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Found 29 results

  1. I would like to make it Warly get a small amount of sanity, and maybe says some random quote every time he starts cooking in his portable crockpot. I have no idea how to do this, so I haven't tried anything. How would I go about doing this?
  2. So, I'm trying to make my character afraid of Pickaxes. Being that he himself is made of rock. I've found a thread that point's me in the right direction. But I'm wondering how do I check other player's inventories for Them holding a pick, and how do I check the ground for random dropped pickaxes, either from corpses or people not using chests. Thanks in advance
  3. Hi! I'm making my first mod because i wanted to add a character i made in the game, i'm not really good at coding so i was wondering if someone could help me with a perk! Basically what i want my character to do is to give a sanity aura (Like a gloomer) to other players around, with a maximum of 2 players near my character (If there's 1 person near he will still give sanity aura) But when there are 3 or more players near my character, he will give an insanity aura instead I know that is it possible to make a character give sanity aura, but i'm not so sure if something this specific can be made Many thanks for the help!
  4. Hey! I'm trying to give a character an "extrovert" perk. Giving them sanity gain when around other players. I can't get it to work however. I'm pretty new to modding so I might be doing something wrong. I added the code at the bottom (before the last end) in the character.lua file. I used this code. This is for DST btw. local function sanityfn(inst) local x,y,z = inst.Transform:GetWorldPosition() local delta = 0 local rad = 10 local rad_sq = rad*rad for k,v in pairs(AllPlayers) do if v ~= inst then local distsq = inst:GetDistanceSqToInst(v) if distsq < rad_sq then local sz = TUNING.SANITYAURA_MED * rad delta = delta + sz/math.max(1, distsq) end end end return delta end inst.components.sanity.custom_rate_fn = sanityfn
  5. Hi! I've been trying to make my character mod gain sanity when using the sewing kit (or gaining sanity when holding it, at the very least). I have succeeded to make my character gain sanity upon catching fireflies, but this code does not seem to work for the sewing kit. inst:ListenForEvent( "finishedwork", function(inst, data) if(data and data.target and data.target.prefab=="dress") then if(data.action and data.action.id=="SEW") then if(inst and inst.components and inst.components.sanity) then inst.components.sanity:DoDelta(20) -- amount of sanity gain here inst.components.talker:Say("It feels nice to sew after a while...") end end end end ) I tried countless times to make this work with a bunch of references from other codes, but I can't seem to make it work as easy as it seems! I think it's the 'prefab' target that is set wrong, as I want all clothing to be affected, not a specific one. Does anyone have an idea how this works?
  6. Hello there! So i was trying to create a character wich would lose sanity when it would be raining,tried to code it myself and looked here and there but nothing seems to work. I looked up how WX-78 loses his health during rain and tried to modify the code but it seems to not work at all So if anybody could help me i would appreciate it a lot!
  7. I was wondering if there was a way to scale damage higher the lower sanity gets. Is an incremental scaling based off the character losing sanity is something that would be possible of would I have to do it based off it they hit X amount?
  8. Hello everyone, I was wondering if anyone could help me get the following issues resolved; I have been trying to complete these last few attributes to get the character completely play testable. *extra nightmare fuel and less sanity back on kill from nightmare kills *insanity aura for nearby players only *Sanity regen at night, no sanity loss at dusk, sanity loss during day *Damage scaling on the lower sanity Any help given on this topic would be greatly appreciated.
  9. I was wondering if it would be possible to create a character who only eats nightmare fuel to sustain his hunger, but loses a little sanity every time he eats it. Would this be possible?
