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Found 10 results

  1. Sim Constructor is an utility mod, allowing mod makers a wide range of functions while maintaining compability. If a mod uses Sim Constructor everyone who uses that mod needs to have Sim Constructor installed as well. Steam Workshop Version
  2. Version 1.4.1


    These are some super simple tools I made for Don't Starve years ago, recently updated and re-uploaded myself seeing how popular they were. I still believe you should use the official tools for texture creation, but for simply viewing and exploring assets this tool should work great for you. Source code and latest releases are always available on GitHub.
  3. EDIT: nevermind! I figured out what was wrong! A) The reason the krane output was bugged is because some of the textures were used for more than one frame and it didn't realize this so it exported them with weird names and the build didn't reuse anything. I was able to fix this by duplicating some frames in the scml in notepad++. (I ended up duplicating the textures instead later, just for future uses) B) The BUILD animation in the scml has to have only a single frame in order for the anim to not override the normal ingame anim. Once I fixed that it started using the frames properly. (it was also possible to just delete anim.bin from the zip file that was output but having to do that every time I recompiled would be tedious.) Since it doesn't seem like there's any other resources for this problem, I'll be posting a template axe for future modders who have trouble with this once I'm done working on it. ORIGINAL POST: I'm trying to make a custom axe. I followed the "handslot item from scratch" tutorial and it worked pretty well for my spear, but it doesn't explain how to do anything that has more than one frame in its movements. I tried decompiling the axe build into an scml project with krane to look at it, and while it did get the symbols out, the output seemed to be pretty buggy in terms of build data. When I tried copying the data from that (pivot points etc) from that into the custom build to see if it worked, it did animate but they were in the wrong order and not all the frames were showing properly. I haven't been able to find any templates for axes, I'm not personally aware of any mods that add axes with custom graphics, and I've only see one other question about this problem which went unanswered. So basically I'm wondering whether anyone could tell me how to get a custom axe that actually looks right. (I've attached the swap anim so people can look at it. It's using the normal axe frames right now, I wanna get the anim to work before I start making the textures)
  4. IMPORTANT!!! The current Alpha Branch breaks the force seed function in the current OnionPatcher, since I don't know when it will hit the public branch I can't remove the current one. This version is compatible with the Alpha Branch and should be used if you are either on an alpha branch or it hits the public branch. If you are unsure if the current version needs the new OnionPatcher or the current one, try forcing a seed, if the world generation hangs, it needs the new otherwise stay on the current (can be found further down in this post). The new world generation uses 4 seeds (worldseed, layoutseed, terrainseed and noiseseed) whereas the (at the time of writing) current public version uses a single seed for it's world generation. It's a bit messy but I don't want to bloat the code-base with compatibility checks, so please forgive this transition period. What is OnionPatcher? OnionPatcher is a little IL (Intermediate Language) Patcher I wrote during my free-time that enables one to access features that aren't immediately accessible in-game. Remember to check this thread for updates to the patcher as it is in development! It doesn't currently support a lot, and most of the features will probably be obsolet in a near future. Currently you can: Enable Debug Mode (Always On), which allows you to use the Debug-commands, such as super-speed, Deplicant-spawning and turning off the entire HUD (makes for some great screen-dumps). There is a lot more, but unfortunately not all of them works as intended, some WILL crash your game, you have been warned. Every available debug-command can be found under the Control-menu in-game. Enable Free Camera Mode, this will allow you to zoom out quite a bit more and isn't accessible normally. It can flicker sometimes due to fast scrolling but will allow you really get a sense of your accomplishments, capturing all of your work in a single screen. Force World Generation Size - Klei is definitively planning on bringing us a choice in how big we want to make our world, until then, this will suffice. The standard size of the world (in tiles) is 256x384. Note that will REQUIRE you making a new world if you want your new sizes to be applied. A fair warning is that too small or large of a size WILL either crash or soft-lock your computer. I tried 512x512 and it worked well, 1024x1024 allocated 16 GIG of RAM and another additional 16GB of Pagefiles. Use this with moderation, or if you got some of them 64GB RAM builds, go nuts! Minimum size I have personally been successful without crashing the game with as small as 128x128. Force World Generation Seed - Generate the same world over and over, compete against others and see who can survive the longest, try figure out an optimal strategy for a specific world, the possibilities are limited! A seed of -1 will default back to the games random seed. Enable Seed Logging - So you can easily check the seed of that one awesome world you had that one time. Relive the nostalgia over and over again until nothing else matters. The logging information is stored in the games root-folder and is named onionlog.txt. Is it safe to use? Yes and no! Going bananas with OnionPatcher will put strain on the game-engine. Crashing the game might result in save-data loss, so please be careful. When patched, a backup will be stored in the data-folder of OnionPatcher-root directory, if you wish to restore this backup, press the restore button. Here is a TotalVirus scan-result: How do I use it? Download OnionPatch here (or here if you the other doesn't work when forcing a seed) Unzip it Start it up Click the Browse-button, and navigate to your common/OxygenNotIncluded folder and press OK. Press the Patch-button, and if everything went well you will be prompted that it was successful. A backup of the Assembly-CSharp.dll will be made (which can be restored by the Restore-button). At the root-folder of ONI, there is a file called onion.json, open this with a text-editor and change the settings to your liking. DONE Start the game, enjoy your changes! Requirements and Issues .NET 4 and Windows OS (Sorry Linux-fams <3) Ethical This does not use or re-distribute any of Klei or Unity's work, it is all coded by me. If Klei has a issue with this, I will respect that choice and pull it down, if it comes to that, please respect their wishes and do not re-distribute OnionPatch. Thank you! Why is development slow? There are a couple of reasons for this. I'm currently developing this all on my own, which means that the development process is at the mercy of my free time. I'm also doing my masters which involves a lot of studying (unfortunately) so there are stretches of time where I might be able to work on ONI-tools at all, it's not ideal but it is what it is. There is also the fact that patchers have to scan/inject IL which is a very low-level language (think assembly/asm). On my end, editing and modifying the game is quite fast and effortless because I can use C#, but that only works for modifying the assembly directly. I can't distribute the modified assembly, as that is distributing of IP I do not own. This ties heavily in with the Ethics above. Having to package these modifications in a dynamic patcher requires a lot more effort, which is why it's a lot slower.
  5. [DST] ForceLAN

