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Game Modifications

725 files

  1. (abandoned) RPG HUD

    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.

    297628 downloads

    714 comments

    Updated

  2. (abandoned) Always On Status

    This 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.
      Naughtiness :
      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.
      Temperature :
      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.

    355178 downloads

    346 comments

    Updated

  3. Too Many Items

    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!

    232769 downloads

    289 comments

    Updated

  4. Up and Away

    Attention!
    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!

    38128 downloads

    228 comments

    Updated

  5. [MOD] Hero in the Dark


    “Hero in the Dark” – Is a traditional fantasy mod This mod will incorporate traditional fantasy elements and lore while retaining the artistic style and the survive or die elements of Don’t Starve. A large focus of the lore and design of the mod will be from D&D and other games/books within the genre. Barbarians, shadow knights, druids, Necromancers etc etc
    The goals of this mod are to make an alternate form of Don’t Starve, not to add on to its current game. We have added in creatures, events, more lvs, boss mobs, items, dungeons, unique leveling system, 12 playable character(not all characters are in yet)s, 100's of new recipes etc.
    Here is the first version of Beta. We are still looking for more artists coders and people to help with character scripts to join our team. We need things from Characters, items, monsters, terrain etc We are currently looking for 2 to 3 artists/animators and 1 to 2 people to help with character scripting. If you are interested please send me a pm.
    (Note: this is still in Beta, we are still missing some artwork and character scripts, I am not posting this to steam as of yet)
    (Note: if you are using a controller, you must disable spell books. To do this, hit the configure button on the mod page inside the game and turn off spell books)
    Please give feedback within this thread and bug reports here or in a PM to me. Don't forget to follow our mod and rate it!
    We now have our own sub forum here
    http://forums.kleientertainment.com/forum/64-mod-collaboration-hero-in-the-dark/
    http://forums.kleientertainment.com/topic/33476-mod-hero-in-the-dark/
    We now have our own Wiki !
    http://hero-in-the-dark.wikia.com/wiki/Hero_in_the_Dark_Wiki

    144231 downloads

    220 comments

    Updated

  6. Equivalent Exchange v2 (SW Compatible)

    Equivalent Exchange v2
    (SW Compatible)
    Redesigned version of the original Equivalent Exchange mod. This mod allows you to convert different items into each other.
    Basics:
    Every item in game has an EMC value, a hidden "matter" energy, which can be converted to other items using an Alchemy and Exchanging Chests.
    Changed Science Machine:
    You can "give" items to a Science Machine to see, how much EMC is the item worth. Doing that will not consume the item. The machine outputs two values (248/300 EMC for ex.) - the first one is the EMC value you could get if you exchanged that stack of items right now. This value is affected by stack size, durability, freshness, internal EMC buffer etc. The second value is the actual EMC value of the item, not taking stack size or durability, etc. into account.
    Changed Alchemy Engine:
    You can give items to an Alchemy Engine, and they will be converted into EMC energy items (Golden nuggets, Dark Matter, etc.)
    Alchemical Chest:
    Because putting single items into the Alchemy Engine gets old and tedious pretty quick, there is an Alchemical Chest, which converts items placed in its inventory into Golden Nuggets.
    Exchanging Chest:
    An upgraded version of Alchemical Chest, the Exchanging Chest is able to convert the items in it's inventory into target item. Target item must be placed in the upper, target slot and enough EMC energy in form of other items needs to be provided.
    Alchemical Researcher:
    Upgrading Chests:
    Philosopher's Stone:
    Knowledge Fragment:
    Lightning Sword:
    Energy Bearing Item Tiers:
    - Energy Orb - 1/40 Golden Nugget
    - Golden Nugget
    - Dark Matter - 20 Golden Nuggets
    - Red Matter - 20 Dark Matters
    - Miniature Black Hole - 20 Red Matters
    Mod is crashing/not working, what I should do ?
    Compatibilities:
    Changing EMC values:
    Mod is fully compatible with "RoG" and "SW" DLC !
    Any bug report will be appreciated, if you find any, please leave a comment below !

    6092 downloads

    193 comments

    Updated

  7. Minimap HUD

    Adds a minimap to the HUD.
    On Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=188251898
    The minimap is fully functional; it can be zoomed using the zoom map binds (defaulted to the mousewheel) and can be panned by clicking and dragging.
    The minimap can be collapsed by hovering over it and clicking the "Close Minimap" button
    The zoom levels of the minimap and the map screen are both saved and are independent of eachother

    FAQ
    Q: Is it possible to change the shape of the minimap?
    A: As far as I know, no, it is not possible.

    277072 downloads

    133 comments

    Updated

  8. MorePlantables

    Screenshots
    Current list of plantables
    HEY HO! It's a new and improved MorePlantables for Reign of Giants DLC! It has been completely rewritten, with a few changed features that I am sure will not make anyone furious. Let's check it out!
    It is compatible with both Base and Reign of Giants.
    Features:
    Plant seeds on the ground for flowers.My mod makes flowers and butterflies raise sanity like evil flowers and monsters drop it (can be turned off See Configurations)

    [*]*New* Plant butterflies on the ground for 3-6 flowers that appear around you.
    Make a beautiful field of flowers in no time!

    [*]Plant Nightmare Fuel on the ground for evil flowers.
    Costs 5 sanity

    [*]Plant Cut Reeds on the ground for Reed Plants.
    Must be on Marsh Turf!
    Adds option to dig up reed plants but is off by default, See Configurations to turn on.

    [*]Crop seeds:
    Plant Durian seeds on the ground for sleeping Mandrakes.
    Plant Carrot seeds on the ground for rabbit holes.
    Plant Pomegranate seeds on the ground for berry bushesPomegranates are berries after all.



    [*]*New* Adds Mushroots, which you get from digging mushrooms up, instead of a second mushroom cap, and it lets you transplant a mushroom to a new location.
    Digging and replanting the mushroom will cause it to take longer to regrow than just picking it.

    [*]Adds Asporen, which drops from Mushtrees and can be planted into Mushtree saplings.
    Asporen is a pun of spore and acorn, what do you mean that is the worst pun you have ever heard?
    Mushtree Saplings become Mushtrees in 5-3 days.
    The color the Mushtree becomes is determined by the time of day it grows:
    Day = red, Dusk = green, Night = blue.

    [*]Plant Marble on the ground for Marble Saplings.
    Must be Checkerboard turf.
    Marble Saplings become Marble Trees in 7-3 days

    [*]Plant Living Logs for "Completely Average Sapling"!
    Costs 5 sanity.
    "Completely Average Sapling" sprouts in 10-4 days
    When they sprout they have a chance to become a Totally Normal Tree, Treeguard, or a Poison birchnut trees (RoG DLC only obviously).
    *New* Can feed it Nightmare Fuel which deacreases the amount of time it will take to grow, but each Fuel you give it makes it more likely to turn into a Treeguard or Poison birchnut than a Totally Normal Tree. Also if you deacrease the amount of time to the point it grows instantly it scares 10 sanity from you.

    [*]Plant Tentacle Spots on the ground for Tentacles.
    Must be on Marsh turf, cost 10 sanity

    [*]Plant Beefalo Wool on the ground for TallBird Nest.
    Why Beefalo wool? That is what Maxwell said they were made of.
    Can't be planted in caves.
    Must be Dirt turf aka no turf or Rocky turf, TallBirds will spawn after 4-2 days.

    [*]Plant Light bulbs for Light Flowers.
    When planted it has a chance to plant a single, double, or triple bulbed Light Flower, the math:single - 66%
    double - 24%
    triple - 10%

    [*]Light Flowers can now be dug but all you will get is a Foliage and the respective amount of bulbs if in bloom. This is for the convenient of removing them without having to burn them.
    [*]Can be set to only be plantable in caves, see Configurations


    [*]Adds Banana Seeds!
    What do you mean bananas don't have seeds? You don't know how bananas work, nobody does!
    Obtained by feeding bananas to a caged bird.
    Banana Seeds can be planted on ground for a Cave Banana Trees or in farm for one Cave Bananas.
    Cave banana trees Can be set to only be plantable in caves, see Configurations.



    Things that have gone away or change from my mod since previous versions:
    You can plant Light Flowers anywhere regardless of turf while in the cave and overworld.
    Tall Birds initially spawning from a planted nests is now a variable time instead of static.
    Planting living logs no longer just spawns a Treeguard right away.
    Planting Marble no longer just spawns a Marble Tree right away
    You now plant Mushroots instead of Mushroom Caps for mushrooms and you get Asporens from Mushtrees and can grow Mushtrees with them.
    My mod no longer alters the behavior of mushrooms in caves, this does mean that they won't grow in caves in Base since it does not rain in them.

    Configurations:
    The file called modmain.lua can be found in <your don't starve folder>/mods/MorePlantables
    Default Configurations:
    --CONFIG---------------------------------------------------------------------------local happyflowers = true --Flowers raise sanity like evil flowers drop it (4x slower) set to false to turn offlocal happybutterflys = true -- Butterflys raise sanity like monsters drop it (<=25 per minute) set to false to turn offlocal digreeds = false -- if set to true Reed plants can be dug up with shovel, drops a cut reed if picked and two if not picked. If let to false the only way to remove reeds is to burn them which I think makes it more interesting but I thought I would add the option anyway.local LightFlowerOnlyInCaves = false --set true to disable planting of Light Flowers outside of caves goTUNING.MorePlantables_CaveBananaTreesOnlyInCaves = false --set true to disable planting of Cave Banana Trees outside of cavesTUNING.MorePlantables_AsporensOnlyInCaves = false --set true to disable planting of Asporens outside of caves-----------------------------------------------------------------------------
    Individual Feature remove:
    Discuss:
    Any tips or suggestions are welcome and appreciated but go easy on me, A n00b I am.
    You can talk to me about the mod, tell me how much you like it, or just say hi, below.
    Also ratings do make me happy, especially the 5 star variety.
    Old Changlog:
    Really Older versions:
    Dropbox folder
    Acknowledgments:
    Planting marble for marble trees was Shop Keeper's idea.
    Planting Tentacles was infernalthing's idea
    Boring Legal Stuff:
    Feel free to use anything from my mods in anyway you like, acknowledgement is not necessary but it is appreciated.
    As school and life take up more of my time I may have to give up on updating these mods, if I fail to update them to the current version of Don't Starve for several weeks, assume my mods are abandon and feel free to start your own version using any and all of my assets.
    It sure has been a lot of fun!

    This work is licensed under a Creative Commons Attribution 3.0 Unported License.
    To Install:
    Just go to steamsteamappscommon\dont_starve\mods and place the folder located in the .zip archive
    Start Don't Starve and go to the "Mods" menu and enable this mod.

    23368 downloads

    112 comments

    Updated

  9. Wilson's House & Wilson's House With Light

    (Wilson's House)
    Wilson now has his very own Mud Hut.The hound attacks have slowed
    and Wilson has made the choice to use the resources around him to build himself
    well a Mud Hut. Working just like the Tent, but has many uses (500)
    The Mud Hut is craftable under the (Structures Tab) 10 twigs 10 cutgrass and 5 forest turf.
    (Wilson's House With Light)
    Sometime Wilson doesn't sleep much, and if warm out works at night cooking, crafting and so on.
    The Mud Hut is craftable under the (Structures Tab) 10 twigs 10 cutgrass and 5 forest turf.
    The hut now has a two way fireplace good for cooking and light.Smoke has been added also. The torch has been removed.

    101954 downloads

    109 comments

    Updated

  10. Backpack & Amulet Slot Mods

    Versions:
    Backpack Amulet Backpack and Amulet  
    NOTE: This mod does not support the small texture option.
    NOTE 2: I've only updated the BackPack and Amulet mod. No point in doing anything less (IMO).
    BackPad mod and BackPack and Amulet mod available. DO NOT ENABLE MORE THAN ONE!
    These Mods add 1 or two slots in equip slot depending on the download.
    So, now armor and backpack have different slots to equip plus Amulet.
    A big thanks goes out to kiopho for the Amulet code!
    Installation:
    Double-click the downloaded mod. DRAG the enclosed directory into your dontstarve/mods directory and enable on the games Mod screen.
    Again, DO NOT RUN MORE THAN ONE VERSION AT A TIME!
    More info, link below :
    Discuss this Mod

    180258 downloads

    107 comments

    Updated

  11. Beatrice

    This is Beatrice. The commander of bees. The walking beehive. The humble bumble. The embodiment of everything that is the wonderful world of bees.
    Stats:
    -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
    Powers:
    -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.

    5648 downloads

    106 comments

    Updated

  12. Combined Status

    Works 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!
    Configuration options:
    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 (unless the Insight mod is installed), 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.

    136393 downloads

    104 comments

    Updated

  13. Geometric Placement

    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. 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.

    77041 downloads

    102 comments

    Updated

  14. RPG Mod

    **********************************************************
    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:
    *Pig City
    *Quest Pig Home
    *Hunter Pig Home
    *Rogue Pig Home
    =-=-=-=-=-=-=-=-=-=
    You can now receive quests from special pigs:
    -Mysterious 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."
    =-=-=-=-=-=-=-=-=-=
    New Items:
    *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!!
    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.
    =-=-=-=-=-=-=-=-=-=
    Details!!!!
    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)!
    ----------------------------------------------------------
    Details:
    -Classes:
    -Chemist:
    Passive Attribute: Recipes do not require XP Tokens. Can only consume potions and XP Tokens.
    Recipes:

    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)

    Inventor:
    Passive Attribute: Has all science recipes unlocked. Cannot create any magic recipes. Cannot be resurrected. "Refine" recipes require one less ingredient, each.
    Recipes:

    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.

    Warrior:
    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.
    Recipes:

    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.

    Witch:
    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.
    Recipes:

    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.

    Vagabond:
    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.
    Recipes:

    Fire Kit: Works as a torch, and a huge fuel source. Can be used to rest (sleep).

    - - - - - - - -
    Resources (2% Xp Token drop):
    -Evergreen
    -Lumpy Evergreen
    -Spiky Tree
    -Living Tree
    -Boulder
    -Gold Vein
    -Flintless
    -Stalagmite
    -Tall Stalagmite
    -Spilagmite
    Boss Monsters (100% Xp Token drop):
    -Treeguard
    -Spider Queen
    -Deerclops
    -Ancient Guardian
    Easy Monsters (4% Xp Token drop):
    -Spider
    -Slurper
    -Batilisk
    Normal Monsters (6% Xp Token drop):
    -Spider Warrior
    -Cave Spider
    -Spitter
    -Hound
    -Red Hound
    -Blue Hound
    -Clockwork Knight
    -Damaged Knight
    -Clockwork Bishop
    -Damaged Bishop
    -Clockwork Rook
    -Damaged Rook
    Hard Monsters (8% Xp Token drop):
    -Dangling Depth Dweller
    -Terrorbeak
    -Crawling Horror
    -Tentacle
    -Depths Worm
    Stat Gain
    Consuming an Xp Token grants:
    +5 Health
    +5 Hunger
    +5 Sanity
    ..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!
    ----------------------------------------------------------

