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Found 16 results

  1. Hey there! I have some ideas about adding custom looks to certain entities of the game, but I'm a bit confused about the legal and non-legal approaches of creating item/mob/character reskin mods. I'm really excited about this stuff, but I want to make sure that I play this thing extra safe. In the past few years many items and characters got alternative looks that can be purchased from the game's shop. As far as I know, everything that has an official, purchaseable skin is considered a non-reskin-able entity. Is there any other aspect that makes an in-game creature/item non-reskin-able? Another case I'm unsure about: Let's say I have a reskin mod about an entity, that considered reskin-able the time the mode is made. If that entity gets official skins in a later update (let's say Worm Holes), my mod is automatically considered unallowed, and must be taken down by the creator? Last aspect: Is it ever okay to add a new prefab with a new look - while it has the very same functions and codings as an in-game prefab? I've examined this guide, but it has been untouched for two years now, and many contents have been added to the game ever since: Modding Guidelines – Klei Entertainment This is all theoretical. Thanks in advance! Have a great day!
  2. An idea for a skin for the Hay Wall to add flair to bases using this specific type of wall. The aesthetic would be a hedge wall that I hope can spruce up areas and pique players' interest in this wall type. What do you guys think?
  3. I like to use the scaled chest very much, but there is no skin of this chest. As we all know, the chest has a lot of skins, so I wonder if there is a plan to make skin for the scaled chest? In addition, there are some things that have no skin but are used very frequently, such as insulated pack and siesta lean-to, does these items own their skins in the future?
  4. Pretty straightforward: a valentines-themed Bee Mine skin to take advantage of the word play "be mine" and "bee mine". Perhaps a heart shaped bee mine that releases bees with pretty bows on them or scatters rose petals when it explodes? The idea behind it isn't just the wordplay but also how you seem to give a "gift" to the enemy mob only for it to turn out to be a nasty surprise. Not a lot of people use it too so this might spice it up a bit for use every now and then. What do you guys think?
  5. Hey! In the steam workhop I found one of the best webber skin I've ever seen, this concept is just amazing, check it out: This artwork is not mine, Here is the original post: https://steamcommunity.com/sharedfiles/filedetails/?id=1331816662 I hope that one day this skin will land in the game.
  6. Hey all! For the past few days i've been working on some code to put the head/base skin option for Modded Characters. And I have finished! And felt it was optimised enough to share to the public! All I ask for you, is to credit me if you do end up using this! What do I need? -My File! : skins_api.lua (You can rename it to whatever you want, but I named it to "skins_api" for this tutorial) -Some basic knowledge of compiling -You should probably have a finished character mod before attempting skins, haha Something to note, Make sure, for the name of your skins you will HAVE to name it in the way shown below "prefab-name-of-your-character_skin-set" Some correctly named skins would be... "wagstaff_roseate" "wheeler_nature" "warbucks_victorian" "wilba_formal" The skin names below are NOT correctly named "nature_wilba" "gladiator_wheeler" "magma_wagstaff" --For reference, Here is a list of all the skin sets in the game! GoH - formal Survivor - survivor Triumphant - shadow Roseate - rose Costume - [skip] Gladiator - gladiator Snowfallen - ice Verdant - nature Victorian - victorian Magmatic - magma Hallowed - [skip] Wrestler - wrestler Now that we made that clear, You're going to want to create... well your actual skin! If you've followed the Extended Character Template (Which i'm pretty sure you obviously have) you can simply download it again, or if you already have it, and then get your exported folder and start drawing your new skin! What'd I reccomend is copying all your characters files over to this new exported folder and then start drawing