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Game Modifications
723 files
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Revenge of The Dead
Features:
Within 3 to 13 days after a grave has been dug, more frequently the older your world, the spirits of the dead will come for their revenge! These revenge events happen when the moon rises and for each dug grave lightning will strike that grave and it will be undug, then there will be a ghost that attacks you, some of these ghost will have special properties and special prizes. All Revenge seeking ghost will disappear at sunrise. Revenge events won't happen a night if you sleep at dusk but once it has started you can't sleep until that night ends.
Special Ghost:
There are 6 special ghost that only spawn during revenge and they are distinguished by having a constantly angery face (except green) and faintly glow a different color but as they group together it can be challenging to distinguish.
Each ghost drops their respective colored gem if killed.
Red Ghosts: Double the health of regular ghosts, *New* and hitting them slightly raises your body temperature.
Blue Ghosts: Hitting them lowers you body temperature (works on enemy to.)
Purple Ghosts: Super sanity drain. (-200 per/minute)
Orange Ghosts: *New* A quarter faster than regular ghost, and hitting them has a chance to randomly teleport you somewhere onscreen.
Yellow Ghosts: Very bright.
Green Ghosts: About half the health as regular ghost and timid, always looks sad.
Pics:
Other Feature:
Non-special ghosts from graves and during revenge attacks have a chance to drop a random trinket (can be configured.)
TL;DR:
Mod makes graves re-dig-able so grave items are renewable.
Special ghosts drop gems so all colored gems are renewable in overworld. (gem drop rates configurable)
Configurations:
Open up modmain.lua from the Revenge of The Dead folder here are the default configurations:
----Config-----local special_ghost_percent = 2/3 --the chance of a ghost being special during a revenge attack, set to 0 for no special ghost, ghosts by any other means will still always be normal.TUNING.special_ghost_drop_gem_chance = 1 --1 means 100% chance 1/2 would mean 50%, and 0.5 would also mean 50%local specialOnlyGems = true --if true special ghost will not drop trinkes or other loots added to normal ghosts.local trinket_chance = 1/3 --the chance for normal ghost dug from graves and during revenge attacks to drops a random trinket, 0 will disable this option. Also special ghost if specialOnlyGems is set to falselocal all_ghost_extra_loot = { --items in this table will be dropped by normal ghost dug from graves and during revenge attacks, also special ghost if specialOnlyGems is set to false.--this one below is just to give an example of what a normal item would look like. Just add your own without the double dashes.--{item = "nightmarefuel", chance = 1/3},}--disable a perticular colored ghost by commenting out that color below with a double dash like this --"red",local colors = { "red", "blue", "purple", "orange", "yellow", "green",}------End Config--------
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.
Acknowledgements:
This mod was heavily inspired by an idea by John2022.
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 steamsteamappscommondont_starvemods and place the folder located in the .zip archive
Start Don't Starve and go to the "Mods" menu and enable this mod.
1339 downloads
Updated
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Armor, Hats, Amulets Durability [x3]
Hello!
If You are bored of creating new armor/hat/amulet every few days in Don't Starve, if You think that items just disappears too fast, this mod is for You!
This mod changes durability of all armors, hats and amulets in game.
If You think that this mod is too OP, or it breaks game - just don't download it.
But if You need less 'OP' version, You can easily configure it.
Default multipliers are:
Armors x3
Amulets x3
Hats x3
To reconfigure it, after download open folder with mod and go to modmain.lua.
Open it with notepad, look for local multiplier_amulet/hat/armor and change value after "=" to that what You want.
Then just save it and it's ready for use.
3334 downloads
Submitted
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Tools Durability Low [Tools x3, Weapons x1.5]
Tools Durability with lower multipliers for more balanced gameplay.
Mod changes durability of:
Axes x3
Hammer x3
Shovel x3
Pitchfork x3
Pickaxe x3
Bugnet x1.5
Spear x1.5
Spike x1.5
Fishingrod x3
Trap x3
Boomerang x1.5
Nightsword x1.5
Icestaff x1.5
Firestaff x1.5
Telestaff x1.5
Hambat x1.5
Bat x1.5
Multitool x1.5
Ruins bat x1.5
Multiplier works also for gold items.
This is my first modification, it's very simply but it's working.
It should be compatibile with RoG, because of simplify of script.
If You want to use it in mod pack or share it, please add notification about author Thanks!
