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Found 57 results

  1. So, as you can see I have made a mod, that adds 3 new bosses to Sal’s story. On top of it, there are 12 new cards for Sal and new items from said bosses. You can find it here Bosses appear as alternative fights at the end of the days 1,2,3. You have a 33% chance of encountering one. Huge thanks to RageLeague for figuring out how to make bosses appear in the story. Both bosses and cards aren’t balanced properly, so any suggestions on how to make them better are welcome. Enjoy
  2. I know that this could be imposible to do because of licences and some legal problems that could arrise but making a workshop for the game would be awesome. A lot of people could just share their ideas and concepts like new skins or even gameplay modification. In response to what's the difference between "chesse" and "cheating" it doesn't matter, you just have to enjoy while playing without teassing others.
  3. Hi! I'm Aki. I'm a relatively new modder, started in 2019 December, mainly focusing on custom art assets and original content. So far I have released one mod on my own, and contributed a little bit to 3 released mods on Steam. My Asphalt mod on Steam: Asphalt on Github Mods I have contributed some artwork to: Extra Marble Sculptures by CynicalBusiness Thermo Sensor Tile by Stephen Alarm - Notification Trigger by Cairath I'm currently working on a new, more ambitious mod centered all around decor buildings and new decor options. This mod has been in development for about a month now. I'm trying to make sure most of these buildings have additional use and function beyond just being pretty. I will update new completed buildings here and post the test versions when I have one ready. For now, here is some sneaky previews: (Yes the default tiles have bad tiling. Won't stay like that) This is all for now, thank you for looking! Feedback, suggestions and alike are welcome.
  4. A simple MOD, pet store Added an option to buy pets in the pub conversation for sal Buy a general pet, like the original pet in the game Or buy special pets, some pets that are not available All pets can be trained here +10 MAX HP +2 STR Gain negotiation gain (If it is a special pet,gain loyal_vroc) First attempt to make a MOD download Htest.zip How to use MOD, refer to this article
  5. Mod Instructions This is a preliminary how-to for mod creation. Please note that we are still in the *very* early stages for supporting mod development, but seeing as people have already begun to customize the game, we wanted to at least provide a way to add a couple things without having to mangle the actual game content. Running the game in debug Running the game in debug will unlock a slew of facilities to aid you in development. It is not strictly necessary to run in debug to either run or develop mods, but it will probably be helpful. To do this from the Epic launcher, go to Settings > Griftlands and check "Additional Command Line Parameters". In the edit box, enter --debug. A description of all the game's debug functionality is beyond the scope of this article, but for our purposes, it is useful to know that CTRL+5 will open a debug panel listing any mods the game has discovered. Once you create a mod or (eventually) install other user-created mod content, you will see their appearance here. You can enable or disable them from this panel. Eventually some of this functionality will be available through proper in-game UI. Creating an empty mod Browse to your Griftlands user settings directory. On windows, this will be in your Users directory under AppData\Roaming\Klei\Griftlands\. If you see a saves/ directory, a log.txt, and other game-generated files, you will know you are in the right place! Create a new folder named 'mods' if one doesn't already exist. This folder houses all local mod content. Inside the 'mods' folder, create another folder with the name of your mod. Inside that folder, create a text file called modinit.lua. This file will be executed when your mod is enabled and installed. You can call into the game's Content API to add things like cards and modifiers, but beware that things are extremely likely to change at this stage, and there is no official "how-to" for the various pieces of content. You can refer to the attached examplemod to learn how to add negotiation and battle cards. The havarian example mod shows the current way to add a new language setting. When you add or edit your mod files, you can use the CTRL+R hotkey to restart the game and reload content if debugging has been enabled. Have fun! examplemod.zip havarian.zip
  6. I have been having lag spikes in reforged servers and nowhere else it seems. I tried disabling my client mods but that didn't help, this only started recently, around when Walter came out and there haven't been any big thunderstorms where i live or anything so i'm not sure what to do. I would've posted this in the forge section or mods section but i couldn't see any re-forge topics in the mods area. and the forge area seems like no1 checks it anymore so im just posting it here. I would love to keep playing reforged but the lag spikes are very annoying making it almost unplayable for me. Please tell me if there is anything i can do with steam or something to help this thanks! EDIT: verified integrity of files with steam in case that helps and turned all client mods off trying forge again now
  7. A simple MOD,Add special conversations for different identities for example NPC's identity is a SMUGGLER You can buy special items for a large price NPC's identity is a WEALTHY MERCHANT You can convince him to invest in you (spend RESOLVE to exchange money) (In order to test in the picture, only the dialogue of the corresponding identity will actually be triggered) download Htest3.zip
  8. A simple MOD, you can use money to directly eliminate resentment and gain goodwill Can be effective for anyone, whether it’s a bar owner, a security guard or a boss Can borrow money from any NPC that is not HATE Base value 25, adjusted according to your reputation and the strength of the opponent According to favorability LOVED,BASE * 2 LIKED,BASE * 1.5 NEUTRAL,BASE * 1 DISLIKED,BASE * 0.5 When you borrow money, you will consume favorability download Htest2.zip I hope someone will reply to me and make me feel not alone This makes me feel that my post is blocked
  9. It is mildly annoying when you have to switch your client mods, and even more so if you have many client mods, so similar to how the characters can have clothing presets and worlds have generation presets, it would be great to have client mod presets so you don't have to scroll through a list of mods disabling what you don't need and trying to find what you want. Even just 3 slots would be great. Just thought of this since when i go to play reforged i have to change my client mods to turn off minimap ect.
