Search the Community

Showing results for tags 'pet'.



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] - 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] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
  • 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
    • Don't Starve FAQ
    • [Don't Starve: Pocket Edition] iOS / Android
    • [Don't Starve] General Discussion
    • [Don't Starve] Mods and tools
    • [Don't Starve] Art, Music & Lore
    • [Don't Starve] Suggestions and Feedback
    • [Don't Starve] Videos
    • [Don't Starve] Bug Tracker
    • [Don't Starve] Trading
    • [Don't Starve] Testing Discussion (archive)
  • 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
  • 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
  • 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 6 results

  1. Introduction Hello everyone. I hadn't seen any tutorial dedicated to this topic. At the start I need to state that I am pretty lame in everything associated with modding, so don't expect sophisticated solutions. This tutorial is simple yet effective, I have to agree that it could be better but as I have said, I am just simple man. I have used my old projects to explain you the scheme of your custom follower. Template is based on this: Main Part To make functional follower you need to introduce the follower's: - main script [creature.lua], the corpus of you follower - anchor [anchor.lua], I have called it this way, because it attaches and provides easy summoning of the creature to your DST world - brain [creaturebrain.lua], yep, that's the brain, every action you require from your creature belongs to it - stategraph [SGcreature.lua], this file gives your creature ability to perform any visible action, because it's connected with animations and their realizations Locations Main Folder -> scripts -> prefabs -> [creature.lua] Main Folder -> scripts -> prefabs -> [anchor.lua] Main Folder -> scripts -> brains -> [creaturebrain.lua] Main Folder -> scripts -> stategraphs -> [SGcreature.lua] How to make mine template yours ? That's simple! Follow me this way! At the start, change my names [name.lua] into yours. [taern.lua] That should be your character's name. into local common_postinit = function(inst) goes inst:AddTag("summonerally") Add this tag to prevent summoned creature from attacking your character and vice versa. and local master_postinit = function(inst) goes inst:AddComponent("reader") It will let you read books, which is crucial for this method of summoning follower. [creature.lua] Change name 'creature' into yours follower's name. Using Ctrl+F in Notepad++ as shown in ESCT tutorial by Dragon Wolf Leo. That's your follower's appearance [Main Folder -> exported -> creature] You can call it what you want to, but it must match [name in exported] and all other references in whole mod to work properly. [anchor.lua] Change name 'anchor' into your summoning item. [creaturebrain.lua] I am not sure if changing CreatureBrain name will affect anything but just to be sure you can try. function CreatureBrain:OnStart() local root = PriorityNode( { WhileNode(function() return IsNearLeader(self.inst, KEEP_WORKING_DIST) end, "Leader In Range", PriorityNode({ IfNode(function() return self.inst.prefab == "creature" end, "Is Duelist", PriorityNode({ WhileNode(function() return self.inst.components.combat:GetCooldown() > .5 and ShouldKite(self.inst.components.combat.target, self.inst) end, "Dodge", RunAway(self.inst, { fn = ShouldKite, tags = { "_combat", "_health" }, notags = { "INLIMBO" } }, KITING_DIST, STOP_KITING_DIST)), ChaseAndAttack(self.inst), }, .25)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Chopping", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.CHOP) end)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Mining", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.MINE) end)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Digging", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.DIG, DIG_TAGS) end)), }, .25)), Follow(self.inst, GetLeader, MIN_FOLLOW_DIST, TARGET_FOLLOW_DIST, MAX_FOLLOW_DIST), WhileNode(function() return GetLeader(self.inst) ~= nil end, "Has Leader", FaceEntity(self.inst, GetFaceTargetFn, KeepFaceTargetFn)), }, .25) self.bt = BT(self.inst, root) end Those lines inside of this chunk must match your prefab's name. If it won't match your follower is not going to perform those actions (fighting,mining,chopping,digging) ex. 