    14054 downloads

    96 comments

    Updated

  15. Industrial Resolution [discontinued]

    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.
    Modules

     
    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.
    Compatibility

    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!
    Credits

    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

    60442 downloads

    77 comments

    Updated

  16. Wall Gates

    2.0 Changes:
    - new version of wall gates without recolor, they glow gold when you mouse over them
    - configuration options you can pick normal (default) or recolored version
    - you can pick recipe for wall gates, you can pick gears or electrical doodad (switched for more gold when RoG not enabled) or just gold for very cheap wall gates
    - you can open and close wooden and hay wall gate while holding a torch
    Different kind of walls, you can open and close them so they act like a doors. You can now close your base area and don't have to use hammer to get in/out and rebuild your walls.
    You can build Wall Gates using alchemy engine. To build one you need:
    1 wall segment, 2 gold nuggets and gears
    Wall Gates now drops gears when you hammer them.
    Build one Wall Gate and then repair it with it repair material (wall segments, stone, wood, cut grass) to get it higher.
    Now you can open/close up to 4 segments at once. Just make sure to use middle segments to open/close them.
    If you want multiply entrances/exits from your base make sure they are 2 normal wall segments away from each other so they wont be affected by other wall gates, as shown on screenshots.

    28615 downloads

    73 comments

    Updated

  17. Where's My Beefalo?

    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
    Mandrakes
    Mushrooms
    Chester's Eye_Bone
    Volt Goat
    Rocky the Rock Lobster
    Carrots
    Flint
    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 =
    --AddMinimapAtlas("minimap/babybeefalo.xml")
    AddMinimapAtlas("minimap/beefalo.xml")
    Special thanks to Rupture from klei forums for a cleaner more compatible code!

    110895 downloads

    71 comments

    Updated

  18. Multiplayer Local CooP: 3 players shared screen

    A mod that adds 2 more players
    Detail description here:
    http://steamcommunity.com/sharedfiles/filedetails/?id=172291214

    15865 downloads

    70 comments

    Updated

  19. Summons

    This mod is available on the Steam workshop! Downloading it from there means it automatically updates when I release new versions.
    Adds a few Summons (and a building) to accompany you in your travels. Please keep in mind that you are playing a MOD made by a fan, so please report any bugs you find on this page.
    A special thanks to @WrathOf for providing crucial scripts and tools to making this work.
    What it does

    How to install

    17477 downloads

    68 comments

    Updated

  20. Action Queue

    Tired picking grass by clicking on one tuft at a time? Tired of holding the space bar for no end chopping wood whenever you want to build some wooden flooring for your base? Then this mod is for you!
    This mod allows you to queue a sequence of actions by holding SHIFT and dragging the mouse, forming a selection box enclosing all your targets. This allows you to automate the process of picking, harvesting, chopping, digging, shaving Beefalo and many more repetitive tasks, by simply selecting all your targets and then sitting back (offensive actions such as attacking are not performed, to avoid... accidents).
    To use this mod, hold SHIFT, press a mouse button and drag the selection box, releasing the mouse button when you're done selecting. You may use either the left or right mouse buttons: only the actions normally performed by that button are executed in each case (excluding some actions, like attacking, as mentioned before). If you simply click an entity while SHIFT is held, that entity will be toggled from the selection (included if it weren't, removed if it were). To cancel a series of tasks, simply click anywhere on the ground or press any movement key (but managing your inventory will not cancel the queue).
    When you perform a selection, the queued actions are those of the tool you have equipped, if any, as well as "inherent" ones which do not depend on tools (such as picking grass). If you have a selected item (as is done for razors, when shaving Beefalo), only the actions corresponding to this item will be performed, granting you a finer grained selection of what should be performed.
    When using a right click selection, no objects will be picked up from the ground. Left click selection will also not pick up tooth traps, armed bee mines and untriggered (rabbit) traps.

    7658 downloads

    68 comments

    Updated

  21. Display food/healing items values (hunger,health,sanity)

    Features



    Installation



    29.04.2014 update:
    Now you can minimize the displayed text (see the last screen of mod).
    If you interested, here is the instruction:
    - close the game
    - open mod folder;
    - copy two zip archives from folder new_fonts to folder \Steam\steamapps\common\dont_starve\data\fonts with replace
    - in mod folder open file modmain.lua, find line with text:
    GLOBAL.STRINGS.DFV_MIN = false
    and change it to text:

    GLOBAL.STRINGS.DFV_MIN = true
    - run the game
    After each update of the game you'll need to replace the fonts.
    Changelog:



    Screenshots:



    Forum thread

    197070 downloads

    62 comments

    Updated

  22. The mod about buckets

    This mod adds a very useful bucket to the game ! It can be filled with water and used for a couple of stuff.
    Bucket is craftable with 2 boards and 1 rope. You can find it in the Survival tab.
    You can obtain water bucket by filling empty bucket from a pond. You can do this 2 times before drying up the pond. Pond refills itself after about half a day of rain. You can fish only from a full pond.
    Water bucket has durability (10 uses). With water bucket you can:
    - extinguish normal and wildfires (-1 use)
    - cool yourself down by spilling it's content on you (adds 10 wetness per use, returns empty bucket)
    - put in in the icebox and make ice ! (in about two days)
    You can obtain ice bucket by putting water bucket in the ice box and letting it to freeze.
    To get ice from the ice bucket, you have to break it with the hammer. Amount of yielded ice depends on percentage usage of water bucket used to make ice bucket.


    Mod is compatible with "Breakable Ice" mod:



    http://steamcommunity.com/sharedfiles/filedetails/?id=390488555


    Steam Workshop:



    http://steamcommunity.com/sharedfiles/filedetails/?id=292941815
    Credits:
    Thanks @Cacahuatoforo for the art, testing and ideas
    Thanks @_Q_ for helping me understand how actions works
    Have fun playing with my mod

    3494 downloads

    60 comments

    Updated

  23. MemSpikeFix

    Fixes the memory spike which happens when large mods are enabled, which happens due to all mod assets being loaded to RAM regardless of them being used or not.
    Most notably, this fixes the crash that may happen when large mods are enabled, due to the total RAM usage exceeding the available RAM (this is most notable in the Windows version of Don't Starve, since it is limited to using at most 2GB of RAM). This crash may present itself with one of the following errors (printed to log.txt):

    Error processing render buffer command GenerateMapor

    ERROR: HWTexture::DeserializeTexture failed on MinimapBG. glGetError returned 0x505or

    out of memorybut may also happen silently, with the game simply crashing with no meaningful information printed to log.txt.
    As a side effect, this fix also prevents the large slowdown in the game's startup time caused by having large mods enabled.

    12598 downloads

    58 comments

    Updated

  24. Mini Tools

    Shortcut keys from Test Tools. Please report any issues~!
    With the sinking of the titanic Test Tools, I thought I'd salvage the usable parts.
    Working Short Cuts:
    Ctrl + F = Free Crafting
    Ctrl + R = Speed Boost
    Ctrl + G = God Mode
    Ctrl + V = Time Scale
    Ctrl + I = Toggles Rain
    Shift + G = Next Phase
    Shift + F = Next Day
    Ctrl + Z = Next Season
    Shift + P = Delete Under Mouse
    CTRL + SHIFT + Left Mouse Button = Teleport
    CTRL + Right Mouse Button = Make Bookmark
    Shift + Right Mouse Button = Teleport to Bookmark
    Alt + R = Reveal Map
    Alt + T = Hide Map
    Updated Console Commands (hit the ` key): (thanks to chromiumboy)
    Example:
    Spawn ("log", 10) - puts 10 logs on the ground
    Give ("log", 5) - puts 5 logs in your inventory
    Note: Map hiding requires saving to the main menu and reloading the same game.

    39868 downloads

    58 comments

    Updated

  25. Compromising Survival

    Upon death, politely asks if you *really* want to die.
    This dialog will only be presented if you don't have a regular resurrection method available, such as a Meat Effigy (including one on the surface, if inside a cave).
    Reloading a save takes you back to the last point the game saved. Resurrecting gives you the option to instantly resurrect at the spot you're at or on the next day, at the nearest Fire Pit. Both methods of resurrection give you 10 seconds of invulnerability.
    Being a permadeath game is a big part of Don't Starve's appeal, so use at your own discretion.
    Icon by @Willette.
    Special thanks to @bobbyblade, the author of Camp Res, for the idea of using Fire Pits as resurrection spots.

    10131 downloads

    48 comments

    Updated

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