Search the Community

Showing results for tags 'utility'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Hot Lava
    • [Hot Lava] - General Discussion
    • [Hot Lava] - Suggestions and Feedback
    • [Hot Lava] - Bug Tracker
    • [Hot Lava] - Strats and Records
    • [Hot Lava] - Developer Log
    • Hot Lava Latest Update
  • Griftlands
    • [Griftlands] - General Discussion
    • [Griftlands] - Suggestions and Feedback
    • [Griftlands] - Mods and Tools
    • [Griftlands] - Localization
    • [Griftlands] - Bug Tracker
    • [Griftlands] - Developer log
  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included: Spaced Out!] - Bug Tracker
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
    • Oxygen Not Included DLC Alpha
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] Beta Branch
    • [Don't Starve Together] PlayStation
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Nintendo Switch
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [DS + DST] Art, Music and Lore
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Don't Starve
  • Klei Entertainment Games
  • Other Stuff


  • Don't Starve
    • Custom Character and Skins
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps


  • Oxygen Not Included
  • Oxygen Not Included: Spaced Out!
  • Griftlands
  • Don't Starve: Hamlet
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: Beta Branch
  • [Don't Starve Together] Nintendo Switch
  • [Don't Starve Together] PlayStation
  • Don't Starve Together: Return of Them
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)


  • Oxygen Not Included
  • Oxygen Not Included: Spaced Out!
  • Griftlands
  • Hot Lava
  • Don't Starve Together
  • [Nintendo Switch] Don't Starve Together
  • [PlayStation] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Hamlet
  • Don't Starve: Shipwrecked


  • Hot Lava - Bug Reports

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start






Favorite Game


Chester Kickstarter

Chester Kickstarter

Chester Kickstarter

Chester Kickstarter

Chester Kickstarter

Klei Featured Artist

Early Supporter

Early Supporter

Don't Starve

Don't Starve Together

Found 8 results

  1. The title is pretty self explanatory. I beleve being able to use fire pumps placed on the on Docks, would be a great addition. It could bring little more life into this greate underutilized item as well as provide some utility for people who like making the water based bases. Additionally i would love to be able to use them as a way to water My plants... You technically can allready do this but it is very inefficient, You just splatter water around and hope that some end up on the plot. I believe changing this a little so it targets the plots, could give hudge potential for efficient farming, while still fitting in game
  2. Version


    Stexatlaser (Stex) Stexatlaser (stex-atlaser, a play on 'spectacular'), or simply Stex, is a simple tool for generating a (Klei) TEX format atlas and its key from a simple folder structure with no external dependencies required. It uses an implementation of the MaxRects algorithm to efficiently pack each input element image into a larger atlas image, with as little wasted space as possible. Some empty space is inevitable given that atlases must have power-of-two dimensions. It can also reverse the process and extract element images from an atlas using its key. Usage Stex uses the following syntax scheme: stex <global options> [command] <command options> The order of switches within each options section does not matter. Basic Usage Creating an Atlas To create an atlas/key, start by setting up an input folder with the following structure: .atlas_name |-- element1_name.png |-- element2_name.png |-- element3_name.png |-- ... The available input formats can vary between systems, but most common formats are supported. See All Commands/Options (on GitHub) for more information. As implied by the above, the folder name will be used as the atlas/key name, and the file names (with the extension ".tex", see Additional Information on GitHub) of each image will be used as their respective element names. All sub-folders and other files will be ignored. Then run Stex with the pack command: stex pack -i "X:\Path\To\Input\Directory" -o "X:\Path\To\Output\Directory" When finished, the resultant atlas.tex and key.xml files will be placed in the specified output directory. You can then refer to each element by its name in LUA without concerning yourself where they actually were placed within the atlas. If you want to see the element arrangement, try viewing the output with a TEX viewer. Extracting an Atlas To extract an atlas, run Stex with the unpack command: stex unpack -i "X:\Path\To\Input\key.xml" -o "X:\Path\To\Output\Directory" The key's corresponding atlas, which must be located alongside it, will be read automatically using the name specified within the key. When finished, a subfolder with the name of the atlas will be created within the specified output directory that contains each individual element as a separate image. This results in the same structure used as input when packing an atlas. Example When packed, a folder of images that looks like this: Will produce the files "test.tex" and "test.xml", which will look like: test.tex (in a TEX capable viewer) test.xml <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <Atlas> <Texture filename="test.tex"/> <Elements> <Element name="ear-0" u1="0.4375" u2="0.478027" v1="0.329102" v2="0.391113"/> <Element name="ear-0 - Copy" u1="0.472656" u2="0.513184" v1="0.266113" v2="0.328125"/> <Element name="ear-1" u1="0.372559" u2="0.40918" v1="0.941406" v2="0.999512"/> <Element name="ear-1 - Copy" u1="0.372559" u2="0.40918" v1="0.882324" v2="0.94043"/> <Element name="eye-0" u1="0.949707" u2="0.996094" v1="0.622559" v2="0.670898"/> <Element name="eye-0 - Copy" u1="0.413574" u2="0.459961" v1="0.580566" v2="0.628906"/> <Element name="eye-1" u1="0.198242" u2="0.244629" v1="0.173828" v2="0.216309"/> <Element name="eye-1 - Copy" u1="0.245605" u2="0.291992" v1="0.173828" v2="0.216309"/> <Element name="eye-2" u1="0.505859" u2="0.554199" v1="0.831055" v2="0.865723"/> ... (etc) Special Feature Stex has a mechanism for recording if atlases it creates are using pre-multiplied alpha so that it can be handled automatically when unpacking. See GitHub. View on GitHub for more info: If you believe you've found a bug, please file an issue there instead of just mentioning it here. Discussion otherwise is fine.
  3. Version 2.2.3


    Hi, Steam (Original Creator): And here is the Hamlet Version: Thank you pdr for the help!!! ^^ Codes by C.J.B. Items and bug fix by GaRAnTuLA. DST version by Skull. DS version by Soo. Hamlet Update by Chris. Icon fix by pdr. Allows you to spawn any item you want. Press (T) to open spawn menu. Left Click to spawn 1 item. Right Click to spawn 10 items. Toggle Button and spawn num are Configurable This is a work in progress, of course... I'm new to modding so if You want to help me understand more and maybe even fix something about this I'll highly appreciate it.
  4. Version 2.3.0


    This mod is simply a collection of minor gameplay/console tweaks that i use. Currently six tweaks are enabled, and i actively update the mod as i add others . All tweaks are togglable in the customisation menu. Compatible with Vanilla DS, RoG, and SW, and available on steam here #1: Machetes for faster picking/harvesting Adds machetes to vanilla/RoG games, crafted exactly the same as SW. if you pick something (like grass, reeds, berries, etc) you can slice it with the machete instead, dramatically decreasing the amount of time it takes. machetes in SW games also have this functionality added, however they otherwise behave exactly as normal. The animation for slicing is pretty rudimentary at the moment, and im planning to beautify it. Config: the amount of durability lost when slicing #2: Colder Snow Chester snow chester now chills enemies that attack him, slowly freezing them! this makes him tougher to kill, so you're less likely to need to get your hands on another 9 blue gems if something (probably giant related) goes wrong Config: The amount that chester freezes his attackers with each hit #3: Renewable fireflies Fireflies are now renewable! fireflies will munch on rotten meat left near them, and have a baby if it fills them up (no, this isn't at all how it works in nature). it's as easy as that! Config: The fertility of fireflies, i.e. how quickly they eat + how likely they are to reproduce after eating #4: Use spacebar on traps pressing the action button (spacebar) near sprung tooth traps now resets them! This tweak is made SIGNIFICANTLY more useful if you set "set trap collection" to deprioritise or disable (see tweak #4) - this makes the use and resetting of large fields of tooth traps much more streamlined, so you dont have to worry about RMB-ing every single trap #5: Spacebar avoids flowers (etc) Several items (currently normal/evil flowers, set traps, and lit lanterns. comment/pm me if you want others! theyre easy to add) now have the behaviour changed when you press space near them. instead of just picking them up as normal, they will either be picked up if there is nothing else the player can interact with around, or just be ignored entirely. this behaviour an be over-ridden at will by holding the CTRL key when pressing space Config: Each individual item can be set to be collected as usual by a spacebar press (Default), collected only if there is nothing else around (Deprioritise), or ignored entirely (Disable). these all default to deprioritise. #6: More console commands adds a bunch of console commands for if you want to cheat. theres nothing balanced about these, theyre just there for if you want to ruin the game for yourself. I know i sure sometimes do! documentation for added commands under the cut, or type c_flohelp() into the console I'm not great at art so none of these tweaks have visual components, but with that in mind, if you have a tweak or additional command you would like to see implemented comment below! i tried to keep things fairly balanced <3
  5. Version 1.11


    I guess there's a lot of peoples that they loves Witcher musics so i decided to create this mod. (This mod will adds some of the The Witcher 3: Wild Hunt soundtrack to the mainmenu) I don't know but, Maybe i will add more witcher musics of another series on my updates. But i know i will add more Witcher 3 soundtrack to the Worlds and Games not only main menu. Okey, here it is the mod playlist: Main menu: The trial, The song of the sword-dancer, Silver for monster, After the storm, Ladies of the woods, Geralt of rivia If you find any issues or you have suggestions let me know that to make this mod better.
  6. Version 1.0.0


    Original mod Created by Shen Yi Lets You Move Your Stuff just right click on the structures to convert them into items & pick them up. Comparing mine to the original by Shen Yi Shen Yi replaced a lot of default items. And even removed some features of them (Collision physics for example) My version, however, doesn't replace any Items. Implements Propper Collision physics. Fixes the Missing Features. And is completely compatible with DS, ROG and SW. This is my first Published mod, Hope you like it.
  7. Version 0.2


    This mod allows you to know all the essential information about objects all around you. For example : number of cycle left to fertilise again a grass, time before the torch run out or when a pigman will stop to following you and many other things. Works with all versions of DS This mod is able to evolve with your suggestion so feel free to ask and don't hesitate to report any bug
  8. Version 1.0.0


    This mod, if enabled on both a server a client, gives that client remote Lua execution privileges if they press up, up, down, down, left, right, left, right, B, A. On a keyboard, the directions can be given with either WASD or the arrow keys. This mod also has controller support, accepting directions from both the analog stick and the d-pad. It is not necessary to have each client install this mod. Instead, as long as the mod is installed on the server, clients without the mod will just not have remote Lua execution privileges on the server (unless they are in fact a regular admin). This is meant as a testing aid, with the primary aim of easing testing in offline dedicated servers. Regular users should see no utility in this mod. Setting the mod option "Up up down left... what?" to "no" will give remote Lua execution privileges without requiring the input of the special secret cheat code. But that's no fun.