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Game Modifications

725 files

  1. 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

  2. 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.

    1334 downloads

    39 comments

    Updated

  3. rock fastminer

    So simple is that
    TUNING.ICE_MINE = 3
    TUNING.ROCKS_MINE = 3
    TUNING.ROCKS_MINE_MED = 2
    TUNING.ROCKS_MINE_LOW = 1
    TUNING.MARBLEPILLAR_MINE = 5
    TUNING.MARBLETREE_MINE = 4
    For Rog and vanilla.
    For Thogether i dont know...
    UnRar using 7zip!

    615 downloads

    7 comments

    Updated

  4. MrPoke20XX Mobs

    Currently has 4 mobs, 3 structures and 1 item:
    Fungus:
    Neutral creatures that live in houses, come in 3 colors (red, blue and green) they are berfriended with gross.
    Berry Bush?
    IT'S A TRAP!
    Gross:
    Made with 1 manure and 1 spoiled food in science machine, fungus love this.
    Fungus House:
    Fungus spawn from this, each color of house spawn each type of fungus respectively. Buildable with 1 board, 1 cut stone and 4 mushrooms at the science machine.

    559 downloads

    3 comments

    Updated

  5. Summer Exploring

    You wont overheat that often during ShipWrecked summer season, so you can go out and explore.

    257 downloads

    0 comments

    Submitted

  6. Oh ****!

    Automatically quits the game if you are completely inactive for 3 minutes while not paused.

    134 downloads

    9 comments

    Updated

  7. Milk goats

    Remember when getting milk was a problem? Exactly, well with this mod, all your problems will be gone and you can stack up on ice cream to cool you off in the hot summer days! Just grab the nearest razor, wait till the beast falls asleep and then go for them titties and milk them dry.
    When can I milk it again?
    You can milk the goats every 2 days.
    How can I know I can milk it?
    If you are near them when they get ready to be milked, they will get a shock animation, but won't be in their charged state (while in charged state, their fur is fuzzy). Another way to check if they're ready, simply inspect the goats with the razor equipped.
    Steam Version
    http://steamcommunity.com/sharedfiles/filedetails/?id=304003393

    1057 downloads

    16 comments

    Updated

  8. Charcoal Burner

    A small change for Firepit.edge closer to reality.
    Now you can harvest ash by burning things.
    Charcoal with out burn trees...
    Just make fire pit "Real".
    USE:
    With Fire Pit. Just make fire,for a few time (the time of log burning) it can be harvest.
    1.fire burn,produce ash.need more? burn more!
    2.By make the fire get smaller,you can receive charcoal
    Install:
    Un-zip,
    enable this mod in game.(just like most other MOD)[hunger]
    Disscuss

    2853 downloads

    5 comments

    Updated

  9. Automatic Pighouse Lights

    Automatically turns occupied pighouse lights on when near and off when far.
    Small mod but usefull

    538 downloads

    4 comments

    Updated

  10. Better Traps

    This is my first mod so be kind.
    Lets you catch Pengulls, Slurtles and Snurtles with the basic traps!
    Tested and working on all the above. Keep in mind Pengulls only have a 10% loot drop chance, even with this mod. These mobs can be set back down, they must be murdered in the inventory to receive their drop. (Just like rabbits)
    May make changes to the mod later for added features.
    The above are now stackable to 10! I fixed a glitch/error where you could just run and pick them up.
    Thanks to these amazing modders for helping me out!
    Malacath
    seronis
    debugman18
    simplex

    2028 downloads

    7 comments

    Updated

  11. Christmas Tree

    Craftable Christmas Tree with lights.
    Making the light and increases Sanity when standing nearby.
    Steam Download:
    DS/RoG/SW;
    DST;

    1083 downloads

    5 comments

    Updated

  12. Serious Poison

    As requested
    WARNING!!!
    SERIOUS POISON WILL KILL YOU IF EATEN!!!
    -This poison will kill most anything I could think of that eats with the exception birds and rabbits.
    -Beefalo arn't eaters but were modded to eat.
    -The poison does have a shelf life of about 10 days
    -Serious Poison is craftable under the FOOD TAB
    -3 monster meat 3 red cap mushrooms and 3 rot
    -Use at your own risk.

    442 downloads

    15 comments

    Updated

  13. Nostalgic Ham

    What does this mod do?
    This mod reverts to how the hambat functions in the base game, meaning its damage won't scale with spoilage. That's it.
    Steam Link
    http://steamcommunity.com/sharedfiles/filedetails/?id=305461007

    275 downloads

    2 comments

    Updated

  14. Rock Lobster changes

    Change Rock Lobsters Health and Damage.

