Don't Starve Together

Don't Starve Together

EarthBound Zero: Ninten
70 Comments
Dimond Timbs 13 Mar @ 8:29pm 
Thanks, ill get to work on it later, when im all done want me to message you with it or smthn
Lucas  [author] 13 Mar @ 5:28pm 
Yeah go for it. If you want to know, it's a simple thing, STRINGS.CHARACTERS.CHARACTER_NAME.DESCRIBE.ITEM_NAME = "Quote" where CHARACTER_NAME is the character's name in code and ITEM_NAME is the item's name in code. Everything except for the quote is in all caps. Saves me a bit of time if you set up like that so bonus points if you do.

WX has lines for everything iirc, here's the inhaler as an example

STRINGS.CHARACTERS.WX78.DESCRIBE.INHALER_NINTEN = "A RESPITORY DEVICE FOR ESPECIALLY PUNY HUMANS"
Dimond Timbs 13 Mar @ 4:59pm 
my mistake, I don't. but I'd still be able to make the comments in character for each survivor
Lucas  [author] 13 Mar @ 4:43pm 
I mean structure them as they would appear in the code.
Dimond Timbs 13 Mar @ 4:41pm 
Bassicly just have it be at the very most a full sentence right
Lucas  [author] 13 Mar @ 4:38pm 
Go for it. You know how the structure the text?
Dimond Timbs 13 Mar @ 3:32pm 
@Lucas I see, by the way if you'd like I would be happy to make some potential quotes from the rest of the survivors for Ninten's inhaler, Hat, and Coat. and Mayne Ness's bat too
Lucas  [author] 13 Mar @ 11:25am 
@Diamond Timbs it's an intentional design decision. But if you so wish, you can turn a very rudimentary indicator in his configs.
Dimond Timbs 12 Mar @ 9:28pm 
A small bit of general feedback id like to provide for this mod: it's a tad difficult to predict and tell when and if Ninten's asthma will flair up, if at all possible an asthma meter would be quite helpful
Lucas  [author] 28 Dec, 2024 @ 11:04pm 
Don't be afraid to start. Plenty of resources out there. Good luck with whatever you decide!
W. D. Gaster 28 Dec, 2024 @ 7:54pm 
maybe some day, thanks for the offer...I've been meaning to look into modding for this game for a little bit
Lucas  [author] 28 Dec, 2024 @ 5:45pm 
You are completely free to edit our mods to your liking on your system and you are completely free to look at and use its code for references, just... don't reupload our work lol use common sense. Add me if you want. Maybe sometime in the future I can show you what files to edit to accomplish what you're looking for, and even make the local to your system so your changes don't get wiped by workshop updates.
Lucas  [author] 28 Dec, 2024 @ 5:42pm 
My reasoning for not allowing the two to use each other's PSI was for balancing reasons. I wanted to encourage each PK Kid having their own tools they can bring to the table. Allow them to contribute to the greater team in unique ways. It's a bit of a multiplayer focus you could say. Powershield in the hands of an armor-wearer is also stupid overpowered but that's a lesser concern for me.

I totally understand wanting creative freedom when playing with people's mods. But I cannot address every whim of every individual. But as an example, here is the console command to spawn PSI Shield and allow anyone to pick it up (will reset to default behavior when you restart the server so beware, you have to do this every time )

local psi = c_give("psi_shield_ninten") psi:DoTaskInTime(0, function() psi.components.inventoryitem.onputininventoryfn = function(inst, player) return inst end end)
W. D. Gaster 28 Dec, 2024 @ 7:30am 
I dunno, you've made a pretty strong argument to not changing it, so that makes sense
although, while I am here, could you make it so that the inability for other characters to use PSI items is configurable for Ninten and Ness? Ninten has the same PSI moves Ness has in his mod and I think it'd be cool to be able to have all 4 on one of them
Lucas  [author] 27 Dec, 2024 @ 10:07pm 
None of this is to say I am unopposed to compromise. Your feedback is appreciated and in the future I hope I can find an implementation you find satisfactory with some mulling over. It is not a priority at the moment, however.

All that said, if you so wish for the time being, you can change the hat to use no bandana with the following command after putting it on:

