By PanAzejAutomate gathering resources!
G10MM-3R is a drone version of Glommer. Design inspired by Drones from Slime Rancher.
- Pick up various inventory items (uncooked food and resources),
- Pick resources like Grass, Saplings, Berries, etc.
- Harvest Bee Boxes/Farms/Meat Racks (when configured),
- Hack resources like Tall Grass/Vine Bushes (when configured).
It will store all its items inside a modified Glommer Statue (dubbed "G10MM-3R Base").
It doesn't need any fuel - it will work until broken.
You can find its blueprint by mining the Glommer's Statue (or by defeating bosses in Shipwrecked/Hamlet). It's craftable on the very top of the "Science" Tab.
G10MM-3R on Steam:
This is a port of my DST mod. You can find it here:
By kiophoThis mod has been abandoned for a long time but rezecib made an up-to-date version of it, combined with another mod.
Displays health, hunger and sanity values at all times. It's also possible to monitor naughtiness (Krampus) and temperature. There's also a beaver meter for Woodie.
RoG and SW compatible.
Mechanics Temperature and naughtiness are hidden automatically when inside the caves since it's always at 20°c and none of the creatures increase your naughtiness. These mechanics exist in the game and weren't created by me. This mod just monitors them.
The naughtiness threshold for spawning Krampus is set to a random number between 30 and 50 as soon as you kill an innocent creature. Killing certain creatures increases your naughtiness. Once the cap reached, naughtiness is reset to zero and the new threshold is automatically set to a random number between 30 and 50. And Krampus spawns of course. There's a chance to spawn 2 or 3 Krampii after day 50 and 3 or 4 Krampii after day 100.
Thresholds and limits are not the same whether you are playing RoG or vanilla DS. RoG introduced overheating, which occurs at 70°C (154°F). That's second degree burn territory. So I halved the displayed temperature (temp°C/2 then converted to °F) so that it feels more natural in RoG. See below for details.
* Vanilla game : The temperature ranges from -20°C (-4°F) to 40°C (104°F). If it goes under 5°C (41°F) you'll start shivering and under 0°C (32°F) losing health.
* RoG & SW : The temperature ranges from -10°C (14°F) to 45°C (113°F). Over 35°C (95°F), you'll overheat. If it goes under 3°C (38°F) you'll start shivering and under 0°C (32°F) losing health. So careful !
Compatibilities - Not compatible with RPG HUD Neat unless you deactivate the custom badges (for RPG HUD Neat, not Always on Status).
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.
By BluesyBuesyAre you an unsuspecting newbie who stumbled upon this mod while perusing the mod files? Turn back now! This mod will obliterate you within minutes. This is a challenge mod for a series that I'm doing on YT, and I've only uploaded this to the site so that people can play along if they want to. I did include some config options though, so check those out if you want to give yourself some leeway.
What does the mod do? Immediately upon spawn, and every so often based on a timer (around 15 minutes by default), the game will randomly choose one of several bosses to spawn (all of the giants, including the Spiderqueen and varg -- excluding Treeguards, Ancient Guardian, and Quacken because they'd just be a blessing).
No problem? You'll just run away? No you won't because 3 points will be detracted from your health for every second that you're too far from the boss. You must deal with the boss that's been spawned or you're a goner.
You'll just feast off the endless stacks of giant meat? Nope again. The only thing you're allowed to eat is raw farm food. No crockpot foods. No meat or berries. Not even carrots or sweet potatoes because you can find those in the wild and that'd just be too easy. The only allowable foods are raw/cooked eggplant, corn, pumpkin, watermelon, pomegranate, durian, and dragonfruit.
Better gather up every seed you can find and stock up for winter because it'll be a long 16 days without food. Just don't let bearger near your fridge.
By przemolszI did not create this mod, I updated it. Originally, it was made by Klei, the out-of-date version can still be downloaded here:
by clicking on the film reel.
Who knows what this mod does?
