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Found 6 results

  1. Hi, I recently released the adventure mod (load preconfigured worlds in specific order one after the other), which is based on my teleportato mod: Adventure Mode Teleportato This tutorial will tell you, how you can add either additional worlds for the adventure mod or even create your own adventure. I will only explain how to use my mods as base, I wont explain how to create own tasks/rooms/setpieces, see existing mods for example code or use stuff that already exist in DST. Basically you only need 2 things, to add your world to the loading order of teleportato: in modworldgenmain: This is some sample code. The last line adds the SampleForestWorld with name "Sample World" to the WORLDS list. This list will be used within teleportato mod, when loading the world. table.insert(_G.TUNING.TELEPORTATOMOD.WORLDS, {name="Sample World", taskdatafunctions={forest=SampleForestWorld, cave=AlwaysTinyCave}, defaultpositions={2,3,4}, positions="2,3,4"}) name is a custom name to identify your world. It should be unique and will be shown in the title of the world. In taskdatafunctions you put the worldgen functions for forest and cave. If you dont want to change eg. cave, just make it nil instead. defaultposition and position define at which chapter your world should/can be loaded. An adventure has in total 7 chapters: Prologue, chapter1-5, Epilogue. positions is for use with modsettings, it is a string, because we can not used lists within modinfo. users should be able to set it to different values. defaultposition is a list made by you, it is only used if one position/chapter got no world (eg. because user set all worlds to "2" or so, and no worlds for the other chapters). The last fallback, if also defaultpositions fail, you should define this fallback within modworldgenmain: -- in case the positions choosen by usr and also defaultpositions chosen by level creator fail to assign one unique level to every chapter, use this fallback level list: _G.TUNING.TELEPORTATOMOD.LEVEL_LIST_FALLBACK = {"Maxwells Door","King of Winter","A Cold Reception","Archipelago","Two Worlds","Darkness","Checkmate"} simply enter 7 (the number of chapters) names of your worlds. This is only necessary if you create your own adventure. If you rely on my adventure mod, you dont need it since the advenutre mod already defines it. Of course you can define several worlds and add them to the list within one mod (like I did in adventure mod) Now about the SampleForestWorld function. It will receive the tasksetdata (via AddTaskSetPreInitAny in teleportato mod), which includes all the forest data set from DST. We will change/overwrite this tasksetdata to design our own world instead. Lets first talk about the easiest part, tasksetdata.overrides: These are mostly the worldsettings you can set up ingame, like daylenght, seasons and so on. You can read all possible settings and values within scripts\map\customise.lua. You always have to declare wormhole_prefab and layout_mode, all other values are optional and will be default if not set. Unfortunately I dont know a way to only change some of them and let the rest unchanged. Then we have tasks and setpieces. You can imagine tasks as an area with predefined content, but kind of randomly generated. And setpieces are 100% predefined collection of things, eg. used for the teleportato parts and base and others. You can find some default values of this in scripts\map\tasksets forest.lua and caves.lua and also in scripts\map\levels forest.lua The world will always include every task in "tasks", but will choose randomly from the optionaltasks list numoptionaltasks times. You can also add random setpieces with random_set_pieces list and numrandom_set_pieces (works the same like optionaltasks). Use required_setpieces list if you want a setpieces to spawn with 100% chance in a random area. You can find a list of all already existing tasks and setpieces in: scripts\map\tasks (eg forest.lua) and scripts/map layouts.lua. With these already existing tasks/setpieces and the overrides you can already create your own interesting worlds, by combining them in your own way. I added the entry "tasksetdata.add_teleportato" , which you can set to true/false. If it is true, my teleportato mod will automatically add the teleportato parts/base in random areas. if you want your own setpieces for them you can create a list _G.TUNING.TELEPORTATOMOD.teleportato_layouts["forest"] and put your setpieces=layouts