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Found 69 results

  1. Got to day 250 and no idea what else to do Edit : i'm awful at decorations and aesthetics so i'm only gonna make productive stuff
  2. Hey Guys, I base in the oasis desert for the smoldering is not bothering me there. But I have a little "problem": Buzzards! They keep on trying to eat the powdercake I put in a little fenced area inside a berry bush ring and I don´t know how I can hold them back from eating my lure How do you oasis baser deal with that specific problem? (And yes, I know there are other also other/ even better reliable food sources than a berry bush&gobbler farm, but it just bothers me that I have no defence against powdercake eating buzzards)
  3. Hello, I've recently started a new dedicated server with the method fixed in the forums, but I generated the world (Master and Caves) in the client and then transfered both Master and Caves folders to the MyDediServer folder, but when we opened the first sinkhole, we found out that the cave entraces were closed. After looking into the files, I noticed that the server.ini in Master was empty and all there was in the Caves's server.ini was [ACCOUNT] encode_user_path = true . I'd assume this is what's keeping the Caves from connecting to Master server, but how do I fix it? Is there something I can just write there to make them connected again, or do I have to do something else? I'd imagine that the fact that the caves are still Day 1 while the surface is Day 20 or so, might be a problem as well... Can somebody help me?
  4. Hi, I have this very nooby question, a bedroom with more than one bed?
  5. I've been messing around with with the Hyper Reservoirs mod and I ran into a bit of an issue: if the storage size exceeds 100 tons, then any fluid/gas pumped in after the 100 ton mark is lost. Is this some kind of hard limit in the game that cannot be exceeded, even with mods?
  6. I've over 200 hours in Griftlands and still don't understand how the naturally occurring (not caused by specific Arguments/Bounties) Impatience works. Is it based on the amount of cards played, amount of damage dealt, amount of full deck draws?
  7. 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
  8. 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?
  9. 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!
  10. 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!
  11. 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! ❤
  12. 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!
  13. 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.
  14. I'm making a character from a game which there's a lot of language in it like f***, damn, shi*, crap, mother, ect. and I want to keep the character(s) faithful to their franchise *coughpd2cough*. I wanted to know is it okay for a mod on the workshop to have language, suggestive humor, crude humor, or will it be removed? I mean there's already mod for cannibalism which I think is much worse, but I want to be certain. Don't want to work hard then all of a sudden my mod was removed for 1 swear word in an examination quote . If it's not okay on the workshop is it possible for example I have 2 speech_files one is censored one is the original which is downloaded from somewhere else, would it be possible for a client to replace the censored one with the original one then they can see the original examinations or would the game crash if all players don't have the same exact speech_files? Thanks for reading my question, have a good day/night !
  15. As the Title suggests I'd like to know what kind of FOODTYPE.X'S exist, since Im making a Character having a specific diet and can't seem to find a definition of the FOODTYPE group
  16. As the title suggests, I'd like to know more about Tags, especially the vanilla ones as well as the modded ones. I had been looking for a while but cant seem to find anything. Can ya help? I'd like to know what Tags do exactly, also I'd like to know where I can find the vanilla code for the character traits that are done via the Tag function
  17. I'm making an animation for my sword but in game it's so fastly happening and ends. How can i make it slowly and do not end. Thanks for helping i can't put videos or screenshouts because i don't know how to take a video. So if you want i can upload my character mod
  18. Making my first mod, nothing happens at all when I try to light and/or hammer a structure. What am I doing wrong? How can I solve it? Thanks in advance.
  19. As title says, I'm currently making another character mod that also has a ghostly companion like Wendy. I basically made use of the same codes as Wendy does but I'd want her ghostly companion to be spawned without waiting for her item's charge time and instead of offering a sacrifice, I'd prefer her companion to be spawned by giving it a telltale heart. How should I go about with this? Any help would be greatly appreciated!
  20. Is it possible to create mod: the sewing kit could restore the durability of fur sleeping bag? Or maybe this mod already exists? Then please give a link to it)
  21. Hello Survivors, So I wanted to check out how Skins exactly look in art (I dont want to use them in any mods, because I respect Klei) but they are in Dynamic files which I dont know how to open, do you have any ideas? I mostly would want to see any duo set piece (example : Catty Costume) and any Character Skin (example: Guest of Honor Webber)
  22. Hello, I have a question ! So, I was wondering which one of these would cause less lag.. Having multiple perodic tasks for different things or making 1 perodic task with everything in it, or does perodictask not hurt framerate at all (like a .5 perodic task)? If someone could tell me that would be very great !
  23. Hello, I have a question . So, is it possible to have a simple piece of code that hides the minimap mod's minimap if it's enabled? Because on a certain event I want my character to not be able to use any kind of map & I already have which hides the default map. inst.components.playercontroller:EnableMapControls(false) If anyone knows how that would be great ! Thank you for reading my question have a wonderful day/night !!!
  24. Hello, I need help ... So, I know there are some other night vision topics out there but i'm really dumb & couldn't understand or get those to work for me (crash, crash, crash). So, i'm really dumb I had to make my own topic on how can I add night vision to my character ... So, if someone can help me ! I'd like my character to have a plain simple night vision for when hhe goes insane & loses it when not insane that's literally all, if anyone can help me I would cry tears of joy! Thank you so, so much for reading my problem!! I wish you have a amazing, wonderful, fantanstic day/night !!!!!!!!!!!!!!!
  25. Hello, I have a question if someone could help me with it that would be awesome !! So, lf I want to check if the character is wearing Rabbit Ear Muffs in this code if inst.sg:HasStateTag("roaring") and v.wearing_rabbit_earmuff_hat? then return end how exactly would I do it? I'm sorry i'm a noob & I don't even know where to look for such a thing in DST's files .. So, if someone could help me that would be so wonderful, thanks for reading my question have a great day/night !!! I have another simple question is if I want to make this pure black color, what would I do? Also, can someone link me to a good site for calculating colors & stuff then I can do it myself in the future xD... inst.AnimState:SetAddColour(0,0,0,1) inst.AnimState:SetMultColour(0,.05,.85,1)