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After a long hiatus of 2 years, I started working on my custom-animated character again, and I'm using the example template character from 2 years ago (2019). I don't know if there's a newer one I should be using or not. I know I'm stupid for doing this anyway. But the character is an 8-legged spider, I have to. I was wondering how to implement the character animations I made from Spriter, the one that came with DST's mod tools on steam(or is there a different animation program I should be using?) into the game. How do I get the game to read and play animations when it should? Also, is there a master list of animations I need to re-create(and can I implement custom emotes so my character can preform them with the / command)? I can tell some animations are actually 2 separate animations that play one after the other, and it gets confusing. There's also in game objects characters hold(Like a pickaxe). Does the game place those, or is that another animation? This is Dot, say hi! BTW, I don't know how to code with .lua in any way. help.
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Inspired by Woodie were Beaver & Moose: in that form Woodie can do these actions (chop - mine - hammer) faster. Ideas: Wolfgang has three form: Wimpy - Regular - Mighty, i want to mod some thing like in Mighty form Wolfgang will one-shot everything, Regular act as normal, Wimpy will need to do double amount of time to perform such action (chop - mine - hammer). Thank for Reading.
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How to mod DST without coding
Glowy Squiddy posted a topic in [Don't Starve Together] Mods and Tools
Hello, I've been wondering if there is a way to mod DST without coding, like MCreator for Minecraft. Does anyone know of anything like that? -
Hello i am making a character for dst and im almost done with coding and now i found someone to help me to draw my character. We both don't know what to do so we decided to use esctemplate as base and change parts from it. It went good till we try to make hair for character. Well its better to show. In spriter i changed the positions of pigtails and it looks like this https://hizliresim.com/RB9hd0 but it looks like this in game https://hizliresim.com/iNHQv5 https://hizliresim.com/D5qRkA https://hizliresim.com/ziRQwf i don't know how to fix this. Thanks for help
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Oh my god I've never had so much trouble trying to learn to do simple animations looking at Custom animation files from Steam to use to try to see if it can work and just not understanding what to do. I gave up on my attempt to do a character and went back to my idea of button eyes for DST characters. But that gosh darn animation! I've tried DAYS on end without luck to compile ANY hat animation because CMD REFUSES to work! Please SOMEBODY make an already made hat Spriter file with all the animations I need to make my life easier!
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I am tryin to make an arrow but not a craftable item or something like that it will just shown when i attacked with bow (like madoka or archery mod) but the arrow is not shown in game (no error) i took the code from madoka(im making this mod for personal use) and it works with its orginal .zip but when i try to make my own arrow is not shown. I suppoise its something about spriter but im not sure. I can upload any files you needed but for now i'll update .png and .zip kitsura_arrow.zip
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I'm using a lvl mod for my character and he loses exp on death but not level so i tried to use something like this and it works a first login elseif inst.level == 1 then inst.expneededforlevel= 20 inst.leveldrop = 9.9 inst.components.health.maxhealth = math.ceil (55) inst.components.hunger.max = math.ceil (55) inst.components.sanity.max = math.ceil (55) when i re-enter same world it says Attempt to compare number with nil and here is the code which causes this error if inst.experience <= inst.leveldrop then ----this line inst.level = inst.level -1 end
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i was trying to make a code that changes damage on level but it was working little broken it was does work but you must relogin for damage change so i tried to edit and make it work fine but now it won't even work and im not sure what is the problem im not getting any errors or something like it's like it's not even there here is code in master_postinit inst:ListenForEvent("equip", function() local equippedweb = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) if equippedweb ~= nil and equippedweb:HasTag("shirayuki") then inst.components.combat.damagemultiplier = 1 else inst.components.combat.damagemultiplier = 0 end end) inst:ListenForEvent("unequip", function() local unequippedwep = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) if unequippedwep ~= nil and unequippedwep:HasTag("shirayuki") then inst.components.combat.damagemultiplier = 0 else inst.components.combat.damagemultiplier = 0 end end) this is not working(and no error as well) and i tried this but when i use this