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  1. I have seen a lot of people which are still new to modding having troubles with the basic character perks, therefore I decided to create a simple tutorial showing you how to create some basic perks for your character. So if you're having trouble and are working on a mod for DS, RoG, or SW (or... all) then hopefully this could help you out at least a little bit! I know that I'm not the best modder out there, and that there can be few different ways to achieve some of these things in this tutorial, but I'm gonna focus mainly on the ways that I learned how to do them. ---------------------------------------------------------------------------------------------------------------- IMPORTANT DST mods differ in their codding from the DS, RoG, and SW. So sadly this tutorial might not help you if you're working on a DST mod. ---------------------------------------------------------------------------------------------------------------- So most of you probably are already using a basic character template, which provides you with a basic modmain.lua file, same as a starter character prefab file which already has the basic list of assets, and character stats for you to manipulate. But just in case you don't have them, then here's where you can get them: Extended Sample Character << Click In this tutorial I'll show you how to: - Set/Change your characters Health, Sanity, and hunger. - Increase/Decrease/Turn off night and dusk sanity drain or reverse it. - Increase/Decrease/Turn off moisture sanity drain or reverse it. - Set a HP/Sanity/Hunger regen/damage over time. - Set a HP/Sanity/Hunger regen/damage during specified time of the day. - Set a HP/Sanity/Hunger regen/damage during specified season. - Set a HP/Sanity/Hunger regen/damage from rain or while being in caves. - Set a health/sanity/hunger regern/damage from temperature. - Set a health/sanity/hunger regern/damage from moisture. - Set a sanity/health/hunger loss/gain from attacking creatures. - Set a sanity/health/hunger loss/gain from killing creatures. - Set a Sanity regern/damage by equipping an item. - Erase/Increase/Decrease an existing sanity regen/damage on an item. - Add a sanity aura heal/damage to an item/creature. -------------------------- - Change your character's basic defense/attack power/speed. - Change defense/power/speed based on the time of the day. - Change defense/power/speed based on season. - Change defense/power/speed based on rain or caves. - Change defense/power/speed based on temperature. - Change defense/power/speed based on moisture. -------------------------- - Set your character's heat and cold resistance. - Increase/Decrease the HP damage when freezing/overheating. - Make your character fragile/resistant/immune to heat/cold. - Make your character immune to fire. - Turn your character into a monster or make it "not scary to prey". - Make the spiders/merm ignore your character (if unbothered). -------------------------- - Set/Change what your character can/can't eat. - Change the amount of sanity/health/hunger that a specified food gives. - Create a custom food type/group for your character. - Make an non-eatable item eatable to your character. --------------------------- - Give your character starting inventory items. - Make your character always start with a certain custom item (even in adventure mode). - Give your character a night vision/glow. - Unlock recipes for your character. - Change existing recipes. - Give your character custom recipes for existing items. - Remove the sanity gain/loss from picking flowers. - Mute your character. - Make your character unable to trigger spiders when walking on their webs. (All of the sections are in the same order as in the list above) BTW, I know that you'll see me repeat the same things many times in this tutorial, but that's just because I made it for people to be able to head right away to the section that they care to learn, without needing to read the whole thing. So I'm sorry if you'll find that annoying. Anyways, let's start! ========================================================================= Health / Sanity / Hunger ========================================================================= --=====BASIC=====-- -- Set/Change the character's basic stats -- -- Increase/Decrease/Turn off night & dusk sanity drain or reverse it -- -- Increase/Decrease/Turn off moisture sanity drain or reverse it -- --=====REGEN/DAMAGE BASED ON TIME OR SEASON=====-- -- Set a HP/Sanity/Hunger regen/damage over time -- -- Set a HP/Sanity/Hunger regen/damage during specified time of the day -- -- Set a HP/Sanity/Hunger regen/damage during specified season -- --=====REGEN/DAMAGE BASED ON LOCATION OR RAIN=====-- -- Set a HP/Sanity/Hunger regen/damage from rain or while being in caves -- --=====REGEN/DAMAGE BASED ON TEMPERATURE OR MOISTURE=====-- -- Set a health/sanity/hunger regern/damage from temperature -- -- Set a health/sanity/hunger regern/damage from moisture -- --=====REGEN/DAMAGE BASED ON KILL OR ATTACK=====-- -- Set a sanity/health/hunger loss/gain from attacking creatures -- -- Set a sanity/health/hunger loss/gain from killing creatures -- --=====REGEN/DAMAGE BASED ON ITEMS OR CREATURES=====-- -- Set a sanity regern/damage by equipping an item -- -- Erase/Increase/Decrease an existing sanity regen/damage on an item -- -- Add a sanity aura heal/damage to an item/creature -- ========================================================================= Defense / Attack power / Speed ========================================================================= --=====BASIC=====-- -- Change your character's basic defense/attack power/speed -- --=====INCREASE/DECREASE BASED ON TIME OR SEASON=====-- -- Change defense/power/speed based on the time of the day -- -- Change defense/power/speed based on season -- --=====INCREASE/DECREASE BASED ON LOCATION OR RAIN=====-- -- Change defense/power/speed based on rain or caves -- --=====INCREASE/DECREASE BASED ON TEMPERATURE OR MOISTURE=====-- -- Change defense/power/speed based on temperature -- -- Change defense/power/speed based on moisture -- ========================================================================= Sensibility / Numbness / Characteristics ========================================================================= --=====BASIC=====-- -- Set your character's heat and cold resistance -- -- Increase/Decrease the HP damage when freezing/overheating -- --=====FRAGILE / IMMUNE=====-- -- Make your character fragile/resistant/immune to heat/cold -- -- Make your character immune to fire -- -- Turn your character into a monster or make it "not scary to prey" -- -- Make the spiders/merm ignore your character (if unbothered) -- ========================================================================= Food ========================================================================= --=====BASIC=====-- -- Set/Change what your character can/can't eat -- -- Change the amount of sanity/health/hunger that a specified food gives -- --=====CUSTOM=====-- -- Create a custom