By afro1967Now 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
Rocky the Rock Lobster
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!
Special thanks to Rupture from klei forums for a cleaner more compatible code!
For Don't Starve, Reign of Giants, and Don't Starve Together.
This mod adds music tracks for dusk and night for each season. You can also configure whether you want music to play continuously or only when working.
By ZOMBATAR.Now you Can Farm Snake Skins Like a Maniac!
- Now you can Build a Snake Cage.
- Will provide 1 Snake Skin every 1 In-Game Day (3 Skins Maximum).
- Every Harvest will Decrease the Player's Sanity by 10 Points.
-Will Decrease the Player's Sanity when Standing Close to it.
4 Gold Nuggets - 6 Boards - 2 Venom Glands
(When Hammered will Drop: 2 Gold Nuggets - 3 Boards - 1 Venom Gland)
Steam Workshop Version(Thanks to:InfamousJackson): http://steamcommunity.com/workshop/filedetails/?id=1322621018
Based on: Afro1967's Spider Cage Mod.
By Michael NameSteam version:
This mod adds more icons to the minimap in Don't Starve. It's compatible with mod Koalefanta Proboscidea, which means there are seven icons for koalefants.
Compatible with Don't Starve, Don't Starve RoG and Don't Starve: Shipwrecked.
+ mod release;
+ icons for giants;
+ icons for beefalos;
+ icons for koalefants;
+ icon for rabbit hole;
+ icon for chester eye bone.
+ icons for tree guards, spider queen, ancient guardian, warg;
+ icons for bones and skeletons;
+ icon for koalefants tracks;
+ icon for gold rocks.
+ icons for volt goats, rock lobster;
+ icons for mushrooms, mandrakes;
+ some icons now look better;
+ icon for Codex umbra.
+ icon for moleworm burrow.
+ icons for "Things";
+ icon for albino koalefant;
+ icon for mother goat.
+ icon for Goose egg;
+ icon for marsh bush;
+ icon for double and triple lightbulb flower.
+ Shipwrecked compatibility
+ crabbit dens
+ packims fishbone
+ doydoys and doydoy babys
+ Shipwrecked "things"
+ tigershark and sharkitten
+ sealnado and seal
+ whales and whale carcases
+ suspicious bubbles
+ watery grave
+ fishermerm's hut
+ tumbleweed spawner
By mouseThis is Beatrice. The commander of bees. The walking beehive. The humble bumble. The embodiment of everything that is the wonderful world of bees.
-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 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.
-A beebox blueprint
-A board blueprint
-A bugnet blueprint
-A piece of rope
-2 homeless bees
-Bee Booster Pheromones
-Bee Mind Control Pheromone
-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
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
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.
By KuloslavMod adds three new forms of Chester. You wanted to have a choice? Here he is.
New forms of Chester:
Vampire Chester: Chester through this form has vampiric aura that painfully experience anyone who dares to attack him - fill all the slots with batilisk wings.
Life Chester: Chester now gains an aura of regeneration which will certainly make your life in this wild world easier (you must stand very close)... just a pity that space for items is a little less - fill all the slots with red gems.
Light Chester: glow in the dark ... nothin more nothing less! - fill all the slots with fireflies.
Works with RoG and "vanilla" version.
The mod is now known as "RPG mod", previously "Level Ups"
To get the most out of the new updates, start a new world! <-----------------
Hello, and welcome to my second mod: Level Ups!
Do you ever feel like endlessly killing hounds and spiders is a bit, well, unrewarding? Especially once you have three chests full of silk and teeth? Well, now you can add a bit of spice to combat!
When killing hounds, spiders, and most other monsters, now you have a chance of finding bonus loot: the "Xp Token!"
What's so special about the Xp Token is that when consumed, your character gain extra stats! Now, not only do you get chests and chests full of silk and teeth, but you become after finding these monsters!
As of 2.4
-The class selection screen is now activated upon starting a new world.
-All classes now have passives. **(listed in the details)**
-Several custom recipes have been altered.
-A new class has been added.
As of 2.3
-Xp Token drop rates have been slightly increased. *read near the bottom of the page
-The Mob Token drop rate system has been reworked. *read about it in the 2.2 notes
-Special Pigs can no longer be killed, and no longer despawn.
-Special Pigs now drop slightly more Exquisite Meat per quest completed.
-Xp Tokens can now be crafted into 6 class-specific ingredients, rather than 1.
-The baton (melee) is now only received from the Quest Pig, and its drop rate has been increased
-The baton (ranged) is now only received from the Hunter Pig, and its drop rate has been increased
-The baton (magic) is now only received from the Rogue Pig, and its drop rate has been increased
As of 2.2
-The quest quest/task system has been reworked.
-New quests, mobs, setpieces, and items (some items are being kept for later use in future patches)!
You can now find 4 new setpieces upon generating a new world:
*Quest Pig Home
*Hunter Pig Home
*Rogue Pig Home
You can now receive quests from special pigs:
*Quest Pig -- Upon approaching this pig, he will ask you to bring you a specific item. These will be listed at the bottom of the update. Upon completion, you will be rewarded with 2 slaba of "Exquisite Meat", which can be traded with other pigs.
*Hunter Pig -- Upon approaching this pig, he will ask you to bring a specific relic, dropped from a specific monster or animal. These will be lister at the bottom of the update. Upon completion, you will be rewarded with 3 slabs of "Exquisite Meat", which can be traded with other pigs.
*Rogue Pig -- Upon approaching this pig, he will ask you to bring a specific relic, dropped from a specific BOSS monster. These will be listed at the bottom of the update. Upon completion, you will be rewarded with 5 slabs of "Exquisite Meat", which can be traded with other pigs.
You can now purchase items from special trader pigs:
*The Butcher -- This pig will trade you random meats, from an assigned table, for a slab of "Exquisite Meat."
*The Farmer -- This pig will trade you random veggies, from an assigned table, for a slab of "Exquisite Meat."
*The Hunter -- This pig will trade you random monster/animal loot, from an assigned table, for a slab of "Exquisite Meat."
*The Jack-of-all-trades -- This pig will trade you random trinkets, from an assigned table, for a slab of "Exquisite Meat."
*The Jeweler -- This pig will trade you random gems, from an assigned table, for a slab of "Exquisite Meat."
*Exquisite Meat - Used to trade with trader pigs.
*Mob-Specific Tokens - Dropped by various monsters, animals, and boss monsters, used to complete the Hunter and Rogue Pigs' tasks.
*Baton (Melee) - A sturdy, black baton. Deals moderately high damage.
*Baton (Ranged) - A sturdy, black baton. Deals slighty more damage. Launches a green projectile.
*Baton (Magic) - A sturdy, black baton. Deals even more damage. Launches a green projectile. Upon contact with a target, it will spawn a minion, which will follow you around and fight for you.
Minions are spawned through the use of the Baton (Magic). Minions will follow you around, as long as they live. You can spawn up to 6 minions at a time. They have a tiny damage output and a tiny amount of health, but will draw aggro from most monsters. They also do not scare away prey.
Possible Quest Pig requests --
Belt of Hunger, Spider Hat, Mosquito Sack, One Man Band, Snurtle Shell Armor, Tam o' Shanter, Turkey Dinner, Waffles, Pumpkin Lantern, Leafy Meat, Glow Berry, Divining Rod, Bat Bat, Tentacle Spots, Blue Gem, Red Gem, Purple Gem, Yellow Gem, Orange Gem, Green Gem
Possible Hunter Pig requests: Find the mob-specific token to the following monsters/animals --
Spider (plain), Spider Warrior, Hound (plain), Batilisk, Slurtle & Snurtle, Depths Worm, Koalefant (summer & winter), Krampus, Rabbit (plain or beardling), Bunnyman, Crow & Redbird & Snowbird, Gobbler, Tallbird, Tentacle (classic), Frog
***The drop rate of the mob-specific tokens starts at 65%, and decays by 2% each day up until day 25.
Possible Rogue Pig requests: Find the boss-specific token to the following bosses --
Deerclops, Ancient Guardian, Treeguard, Spider Queen
***The drop rate of the boss-specific tokens is 100%.
++++ Where to find the New Pigs? ++++
-You will find the Pig Town relatively close to your spawn point. If you are positive that the Pig Town did not spawn, please contact me.
-You will find the Quest Pig somewhere in the plains.
-You will find the Hunter Pig somewhere in the forest.
-You will find the Rogue Pig somewhere in a rocky terrain.
As of 2.1:
-There is now a quest/task system in the game.
THE MAJORITY OF THIS PATCH'S CONTENT
HAS BEEN (REMOVED) AND REWORKED IN 2.2
As of 2.0:
-There is a new "Class" system. Upon hitting level 2 starting a new game, you now are able to choose between the Classes: Chemist, Inventor, Warrior, Witch, and Vagabond. Upon choosing a class, you gain all the attributes of the class, which include:
Passive attribute, and Class-specific recipes.
-there is now a counter which displays your current level.
-there is now a counter which displays your current class.
-Class specific recipe prototypes are unlocked upon hitting a specified level, rather than using a Tech Machine.
As of 1.3.0, you are now able to spend Xp Tokens to create new and improved items!
As of 1.2.0, Xp Tokens also have a small chance of being dropped when harvesting resources ( such as stones and trees)!
Passive Attribute: Recipes do not require XP Tokens. Can only consume potions and XP Tokens.
Minor Potion of (Revitalization, Saturation, Imagination): Provides a small amount of (health, hunger, sanity)
Potion of (Revitalization, Saturation, Imagination): Provides a moderate amount of (health, hunger, sanity)
Mighty Potion of (Revitalization, Saturation, Imagination): Provides a large amount of (health, hunger, sanity)
Epic Potion of (Revitalization, Saturation, Imagination):Provides a huge amount of (health, hunger, sanity)
Passive Attribute: Has all science recipes unlocked. Cannot create any magic recipes. Cannot be resurrected. "Refine" recipes require one less ingredient, each.
Better Torch: Last longer than a normal torch, and is immune to rain.
Better Axe: Lasts longer than a normal axe, and deals more damage.
Better Pickaxe: Lasts longer than a normal pickaxe, and deals more damage.
Prototype (X, Y, Z, unknown): Blowdart - Deals more damage than a normal blowdart.
Eclectic Apparatus: A shooting mechanism based off of gears and gunpowder.
Electrical Surge Sender: A shooting mechanism based off of electricity.
Passive Attribute: Deals 20% more damage. All dealt damage deals additional area of effect damage. AoE damage hits for 20% of the attack. Has slower movement speed.
Blade on a Stick: A very basic sword.
Steel Sword: A more powerful sword.
Pig Bane: A sword, full of hate towards pigs.
Bunny Bane: A sword, full of hate towards rabbits.
Dog Bane: A sword, full of hate towards hounds.
Suit of Steel: A heavy, and very sturdy suit of armor.
Passive Attribute: Can craft all amulets and staffs upon start. All amulets and staffs have modified recipes, which require MUCH less resources. Deals 33% less damage.
Rabbit Soul: Create and contain the life essence of a rabbit.
Spider Soul: Create and contain the life essence of a spider.
Pig Soul: Create and contain the life essence of a pigman.
Bunnyman Soul: Create and contain the life essence of a bunnyman.
Ghost Soul: Create and contain the life essence of a ghost.
Passive Attribute: Can only craft the starting recipes, along with a shovel. Unarmed attacks deal 50 damage, and scale with your level. Has a natural armor that absorbs 50% of all damage, scales very slowly with your level.
Fire Kit: Works as a torch, and a huge fuel source. Can be used to rest (sleep).
- - - - - - - -
Resources (2% Xp Token drop):
Boss Monsters (100% Xp Token drop):
Easy Monsters (4% Xp Token drop):
Normal Monsters (6% Xp Token drop):
Hard Monsters (8% Xp Token drop):
-Dangling Depth Dweller
Consuming an Xp Token grants:
..along with minor heals to all stats!
And that's all for the mod ( so far).
Special thanks to all the people who helped me along the way, notably squeek and ColeenMcCleod from the Don't Starve Forums.
Thanks, and enjoy!
If you like this mod, please like and favorite it. It will help others find this mod as well. Thank you.
Tired of taking forever picking your grass, reeds, spiky bushes and saplings by hand? No worries, cut them down fast today with your trusty machete! Works with all machetes. Should work with Shipwrecked and Hamlet compatibility enabled.
Here's the link to the Steam Workshop page.
Change Logs Version 1.7 changelog Added new config option for whether or not grass, twigs, and reeds will go directly into your inventory after hacking. The default option is No. Prepped for DST port. Version 1.6 Changelog Attempted bug fix for tall grass not growing again after shearing. Version 1.5.9 Changelog Fixed bug that happened when attempting to transplant grass that would become tall grass. (Hamlet Compatibility) Version 1.5.8 Changelog Fixed bug that happened when transplanting grass. Hack Grass, Saplings, Reeds and Spiky Bushes. When hacking, the resources dropped will now be added directly to your inventory if they are cut grass, twigs or cut reeds. Minor animation bug fixes. This mod is recommended to be used with these Fast Equipment Revamped [BETA] ActionQueue Reborn
By rawii22This is the modworldgenmain for our work-in-progress wheat mod. I'm sharing it as an example for altering rooms and worldgen stuff.
By shadowDiggaThe last recorded version of client-side mod "Clock in caves" for DST before it was deleted for some reason. I didn't create or modify this mod, I just managed to recover it from cached_mods (Full info here:
and decided to share with others. Download and put the contents to your mods folder (which is usually full of folders called workshop-xxxxxxx).
By ArcticFox789A simple mod that makes a big difference! Craftable Gears will enhance your Don't Starve experience, but is better suited to less experienced players.
This is an old mod that has had Wigfrid's damage resistance bugged since 2018. I simply changed a few lines to fix the mod so that her damage resistance now works correctly.
All credit for mod creation goes to Elypsia, I just want to be able to play with this mod working correctly with my friends.
Their original mod can be found here
We recommend that you also install the MemSpikeFix mod. This will lower the normally heavy memory load that occurs when you have multiple large mods activated, or many many small mods activated. If you are experiencing crashes or extremely long load times while having multiple mods activated, the MemSpikeFix mod may fix or alleviate these issues.
The MemSpikeFix is available both as a forum download and as a Steam Workshop subscription.
You know, you're a hard worker. Life in this desolate land is tough. You've got to fight to survive, scratching out a living in the dirt, clinging on by whatever means necessary. Just hoping that tomorrow will come.
What if I told you there was more than this out there? That right above your head, up there in the sky there was a whole new world? A paradise unlike any other.
Would you like to see it?
I ask very little of you. For a small sum, a kingdom can be yours. The very land you tread is as soft as any mattress. There's food wherever you look. A veritable buffet of the sweetest treats you'll ever enjoy.
Doesn't that sound good?
Animals of all shapes and sizes will flock to you. Weird and wondrous sights a-plenty. What about a giant mushroom? What about a giant mushroom made entirely of jelly? There's all that and more.
You don't have to stay here, jumping at shadows and living off bark. I shall wait for you on the road as rain falls. Come, come find me and I'll give you your freedom.
Why not go Up and Away?
Up and Away adds an entirely new world to explore. To get started, you must find the Shopkeeper, a suspicious fellow who will spawn along the brick road during the rain. Among the new content added, there is a new tech branch, new mechanics, and much more. For those in a rush, a preset has been added to simplify the process of gaining access to the land above.
The mod is currently in alpha, and so there may exist bugs and incompatibilities with other mods. If you find any, do report it, as fixing any possible issues is a priority. Feedback is welcome and encouraged!
By rezecibWorks with all versions of the game (Don't Starve, Reign of Giants, Shipwrecked, and Don't Starve Together). Also available on the Steam Workshop (single-player, DST)
This mod enhances the HUD to better show the player's stats and various information about the world, such as temperature, season, and moon phase.
This is a client-only mod, so whoever has enabled it will see the changes, and whoever doesn't won't, regardless of what server you're on and whether the server has the mod or not.
Unfortunately Naughtiness is not available to clients in Don't Starve Together, so adding it would make it so everyone would have to have the mod. Temperature is available, however.
Credits to Kiopho and Soilworker for making the mods for single-player, and giving me permission to publish and maintain the DST versions!
Temperature: Whether to show the temperature of the player. Defaults to Show. Show World Temp: Whether to show the temperature of the world. Defaults to Hide. Show Temp Badges: Whether to show small images to indicate which temperature is which. Badges only get shown if this is set to Show and both player and world temperatures are enabled. Defaults to Show. Temperature Unit: Whether to use the game's internal units (default), or approximations of Fahrenheit or Celsius. In Game Units, the player freezes at 0 and overheats at 70, with warning occurring 5 away. In Celsius, the player freezes at 0 and overheats at 35, with warning occurring 2.5 degrees away. In Fahrenheit, the player freezes at 32 and overheats at 95, with warning occurring 4.5 degrees away. Show Waning: Whether to show if the moon is waxing or waning by adding new icons. Defaults to Show. (The game normally only shows icons for one direction). In Don't Starve Together, this is always on regardless of what you set, because it's a feature of the main game now. Show Moon: Whether to show the moon only at Night (the game's default), during night and dusk (Dusk, the mod's default), or Always. Predict Full Moon: Whether to predict the day of the next full moon, shown when hovering over the moon icon. Defaults to Yes. Flip Moon: Whether to flip the moon phase icon to show it like it is in the Southern Hemisphere, instead of the default Northern Hemisphere. Defaults to No. Season Clock: Clock, the default, shows a full clock of the seasons. Compact shows a smaller badge with the season and day count, while Micro shows an even smaller badge. No disables the season clock entirely. Naughtiness: Whether to show the naughtiness of the player. Doesn't work in Don't Starve Together, as naughtiness is not available to clients. Defaults to Show. Log Meter: Whether to show the log meter for Woodie when he is human. Only relevant to singleplayer, as Don't Starve Together always shows the log meter already. Defaults to Always. Cave Clock: Whether to always show the clock in the caves. Only relevant to singleplayer Reign of Giants, as the data is not available in vanilla and the clock shows in Don't Starve Together. Defaults to Show. Stat Numbers: Whether to show the sanity, hunger, and health numbers without having to mouse over the badges. Defaults to Always. Show Max Text: Whether to show the "Max:" text when hovering over the sanity, hunger, and health badges to see their maximum values. Defaults to Show. HUD Scale: Lets you adjust the size of the badges and clocks independently of the game's HUD scale. Defaults to 1.
If you like this mod, please like and favorite it. It will help others find this mod as well. Thank you.
Allow map usage with WereWoodie and Iron Lord Forms.
You will have to use the Open Map action bind though, as I can't figure out how to get the map button to show.
Only tested with Hamlet compatibility.
Here's the link to the Klei page[forums.kleientertainment.com].
Change Logs Version 1.01 changelog Added Klei mod forum link. Version 1.0 changelog Map usage is allowed when in either Woodie Werebeaver or Iron Lord Form Only tested with Hamlet; Use at your own risk. Check out my other mods! Fast Equipment Revamped Awesome Machete Crafting Paws (Pause, Hamlet Compatiblity) Allow Map Usage With Werewoodie and Iron Lord Forms This is also on the Steam Workshop page.
By pickleplayerSee the world in true First-Person! Move the camera with the mouse and navigate inventory with the scroll wheel.
-Switch back to normal camera view at any time from the pause menu, or with Ctrl-Q!
Play Don't Starve the way it was never really meant to be played!
Take a look at the mod trailer!
While in first person, your cursor is replaced with a white selection reticle in front of you.
-Hold [Q] to temporarily unlock the mouse and move it normally, for crafting and inventory management.
-Use the scroll wheel to scroll though inventory slots, and the (E) and (R) keys to use/select inventory items.
-[E] will "use" whatever item is in the highlighted inventory slot (eat-food, equip-tools, examine-anything else)
-[R] will "select" the item in the highlighted inventory slot, holding it.
---with an item selected, you can then- click on a campfire to cook it,
---click on the ground to drop it,
---click on a chest to store it, ect.
---press R again to place that selected item back into the highlighted inventory slot.
-With ranged weapons equipped, your white circle will switch to a red one, and the range increases the more you tilt your view upwards.
-When taking damage, red directional indicators show which direction the damage came from.
A new button "switch camera" button is added to the pause menu, which will switch your view between first-person and regular top-down view.
Ctrl-Q will also switch between normal and first-person view.
MOUSE SENSITIVITY (and other things) CAN BE CHANGED IN THE "CONFIGURE MOD" MENU
(And many other options available from the actual menu, including FOV and camera height)
-Compatible with Don't Starve, Reign of Giants, and Shipwrecked
-"somewhat" compatible with controllers... I'm working on it
(Quick-Guide): HOW TO COOK FOOD IN FIRST PERSON:
-use the mouse wheel to scroll to the food in your inventory
-press [R] to select it
-click on a campfire to cook it (keep clicking if you want to cook multiple things)
-press [R] again to place it back in your inventory
--MOD RUNNING SLOW?--
For older laptops that might struggle with this mod enabled, try raising the "shading refresh rate" setting in the mod config settings menu. If it's still too slow, disabling "simulate darkness" will speed everything up, but make night look... weird, to say the least.
--- UPDATE 1.1 - SKY UPDATE! ---
*Added clouds (can be turned on/off in mod settings)
*Added a sun and moon that appear during night/day
*Sky and clouds darken when rain is about to fall
*Moon gets noticeably moonier on full moons
By rezecibThis 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. 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. Hide Blocked Points: Instead of showing red/black points where you can't place things, this can set it to hide those points instead. Overlay Grid: Instead of letting points be hidden behind trees, beefalo, or the player, this makes them overlay on top so the full grid is visible.
Refreshes the items in the pig shops every day (including shelves).
If you like this mod, please like and favorite it. It will help others find this mod as well. Thank you.
I wanted to have an easier time using my Awesome Machete! mod, so I decided to update the Fast Equipment mod to work with it.
This mod is mostly updated for Hamlet now. Perhaps I'll add more user configuration settings later on as well.
Change Logs Version 1.41 changelog Added hover description for the Halberd on Axe category. Prepped for DST port. Version 1.4 changelog Added config option to choose the Halberd to be under the Axe or Weapon category. Wagstaff exclusive gear has been added to the Light/Helmets category. Version 1.3.2 changelog Added Chinese Localization to mod configuration options. Credits to 途安. Version 1.3.1 changelog Added a list of canes to be supported for the Walking Cane section. All non-modded canes should be included in the binding now. Updated the default hotkey binds. Changed Walking Cane names to Canes in the configuration settings. Version 1.3 changelog Shears are now added under the Machete category. Halberds are now added under the Axe category, but it will only show if you do not have a dedicated axe as well. Still figuring out how to have the Halberd show up in the Weapons category if it is not being used for the Axe category. Any other Weapons, Armors and Helmets are added into their respective categories. Hambats will always be the Hotkey'd weapon as long as they are in your inventory. This is because Hambats don't have number of uses durability and as such is usually the preferred weapon when fresh. This may become a configurable option later on. The boat interface should now be working properly. I wasn't aware there were Nautical options in Hamlet, so I had missed that.
This is a minor Hamlet update for the original mod; machetes will now be in the equip bar for Hamlet and RoG - Hamlet compatible worlds.
All credit and rights for the original mod source code go to IceGrog. They are the one who created the majority of the mod; I've only slightly updated it for Hamlet. If they wish for this to be taken down, then I will gladly do so.
Maybe later when I have time, I will add shears and other Hamlet related equipment as well. Still new to DS modding, so it will probably be much later and after I have more Hamlet gameplay experience myself. If someone else wants to improve this mod with those additions, feel free to do so. Just make sure to credit IceGrog and I in the mod.
This is also on the Steam Workshop page.
By moddingThis is the new location of this mod.
This mod provides mechanics to plan bases before building them, calculate total number of required materials, keep plans to use later in the same game, save plans as blueprints to use them in other worlds and build planned things easily.
This mod in Steam Workshop.
+ Optional pause mode, literally everything is paused so you can design in peace and silence
+ During multiple planning the number of planned objects is displayed
+ Auto-grid. Click and drag to plan many instances of the same item
+ Improved auto-build. Click plan icon to build the planned items
+ Your plans are saved automatically in the game save file
+ Whole plans can be remembered as patterns for future use and shared between save files
+ Things stitch to invisible grid
+ Requirements of materials or science machines for construction are honoured
+ Materials for a plan or one item in a plan are calculated and displayed on hover
+ Grass, saplings and walls have never been so easy!
Reign of Giants
- "P" or the top left button are the default ways to toggle planning mode
- Primary control (left click usually) selects, puts and creates
- Secondary control (right click) cancels, removes and deletes
- Right click a plan to put this plan aside and make it shared between saves
- Hold shift when right clicking a plan to delete it permanently
- Click and drag to plan many items during one placement
- Hold shift when placing something to do another placement easily
By hmaarrfkAdd the option to pause the game from the start menu.
Only admins may unpause.
- Pause from the start menu (admin only)
- Hotkey to toggle pause (default "P", default disabled)
- Non admins may now pause, but not unpause (default disabled)
- Pause when map is open (default disabled)
- Pause when console is open (default disabled)
- If you paused from the menu, then go to run a command, you will see a tiny bit of time passing when you press enter.
This is unavoidable. Without unpausing for that tiny amount of time, I cannot allow the command to run and the game will hang.
- Sometimes things keep moving. So strange.
- If the game is paused and the admins leave, there is no way to unpause. Somebody would have to issue the server command GPTogglePause() on the server console.
- I don't know what happens if a player joins and the game is paused.
Useful for single player:
- Option for AutoPause/AutoUnPause on crafting/inventory
Things that might be impossible:
- Non admin unpause
When the server pauses, most communication is blocked between the clients and
the server. An admin may execute code on the server which bypasses these
limitations. This is what enables the admin to unpause the game. For this
reason, I don't think that vote to unpause or a normal player unpausing will
ever be possible. If you find a way, and want to submit a patch, please do.
for multiplayer testing.
Non-admin pause. Comments in the code explain why non-admins may not unpause.
Console no longer hangs.
Autopause added for map and console.
Hotkey added. Default state is off.
Added a proper icon in the game mod list.
Multiplayer pausing should now work (changed logic for this work).
The ClientHost now only SetTimeScale(0) after everybody else has.
Also, for some reason, now the animations stop when you pause. that means that animals won't keep moving after you pause.
I have no idea what fixed this...
On Klei: http://forums.kleientertainment.com/files/file/1579-global-pause-dst/
On Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=758532836