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    • JanH

      Rhymes with Play 145 - Oxygen Not Included (Update Preview)   06/27/2017

      Join us on our official Twitch Channel, where we will be previewing content that are currently being developed for the upcoming Oxygen Not Included update. As always, the stream will be going live on Thursday, June 29th at 3:30 PM Pacific (10:30 PM UTC), only on the Rhymes with Play Dev Cast. Note: As the game is still in development, game content shown in the update preview streams may change before going live on Steam Early Access.  Where is it?
      On our official Twitch channel here:
      10:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain)
      When is it?
      Thursday, June 29th 3:30 PM Pacific (10:30 PM UTC). Here's a handy tool to figure out what time that means for you:
      http://www.worldtimebuddy.com Check out the stream announce thread for discussions!

Game Modifications

639 files

  1. Such Red. Less Green. Much ouch. So Bääääm. WOW
    Damage Indicators are over 9000!!
    Damage Indicators
    /ˈdæm.ætʒ ˈɪn.dɪ.keɪ.torz/
    Such Red. Less Green. Much ouch. So Bääääm. WOW
    Damage Indicators are over 9000!!
    (Oh yeah.. nearly forgot: get this mod to display cool fancy numbers on top of the heads of monsters you are just smashing)
    Only show damage: No heal.

    Display mode: 'Straight' for OCD-Version.

    Amount of Numbers: Low for number-hell if you freeze.

    Decimal Points

    Intention: http://forums.kleientertainment.com/topic/30774-mod-idea-damage-indicator/
    Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=220511926
    Big thanks to @simplex for inspiring code snippets!




  2. Simple mod, that makes your characters start the game with backpack. I'd actually made this mod for myself, but then decided that smb might enjoy it
    Your comments and rates would be appreciated! I would like to know what u think about this mod and if u want something to be added/changed. It's my first work and I'm rly curious about it :3
    Steam page: http://steamcommunity.com/sharedfiles/filedetails/?id=303230394




  3. 999 stacks mod

    This mod makes so some items can stack up to 999 and make some items stackable (list can be dowlonded)




  4. Ya llego el mod de primera persona en Don't Starve!
    Para instalar el mod mover el archivo WinRar a la carpeta mods dentro de la carpeta del juego(si la carpeta mods no les aparece crean una nueva)
    Una vez que tenemos el archivo decargado dentro de la carpeta mods le damos click derecho al archivo y extraer aqui 
    Y listo! entran al Don't Starve crean un mundo nuevo y ya van a tener la primera persona
    PD:si cuando abren el Don't Starve les aparece un cartel diciendo all mods enabled le dan al boton In understand pero si al contrario les aparece un cartel que dice all mods disabled(todos los mods estan desactivados en catellano)le dan al boton I understand y en el menu del juego van al apartad mods y activan el mod First Person Camera