food type/group for your character -- -- Make an non-eatable item eatable to your character -- ========================================================================= Starter inventory / Night vision / Recipes / Other ========================================================================= --=====ITEMS=====-- -- Give your character starting inventory items -- -- Make your character always start with a certain custom item (even in adventure mode) -- --=====CHARACTER=====-- -- Give your character a night vision/glow -- --=====RECIPES=====-- -- Unlock recipes for your character -- -- Change existing recipes -- --=====CUSTOM=====-- -- Give your character custom recipes for existing items -- --=====OTHER=====-- -- Remove the sanity gain/loss from picking flowers -- -- Mute your character -- -- Make your character unable to trigger spiders when walking on their webs -- ========================================================================= And that would be the end of this tutorial. It took me 5 days to compose all this, so I really hope that at least some of you might find it helpful. However, if any of this parts/sections confused you, then please feel free to ask me whatever it is that you didn't understand, and I'll try to explain it differently to hopefully help you out. Also: Please, do not ask any questions that have nothing to do with this tutorial (nor anything it shows) in here. (Just trying to avoid unnecessary mess) ^^;
  2. Hello everyone. I know there are some tutorials that cover this topic, but in my opinion it might seem to be too hard to follow by fresh members of this amazing forum. In fact I have learnt a lot from those ancient manuscripts, so don't get me wrong. I will try to explain you how to create custom crafting tab and custom items (on head, body, hand slots). Template is ready to download in attachment section. I think you will spot differences between original ESCTemplate and my version with items, so it's self explanatory. I have described some stuff inside .lua files, but if something will cause you trouble just let me know in the comments and I will explain it further. I have used already existing armor and hat graphisc, because I am too lazy, but you can do whatever you want. In order to decompile anim from game you can use ktools: ktools: Cross-platform modding tools for Don't Starve 4.4.0 and if you don't understand it yet, check this out: [TUTORIAL] How to use Krane from Ktools Sources Work of the Old Masters -------------------------------- [Tutorial] Using Extended Sample Character Template [Tutorial] Creating a "handslot-equippable-item" from scratch Hat Example 1.0 I hope you will find it useful my dear Newcomers. Of course I forgot to attach template. There you go. Custom items and item tab [tutorial].rar What to do if your game doesn't crash but your custom item is invisible? 1. Make sure that you placed location of .zip file (inside of anim folder) under local assets={} function. 2. Make sure that you saved Spriter project (.scml) as [name_of_your_custom_item].scml and marked .scml file format.
  3. 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 } PREFAB_SKINS["wilba"] = {"wilba_none", "wilba_victorian"} --[[ --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/" ), --Self-explanatory, these are the assets your character is using! Asset( "ANIM", "anim/" ), Asset( "ANIM", "anim/" ), Asset( "ANIM", "anim/" ), }, })) 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/" ), Asset( "ANIM", "anim/" ), Asset( "ANIM", "anim/" ), Asset( "ANIM", "anim/" ), }, })) --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( 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!
  4. Hello, modders and skin fanatics alike! After a very long time working on it, I'm happy to announce a brand new mod API that allows one to create their very own skins for their modded characters and items! You can find the mod on the Steam Workshop here: WARNING: This mod is only to be used to create skins for modded characters/items. Klei strongly forbids the use of modders creating skins for any official character/item. If any mod is found using code from this mod in order to skin official characters/items it will be reported on sight. How To Use: Very special thanks to: @Kzisor who's Additional Dressware mod inspired the creation of this mod! @Dudedude who helped out with the assets. @PeterA who walked me through a lot of the Dos and Don'ts so that I wasn't stepping over any lines! @Blueberrys who made the Persistant Data module that helped make this possible. Can be found here: For anyone wanting to skin their modded characters here are the skin portrait backgrounds! Some frequently asked questions: (If you have any more questions post them down below! I'll reply as soon as I can!) Can I skin Wilson or any other official character? No, Peter has told me to make sure that everybody is very aware that this is off limits... We've been given a gift so let's not squander it! How do I use it? The tutorial is up above! It has all the usable functions inside and how to use them! Please don't rip the code and put it in your mod through... Make sure that when you upload your mod you add this mod as a required item. (It is set up this way so that the same code doesn't run multiple times if someone has multiple mods that have skins!) What is an API? An API (Application Programming Interface) is a set of functions which allows you to use advanced techniques without having to write your own code or copy/paste the code in your mod... In order to use this API you must add this mod as a requirement on your mods workshop page. Can I make clothing? No, that is off limits. (and it'd also require a lot of extra code that is not supplied within the mod...) I found a mod that skins official items/characters! What should I do? If it is not the playable pets mod (They technically have the go-ahead to skin the playable mobs) then please immediately report it! We don't want to force Klei's hand and have Modded Skins shut down. What if I made a rip-off character of one of the official characters and skinned that? Still off limits because it is still Klei's character. (even after you change one letter in the name) So this is also prohibited and must be reported if anyone is found doing this! Can this be used to give myself official skins? At the moment I'm more than certain that this is impossible... However, if a way is found to do this using my mod then it's more a fault of Klei's (for leaving a hole in skin restrictions) and not mine because all I did was some UI hacking. What mods are currently using this to make skins? Check out @Chris1488's Modded Skins thread! He's going to try his best to stay on top of what mods get skins and he'll be updating his thread whenever he possibly can! Is mayonnaise an instrument? I'm... not entirely sure? I guess you could make a song using only sounds made by a tub of mayonnaise... But then again you could technically do that with almost everything! So I propose a counter-question. Does that mean that everything is an instrument?