MORE DURABILITY version: http://forums.kleientertainment.com/files/file/601-tools-durability-tools-x5-weaponsstaffs-x2/
1102 downloads
Updated
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Tools Durability High [Tools x5, Weapons x2]
Tools Durability is changing durability of tools and weapons. If you don't like to make new tool every 5 minutes, this mod is for you For sure it gives a little advantage in resources, but i created it for myself.
Mod changes durability of:
Axes x5
Hammer x5
Shovel x5
Pitchfork x5
Pickaxe x5
Bugnet x2
Spear x2
Spike x2
Fishingrod x5
Trap x5
Boomerang x2
Nightsword x2
Icestaff x2
Firestaff x2
Telestaff x2
Hambat x2
Bat x2
Multitool x2
Ruins bat x2
For example:
If pickaxe breaks after 9 mined rocks, now it breaks after 45 mined rocks.
Same with trees, if axe breaks after 25 trees, now it breaks after 125 trees.
Multiplier works also for gold items.
This is my first modification, it's very simply but it's working.
I am not sure if this is working on RoG. You can try it by yourself.
If You want to use it in mod pack or share it, please add notification about author Thanks!
Less durability version: http://forums.kleientertainment.com/files/file/602-tools-durability-low-tools-x3-weapons-x15/
3886 downloads
Updated
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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.
23478 downloads
Updated
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Buildable Mermhouse
Hello guys, this is my first ever mod, so please, don't be cruel.
This mod allows you to make mermhouses, so you can make your own fish and frog farm.
Animations and code done by me.
1162 downloads
Updated
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Magic Horns
Features:
Call forth the foul beast of the Don't Starve world using my Magic Horns! Just make sure you are prepared to fight!
Hound Horn:
Current Icon
Current Recipe
This will trigger a hound attack, the severity of which is as it is normally, based on the amount of days you have survived. It has 10 uses and cost 10 sanity to use, it should not cost you either if it fails to summon the hounds. Needs an Prestihatitator to prototype. You cannot summon the hounds if you can already hear barking, if you are in a cave, or if you are in a world without hound attacks. Using the Hound Horn resets the hound counter like normal so you can use this while you are prepared to fight them so you can ensure a safety period while you explore, ect.
Krampus Horn:
Current Icon
Current Recipe
Using this horn is the equivalent to committing a naughty act well above the threshold, so at least one Krampus will be summoned but depending on the amount of days you have survived the number of them could be as much as 3 if you have live past day 100. Needs an Prestihatitator to prototype. It has 10 uses and cost 15 sanity to use, it should not cost you either if it fails to summon any krampii. There is a 5 second cool down between successful summons.
Werepig Horn:
Current Icon
Current Recipe
Using this horn will make all pigman and pig guards on screen turn into werepigs. Needs an Prestihatitator to prototype. It has 10 uses and cost 15 sanity to use, it should not cost you either if it fails transform any pigs. There is a 5 second cool down between successful transformation.
Turn the tide of battle by turning your loyal army of pigs into a not so loyal army of werepigs, they are vulnerable during their shifting phase so timing is everything.
Slurper Horn:
Current Icon
Current Recipe
Using this horn will summon 1 to 3 hungery Slurpers. Needs an Prestihatitator to prototype (may change to Ancient Station in the future). It has 10 uses and cost 10 sanity to use, it should not cost you either if it fails to summone any Slurpers. There is a 5 second cool down between successful summons. You cannot summon if you are not in a cave or the ruins.
Worm Horn:
Current Icon
Current Recipe
Using this horn will trigger a Worm attack, the severity of which is as it is normally, based on the amount of days you have survived. It has 10 uses and cost 15 sanity to use, it should not cost you either if it fails to summon the Worms. Needs an Shadow Manipulator to prototype. You cannot summon the Worms if they are already attacking, if you are not in a cave or the ruins, or if you are in a world without Worm attacks. Using the Worm Horn resets the Worm counter like normal so you can use this while you are prepared to fight them so you can ensure a safety period while you explore, ect.
Tree Horn:
Current Icon
Current Recipe
This ones kinda nuts actually. This will cause more or less ALL trees on screen to turn into HOSTILE Treeguards. Needs a Shadow Manipulator to prototype. It has 10 uses and cost 20 sanity to use, it should not cost you either if it fails to awaken any Treeguards. It now also makes pacified or sleeping Treeguards hostile toward you, but if that is all it does it won't count as a successful use. There is a 5 second cool down between successful awakening of any Treeguards.
