By KuloslavIt's a very simple mod revealing the entire map in the game, regardless of the level at which we find ourselves. Despite the simplicity makes it easy modding or just makes the game lot easier.
Have a nice use.
Steam version: http://steamcommunity.com/sharedfiles/filedetails/?id=225675650&searchtext=
By OblanquitO-Supervivencia Natural-
Contenido de MOD´S
Always On Status
More Map Icons
El Paquete trata solo con unos cuantos mods que no alteran la
dificultad con del juego, si no solo cosas visuales que ayudan
de una manera sin afectar a el juego.
Los mods yo no los he creado, solo son una recopilación de ellos.
Echo por: OblanquitO
By DleowolfThis is a character I made to be used as a template. It uses a spriter file that I rebuilt to be more extended.
There are multiple versions.
V1.0.4 - Don't Starve and Don't Starve Reign of Giants
V1.2.3 - Don't Starve Together
V1.3.1 - Don't Starve Shipwrecked
The tutorial for this is here.
- Basic coding for a character mod
- All animatable parts of a character
- Larger drawing areas
- RoG lightning sprite
- DST emotes
- A basic DST ghost
This requires Don't Starve Mod Tools to autocompile .png files that are modified. Use Spriter to preview the changes you make. Parts can be removed from your character by clearing out the .png files of that part.
If you're modding for Don't Starve Together, and the mod doesn't compile, you may need to temporarily move your mod to your single player mods folder, and move it back once the mod tools compile it.
By simplexIMPORTANT: Starting with version 4.3.0, the Windows binary release requires Microsoft's Visual C++ 2013 Redistributable Package (previously, the 2010 one was required). See the bottom of this description for more information.
ktools is a set of cross-platform (Linux, Mac and Windows) modding tools for Don't Starve. It consists of the following command-line tools:
ktech: a bidirectional converter between TEX texture and PNG; krane: a anim.bin/build.bin decompiler, whose output is a Spriter project. More detailed information about these tools may be found in the README, in the project's GitHub repository.
ktools primary release format is as source code, compilable under every platform using CMake, as per the instructions in the README. A Windows binary release is also included (the ZIP ending with "-win32").
When compiling from source, if libzip is found then the ktools are compiled with zip support, so that zip archives may be given as input in the same way directories may. The binary Windows release does not have zip support.
If you have issues running the Windows binary release, make sure you have Microsoft's Visual C++ 2013 Redistributable Package (the 32 bit version, that is, download the file called vcredist_x86.exe). It's very likely already installed, but in case of any errors first make sure that is in fact the case.
By IpsquiggleThese are official sample mods developed by Klei. They are very small and barebones, in order to get you started with modding. These are meant to serve as a starting point only and are not complete mods on their own!
This mod demonstrates adding a new object to the world which can also be put in the player's inventory. For testing purposes, one is added to the player's pockets every time the game starts.
Use this as a starting place for your own characters! Contains template artwork for character animations, saveslot portraits, and more! Note: This will require TEX tools in order to create .tex files from the provided .png images.
Also note that the template for the bigportrait is in it's own zip file for download size reasons, but both samplecharacter.zip and samplecharacter_bigportrait.zip together make the Sample Character mod and templates.
A demonstration of very basic mod setup, including attaching a custom components and setting tuning variables.
These are some super simple tools I made for Don't Starve years ago, recently updated and re-uploaded myself seeing how popular they were. I still believe you should use the official tools for texture creation, but for simply viewing and exploring assets this tool should work great for you.
Source code and latest releases are always available on GitHub.
By TheScraps98This is a music mod guide for Don't Starve Together that can also be used for Don't Starve. It is created by me, and contains links to other files needed. This is a current guide and should help more than the extremely outdated one from 2011.
Search me up on Steam to see my music mods. My Steam name is TheScraps
By ViewtifulDomThis is the download page for Domo's Don't Starve Character Creator tool. It is a plugin for Adobe Flash, and requires that you have Adobe Extension Manager installed. Instructions on its use can be found here. Enjoy!
By DevilXDThis mod adds a Development Tool - It have been crated by Klei, to help with testing Don't Starve and RoG DLC. File "devtool.lua" can be found in vanilla game, in prefabs folder. This mod adds a remade version of it, that makes it possible to use in-game, along with couple of features.
- can be used as weapon (range: 20, about half of a screen; damage: 10000)
- can be used as axe, pick, shovel, hammer and net; every action is instant
- creates large light spot around a holder, or around lying spot
- provides health, hunger and sanity insta-regeneration
- provides heat in Winter and (if RoG is enabled) act as cooler in Summer
- act as Walking Cane, adding speed multiplier (about 2 times faster than normal)
- has built-in prototyper, so you can prototype stuff anywhere and anytime
- if you want to build anything, provides necessary resources
- act as blinkstaff (you can teleport to a chosen spot)
- almost every feature is configurable in mod configuration screen
I'm uploading it here as a mod, because it really helps testing mods. It doesn't have a crafting recipe (obviously), so, Here as a console command that you have to type in console to get it:
This mod is meant to be OP, because I made it to help testing mods...
Consider that before posting a comment...
Have fun with testing mods
By CheerioThis tutorial will show you how to make your character run through the world!
Instructions on using the tutorial:
1. Download and extract the mod to your mods folder.
2. Open and follow the instructions in 'readme_tutorial_4.txt'.
By MobbstarFeel almighty as you toggle the GUI at the push of a button.
Configurable in-game to set your own shortcut.
By NycidianN Tools adds six clickable button to the HUD for testing utility.
Moves the time of day/night one step.
Time Jump +
Move you forward five days time.
Starts or stops rain and snow.
Sets sanity to zero or full.
This button allows you to dig through the game variables and sort them by variable type as well as looking at each tables children. All of this in a visual UI.
This button allows you to grant items to your character for easier testing.
By V2CMod template for add-on actions to Twitch Plays Together mod.
These are Mac versions of Handsome Matt's mod tools, TEXCreator and TEXTool. All I have done to them is wrap them in Wine and added icons. They work on my machine, and hopefully they will work on yours.
The wrapping process unfortunately makes the files very large (~400mb unzipped), so I have compressed and split the files to be able to make them available here. If you would rather make wrappers yourself instead of download them, the process is very easy.
1. Download and open Wineskin Winery as well as Matt's tools (above).
2. Create a new blank wrapper using the latest engine (I used WS9Wine1.9.21). For simplicity's sake, you can only run one file per wrapper, so name it TEXCreator or TEXTool depending on what you're after.
3. When prompted, say YES to installing Mono (which emulates the Microsoft.NET framework necessary to run the programs, and is why the files are so large) and NO to installing Gecko.
4. When done, open the resulting wrapper. You should get a dialogue that has an "Install Software" button on it. (If you don't, option-click on the wrapper, select "Show Package Contents," and click on Wineskin.app.
5. In the next dialogue, click "Move a Folder Inside," browse to the folder containing Matt's tools, and select it.
6. When prompted, pick the appropriate EXE for the wrapper you are creating.
7. Close all Wine dialogue buttons, and try opening your app. If all is well, the programs should run and behave the same way they do on Windows. I know very little about Wine and if you have problems, I cannot help you resolve them.
I hope you find these programs useful!
By simplexThis mod shows how to add a custom tile (ground) type to the game, to the map and minimap.
The actual work is encapsulated in the file tile_adder.lua, which may just be plopped into your mod and modimport'ed. It exports the function AddTile(), whose usage is exemplified in modworldgenmain.lua (note, however, that the tile texture assets must be declared in modmain.lua).
As an example, a new tile type GROUND.MODTEST is added. The mod will also spawn in the player's inventory an infinite turf item which places the new tile type (to make testing easier, it does not require digging up the original turf with a pitchfork).
The numerical id passed as the second argument to AddTile (which becomes the value of GROUND.YOURNEWTILETYPE) must be unique, not conflicting with with game's own values (specified in vanilla's constants.lua) as well as with other mods. It must also be less than 128 (the value of GROUND.UNDERGROUND), otherwise the game assumes the new tile represents a wall type. The AddTile function checks the given numerical id for validity, raising an error if the check fails. With regard to intercompatibility between mods adding tiles, it is important to choose numerical ids not conflicting with the choice of other mods. Ideally the ids would be generated automatically and stored/restored as map savedata, but since mods run before any savedata is loaded this would add a number of pitfalls for the modder to be aware of, and generally increase the complexity of the code required for adding a new tile, so I kept the manual specification. The sample tile is added with an id of 80, while Up and Away uses consecutive ids starting from 64.
By JulesExpress your love for our hairy little friend with this brand new
Webber-Themed Animated Cursor Pack
Including 15 Cursors inspired by my favourite Don't Starve Character!
Precise enough to use at work and the survival-y feel of your favourite
game is finally complete with this original handdrawn Cursor Pack!
Also check out my other Cursor Packs!
Follow this link for a tutorial on how to install the cursors. Thanks to @iMCrafter
By BlueberrysA module that can store, save, and load any arbitrary data.
For developers only! Don't expect it to do anything interesting in-game.
persistentdata.lua - The module. Put this in your mod's scripts folder.
PersistentDataExample_v1.x.zip - Example usage of the module with comments
See the example for information on how to use it.
Mods that currently use it:
Mod Manager - by Blueberrys
Feats of the World - by debugman18
Previously posted here.
Everything provided here is public domain. No warranties for anything. Blah blah blah. Use it however you want!
Attribution would be appreciated, but is not required.
By CheerioThis tutorial shows you how to have your creature spawn throughout the world!
Instructions on using the tutorial:
1. Download and extract the mod to your mods folder.
2. Open and follow the instructions in 'readme_tutorial_8.txt'.
By shenyiYou must be familiar with the MOD
That's right. This is the ROG version of the mini furniture you want.
In this version of the MOD what is the use?
1: you can take your furniture around the map
2: when the four seasons BOSS comes, do not have to worry about the destruction of the house
3: of course, you can do whatever you want.
By soibatIn Don't Starve Shipwrecked, to backup your save game, you must copy all files from two locations:
- ...\Dont Starve Shipwrecked\bin\3DMGAME\Mr DJ\storage
Every time backup or restore, you must do the 1st and 2nd steps. For convenience, I create an application run in Windows that you can backup/recover easily with a by only one click.
Name player: input name of player properties.
Date Game: input date in game.
(Only Compatible With Windows due to How Finding File Works and I have no idea if Visual Basic programs work on Linux or Mac.)
Some when I will be adding new features based on suggestions and feedback, so if you have any then I want it!
By MobbstarThis is a component for managing special mod music. Try to use it if you can. If you need a practical example, check out Soulful Alchemy.
Don't mind the DirectorNode stuff, I was just too lazy to remove it.
If you have any questions or concerns, tell me please!
By zUsernameSteam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=596800985
Compatible with DS, ROG and SW.
Original link: https://steamcommunity.com/sharedfiles/filedetails/?id=222342168
Fixed by zUsername.
Created by Nadav.
By darkestaxeSave this html file to your desktop and open it in a browser. It will automatically generate a calendar of Don't Starves moon cycles going out to day 200. Input whatever day you want moon cycles calculated out to.
I don't actually care if you put the file on your desktop or not, just put it somewhere that you can find it and open it.
Pigs will turn into werepigs on a full moon. Werepigs are very bad piggies and will likely attack you and kill you for no reason. This is also when woody becomes the doom incarnate of all vegetation.
The latest day I tested successfully was day 50,000. It was a very long calendar and the scroll-bar thingy was very small. If you intend to not starve for longer then 50k days then you may need a longer calender.
This script won't hack anything at all actually. It's not a hack, it just makes a calendar. Just go ahead and hit "run script" or open it in Firefox instead.
While transformed into a werebeaver, you should refrain from eating the berry bushes you planted earlier that day. Bad Werebeaver! bad. bad. bad. You go back to the firepit and starve back into Woody right now!
Leave comments if there's some functionality you would like added to this calendar. Making it was kinda fun.
By IpsquiggleThis mod is made by Ipsquiggle at Klei to show off various features of the mod API.
This mod is not meant to be played. It is for scripting demonstration only.
I'll keep this up-to-date as I add functions to the API so you have an example of how they are used.
Updated for the Stuff of Nightmares release! Tonnes of new functions and examples to check out!