  5. These 2 mods let you add backpack and amulet slots, increase inventory, backpacks and containers size.   The Neat version can display custom bar badges (health, hunger, sanity), naughtiness meter and thermometer above the inventory. It has custom UI art, too.     RoG and SW compatible.     Customization options   What both mods have in common : - Backpack slot : Yes/No - Amulet slot : Yes/No - Inventory size : Default version : 15, 20, 25, 55 / Neat version : 15, 25, 45 - Piggyback speed penalty : Yes/No - Backpacks size : Default/Large (backpack : 10 - piggyback : 14 - Krampus sack : 20) - Storable backpacks : Yes/No - Containers size (chest and icebox, not chester) : Default/Large (16) - Colored slots (chest, chester, icebox, crock pot) and custom equippable slots backgrounds. - Corner shortcuts (pause, map, rotate) : Show/Hide - Further zoom out without the game pushing it back to default.     What's only in the Neat version : - Custom badges : Yes/No - Naughtiness meter : On/Off - Thermometer : On/Off - Celsius/Fahrenheit - Wetness value : Hover/Always show - Clock text : Hover/Always show (for keyboard/mouse only)     Compatibilities - High chance of incompatibility with mods that modify backpacks, inventory slots, equipment slots or chests. - Neat version : Not compatible with mods that change badges (health/sanity/hunger) unless you don't use RPG HUD's cutom badges. - Compatible with Always on Status but custom badges are turned off automatically to avoid crashes. - If you encounter crashes, make sure your game is up to date first then try runnig this mod alone. If it works alone and crashes with another mod, it means they are not compatible. You can let me and the other mod's author know about it.     Playing with a controller   When using a controller, the backpack content will be displayed in a single line underneath the inventory like in the vanilla game. However, since you can have very large backpacks, and in order to keep the UI nice and clean, the backpack line will never exceed the inventory/equipment line. Keep that in mind when customizing the options.     Example : 15 slot inventory, no amulet/backpack slot : the line is composed of 15+3 = 18 slots. So a larger Krampus's sack (20 slots instead of 14) would be sized down to 18 slots aswell.     Minor issue : If you disable your controller while in game, the very last (2-5) slots of your backpack may be inaccessible (Krampus sack + bigger backpacks + Neat 25 or Default 15). Just reload your save to fix that.     How to install this mod   It's better to disable the Steam Cloud feature for the game. Always backup your savegames, profile and saveindex before installing a new mod or you'll be very sour if something goes wrong. They are usually located in "..\Steam\userdata\<your steam ID>\219740\remote" or "My documents\Klei\DoNotStarve\save". Backup all the files found in those folders.     Extract the folder located in the archive to "...\Steam\steamapps\common\dont_starve\mods" or the equivalent if you use the standalone version. Once in game, head to the mods tab and activate the mod (the Neat version requires a restart) then configure it.     Quickest Q&A ever   Q : Will you port this mod to DS Together ? 
      A : No. I won't be making any more mods. But if someone wanted to port my DS mods to DS Together, that's fine with me. 
      Q : How can I help you ? 
      A : You can give me feedback on glitches and crashes down below. If you are interested in testing RPG HUD before official releases, I created a steam group just for that. I'll put the newest files there and I would appreciate feedback. Here's the link to the group : Kiopho's Beta Testing.
          Thanks to everyone for your feedback which helps improve the mods tremendously.   If you like the mod, show it some love and rate it.   If you have any issues or suggestions, leave a comment down below.




  6. Shard configuration mod
    Shard configuration mod allows server admins to make migration links between their individual servers/worlds/shards.
    This mod is made for dedicated servers and has no use in standart Don't Starve Together worlds created in client. This mod is also not needed if your dedicated servers run only two worlds/shards in one cluster (default connections works fine for 2 worlds/shards). If you are server admin and you want more than 2 connected worlds this is mod for you!
    After all servers are set up and online and simulation on them is paused, when first player connects to any server and simulation is unpaused the mod will set up portals in the world to be linked to other worlds.
    This mod uses standart 10 sinkholes generated in the world. If you manually create more, they will be used after server restart. If you want more than 10 connections from/to one world you have to create new sinkholes/stairs. Sinkholes not used are turned off and plugged.
    Steam workshop
    Mod is available on steam workshop
    How to setup this mod
    I will explain how to set up this world. I will be connecting 4 server to each other. All setting files won't be shown, but they are pretty similar. I want the shards to be linked like this (two lines between 1 and 12 mean i want two portals to be active between these worlds):

    Formating here doesn't allow enough indentation so actual tutorial is on Github. (mostly functional, unidirectional connections aren't covered by this tutorial)
    Since mod version 1.10 it is also possible to create single directional connections. New mod setting called "OneWayConnections" was created which contains world that should be connected unidirectionally. Example mod overrride settings below:
    ["workshop-595764362"] = { enabled = true, configuration_options = { ["Connections"] = { ["1"] = { "11", "12" }, -- bidiractional between 1-11 and 1-12 ["11"] = { "12" } -- bidirectional between 11-12 }, ["OneWayConnections"] = { ["1"] = { "12", "12" } -- two unidirectional connections from 1 to 12 } } }  
    Worldgen and shard config util
    I created an util to create worldgenoverride.lua using GUI. Choose a preset, change what you want and save it. There you have easily generated worldgenoverride.lua!
    There is also second tab where you can create modoverrides.lua that configures this mod. Create shards, set their shard_id. Create connections between shards and set connection count. Save it and you have modoverrides.lua which will work with this mod. You still have to include other mods you want to use.