your new pngs. Now you can finish drawing the assets or set it up and move on to the code and finish the art later. Once you are done your art run the game and the autocompiler should run exporting your skin into an zipped folder in the anims folder. You'll want to download the file I put in the beginning of this tutorial and put it in your mod, like this! (Again, using the name skins_api, but you can name it to whatever you like!) Now, you'll want to put this code in your modmain.lua --Hornet: I am currently using wilba as an example, youll want to change all instances of "wilba" to the prefab name of your character! --Skins local _G = GLOBAL local PREFAB_SKINS = _G.PREFAB_SKINS local PREFAB_SKINS_IDS = _G.PREFAB_SKINS_IDS local SKIN_AFFINITY_INFO = GLOBAL.require("skin_affinity_info") modimport("skins_api") --Hornet: We import the file! If you named your file something else other than skins_api then youll want to rename this function to the name of the file SKIN_AFFINITY_INFO.wilba = { "wilba_victorian", --Hornet: These skins will show up for the character when the Survivor filter is enabled } --[[ --Hornet: The table of skins youre going to have, You can have as many skins as you want! PREFAB_SKINS["wilba"] = { "wilba_none", "wilba_roseate", "wilba_victorian", } --And So on! ]] PREFAB_SKINS_IDS = {} --Make sure this is after you change the PREFAB_SKINS["character"] table for prefab,skins in pairs(PREFAB_SKINS) do PREFAB_SKINS_IDS[prefab] = {} for k,v in pairs(skins) do PREFAB_SKINS_IDS[prefab][v] = k end end AddSkinnableCharacter("wilba") --Hornet: The character youd like to skin, make sure you use the prefab name. And MAKE sure you run this function AFTER you import the skins_api file --Skin STRINGS STRINGS.SKIN_NAMES.wilba_none = "Wilba" STRINGS.SKIN_NAMES.wilba_victorian = "The Victorian" STRINGS.SKIN_QUOTES.wilba_victorian = "\"WILBA'TH DOTH NOT WANT WEARETH O' MOTHERS DRESS!\"" STRINGS.SKIN_DESCRIPTIONS.wilba_victorian = "Wilba's tendency to go Full Hog was simply not enough to stop her mother from dressing her up all fancy-like." Now that you've done that, it's time to actually create the skins code-wise! You will want to head over to your characters _none file. I named it "wilba_skins" but you can keep it as character_none! Whatever you wish --Hornet: This is how I did my skins prefab file!, Obviously youll need to change all instances of wilba to your characters prefab name local prefabs = {} table.insert(prefabs, CreatePrefabSkin("wilba_none", --This skin is the regular default skin we have, You should already have this { base_prefab = "wilba", --What Prefab are we skinning? The character of course! build_name_override = "wilba", type = "base", --Hornet: Make sure you have this here! You should have it but ive seen some character mods with out rarity = "Character", skip_item_gen = true, skip_giftable_gen = true, skin_tags = { "BASE", "WILBA", }, skins = { normal_skin = "wilba", --These are your skin modes here, now you should have 2. But I actually have 4 for WIlba! Due to her werewilba form and transformation animation werewilba_skin = "werewilba", --If your character is a character like Woodie or Wilba with multiple transformations then youll want to have multiple skin modes transform_skin = "werewilba_transform", --Usually your character should have "normal_skin" and "ghost_skin" and Yes! You can actually edit the ghost skin to your liking ghost_skin = "ghost_wilba_build", }, assets = { Asset( "ANIM", "anim/wilba.zip" ), --Self-explanatory, these are the assets your character is using! Asset( "ANIM", "anim/werewilba.zip" ), Asset( "ANIM", "anim/werewilba_transform.zip" ), Asset( "ANIM", "anim/ghost_wilba_build.zip" ), }, })) table.insert(prefabs, CreatePrefabSkin("wilba_victorian", --Now heres the fun part, Our skin! I did "wilba_victorian" but you can do whatever skin set you want! { base_prefab = "wilba", build_name_override = "wilba_victorian", --The build name of your new skin, type = "base", rarity = "Elegant", --I did the Elegant Rarity, but you can do whatever rarity you want! rarity_modifier = "Woven", --Ive put the rarity_modifier to Woven, Doesnt make a difference other than say youve woven the skin skip_item_gen = true, skip_giftable_gen = true, skin_tags = { "BASE", "WILBA", "VICTORIAN"}, --Notice in this