*NEW*In RoG all Birchnut Trees on on screen will also turn into Poison Birchnut Trees.
Spider Horn:
Current Icon
Current Recipe
This will make any spiders nest on screen move to it's next level and if it is level 3 it will turn into a spider queen and always leave behind a level one nest regardless of adjacent nests and queens. Needs a Shadow Manipulator to prototype. It has 10 uses and cost 15 sanity to use, it should not cost you either if it fails to do anything to any nest. There is a small 3 second cool down between successful uses.
Deerclops Horn:
Current Icon
Current Recipe
Once used it will immediately set it to early-winter and snowing and a hostile Deerclops will appear very close by after 6 second. It is in the Ancient tab and needs a repaired Ancient Pseudoscience Station to craft. It has 10 uses and cost 33 sanity to use, it should not cost you either if it fails to summon the Deerclops. You cannot summon if you are in a cave or a world without Deerclops.
This will only allow one Deerclops and no other giants to exist at a time, if there is already a Deerclops very near you the horn will make it target you and your character will say "I think I just made it even more mad."
If there is a Deerclops on the map but not close to you the horn will bring it close to you and your character will say "Looks like there was one near by."
If some other giant is on the map, your character will say "I think one giant is enough." and nothing else will happen.
Neither of those to things will cost sanity or durability and does not effect the weather.
The horn does not effect the regular spawning of Deerclops, and the horn is different from a regular Deerclops attack in that the Deerclops will try to target you first and only your stuff if he becomes distracted.
*NEW*Moose/Goose Horn:
Current Icon
Current Recipe
Once used it will immediately set it to early-spring and raing and a hostile Moose/Goose will appear very close by after 6 second. It is in the Ancient tab and needs a repaired Ancient Pseudoscience Station to craft. It has 10 uses and cost 33 sanity to use, and works the same as the Deerclops horn.
*NEW*Dragonfly Horn:
Current Icon
Current Recipe
Once used it will immediately set it to early-summer and not raining and a hostile Dragonfly will appear very close by after 6 second. It is in the Ancient tab and needs a repaired Ancient Pseudoscience Station to craft. It has 10 uses and cost 33 sanity to use, and works the same as the Deerclops horn.
*NEW*Bearger Horn:
Current Icon
Current Recipe
Once used it will immediately set it to early-autumn and not raining and a hostile Bearger will appear very close by after 6 second. It is in the Ancient tab and needs a repaired Ancient Pseudoscience Station to craft. It has 10 uses and cost 33 sanity to use, and works the same as the Deerclops horn.
*Note* In worlds without certain seasons, snow, or rain, the giant horns will not cause it if it is not allowed, but will still summon the giant. If the giant is not allowed then the horn will do nothing.
Customization:
The number of uses, the cost of sanity, and the range for horns that have range can be customized individually. Open the modmain.lua file in the MagicHorns folder and edit any of the numbers to your liking in this section:
*WARNING* It is recommended that you not set any Ranges higher than 30.
----Config-------USES is how many times each horn can be used--SANITY is how much sanity will be lost on a successful use--RANGE is how far it will effect things on screen by default 20 will not effect things in the upper corners of your screen but a good portion of unseen space below you will be effected. 25 will effect everything on screen and a lot off screen. 30 will effect a massive area around you. Always remember you can spin around with Q and R to check your surroundings.TUNING.MH_hound_horn_USES = 10TUNING.MH_hound_horn_SANITY = 10TUNING.MH_krampus_horn_USES = 10TUNING.MH_krampus_horn_SANITY = 15TUNING.MH_werepig_horn_USES = 10TUNING.MH_werepig_horn_SANITY = 15TUNING.MH_werepig_horn_RANGE = 20TUNING.MH_slurper_horn_USES = 10TUNING.MH_slurper_horn_SANITY = 10TUNING.MH_worm_horn_USES = 10TUNING.MH_worm_horn_SANITY = 15TUNING.MH_tree_horn_USES = 10TUNING.MH_tree_horn_SANITY = 20TUNING.MH_tree_horn_RANGE = 20TUNING.MH_spider_horn_USES = 10TUNING.MH_spider_horn_SANITY = 15TUNING.MH_spider_horn_RANGE = 20TUNING.MH_deerclops_horn_USES = 10TUNING.MH_deerclops_horn_SANITY = 33TUNING.MH_moose_horn_USES = 10TUNING.MH_moose_horn_SANITY = 33TUNING.MH_dragonfly_horn_USES = 10TUNING.MH_dragonfly_horn_SANITY = 33TUNING.MH_bearger_horn_USES = 10TUNING.MH_bearger_horn_SANITY = 33--------------
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.
