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Found 29 results

  1. when ever I attempt to open any mod directory into the uploader whether I choose to update an uploaded mod or upload a new mod to the workshop when I select browse and select folder an error pops up about the compatibility options for modinfo.lua these are all the files this info message pops up every time i click the add button in the mod tools this is the error message edit: (side note: if i try to upload the mod anyways 2 different errors pop up along the publishing process and the mod page will appear blank without any files preview image, and the mod tools will just display the mod in the menu for updating but all the info is completely blank aswell and the mod is set as hidden) I've tried to comment out each single line for the compatibility settings I've tried completely remove all of them I've tried adding all of them I've tried upload mods I did not edit since the last time I updated them using the api I've tried uploading other peoples mods in my mods library I've tried upload mods from before the workshop installation directory was changed in the api I've checked with a friend who installed and uploaded one of my mods (I've tried uploading the same mod) I've ran file validation on the mod tools I've tried reinstalling the mod tools I've tried restating my pc and lastly I've tried manually wiping out the mod tools directory and validating all the files (which reinstalled everything) if you can help me patch whatever this is I would be most grateful
  2. first i use AddClassPostConstruct to work but i don't know which one func is i need it. i targeted the AllRecipes variable in script/recipe.lua AddComponentPostInit("recipe", function(self) if self.inst.IsPrimitiveFellow then local ass = self.AllRecipes for i, v in ipairs(GLOBAL.CRAFTING_FILTERS.ARMOUR.recipes) do ass[v].level = GLOBAL.TECH.NONE end return ass end end) and got err maybe i useing wrong way to use all time so how can i to fix it?
  3. I'm trying to create a mod for changing treeguard/leif chance depending on amount of trees chopped and the best way seems like to edit one of the functions in "evergreens.lua". Don't go hard on me, it's my first time making a mod for don't starve and only experience i got was from modding Isaac, which is very different from this
  4. Hi guys, I recently uploaded a mod to the steam workshop, but before that, the mod was ok, and then too, but today, I tried to create a world with caves and my mod. So I have this error, can anyone help me? It sure is my mod, but I really want to play with the mod. My mod is a character mod, using the extended sample character.
  5. I want to make all plants (evergreens, grass, berrybushes and farmplants) near a non-player entity (ocuvigil) grow when no player is around. Is there any inst.entity:xxx() function to do so? I have tried AddPrefabPostInit to set nearby entities not going sleep: AddPrefabPostInit("sentryward", function(inst) if not GLOBAL.TheWorld.ismastersim then return inst end local function SetActive(inst) local x, y, z = inst.Transform:GetWorldPosition() local producerList = TheSim:FindEntities(x, y, z, 20, nil, nil, { "plant", "wx" }) for k, v in pairs(producerList) do v.entity:SetCanSleep(false) if v.components.growable ~= nil then v.components.growable.growoffscreen = true end end end inst:DoTaskInTime(0, SetActive) if inst.task ~= nil then inst.task:Cancel() inst.task = nil end inst.task = inst:DoPeriodicTask(60, SetActive) end) But it seems not working. I guess it's because the ocuvigil tried to set plants entities not sleeping after they were loaded. And I don't know if AddPrefabPostInitAny could work. AddPrefabPostInitAny(function(inst) local KEEP_WORKING_DIST = 20 local nearby_sentryward = FindEntity(inst, KEEP_WORKING_DIST, function(ent) return ent.prefab == "sentryward" end) if inst:HasTag("plants") and nearby_sentryward ~= nil then inst.entity:SetCanSleep(false) end end) Or is there any other way to do so? Like periodically update the state of these plants entities? Thanks.
  6. Basically I'm trying to port the loading screens to DS, but I'm having problems applying assets. When printing the Assets table, it is possible to see that my asset (Wilson) is registered, but for some reason I still have errors. [Others Assets...] [00:06:00]: ../mods/Nightmaer HUD/modmain.lua(50,1) ATLAS [00:06:00]: ../mods/Nightmaer HUD/modmain.lua(50,1) loading_images/wilson.xml [00:06:00]: ../mods/Nightmaer HUD/modmain.lua(50,1) IMAGE [00:06:00]: ../mods/Nightmaer HUD/modmain.lua(50,1) loading_images/wilson.tex [00:06:00]: LOADING LUA SUCCESS [00:06:00]: WARNING! Invalid resource handle for atlas '../mods/Nightmaer HUD/loading_images/wilson.xml', did you remember to load the asset? The .tex and .xml files are in the folder in question, everything looks correct. Here is the code. I didn't create the Assets variable here because I use it first in another location. local load_backgrounds = {"wilson"} if not Assets then Assets = {} end for _, image in pairs(load_backgrounds) do table.insert( Assets, Asset("ATLAS", "loading_images/" ..image.. ".xml")) table.insert( Assets, Asset("IMAGE", "loading_images/" ..image.. ".tex")) end local Image = require "widgets/image" AddGlobalClassPostConstruct("widgets/loadingwidget", "LoadingWidget", function(self) local random_image = math.random(#load_backgrounds) or 1 local atlas = "loading_images/" ..load_backgrounds[random_image].. ".xml" self.bg = self:AddChild(Image(atlas, load_backgrounds[random_image].. ".tex")) self.bg:SetVRegPoint(_G.ANCHOR_MIDDLE) self.bg:SetHRegPoint(_G.ANCHOR_MIDDLE) self.bg:SetVAnchor(_G.ANCHOR_MIDDLE) self.bg:SetHAnchor(_G.ANCHOR_MIDDLE) self.bg:SetScaleMode(_G.SCALEMODE_FILLSCREEN) end) I made it dynamically to facilitate the registration of multiple load_backgounds. However, I've already tried to do it the traditional way and it didn't work either... Thanks for any help.
