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Found 54 results

  1. 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.
  2. It's been ages and I'm trying to update an old mod of mine, Winifred the Witch, up on the steam workshop, and things are going pretty smoothly up until I try to get Winnie's name to appear on the selection screen. Now, I've seen this issue around, and apparently it was a compiler error, and the fix is to add your images, compile them, and then edit the XML documents to reflect the correct compiling script. Which I did. I've tried every feasible combination of edits. I've provided my own pngs for the grey and gold names. I've changed either and both of the element name tags in the XML documents for her name. I even made sure that the png is scaled to a power of 2, at 1024x512. Nothing is working. The game works fine, and nothing crashes, but hovering over the selection icon for my mod character has no result on the name. It will just linger on whatever the last canon character you hovered over was. I've seen threads around that detailed how the fix this, but they all seem out of date, since Klei keeps updating this game and all the threads I looked at were from early 2019 at the LATEST had an entirely different selection screen all together. I'm not sure what I'm doing wrong. I mean. By all accounts, according to the tutorials I found, it SHOULD be working, but it just isn't. Anyone know what I'm doing wrong?
  3. 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
  4. Goals: - make ONI more realistic regarding energy and matter conservation laws; - introduce new fun challenges to overcome with wit but not grinding; - keep being fun to play; - making it more hardcore. Status: - dupe CO2 output = O2 intake = 100 g/s This mod is intended for ONI veterans looking for tougher experience. If you're new to ONI it would very likely make it too tough to have fun. Vanilla ONI is being gentle to newcomers and that's great. For a long time I was thinking about making ONI more realistic in terms of energy and matter conservation laws. It happens to be a popular idea. So here it is. I'll be progressing gradually and posting updates here, join me if you like. It's already fun Here is the first version. All it has is dupes output CO2 same amount as they take O2. Which is already hardcore O.O due to slow gases moving. It's safe to turn this mod on and off. All things would get back to usual. More Realism!.zip Source: https://github.com/staring-frog/oni-mod-more_realism
  5. 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!
  6. So I'm currently making a DST character mod from Dragon Wolf Leo and I ran into a problem pretty quick. My character has a high ponytail but I have very limited knowledge to using Spriter or any sort of coding so I'm unsure on how to animate the ponytail bouncing along like all the other characters. I also wanted to make a follower for him that kinda works the same way as Abigail and Bernie mixed together. I'd have the follower's item (a gem in this case) work the same way as Abigail's flower and appear normally but become big and aggressive like Bernie when a player is insane when my character's stat is low. Koya (the follower) may end up needing custom animations so...yikes. Unfortunately, all I have are minimal refs and ideas, it's getting everything done that will be difficult. Any help is appreciated though!
  7. A simple endless mode function English is not my native language, so look at the picture Location information can be obtained from the tavernkeeper Menu, each time you go forward, you will get reward points, points can be purchased for permanent blessing, only in this mode The main menu, you can get random types every time Fight When you turn on the blessing of allies When you turn on the blessing of power Random events store Get all the cards in the game I don't understand lua So the code is messy If anyone is interested, you can download it here InfArena.zip
  8. 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
  9. 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
  10. 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.
  11. 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-
  12. Version 1.0.0

    412 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
  13. 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.
  14. Version 1.3

    2178 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]
  15. 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.
  16. 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)
  17. 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.)
  18. 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!
  19. 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!
  20. 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
  21. Introducing: Mandrake Seeds Are you tired of scowering the world coming out with only 2-3 mandrake and killing the mandrake population? Do you need more than 1 pan flute? well have I got the mod for you! How It Works! 1.) You feed mandrake to your bird in the birdcage 2.) The bird will become very sleepy 2-3 days 3.) After those 2-3 days the bird will wake up and you will have a x 0.5 chance to recieve 2x Mandrake Seeds! 4.) You will need to fertilize the farm with nightmare fuel! 5.) You cannot harvest them after day! Balanced! 1.) You may not feed the bird whilst it's asleep... 2.) Your mandrake plant will die (no drop) if you do not fertilize it with Nightmare fuel. 3.) Since mandrake is now obtainable (via a farm) It will be less common to find it out and about Ideas in Future! (might not be implemented) 1.) an Alchemy Station which you need Mandrake to brew potions with Minor effects 2.) Mandrake ent, you can find these in the wild they are pretty much neutral unless you attack them! 2.) Mandrake pets, they do not screech don't worry but they fall asleep in the night and refuse to eat mandrake pretty much a chester with no storage 3.) More Plants not just mandrakes I would wish for this to be a more versitile mod! What I need to make this Work! 1.) I need an expirenced modder, a person who can achieve what I present 2.) I would need to learn a bit about how to animate plants and etc so I can animate them 3.) Some people to support it leave some suggestions down in the comment section How it Looks This is how the seed looks so far I might add a few features here and there but I think It's a solid mandrake seed! Contact me! are you an expirenced modder? Contact me via Email,Skype,Steam (Yes I do have a VAC) : http://steamcommunity.com/id/OfficialPinq/ : realredesigns@gmail.com : redesigns1
  22. Hello everyone, I was wondering if anyone could help me get the following issues resolved; I have been trying to complete these last few attributes to get the character completely play testable. *extra nightmare fuel and less sanity back on kill from nightmare kills *insanity aura for nearby players only *Sanity regen at night, no sanity loss at dusk, sanity loss during day *Damage scaling on the lower sanity Any help given on this topic would be greatly appreciated.
  23. I started working on my mod and I cannot get it to work... I looked into the logs then discovered that it did not compile correctly, and I can't get it to compile at all! It compiles the ghost but not the rest of my character can someone please help me?
  24. would anyone be willing to either help me with learning more about coding or collaborating with me on something? I love doing ds style art, and I need an excuse to do more of it. I also have quite a few ideas for mods, most of which are smaller as well as a big one thats probably a bit ambitious lol. if youre interested feel free to contact me and i can show you some of my sketches & ideas. let me know. thanks!!! xx