Incompatible with:
---------- It should not be incompatible with anything as far as I know.
Old Changelog/older versions:
v0.5: Straight port to [Hunger Update]
v0.4: magichorns 0.4 powers
Deerclops Horn improvements:
The Deerclops will appear after 6 second from summoning him and specifically target you first.
Only one Deerclops at a time using the horn, to avoid getting them to fight each other.
Deerclops horn will agro nearby Deerclops.
Deerclops horn will teleport far away Deerclops to you.
v0.3:
fixed misspelled Krampus Horn name.
tree horn makes pacified or sleeping Treeguards hostile toward you, but if that is all it does it won't count as a successful use.
added easy customization of the uses and sanity cost for each horn and the ranges of the spider, tree, and werepig horn.
Added Werepig Horn.
v0.2 fix bug where using the spider horn near a flaming spiders nest crashes the game.
v0.1 initial beta release.
Acknowledgments:
The Worm Horn was first suggested by Ioioto
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 steamsteamappscommondont_starvemods and place the folder located in the .zip archive
Start Don't Starve and go to the "Mods" menu and enable this mod.
Support My Mods:
If you would like to help me out, follow this adf.ly like link wait for 10 seconds and click the "Skip ad" at the top right of the page.
2617 downloads
Updated
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Know It All
I would like to introduce Neuron Industries latest invention, the Know-it-all-atron! Let it provide you with valuable information about your surroundings so you don't have to! Let me share some of the wonderful features of the Know-it-all-atron:
Features:
Thank you for considering crafting the fabulous Know-it-all-atron, first keep in mind the recipe:
That's 3 gold, 2 gun powder, and 1 gear.
Now to access the Know-it-all-atron data base by wearing it on your back like so:
It is a bit heavy though, so don't be trying to out run monsters with it on your back.
And you will Notices that it's niffy control panel will open up on the right hand of the screen:
Now that you know how to use it, lets take a look at its features:
Sanity Rate- It measures you sanity by scanning your brain and definite not irradiating you, it will than tell you the current rate in sanity per minute your sanity is going up or down.
Example:
Naughtiness - It keeps track of the the naughty things you have been up to, and before sharing it with the government and Google AdSense, it tells you your naughtiness level and the naughty threshold that will summon a Krampus if reached and the amount of time in seconds until your naughty level drops by one.
Example:
Beard Level- By analyzing your manly pheromones it will determine information about your current beardieness, how long you've been growing it, when it will grow more, and how much you will get for it if shaved.
Example:
Temperature - Feeling cold, or over heated? Well your just in luck, because the Know-it-all-atron can tell you just how much you are being killed by the environment..
If (body temperature < 5 degrees (10 for RoG)) you start to get the icy screen and if (body temperature < 0 degrees) you start to take 1.25 damage each second, read more about Freezing.
Example:
You can also put the Know-it-all-atron on the ground and interface with by right clicking, useful so seeing the affect of being fully clothed has on your temperature, the panel is slightly to the left to accommodate backpacks.
Season- Witness as it has the power of divination and can tell you the number of days left in the current season, the outside temperature, and the phase of the moon even if it is day or in a cave.
Precipitation- Rain is serious business, and the Know-it-all-atron always takes care of business.
If you are in the overworld the basic information given is:
How long it is until rain or snow will start or stop and,
"Moisture atmo_moisture(moisture_floor/moisture_limit)"
When it is not raining atmo_moisture will go up and when it reaches the moisture_limit it will start to rain and moisture_floor will change, if it is raining then atmo_moisture will go down and when it reaches moisture_floor rain stops and moisture_limit will change.
If it is raining (or snowing) this information is also given:
", precip rate precip_rate"
which means how hard it is raining and is useful for the next information.
If the condition for lightning are right (which usually means if it is raining) then this information is also given:
", lightning nextlightningtime"
Which is how much time in seconds until the next lightning strike
When nextlightningtime reaches zero in a normal type of world:
If precip_rate > 0.75 then lightning will strike near you
if precip_rate > 0.5 then you will hear thunder and see a flash
if precip_rate < 0.5 then you will hear the faint sound of thunder.
Example:
If you are in a cave you will get the time until the next quake in seconds, how much debris will drop and how long the quake will last.
