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Hello forum . The reason im asking this is geniune curiosity, i want to now the popular opinion of who's the best character to rush bee queen. We all know bee queen is one of the most "harder" bosses to dealt with cause you pretty much have to tank a lot in almost every strat so im trying to figure out who's the best survivor to do this. But right now i want to have some fun too, so im gonna turn this into a challenge to you all! Allow me to explain the rules to participe in this if you wanna to: First let's define what's a rush, a rush its when you do something in a videogame as fast as you can but in this case im only gonna consider a rush if this happens before day 10, so this means for me its only a rush if you kill bee queen in the first 10 days. You can't use mods of any kind. You can't use exploits, to be honest i actually consider exploits a valid strat but the true is exploits can be patched anytime so just for this time im not gonna allow exploit strats(yeah im talking about the wendy boat strat). You have to explain your strat in great detail. Well now im gonna start with my own strat Im claimed it righ here Winona is the best bee queen rusher and if you dont agree then prove me wrong! My strat: First i have to say that my best record is day 6 in a pub but cause this is not much consistent im gonna choose the day 7 as my perfect day to rush bee queen. Also im pretty sure a better winona player can do this in day 5 but righ now since im taking a break from the game i can't achieve this myself. :P What do you need? 4 1/2 (four and a half) stacks of rocks. 14 trusty tapes. 36 twigs. 4 logs. 42 nitre(maybe less). 2-4 football helmets. some healing items(5-10 butterfly wings, 2-7 spider glands) and maybe some cobblestone. How to do it? Your are gonna put a set of two generators each with 6 catapults in the road near the bee queen(in case theres no road near bee queen you are gonna use the cobble stone you find inside mosaic biome) and then you only have to do 3 things. First you need to keep the aggro of bee queen you can do this by kitting some of her hits using the extra speed of the road or hitting some grumble bees. Second you have to refuel the generators with nitre every time you see they are low of fuel. And the last thing you have to do its avoid damage as much as you can, this is not a tank strat you need to be carefull and not let the queen hit you a lot. Now the reason why i think this strat is the best to rush bee queen its cause is really safe and clean, you dont need to tank a lot and its a reusable strat, you can even change the generators to gemerators later in your gameplay and you can pull this pretty early in the game. And as i said before i want to discuss this and even try some of the strats that you all can put here, thats all, thanks for reading.
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This is a simple question. Is there any way to change the default tags? Or maybe add new ones? (Not including the tags from mods)
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Is it possible to reach the surface of the meteor, having all the dupes healthy and happy, without building the base super-efficient but also super-ugly like? Also without useing the weird "horizontal gates and water insulating gas" thing.
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I've left the game for awhile, but I'm coming back and I've noticed that I can't plant seeds half the time because my character (Wormwood) is saying "I can't do that." Is this a bug, or was something changed? Don't Starve Together 2022-03-30 20-45-45.mp4
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So I'm screwing around trying to see if DST allows us to make long sleeved shirts, the problem only comes in when you first load up the Custom character mod. It only has short sleeves, and to make them longer it cuts into the files for the lower arms. But some animation looks a tad funky that way. Any tips or tricks how to achieve what I want?
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im interested in getting more into the technical aspect of creating custom characters (special abilities and items, custom animations, custom pets, etc) but i'm having trouble finding up to date guides/tutorials and i've had zero luck finding any documentation. other than whats in the pinned threads, does anyone have anything that could be of any help? thank you!
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How make build.bin for animation?