    This util is running in .NET 4.5 and won't start without it! The util is available for download from these forums by "Download this file" on the right.
    Need help of other modders
    This mod needs to have shard_id to properly connect worlds. For now shard_id of this world is taken from mod configuration. If anyone have idea how to get this shard_id directly from game core I could remove one mod setting, which would be great. (TheShard:GetShardId() didn't work for me, but maybe I'm just bad at lua scripting) Already fixed it.
    Also setting Connections is pain in the *** to copy to every shard. So if anyone have idea how to load Connection table in some clean and don't-copy-something-to-every-shard way I would probably implement it.
    Thank you




  7. If you like it, you can subscribe in Steam Workshop:
    Doom modification for Don't Starve.
    - Shotgun with ammo
    - Plasma gun with ammo
    - Chainsaw
    - Small and big medkits
    - Explosive barrel
    - Soul sphere and Megasphere
    - Lamp and candles
    - Special sounds
    Available in future:
    - More guns, items and structures
    - Friendly and enemy NPC
    - Character
    - Porting for DST




  8. Fix crash when learning a recipe in the 'wrong' world. Fix issue with blueprints from unloaded mods.




  9. Landboats no longer break.




  10. Fixed missing Beebox inspection lines for different states.
    Credit to @piratekingflcl for noticing the bug.




  11. Fixed missing lines when attacking pigmen and quitting combat.




  12. This mod introduces electricity and machinery to Don't Starve
    Do you want to fight Maxwell?
    Do you want to show the shadows who's boss?
    No revolution is complete without Coal and Electricity!
    If you agree with the above point, then this mod is like made for you. It introduces electricity and machinery to Don't Starve, without (wanting to) ignore its amazing feel of uncertainity and artistic developement.

    Unlike most mods, this one is split up into several modules. As such, you can install the parts you want and don't need the rest! Furthermore, updating is easier. And of course this allows for third-party modules, the Treeslacoil by @Corrosive for instance.
    The following official modules are currently available:
    BASE brings electricity itself. This is the core mod, you need to install it. CRAFTWORKS allows advanced crafting. Being cheaper, but more complicated, this mod is ideal for whoever is concerned about resource management. UTILITY is tool- and survival-orientated. It offers electric alternatives for most basic elements needed to stay alive. MILITARY brings weapons, armour and miscellanious combat entities. This is what you want if you came here thinking of laser guns, power fists and electric fence. Robotics is not functional. Use at your sole discretion. Documentation

    If you install and enable Tomes of Knowledge, you can find or craft an in-game guide. It magically scientifically expands with updates. It should give you the idea, and is highly recommended. For more detailed information, read the changelogs or the source code.
    The old documentation thread is here. You might enjoy reading this story as well.

    All modules are compatible with DS base and DS RoG. They are also compatible with ShipWrecked, though some things might not work, as this is not a high priority. DST support is possible in future but unlike as it stands.
    Industrial Resolution includes minor World Generation stuff and edits some game objects. In general, it should be 100% compatible with any other mod. If you notice problems in this regard, please do not hesitate to inform me!
    This modpack supports the following mods:
    Hack the Planet (options for electricitiy) Tomes of Knowledge (guide book) Steam Biome Up & Away (Storm Choke and Cloud Centrifuge become available, including ToK pages) If you want to see more cross-mod, tell me please!