skin_tags table I have "VICTORIAN", This tag actually makes the little gorge icon show up on the skin! Other tags will do the same thing such as forge, yotc, yotp, yotv, yog and so on! skins = { normal_skin = "wilba_victorian", --Rename your "normal_skin" accordingly werewilba_skin = "werewilba", transform_skin = "werewilba_transform", ghost_skin = "ghost_wilba_build", --And if you did a ghost skin, rename that too! }, assets = { Asset( "ANIM", "anim/wilba_victorian.zip" ), Asset( "ANIM", "anim/werewilba.zip" ), Asset( "ANIM", "anim/werewilba_transform.zip" ), Asset( "ANIM", "anim/ghost_wilba_build.zip" ), }, })) --If youd like to make more skins, simply copy the CreatePrefabSkin function and accordingly make new skins you want! return unpack(prefabs) Congratulations! You've created your prefab skin! And now, it's time to test! Congratulations! You did it! I'll be going over skin portraits and swap_icons right now You may have noticed there's no icon here. Well that's because there's no SWAP_ICON! You will find your swap_icon image in the exported folder of your skin. The image should be around 192x192. Make sure the pivot of the symbol is in the middle in the spriter file! If you for some reason don't have this swap_icon, you'll want to make a new folder named SWAP_ICON, put your 192x192 image. Go to spriter and plop the image down, and make sure the pivot of the symbol is in the middle! Next, open the game up and let the compiler run and badum! You should get something like this once you load into the game. Portraits Once you're done drawing your portrait, you'll want to have your xml and tex as usual You can use the game’s autocompiler to compile your tex and .xml from a .png or use Handsome matts Tools(https://forums.kleientertainment.com/files/file/73-handsome-matts-tools/) to manually decompile the tex. However, you’re probably going to need to change your xml file to this <Atlas><Texture filename="wilba_victorian.tex" /><Elements><Element name="wilba_victorian_oval.tex" u1="0.0009765625" u2="0.9580078125" v1="0.36181640625" v2="0.99951171875" /></Elements></Atlas> If you haven't noticed, the name variable here is going to need a "_oval" at the end of the skin name, so go ahead and put that in if it isn't like that already! Woo! And of course don't forget to declare the big portrait assets in modmain.lua like this. Asset( "IMAGE", "bigportraits/wilba_victorian.tex" ), --Into the Assets table in modmain.lua Asset( "ATLAS", "bigportraits/wilba_victorian.xml" ), And there you have it! That's all! Let's go over some obvious things Am I allowed to create skins for Official Don't Starve Together Characters? No. Am I allowed to create skins for Non DST Don't starve characters such as Walani, Wagstaff, Wheeler, Wilba, Woodlegs and Wilbur? Maybe? I get a lot of mixed answers from people and i'm not too sure on that. Obviously you can see I've been using Wilba as an example this entire time. I'm not going to release these skins without an official clear answer If there's something you don't understand please PLEASE tell me! It's my first tutorial and i'm not sure if I explained everything well. Happy modding!
  7. Most of the players including me wasnt around when dst was in beta, so we dont have the bottomless pit skin. Also in my knowledge theres no way for steam users to get the carved stone torch and stone kiln skins. So i think thoose skins should be able to purchasable with klei poins in the klei rewards page.
  8. I've been thinking of Rankin Bass movies again, and while not too well know, The Year Without a Santa Claus is definitely a classic for my childhood, ignoring the fact I'm Jewish. The Heat and Snow Misers definitely stuck with me, and while thinking up concepts for possible future skins, I got the idea for snowfallen Maxwell being a homage to the Snow Miser! I'm aware my art is a bit saturated for Don't Starve, but I think the concept is pretty neat :].
  9. So i am working in a dupe Mod for dst and i think that i can add more dupe "skins" that's the first option, the second it will be do every character separated and put the same mod but with the other character (very annoying) so if someone know any tutorial or something like that it will be very helpful (my inglish is bad, please don't kill me cx)
  10. Version 1.0.0