into it (see adventure mod for example). You can also set add_teleportato to false and add the tele setpieces/parts yourself, if you want them to spawn in specific location. And if you are a real expert, you can use ordered_story_setpieces to spawn them, but I dont know how this works, but it is used for the DS adventure to make sure you always find the base last. I guess you have to add story-values to your tasks or something like this. So if you are no expert, the best is to simply set tasksetdata.add_teleportato to true and you are fine. Important: The game may already fill some of the lists like tasks or optionaltasks or random_set_pieces with its content. If you want to remove this and only add your own, simply overwrite the list. But if you want to keep previous content and only add your stuff to it, use: table.insert(tasksetdata.tasks,"yourtaskname") or to add setpieces (the table looks a bit different, so we can not use table.insert) tasksetdata.set_pieces["mysetpiecename"] = {count=x,tasks={...}} I can't tell you how to create your own tasks/setpieces/rooms, because I dont know everything about it and it would be too much. Simply study the game code and you will find out. But even with the existing stuff, you can already create nice worlds. Some sample mods: Thats all about creating your own world! I also added 2 functions to modmain: -- functionatplayerfirstspawn(player) -- will be executed for every players first spawn and can eg. be used to spawn some starter items or lit some fires around him and so on. -- functionpostloadworldONCE(world) -- will be executed at world start ONCE (only the first time directly after generating the world). eg. you could add some stuff around startposition -- in addition you can use AddPrefabPostinit in your modmain, but LEVEL and CHAPTER will need ~0.1 seconds to be set, so do DoTaskInTime within your AddPrefabPostInit if you need them! (only continue after _G.TUNING.TELEPORTATOMOD.LEVELINFOLOADED was set to true by teleportato mod) To not overwrite thsese functions for other mods, you should do: More explanation/tips: you can use _G.TUNING.TELEPORTATOMOD.LEVEL and _G.TUNING.TELEPORTATOMOD.CHAPTER to get the current level/chapter in your modmain, but only use them after the game was initilaized (_G.TUNING.TELEPORTATOMOD.LEVELINFOLOADED will then be true). Level is the number of chosen map. There can be unlimited maps. starts at 1 Chapter: starts at 1. max number is 7. ->Only 7 maps are randomly chosen from the level list (depending on their positions values) for testing you can do TheWorld.components.adventurejump:DoJump() within console to see what overrides you can choose for your world, see scripts\map\customise.lua mods can add their worlds to the WORLDS list, so players could also use several such mods and the teleoprtato mod will choose randomly between those levels to fill the chapters. those mods must load before the teleportato mod, so priority must be higher than 8888 (no clue why I chose this value) add_teleportato at caves will only add the parts here. the base will always be at mastershard (forest), only forest will have the worldjump component, so only forest should have a teleportato_base. currently it only supports two worlds: forest and cave, but you can change them to your liking. If you want to add more worlds with different names, the teleportato mod code has to be adjusted, although I already made sure to use "forest" and "cave" as less as possible. do not use "_G.TUNING.TELEPORTATOMOD.LEVEL == x" within your code, use instead _G.TUNING.TELEPORTATOMOD.WORLDS[_G.TUNING.TELEPORTATOMOD.LEVEL].name=="mylevelname" The Maxwell-stuff you see in my adventure currently belongs to the adventure. So only with this mod active, there will be maxwell. If you dont want to add worlds to the adventure, but create your own adventure, you currently wont have a maxwell. If you still really want it, tell me and I will see what I can do.
  2. Boats should be harder to make, and have a building similar to the Celestial portal, and the moon island world gen should mask the area that it makes a sharp cut, making exploration and resource gathering actually needed.
  3. I'll be experimenting with yaml template generation order later tonight, but I think I can make this work! Any thoughts or suggestions? I plan on using metal ore as a key material to gate off normal progress and force the use of the dungeon for hopeful survival (or more likely a quck death!). Any tips? Suggestions?
  4. Meeting old friends