    I want to thank the following people for helping in the creation of Industrial Resolution:
    @Folthan for drawing the LED and giving me that software
    @NoobModder for drawing several IRM objects
    @Estel for praise and feedback
    @Mikeloeven for telling me to just do it and giving me that other software
    All users who suggested content or changes for their interest
    You for reading all of this and being (presumably) awesome




  13. Now compatible with DLC!
    Playing DS for a pretty good amount of time today.I've decided that i need a direct path to my Beefalo.
    Adds minimap icon for the Beefalo.
    Requested and added icons for
    Chester's Eye_Bone
    Volt Goat
    Rocky the Rock Lobster
    Rabbit Holes
    Don't like some icons
    Locate Where's My Beefalo\modmain.lua and open with notepad or what have you, then do this.Place 2 dashes in front of the AddMinimapAtlas you don't want to show.Save and close,thats it DONE!
    Example =
    Special thanks to Rupture from klei forums for a cleaner more compatible code!




  14. Please download this via steam (from http://steamcommunity.com/sharedfiles/filedetails/?id=222076729) if you can. That way it will automatically update when I fix bugs and add new pets. If you get it from here you'll need to manually re-check this page yourself.
    _____ _ | __ \ | | | |__) |__| |_ ___ | ___/ _ \ __/ __| | | | __/ |_\__ \ |_| \___|\__|___/ v0.7.1 [ALPHA]
    --==>> Pets Readme
    --==>> SteamWorkshop: http://steamcommunity.com/sharedfiles/filedetails/?id=222076729
    --==>> Download Page: http://forums.kleientertainment.com/files/file/457-pets/
    ==Now works with both both vanilla DS and RoG DLC!==
    Finding the harsh world of Don't Starve a little lonely? Want a companion to share in the highs and lows of your journey? I did - so I added pets. Figured a few other people might be interested so here it is, uploaded for anyone to enjoy. Be warned though, your pets will need looking after. Still it's worth the effort to have a companion join you on your journey.
    == HOW TO TAME:
    - Feed a tameable wild animal 4 serves of a food they like and they'll be tamed. To feed an animal just place the food on the ground and let them eat it.
    == Tameable animals:
    ···> Rabbit (winter & summer - once tamed your pet rabbit won't change colour with season)
    ···> Spider (only the regular spider currently, might add warrior/cave variants later)
    ···> Bat
    ···> Pengull
    ···> Hounds (regular, fire, ice)
    ···> Gobbler
    ···> Slurtle
    ···> Snurtle
    == Fine details:
    - Pets have both health and hunger, you will need to feed and heal them to keep them alive
    - Mouse over them to get their hunger/health status
    - Once tamed, pets no longer eat food off the ground, you have to feed them yourself (they're well trained)
    - You can pickup your pet and carry it round in your bags (helpful to keep them from being killed in fights)
    - When you feed your hungry pets you'll gain 5 sanity
    - Every time your pet is attacked you'll lose 1 sanity
    - If your pet dies you'll lose sanity. The older your pet the more sanity lost (20 for new pets, 100 after ~25 days)
    - If you kill a wild animal of the same type as your pet you will lose 5 sanity
    - Some (but not all) pets will help you fight like hired pigs do
    - Tamed animals are smaller than their wild counterparts
    == Future plans:
    - Add ability to tame more animals
    - Add tougher taming requirements for certain pets
    - Increase the required food to keep bigger pets happy
    - Add pet specific behaviours (find food/treasure, help chop trees or mine)
    - Add rare spawn pet specific creatures like cats, for the ultimate in furry pet goodness