  10. Have you ever wondered, what would happen if Sal takes an infiltration job in the Grout Bog? What would happen if Smith actually become useful and takes on Kashio? What would happen if Rook's defense is actually good? What would Sal look like in Rook's uniform? What would happen if Sal were to trade her non-existent lucky coin with Krog's at the Grout Bog? Introducing: Cross Character Campaign, a mod that allows you to play any campaign with any character. Side effects include: having paradoxical conversations with npcs, having the shovel become one of the best weapons in the game to one of the worst weapon in the game, premature baldness, or crashing the game. Ask your doctor if Cross Character Campaign is the right mod for you. Or don't, because it's not the doctors' job. Play Cross Character Campaign today!
  11. 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
  12. I've been wondering on how people make reskin mods where the mod files are only the icons, anim, modinfo, but either no modmain.lua or the modmain.lua is empty. How do they do that? Is it just simply exporting the anim into animation exports and done? I don't think it's like that, is it?? Here's 2 examples of mods without modmain.lua(s) - https://steamcommunity.com/sharedfiles/filedetails/?id=1292913714 - https://steamcommunity.com/sharedfiles/filedetails/?id=1806500091
  13. i want to make a mod that gives 2 buffs to wurt. but ii don't know how. i want to 1: let her and other merms swim, (when swimming you'll just gain wetness, and wit will show wurt's head above the water) would be configurable in 2 ways, adding a hunger drain when swimming, and disabling it, dissbling having other merms swim. 2: more to do with pets. (can be changed or disabled) sanity gain from narwhals and sanity drain from skittersquids.
  14. I'm bored so I made some custom cards that totally works. And I am creating a separate thread for the showcase because I'm done hijacking other threads. So here are the custom cards that totally works. Enjoy. GitHub Repo Suggestions are welcome.
  15. Hey there, I'm a creator. Artist, mild technomancer, meme-lord extraordinaire. This is my general topic for DST art, memes, modding, little creation tips, and whatever else might come to pass. Mostly the first two. This top post is an archive where I'll attempt to compile my Klei-related creations. I won't be posting .PSD files because of reasons, but in most cases, they are available via PM. Simple requests like that via PM are totally fine. Just don't try to like, talk to me via PM. Anxiety. I will literally die. [There is a metric ton of stuff for me to import here from the old topic. Getting there.] -o- ARHT -o- -o- Mods -o- -o- Meme Hell -o-
  16. Version 1.0.0

    366 downloads

    This mod is not mine, i only fixed the hunger icon that was dissapear with the update. original mod : https://steamcommunity.com/sharedfiles/filedetails/?id=436897772&searchtext=default+items+pack
  17. Hey everyone. I'm one of the creators of The Forged Forge mod, The Hunger Games event, Gorge extender mod and lots of other mods. Now I'm open to your paid mod requests. 1. What can I do? I can do almost everything for your modification. After reading your request, I'll say if I can do what you want. The only thing that I'm not an artist, but I can create sprites for your structure or useable item, though I can't really draw a new character for you. 2. How much it'll cost? This depends on the amount of work to create a mod. For example, if you have a sprite for your character, and you want to add him something like teleportation, that'll cost 2$. 3. How long creation of this mod will take? 1-2 weeks on average. 4. How can I pay? I accept transfers on the card. Sorry, but in my country, I don't have much choice. 5. What grants me that you'll get my mod done? You'll pay for your mod ONLY when it's done. If you want to contact me, you can write to me on the forum or join my discord server.