  10. Hey guys, my question is this; I want my character to be doubly affected (both positively and negatively) with anything pertaining to sanity. I basically want picked flowers to give 10 and dark to do -10 etc etc. I've experimented with dapperness and I've done some truly bizarre things with it but I just can't seem to get a general x2 sanity modifier to work. I understand the tuning values for everything is already predetermined. My code is this. -- Sanity modifiers local Sanity = Class(function(self, inst) inst.components.sanity.night_drain_mult = 1.3 inst.components.sanity.neg_aura_mult = 2 inst.components.sanity.rate_modifier = 2 end) Originally it was ...sanity.self.rate_modifier but it didn't seem to work either. Should I remove the previous multiplier values pertaining to night and negative drains for a universal modifier? Please help
  11. Hey! So this one is simple, and I'm not sure where to start as I've never told the game to change sanity levels immediately before other than eating foods. It may be more complicated than I ask, but I want a certain weapon to, onequip, set the player's Sanity level to a permanent, unfixable 0. The only way to raise the sanity back to the value it was before would be to unequip it, thus being under onunequip. Is there a way to tell the onequip code to save the sanity value under something like "player_sanity_old" and set their sanity to 0, then when the player unequips it, tell it to load "player_sanity_old" and change it back to that? I assume it's not super easy but I want the weapon to do more than induce sanity, be it that it's a weapon of sadism. For those curious, it's the Also keep in mind that I only want the person equipping it to feel these effects, and if easily added, I want a large sanity drain around the character holding it. Alright, forums, let's see what ya got!
  12. Hello again all, I am currently in the process of reworking my character Arashi Otter and was wondering if there was a way to call a function into another function in a clean simple manner, I already have a custom sanity function, and want another function to when I reach certain sanity levels gain certain stat's or loose certain stats. Again any help is greatly appreciated thanks in advance, -Arashi
  13. Hello! I'm needing some help making a modded character, I have most of the coding in. I need to add in some custom items, to be able to have my character gain sanity by being near other players. If I can get any help it would be appreciated! Thanks!!
  14. At the moment, the sanity mechanic is one of the most interesting in the game. But I, in all honesty feel like it could use a great improvement. The thing that bugs me the most about Sanity is that being insane doesn't have that many effects. Therefore, I would suggest adding these concepts to being insane: -Trees, Rocks and other harvestable resources would scream or yell in pain as you gather them or break them down. -Tools and Weapons in your hand would talk to you and say rather discouraging and possibly bloodthirsty things -Animals would talk, react to being hit and hitting you. The more insane you are, the more would they speak. -The appearance of said animals would change as well, possibly having Beardbirds and Shaved Beefaloes that gain their fur as you shave them. -The examination quotes of your characters would get messed up, with letters being scrambled the more you are insane. -The boon skeletons would come to life and start attacking you if you take/took their items. -You can see your reflection in ponds. Should you be insane, your reflection will start resembling Maxwell. Maxwell's reflection will start to look like Wes. -Food will start to run away from you. -Pig Heads and Merm Heads will jump from their sticks and start hopping after you. The heads will return once you get sane. Stats: Health: 100 Damage: 25 These additions would, I think, improve the insane feel a bit and make being insane a tad more challenging.
  15. Hey, everyone. Long-time lurker, first time poster. Something about Don't Starve made me feel like writing a poem. So I've decided to put it here for your amusement. I like to imagine the characters keep diaries. And that as they lose sanity, their entries become progressively more erratic as they begin ranting on and on about "shadow creatures". I visualized this as an entry in Wendy's diary when she's more or less gone completely insane (sanity <40, in game terms). I will say, it's pretty dark. Darker than I intended it to be. So it goes. *** Terror, Terror, Terrorbeak, Through the black-stained night you sneak, From the shadow, from the deep, To my darkened room you creep. Terror, Terror, Terrorbeak, Though these sturdy walls my keep, Through the very cracks you seep, Aiming for my throat you leap. Terror, Terror, Terrorbeak, For my virgin blood you seek, Feel your tongue across my cheek, Of what next – I cannot speak. Terror, Terror, Terrorbeak, You will never let me sleep, Though I scream and though I weep, To stop you I am far too weak.
  16. Wait.. Robots have brains? I never.. oh wait, they don't. Why does WX-78 have sanity? I don't think if they had no emotions they'd start to go insane... Not nagging at the devs to change this, because that would be way to overpowered. So, if WX-78's sanity is removed, you could make it so that as WX-78 loses hp (or in a robot's term, power) the player will do less damage also. This may just all be a waste of time, but I'm just stating this.