    Version 2.2


    This mod forces Don't Starve Together to run in offline mode. When clicking on the Play button on the mainscreen, no popup is shown and the game goes right into the main menu under offline mode, that is, only being able to see, join and host LAN servers. The is primarily meant as a tool for other modders, wishing to reduce iteration times when mod testing.
  6. Just a note: This is, in now way, shape or form, tehMugwump. Serious forum glitch that says I started this thread, but I dinn't... Hey you starving children! It doesn't seem like there's a big masterpost for cosplay yet so I FEEL THE DESIRE TO START ONE... MAINLY BECAUSE I JUST TOOK SOME PICS OF MY COSPLAY BUT HEY. SO! If you've ever cosplayed from the great canon that is Don't Starve FEEL FREE TO SUBMIT YOUR PHOTOS HERE!! It'd be great to have a gallery of photos here don't you think??? 8) I also think it'd be cool to have discussion on how to make certain props, work in progress pieces, etc! I'd really just love to see this fandom take off and have a few cosplayers at cons to REPRESENT B) holla I've seen a few cosplays out there already and have compiled some photos SO I'LL POST THEM HERE and leave credit where credit is due, of course On that note~ there's mine! BUT PLEASE POST SOME OF YOUR OWN! And ask questions and work on things and be beautiful!!! uvu i may post some work in progress shots of mine later BUT YEAH!!
  7. Uhhh WTF?????

    You are not alone, the remnants or corps of another in the night..... Spooky....
  8. -this message has been removed- Software can be downloaded on
  9. Day 87: Today I embark on the last great expedition. My mission is to uncover the rest of this island to which I am confined, and explore it in its entirety, or find a way to escape. Day 88: I spent the entirety of today traveling through lands already known to me. I spent the night in a bog, of all places, huddled on a little platform of stone in the middle; out of reach from those nasty tentacles which erupt from the ground and try to eviscerate me on occasion. I've been using one of their spikes as a rather effective, if not crude weapon. Speaking of which, today I witnessed a pack of giant spiders fighting one of them. It did not end well for the spiders, but I felt they had sufficiently weakened the creature, so I attacked. As it turns out, I was correct, and I was rewarded with quite a bit of meat and spider silk, both of which have proven useful in multiple applications in my time here. Day 89: This is it. The end of the island. There is no more land now other than what I have scrawled out before me into a map. There is no escape. I have no choice but to return to the small base-camp that I left behind two days ago. In my haste to discover the boundaries of this strange land, I neglected to explore some of the interior areas of my new world. I will go through them on the return trip, which begins tomorrow. For now, I must try to sleep while surrounded by loudly snoring buffalo-like creatures. At least they aren't trying to kill me. Day 90: I found a large graveyard today. Having success in the past, looting the graves of previous inhabitants of the island, I've made a note to return here. For now, I have not the room in my rucksack for all the treasures buried within. I wonder if these are the graves of previous survivors like myself, dropped into this strange and unforgiving landscape. Will one of these graves be my final resting place? Is my tomb to be looted for the benefit of the next survivor? But enough answerless questions. Today I also discovered one of the most magnificent creatures I have seen to date. It appeared to be a sort of bird, with one large bulging eyeball and legs at least two stories high. Not surprisingly, it tried to kill me. But I let it live and managed to evade its gaze. Its nest had a rather large egg in it, and I feel that this creature may be beneficial to my survival if left alive. Strangely, it seems to be the only one of its kind on the entire island. I wonder why there are not more. I've set up camp in the bog again, at the same place I camped on day 88. Day 91: Home. At least what I now know as home. I sit next to a fire, writing in this papyrus diary, surrounded by a small stretch of farmland and the many contraptions I have made to facilitate my survival. The fruits of my efforts in the last three months. I am saddened by my failure to find a means of escape, but I feel strangely at peace. Tomorrow, I suppose, there is nothing left to do but keep surviving. It's all I can do. I suppose there are worse things. [END] In case you are having trouble with the moral of this little story, here it is; My world contains only one tallbird. One. One tallbird, and one tallbird nest. So much for my dreams of a smallbird army. EDIT: I could have swore I was posting this in the art/lore section. Whoops. If someone could move it there, as I can't seem to delete it on my own, that would be great.
  10. Equip teleporter, click on a place on the map you've already been and get teleported there. This tool would really help my playstyle and i'm sure it help out a lot of other people too.