  18. Version 1.3

    2121 downloads

    This is my tweaked mods pack. credits for their authors. no mod is mine, just balance them, fix, add content.... This pack includes: Default's item pack [<domyślny>] Additional Equipment (fixed, compatible with servers with caves) [Silentine] icepack can be open at the same time as the backpack include bunnyback and houndback from Additional Equipment DS [Silentine] Aditional Item Package (Need Many more ores) [smith3 -- MagVI] include Golden Minecart [smith3 -- MagVI] The Maxwell's Revenge (Many functions disabled but you can edit this for enable) [Don] include Light Spear [Inspector Dave](reworked) fixed year of PigKing incompatibility Steampunk [star -- Hast] Asparagus and Chocolate and Coffee[Keidence -- yuli] [Hast -- Kuloslav][Mert the Türk] Deluxe Cooking Pot [Astro -- Jankiwen] Domestication Fixed [Darcrov] Many more ores(include many mods) Moar Metals [RoG] [DST] [Cr3ePMan -- Globalastick] Tungsten Mod [ outseeker (au) -- Marqson-- Mr. Gentleman --Zarklord] Shadow Tools [FelixTheJudge -- Neu7ral] Expanded Shadow Armory [FelixTheJudge] Lunar Tools [FelixTheJudge] Marble Combat [FelixTheJudge] Felix's Explosive Bomb Pack [FelixTheJudge] Special Saddles [Ryuu -- pinkmollies] 77_Downvest [The77sim3] Mace [Mico] Spiked Mace [Mico] Blood bag [Pirate Joe -- Delicius] Booty Pack [^-,...,-^] (can be open as chest or equiped as backpack) Eelight DST [Globalastick] Lovely Chest (Fireproof) [RiverSwim] Madman's Fighting Pack [star -- Madman666] More armor [noerK -- VaneshKi] More Gold Tools(DST) [JustJasper] Moving Box [Jelly -- Peanut Butter] Notebook [KaiserKatze] Monster Hambat [kasra9400] Battle Horn [Tykvesh] Dining Table [宵征] DST Gesture wheel [rezecib] DST Minimap HUD [squeek] DST Always on status [rezecib -- &nbsp;Kiopho] Extra Equip Slots Increase Storage [Luis95R] koalefant beefstification [imperialistic dog] Simple economy [AppleMomo] Super Wall (Need Many more ores, and icludes New Walls - Reeds, Hedge, Mud, Living and Bone) [DYC] [JustJasper] Your Skeleton Respawn [Беккит]
  19. I need help with API for a Don't Starve Mod: Deluxe Campfires Mod. This mod is in abandoned state. I want the fire and ice stars of this mod to drop, as the fire is off: Fire: 100% chance of 3 Rocks; 75% 1 Nightmare fuel; 5% 1 Red Gem; 5% 3 Red Feather; 1% 1 Fire Staff 0,5% 1 Dragon Fruit 0,5% 1 Star Caller's Staff 0,5% 1 Yellow Gem 0,5% 2 Thulecite Pieces Ice: 100% 2 Rocks; 100% 1 Nitre 100% 2 Ice 75% 1 Nightmare fuel; 5% 1 Blue Gem; 5% 3 Blue Feather; 1% 1 Ice Staff 0,5% 1 Blue Amulet 0,5% 1 Star caller's Staff 0,5% 2 Thulecite Pieces Comand lines in the files, Fire Star:------------------------------------------------------------------------------ if heatStarDropLoot == "yes" then if addLootItems == 1 then -- flame max level 10 if heatStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") end inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:SpawnLootPrefab("redgem") elseif addLootItems == 2 then -- flame max level 9 if heatStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") end inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") elseif addLootItems == 3 then -- flame max level 6 if heatStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("firehound") inst.components.lootdropper:SpawnLootPrefab("firehound") end inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") end end end Comand lines in the files, Ice Star:------------------------------------------------------------------------------- if iceStarDropLoot == "yes" then if addLootItems == 1 then -- flame max level 10 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("bluegem") elseif addLootItems == 2 then -- flame max level 9 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") elseif addLootItems == 3 then -- flame max level 6 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") end end end heat_star.lua ice_star.lua Please help me!!! -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I did make a litle progress: if iceStarDropLoot == "yes" then if addLootItems == 1 then -- flame max level 10 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("nitre") inst.components.lootdropper:SpawnLootPrefab("rocks") inst.components.lootdropper:SpawnLootPrefab("rocks") inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:AddChanceLoot("nightmarefuel",0.75) inst.components.lootdropper:SpawnLootPrefab("bluegem") inst.components.lootdropper:AddChanceLoot("bluegem",0.05) inst.components.lootdropper:SpawnLootPrefab("feather_robin_winter") inst.components.lootdropper:AddChanceLoot("feather_robin_winter",0.05) inst.components.lootdropper:SpawnLootPrefab("feather_robin_winter") inst.components.lootdropper:AddChanceLoot("feather_robin_winter",0.05) inst.components.lootdropper:SpawnLootPrefab("feather_robin_winter") inst.components.lootdropper:AddChanceLoot("feather_robin_winter",0.05) inst.components.lootdropper:SpawnLootPrefab("icestaff") inst.components.lootdropper:AddChanceLoot("icestaff",0.01) inst.components.lootdropper:SpawnLootPrefab("blueamulet") inst.components.lootdropper:AddChanceLoot("blueamulet",0.01) inst.components.lootdropper:SpawnLootPrefab("yellowstaff") inst.components.lootdropper:AddChanceLoot("yellowstaff",0.01) inst.components.lootdropper:SpawnLootPrefab("thulecite_pieces") inst.components.lootdropper:AddChanceLoot("thulecite_pieces",0.01) elseif