  5. So you want to implement a voice for your character mod or import sounds for your items? Then let’s get started, this tutorial was created on the bases of the old tutorial back in 2013 but with don’t starve together coming around it wasn’t really updated to say the least. So this guide will more or less will be an update compared to the previous guide and hopefully be re-edited when an update gives us something new. Before we start a few tools are needed to follow this guide: What’s needed: · Don’t starve mod tools in steam (for FMOD Designer) · Notepad++ or some other coding api · Audacity (for this tutorial, you can use FMOD studio or some other audio editing program but it’s your job to know how to use it) · VLC media player (a converter from non mp3 to mp3 for audacity) · Some experience with dealing with sound files (mainly editing). · Highly recommended to view the getting stared: guides, tutorials and examples. Especially if you’re new to modding as this guide will require basic coding knowledge and patience. · Your own sound files for voice implementation/item sounds. Universally mp3 is used which is fine just one more conversion. · A sort of tool box from the last bullet in links. · Moderate modding experience for sounds on items as you’ll need to make decisions and this is where the files act more like a toolbox. Links: · · · · · Where it originated from: · Important numbers (all values come from wilson’s voice files): · A character’s talk voice will last on average 2 seconds, max 2.5 seconds. I don’t know how to extend the duration just saying it now. Recommended amount 7 sound files. · Emote voice averages 1.4 second. Recommended amount 1 sound file. · A yawn average 1 second. Recommended amount 1 sound file. · A hurt sound .5 second. Recommended amount 3 sound files. · A ghost sound 1 second average, 1.5 seconds max. Recommended amount 7 sound files. · A death voice 1.75 seconds. Recommended amount 1 sound file. · A pose 1.8 seconds. Recommended amount 1 sound file. A carol 13 seconds. Recommended amount 1 sound file. · A eye rub (also called sleepy emote) 0.78 seconds. Recommended amount 1 sound file. · For a items it’s about 45 seconds max. Video: Character voice (if you have trouble know what to click refer to the pictures, green boxes = point of interest, yellow boxes = important sections): 1. Open the modmain and the first 22 lines should have all the lines of code for your character mod’s voice just replace all “characterprefab” with well your character’s name. If you’re doing ds only voice mod you can ignore lines 15-19 unless you plan to make it both don’t starve together and don’t starve compatible in the future. 2. Next open the characterprefab file under scripts-prefabs there will be only be a single line to put into your character lua file. Line 4 is for dst, while line 12 is for ds but the note above should be taken into consideration. 3. Alright disclaimer I don’t make custom music so you should have your own source of sounds to implement, most of my voices come from songs from the games I adapt my mods from. That out of the way open up audacity and vlc media player while you’re at it. If you already have your mp3’s ready go down to the next step, or if you have your .wav go to step 5. If you drag your sound file into audacity and get a window pop up then there’s a chance your file won’t come out as good as it should, then that’s why we have vlc media player open. Go to media-convert/save…-file-add…- and find your sound file in your computer. Select convert/save (not the drop down arrow) and a new window will open. Select the drop down arrow next to profile and find audio – MP3, next click browse to put your mp3 sound file, preferably a folder you won’t delete later and rename it to your meaningful name like character_talk1 and such (the name won’t matter). Then click start, if you have more files to convert this will become repetitive real quick as you don’t get all files you added converted in one go. So go back to the window where you add files, remove the top file you converted and keep going till you have all your mp3s set. 4. Note: I’m not much of a sound/signals kind of guy so the next part will only mention bare bones basic options. Now with audacity drag your mp3 onto the grey area and two wavelengths will appear. Here you can edit your sound files by shrinking them, increase the gain by some # dB (units: decibels comes from signals classes), and importantly convert mp3 to wav files (seriously? More conversions?). Go down to “Basics and Tips for audacity” and read up on your controls and along that read up on “Important numbers”. If you’re a music/signals kind of person you can use the effect on your menu bar and use fade out on your last milliseconds (by holding click and highlighting the wavelength) of your sounds to avoid the sudden silence at the end of your character’s speech. For beginners you can do an alternative fade out in the next step when I mention optional. When you think you get the right sounds with the right length go to file-export-export as wav- go to where you put all your sound files and save. 5. Let’s open up the characterprefab.fdp in the sound folder with fmod designer and check a few things. You can find fmod designer with directory: C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\FMOD_Designer once you get there use the application: fmod_designer (I’m saying this cause window 8 and above usually don’t know how to open applications any more, what happen to window 7 knowing what application was right for the job???). Alright once open you should go to events and from there open characters-characterprefab if it isn’t open, and click on the events (hurt,death_voice, etc) and go one by one to check for the following settings in the property-value table that’s on the far right hand side. Mode: 3d, 3D Rolloff: Linear, 3D Max Distance: 50. What does this do? We’ll it’s a common error in most mods that you can hear the character’s voice all throughout the world when they speak, with these options it’ll limit it to the maximum zoom out for your in-game camera. Optional (Recommended for beginners): set Fade out time: 150 to match the original’s character’s voice fading when their done speaking. Also it doesn’t sound good when your character’s voice goes dead silence in less than 0 seconds (or sounds that way). 6. After you check that property-value table then let’s start renaming the characterprefab with your character’s name. Click characterprefab, from there look at the property-value table on the right hand side and there should be the option: name, user properties, notes. On name replace characterprefab with your character’s name. Alright once that’s done we got another characterprefab to rename, go to the banks and on the left hand side click characterprefab and look at the far right where the property-value table comes up again. Go to name and rename it to your character’s name, no other options shouldn’t need to be edited unless you know what you’re doing. 7. Once that’s done I’ll say it now: IMPORTANT: Where you keep your sound files is where fmod designer will go to when you build the files, so places all the sound files in one place preferably somewhere you won’t mind them staying and won’t delete them. If you decide to re-edit the files in the future or the files didn’t come out the way to wanted and you delete them/move them, then you’ll have to either: put back the sound files where they were or redo the next step so cluttered desktops beware! 