you must relogin for damage change inst:ListenForEvent("equip", function() local equippedweb = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) if equippedweb ~= nil and equippedweb:HasTag("shirayuki") then inst.components.combat.damagemultiplier = 1 + inst.level else inst.components.combat.damagemultiplier = 0 end end) inst:ListenForEvent("unequip", function() local unequippedwep = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) if unequippedwep ~= nil and unequippedwep:HasTag("shirayuki") then inst.components.combat.damagemultiplier = 0 else inst.components.combat.damagemultiplier = 0 end end) and i tried this well inst:ListenForEvent("equip", function() local equippedweb = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) if equippedweb ~= nil and equippedweb:HasTag("shirayuki") and inst.level == 0 then inst.components.combat.damagemultiplier = 1 else inst.components.combat.damagemultiplier = 0 elseif equippedweb ~= nil and equippedweb:HasTag("shirayuki") and inst.level == 1 then inst.components.combat.damagemultiplier = 2 else inst.components.combat.damagemultiplier = 0 . . . . end end) inst:ListenForEvent("unequip", function() local unequippedwep = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) if unequippedwep ~= nil and unequippedwep:HasTag("shirayuki") then inst.components.combat.damagemultiplier = 0 else inst.components.combat.damagemultiplier = 0 end end) this one is not worked as well so im not sure what is wrong and im not sure what should i do
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Hey, recently I found this mod at steamworkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1430166395 and I'm in love with it, but what it does is removing Abigail and her flower and now I'm lacking her. I can't bring her back by myself, I tried adding/changing game files from wendy scripts for her, abby flower and for abby herself but nothing works for me, could anyone help me with that, I would be thankfull.
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does anyone know of a way to use existing inventory assets for modded items? I want to make it so that the items I'm adding use the butterfly and butterfly wing inventory images, but since they dont have the same name as the .tex, the game won't access them and will crash basically, I'm trying to make evil butterflies that work the same way as regular butterflies, but will spawn and spawn from evil flowers. Here are the files in question: prefabs evilbutterfly.lua evilbutterflywings.lua components evilbutterflyspawner.lua evilpollinator.lua right now I can plant evil butterflies to make evil flowers, but evil flowers still spawn regular butterflies, and the evil butterfly prefabs don't have inventory icons. I tried to use inst.components.inventoryitem.atlasname = "images/inventoryimages/butterfly.xml" to make the evil butterfly use the existing butterfly icon, but the game crashed. Should I just try to make new inventory icons for these items, and if so, what's the best way to decompile and edit the existing ones and then recompile them
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Hi, I want help to create a character project that works in this way; when enters the game, spawns 2 characters, that one responds to some commands (W, A, S, D, LCtrl, F, Space, and defaults), and other, to another commands (customizable buttons, such Arrows and Numbers, that can bind a controller with 3rd party softwares). The objective is to play with 2 characters in same PC, same screen, same application. Some details/mechanics: > The screen decreases the zoom when players get far to another, up to a limit X, and reaching the limit, cant go further. [I have no idea of how to do it, if any mod does this, please, tell me. Some mods deals with zoom, so, I think that is possible to do it] > To craft, the character can press a button to identify who will craft, putting him in a "craft mode"; using mouse/keybindings/navigation to craft, will craft for the character in craft mode. Doing the same command will get off the craft mode. If other player do the command, will remove the first player of the craft mode (the last player in craft mode will craft). [If someone know how I can bind who is the crafter, tell me] > If possible, the characters will not share prototyped recipes (if one craft a Boards, the other don't unlock this recipe). > Every character have their Attributes (150 Health, 150 Hunger, 200 Sanity), inventory slots, equip slots. Sanity auras will affect only the character in the range (monsters, evil flowers, etc). The inventory and attributes HUDs can be hided/showed with a command. [separated attributes is easy, but the HUDs looks really hard] > The characters will share the craft HUD, minimap and map. [Except for the crafter, looks that here dont have problem...] > If one dies, will decrease sanity of the other like normal ghost, and can be ressurected by the other character, [I think that here need do nothing] For now, I dont want give any special powers; the main challenge will do the template character itself, so, attribute values, combat modifier, sanity drain/regen, custom crafts, and any custom personal hability isn't