addLootItems == 2 then -- flame max level 9 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("nitre") inst.components.lootdropper:SpawnLootPrefab("rocks") inst.components.lootdropper:SpawnLootPrefab("rocks") inst.components.lootdropper:SpawnLootPrefab("nightmarefuel") inst.components.lootdropper:AddChanceLoot("nightmarefuel",0.75) elseif addLootItems == 3 then -- flame max level 6 if iceStar_starsSpawnHounds == "yes" then inst.components.lootdropper:SpawnLootPrefab("icehound") end inst.components.lootdropper:SpawnLootPrefab("ice") inst.components.lootdropper:SpawnLootPrefab("rocks") end end end --------------------------------This,above, is right? I realy don't know.
  20. so, i've followed the whole tutorial, it doesn't crashes, but instead when i enter to a world when loading with my custom character mod, the game closes. I already tried to delete and put in the folder again the .png files and it doesn't work. The error is like if i don't have the .png files for save slot, map avatar, and avatar. this screnshoot is when i'm starting the game (autocompiler) and this one when i load the world (client log)
  21. So i know where the anim Wes files are, where the speech files can be found (of course without Wes's) but i haven't been able to find the file with the lines of code that connect Wes's animations together, and so on and so forth, just help I've looked for over an hour, I'm probably blind but hey. (Im trying to make a Wes- speech- client mod, IK pretty bs.)
  22. So I managed to create a custom character using the extended character template, and it's more or less working as I want but one thing I can't figure out is bugging me. While creating his custom starting weapon, despite it functioning mechanically just fine, I wanted to add special "inspect" text to it, and a unique one for wx as well to match his usual "all caps" speak. Now the first two strings for the item name and description in the recipe tab are working in-game just fine, but the two lines of text I added for the "inspect" for all players + wx's special one just won't. The item also does not seem to function with the Food Values+Item tooltips mod properly, as it will either display no text (not even the "equip" option though it can still be equipped normally) or if I hover over another weapon or tool, or any item with stats really, the hover text will match the last item I hovered. This is after hovering over the torch, then hovering the weapon. The strings I'm using for the descriptions and inspect options in my modmain.lua are as follows: STRINGS.NAMES.SHADOWRAPIER = "Shadow Rapier" STRINGS.RECIPE_DESC.SHADOWRAPIER = "Don't poke your eye out." STRINGS.CHARACTERS.GENERIC.DESCRIBE.SHADOWRAPIER = "Dark and pointy." STRINGS.CHARACTERS.WX78.DESCRIBE.SHADOWRAPIER = "EXTREMELY POINTY. USE WITH CAUTION." I pulled these from another character mod called "Wolfe" who has a unique craftable weapon as well. Is there something wrong with these strings? (Well i mean obviously there is, but what...) or is it something in the other files such as the item's .lua file? If needed I will provide the full modmain.lua, item.lua and character.lua files. Thanks in advance!
  23. I'm looking for someone to help me code in a perk for my mod character, just like how Webber is tagged as a "Monster" and is neutral to spiders, My character is tagged as a "Robot" and I would like to know how to make an aggressive mob neutral to my character, also capable of befriending the mob. I'm looking specifically for frogs and this is how I plan they'd work. Like the pigs, the frogs will leap back home to their original pond at dusk. They will need to be fed to befriend, (butterflies, butterfly wings, bees, mosquitoes, any insects.) Frogs will be neutral and will not attack you. I can do with just frogs being neutral on it's own, befriending them is just a bonus to me. I'll appreciate any help been given!
  24. Dear Survivors, For some unknown werid reason my mods dont want to update themselves which makes me unable to play on modded servers. After I click the "Update Mods" Icon, it goes grey and after a few seconds it returns back to normal by not updating my mods at all