8. Go back to events and click on an event (hurt, yawn, pose, talk_LP, etc), in the center of the window there will be a box titled playlist with rand and sound subtitles there you’ll drag your respective sound files into there. Like your three hurt sounds inside hurt, your seven talk sounds inside talk_LP, and so forth. Optional: You’re free to right click a wav sound and set percentage, to give the chance that sound will play, plus use lock percentage if needed but unlock them when you’re done. Once you filled the events with your wav files (if you used mp3 or another format the game won’t recognize it) press control+B and select the bank with your character’s name on it (aka check the checkbox) and click build and rebuild. If it fails there’s a chance you put a non-wav format file or a wav file is missing. Otherwise if successful it’ll say build took *some sort of time, probably less than a few seconds*. After that’s done keep your fdp file around in case you mess up or need to do re-editing, otherwise cut the fev and fsb files in the sound folder and put it into your mod. You should create a folder named sound in the main directory of your mod and put the fev and fsb files in there. After that that’s all the mod needs and test it out. 9. If you don’t like the way they came out delete the bak file(if it exists), fev, and fsb and re-edit the sound file in audacity and redo step 8 till you’re happy with the way your character sounds. Items sounds (refer to the pictures above if your lost, yellow boxes = important sections, green boxes = points of interest): Note this section is meant for experienced modders as I briefly cover things that weren’t done in the character voice section. If you know how to put a voice for a character then this section is mainly the same and you’ll use the files like a tool box and use some of the lines you need and don’t use the ones you don’t need (like a restaurant menu, “omg there’s a lot of food!” waiter: “yeah just get the things you want, you don’t have to order it all”). If you want to start here just skim through steps 5 through 8 to get some idea of fmod designer otherwise I’ll briefly summarize. 1. Let’s go to sounds-structureprefab.fdp, this file can be molded into whatever you like (weapon sounds, food sounds, armor sounds etc.) but lets go through some small details. Go to events, expand the folder named structure (if it isn’t expanded already) and click event1, under the playback options (next to playlist) the repeating loop has been selected to repeat a single sound indefinitely. You can select oneshot for it to play only once, scrolling down to the very bottom allows you to play the playlist at random, sequential (one after the other) or shuffle, you can also click allow repetition if you desire. Next look at the far right where it has the property-value table and see the following: mode:3d, 3D Rolloff: linear, 3D max distance: 50, and fade out time: 0. The first 2 mention is just setup, the max distance is your main focus, at 50 is about the radius that sound can be heard which is about how far you can zoom out your camera in-game. You can change it to your desired range, the fade out time is the time your sound starts to fade out (again doesn’t sound good when your item goes dead silent in 0 seconds), but if you’re doing repeating loop it probably won’t be needed just pointing it out. The other events are set to oneshot, but if you need more than 3 events then go to the structure folder on your left hand side, right click the folder and click add simple event and give it a name (don’t worry about the template option) once that happens redo the property on that event (mode,3D rolloff, etc.) and set it up to the previously mentioned or your sound will be heard worldwide in the game. 2. Go to banks and select the folder structureprefab, there the property-value table will pop up again change the name as you wish. Notice in the center is where your filename (assuming you put it into the events playlist) with the directory of where it’s getting the sound file from, this should be noted if you comeback to re-edit it or make a mistake. The fmod designer will look at the same place to build the files and if you miss place it… well another headache will approach. So keep the folder somewhere it won’t bother you and you won’t mind it being there. 3. Now then if your not working on structures, then go back to events and click the structure folder and change the name under the value table to whatever you like (if you haven’t already done it). Same goes for the events click it go to the property and value table and rename it. Go to the banks and click the folder and rename it. After that’s done go to the menu bar click file-save project as and rename your fdp file to whatever you’re working with. Save and click control+B, the build project will pop up and your renamed bank should be there and click the check box. The click build and rebuild and your done with fmod designer. 4. Back to the file directory click on modmain, all you need is the assets on the bottom rename the structureprefab to your fsb and fev files (it should be the same as your fdp). And that’s all you need for your modmain, no remaping or extra code just cut it and put it to you modmain in your mod. 5. Now go to scripts-prefabs and open up the prefab you’re working with, is it a armor? A structure? Or a weapon? Well open the one you need and there is your restaurant menu with few default sounds used commonly in those files. Its recommended to read the weaponprefab for one of the notes, otherwise notes have been added to tell more or less what it is. And that’s it for the most part. Basics and Tips for audacity: 1. Your play back options and a record option if you have a microphone (it’s not needed for this guide just letting you know) 2. Your play back level or volume, all you need to know is that you want to avoid getting high levels of volume indicated by the color system (green for acceptable, yellow for warning, and red for high feedback). So it’s recommended to stay in the green instead of blowing out your ears or more importantly other people's ears out at red. 3. A quick menu for cut, copy, paste, trim audio, silence audio, undo and redo. For trim audio your pretty much cutting off the highlighted part (refer to 7) of the sound file out and keeping only that highlighted part. For silence audio is to well silence the highlighted audio, pretty self-explanatory. 4. Your zoom in, zoom out, fit selection, fit project in window, play at speed and playback speed. Fit selection zooms in to the highlighted section (7), and fit in project in window pretty much zoom out to fit the entire sound file. 5. Raise the gain or volume of the sound file, scrolling to the left lowers the volume of the entire sound file and right does the opposite (again don’t blow up your ears). The R and L just shifts the volume to the left speaker and right speaker just like in your car radio settings. 6. It’s a quick play section in which the name speaks for itself. 7. The highlighted section is done by clicking and holding down right click on the wavelength to edit it by using the commands at 3, 4 and referenced at 8. Since you’ll be trying to match the numbers mentioned near the top the start and end of selection but you can change it by pressing the drop down arrow and using start and length of selection to save you some math work. The audio position isn’t too important just where the marker will start to play not much to say. 8. The start time and end time of the highlighted (7) wavelength by default. You can edit by clicking the number place (ones, tens, hundredths, etc.) and typing it in. The drop down gives a variety of options but for the most part start and length of selection will be your go to option. 9. This is a bit advanced for basic needs just match around 44100 hertz (if it isn’t there) to avoid some problems down the road. (I haven’t tried lower or higher that much but using default isn’t a bad idea). · Tip editing (8) the start time will affect the end time making it annoying if you’re trying to move up the wavelength · Pressing file-new is a good way to paste wavelengths that were copyed/cut but beware after constantly using file it’ll crash later down the road. · The quick play (6) will play automatically, just a head up. · Effect on the menu bar has a variety of options in modifying your sound file, the fade out is a option that can be used multiple times to make sounds gradually go to silence vs dead silence right away. Otherwise the other options are bit too advance for me to speak of. · When saving a edit metadata tags window will pop up for the most part it’s not very important and doesn’t require any options to be edited. Just a fancy way of organizing in short, press ok is all you need. · Rebuilding creates a fev file so if you're wondering where it is, you forgot to rebuild. If there’s any mistakes or steps I missed comment below and I’ll make the necessary changes. Changes to the thread may/will be made especially that DST is still developing and chances are more character sounds will be implemented.