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When I play with friends on the same server, the modification is enabled, but when I play one , my item works. As if the subject does not work, it is as if there is no subject. Here is the item code. local assets= { Asset("ANIM", "anim/wedge_breeze.zip"), Asset("ANIM", "anim/swap_wedge_breeze.zip"), Asset("ATLAS", "images/inventoryimages/wedge_breeze.xml"), Asset("IMAGE", "images/inventoryimages/wedge_breeze.tex"), } local prefabs = { } local function fn(colour) local function OnEquip(inst, owner) --owner.AnimState:OverrideSymbol("swap_object", "swap_wedge_breezes", "purplestaff") owner.AnimState:OverrideSymbol("swap_object", "swap_wedge_breeze", "wedge_breeze") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) anim:SetBank("wedge_breeze") anim:SetBuild("wedge_breeze") anim:PlayAnimation("idle") inst:AddTag("sharp") inst:AddTag("pointy") --weapon (from weapon component) added to pristine state for optimization inst:AddTag("weapon") MakeInventoryFloatable(inst, "med", 0.05, {1.1, 0.5, 1.1}, true, -9) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("weapon") inst.components.weapon:SetDamage(TUNING.SPIKE_DAMAGE) ------- inst:AddComponent("finiteuses") inst.components.finiteuses:SetMaxUses(TUNING.GLASSCUTTER.USES) inst.components.finiteuses:SetUses(TUNING.GLASSCUTTER.USES) inst.components.finiteuses:SetOnFinished(inst.Remove) inst.components.finiteuses:SetOnFinished(inst.Remove) inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "wedge_breeze" inst.components.inventoryitem.atlasname = "images/inventoryimages/wedge_breeze.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst.components.equippable.dapperness = TUNING.CRAZINESS_MED inst.components.equippable.is_magic_dapperness = true return inst end return Prefab("common/inventory/wedge_breeze", fn, assets, prefabs)
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Hello. I am going to start off by saying I looked through the thread by PeterA on net_vars. I also tried Googling it but nothing shows up that is relevant or helps me understand any better. For the record, I am still learning LUA, and as such, there are many "complex" things about it that I don't understand. I have looked at LUA tutorials as well but they still somewhat fly over my head because I have no prior coding experience. Regardless, I'm still extremely determined to finish the character mod and have made tons of progress thanks to my friend, @poolcool2. I have been told here that I should learn how net_variables work in order to accomplish what I want to do as mentioned in this thread I made. I am just trying so hard to understand that it's really frustrating having to rely on everyone explaining what every tiny thing is to me in Dummy's Simple English. Though, if anyone knows of any good resources that explains LUA and/or net_variables and what they are/how they work in an easy to understand way, please share them with me too! Thank you and any help at all is greatly appreciated!
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So there was a mod made by a user that put Adventure Maxwell (or Tall NPC Maxwell) in game, but the page to it leads to this: "Sorry! An error was encountered while processing your request: There was a problem accessing the item. Please try again. Here's a link to the Steam Community home page." Did Klei get rid of it? It was a really amazing mod like the Throne you can get stuck on. I just need to know what happened to one of my favorite mods that I liked to use.
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Hello there (General Kenobi) Every once in a while while generating maps the lunar island will appear either very close to the main land (sometimes even "choking" out a biome causing a thin main land road with two lunar island biomes on left and right) or even connected to the main land by a land bridge. I've looked through some scripts related to either the map gen or the rooms and can't figure out what exactly causes this to happen. Someone on reddit said a few months ago that he looked at the code and that it was a 10% chance for it to be close to the main land and a 1% chance for it to be connected to the main land.. What is the script that allows this to happen?
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Make my character able to eat grass
BoxyPop posted a topic in [Don't Starve Together] Mods and Tools
So... I making a character who can eat cutgrass. I have made different attempts but I have not come to anything yet, any help would be very helpful. I am quite a novice using the code. Thank you very much! Thanks -
Hi, I am trying to edit a shared loot table (volt goats, specifically). My questions around this are thus: 1: is this table set every time a prefab loads? (does spawning a goat reset the table? Or is it set once, and once only?) 2. If the answer is the latter, where could I put my edit such that it is performed after the table has been set? I could put it in a AddPrefabPostInit function, but it seems wasteful to do that every time a goat spawns. I might just be over complicating this, but I am genuinely interested to know how you would do this for general knowledge. Does anyone have a link handy for what systems load in what order in DST?