important at moment (and 2 players playing together with their own attributes alread is a special power, and cant go too far to another, alread is a drawback). Also, I'm not thinking about compatibility with other mods, because for me, with my knowledge, this mod is nearly impossible to do, and thinking in codes to work with others mods, is really impossible. If someone have any question about a mechanic or some possible problem, post here, and I will update the details/mechanics to solve the incompatibility. And who wants help me (and please, do it! Just do it!), just tell me a mod that do something like that I want to do, pieces or suggestion of codes, etc. Or PM me to help in programming. I have no idea of how I can start this character (after get the template). And, if you think: "Why you want this?" I want do this because I'm introducing my girlfriend to play games, and she don't have a computer. Don't Starve is a good and fun game to play together in coop mode. Also, she isn't used to play games, or computer, so in this way I can help she, keeping a close distance in game and out game. I think that others players will enjoy this mod too, playing in same PC with other person to learn to play, or just for fun. (Klei/Experienced Modders, would be great if another player could control Abigail, Maxwell Shadows, Bernie, follower Pigs/Catcoons/Spiders/etc, Critters, Pets, etc, or a new character idea )
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Hello, I would like to know how to create a multi modinfo I see in a mod that someone has modinfo.lua andmodinfo_chs.lua ,I would like to know how to do this, I use the Official Translation Unlocker modhttps://steamcommunity.com/sharedfiles/filedetails/?id=1537789714&searchtext=unlocker that unlocks the official French language and I am looking for ways to make sure that it is the modinfo_fr for example that is taken into account if I am in French language. I would like to know how to do this because I have been looking for 1 week
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so im trying to fix a mod (im not going to try and post it, just inform the original author how to fix it) the original mod is woge the doge everything works fine but the sleep mechanic, when you push O it makes you go to sleep (it drains your hunger faster but doesnt heal you) and pushing P wakes you up (stops draining your hunger) here is the coding i think is relevent (mod main) local SLEEP = GLOBAL.Action() SLEEP.str = "Sleep" SLEEP.id = "SLEEP" SLEEP.fn = function(act) if not act.target:HasTag("busy") then act.target.sg:GoToState("sleep") act.target:AddComponent("healthRegen") end end AddAction(SLEEP) local WAKEUP = GLOBAL.Action() WAKEUP.str = "Wakeup" WAKEUP.id = "WAKEUP" WAKEUP.fn = function(act) act.target.sg:GoToState("wake") act.target:RemoveComponent("healthRegen") end AddAction(WAKEUP) local function wakeup(player) GLOBAL.BufferedAction(player, player, GLOBAL.ACTIONS.WAKEUP):Do() end AddModRPCHandler("leifworkaround", "Wakeup", wakeup) (lua) local function OnKeySleep(inst, data) if data.inst == ThePlayer then if data.key == KEY_O then --inst.components.propagator.StartSpreading() inst.AnimState:SetBank("hound") inst.AnimState:SetBuild("hound_pear_fix") if TheWorld.ismastersim then BufferedAction(inst, inst, ACTIONS.SLEEP):Do() -- Since we are the server, do the action on the server. else SendRPCToServer(RPC.DoWidgetButtonAction, ACTIONS.SLEEP.code, inst, ACTIONS.SLEEP.mod_name) end end end end local function OnKeyWakeup(inst, data) if data.inst == ThePlayer then if data.key == KEY_P then --inst.components.propagator.StopSpreading() inst.AnimState:SetBank("hound") inst.AnimState:SetBuild("hound_pear_fix") SendModRPCToServer(MOD_RPC["leifworkaround"]["Wakeup"]) inst:DoTaskInTime(1, function() inst.AnimState:SetBank("hound_pear") inst.AnimState:SetBuild("hound_pear2") end) end end end ive tried to change the line "act.target:AddComponent("healthRegen")" to "self.player.pushevent("healthregen") but that hard crashed the game to where it disabled all my mods I have almost no experience to coding, i love this mod and just wished it worked 100% correctly i pan to link him to this thread
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Hello Modders, I am trying to make a Level-Up system for the standard characters of DST and I use Kzisor's template which he also used in his mod 'Wortox, the Demon King'. Link to the template: I got the basics of this mod working for Wigfrid and Wickerbottom. They get a set amount of levels. I customized the exp formula from being linear to a small exponential growth. I would like to add some other features and need your help. 1: EXP for other actions than eating and fighting - for peaceful players. Mostly done, but still doing this by overwriting the normal actions which might cause incompatibilities with other mods which do the same. If you know a simple way that gives the Exp after calling the action without changing the action.lua itself, please tell me. Maybe calling the action from a local function with some kind of fallback to the local function to give the exp there? They get experience for eating, killing stuff and Wicker for reading her books. For the last part I added an actions.lua to my mod, which potentially might cause compatibility issues with other mods and therefore probably is bad practice. Also when trying to overwrite the CHOP action with the same function which got a :PushEvent command added (to message the exp gain to the level-system) my client crashes, where the same approach worked for reading books. ¯\_(ツ)_/¯ There probably is a better way to check if an action was performed (or will be performed) correctly and then push the event. Would not like to push the event first, so I don't know for sure how I could use the practice of copying a given function as a local old_function and using new_function to push the event and afterwards call old_function - which is better for compatibility but might cause glitches for the level system as you could start and action, get the exp and cancel the action and repeat. 2: Also I'm struggling to implement the level-up badge which is supposed to show a characters progression towards the next level-up, which works in the Wortox mod and in a Groot mod. I tried to use the Wortox badge for testing, but it didnt even show up or crashed my game. I'm obviously using the template in the wrong way. Does it matter that the badges are supposed to be given to different 'custom' characters within one mod? 3: When that is done I will apply the level system to the other characters too. Wolfgang, WX-78 and Woodie might be a little puzzle as Wolfs stats are scaling, WX already has it's own level system and Woodie's stats change in beaverform. I would like to approach these 3 problems in said order and I am including my playable WIP to this thread. Please reply if you think of this mod as promising and if you think that you could help me with at least one of those issues. workshop-1529312031.rar
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So i'm setting up a modded DST server, and I managed to get it to not crash, but now i'm running into a mysterious problem, and I feel like I mentioned this before, but I can't seem to find the thread. Creative mode and god mode are both enabled for players at the start. I have no earthly idea why this would be happening, at all. Also I can fiddle-fart around in the console and turn off the creative mode, but not god mode. Mod List: None of these mods have any reason to be essentially forcing cheats on.
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This lipstick mod ran successfully last week, but it didn't work today. I got a glance of the in-game view but my WX-78 was not in the screen. Then I had a crash. The server log says something went wrong with the finiteuses component but I couldn't understand. Someone please help me out of this bug, many thanks!!! Prefab -> dior.lua modmain.lua server_log.txt
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I seem to be unable to get the Birdcage Drop Feathers mod to work on the current version of DST. I was thinking I might open up the mod files myself and try to fix them up into working condition again, but I can't seem to figure out what's wrong here. Birdcage Mod When I get a birdcage loaded up and set up with a crow, it reads "failed" a lot in the console, which is a clear indicator that it isn't actually working. At one point I had gotten it to work again and it read "feathers", but now even my attempts to fix it have gone back to "failed". It's been exactly a year since the mod got updated in any way at all, so i'm presuming that mod developers stopped caring altogether. I could use some help getting this to work. My attempts to fix things that didn't work out: modmain.lua
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So, we're trying to make a tool for the player to use, that, when it hits 0% durability, instead of breaking, will go in the player inventory and stay there, unusable until it gets repaired. I'm aware that we'd need to add a repair action, but we're struggling to actually work out how to make this happen. I did find an old thread with some code from w00tydood, but it didn't actually work. Could use a hand here on figuring out how to make this work.
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- tool
- durability
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AnimState, which File does contain it? and no I don't mean what its code name is or anything else just its location in the games files. I need to see what it consists of and what is used in it
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Heyo Dearies, I was wondering where could I find all events for the inst:ListenForEvent()?
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I thought that DR Style would suit the main menu's new look better than the default DST main menu theme, so I tried to make a client mod to change the music there. However, when I go to the mods screen, the game immediately crashes to desktop with no error message at all. I'm pretty sure this is because I did something extremely wrong with the mod. I dunno what could be the problem, exactly. Yes, I know I gave the soundbank the wrong file name, but that shouldn't be causing this, I don't think.... DR Style Menu Music.zip