GetPlayer().AnimState:OverrideSymbol("swap_hat", "baseball_cap_ninten", "swap_hat_off_alt")
Lucas  [author] 27 Dec, 2024 @ 10:02pm 
Now in regards to your observation on ease of implementation, I do have to say you misunderstand me. In terms of just setting the skin for the baseball cap, it's quite easy. It's already IN the mod, I mentioned this in my first comment to you. The problem therein is implementing such a feature to your liking. Making it a skin in the same fashion as the Aviation Coat to Ninten's Coat is not sufficient. This method will change the skin for every character when our implementation should only affect Ninten. Further, there is nothing cosmetically different about the hat itself and there would be no way to present this as a unique skin. We would need to implement our own way to set the baseball cap's override symbol at the player's demand, something like a keyhandler; hence my response of it 'not being worth my time.'
Lucas  [author] 27 Dec, 2024 @ 10:02pm 
Yes, in regards to setting the art to use, equippable items only listen for when they are initially equipped to make this decision. So if you equip the Baseball Cap with one skin, then change your player skin to another, then the Baseball Cap will still have the old skin until you unequip. I am aware of this bug.
W. D. Gaster 27 Dec, 2024 @ 12:26pm 
I'd presume just making it a style difference like how the coat can go from the green one to the novel brown one...as for easiness, I straight up got the desired effect from a bug; switching to summer outfit, putting the hat on and then switching back removes the bandana ( as seen here https://prnt.sc/yViOVg0L9e6y ) so I dunno how it'd be all that hard
Lucas  [author] 24 Dec, 2024 @ 11:39am 
Ninten's second skin does not have the bandana so his hat will not as well (Ken's hat has his headband wrapped around it while wearing it as another example). If you do not want to consider this, however, there's no easy way for me to create that option as you desire and have it be worth my time. Maybe in the future if I ever decided to redesign Asthma I could consider something.

Like, he uses it to cover his face and help prevent it from flaring up. That's my whole headcanon for why he even has the thing around his neck in the first place.
W. D. Gaster 23 Dec, 2024 @ 2:48pm 
you think there'll be an option to have the hat not pull the bandana up when worn?
ReptiloidValera 17 Dec, 2023 @ 1:27pm 
Thanks man!
Lucas  [author] 22 Sep, 2023 @ 12:15pm 
New skin and some bug fixes, enjoy.
Masterblaster38 14 Mar, 2023 @ 12:01pm 
Sorry, false alarm.
I was using other shipwrecked port accidentally.
Yeah I checked with the island adventures and It was fine, thanks for responding.
Lucas  [author] 12 Mar, 2023 @ 4:08pm 
Still functions as it should for me. What's your mod list?
Lucas  [author] 12 Mar, 2023 @ 3:13pm 
Hmmm, I actually booted up Ninten on Island Adventures about a month or so ago and everything worked fine then. I'll have to investigate when I get the free time. But I do have to ask, you are using IA, right? I haven't tested any other Shipwrecked ports and cannot promise they'll work.

Nothing too crazy, just very rare chance of dropping from killing mobs
Masterblaster38 12 Mar, 2023 @ 7:37am 
*To add, I mean he didn't start with his rain coat, and by what the quote says before falling, I am pretty sure that ninten thinks the boat is an armor.
Masterblaster38 12 Mar, 2023 @ 7:07am 
Em, I don't know why but for me Ninten acts like if a boat is an armor. And by that I mean that he inmediadly falls from the boat in island adventures, or in other words It inmediadly drowns no matter which boat I use. It also doesn't start with his coat for some reason, and I am sure I have the settings correctly. So I don't know why It happens.

Also now that I am here, how is the way to get Ness's bat with Ninten that the patch notes say?
404_coffee.exe 18 Aug, 2022 @ 5:28am 
Now thats a snazzy looking ninten.
Lucas  [author] 5 Jul, 2022 @ 11:38am 
As promised, mod has been updated. There's a LOT of changes, including a whole new skin to celebrate Summer as well as PSI Shield and Powershield now working properly on relogging! View the Change Notes to see the list of everything that's new, and PLEASE report any issues you run into I am begging you. Again, a lot of changes so that means there's a lot for me alone to try to keep track of, it helps me a lot so don't be shy to report any feedback you have!

Enjoy.
Lucas  [author] 27 Jun, 2022 @ 9:41pm 
Hey. Don't Starve port of the mod is out now. Update for this version coming soonish in the meantime.
pure 5 Jun, 2022 @ 6:31am 
not direct question to the mod but when i play a mod char, can other players see it too or just me?
Ebone 21 May, 2022 @ 3:34pm 
no Bat?
Lucas  [author] 15 May, 2022 @ 9:13pm 
Sup
Dr_Rehabilitationttv 15 May, 2022 @ 8:53pm 
Lucas
Wilsonso 5 May, 2022 @ 12:55pm 
Yeah I was about to comment on the shield crashing on me for just using it but I kinda forgot.
I played again with Ninten fearing it would crash my server again but for now it seems all fixed.
Thanks for fixing it!
Lucas  [author] 1 May, 2022 @ 10:20am 
Hi. If you've been experiencing a crash with Psi Shield or Powershield after the last update, that's now been fixed. I made a mistake in fixing the last list of issues and didn't catch it unfortunately, I must sincerely apologize. I'm honestly shocked no one reported it though, considering the crash was literally unavoidable if you used the abilities at all. I only caught it because I was working on porting the mod to Don't Starve after a hiatus. I digress, if the character hasn't been playable for you over the last 2 weeks, I really, really apologize.
Lucas  [author] 19 Apr, 2022 @ 2:12pm 
Update is live. Addresses bugs pointed out by @NNNnobody among other things. The moonstorm crash was actually being caused by being electrocuted with a PSI Shield or Powershield active. So Moonstorm Sparks, Lightning Strikes, or hammering a Moose/Goose egg would all result in the same sort of crash. I'll spare the burden of the technical details but it wasn't too difficult to fix once the cause was rooted out. Enjoy.
Lucas  [author] 17 Apr, 2022 @ 10:58am 
@NNNnobody 4D Slip not allowing you to teleport onto boats is most likely a limitation in the spellcaster component -- which 4D Slip uses -- that doesn't exist in the blinkstaff component -- which the Lazy Explorer uses in contrast. I can definitely fix this.