    Version 1.3.1


    Hello fellow Don't Starve friends, I always found it sad, that so many things from Don't Starve are not available in Shipwrecked and now Hamlet. So I made this little mod to bring some things from the Vanilla Game, RoG and SW to Hamlet. How does it work? Just install the mod and start a new Hamlet World. This is the first version of the first mod I ever made. So please be aware that it will not be flawless. Also I'm actually quite bad at the game and die fast, so you guys will be my testers for what happens after day 15... I'm hoping for helpful feedback. And sorry for the English, I'm not a native speaker. Have fun... and don't starve.
  5. Version 1.0.0


    This mod can be used as a template for custom ground tiles for Don't Starve Together. I use it in the Green World. The main logic implemented in two files: tileadder.lua — provides two functions: AddTiles() and AddMinimap(); tiledescription.lua — contains parameteres for new tiles. Function AddTiles() should be called from the modworldgen.lua, function AddMinimap() should be called from the the modmain.lua. Ground ID is not required, the tile adder calculates it automatically; this provides high compability with any other custom tile mods. Turf prefab is also generated by the tile adder, but you need to set build/icon/anim/any other prefab data with AddPrefabPostInit() function in the modmain file. Five steps to add new tile: Pick the name for you tile; Place ground texture (resolution 512x512, name «noise_yourtilename») and minimap texture (resolution 256x256, name «mini_noise_yourtilename») in the «images/textures» folder; Add string «yourtilename = { }» to the tiledescription.lua file; Add AddPrefabPostInit() function to set inventory images for your tile; Test it! More information you can find in the tiledescription.lua file. As an example, two custom ground tiles (Jungle and Tech) are added.
  6. Green World

    Version 1.3.6


    First: GW features require the «Green!». Spells, effects, potions will not work without it! Second: This mod is in development — issues are expected! What"s interesting: New zone - Green Swamp; New creatures: lizardmens, green tentacles and green snakes; New objects on the map: marshberry bushes and Ancient Watcher; New magic weapons; Shorttime effects for characters and equipment; Elite creatures with random affixes; Magic potions; New boss and some new loot. Magic weapons Lightning Spear — deals electrical damage in a conus area; Amethyst axe — shatters the ground in front of caster, dealing damage; Tentacle staff — summons a poison cloud that damages everything inside it; Bonestaff — try to breathe life into inanimate objects... or challenge the new boss by animating the Pig Figure; Lava dart — deal damage from range, damage depends on range; Axe — Lucien — yes, it can be used as a throwing weapon; Doomhammer — pull the ghost hounds. Spell scrolls Crushing Wave — extinguish fires and freeze your enemies; Chain lightning — what could be easier than a chain lightning? Frost nova — catch your opponent in a cage of ice spikes; Meteorite — inflict damage on group of enemies; Tranquility — heal your wounds after a hard battle. Stylish caster set Wizard Coat — decreases cooldowns for spells and items; Wizard's Hat — increases damage and power of spell effects, also allows you to read scrolls even when taking damage. For some characters the base spell power is changed: Wigfrid — base spell power reduced by 35%; Wendy — base spell power increased by 20%; Maxwell — the base spell power increased by 20%; Winona — cooldowns decreased by 20%. Enchants Red glyph — weapon — vampirism, armor — movement speed; Yellow glyph — weapon — chance to unleash the chain lightning, armor — releasess lightnings to attackesr Blue glyph — weapon — shattered armor (target gets more damage from all sources), armor — toughness (you take less damage); Green glyph — weapon — applies a weakness effect on attacks, armor — poison immune; Potions Rejuvenation Potion — Restores health and sanity; Haste Potion — Increases movement speed; Firefly Potion — Shows the way in the darkness; Worker Potion — Work better, work harder; Resourcefulness Potion — Simplifies the crafting of items; Genius Potion — Crafting without prototypes; Evocation Potion — Boosts your spell power; Inspiration Potion — Boosts your physical damage; Armor Potion — If you constantly forget the armor; Antidot — Removes the poison effect and make invulnerable to it for a short time. Materials Green scales — can be obtained from lizardmen and green tentacles; A great soul can be obtained by solving the riddle of the Ancient Watcher or by defeating the new boss; Essences — can be obtained from elite creatures. New in the world Lizardmen cave — a home for lizardmens — day-time creatures, which can attack from a long range; Snake hole, a home for nocturnal creatures — green snakes; Green tentacles — they are almost like normal tentacles, but more dangerous, because they can attack you from a distance; Ancient Watcher is a statue, which ready to reward player, who will be able to solve its runic riddle; Marshberry — berry bushes, which grow only in the rain. Steam link: click