Example:
Hound Attack- Built in urine sensors will detect how far away the next swarm of hounds will show up.
Giants - Giants, majestic and mysterious, they don't show up with any guarantee, rather they have a chance of making themselves known and the Know-it-all will attempt to track their movements, normally you will just see this:
Example:
But if one attempts to become active, it will tell you how many days before it might show up, and if one becomes present somewhere in the world, asking the Know-it-all-atron will alert you to it's presents:
Threats- Finally underground if you click the threats button, it will tell you information about the activity of the worms, it should also detect any other threats like them should they be implemented in the game or by a mod.
example:
If for some reason the information you are requesting is not valid at the time, like asking about hound attacks in a cave or beard level if not Wilson or Webber, you will get a message telling you as much. Example:
Notes:
Any reference to about of "days" means in game but seconds and minutes are in real time but may or may not be actual seconds and minutes but I am like 616% sure they are.
For Magic Horn users:
The Hound Horn does initiate a regular Hound attack therefore it will reset the next time until a Hound attack.
The Krampus Horn does involves committing a very naughty act therefore it will reset your Naughtiness.
The Deerclops Horn does NOT initiate a regular Deerclops attack so using it will NOT change when the next Deerclops attack happens. Though two Deerclops can still never be in a world at the same time.
For Rain Manipulator + Quakeometer users:
Hitting the Rainometer makes it start raining without changing the humidity in anyway so if your atmo_moisture is low then a low moisture_floor is chosen but that means it will not rain particularly long or hard.(insert joke here).
If you are in a cave the Quakeometer functionality works from 500 seconds until the next quake being all the way in the yellow and 0 being all the way in the blue, and hitting it with a hammer (which by default is equivalent to detonating a single Gun Powder) will reduce that time by 200 seconds.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.
Acknowledgements:
My first iteration of this mod was originally inspired by Mini tools.
Thanks to tehMugwump, WrathOf, chromiumboy and anyone else that helps create it, I could do none of this with out you.
The Worms feature was first suggest by ioioto
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!
http://i.creativecommons.org/l/by/3.0/88x31.png
This work is licensed under a Creative Commons Attribution 3.0 Unported License.
To Install:
Just go to steamsteamappscommondont_starvemods and place the folder located in the .zip archive
Start Don't Starve and go to the "Mods" menu and enable this mod.
Support My Mods:
If you would like to help me out, follow this adf.ly like link wait for 10 seconds and click the "Skip ad" at the top right of the page.
1974 downloads
Updated
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Upgraded Fire
This is my very first mod, which I made for myself, as I hated how fires and fuel seem so easily depleted even in firepits.
This mod allows the following light sources to last 1 day when placed.
~ Campfire - Capped at 4 Days.
~ Firepit - Capped at 12 Days.
~ Nightlight - Capped at 12 Days.
As well as increasing the amount of time fuel will burn.
In exchange for the higher capped durations and increased fuel efficiency, the lights will be harder to intensify as the caps are higher (harder to reach maximum intensity).
I have also increased the chance that torches and Willow's lighter will burn their targets when hit to 50 and 25%, respectively.
Lastly, I want to thank Squeek for helping me with my first time making mods and figuring out the problem.
(A little something for those using RoG, if you have it on, you might want to go to modinfo.lua and change the api_version line to 5, or whichever version you use)
708 downloads
Updated
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Auto planting
You can build a lightning rod on the ground and open it with the left key, planting after you pressing "Do" button ,
each will spend 10 gold, if you don't have enough gold it doesn't work .
5 kinds of plants can be planted.
The following:
GIVING=GETTING
twigs = sapling
cutgrass = grass
berries = berrybush
pinecone = talltree
acorn = talldeciduoustree
The bug:
If you planted berrybush you can not into them and get the berries.But i can tell you how to solve this problem.
The following:
Digging 3 or 4 of them like picture 2 then you can get the berries.
Have fun!
If you have any problems let me know about them!
4441 downloads
Submitted
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Crafting Pause
This mod is pretty simple, it simply makes sure the game is paused when you look through the recipes.
I hope you guys like it. Let me know if there are any bugs. I'll try to fix them in a timely manner.
People pointed me to an other mod Relaxed Crafting that aims to do the same thing. I didn't notice it when I first made the mod. I seem to have a few issues with that mod. Pertaining to use the CapsLock key. It doesn't always seem to pause the game :S.
http://forums.kleientertainment.com/files/file/340-relaxed-crafting/
It seems like that mod also aims at saving your clock time for other time consuming things. I don't have any plans for adding similar features just yet. So take this mod as "one less feature". That way, you can have a choice in what you enable .