  15. This should work with all versions of the game (vanilla, Reign of Giants, Shipwrecked, and Don't Starve Together). Also available on the Steam Workshop (single-player, DST).
    Snaps objects to a grid when placing and displays a build grid around it (unless you hold ctrl).
    Credits to zkm2erjfdb and Levorto for writing the original single-player versions (Architectural Geometry and Assisted Geometry). This mod is a replacement for those mods; if you have one of them enabled as well, unpredictable things will happen.
    Description of the options:
    CTRL Turns Mod: "On" makes it so that the mod is off by default, but turns on while holding CTRL. "Off" does the opposite, temporarily disabling the mod while holding CTRL. Options Button: By default, "B" (for controllers, right-stick click in single-player and left-stick click from the scoreboard in DST). Brings up a menu for changing these options. Note that it cannot save these options in-game like it can on the configuration menu, so if you find new favorite settings with this, you should make those changes in the configuration menu too. Toggle Button: By default, "V" (no binding for controllers). Toggles between the most recently used geometries (it will guess if it doesn't know, which should only happen if you just transferred between the caves and the surface or joined the game). In-Game Menu: If set to "On" (default), the options button will bring up the menu. If set to "Off", the button will simply toggle the mod on and off (like it did before the menu was added). Show Build Grid: Determines whether it shows the grid at all. Grid Geometry: The shape and layout of the grid. Square is the normal one, aligned with the game's X-Z coordinate system. The hexagonal geometries allow you to do the tightest possible plots. Walls and turf always use the square geometry. Refresh Speed: How much of the available time to use for refreshing the grid. Turning this up will make the grid update faster, but may cause lag.  Hide Placer: If set to on, the ghost-version of the thing you're about to place is hidden, and instead the point where you'll place it is marked. Hide Cursor: If set to on, the item you're placing won't show up on the cursor while you're placing it (sometimes it gets in the way of being able to see where you'll put it). Fine Grid Size: The number of points in each direction that it uses for things with a fine grid (most things). Wall Grid Size: The number of points in each direction that it uses for walls. Sandbag Grid Size: The number of points in each direction that it uses for sandbags. Turf Grid Size: The number of points in each direction that it uses for turf/pitchfork. Colors: Red/Green is the game's normal color scheme. Red/Blue should be more readable to players with red-green colorblindness. Black/White is there for fully colorblind players, or players who want the grid to be more readable at night. Outlined uses black and white with outlines to give the best visibility in all situations. Tighter Chests: Allows chests to be placed more closely together. This doesn't always work in DST. I keep this only as a legacy setting because the other geometry mods override a special case the game makes for chests. Controller Offset: Allows you to disable the usual offset that rotates around the player when placing objects. Defaults to off. Hide Blocked Points: Instead of showing red/black points where you can't place things, this can set it to hide those points instead. Show Nearest Tile: In addition to showing each of the points, this can set it to show the outline of the nearest tile, making it easier to align placement with the turf.




  16. Привет,сегодня перевод наистарейшего мода.Впрочем он не так важен,ибо перевод чисто по названию и описанию.

    Я не создал мод,а лишь его перевел.
    И не претендую на сам мод.
    ==P.S для полной работы перевода,нужен хороший русификатор(можно и с этого сайта).==




  17. Allows you to spawn any item you want. Press (T) to open spawn menu
    Side notes:
    - Might not contain all items (placable items aren't possible yet)
    - If you are missing an item, lets me know!




  18. Pig houses will now come in a variety of colours - muted red, green, purple, blue and grey, as well as the standard plain wood. These colours are random for all pig houses in the world, generated, spawned or built. 
    These colours are meant to be subtle, in keeping with the game's style - if you're interesting in other colours please post your ideas in the suggestions forum.
    You do not need to regenerate your world to see this mod. The colours should stay the same on saving/reloading your game.




