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Found 11 results

  1. So i'm in the process of making a character mod based on the game Dead Cells, by Motion Twin (Great game, check it out if you haven't already) and I'd like some input from the community. I'd just like to know if the art style matches the game and/or receive any constructive criticism for the art I have thus far. I apologize if this is in the wrong sub-forum Note: I am not a modder by any means, so I have no idea how to program, and I have no idea what ideas I have WILL work, and what WON'T work. With that said, if there are any programmers that are interested in helping sometime in the future, I would be absolutely grateful! This is a mod I would love to see in DST. The Beheaded [Character] (No art available) I don't have the art done really at all, as I want to save the character for last, there's just so many textures to edit, and I don't really know exactly how I want him to look quite yet Stats - To be determined Mechanics - - Enemies killed around you have a chance of dropping a Cell; bosses guaranteed drop of (?)x cells. Cells can only be stored in player's inventory, or special container upon death, all cells will despawn from inventory ;your skeleton will turn to ash; can revive from skeletons Guillain [NPC] This is unfinished, but pretty close to being done. I would like to do some adjustments so that the body parts are proportional to the other characters of DST. Note: I will be redoing the art for torso/pelvis, also arms are placeholder This is merchant. He will provide mutations (semi permanent augments/perks) in exchange for Cells (resource) you can only have 3 mutations at once You'll lose all mutations upon death Mutation Examples: Dead inside: Increase health by (?)%, however, food cannot heal you Efficient!: Reduce durability used on weapons Health Fountain (full/empty) [Structure (uncraftable)] This will be a structure used to refill the health flask (character exclusive item). One use -- will replenish over some amount of days Teleportation Tombstone - One-way teleport directly to merchants and health fountain Frantic Sword - If your health is lower than 50% it does more damage SNEAK PEAK (What I am currently working on) The Collector [NPC] Trades weapons and upgrades for cells As you can see, his art is very much unfinished, and my workflow is um... very weird. I'm kind of all over the place What's Planned? (?) = uncertain - More weapons from the game - (?) Craftable teleportation tombs (One-way teleport directly to merchants and health fountain) - (?) Shields - Health flask: Character exclusive. cannot hold more than one. Can be upgraded (?). Other characters either cannot pick up, or only negative effects when used by them.
  2. Version 1.5.2

    3648 downloads

    PORTUGUÊS: Olá, eu sou o Won & Only e esse é um mod para tradução em Português do Brasil do Don't Starve. Por enquanto, apenas Wilson, Wolfgang, Wickerbottom, Wigfrid e Walani tiveram suas falas completamente traduzidas. O mod será atualizado aos poucos. O mod esteve inativo desde o dia 17, e continuará assim até o dia 30, pois estive muito ocupado recentemente. Desculpa pessoal. ENGLISH: Hello, I'm Won & Only and I am uploading a Brazilian Portuguese translation mod for Don't Starve. For now, only Wilson, Wolfgang, Wickerbottom, Wigfrid and Walani had their quotes completely translated. The mod will be updated gradually.
  3. So I decided to post here some random things that I sketched, drew, am still drawing and so on, I mean, if I posted on Deviantart and Tumblr, why not on the forums too? There might be a lot of AU stuff by the way. You will also realize that the drawings, each of them or some seems to have a different art style, I am not taking from any other source, I just have several styles myself, I find the ability to have some diversity in styles stead of a single one to be useful. "What the hell??" was the first thing I said when I saw that faceless beefalo "...it's actually cute" is what came after I looked at it closer. And suddenly, sketch. --------------------------- The first time I saw the grass gecko I ended up falling in love for them, I like lizards...I might or might not trapped one around walls because I wanted one so badly in my camp XD. ---------------------------------------------- Fast drawn landscape of my friend jugum, it is a aprt of the island after it is controlled by my friend's throned wilson. ------------------------------------- Still a WIP of a drawing I am making. This is what happenes when Unimplemented skin + AU + Half-rose ------------------------------------ AU + Fusing ideas + Half-rose = Glommer Webber & Weregeladabeaver ----------------------------------------- Shadow skin + AU + A really good song = this. Yeah I love the shadow skin though I have this habit in making the spikes be like fire. ------------------------------------------------ A line of AU DS characters (mostly wilsons as you can see and also has two OCs there) made by friends. //the tallest wilson is mine though //IthinkihaveheightcompensationissuesHAH// The friends are all from tumblr. but those that I know that are around is @DextersComicLaboratory and @drakkigirl --------------------------------------------- More AUs this time a 'demon' one, the shortest being my Wilson and the tallest one being from my friend Jugum. ---------------------------------------------- Mermaid/merman AU drawing, the lineart was made by my friend jugum purplepuppet, while I did the color and shading. ----------------------------------------------- A drawing of feral Maxwell, lineart by my friend jugum purple puppet, shading and color made by me. ------------------------------------------------------------------- I will keep on posting more things whenever I pass by the forums.
