Search the Community

Showing results for tags 'mods'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Hot Lava
    • [Hot Lava] - General Discussion
    • [Hot Lava] - Suggestions and Feedback
    • [Hot Lava] - Bug Tracker
    • [Hot Lava] - Strats and Records
    • [Hot Lava] - Developer Log
    • Hot Lava Latest Update
  • Griftlands
    • [Griftlands Early Access] - General Discussion
    • [Griftlands Early Access] - Suggestions and Feedback
    • [Griftlands Early Access] - Mods and Tools
    • [Griftlands Early Access] - Localization
    • [Griftlands Early Access] - Bug Tracker
    • [Griftlands Early Access] - Developer log
  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included: Spaced Out!] - Bug Tracker
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
    • Oxygen Not Included DLC Alpha
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] Return of Them
    • [Don't Starve Together] PS4
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [DS + DST] Art, Music and Lore
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Don't Starve
  • Klei Entertainment Games
  • Other Stuff

Categories

  • Don't Starve
    • Custom Character and Skins
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps

Categories

  • Oxygen Not Included
  • Oxygen Not Included: Spaced Out! (Early Access)
  • Griftlands - [Early Access]
  • Don't Starve: Hamlet
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: Return of Them
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] PS4
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included
  • Oxygen Not Included: Spaced Out! (Early Access)
  • Griftlands - [Early Access]
  • Hot Lava
  • Don't Starve Together
  • [PS4] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Hamlet
  • Don't Starve: Shipwrecked

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End



Biography


Location


Interests


Occupation


Favorite Game


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together

Found 62 results

  1. 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
  2. So I found myself in a pickle, once again. I have been using Nightlib with success with some of my mods, with no issue at all. Recently I tried to add the optional exhaust option to a building that uses the fabricator as means to produce an element. The code I'm posting bellow works perfectly for element converters, but for some reason it does not with the fabricator. I tried many things, but I guess my knowledge with c# still very shallow, so I decided to ask here for some help with it. You see, if I use this building to fabricate the Glass, based on the recipe, it stores the molten glass, but does not outputs it. Am I using the wrong method to access the fabricator.outstorage, or perhaps something else? I tried to contact Nightlib on his Github page to try to solve this, but it will not cost anything to ask help here too. If anyone would help me figure out this, I will be very grateful.
  3. After thinking about it for a while i was wondering if any other console players would enjoy that feature
  4. i saw some streamers on their dedicated servers that other players who using random character with custom class for example : webber with wendy class i mean webber has abigail and wendy voices... how is this possible?
  5. As the title is, I wanna use character abilities of Reforge on normal DST world. especially Maxwell's shadow attack, healing skill of Warly, and buff of Wigfrid and so on.. There's Forge item pack in workshop, but there's no forge character abilities. I couldn't find about this and If it is possible, I wanna use or make the mode. Can I get an answer from here? I appreciate you if you reply my question, thanks for read (◕‿◕✿)
  6. So finally I sited here to play with the dlc mod updating, and before even my chair become warm, I found some issues, two problems I could not find a proper solution. First and the major issue I have found was that in the dlc, I'm not able to use custom kanim. It seems that there was a change in the restriction or some internal priority restriction. I could not say more from the debug, but I know its related to the use of custom kanim files. The second issue is related with the TECH_GROUPING, which don't exist anymore. I kinda was able to solve it, but I could not test it because of the first issue posted here, but it would help a lot if anyone could share the solution for this particular issue too.
  7. Coal Generator Delivery Fixes - improves control of coal delivery chores to make the coal and wood generators more useful Half Door - 1x1 Mechanized Airlock Pipe pressure valves - compress pipe contents from many small dots to a few big dots Piped Output - Adds pipe output to buildings releasing gas/liquid to the room while maintaining the room release if no pipe is present My old mod thread. Admittedly all the mods are outdated by now. Time will tell how many I will update. Steam link (Visit steam for longer mod descriptions and screenshots) GitHub repository
  8. I really wanna start adding mods to my game but the mods section don't have any space out dlc support filter. Don't Starve has that option and it helps a lot. I think a "Spaced Out Compatible" option should be added to steam mods page .
  9. 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.
  10. Hi everyone, I'm one of DST players. When I played Maxwell of Re-forged mod, I'm shocked by his shadow passive ability and hope to use this skill on normal DST. Explaining his passive ability more clearly, if Maxwell attacks one mob some hitting, a lot of his shadows attack at once to help him. (pls check below screenshot) Eventually, I wonder if this ability can apply to original (DST) or not. I've been looking for about this, but couldn't. Can anyone create this mod? or can't? I really appreciate if you reply to my question. (˵ ͡° ͜ʖ ͡°˵)
  11. It has come recently to my knowledge that Animations dont have a way to run custom shaders. It is available for the ImageWidgets, why not give it to anims too? I have so many mod projects that I simply struggle with resource-wise because I cant apply color cube shaders or other custom shaders I've written and have to make the effects as seperate builds. The Ghost Haunted effect is already a shader and it works fine on anims so it has to be possible, right?
  12. 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.
  13. so because of this update I really like play as Warly but one thing I notice that sweet good looking desert require butter and no alternative ~~ can Warly have one more special perks like new machine to produce Butter from goat's milk .. maybe 5 goat milk for 2 butter ? mechanic like that new compost bin that require time to produce also sounds legit ... hope anyone can help make this happen XD pretty please and thank you~~
  14. I'm hurting for a few basic mods (wallpaper, room size, etc). What is a rough estimate for Klei to enable them? I apologize if this has already been addressed.
  15. 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!
  16. 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?
  17. 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!
  18. 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
  19. 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.
  20. 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-
  21. Version 1.0.0

    453 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
  22. 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.
  23. Version 1.3

    2247 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]
  24. 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.