  6. Hello everyone, hope you're doing great. This is my first time posting in these forums, and what better way than to post a little tutorial of mine. So I've had this idea for a while now, while fighting Pugalisk I noticed that he destroyed the area I was fighting him in, what if that area was full of trees then ? that's when it hit me, I can make a tree farm this way, and it turned out to be so much better than the old Old Bell method everyone is using. so I made a video on how I did it so I hope you enjoy it: for the thumbnail I used fellow user Altari's Pugalisk artwork. Hope you don't mind, if you do tell me and I'll remove it.
  7. Getting Started: Guides, Tutorials and Examples So you want to create a mod for Don't Starve. That's awesome! Hopefully this collection of guides, tutorials and examples will help you on your quest. Just remember that modding is all about getting your hands dirty. Oftentimes you will have to figure out things for yourself. So dive in, give it a go and when get stuck, the forums are your friend. But most of all, make sure to have fun and please share your creations with the rest of us! Getting Started: How To: Install and Use Mods by CheerioBefore you Begin! by tehMugwumpModding Etiquettte by JanHTroubleshooting by tehMugwumpMod API Updates: API 6 and Post-Reign of Giants Modding (including new important pieces of modinfo.lua) by SethRArt:Using Extended Sample Character Template by DleowolfThe Artist's Guide To Character/item Modding by TheDanaAddamsA Simple Guide to Spriter by TheDanaAddamsDana's Tips for Mod Art by TheDanaAddamsA No-Talent-Hack's Guide to Art by NycidianOfficial Spriter Tutorials by BrashMonkeySpriter Source Assets by CheerioSpriter Example: Equippable Item by CheerioSpriter Example: Hat by CheerioCreating a "Handslot-Equippable-Item" from Scratch by MalacathMinimap Icon Sample by MalacathMaking a Custom Set Piece by JackSlenderEasy Character Art Tutorial by Cheerio2D Animation at Klei by Jeff Agala and Aaron BouthillierCreatures:Creature Mod Tutorial 1 - Creating a Mod by CheerioCreature Mod Tutorial 2 - Spawning a Creature by CheerioCreature Mod Tutorial 3 - Importing Animation by CheerioCreature Mod Tutorial 4 - Locomotion by CheerioCreature Mod Tutorial 5 - Stategraphs by CheerioCreature Mod Tutorial 6 - Brains by CheerioCreature Mod Tutorial 7 - Importing Sound by CheerioCreature Mod Tutorial 8 - World Spawning by CheerioScripting:Intro to Programming by Khan AcademyWots the Diff?? Prefabs, Components, Stategraphs, and Brains by IpsquiggleAPI Examples by IpsquiggleSample Mods by IpsquiggleScripting with Sublime by CheerioTips for Scripts by CheerioProfiling by CheerioEngine Architecture by KevinExample: Follow the Leader by CheerioCode Tips and Tricks by squeekSharing your Mod:Steam Workshop Uploader by IpsquigglePosting and Downloading Mods by moistedparanoiaSound:Sound Mod Tutorial by Cheerio Music Mod Tutorial by CheerioAdding Custom Sound to Your Custom Character by MalacathTranslation:Creating a translation using the PO Format by BigfootLanguage Sample Mod by IpsquiggleMisc:Asset Tools by IpsquiggleMod Tools Github Repo With Source by CheerioDownload Mod Tools for Windows by Cheerio
  8. Sound Mod Tutorial

    This tutorial will teach you how to create a mod which replaces a sound in 'Don't Starve'. For this tutorial, we're going to replace the 'rabbit scream' sound with a 'bird scream'. This tutorial requires:- PC version of 'Don't Starve' and 'Don't Starve Mod Tools'- The 'Sound Mod Tutorial' mod installed through Steam Workshop or on the Klei Forum downloads. Tutorial:All sounds in 'Don't Starve' are called events. To replace an existing sound event, we need to create a new sound event using the FMOD designer and then tell the game to use that sound instead. Let's get started! To launch the designer, Double click on the 'Don't Starve Mod Tools' in steam: Now inside the designer, browse to your mod folder and open 'sound_mod_tutorial.fdp'. Next click on the events tab and scroll down till you find the 'rabbit_scream' event. Right click on the gray area under the word play list and click add sound. Add the 'bird_scream.wav' sound from the mod folder. Press 'CTRL+B' to bring up the build menu and click the build button. You can now close the designer. Browse to the mod folder and open up a file named 'modmain.lua' in your favorite text editor. Remove the two dashes next to the 'rabbit_scream' line and save the file. Now start the game and go chase some rabbits! Remember to enable your mod through the mods menu. Happy modding!
  9. Version 1.0


    Based on this: This project is a complimentary one to help you understand FMOD, and to give you an idea of how to make complex sounds. Open the README.txt for more info.