'Creature' =/= 'creature' and your follower will not dig out objects in this case. [SGcreature.lua] Change name 'creature' into yours follower's name. If you want your creature to be non-humanoid you can play with stategraph to match your animation's frames, but I don't know how to achieve rewarding results. [modmain.lua] PrefabFiles = { "taern", "taern_none", ------------ "creature", } Change name 'creature' into yours follower's name one more. Add this: Assets = { Asset("ATLAS", "images/inventoryimages/anchor.xml"), Asset("IMAGE", "images/inventoryimages/anchor.tex"), Asset("ANIM", "anim/creature.zip"), } This will make your item [anchor] avaible to craft and use. Just remember about CAPITALS. GLOBAL.STRINGS.NAMES.ANCHOR = "Anchor" GLOBAL.STRINGS.RECIPE_DESC.ANCHOR = "Allows you to summon your custom creature into this world." GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.ANCHOR = "Is this a Ouija board ?" local anchor = Ingredient( "anchor", 1 ) anchor.atlas = "images/inventoryimages/anchor.xml" local anchor = AddRecipe("anchor", { Ingredient("feather_crow", 2), Ingredient(GLOBAL.CHARACTER_INGREDIENT.SANITY, 20), Ingredient("goldnugget", 4)}, RECIPETABS.WAR, TECH.NONE, nil, nil, nil, nil, nil, "images/inventoryimages/anchor.xml") You will need to create additional: - [Main Folder -> exported -> anchor] for your item if you want to see it in game. - [Main Folder -> images -> inventoryimages] and place your 64x64 icon of item TEX and XML. Change names in XML too. Appendix So everything beyond 'vanilla' tutorial is added by me to make your life easier. If you have created your first custom character you won't have problems with distinguishing extraordinary files connected with custom follower. I have attached my template just few lines under this block of text. Have fun with your digital friend P.S. I know my english is not perfect, but I think it's pretty understandable. Well if not just write a comment below and I will try to help you the best I can Download the template here -----> Taern - Follower Tutorial.zip
  2. I think that it would be a cool creature to the game, it's a dog and a tree, you would get it's bone log, then it would appear and start following the one holding it similar to chester/hutch/gloomer, it has many traits that can be trained doing different activities with dogwood, these traits are: -attack: dogwood barks at enemies to temporarily increase the damage they take and deal, training this trait will unlock it's ability to bite to deal great damage and increase the effect of those two moves, it's increased by either barking, damaging or getting damaged by enemies, and hunting any creature -rescue: dogwood can swim in the water, bringing items dropped in the water for his owner, and even fishing, training this trait will also reduce the penalty for drowning and make dogwood able to swim for longer, it's trained by any physical swimming, by a small amount for each, but swimming only trains this trait -luxury: dogwood can be sheared with a razor for a new item called dogwood branches, not sure about many uses for it besides being used for fuel, he'll also eventually scratch himself dropping more often a twig, but it can be a dogwood branches, a living log or some item stuck in it's leaves, training this trait will increase the chances of rare chance items in any of these and other activities and will also grant a sanity aura to anyone near it, this trait is trained by using a razor on it, scratching itself, shaking itself after getting wet or feeded with most crockpot recipes -playfull: dogwood won't be always following the player, sometimes it distracts itself with a butterfly or anything and play around, sometimes it'll also dig graves or pick up dropped items and randomly burrow them, training this trait will increase his movement speed and it'll also be able to lick the player to instantly heal them a small quantity by the cost of a small sanity drain and wetness gain, it's trained by physical activities aswell, but not the exausting ones such as swimming and attack -stuffed: dogwood has it's hunger meter, so he have to be feeded to don't die from starvation, it can eat any type of food and each time it's feeded it'll train this trait, training this trait will increase dogwood's health and make it starve slower Each trait has 4 levels, some activities can also reduce the level of other traits, like most physical activies will reduce the luxury trait, there are the effects for each level from any trait: -Level 2:Dogwood get bigger, increase the stats related to this trait(for example damage to attack trait), and unlock the secoundary ability from the trait(which's the secound ability mentioned) and you unlock the collar tab by dropping