Mod Download Page: http://forums.kleientertainment.com/files/file/390-crafting-pause/
Steam Workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=195965657
github page: https://github.com/hmaarrfk/crafting_pause_dont_starve
2064 downloads
Updated
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Rain Manipulator + Quakeometer
Features:
Hitting the Rainometer with a hammer will cause it to go from not raining to raining and vice versa.
The Rainometer will still break after 4 hits and give you back half of the materials so the math works out to: 4 rain toggles = 1 Boards, 1 GoldNugget, 1 Rope. You can change the number of uses just see Configurations below
ProTips: rain can be used to boost farm grow speeds and it makes mushrooms regrow, but they do need 10-20 ingame hours of rain before they start to regrow. The more you make it rain the less it will rain for. Toggles snow as well but takes a few more seconds for snow to stop falling.
The Rainometer can now measure the time until the next earthquake inside of a cave.
Hitting the Rainometer with a hammer inside of a cave will cause it make quakes come sooner, by default this effect is equal to that of gunpowder's ability to do the same. You can change this See Configurations below
The rain and quake manipulation features can be turned off if all you want is the Quakeometer, just see Configurations below
Configurations:
----Config-----local quakeIncrease = 200 --this changes how much hitting the rainometer in a cave decreases the time until the next quake, 200 is equal to that of the effect of gunpowder and 1000 will always cause a quake. It can also be set to a negitive number to increase the amount of time until the next quake.local RainAndQuakeManipulation = true --if false the rainometer will act normal when hammered e.g. not toggle rain or decrease time till quake.local Custom_Uses = 4 --Sets the amount of toggles you get before it will break--------------
Discuss:
Any tips or suggestions are welcome and appreciated but go easy on me, A n00b I am.
But, no I will not make a winter toggling mod.
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:
V2.3 [Hunger update]: Improved code.
V2.2 [Powers update]: made to work for powers update, given all the powers mod menu thingys.
V2.1: made to work for ROCK update.
v2.0: New version with Quakeometer and Quake manipulation features add.
v1.1: Fix bug that reset uses on log out, added sound effect.
Old older versions:
Dropbox link
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 steamsteamappscommondont_starvemods and place the folder located in the .zip archive
Start Don't Starve and go to the "Mods" menu and enable this mod.
Support My Mods:
If you would like to help me out, follow this adf.ly like link wait for 10 seconds and click the "Skip ad" at the top right of the page.
452 downloads
Updated
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Pack In Inventory
Features:
I hate dropping packs for armor and a personal backpack slot does not seem quite right to me. This mod lets you carry backpacks, piggybacks, insulated packs, and Krampus sacks in any inventory slot.
Airing on the side of hardcore now by default Packs cannot be placed inside other packs, chest, or the Teleportato in Adventure Mode. This can be changed easily by going to the <Don't starve folder>modsPackInInventorymodmain.lua
Just change false to true for the thing you want:
------config--------local packs_in_packs = false --set to true so you can put bags inside of other bags.local packs_in_chests = false --set to true so you can put bags inside of chests, this covers regular, pandora, skull, and minotaur as well.local packs_in_Teleportato = false --set to true so you can put bags inside the Teleportato in Adventure Mode.local packs_in_chester = false --set to true to allow Chester to hold bags.--------------------
PIC With all the option set to true: http://i.imgur.com/MjKhy6r.jpg
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 Older versions / Change log:
v1.2: add customization for placing packs inside other packs, chest and the Teleportato in Adventure Mode.
v1.1 [Powers update]: made to work for powers update, given all the powers mod menu thingys.
Pack In Inventory v1.0 [ROCK / Cave / LIVE update]: first release.
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 steamsteamappscommondont_starvemods and place the folder located in the .zip archive
Start Don't Starve and go to the "Mods" menu and enable this mod.
Support My Mods:
If you would like to help me out, follow this adf.ly like link wait for 10 seconds and click the "Skip ad" at the top right of the page.
6539 downloads
Updated
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Mental Collapse
This is a mod that makes sanity somewhat more important. Once your sanity drops below 33% of normal, your health will start to drop, 1-2 HP a minute. You'll have to get your sanity up to a reasonable number eventually, or you'll slowly die. Worse than starving!