  10. General advices Need help? Be helpful! Add as much info and code as possible: too often do people omit modmain.lua and modinfo.lua or reduce the crash log to the last line. Upload the files you're working with. Link the guides and tools you're using whenever possible. Detail the steps you're following. Don't make people guess what you're doing. Be specific! Is it a crash? A new feature you want? Porting from DS? Trouble with animation? State it in the title so people who know about it can see it right away. "Help with my character" means essentially nothing since characters can do pretty much anything. Don't be a jerk. Being nice is usually a good way to get people to help you. Search the log for error. One of the first step when you have a problem with a mod is to take a look at the log. When a crash occurs, the log could provide you useful informations about what is wrong. You could find the log in C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogetherANewReignBeta (If you are in the beta branch) Or C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogether (classic branch) Usually, informations will be in the "client_log.txt" Sometimes, a crash will happen server-side, so you must look at the server log. Search in C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogetherANewReignBeta\Cluster_1\Master With "DoNotStarveTogetherANewReignBeta" your current branch, "Cluster_1" your current save, "Master" if the crash happen on surface, and "Caves" if the crash happen on caves. Look at the "server_log.txt" Now you have an error log. If you can, try to understand what the error log says. Some errors could easily be fixed by yourself. You could also try a search to see if someone encountered the same problem. If it's not the case, you could create a topic. Title. The first thing people will see is the title. There is a lot of topic asking for help, so "help pls with a mod", "I need help" "[URGENT] Need help" isn't a good title, because it doesn't give a clue about what the problem is. Since people helping here are doing this in their free time, and since every modder have his strong point and weak point, your best option is to have a clear title, with informations about what you are searching. This way, people able to help you could see what help you need even before opening the topic. For example "How to create a perk for my character" "My character mod is crashing (Mod and Error log in topic)", "How to make an aura healing others players ?". You will gain a lot of time with a clear title, and people will be more likely to help. Content of your topic. Your topic must contain a clear explanation about what you need. If you are asking for help because of a crash, provide the error log (you've seen before how to obtain it), and attach your mod, so people could take a look at it. You must zip your mod first, then you can see an option "drag files here to attach, or choose files". Attach the zip file. This way, everyone could download your file and see what is wrong. When searching the cause of a crash, looking at the code is often mandatory, so you'll gain a lot of time by attaching mod in your first post. Usefuls links and tools. [TOOL] Texture and atlas packer : a tool allowing you to easily pack or unpack texture. Great for inventory image containing multiple items images. [TOOL] HandsomeMatt's Tools : one tool allowing you to converting .png file into .tex, another one allowing you to open .tex file and save them as .png [TOOL] Build renamer : one tool allowing you to rename builds. [TOOL] ktools : allow to decompile animations in a spriter file. Useful, but you need some knowledge to make it works. [RESOURCE] DST Speech Mod Template : All the speech line in one file, useful for custom character. Tutorials : [TUTORIAL] Custom recipe/food visible in crockpot/farm [TUTORIAL] How to add, not replace stuff in worldgeneration [TUTORIAL] Basics : what to use to open .lua files and why [TUTORIAL] How to create a Set Piece
  11. I won't go through the whole process I'm only gonna point out problems and fixes I found on the forum. I will also add links to the threads I found solutions on at the end. I don't know if they work with RoG or vanilla. It's meant for DST. Tutorial made by the original creator as well as the video provided by one of the followers can be found here: Now, onto the problem's and how I fixed the issues. Here's the list of what I will discuss: Character is too small (ECT is made for a small cat character) .zip files in anim folder don't have new character's name after compiling My character isn't a cat, proportions are similiar to Wilson's, what to do? Face/Hair/Body parts in the wrong position in-game Modicon doesn't autocompile into .tex and .xml file (your character's icon doesn't appear as mod in-game) Golden name doesn't appear 1. Character being too small This fix allows you to make the character bigger as well as the other way. Open your mod's folder. For example I'll use my directory, character's name is mongman. In there, go to scripts -> prefabs and open yourcharactername.lua with Notepad++. What we're looking for in there, is this chunk of text below. As you can see, I already added the code. Paste it directly under health/hunger/sanity. 1.3 is a decent, most Wilson-like size. You can of course change it as you like. Save the document, run your autocompiler and test it in-game. inst.Transform:SetScale(1.4, 1.4, 1.4) 2. .zip files in anim folder don't have new character's name after compiling Now this is fairly simple. Make sure ALL of the esctemplate.png/lua/folders are renamed to your character's name. Remember, don't use caps. This happens when you don't change the name of folders found in /exported. 3. My character isn't a cat, proportions are similiar to Wilson's, what to do? I was really bummed when I saw all of the .png's were of a cat. There might be a better way to find Wilson's sprites, but I simply downloaded them from Cheerio's thread: You can extract it to your desktop and drag the files you want to work on into your mod's folder. 4. Face/Hair/Body parts in the wrong position in-game That one gave me a few headscratches. But it's not that hard to fix. You will need to re-open your DST a few times, so be ready for that. Go to exported -> yourcharactername and open .scml in spriter after autocompiling. I recommend positioning everything as you want to see in-game, saving file (even though they tell you not to) and then focusing on pivots. Pivot is a red dot that appears when you left click on a certain part, for example hair. Assuming your png files are centered (drawing is centered inside the .png file), and that if you copy all of your elements into one .png, they match with size, the only problem that could appear should be position of certain element. Open your game, snip the character from front/side/back and put it up somewhere on the screen, so you can have a look on what's wrong. My character had his face and hair a bit off: Here, you need to remember WHERE is the piece off. Right, up, down, left? In here, his face is too far RIGHT and too far UP, it's important. In your spriter, to position the f.e. face, you need to drag the red dot OPPOSITE of WHERE YOU WANT IT TO BE. If my character's face was RIGHT/UP, that's how I move the red dot so the face moves LEFT/DOWN. Right click on the dot after you're done and overwrite defeault pivot. Check in-game, repeat if needed. There might be a situation where only ONE piece of f.e. face moves. Sadly, I don't know other way than manually overwriting defeault pivots on all of the elements. You don't have to click on the character anymore, just go to your right, where folders are and copy x and y of the fixed pivot, double left click on the element's preview and change them. 5. Modicon doesn't autocompile into .tex and .xml file (your character's icon doesn't appear as mod in-game) Delete modicon.tex and modicon.xml Open TEXCreator.exe from your tools folder (link to download is provided in ECT tutorial) Add modicon.png from your mod's folder Insert Output Directory, same as modicon.png Convert it Create new .XML file (or copy any of the .xml found in mod's folder then delete scripts inside if you have no idea how) Paste this code and change ICON.tex to modicon.tex, save it <Atlas><Texture filename="ICON.tex" /><Elements><Element name="ICON.tex" u1="0.001953125" u2="0.998046875" v1="0.001953125" v2="0.998046875" /></Elements></Atlas> Open modinfo.lua with Notepad++ and find those lines, then insert the code: icon_atlas = "modicon.xml" icon = "modicon.tex" Next time you will want to edit your modicon.png, you will have to repeat all the steps above. 6. Golden name doesn't appear I don't have to add much here, what you need to do is written in images/notes (updated v1.2.4). Added it in here, in case someone is as dumb as me and doesn't see notes left by the creator. Helpful tips: Make sure 5 times you renamed every folder/file to your characters name Follow every step from tutorial slowly Check in-game if everything works after you change anything/save anything, you'll thank me later If you checked, and it works fine, MAKE A COPY OF THE MOD FOLDER, save it somewhere on the desktop (you might want to use it when something goes wrong) Make some tea and relax, you can do it! ♥ Links:
  12. Hey, guys, this tutorial is for people who would like to make a custom setpiece (i.e. a pre-generated chunk of land), but don't know the specifics of it. The tutorial will be kind of long and elaborate, but hopefully it will be helpful. It will require basic modding knowledge, and it is assumed that you already have your base mod (mod folder and modmain) set up. Now let's start. First half (setting up all of the properties): Now that we're all set up, we need to make some ground for our setpiece. Make sure to select the BG_TILES layer, or this won't work. Put your cursor over the tile you want (in the bottom-right corner) and click to select it. For the sake of simplicity, I'll use grass. Next, spread it around the middle of the screen simply by clicking and dragging. It should hopefully look something like this: Wonderful, now we need to create some objects! So you will need to select the FG_OBJECTS layer. Make sure to highlight both of these, top one first: And click up here on this little rectangle thingy. Now, just click where you want the object to be located in relation to the tiles you placed earlier. It should create a small, gray rectangle where you clicked. Now, you should right click the rectangle, and click Object Properties. It should bring up a little popup box. Now type in the name of the prefab you want to create in the type box (I'm going to use researchlab so it stands out). BE CAREFUL: if you type it in the name box, it WON'T WORK, so make sure to type it in the TYPE box. I speak from experience, don't make that mistake. After you've typed the name of your prefab in, press OK. You can add as many objects as you like but for the sake of simplicity, I'll leave mine at one. Once you're done with that, you're finally done (finally). You should definitely save your work so you can modify it later, but the most important part is exporting it: This will export the file into code. MAKE SURE it is set to .lua when you export it. You need to export it to /yourmod/scripts/map/static_layouts/ That is where your setpieces will go. I'm going to call mine rl (research lab). At last, we are done. With most of it. Now all you need is to add a little bit of code to initialize it. To finish, I'm going to show you how to add your setpiece to a biome (won't be making the biome). Here's the code: local Layouts = GLOBAL.require("map/layouts").Layoutslocal StaticLayout = GLOBAL.require("map/static_layout")Layouts["ResearchLab"] = StaticLayout.Get("map/static_layouts/rl")AddRoomPreInit("Forest", function(room) if not room.contents.countstaticlayouts then room.contents.countstaticlayouts = {} end room.contents.countstaticlayouts["ResearchLab"] = 1end)This code should go into your modworldgenmain, a file in the same location as your modmain. If you do all of that, you should get something like this: And voila! You should have a working setpiece! I apologize if this tutorial was hard to follow, but please tell me in the comments if you think I can edit it or make it better. Thank you for reading!
  13. Credit goes to the Bigby Wolf mod for the health threshold activator; however, there are other options available to you. I will preface this by saying I'm not a very good coder; most of this was discovered by asking for help or digging through the game files. With that said, here we go. It will also be needlessly prolix. What we'll be achieving here is having you make your character become any other mob in the game via a transformation that can be triggered by health, the full moon, or by eating an item. For custom-made mobs, I don't know. The principles probably remain the same. For creatures without any action handlers in their stategraphs, I don't know. This is an amateur hour tutorial. I simply don't have the knowledge as of yet as I have not needed it. Firstly, you'll need to post the following code in your character's prefab file: local function BecomeYour_Custom_Character(inst) inst.your_custom_werewolf = false inst.AnimState:SetBank("wilson") inst.AnimState:SetBuild("your_custom_character") inst:SetStateGraph("SGwilson") end local function BecomeYour_Custom_Werewolf(inst) inst.your_custom_werewolf = true inst.AnimState:SetBank("your_custom_werewolf's_anim_bank") ----- You can find the bank of whatever creature you are using in its prefab. inst.AnimState:SetBuild("your_custom_werewolf's_anim_build") ---- You can find the animation for x's _build in your creature's prefab. inst:SetStateGraph("SGyour_custom_werewolf") ------- See stategraph below end So, let us take a look at becoming a Bunnyman to see an example of this. local function BecomeRabbitman(inst) inst.wererabbit = false inst.AnimState:SetBank("wilson") inst.AnimState:SetBuild("rabbitman") inst:SetStateGraph("SGwilson") end local function Become_Wererabbit(inst) inst.wererabbit = true inst.AnimState:SetBank("manrabbit") inst.AnimState:SetBuild("manrabbit_build") inst:SetStateGraph("SGwererabbit") end Now we need to make sure the game knows when to start this transformation. Health-based transformation: Moon-based transformation: inst:ListenForEvent("nighttime", function(global, data) if GetClock():GetMoonPhase() == "full" and not inst.your_custom_werewolf then becomeyour_custom_werewolf(inst) end end, GetWorld()) inst:ListenForEvent("daytime", function(global, data) if GetClock():IsDay() and inst.your_custom_werewolf then becomeyour_custom_character(inst) end end, GetWorld()) Food-based transformation: inst:ListenForEvent("oneat", function(inst, data) if == "whatever_you_want" and not inst.your_custom_werewolf then becomeyour_custom_werewolf(inst) --- turn into your werewolf when you eat a carrot or something elseif == "whatever_you_want" and inst.your_custom_werewolf then becomeyour_custom_character(inst) --- turn back into your character when you eat another one end end) Stategraph: You are going to need to find whatever creature you are using's stategraph (located in the game's data folders). You will need to replicate it and rename it, then create your own stategraph folder in your mod character's scripts folder and put your new renamed stategraph in there. So the path will be YourMod/scripts/stategraphs/SGyour_custom_werewolf The stategraph will need some editing. On a basic level, such as turning into a bunnyman or pig, you will need to remove any instance of the term 'follower' from the stategraph (more often than not by just getting rid of the entire line it is contained in). This will prevent crashes if you equip an item such as a hat. For most creatures, such as the Deerclops, death will cause a crash. I don't know why because I'm an untalented hack, but I removed the following line from the Deerclops and it stopped crashing: inst.components.lootdropper:DropLoot(Vector3(inst.Transform:GetWorldPosition())) You can also add in actions (you can find a list of actions in the game's data folder under 'actions.lua'). For instance, you may want to add in the action PICK and PICKUP using one of the creature's existing animations to avoid any crashes when you attempt to pick things up. Here is an example of making a bunnyman able to pick objects such as grass and flowers: local actionhandlers = { ActionHandler(ACTIONS.GOHOME, "gohome"), ActionHandler(ACTIONS.EAT, "eat"), ActionHandler(ACTIONS.PICKUP, "pickup"), ----- The bunnyman can already pick up items ActionHandler(ACTIONS.EQUIP, "pickup"), ActionHandler(ACTIONS.ADDFUEL, "pickup"), ActionHandler(ACTIONS.PICK, "pickup"), ---------- So we added in the PICK action using the bunnyman's "pickup" animation } Here is a demonstration using the Bunnyman. Bunnyman's stategraph before we use it: And after: There is a little bit more you can do with the transformation. Just as with your custom character, you can customise the werecreature: There is a lot more, but those are just some examples. Don't forget to revert anything you do in the transformation to the werewolf in the transformation back to your character. For instance: And that should be all. Good luck, everyone! I hope this helps.
