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Found 56 results

  1. I'm just wondering: Which design choices of a modded character do you especially care about / can't go without? I, for example, am much more keen on characters with "W" names, unique playstyles, clear gameplay design goals, and ones that visually and/or lore-wise fit into the game.
  2. Version 1.3

    2371 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]
  3. Hey forum, pardon if the title sounds weird, I didn't really know what to make it. Recently I've been trying to get some friends into DST, and one of them finds the crafting system a bit overwhelming. While I told her that she'd get used to it the more she plays, she asked me if there was a mod that would ease one of her main concerns; one that lets you click on an item in a crafting recipe, which would redirect you to the crafting recipe of that item, or something of that nature. So, for example, say I wanted to craft a Spear. The recipe involves Rope and I don't know how to make it, so I click on the Rope and it'd redirect me to the Refine Tab where it'd show me that I need three Cut Grass. (A very difficult recipe, I know). Does anybody know a mod similar to this? If not, no worries. Thanks for the time. <3
  4. Hi guys! I've been looking for an answer on this topic, however, it seems like players are happy with how this work right now because I couldn't find anything. Is there a way to "port" or "migrate" my actual mod configuration from one savefile to another savefile? I'm not sure if this is a bug on my end, but everytime I tweak mods options on the main menu mods tab, those changes are not applied whenever I start a new game... so I find myself constantly tweaking the mod options because they were set to the default state. Are there any files that I could copy to keep eveything the same? Is it possible to move mod configurations from a normal game to a beta version and viceversa? Thank so much in advance and sorry if this is the incorrect forum.
  5. G'day, I host dedicated servers in order to play with my friends and have a nice average ping, but, after the new update, the server will only start mods which are in the old mods file and doesn't enable mods from the new mods file. The mods are all enabled when the server is not dedicated, but when I host it as a dedicated server, it will only enable mods that already were in the old mod file! Does someone know how to fix that? Do I have to reinstall the game? I already used the option to clean all the mods and it still didn't work.
  6. Is there a mod you always use and would not play without? Is there something you love in Don't Starve DLCs that you desire in Together version? Share with others what you crave, as I know for a fact the gods are always looking :3 As for me: there are a couple I would normally skip, because mods work fine for me (I don't mind client side or soft server side mods too much) namely: Geometric Placement, Action Queue, Combined Status, Craft Pot, Item Info, Snapping Tills, Show Bundle or Epic Healthbar. I'm so used to them they feel like a part of the game, however they do make it seem less immersive (for me that is, but after so many hours they make some tasks less tedious and also I couldn't enjoy the game without Geometric Placement because of my severe OCD). I do think mods like Gesture Wheel are far better than encouraging players to use commands like "/carol", but maybe it's just me? doesn't Boss Indicator (mod) make sense in most cases? Loot Stash and Toadstool Cap shouldn't be indicated, but the most of the rest are so big they should be visible from afar... Rotate Caracter Model (mod) is such a good way to check the skin out before buying or weaving it. for so much time I wanted Lazy Furnace (mod) to be implemented into the game (I don't use it, because I don't use any game-changing server side mods), there already is Fire Packim Baggims in Shipwrecked and I just don't understand why cannot we get instant cooking in a boss item, you could also store Thermal Stones in it for winter cold. the thing that has been bugging me for ever: why are Thermal Stones linked with ambient temperature? They should break easier if they cool down in winter and warm up in summer but instead they break when you keep them by Scaled Furnace or in Fridge/Snow Chester constantly, so seemingly in the same temperature, which makes no sense. there has been a topic on DLCs dishes in the past and I'd love to see Hard Shell Tacos and Gummy Cake introduced, because they are really funny dishes (yes, I'm aware most players desire Steamed Ham Sandwich the most and it would be nice to see it as well). I'd say Hard Shell Tacos could be made with Cookie Cuttter Shells or Broken Shells and Gummy Cakes could be made out of Slurtle Slime or Phlegm (which has no special use for now) if not introduce Gummy Slugs as a rare drop from digging up stumps or something alike! EDIT: Hamlet also has this special turf feature to grow Tall Grass from Grass Tufts, It would be marvelous to see a new turf to allow that, along with Machete, Shears and even Weevoles with Weevole Mantle! I would love if they introduced a way to remove placed boats that doesn't include burning it down, repeatedly hitting it against the coast or placing fishing bins and destroying them to make a hole. There is Gnarwail Horn, which seemingly works in penetrating boats, just alow it to make holes in boats when needed.
  7. Hey ! I tried to write code for a very long time, but in the end I couldn't do anything "Recovering sanity, next to Webber" If anyone can, write the code :C I'll be very thankful
  8. hello, i would like some help with coding a character for a friend i need help coding in sanity gain around other players and custom players/characters without crashing the game as well as giving people sanity a little wen they are near them as well, i have attempted this before but it just crashed the game wen another player walks near. any coding help is appreciated and i would really like help with this. also here's an image of what made it crash.
  9. Hi, I would like some help with creating a sanity aura for a character that I am currently making but, I think I screwed the order wrong or something. I'm not entirely the best at coding so yeah (it's gonna look a bit ugly). -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "mizukii.tex" ) end local function OnSanityDelta(inst, data) CurrentSanity = inst.components.sanity:GetPercent() if inst.sleepingbag == nil then if CurrentSanity <= 0.15 then inst.components.sanityaura.aura = TUNING.MIZUKII_AURARATE * 0 elseif CurrentSanity <= 0.5 then inst.components.sanityaura.aura = TUNING.MIZUKII_AURARATE * 0.5 else inst.components.sanityaura.aura = TUNING.MIZUKII_AURARATE end else inst.components.sanityaura.aura = TUNING.MIZUKII_AURARATE * 2 end end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- Set starting inventory inst.starting_inventory = start_inv[TheNet:GetServerGameMode()] or start_inv.default --Sanity Aura inst:AddComponent("sanityaura") inst.components.sanityaura.max_distsq = TUNING.MIZUKII_AURASIZE inst.components.sanityaura.aura = TUNING.MIZUKII_AURARATE inst.components.sanityaura.fallofffn = Mizukii_aurafallofffn -- choose which sounds this character will play inst.soundsname = "willow" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(135) inst.components.hunger:SetMax(155) inst.components.sanity:SetMax(200) -- Damage multiplier (optional) inst.components.combat.damagemultiplier = .75 -- Hunger rate (optional) inst.components.hunger.hungerrate = 1.15 * TUNING.WILSON_HUNGER_RATE inst.OnLoad = onload inst.OnNewSpawn = onload end return MakePlayerCharacter("mizukii", prefabs, assets, common_postinit, master_postinit, prefabs) Whenever I try and test this character in-game, the game won't load at all so yeah, i definitely scrwed something up lol. Any help with this coding mess I have created would be much appreciated.
  10. Hello! I am an artist new to modding. After running into dead ends years ago creating custom character art, my ultimate aim is to make a clear video tutorial of an easy pipeline to share with the modding community. I am making progress and still figuring out an efficient pipeline, but have run into some issues. 1. Errors while trying to preview player animation in Spriter for the Sample Character Template SCML . My goal is to use Spriter to easily preview WIP custom characters with default player animation, to check if everything is working, sized, and placed correctly, without having to open the game & host a new session just to check any art updates. Fixing this would make adjusting art significantly easier. The default Sample Character Template SCML file works fine in DST, but contains no animation when opened in Spriter. Following this Reskinning Mod Guide, I tried using KTools to create a new SCML file with animation. While the new SCML contains working animation in Spriter, the project has completely broken proportions: For the SCML file, I tried The Sample Character Template's two atlas files, build, and anim: The premade SCML works perfectly in DST, but no animations load into Spriter. Running the files through KTools results in the broken example above WITHOUT animation in Spriter. The Sample Character Template's two atlas files and build, and default player idle anim from DST data: Running the files through KTools results in the broken example above WITH animation in Spriter. Does anyone know why this happens/ how to build an animated character template SCML properly?? 2. Alternatively, is there a way to add existing animations (anim) to existing Spriter projects? Adding player animations to the original working Sample Character Spriter project would solve the issue just as well! 3. Alternatively, is there an existing method to easily place/align/resize sprite images? Is there an existing method for making sure sprite art, especially faces, are aligned correctly? Currently I am drawing over the Sample Character Art Atlas and replacing the files manually, but features end up too high/low/small/large/off center & need manual adjustment. I'm working on a fast way to do this, but I wanted to check here if anyone has already figured this one out? Thank you!
  11. 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?
  12. Availability: CLOSED Want special coolio items with custom mechanics? Want custom actions? Want custom HUDs or badges? Want an insanely cool character with amazing mechanics? Perhaps a pet will suit your needs? Want a DS mod ported to DST? Want a DST mod ported to DS? Want a DS mod ported to ShipWrecked? a ShipWrecked mod ported to DST? a DST mod ported to ShipWrecked? a ShipWrecked mod ported to DS? I SO hope SW isn't standalone... Want your mod easier for you to control and edit? Want a nicely made custom component? Need help netcoding various functions for your mod? Well, all these things can be done and more! I'm here to help you program your mods! Want examples of what I'm capable of? PRICE: Price can range from free to $20 to a bunch of art! It all depends highly on what exactly you are wanting and what exactly you are able to give and what exactly I'm currently being paid for what I'm currently working on. Because of this, we need to privately discuss everything you want done and what you are able to pay! Things I'll accept: free --only if the thing you need help with takes me less than a minute to fix. money --Would prefer this the most. art --It really depends on how much other art I'm getting at the time. (Currently not taking any.) animations --if you're a good animator that works fast then you've got yourself some code. sound development --Not the highest priority. combinations of the above --Maybe you have some money but not enough but can also make art! If you are trading your modding skills: you WILL be working on either one of my mods or the Markiplier mod. I will need proof that you are working on the thing I need you to work on before I start I will give you the code you needed after you finish with the task I gave you. RULES: You MUST have all assets ready and prepared before hand. I will not partake in programming for mods having to do with copyrighted creations. (This means no Mario, no Crash Bandicoot, no copyrighted music, etc. These have to all be YOUR creations that I help you program!) No nudity mods... I'm not exactly sure about helping make IRL people that are not you but it may be a possibility. YOU have to be the one uploading the mod. If the mod is not satisfactory (bugs, errors, glitches, etc. are present) I will be able to work on them for free! If getting rid of all the bugs and errors are physically impossible for me then a 50% refund is negotiable but only if what you paid was cash. You need a Skype or email that we can use for communication and file sharing. You have to be constantly ready to make a change to any of your assets so that it'd be able to work with the code given. Changes made to current DS/DST code have got to be in a way that nothing from the game is actually being stolen! (such as taking entire functions/files, ripping a DLC character to put it in vanilla, or duplicating a Wilson character so that you can have a silly lil reskin.) to contact me email me at fidooopATgmailDOTcom (that's 3 of the letter o there) HOPEFULLY I'm not in the wrong in doing this... But if something is pointed out in the rules that needs to be added, removed, or changed then please let me know ASAP
  13. 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!
  14. 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
  15. 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.
  16. 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-
  17. Version 1.0.0

    489 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
  18. 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.
  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. 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
  24. 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