195 downloads
Updated
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at last infinite tools is uptaded
THIS MOD IS AN ORIGINAL CREATION OF tehMugwump HE DESERVES ALL THE CREDIT
original mod trhead: http://forums.kleientertainment.com/files/file/64-infinite-tools/
description: this mod is an uptaded version of the masterpiece "infinite tools" mod so that people can play it in reign of giants, it makes most of the tools of dont starve have infinite uses.
items that are affected:
axe
bird trap
boomerang
bug net
fishing rod
hammer
beefalo horn
hight sword
panflute
pickaxe
pitchfork
shovel
spear
tentacle spike
tooth trap
umbrella
bat bat
pick/axe
thulecite club
furry bedroll
wigfrid spear
luxury fan
old bell
weather pain
fire staff
ice staff
telelocator staff
the lazy explorer
star caller staff
deconstruction staff
Birds of the World
applied horticulture
sleepy time stories
on tentacles
the end is nigh
golden axe
golden pickaxe
golden shovel
torch
tent
sewing kit
siesta-lean-to
credits:
really big thanks to tehMugwump
for letting me uptade this mod
and to -=|JFH|=-Destroyer47
for making the request.
3638 downloads
Updated
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Sort Inventory
By Brodysi
-Uploaded to Klei for standalone off the steam workshop upon request.
Sorts inventory by weapons, equipment, food, etc when you press z.
Ctrl+z changes the sorting method.
Shift+z toggles whether the first 1-2 slots are sorted.
Combines adjacents stacks if not full.
Fills up stacks in chests that aren't full if you have a stack of the same item in your inventory/backback.
16656 downloads
Submitted
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At last infinite clothes is uptaded
THIS MOD IS AN ORIGINAL CREATION OF tehMugwump HE DESERVES ALL THE CREDIT
original mod trhead: http://forums.kleientertainment.com/files/file/216-infinite-clothes/
description: this mod is an uptaded version of the "infinite clothes" mod so that people can play it in reign of giants, it makes most of the clothes of dont starve have infinite durability.
items that are affected:
beefalo hat
spider hat
top hat
tam o shanter
rain hat
moggles
rabbit earmuff
winter hat
straw hat
cat cap
fashion melon
feather hat
garland
ice cube
breezy vest
dapper vest
puffy vest
rain coat
hibearnation vest
eyebrella
floral shirt
summer frest
credits:
really big thanks to tehMugwump
for letting me uptade this mod
and to -=|JFH|=-Destroyer47
for making the request.
2556 downloads
Submitted
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At last no more viking shielded rock lobsters
Are you tired of those stupid viking rock lobsters that just shield everytime you do damage to them?
If the answer is yes then this is the mod for you.
Just download this mod and all those viking rock lobsters will stop using their shields and fight like a man.
Remember to let me know any bugs that you encounter using this mod.
175 downloads
Submitted
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Rechargeable Gems
Experimental RoG patch, not fully tested, new probably unbalanced features, how many bugs can you find?
Features:
This Mod lets you recharge amulets and staffs with nightmare fuel. Right now the math is it takes 6 nightmare fuel to fully charge all gem items, this means the more uses that item has the more it gets from nightmare fuel.
Now by default Gem items do not break when they reach zero they just become unusable until recharged, can be configured off to work like normal, see Configurations.
Adds Philosopher's Stone which is crafted at a repaired Ancient Pseudoscience Station, it can "absorb" most items and convert them to power for gem items.
Most absorbable items by default give it 1% and it can be filled to a max of 100%.
Blue, Red, and Yellow gems, golden nuggets, living logs, any meat, stackable creatures like butterflys and bees and nightmare fuel are worth 17% to the Philosopher's Stone therefore about enough for one charge give or take the item.
Purple, Green, and Orange gems, thulecite, and a non-stackable living creature like bird, rabbit, ect. are worth 34% points to the Philosopher's Stone therefore about enough for two charges.
Using the P. Stone on living creatures is naughty, watch out for Krampus.
For every point absorbed you drain a point of sanity. can be configured off.
low, medium, and high Absorb values can still be Configured, see Configurations.
To check item values ingame just, drop the item on the ground, hold the P. Stone over it and left click. Example
Used like nightmare fuel to charge gem items it gives the percentage it has to the item it is charging, for example: A fire staff at 50% will require 15% from the P. Stone to go to 65%
You can always top off a gem item if it need less then a sixth it's max to reach 100% but otherwise it needs to be charged in increments of a sixth its max so red staff needs 15%, green amulet needs 20% and blue amulet needs 17%
Also did I mention that the P. Stone is a sentient being that can talk and is kinda a jerk? No? Good, I wanted it to be a surprise.
