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Oxygen Not Included

Found 12 results

  1. I wanted to start a game in SW so that I could world-hop to Hamlet later, but I realized around day 10 that Boat Repair Kits were not available for crafting. I think it should be available in both Hamlet and Shipwrecked, maybe?
  2. Hello fellow modders and DST players, I'm wondering how I would look through the recipe list from the file, Recipes.lua Instructions: Read recipes file. Read through recipe list for entries with science/magic level 1. Return a list of the recipe names for each entry. Step 4 I can do on my own, but I'll explain for context. I need to return all the recipes that use a certain station level so I can add the recipe to my character's knowledge. Why am i doing this in such a specific way? I want to make it so my character has the equivalent of Wickerbottom's knowledge of first level of crafting (Plus for magic), except requires the respective second station for further recipes. inst:DoTaskInTime(0, function(inst) inst.components.builder:AddRecipe("shovel") inst:PushEvent("unlockrecipe", { recipe = "shovel" }) end) If you can help with this, I'd be extremely grateful.
  3. I'm writing this up for myself and anyone that wants a one stop shop for the food information. I've seen crockpot recipes somewhere, but I haven't seen everything food together in one area, so here goes. Also by all means correct me or tell me to add stuff that I miss, this isn't down to the wire perfection in the first place because I couldn't be bothered to test out some stuff say which filler goes with every crockpot dish [but let's be real, if sticks work are we really going to use another filler?] or spoilage time and I don't know things like priority values since I didn't jump into the code. Here's all the stand alone new items (I think): And then the ten new crockpot recipes currently in the beta (I don't know the actual code recipes, I did my best testing em out): And an additional five unused (to my knowledge) food images in the code (courtesy @watermelen671, for the above images as well): If you are a newer player and don't know how food values work or what priorities are, I suggest reading this page from the Don't Starve wiki: http://dontstarve.wikia.com/wiki/Crock_Pot
  4. Hi everyone ! I have came across something really annoying and I don't know how to fix it. I think that I tried everything in this case, but if I am wrong and I just overlooked something...well...execute me at the dawn. So, in my mod I created item that is ingredient for other custom items. Generally it's fine, I can see this item (star) on the ground and in my inventory and containers, but one main issue is that I can't see it in crafting tab. All what I see is just name of it (when I move my mouse there) on a empty icon field. If someone here knows the solution or met something like this before let me know. Info: - modmain.lua --STAR Data GLOBAL.STRINGS.NAMES.STAR = "Star" GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.STAR = "A reward for my patience!" GLOBAL.STRINGS.RECIPE_DESC.STAR = "A reward for my sacrifice!" local star = Ingredient( "star", 1 ) star.atlas = "images/inventoryimages/star.xml" local star = AddRecipe("star", { Ingredient(GLOBAL.CHARACTER_INGREDIENT.HEALTH, 200)}, namwar, TECH.NONE, nil, nil, nil, nil, "usmccaptain", "images/inventoryimages/star.xml") Assets Its prefab file is included in PrefabFiles section. Speak of the devil, so here it is. local Assets = { Asset("ANIM", "anim/star.zip"), Asset("ATLAS", "images/inventoryimages/star.xml"), Asset("IMAGE", "images/inventoryimages/star.tex") } local prefabs = { } local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("star") inst.AnimState:SetBuild("star") inst.AnimState:PlayAnimation("idle", true) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "star" inst.components.inventoryitem.atlasname = "images/inventoryimages/star.xml" inst:AddComponent("inspectable") inst:AddComponent("stackable") inst.components.stackable.maxsize = 40 MakeHauntableLaunch(inst) return inst end return Prefab( "common/inventory/star", fn, Assets) Thank you for your time and have a nice day/night !