    38 downloads

    1 comment

    Submitted

  15. Perpetual Mod - 0.0.1

    Discussion of mod here: http://forums.kleientertainment.com/showthread.php?22061-Download-Perpetual-Mod-0-0-1&p=212917
    Perpetual Mod
    Don't Starve is an escapist joy for me, and I'm enjoying modding it, too.
    Goals of this mod
    * Add more variety and more things to do.
    * Add more risk and more reward for triumphing over the risks.
    * Provide a larger and more varied cycle of supplies.
    * Teach myself [Lua](http://www.lua.org/).
    Highlighted Changes

    * Naughtiness has been replaced by feralness, a sanity penalty imposed on the player the more killing they do. The penalty decays over time.* The player will be hunted at various times by more than hounds: * Spiders * Werepigs * Krampus * oh my* Tweaks to existing items and mobs (see detailed changes).
    Detailed Changes
    TODO - In progress

    ### Conducts* Like achievements, worded from nethack days. * Potential conducts: * Berryvore (only eats berries) * Vegivore (only eats fruit and veggies) * Carnivore (only eats meat) * Sane (never crosses the insanity threshhold) * Insane in the membrane (spent more than 30 game days insane) * Vagabond (never builds a permanent structure) * Conquistador (various awards for hunting and killing the big mobs) * Completed sets ### Sets* Display sets that are in effect via speech (feels more in the theme of the game). * This needs to be throttled. Maybe the first time the set is done only? * Maybe this is a good excuse for a conduct component? ### Temporary effects* Allow effects to be temporal (and, you know, temporary).* Allow saving of effects (for when effects are not part of of a set). * This will likely necessitate an effects class that will need some defaults. * Effects are permanent unless otherwise noted. * Effects are not saved unless otherwise noted.* Memoize calls to sumEffect if it seems to be faster than just linear array lookups and computes (which it is likely faster, but is it worth it?).* Diagnostic view of effects currently in effect.
    TODO - Ideas