    648 downloads

    Now you Can Farm Snake Skins Like a Maniac! Notes: - Now you can Build a Snake Cage. - Will provide 1 Snake Skin every 1 In-Game Day (3 Skins Maximum). - Every Harvest will Decrease the Player's Sanity by 10 Points. -Will Decrease the Player's Sanity when Standing Close to it. Crafting Recipe: 4 Gold Nuggets - 6 Boards - 2 Venom Glands (When Hammered will Drop: 2 Gold Nuggets - 3 Boards - 1 Venom Gland) Steam Workshop Version(Thanks to:InfamousJackson): http://steamcommunity.com/workshop/filedetails/?id=1322621018 Based on: Afro1967's Spider Cage Mod.
  11. Version v3

    409 downloads

    Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1557935632 Lets you queue up items to weave or unravel instead of having to wait each time. Also has an 'Unravel All Duplicates' button as a bonus feature. Note: Some users reported accidentally weaving Wortox more than once by mistake. Just be careful and wait for the queue to finish first. I made this because I didn't like being forced to wait to connect to Klei's servers for every single item that I want to unravel. I've found the current system to be slow and annoying, because I have way better things to do with my time than to stare at my screen. So I made this mod and also included the popularly requested 'Unravel All Duplicates' feature. This mod does not protect your skins from your own stupidity. If you accidentally unravel or weave items that you did not intend to, then that's your own fault. This mod will not do anything you don't tell it to do, so use it at your own risk. You can always enter sq_stop() in the console or close the game to stop the queue if you've made a mistake. There are some optional console commands just for certain purposes. Console commands: sq_stop() Stops the queue. sq_unravel(key) sq_sell(key) Queues key to be unravelled. For example, sq_sell("emoji_egg") will queue your Egg emoticon to be sold for 5 spools. sq_weave(key) sq_buy(key) Queues key to be weaved. For example, sq_buy("profileflair_victorian_pigeon") will queue a Pigeon profile icon to be bought for 15 spools. sq_listqueue() Prints all of the items in the queue to the console. sq_listdupes() Prints a list all of the duplicate items in your inventory to the console. sq_sellalldupes() Sells all of the duplicate items in your inventory.
  12. Is it possible to create a sprite with different arm lower? I want to create character who have only one arm lower cuff on one hand. Wigfrid have this but on two nands. Maybe anyone know how to do this or this impossible? Thank you for helping!
  13. Version 2.0v0

    138 downloads

    *sneezes on you and notices your spear* OwO wha-ha-hatchoo! Steam Workshop
  14. Heya; I've made some... "Art", if it even qualifies as that, of Don't Starve. Almost all of it is/will be pixelated, as that's really how I draw stuff... My coordination isn't quite good enough to make slightly respectable drawings. Anyways, I'm going to primarily be doing Minecraft skins and/or Textures for blocks. Honestly, I don't play it all too much, but I enjoy making textures for it. At the moment, I don't have too many, but I'll go ahead and show them. If you'd like the actual textures for one, just ask me. Anyways, here are a few of the things I've done already. Kinda mediocre, but they're alright.Basic Wilson, lacks the fancy hair or the new shading I'm currently using:Wendy in a Top Hat, because top hats are cool.Wendy in a backpack.That's it for now, but I've got some stuff planned.PLANNED:Otto Von Chesterfield, Esq, Human VersionMaxwell/WaxwellUpdated Wilson.Feel free to leave suggestions. I'm willing to try almost anything "Don't Starve". I also do pixel art, but have just started, so don't expect anything good.
  15. This is extremaly easy to get feathers and meat with only 1 seed. Put it on the ground next to yourself, and just wait with some weapon. Bird will fly in less than 10s, and instantly fly away. But there's enough time to kill it. How about to disable bird's landing next to character?
  16. In new test world generator pig's houses oftenly spawns next to spider nests, so they fighting oftenly. As pig house spawns limited number of pigs, collecting pig's skin is important in order to save pigs population. But when pigs fighting with spiders and dies, spiders or pigs immediately eats dropped pig's skin ignoring ongoing fighting.