  5. Hello there! I've been trying to make a custom crockpot burger food recipe for my character mod, by following this item sample: https://forums.kleientertainment.com/files/file/202-sample-mods/ Following this and even going to check out mods that succeeded the same doesn't quite work for me? The item DOES exist it the game, as I can spawn it in my inventory (using c_give, as c_spawn doesn't work for it), but it is impossible to put on the ground (it disappears instantly and doesn't exist at all anymore) And it also does not cook in the crockpot with the recipe I made. I assume it has to probably do with the way I get the anim.zip to work. I didn't really find a tutorial that shows how to proceed once the art is done to make the zips and all, so I made a spriter in the exported folder to get it to compile the anim automatically. I don't really know if I do it properly, so any help would be amazing! I have attached my whole mod folder as a zip to this topic, (below the gif) if anyone is willing to help me! Thanks for reading! Here's a gif of the issue in-game:
  6. I always make the same base layout, and I'm sick of always having to redo it every time I start a new game. I'm trying to figure out how to combine the idea of a set piece and a blueprint (not a Don't Starve blueprint, a real blueprint). I want to create my base, in-game, then somehow copy it all and create a blueprint out of it, or like a set piece. Then in another save, I'd like to collect all the materials necessary and have the base layout as a recipe and be able to place it like an item. I've been trying to figure this out for a while, but none of the other posts really explain how to do this.
  7. Fruit Medley View my other recipes Ingredients: - 1 cup of pomegranate seeds, about as much as you get from one pomegranate* - 1/4 cup dried cranberries - 1/4 cup chopped strawberries - 1/4 cup blueberries - 1 chopped banana* - 1 cup chopped fresh pineapple* - 2 cups peeled, diced mango - 1/2 cup sprigs of fresh mint - 3/4 cup whipped cream (optional)* Directions: 1. In a medium bowl, toss together cranberries, strawberries, blueberries, banana, pineapple, and mango. Mix in pomegranate seeds. 2. Spoon ingredients from bowl into sundae style cups. Top with spoonfuls of whipped cream (optional) and garnish with sprigs of mint. Chill in refrigerator before serving. * I did not have these ingredients.
  8. So now we have caves, soon the second level of caves will be added. There is also anti winter season planned for surface world.Now the threat level on the first level of caves is minimal, you can go there plant berry bushes, trees, twigs and grass, build few farms and you can just live there forever, its independent from surface world, sanity drain is minimal and no hounds or deerclops will be there. No matter what will be implemented for surface world to make game feel balanced again, cause we can skip it in caves.The reason we can do this is you can get everything from surface world in caves and don't have to worry about hounds and deerclops. You can now make winter much harder, anti winter can be hell, and it won't have any effect since caves are there.First level of caves is very bad design, its just surface world in constant night with few new mobs. Caves never should have that much food and other surface resources, replanting things from surface in caves shouldn't be possible, and there should be some kind of threat there along with cave only resources. You could bring cave resources to make better things on surface, that will help you with surface threats a little, but now you can skip every danger and live happily on first level of the caves with all stuff from surface. Caves are braking whole game balance.
  9. You just conquered your fears shoulden't this relax you make you braver and restore some sanity?
  10. Straw rolls. Sleeping restores sanity so stuff like the top hat and stuff becomes useless if you have grass farms. That's pretty much all I have to say on the matter. Fistfull of jam is in the game (4 berries in a crock pot, possibly restores sanity). I never saw the aggressive reaper like shadow turn fully visible, he buggered off after I started going below 30.Overall, well done Kevin. Although beefalo hat is still slightly OP.
  11. Ok, Im new to this game(It is awesome btw) just one thing makes me wonder though, I cant change any settings, I can only change blossom and audio settings but nothing else.
  12. Just an idea, maybe there could be a lava lake, forming from maybe a crack in the ground or maybe even a mini volcano. This lava could be farmed (bucket, new recipe?) but would empty after a few bucketfuls. After maybe a about 2-3 days the crack/volcano gushes out lava again, this would make a deep BOOM noise and make the ground shake a bit so you know. When this happens a few boulders are spewed out in the near proximity, this would also make people actually farm the lava, so they work for the boulders because they are rather rare in the later days. (Just an idea, these boulders would be slightly darker than the average boulder and could have the chance of dropping obsidian, or something similar, when mined). Also lava/obsidian could be used for new weapons/armour/alchemy overall new recipes. Sorry for the wall of text and leave some feedback on what you think!