  4. This character is a Work In Progress (WIP)! This thread is to log the progress and problems I go through in this modding process. Currently: Playable in DS, but not downloadable. On hold for about two months. Expect continued updates mid-late March! The planned mod: Lure The Lureplant, a Lureplant-Human hybrid Motto: "Watch out, they bite!" Health: 300 Hunger: 120 Sanity: 120 Perks: *Nervous around fire *Partially plantlike *Has an eyeplant problem Perks explained: *Nervous around fire (Fully working!) Loses a small amount of sanity from being around any type of fire.Takes a lot more damage from being on fire.*Partially plantlike (Fully working!) Starts with a fleshy bulb and leafy meat.Heals health / sanity when it rains.Heals sanity in daylight.*Has an eyeplant problem (In progress, after art is complete) When sanity is low and Lure has been in the same place for a while, spawns eyeplants. > Eyeplants will 'eat' anything around it and transfer the items to Lure's inventory. > Speed decrease. To do List: Editing Z-index (in progress) Custom speech (In progress) In-game art (Pieces that make up the mod) (In progress) Custom sounds Character art (Big portrait / Images) Perk - Has an eyeplant problem Custom Code base (able to easily add art and perks) Custom speech color Perk - Nervous around fire Perk - Partially PlantlikeCredits and helpful content [Tutorial] Using Extended Sample Character Template by Dleowolf Used this for a huge bulk of the base character. It helped me understand lua code in a very friendly way.Introduction to some Components by Mobbstar More help on understand how lua works. I used this one to understand burn damage, but it would be very useful in learning how to add other perks as well.Don't Starve Modding Guides in Videos by Dryicefox I've been following Dryicefox's video's along with Dleowolf to really understand lua coding and character creation. I've yet to make a ghost or sound yet, but when I do I'll be looking here.Sound Mod Tutorial by Cheerio Trying to add sound now, but this tutorial is outdated. This with Dyricefox's tutorial seems the most promising. I also referenced several different threads that lead me to these other ones. I didn't save all of them, but the ones listed above were the most helpful.[Custom Character] Link, The Hero! by TheDanaAddams This links directly to the comment I referenced to get the custom text color.Also, when lua coding becomes a little more familiar to you, looking into the character's prefab lua files is a great way to learn and understand how different perks work. Lure's fire damage is a reverse coding of Willow's, and the healing in the rain is a reverse of WX's code. This post will be edited to updated new content and information! I should mention as a disclaimer that I am not a professional modder, coder, or anything like that. Its why I'm documenting all the work I do, because I'm completely new to all of this and want others who are new to be able to follow this process with their own mod. When the mod is complete, it will be uploaded like any normal character mod, but I will also release a separate one with all the files and clutter that I used to create Lure. I want to be as open source about this as possible! Feel free to use this thread to ask anything about Lure and the coding that is this mod. DO NOT use this thread to ask about your specific mod. I don't mind helping you out if its related to any coding in Lure's mod. This is to prevent clutter in unrelated posting. You can mention me in your own thread if you'd like me to take a look at it.
  5. This mod is currently not being worked on. It may not be worked on again, it depends on if I get my motivation to work on it back. Edit: Given that this thread has become somewhat popular I've decided to start editing the first post with the latest info for this mod. About the Mod: This is a Human Charlie Mod for Don't Starve. Charlie is Maxwells Assistant who later turns into the Grue when she and Maxwell are pulled into the Don't Starve universe by Them. What needs to be done: Starter Item (Red Trench Coat)Grue MeterCustom Ending Health/Sanity/Hunger MetersDress AnimationPerksVoiceMap IconSave SlotSelect ScreenBig PortraitDialogueCurrently working on: The Art
  6. Greetings All, I humbly present you my first mod project, currently in development, called "Better Hunting". I already have a prototype working . I would very much appreciate any feedback, ideas and criticism on anything, I´d love to hear what the community thinks and wishes. On this post I will place a summary, but the full design document with all the number crunching is on the following google spreadsheet: Thanks in advance! I hope you like the ideas. -- brain Better Hunting - Design Phase What this mod does: When you investigate a Suspicious Dirt Pile, you will track and find other creatures, not just the Koalefant. Currently, 17 different new encounters are planned. Objectives: Add variety without making the game easier or harder. Add amusing behaviors / interactions on most of the new creatures. Most encounters should be killable by a single player. Some encounters could be easily dealt in a group Preserve as much as possible the original Koalefant function as Meat and Breezy Vest source. Use as much as possible of the original game graphics / animations. RoG and DST compatibility Sources of Variety: New encounters / creatures / animals / enemies in unusual sizes, with different stats, in strange places, with different behaviors. A large number of them in spawn table will make any single one quite rare, thus maintaining replayability value. Certain types of mobs will spawn in biomes where you don´t see them usually, and things might interact in unusual ways. Season-sensitivity when possible and applicable will make hunting experience different along the game year. Some encounters will drop items that are not food. Some encounters will drop rare and sought-after items, with very low chance. Details (light spoilers) Naming, size and prefab choice (light spoilers) First, the basic Koalefant spawn chance was established. All other creatures will spawn only when a Koalefant is not chosen. Since Winter Koalefant is the only source of the Breezy Vest, a decision was made to establish that Koalefants prefer cold-weather. Thus, on Winter 66% of all tracks will be Koalefant tracks, 0% on summer, 33% on the other seasons. Each mob on the spawn table received a relative weight. The remaining spawn probability for that season is split between mobs with a simple weighted average. Each mob was then evaluated to be removed from the table on a specific season, if it fits their style. Weights were tweaked to make Summer the best hunting season for loot / bosses. Winter will be the Koalefant hunting season. Food is more varied on Spring. Prime bosses hunting season in Summer provides a tradeoff for the player to decide: risk the heat? Some encounters were made to to be very rare and unusual. (of course assuming the player didn´t read all these spoilers) Combat balancing (light spoilers) In Excel I plotted the hunger replenishment value of eating cooked meat or making meatballs with all the meats dropped by all mobs in all encounters. Honey nuggets was assumed the recipe used for honey, bacon and eggs for eggs . Butterfly wings was ignored. Trunks were ignored because I assume they will be used to craft items. Afterwards I compared the new creatures drops averaged over their spawning probability along the year to reach the average food-creating capacity that the animal tracks mechanics provide. Some food drops were then increased to provide a less unbalanced food experience. In comparison with the vanilla model, Better Hunting will provide 30% less hunger replenishment if you eat cooked food. If using a crockpot for meatballs, the loss is 20% in average. During winter, just 8% less food. The less food drops balances out the other item drops. This effect is because some encounters won´t provide food or will provide less food than the usual 100% Koalefant 8-meat + trunk all the time. One encounter has vegetarian drops, so meat-only characters experience a very slight advantage. The less-food effect won´t happen on the first season of the game by default, because encounters that don´t drop food will be disabled in the first season. (configurable) Game Start / Difficulty Balancing (light spoilers) Koalefant Goliath Frog Queen Bee Aged Beefalo Orphan Smallbirds (1-8) Really Fat Gobbler Distracted Krampus Emperor Pengull Elite Clockwork Knight Elite Clockwork Bishop Walrus Scout Abandoned Mosling Mother Catcoon Angry Goat Varg Infant Deerclops Teen Moose Baby Bearger Item Balancing ( HEAVY SPOILERS ) High-sought encounters are: Walrus Scout, Distracted Krampus, the 2 clockwork bosses that drop one Ancient item, the 3 mini-giants with chance to drop giant items. Average probability of finding one such encounter is 23,8% On summer is: 48,4% On winter: 12,7% Chance of getting a Krampus Sack: 2,38% or 1 in every 42 animals tracked Chance of getting a Walrus Tusk 2,06% or 1 in every 48 animals tracked Chance of getting a specific Ancient Item 0,7% or 1 in every 134 animals tracked. And you have to kill the mini-bosses. And don´t share the loot (DST) Chance of getting any Ancient Item 7,5% or 1 in every 13 animals tracked. But you have to kill it and loot it. If you get help it is only 1 drop for all friends Food supply from tracks will be reduced by 26,8% overall Food supply from tracks will be reduced by 8,1% on Winter Food supply from tracks will be reduced by 55,5% on Summer Current Issues Scaling up the creatures produces slighty poorer graphic quality. No artist to produce mod icon.
  7. Okay so, I've only made one character so far, which was Walnut the opossum. She's gotten quite some love over steam since release, and it has inspired me to make more. The current character of the hour: Things I need help with: Losing health in the rain, but not if they're wearing things that should keep them dry [x] Possibly having ONLY ITS TAIL glow [x] Make it not freeze in the winter [x] Possible fire damage if not holding weapon [x] I know the health loss and the freezing wouldn't be too hard but I'm not familiar enough to just know how to code it. I did try editing some of the code I knew and while it wasn't game breaking, Charmander never lost health in the rain. I also tried looking into WX's code but it didn't do anything. I know how to make light on the character, like the character glowing or having nightvision, but I'm not sure if it's entirely possible for them to only glow in one spot? If you could help, I'd really appreciate it!
  8. 'I hate the outdoors so much.' Perks: • Sanity regenerates quickly • Transforms at low sanity • Sanity is slightly faster with more company • Max Health - 150 • Max Hunger - 200 • Max Sanity - 80 Trent - DST was made using the Extended Character Template by Dleowolf. This is my first mod so if there's any glitches or bugs put it here or http://forums.kleientertainment.com/files/file/1090-trent-dst/ here
  9. So, here's my idea for this mod, (im working on it as you read ^_^) It will add two different swords to the game, which are pretty much polar opposites the first one, is known as Scary Sword* Recipe - 5 Nightmarefuel, 4 living logs, 1 purple amulet* Your damage goes up as your sanity goes down, but at a static rate, like this, Sanity > 100 then damage = 51* Sanity > 50 then damage = 60* Sanity < 50 then damage = 68* Next, we have the... Dreamy Sword* Recipe - ???* Your damage goes up as your sanity goes up, but instead of statically, dynamically! Basically, the formula is something like : PlayerSanity * 0.45 = damage 12% Completed X - Completed 0 - Working on Z - Need Help Y - Planned, But not working on atm. ----------------------------------- X - Dreamy sword coding 0 - Dreamy sword recipe 0 - Dreamy sword balancing Z - Dreamy Sword Art - Z0 - Scary sword coding 0 - Scary sword recipe Y - Scary sword balancing Z - Scary sword art
  10. Ever wanted to magically do magic don't starve while a crazy witch attacks your for destroying her eye-tree? Well now you can! Because this mod adds: -A mysterious tree that has eyes. - A hysterical witch with the magic of magic.... and insanity. -A spell system adding new conveniences and drawbacks. Images! The credits! (Put in a spoiler because they're long)
  11. Hello, I recently finished my first mod ( still in progress though). This is a character named Hed, the Bodyless Horseman. Hed is a character who is rather weak, and starts out with lower stats, but as his sanity goes down, he grows slightly stronger. Additionally, he gains bonus perks from the undead and not living, and his followers are much more loyal and tough. Here are links to the Klei post and Steam: Klei Steam ------------- Thanks for reading, and I hope you check out and enjoy the mod! All feedback is appreciated.