  17. Hey guys, I've started a new let's play of Don't Starve on my channel, this is my first Lets Play ever! So suggestions and positive criticism would be extremely appreciated from me! I've watched like a 5-10 minute video on Don't Starve before doing a semi-blind lets play on it!So here's Episode 1: http://www.youtube.com/watch?v=6DPf2HPA8MY
  18. Hey there, I am a huge fan of Don't Starve, really like the direction it is headed. I was noticing something though - my main method of restoring sanity aside from dapper hats is eating well-cooked foods. Once you get a recipe that works well for you - in my case monster meatballs - there is little reason to change. I was reading that this is one of the major ideas behind the winter update - forcing players to adapt to new situations - and in that vein I had a suggestion."AW, meatballs AGAIN!?" My suggestion is implementing a system of diminishing returns for food sanity if you don't eat a variety of foods - essentially making your character get sick of that particular food until eventually you get no sanity from eating it, maybe even eventually taking a sanity HIT as you force down another steaming pile meatballs, or kebabs, or WHATEVER. It may make the early parts of the game too difficult - I remember spending DAYS munching roasted berries before I really got the hang of the game - but hey that's what Don't Starve is all about am I right?
  19. Bug Submission Please choose a category [Gameplay] Platform [*]Steam Version Number 72968 Issue title Tallbirds won't stop chasing Steps to reproduce Stole the tallbird egg Ran away while tallbird chased me Night came Had to kill the tallbird Tallbird killed me Describe your issue I stole the tallbird egg and the tallbird started to chase me. It didn't stop chasing me and I had to try to kill it because the night came but it killed me I do think this is a bug because the tallbird didn't stop chasing me when I stole it's egg.
  20. I have been reading the forum and saw how some people were complaining about how the sanity meter didn´t bring a new challege to the game, even when the system is fun itself, you choose if you get insane or not. For me, this is wrong, sanity needs to be something you should worry a lot too.But how, you ask? My suggestion is: make your sanity drops everytime, like the fatigue. And the hats that make your your sanity grown? Make they have durability and they will make your sanity drops slower than normal. Not only that, but more stuff should make your sanity drops even more, things that would only happen after day 10, like the hounds. This would make things easier at the beggining, but after day 10 the world would drive you crazy, and you would need to struggle for the survivor....of your mind.Post here your thoughts and comments and feel free to give more ideas to improve the sanity mechanic.
  21. There is a bug that when moving past a night light or any location that once had a night light during dusk/night, will make the screen black and if this is saved, you won't be able to open your save game again. To avoid this, destroy the night light and do a 6 by 6 wall around it (the night light occupies 2 by 2 spaces), that was you can't move past the area by mistake. I have tested this around 6 times, it happens when you move past the area that once held a night light or is holding one during dusk/night. Day seems to be safe to go close to it. I'm telling you this so you can avoid losing your save game, as some people already have.
  22. Winston H. Black The Time Lord "Sometimes, I am on time when I'm late." G'day, MM here. I decided to make a newer character suggestion. I present to you, Winston H. Black! Hence his title, you may think that he would have something to do with time. Bingo. His perks would consist of a longer Day/Night cycle, and things would respawn/grow/die faster. Example, say, a spider's nest would grow 1.5x its original rate, and regenerate spiders 2x as fast as well. Berry Bushes would generate berries 1.5x faster, but food and flower spoilage would advance 2x its original rate. In a nutshell, positive effects would be advanced by 1.5%, and negative effects would be doubled. such effects would apply to sanity as well, but only by 1.5%. Sincerely, Maxwell's Man
  23. any ideas how to fix to run on the game ?
  24. Wow, day 20. I ran out of ideas to do certain things at the time, made a winter hat. Finally felt inspired to explore my world more since it felt like the official winter update just came in. The winter hat extended my playability to day 41 and I'm still inspired to play more of the game :DCan't wait for what the official winter update brings, heard it will bring the best "content wise" update to the game, hoping for a neater and cleaner looking winter design when it rolls it