  14. Version 1.10


    Note: this file will not run as a independent mod, its more of a toolbox if anything. Also its recommended to have some modding experience as the tutorial isn't beginner friendly. This file is a tool box and template for making custom character voices and other item sounds as well. It contains a few common armor, structure, and weapon sounds that the base game uses, along with notes about them that may prove useful. The code is preset to follow the lua files stored inside so its less of a hassle trying to start from scratch. Last this file is subject to updates to keep up with don't starve together adding more types of voices like emotes, pose, and ghost voice. Tutorial:
  15. Aye! Modders! This is a short guide that points out many differences between DST and DS version. I just decided to create this little tutorial to help some of the modders that would like to translate their DST mod into a DS, which of course can be done inversely. It won't be hard stuff, as I don't know much about coding and started with zero knowledge in Lua. The purpose of these writings is just about sharing and helping. Still, I hope this WILL help. Let's begin. First your should seek for your mod folder and I assume you already know where it should be. We will set every change in the following section : *Modinfo *Modmain *Character *Items/prefabs Modinfo : Modmain : Character : Items/Prefabs : Feel free to be constructive and point out what you know about translating DST to DS. I know this short guide is not complete, but everything has a beginning. D4rkh0bb1T
  16. Version 1.0.0


    Downloads for the weapon tutorial
  17. Hey whats up fellow Kiel members and Don't Starve players. I just uploaded a video on youtube of a Don't Starve Character Guide on "WILSON"! Needless to say, check it out if you are interested! I am just starting out, any support would be appreciated! Lemme know what yall think! =D Video link:
  18. Honestly, I think this is more complicated than it needs to be. Still, I tried to make this as simple as possible (and kind of failed I think). Din't want this to be an explanation of mechanic behind beefalo taming, but a guide focusing on the gameplay itself. Link to DarkXero's good work:
  19. ALPHA WARNING All these pipeline tools are still in development and may undergo serious changes before they are ready. So don't be surprised if things break or don't work at all, and be prepared for changes with the next release. We'd also love your feedback about how they could be made better and reports for any bugs you find! Also note that for the time being, this process is Windows-only. Your mods will work on all platforms but the pieces can only be compiled on Windows. The alpha tools are only on the preview release of the mod tools. Switching to this version of the tools is the same process as switching to the preview version of the game: In Steam go to Library > Tools.Right-click on "Don't Starve Mod Tools" and choose Properties.Go to the Betas tab and select 'publicpreview'.Demonstrations of each of these features can be found by downloading the "preview" versions of the sample mods. Animation Pipeline Texture Pipeline Sound Pipeline Static Layouts
  20. I don't really like gameplay tutorials since they often take 10 minutes of running around to show 1 minute of information. But I had hard time finding tutorial videos that simply show the gist of everything, so thought I'd make one myself, in a sort of 90s employee education video style (like Fallout 4 S.P.E.C.I.A.L video series). Unlike my Bet You Did Not Know, this is made purely for beginners, something I always wanted to do.
  21. Hello world! JamesBucket here with something quite different. I know DST is basically DS RoG multiplayer, but there are some unique features I found, so I put them together. Hope you find them useful, and CHEERS!
  22. The Don’t Starve Mod Tools allow mod creators to upload their mods to Steam Workshop for other players to subscribe to and use. Getting the Mod Tools The Mod Tools are now available for Windows, OSX and Linux! Log into the Steam client using the account you wish to upload the mod with, this account must own a copy of Don’t Starve. Hover over “LIBRARY” at the top of the Steam client, and select “Tools” from the dropdown list. Find “Don’t Starve Mod Tools” in the list, and double click to install, or right click and “Install Game...” (despite the name, this only installs the Mod Tools)Uploading your mod to Steam Workshop Valve requires that you accept the Steam Subscriber Agreement before any of the Steam Workshop files you upload are visible to other users. You can install and use the Mod Tools to upload mods without accepting the agreement, however they will not be available to other users until you do. Updating Your Mod So you’ve fixed a bug, or added some new features, or maybe you just made a typo in the Description? You can easily update your mod using the Mod Uploader. Alternatively, you can edit your mod’s Name, Description and Tags on the Steam Workshop website, as well as add links, preview images or screenshots. Troubleshooting Common issues and resolutions for resolving issues with your mods.
  23. Hello guys I am trying to make Don't starve tutorials for beginners. Click here to see my list of tutorials I made so far! If you find them helpful share my tutorials to your friends
  24. I've really enjoyed playing Don't Starve. As I've played I often find myself narrating in my head as though I'm writing a journal. I understand that a major part of Don't Starve's appeal is the enjoyment of discovery, the lack of a safety net, and learning by doing (and dying). That's why when I set out to create a basic tutorial I wanted one that would be just enough to get someone going without spoiling too much or piercing the suspension of disbelief. To that end I've created a set of Journal Entries that would get someone through their first three days and give them a good place to start from. So I present to you: Wilson's Journal Days 1-3 next entry, a cautionary tale of the dangers of woodcutting: