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Don't Starve Together

Found 13 results

  1. Hello, so I got back into DST a few days ago after like 2 years of not playing, and I decided to make a mod right away since it was something I wanted to do even back then but couldn't for various reasons. I've made the art, and I've renamed him and changed his stats. I basically just need to add the perks and I'll be done with the in-game stuff. I made him using esctemplate btw. The perks I wrote are as follows: 1.Goes insane easily. 2.Blood thirsty. 3.Small stomach, but goes hungry much slower. 4.Can heal people with his blood, his own wounds heal faster. 5.Can manipulate darkness. For the 1st one I just set his max sanity low. For the 2nd one I just set the damage multiplier to 5, but I still need to test it for balancing purposes. I start needing help with the 3rd one, because I can set his max hunger low, but I have no idea how to make it deplete more slowly. For the 4th one, I probably need to add a character exclusive item that heals others but requires you to use your own health (wont affect max health though), sort of like the telltale heart but it just heals health instead of reviving people. And for the health regen, I wanted it to go faster but without it depleting more hunger, I don't know if that's possible though. For the 5th one, I was thinking of making a nightmare amulet that never breaks, but again, I don't know how to go about it. Any help is appreciated a whole bunch, thank you!!
  2. Hi guys, thank for coming here! Ok! The thing is: I used a mod that bring Blunderbuss to DST. i want to made it deal 1000 dmg to mob that has tag "animal" so i can one shot them (for Hunting role play :D, only a few mob has tag animal: koalefant, beefalo, volt goat...). In Blunderbuss.lua file, there are lines: Which i think made Blunderbuss remove ammo when fired a shot. I then tried add these line into Blunderbuss.lua file: and this line under local function fn() section of Blunderbuss.lua file: Log-in to the game: First shot on a beeffalo deal base dmg, but not consume the ammo like it should, 2nd shot deal 1000 dmg still not consume ammo and so on... after a couple more shots the game crash. Then i deleted all the code that i added and tried to improvise something like this (add a part of the code into the original "OnAttack"): Log-in to the game: Blunderbuss now function like normal (deal base dmg, consume ammo, like those extra code i added was nothing). Please help if you can!!! Thank for reading.
  3. Hi guys, thank you for coming here!!! Ok, the thing is: i found these lines in tuning.lua file: and a section call CalculateWerenessDrainRate in the woodie.lua file, which i think affect the wereness drain rate (some will say it's written in the name, for god's sake). I don't want to mess with that section, it's too many thing going in there. And just tuning these line is good enough to get the job done, i guess. Because i know next to nothing about modding, for that i don't know which one (of the 2 lines for each form) is being use when the wereform performing certain actions (gnawing for Werebeaver, fighting for Weremoose, running for Weregoose). Why i want to know?! Because i want to decrease the drain rate when performing certain actions (so i can stay in that form longer) and also increase the drain rate when not (so i can transform back to woodie faster when i accidentally got transform, like when full moon caught me by surprise). And the question is: Which one (MULTIPLIER2 or MULTIPLIER1) is being used to decrease the drain rate when the wereform performing certain actions?! Thank you for reading. Have a good day.
  4. I'm trying to check if is player first spawn for do some things for Client and server. I already can do for Server, but I don't know how to do this for client. I think that when the function is executed by the server, it will not be executed by the client. When Cliente_Side is outslide OnNewSpawn function, is executed every time a player join server. English is not my main language so may have translation erros. My code looks like: local OnPlayerSpawn = function(player) player.prev_OnNewSpawn = player.OnNewSpawn player.OnNewSpawn = function() if SERVER_SIDE then --do Things in server_side end if CLIENT_SIDE then --do Things in client_side end if player.prev_OnNewSpawn ~= nil then player:prev_OnNewSpawn() player.prev_OnNewSpawn = nil end end end local function OnPlayerPostInit(player) OnPlayerSpawn(player) end AddPlayerPostInit(OnPlayerPostInit) This must be something simple, but I'm missing it.
  5. I am making a character mod, and what I basically wanted was a character that can grow plants at their feet like wormwood/fuelweaver and leave trails constantly. I have no idea how to achieve this.. Help would be greatly appreciated
  6. Ok so i wanted to make my character to have a negative sanity aura and it kinda works? except my character also gets negative sanity which i don't really want Also i wanted that if i wear a garland sanity aura will be equal zero but my character gets negative sanity Here is my sanity aura code inst:DoPeriodicTask(60.0, function(inst) if inst.components.sanity and inst:HasTag("playerghost") then return end local x,y,z = inst.Transform:GetWorldPosition() local players = TheSim:FindEntities(x, y, z, 5, {"player"}, {"playerghost", "INLIMBO"}, nil) for _,v in ipairs(players) do if v.components.sanity then v.components.sanity:DoDelta(-1) end end end) I just started making my character and I'm not really good at LUA coding so sorry if i look dumb
  7. So recently I decided to try to make my friend a character for Don't starve together, and it was working fine until I renamed the esctemplate. Now when you hover above the character icon it instacrashes..I asked a friend and he suggested redoing it with a longer name, but somehow that didn't change the crashing result.. Here is the whole mod, made using Extended Sample Character Template by Dragon Wolf Leo AniV2.zip
  8. Hello, Ive been trying to add a chance for a fruit to drop from lumpy evergreen First attempt: which works for mobs, but apparently not for trees. So I tried this... Which is based on some code provided to me by @DarkXero some time ago... so I was making guesses at how to change it for my needs. And apparently guessed wrong, Nothing appears to crash the mod, but the guavacado fruit also never drops when the tree is cut down. Thanks in advance for the advice
  9. I would like a character of mine to be able to sleep during the day, dusk, night and in caves. If it would be easier to make a custom sleeping item, that would be good too. But it would be preferable for it to work with every bed. I looked through other mods that had similar abilities, but they led to dead ends that I couldn't figure out. Thank you for any help!