  19. This is Beatrice. The commander of bees. The walking beehive. The humble bumble. The embodiment of everything that is the wonderful world of bees.
    -Hunger: 100
    -Sanity: 50
    -Health: 75
    -Can eat honeycombs.
    -Gains an increased amount of hunger and health from honey and honeycombs.
    -Cannot attack or be attacked by any bees.
    -Bee Mines require slightly less resources.
    -Can build Killer Bee Hives.
    -All Killer Bee Hives are slightly more advanced and can now serve as guard towers.
    -Bee Hives, Killer Bee Hives and Bee Boxes can be repaired with honey.
    -Can build Honeycomb Walls.
    -Can craft The Honey Ham Bat.
    -Can craft The Sticky Stinger.
    -Can craft The Servant Sack.
    -Can craft The Reenforcement Antenna.
    -Can craft The Flight of the Rumble Bee.
    -Can craft The Royal Bug Net.
    -Can clone herself.
    -All bees work in the winter.
    -Does 66% less damage.
    -Cannot sleep.
    -Cannot eat meat.
    -Cannot go into the caves. Instead, the caves come to her.
    -ANY bee's death will anger Krampus, more so if it's one of Beatrice's daughter bees.
    -Talks in buzz's.
    -Wears an adorable, yet tattered poodle skirt.
    Spawns with:
    -A honeycomb
    -A beebox blueprint
    -A board blueprint
    -A bugnet blueprint
    -A piece of rope
    -3 butterflies
    -2 homeless bees
    -Biological Beehive
    -Bee Booster Pheromones
    -Bee Mind Control Pheromone
    Craftable Items:
    -Cloned Larva
    -Honeycomb Walls
    -Honey Ham Bat
    -The Sticky Stinger
    -The Servant Sack
    -The Reenforcement Antenna
    -Flight of the Rumblebee
    -The Royal Bug Net
    If you would like to see the FAQ and in-depth descriptions for everything, then
    >>click here<<
    If you ask a question that is already on the FAQ, consider your question ignored. This means YOU.
    If you are using Always On or any of the RPG HUD mods,
    Try disabling the option, "Change Backgrounds".
    If you have experienced a crash, please
    >>click here<<
    If the problem persists, please contact me with a link to your log file. Details on the log are covered in the troubleshooter link above.
    If you have any issues, suggestions or comments, please feel free to leave them.
    Concerning DST: See the FAQ.




  20. The mod contains the cheats below, to access these cheats, press the " i " key to open the cheats menu.
    - Infinite Health
    - Infinite Hunger
    - Infinite Sanity
    - Infinite Tool Uses (Axes, shovel, torches amulets never worn out)
    - Infinite HeatStone Warmth (Heatstone always stays warm)
    - Food Doesn't Perish
    - One Hit Kill (Kill everything in one hit, unless its invincible)
    - Infinite Armor
    - Infinite Campfire Fire
    - One Hit Break (Break rocks, trees etc... in one hit)
    - Reveal Map (Press CTRL+10)
    - Unlock All Recipes (Press CTRL+F11)
    - Free Crafting (Press CTRL+F12)




  21. ganja

    WARNING: At current state this mod only works with Don't Starve Together! Single-player wiil be ported soon

    ==== INTRO
    This mod was created with the obstination of two persons to see the greeny bushes in this game, we believe even some of the game devs would like to see that too and we hope you enjoy either, feel free to comment and if you can help, please do contact us.

    ==== MOD
    It provides a ganja bush with 5 stages which takes about a season to end cicle, when ended it stays in old form until diggen out.
    You will find them in all types of Forest Biome, the method of extraction of all stages is to dig!
    In it's old stage may drop two seeds with a quarter chance, so you can reproduce your farm.
    Pipes are one way to smoke ganja, they can be crafted in survival-tab and will give +5 sanity and -5 hunger on use.
    Wooden have 4 uses, golden does a little more, both breaks after used.
    The Tusk pipe won't break and can be filled with ganja or hash.
    It is used once, it's the most weed 'stoning' one, can be stacked and gives +25 sanity and -20 hunger!
    Simple cigarette rolls, will give you +2 sanity and -1 in life.
    One way to smoke hash, difficult to craft, it will give +75 on sanity and -25 in hunger as well it will put the player to sleep, and be groggy when woke for a little time.
    --Hash Roll
    A rolled smokeable hash cigarette, +30 on sanity and -15 to hunger.
    Can be collected from the bushes when it's grown, but wait until it's full of ganja! there's two stage you can collected, figure!
    Won't deteriorate and can be crafted in refine-tab to be used in a roll or in the chillum.
    Will drop from bushes on every stage, although on full stage it may drop two.
    Use them do plant ganja saplings that further will grow to bushes and so on give buds.
    Ganja can be dried in the Drying Rack

    ==== HISTORY
    First we thank those who tried to do this before; in FourTwenty mod and Evening Flower, from which we grabbed parts of program, but in the end
    it's was something else that we had created.
    We didn't know lua when we started over, and we have learned alot of it with pleasure as for more knowing it's national roots, where we live.
    Was very fustrating for us that klei had absolutely no documentaion for the API, and the 'makemods' text into game folder is simple a joke; "Download a mod and figure out" -- we only laughed, then worried, because we would have to learn the hard way. Reading a lot of program from others mod and game scripts, and WHITOUT INTERNET we started figuring out some things, yes we did it entirely without web, as it was made off home.
    Recently I've found this site dontstarveapi.com, and it would be good to help there maybe, it's a unofficial API doc.
    We build this in the period of a month, rewrote the program about six times, redraw, repaint, reanimation, corrections and color scales where redone alot.
    There where about 5 versions of the bush. xD
    We are very old hardcore players and tryed to balance everything well so this mode don't turn out as an overpower cheating thing like most mods do and instead just use game mechanics to be an extra asset to the game, for sake.
    We have been playing this game since it's beta stage, about seven or eight years so far, an state of art. And now we proud to present you our mod.

    ==== USED TOOLS
    Free software always on mind, live free or die!
    Very frustating for the artist who is FOSS compilant to not have a way
    to compile the art to those binary 'weird things', had to handle it
    to the rwindows every time.
    **The mod tools is terrible and useless!
    · GIMP
    · VIM
    · Don't Starve Mod Tools (only for the compiler on Windows)
    · Spriter R10 Free
    · Notepad++
    · ktools
    · GNU/Linux
    · Windows (if it is to be considered an system what so ever *lies*)

    We have corrected all bugs found so far, please report if you get one.
    -Ganja bushes won't save their timers in it's stages on world reload
    ==== TODO

    -Possibly hide the percentage on tuskpipe.
    -Add effects on the screen when high, or even turns the player slow a little.
    -Add a gnome easter egg
    -Make the mod compatible with DontStarve single-player (NOT-Together).
    -Create the Weeder character, embased on a friend of ours.
    ** If we can, one they we will realease the 'Reign of Ganja' DLC, hahaha
    with: a new giant, a new character or more, more ganja, mobs, bad trip on casual mushroom eat... gnomes.
    ==== CREDITS
    Mod Design: Ardokh, Bush Doctor
    Art: Ardokh
    Programming: Bush Doctor
    Programming Assistance: Ardokh




  22. This mod adds Plague Knight, from Shovel Knight, to Don't Starve. Plague knight 250 sanity, and knows the first tier of magic items from the start. However, he only has 90 health and does less damage.




  23. Brought back from the dead,one of my ol favorites
    -Note: I have fixed the rock images to work better with this mod
    -Able to throw as fast as you can click
    -TUNING = Program Files (x86)\Steam\SteamApps\common\dont_starve\mods\workshop-214997929
    -This mod is to fun.Only down side is the mod makes ya want to throw a damn rock at everything that moves! And yes the rocks must crumble.Would be way OP if they didn't.OP enough as is.
    Original author Reinert
    Original author's description
    Allows you to throw rocks, Hit dem [email protected]!
    Ever wanted to smash a rabbit in the face with a rock, well with this mod you can O.o
    I thought it appropriate to make such mod, given the new update is all about rocks.
    -Makes rocks throwable and crumble upon impact.
    -No homing feature, you have to aim now(kinda'ish)
    -Kill a Treeguard with 50 rocks.




  24. Thread:

    Required QuestsAPI Mod!

    Hunt Quests Mod:
    This mod adds hunting quests for nearly every mob that exists on the surface to pigking.
    Eg. "Kill 5 hounds". The mobs do not spawn, you have to find regular ones to kill them.
    The difficutly from those quests gets higher the longer the average player survived and the quests fit to current season (eg. walrus only in winter).
    Work in Progress GitHub:

    Other Questmods:




  25. Changes the day-night cycle so that after night comes dawn, then a new day. It also adds a golden butterfly that can appear during dawn.
    This mod is available on the Steam Workshop! Downloading it from there means it automatically updates when I release new versions.
    What it does

    How to install