a Previously Patched ONI folder to the solution folder '\Source\lib\' Assembly-CSharp.dll Assembly-CSharp-firstpass.dll Assembly-UnityScript-firstpass.dll UnityEngine.dll UnityEngine.UI.dll Open the solution with Visual Studio. Create a new project. Use the examples as template. Compile it to generate the mod dll file. NOTE: If you compile the Solution with Visual Studio the files will also be copied directly to the ONI folder. Execute 'Injector.exe' (only if you have the unpatched dlls ) You should now find a folder called "Mods" in your ONI main directory. Otherwise, create the "Mods" folder. Move or copy all the mods you'd like to use to the "Mods" folder in the ONI main directory Run the game and check "../OxygenNotIncluded_Data/output_log.txt" and "../OxygenNotIncluded/Mods/_Logs/..." for any errors. Uninstallation Just rename 'Assembly-CSharp.dll.orig' to 'Assembly-CSharp.dll' and 'Assembly-CSharp-firstpass.dll.orig' to 'Assembly-CSharp-firstpass.dll' 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 Disclaimer We do not take any responsibility for broken saves or any other damage. Use this software at your own risk.
  3. 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.
  4. 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
  5. 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!
  6. 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!
  7. 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.
  8. 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
  9. 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!
  10. 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)
  11. This is the code --Character Light Aura inst:ListenForEvent("hungerdelta", function(inst) local percent = inst.components.hunger:GetPercent() if percent > 0.3 then inst.Light:Enable(true) inst.Light:SetColour(255/255, 0/255, 0/255) inst.Light:SetRadius(percent * 7) else inst.Light:Enable(false) end end) yet the color is a pure white during night, can you help me with this? I'm wanting to make it a neon blue color (70, 173, 212)
  12. Right so the current state: I have a character that has a different ingredient requirement for items that are already in the game, this is actually done and it works...kind of, the icons on the recipe tab are messed up, but hey it works! The issue: One of those items is the Telltale Heart, so called 'reviver' in the prefab. What happens is that, that item has skins, and once i made the duplicate recipe, well, skins don't want to follow along so can't seem to use skins on the duplicate recipe. This is the code I'm using at the moment. local function GenerateFuelbuilderRecipe(prefab, count) local fuelbuilder_prefab = prefab.."_kingofscience" local fuelbuilder_recipe = AddRecipe( fuelbuilder_prefab, { Ingredient(CHARACTER_INGREDIENT.HEALTH, count) }, sciencemaster_tab, TECH.NONE, nil, nil, nil, 1, "fuelbuilder", "images/inventoryimages.xml", prefab) fuelbuilder_recipe.product = prefab fuelbuilder_recipe.sortkey = GLOBAL.AllRecipes[prefab].sortkey + 0.5 local upper_fuelbuilder_prefab = string.upper(fuelbuilder_prefab) local upper_prefab = string.upper(prefab) local STRINGS = GLOBAL.STRINGS STRINGS.NAMES[upper_fuelbuilder_prefab] = STRINGS.NAMES[upper_prefab] STRINGS.RECIPE_DESC[upper_fuelbuilder_prefab] = STRINGS.RECIPE_DESC[upper_prefab] end GenerateFuelbuilderRecipe("reviver", 100) GenerateFuelbuilderRecipe("nightmarefuel", 40) Is there anyway that I can implement the skins on this duplicate recipe? of course, if not, it ain't a grave issue, its just kind of a, mini compromise if not possible. Ay, I appreciate any help!
  13. Please forgive me if this is in the wrong spot i'm new to the forums and such x( Anyway does anyone know how to increase the damage a character does? I'm new to modding and i'm trying to make a character of my own and from what i've put together they'd basically end up w/ a play-style like wigfrid's (deal damage, only eats meat etc.) i'm still tweaking out their perks and such but for now. I'd like to know how to increase a character's strength? I'm not sure by how much exactly cause i dont know what would be considered strong vs what'd be ridiculous.
  14. Any mods which increase the inventory and work for shipwrecked
  15. Version 1.4.1

    63,212 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.
  16. [DST] ForceLAN

    Version 2.2

    169 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.