it's bone log on the ground and interacting with it, where you can craft different colars that gives him an extra ability, only one can be equipped at a time. -Level 3: Will make it grow even more and increase the stats related to this trait even more and will unlock even more collars to be crafted in the collar tab -Master level: During a full moon after reaching lvl 3 in any trait, dogwood will start to howl and transform completely, it acquires a different form for any trait and each based on a different real life dog breed, once reaching the master level it's stats related to the trait will get slighly higher and it'll also unlock a 3rd ability for the trait(still not sure about what could it be for each trait), it'll keep the progress from the other traits, but very slighly reducing the stats related to them. If you try this with a dogwood with two or more lvl 3 traits, he'll acquire a different form from any of the ones based on real life dog breeds, and won't get any trait mastered and all of it's traits will stay the way they are with a very small increase. Once it dies it drops living logs(dropping more the more grown it was before dying), some sticks and dogwood branches and one meat, but don't worry since you can replant it through it's bone log, that takes some days to grow into a puppling again, the bone log can't be fertilized to make the process faster, then you have to train the puppling over, and once it dies the player will receive an instant heavy sanity drain aswell since nobody likes to lose their best friend ;< If you're the one who killed it i hope you're proud of your living logs and really low chance of obtaining a single krampus sack from the one krampus that spawned, while PETA is coming right to your house to break your kneecaps. don't worry it's just a joke, but please don't hurt doggo :>
  3. Not all hounds are bad. ~~~~~ I took the pet hound from my Polygone character and allowed it to follow anyone. However it won't be so easy for anyone else, first you have to make a Prestihatinator, then gather some glommer goop along with a few other materials in order to craft a collar. Drop the magical collar on the ground to summon a fluffy friend of your very own. Hounds have massive health and a decent regeneration, and will follow whoever is closest to them. They'll attack anyone or anything their current leader attacks, but care should be taken not to hit them as they have no problems with defending themselves from abusive owners. They do not need to be fed, do not sleep, can't be frozen, and won't catch on fire. (Note they will still take fire damage, they just won't go up in a blaze like most hounds) They're also ignored by all other mobs, even Tentacle Spikes and Giants, and will continue to follow their current owner even after the owner's death. Overall, your new pet will be a strong tank for difficult enemies and will help distract and stun anything you might otherwise need help dealing with. Care should be taken however, as they are not invincible and if they die there is no way to revive them and you will have to make another collar to get a new pet. For now, all hounds summoned will be named Koko, but I'll give them a bunch of random names to choose from at some point in the future. ~~~~~ Through the magic of science, it has been determined that interdimensional hounds like to eat two kinds of gems: Blue, and Red. If fed a blue gem, a hound will cool off and be able to not only land more deadly strikes but also mend their wounds at a significantly increased rate! However, red gems anger the hounds and turns them a fiery red. This also increases the damage, but not as much as the blue gems seem to. However, in it's angry state the hounds attack far faster than their blue counterparts and they do have an increased ability to heal as well as being completely and utterly fireproof! Isn't hound science fun!? Steam Page: http://steamcommunity.com/sharedfiles/filedetails/?id=440357000 Got PvP/want less OP hounds? Check out the other hound mod I made with somewhat more balanced hounds! No more transformations, but hounds are actually killable by a player now: http://steamcommunity.com/sharedfiles/filedetails/?id=443520889
  4. I just noticed you have the same name as me! www.dramabutton.com
  5. Do you like the idea of durible houses that you are constantly haveing to go and get spider silk, rocks and pig flesh to keep them standing? Also you have to get candles (That also run out of durability.) to keep the inside lit, candles are made with beez wax and grass tufts. Please leave you'r thoughts to this.