  10. For the character I'm making (this is the last request, I swear!), to offset the speed bonus around trees, maybe being unaffected by the speed boost of roads (or maybe half the bonus?) would balance them out nicely. I found some variables like "self.fasteronroad" in components\locomotor.lua, but other than that I couldn't find a lot relating to the speed bonus. Any help will be greatly appreciated!
  11. For a custom character I am making, I want to be able to sneak around enemies or be able to get closer to a mob without it knowing I'm there. For example, I could get closer to a rabbit before it notices me and runs back to its home, or I can get closer to a bird before it flies off. I'm aware of the "scarytoprey" and "notarget" tags, but they basically remove detection altogether. Any help would be greatly appreciated!
  12. I'm currently having a problem with my code within the modmain of a custom character I was creating and I was able to isolate it down to this line here: if v.components.age:GetAgeInDays() % daysRequired = 0 then What I'm trying to accomplish is a simple RNG item giver to a specific character, but only when their time alive in the world fully divides (nothing in the decimal places) into the required day count (determined by the config data of 'gem_generation'). However, when it comes to running the code below, I always receive the same results from the game. For the line I isolated above, it always crashes saying that "then is expected near =" for said line. I'd appreciate any assistance in finding out the issue as well as how to solve it. The full code: if GetModConfigData('gem_generation') > 0 then local function GiveGems() for i,v in ipairs(AllPlayers) do local daysRequired = tonumber(GetModConfigData('gem_generation')) local playerAge = tonumber(v.components.age:GetAgeInDays()) -- If the player is example, has more than 0 health (isn't dead) and the age of the player meets the generation requirements if (v:HasTag("example")) and (v.components.health.currenthealth > 0) and (playerAge > 1) and not v:HasTag("playerghost") then if v.components.age:GetAgeInDays() % daysRequired = 0 then --Gives the player a random gem local RNG = math.random(1,36) if RNG < 7 then v.components.inventory:GiveItem("redgem") elseif RNG >= 7 and RNG < 13 then v.components.inventory:GiveItem("orangegem") elseif RNG >= 13 and RNG < 19 then v.components.inventory:GiveItem("yellowgem") elseif RNG >= 19 and RNG < 25 then v.components.inventory:GiveItem("greengem") elseif RNG >= 25 and RNG < 31 then v.components.inventory:GiveItem("bluegem") else v.components.inventory:GiveItem("purplegem") end end end end end -- Runs GiveGems local function OnDayComplete(inst,day) GiveGems() end -- Runs GiveGems at the start of a new day AddWorldPostInit(function(w) w:WatchWorldState("cycles", OnDayComplete) end) end
  13. So, I'm trying to have a character refuse when ordered to cook a rabbit by the player. I don't just want to remove the option of cooking. I want something else being done than usual instead. I would also like to do this in regards of "murdering" and attacking rabbits, when this function does what is intended. So far, I can make the cooking action fail. No cooked morsel is given to the player. The character says the line which is stored in Actionfail,Cook,Generic though instead of the bunny-related message. Also, right now the bunny is not returned into the inventory. It is deleted from the game and I'm not sure how to return it. The code is located in modmain.lua old_cook_fn = GLOBAL.ACTIONS.COOK.fn function GLOBAL.ACTIONS.COOK.fn(act) print (act.doer) print (act.doer.prefab) if (act.doer ~= nil and act.doer.prefab == "jessica") then -- do either return false if the action should fail, or return old_cook_fn(act) if the target can be cooked local ingredient = act.doer.components.inventory:RemoveItem(act.invobject) print (ingredient.prefab) if ingredient.prefab == "rabbit" then --this part of the code is reached, tested with prints into the console act.doer.components.talker:Say("No, I'm not going to cook it.") --the above line doesnt appear (maybe its overwritten too fast?) and instead ACTIONFAIL,COOK,GENERIC is displayed. --neither of both lines appears in the client chatlog. --act.doer.components.talker:Say(GetString(act.doer, "ANNOUNCE_NOCOOKRABBIT")) --the above line crashes :( --regards GetString as undefined Global variable --there has been added an entry for ANNOUNCE_NOCOOKRABBIT in the character-specific speech files! --then either return rabbit to inventory or "cursor" or release it somewhere near the fire, because otherwise it just 'vanished'. --what would be the correct code for a return into the inventory or freeing the bunny without accidentally having it die in the fire? else return old_cook_fn(act) end else return old_cook_fn(act) end end