*New* We are branching out to the whole world of TECHNOLOGY! The Morning Star and Weather Pain will now work like staffs do, but instead of recharging them with that dirty magic stuff you just have to give it a fresh new battery in the form of an Electrical Doodad.
Configurations:
Open up modmain.lua from the RechargeableGems folder here are the default configurations:
----Config-----local very_dapper_blue_amulet_baseDS = false --For base Don't Starve only, gives the blue amulet the dapperness equivalent of being Maxwell.local very_dapper_blue_amulet_RoG = false --For Realm of Giantslocal No_Deplete = true --if true Gem items are not destroyed when they reach zero they are just unusable until recharged. if false gem items act as they normally wouldlocal Science_Staffs = true --if true the Morning Star and Weather Pain can be repaired with Electrical Doodads.TUNING.PHILOSOPHERS_STONE_lose_sanity = true --if true you lose a point of sanity for every point absorbed by the philosophers stone.local blacklist = {"balloons_empty","philosophers_stone","transistor"} --put item prefab names here for items that the philosophers stone that should not be able to absorbed.TUNING.PHILOSOPHERS_STONE_ABSORB_LOWGAIN = 1 --percent philosophers stone goes up by when absorbing itemsTUNING.PHILOSOPHERS_STONE_ABSORB_MIDGAIN = 17 --Primary raw gems, nightmare fuel, gold, meat, and living logs.TUNING.PHILOSOPHERS_STONE_ABSORB_HIGHGAIN = 34 --Secondary raw gems, thulecite, and living creatures.---------------
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.
Acknowledgements:
This mod was loosely inspired by John2022.
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 steamsteamappscommondont_starvemods and place the folder located in the .zip archive
Start Don't Starve and go to the "Mods" menu and enable this mod.
Support My Mods:
If you would like to help me out, follow this adf.ly like link wait for 10 seconds and click the "Skip ad" at the top right of the page.
2152 downloads
Updated
-
At last no more deerclops demolition team
Are you tired of having to be paraniod all the time in winter because you know that deerclops demolition incorporated will come to wreck your s##t?
Well if the answer to this question is yes then this is the mod for you .
Just download this mod and deerclops will lose his demolition permit and therefore will not be able to destroy your base or any other buildings, at least not without going to jail and we know deerclops doesnt want to go to jail.
Remember to let me know any bugs that you might encounter using this mod.
430 downloads
Submitted
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Items Dropper
Dropping the item in your hands with the R key.It is mainly used to quickly to throwing lantern!
902 downloads
Updated
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The Grenade
Add a grenade
You can throw them
It will be accompanied by the huge sound explosion
200 damage
This mod is very simple so don't need to introduce more
Have fun!
805 downloads
Submitted
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best friend for bearger
Now you can make a bear prototype body, calling it with the right mouse button on the ground.
It is strong, good frighter. Use left mouse button on bear can let it stop ,press again to
keep it following. meat get 200 health to it. If you don't want the bear, kill it with
ctrl, it will not fight back.
2000 health
100 damage
If you have any questions let me know them!Thank you!
Warning"
Don't use it with webber because it will hit him.I'll contact to the founder to fix this bug!
2014.04.20 Updated
fixed crashing.
If you click him with left key he will stay there and sleeping.
Thanks for "crakoom Buying The Dark Helm" tell me to updating.
This idea is from 《YINING Don't Starve Practical Modified Skills》&Thanks for the Founder!
Have fun guys!
2133 downloads
Updated
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Milk
Milk mod adds a milking option on beefalos. It also adds cheese and other stuffies.
To be able to milk beefalos first a Milking Bucket must be crafted under food options for 1 beefalo horn 10 marble pieces and 1 lantern.
Milking beefalos will result in a piece of raw milk that can be cooked on cook pot for milk and cheese.
New recipes:
Milk: 2 raw milk pieces and no meat.
Cheese: 3 raw milk pieces and no meat and no inedible
Banana pie: 1 cave banana (cooked or raw), 1 egg (bird or tall bird) and 1 milk. No meat in the recipe.
Banana Milkshake: 1 cave banana, 1 milk, 1 honey and 1 ice.
Have fun.
4387 downloads
Updated
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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
200091 downloads
Updated