  7. I am trying to make it so that my character gains sanity near others. I had done this before and it worked just fine. But now I've tried some codes I found from looking up the website or other mods yet none of them works, some of them even crashes the player's game when I get near them. I checked again and again but there's not any mistakes I do. What's the problem?
  8. Well, i want to make my character have Walter ability, but, i was trying to make it gain a percentage of sanity based on every tree around him, how could i make it? Every tree around my character gives him 1 of sanity per second, but i want to make him gain like, 0,5 sanity per second. Someone could give me a hand? Since now ty guys!
  9. Someone know where i could get the past Wolfgang scripts? I m doing a character with the past idea of Wolf, with the eating mechanic, but as you guys know, they reworked him, so idk how to make it right now. I m new into that modding stuff srry
  10. Well, I have created many topics asking questions since I started making my own character, now it's just as I wanted(except some abilities). And now it's time to create her appearance. Last two days I'm reminded again that art is the last thing I can do, even while looking at others or copying. So I just want to use Wigfrid's Roseate appearance as my character. I've already bought Roseate Wigfrid in-game with spools but I am still unsure if it's legal or not. Also can I change her a little bit? Like making her blush pinkier, her hair a darker color. And how should I do it? Should I copy all Wigfrid files and change her abilities as mine or replace my character's anim folder with hers?(I should also look for guides on how to do the latter.) And lastly, thank you for all the guides, or even your replies on my or other people's questions. They all helped me a lot while I developed my character. I even have wigfrid's exported files from 2019 now lmao! [btw, how can i make my character not be able to jump in wormholes, tho?]
  11. Hi, I just changed just one face in atlas-1.tex (this is my first time editing art in dont starve tgt) and I used textool creator, I did as I read somewhere -I chose DXT5 , 2D and default. I ticked both of the choices. But my game crashes and the log says ''The engine doesn't currently support 3D textures. Did you mean to use a 2D texture?'' Additional info- I used Paint3D for this, I didn't use the recommended editors but Paint 3D supports transparency too, is it the problem or something else?
  12. Hello! I'm trying to make my first ever mod and I've been running into a lot of trouble but finally managed to make him work with his own script and images, but now I got help from a friend to try and give him a custom character item, a locket that when worn restores sanity, and ever since then every time I try to load a world to test his mod I'm stuck in world gen forever. If anyone would be willing to take a look at my log and also mod files to see if they can find what was changed to cause this problem? I'm a real novice to all this coding stuff so I'm floundering a bit. Thank you to whoever takes the time to try! DST_Ley.zip client_log.txt
  13. Hello! I'm new to moding, .lua, and using these forums, so if I do anything incorrectly or get something wrong please feel free to correct that. I'm having trouble with the new script I wrote for my mod character, and despite looking around on the internet have been unable to fix the problem myself. I was hoping someone might be willing to look through it and my error log and tell me what I need to correct? The error it gives me is not one I can find/fix and is about the braces { } at a line were there are none in the original. I put both the script and the log below. Thank you to anyone willing to give it a look over for me! speech_ley.lua server_log.txt
  14. SOLVED I'm making a few changes to Warly's recipes to make them congruent. So far, I've managed to change his attack, absorption and moisture immunity buffs. But the temperature duration seems to work differently, and I have no idea how to change it. "Show me" says both Gazpacho and Dragon Chili Salad still give +40 for 5 minutes instead of the 4 days I want it to last. local TUNING = GLOBAL.TUNING AddPrefabPostInit("frogfishbowl", function(inst) inst.components.edible.healthvalue = 20 inst.components.edible.hungervalue = 37.5 inst.components.edible.sanityvalue = 10 inst.components.perishable.perishtime = 7200 end) AddPrefabPostInit("glowberrymousse", function(inst) inst.components.perishable.perishtime = 7200 end) AddPrefabPostInit("voltgoatjelly", function(inst) inst.components.perishable.perishtime = 7200 end) AddPrefabPostInit("dragonchilisalad", function(inst) inst.components.edible.healthvalue = 3 temperatureduration = 1920 end) AddPrefabPostInit("gazpacho", function(inst) temperatureduration = 1920 end) TUNING.BUFF_ATTACK_DURATION = 300 TUNING.BUFF_PLAYERABSORPTION_DURATION = 300 TUNING.BUFF_MOISTUREIMMUNITY_DURATION = 960 TUNING.BUFF_FOOD_TEMP_DURATION = 1920
  15. I cannot disable any kind of natural sanity drain/gain when at dusk, even if I set the negative dusk drain to zero. I thought that this was tied to the night drain, as I realized sanity would be gained when I had the night drain reversed, so I made code that changes sanity drain change at different times of the day, but it didn't work. I don't know what I am doing wrong, and I need some help with this. Here is that code I used in case if anyone wants to look at it. (I made it into a comment for the time being) --[[ local function SanityDrainThing(inst) if TheWorld.state.isnight or TheWorld.state.iscavenight then inst.components.sanity.night_drain_mult = -1.15 inst.components.sanity.dusk_drain_mult = 0 else inst.components.sanity.night_drain_mult = 0 inst.components.sanity.dusk_drain_mult = 0 end end ]]--
  16. I added an item to the character, a weapon to be specific. The item works fine and did not cause any problems, exactly until the moment when I decided to add it as a component of another weapon. The item does not display an icon as a component, but it does have an icon in the inventory. Also, the item is not displayed as a starting item. I'll attach some of the code from modmain.lua.
  17. 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!!
  18. 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.
  19. 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.
  20. 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.
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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!