Regarding moonstorms causing a crash, I just reproduced this myself and I'm looking into the cause. It's a very peculiar one that's happening with the fx of shield, of all things. I'm not even sure how that's possible. Might go for a band-aid fix for now.

The asthma attack while dead appears to be a logical oversight. I thought of stopping current asthma attacks on death, but not preventing future ones. That's easily fixable.

I injured my hand a while back and haven't been able to do much coding, but I'll try and get these addressed as soon as I can. Thank you so much for bringing these to my attention, and I am very happy to hear the mod is enjoyable! The early design before we came up with PSI Shield was much more cruel.
NNNnobody 17 Apr, 2022 @ 7:24am 
I think I found a couple of bugs: First, I cannot use 4D Slip to get onboard a boat. Second, using Psi Shield Omega while a moonstorm is active makes the game crash completely after some time. Third is that I got an asthma attack that killed me. Well the full story is that I died first, then I got that asthma attack, then I got revived and then the asthma killed me again.

Otherwise I greatly enjoyed the mod. Ninten is quite a unique character to play as. At first I thought that his asthma and his inability to wear armor are too much disadvantages but he really makes up for those. Also as someone who hasnt had problems with his asthma in a long time telling other people I need some consideration with it really made me nostalgic.
Lucas  [author] 4 Mar, 2022 @ 8:05pm 
The last update was February 23rd. I have not posted any new updates since. I would try doing a clean all, or unsubcribing from the mod and resubscribing to it.
Ninten_Draw 4 Mar, 2022 @ 6:11pm 
today the ninten mod said it needed to be updated, however no matter how many times i clicked update, it wouldnt, is this a modding issue or a dst issue?
Lucas  [author] 4 Mar, 2022 @ 7:20am 
Klei has stated modded recipes work out of the box. Has this not happened? I want to put the recipes back under the tabs they belong but consider this low priority, so long as they're under the modded items filter I'm fine with that for now.
Masterblaster38 4 Mar, 2022 @ 6:11am 
The thing is that there is more sections in the menú, and i don't think that they are called the same.
Lucas  [author] 3 Mar, 2022 @ 5:01pm 
*Inhaler is under survival not magic I'm thinking of the PSI upgrades
Lucas  [author] 3 Mar, 2022 @ 5:01pm 
Maybe they aren't, or they aren't? Ninten has recipes exclusive to him but he's never had his own crafting section (inhaler is in Magic, the coat and baseball cap are under dress, etc.), so I don't think they'd disappear...

I haven't looked at the beta, been working on other stuff.
Masterblaster38 3 Mar, 2022 @ 1:47pm 
The thing is that the recepies are Now in sections however the ninten items maybe aren't in any section...
Unless they put all the modded recepies in the especial character recepies as they are recepies only ninten can do.
Lucas  [author] 24 Feb, 2022 @ 2:26pm 
I'm not too worried. From what I can see, at least initially, the crafting changes are mostly changes in the overall UI so actual crafting recipes shouldn't be affected. Klei seems to be pretty good at maintaining compatibility, so I doubt they'd do something to a system that is so widely used by modders that would break their mods.

Of course, I will keep an eye out. Thank you.
Masterblaster38 24 Feb, 2022 @ 1:17pm 
I Will say that a new beta update is going to come on 28 so you would maybe want to see if the mod isn't going to break after the when the update later drops. SPECIALLY because It changes the menú of crafting sistem and I don't think anyone would like to Craft any of the items of ninten. So yeah you maybe want to watch out for that.
Lucas  [author] 23 Feb, 2022 @ 6:58pm 
Hello. The mod has been updated to include a text overlay that displays Ninten's risk of an asthma attack. You may also disable it if it is not to your liking. Although it is simple text, I must lament that I am not a frontend developer and attempting to work with DST's was an... enlightening experience.

Also, other QOL changes are included. Check the changelog if you wish for further details. Thank you all for your feedback!
Lucas  [author] 20 Feb, 2022 @ 3:03pm 
I will say this, crafting, gathering items, moving items around your inventory, eating all count as being idle. Also, a mid-late game tip, invest in a beefalo.

And thank you, I'm really happy with Ninten's design. By removing the ability to wear armor and having him rely heavily on sanity for protection, we can therefore couple that with heavily relying on sanity restoration. And by giving him the solution to sanity restoration through his very good sanity clothing, we can also attempt to teach the player how to manage the new mechanic that is asthma. In theory of course, that is the design philosophy...

I also wanted the inhaler to be slightly expensive to encourage being liberal with its usage and save it as a last resort.