    ### Feralness v2* have the decay rate be non-linear when not performing feral actions.* primal bonuses when in a feral state.* UI indicator for how feral we are (in the spirit of the freezing indicator)* When fighting, raise feralness onhit vs. onkill* Make feralness apply a TemporaryEffect vs. the spaghetti code override I use now. ### Rabbit earmuffs* Makes friends with bunnymen even if carrying meat. ### Huntedby* code* Use a CircularProcessQueue to manage the huntedby* procedure state (procedural approach sort of like a coroutine). ### Nightlight v2* BUG: When leaving the cave and returning to camp, the nightlight is "off". Not sure why this is. Do I need to override the nightlight load?* Emit a negative ambient temperature. You can freeze near one even in summer. * Needs a heater component with a heat of -something. * For this to work, need to rewrite the component/temperature to allow for negative heaters. Perhaps a whole new component would be better, one that lowers ambient temperature. ### Deerclops* Should give more meat than a koalephant, or something that's a better reward than his eye.* Make the deerclops eye a special healing item (after the food/healing overhaul)? ### Walarang* New Crafting Recipe: * 1 Walrus tusk * 1 boomerang* Better damage, better durability boomerang (but not indestructable like the walking stick). ### Essays and/or Poems (writings)* Like artwork* Enough essays can eventually be put together into a book. What the book does yet, I do not know. Sanity bonus while carried in the inventory?* Thoughts: How to make fun and not grindy… well, then again, everything in this game is an odd mix of fun and grindy, but somehow the fun wins out. ### Gambling (inspired by what I should do with pieces of artwork)* Artwork can be gambled. Resources that are non-renewable should not be earnable, but rare items made from non-renewable resources can be. I think it would be funny to have artwork return real work items (pickaxe, shovel, etc.)* Give the pig king a gamblingcasino component. * Trading is for expectable results, gambling is for unpredictable results.* Give the artwork a gamblingchit component. * Chits can be higher or lower value. Higher value gives "better" items, or more items. * Chits can be "wildcards" which provide an equal value for all items available. * Chits can be forced to return a class of items.* Incorporate the idea from this mod: forums.kleientertainment.com/showthread.php?19247-Download-Garbage-Disposer-Wormholes ### Upgraded firepit* Can burn for a long time (higher max burn time). ### Landmines* Copy the bee mine, except that it explodes when enemies are near.* The Durian Bomb * New Craftable Recipe * 1 Durian * 1 Gunpowder* Flaming Doom * New Craftable Recipe * 1 Durian * 1 Red Gem * 1 Charcoal ### Food and healing overhaul* Food heals very little (1-3 points?) * Fruits and fruit dishes heal more (making farming more lucrative and worthwhile, and worth an alternative to hunting spiders and beekeeping for the more aggriminded of us.)* Food has more gradations of hunger fulfillment, with rarer or more difficult foods sating hunger more. * Meats tend to last longer.* Food has more gradations of sanity fulfillment. * Veggies and fruits are comfort tend to provide more sanity.* Many foods do not last as long as they currently do. * Cooked meats and meat dishes tend to not last as long.* Some foods last longer. * Veggies and fruits and veggie and fruit dishes tend to last a bit longer.* Jerky lasts way longer, still provides a good sanity bonus, and provides a bit more nutrition than right now (the cost of making jerky is too high right now for actual food use in my opinion, and I tend to use jerky inly for sanity gain).* Sleep produces no hunger penalty (straw roll I'm looking at you) over the usual penalty for time passed, and actually slows hunger penalty relative to time passed. * Sleep is a good way to heal, and healing is proportional to time passed (a big bonus... sleeping earlier in the evening equals more healing).* Adds opportunity cost to the night: do I stay awake and work or do I sleep and heal and regain sanity.* Healing kits get a boost in terms of effectiveness. * Honey poltice gets a healing boost and a drop in required science level since it is no longer the highest tier healing item. The cost of finding the reeds for papyrus counteracts the simplicity of making it (plus in general, honey is a lot more work to gather, overall, but it is renewable). * Non-renewable healing salve is an almost complete heal, and gets a bump in science level (since it requires amplifying the effectiveness of spider glands). * Spider glands keep the same effectiveness. With a lack of healing resources, these will be more valuable. * I think spider glands should need to be converted to healing kits to be made usable. Keeps in the theme of healing salve, and prevents grab and heals during battle.* Building at least certain items should boost sanity abit. Maybe a very lower positive effect over time. Help counter those days when you go out and murder a bunch of rabbits and return home to make some rabbit rug. ### Alchemy Overhaul* Gold itself is turned into more useful metals (throw back to original idea of other metals being turned into precious gold. In the don't starve universe, since gold is plentiful and isn't actually precious because there is no economy in a survival model, gold should be the "lead" that needs to be turned into useful durable metals, which in turn is used to make into useful durable goods).* Have a Transmogrifier that behaves like the crock pot but works on inorganics? ### Meteors* As part of the alchemy overhaul, add meteors that land occasionally and provide a renewable, but really rare, hard metal that can be used to make a better-than-gold tools. (Use lightning + explosion + some map marker for the meteor.) ### Tools Overhaul* Flint tools are stronger (150% of current durability).* Gold tools are weaker than flint tools (75% of current flint durability).* A third set of tools are available that are better than the currently available gold tools. The metal available to make it should be available about once every 50 days or so (about 1 awesome tool per 50 days). ### Television* Recipe: X amount of Gears, Y amount of Gold* Radiates Sanity gain bonus.* Radiates a massive Hunger penalty. (Thinking about health penalty, but that seems counter intuitive with the other changes I want to make to sanity.) ### Lye* New crafting recipe * 3 Ash ### Soap* Potential Crockpot Recipe: Lye + only meat = Soap* Should make it so monster meat is usable here in any amount.* Consumable that improves sanity (small-mid gain) and health (small gain). (Shouldn't be "edible" in the mouseover, but we can manage that.) ### Dapper Vest* Make the Dapper vest absorb a bit of damage (25% maybe?).* Dapper vest still degrades over time naturally. ### Night Armor* Bump physical damage absorption to 99%.* Decrease sanity drain of this armor to something like 6.77/min (Tam o' Shanter)* Increase amount of total damage that affects sanity by a whole lot. Sanity could be managed by consumables during battle. This makes this armor like the "mana shield" of wizards in an ARPG.* This still allows Maxwell's "demon" abilities to be more in character, since he can wear the Tam o' Shanter, Night Armor, and Night sword and have a zero'd out sanity gain/penalty from items. ### Risk vs. Reward* As the late game gets harder, the rewards should also be better. As hunger and sanity cease to be the problem (they should be the early game problems), nature-maxwell-evil should be the primary problem.
    Compatibility

    This mod is designed to work with the most recent updates of Don't Starve and is not designed to work with older versions of Don't Starve. * Tested against build: [It's Not a Rock] 79659, 79484, 79386 * Previously tested, but no longer compatible with builds: 78535, 78379, 78281* Game modes tested with: * Survival (extensive testing) * Caves (a bit, not extensive testing)* Other mods compatible with: * Unknown at this time. (No guarantees made about compatibility.) This mod has been tested with new and preexisting characters and things seem to work. One should also be able to start a game with this mod and then remove the mod with no almost no ill effects. Anticipated problems if the mod is removed after using it: * If you created mod specific items (e.g. artwork, perpetulogs), those items might now exist as invisible entities in your game or inventory. This shouldn't be a problem, but might be unnerving when you find your inventory invisibly full. Just make sure to dispose of the items before removing the mod and everything should be okay.
    Credits

    This mod would have been a lot harder to write if it weren't for the following people: * Handsome Matt's [Klei Studio](http://dev-zilla.net/kleistudio/).* Heavenfall's various codebandages and posts on the [Modding Forums](http://forums.kleientertainment.com/forumdisplay.php?63-Don-t-Starve-Mods-and-tools).* Ipsquiggle and his community support.* milson's [Potion Mod](http://forums.kleientertainment.com/showthread.php?19539-Download-Potions-%28V1-9%29-Own-potiontab-added) when I was trying to first get a prefab to work.* WrathOf's original support for modding.* Zeidrich's [Rubber Duck comments](http://forums.kleientertainment.com/showthread.php?18685-Tutorial-My-first-mod-creating-a-new-stat).
    Where's the code?