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Hello! It has been a while since I have worked on modding, so i'm pretty rusty. (Not that i was good to begin with) I'm looking to replicate something similar to Wortox's teleport ability but without the use of souls/blinkstaff without an item, i have gotten it to work with the use of souls but it seems to me the only other bit I need to change is the blink action itself. ACTIONS.BLINK.strfn = function(act) return act.invobject == nil and act.doer ~= nil and act.doer:HasTag("soulstealer") and "SOUL" or nil end ACTIONS.BLINK.fn = function(act) local act_pos = act:GetActionPoint() if act.invobject ~= nil then if act.invobject.components.blinkstaff ~= nil then return act.invobject.components.blinkstaff:Blink(act_pos, act.doer) end elseif act.doer ~= nil and act.doer.sg ~= nil and act.doer.sg.currentstate.name == "portal_jumpin_pre" and act_pos ~= nil and act.doer.components.inventory ~= nil and act.doer.components.inventory:Has("wortox_soul", 1) then act.doer.components.inventory:ConsumeByName("wortox_soul", 1) act.doer.sg:GoToState("portal_jumpin", act_pos) return true end end I'm going to need a new tag and remove the "and "SOUL" or nil" bit, but then if someone plays wortox that will mess them up i assume. Basically the question is, how can I make a new one of these actions without hindering other characters, i assume I shouldnt touch the actions.lua file at all, and if that is the case how would I do that in my character file? Bonus questions: How can i make custom localization so it does not say Soul hop, and make it say something else? Is it possible to change the key bind wrong right clicking to another key? I currently have it possible to use a keyhandler, but i'm not sure how to pass in anything other than right click local function GetPointSpecialActions(inst, pos, useitem, right) if right and useitem == nil then local rider = inst.replica.rider if rider == nil or not rider:IsRiding() then return { ACTIONS.BLINK } end end return {} end the "right" is there, but trying to change it to a key value like 122 will not read correctly like I have for other things. Thanks in advance!
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it'd be awesome if i could let my character gain more sanity than average upon picking flowers! flowers give a +5 sanity boost. if i can double this to +10, that'd be perfect! i've looked around in a "making basic character perks" guide and have tried both "Erase/Increase/Decrease an existing sanity regen/damage on an item" on the prefab "flower", and also "Add a sanity aura heal/damage to an item/creature" to the prefab "flower", as well as "petals". none of these approaches have worked, so i'm wondering if anyone else out there has any idea how i can achieve this? ;3; tysm in advance!
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about a month ago i had been working on a mod and looked around for a code of some sorts for what i want to achieve: making my character cook faster than average. i successfully found one, and it was working perfectly at the time! now it doesn't seem to be working and i'm very confused as to why. local old_cook_fn = ACTIONS.COOK.fn ACTIONS.COOK.fn = function(act, ...) local result = old_cook_fn(act,...) local stewer = act.target.components.stewer if result and stewer ~= nil and act.doer:HasTag("mycharacterprefab") then local fn = stewer.task.fn local t = GetTaskRemaining(stewer.task) stewer.task:Cancel() stewer.task = stewer.inst:DoTaskInTime(t*.5, fn, stewer) end return result end this is the code in question. this is all i've tried, to no avail: - adding it to character.lua by itself - adding it to character.lua inside of local master_postinit = function(inst) - adding it to modmain.lua at the very bottom could anyone explain to me what i'm doing wrong, and maybe give some pointers as to what i can do to fix this? ;; thank you very much in advance! ❤
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Hello, I have a question. So I want to give my character the ability to give others a damage boost when using a staff item, is there something like "inst.components.locomotor:SetExternalSpeedMultiplier(inst, "mycharacter_speed_mod", 1)" but for damage instead of speed that i could use. ive looked trough the combat.lua component but couldnt find anything that i could use. I believe wont be able to use "inst.components.combat.damagemultiplier" because i believe that'l mess up characters like wolfgang and wigfrid (and modded characters). Unless this isnt the case i'd really appriciate the help!