    Code is hosted at github at: https://github.com/jeremyosborne/dontstarve-mod-perpetual Feel free to fork the code, use the code anyway you see fit for Don't Starve related things.
    Changelog

    * 0.0.1 * First zipped up release made available on the Don't Starve Mod Forum.

    302 downloads

    3 comments

    Updated

  16. Manual Workshop Update

    While enabled, suppresses the automatic updating of Steam Workshop mods, adding a button to the Mods screen for that purpose.

    1185 downloads

    7 comments

    Updated

  17. Better Boulders

    There are three types of Boulders. Each has different loot.
    Smooth:
    ×3(Small chance for 2 more)
    ×1(Small chance for 1 more)
    ×1(Small chance for 1m more)

    Gold Vein:
    ×3(Small chance for 2 more)
    ×1(Small chance for 2 more)
    ×1(Small chance for 2 more)
    ×1(Very rare chance to get 1)

    Flintless:
    ×4(Medium chance for 2 more)

    1298 downloads

    4 comments

    Updated

  18. Dleowolf's Dusk Disc

    This mysterious disc plays uneasy, but fitting music. The mysterious part is: It changes with the season.
    Now there are four individual discs for the specific seasons too!
    Music by Dragon Wolf Leo a.k.a. Dleowolf

    385 downloads

    3 comments

    Updated

  19. [DST] Nerf That Boss!

    This server-side mod allows you to nerf specific boss creatures, at long last! Perfect for small casual groups or newbies trying to learn the game.
    Some features:
    Configurable nerf strength (down to halved values!)
    Select the giants in need of nerfing, without affecting the rest at all
    That's it, really. What did you expect?
    Please give feedback, I can improve this mod whenever problems arise.

    346 downloads

    1 comment

    Updated

  20. HardcoreImpossibleV1.41

    Hello everyone !
    Hello everyone, sorry I've enough with coding, and I've other things to do so I'll stop to update it for the time beings. Have fun .
    Last version : Version 1.41 (rock update compatible)
    Name : HardcoreImpossible
    (I know this name is not great, but there was already with the name "hardcore"...so..)
    Description :
    >A mod which makes the game really hard, it's now over the time to feel safe. Now, you'll fear bosses, even some monsters like koalefant, krampus and so on.
    >Traps, fishing rod, trap teeth and bee mines are nerfed.
    >Add a special effect for deerclops eyes ! (it's really a interesting one item now !)
    >New type of waves added ! It's a hardcore one. I don't tell what it is exactly, it's like the hound wave, you'll know you're attacked
    with the sound of hound wave(need to put an other sound), and special message of course.
    >There is a curse when you reach day 77+, fear it !
    >Special event : Solar eclipse, you are informed when it happens (1 chance on 53 to happen, and not the first 12 days, and there is a minimum delay between solar eclipse to avoid 2 solar eclipse in a row), a solar eclipse is a solar eclipse, I don't really need to explain, hihi.
    >When you reach day 100, all rabbits are hidden in their hole, they don't go out anymore(but their mother is coming day 104, take care of her, make a "cell" for her, and everytime you give her food(meat..carrots..and so on), small babies (untrappable, like their mother) are coming). By the way, don't dare to kill their mother !
    >New weapon, Thunderbolt Rod ! feel the power ! (in magic tab) However, it has 2 uses, so don't waste it .
    >New structure : Lightning generator ! It's a defensive structure(magic tab) which needs living log as fuel. At a radius about 1 screen, it will attack every dangerous creature(a monster or an entity which attacks you), you can turn on or off the structure(and as the same time you see the number of charges left)
    >New structure : A totem, with it, you can summon the rain or quake by the power of dancing ! So dance in order to get that ! However, it has a cost...a sanity cost...
    /!It's not 100% sure there is 0 bug, if you find some, don't hesitate to tell me and sorry for that .
    Of course, It's not for beginners! I was bored when I was playing this game(too easy when you are used to it), so I wanted to make it really hard.
    All the features won't be showed here because I want some surprizes for you.
    Features :



    Planned features :


    Known Issues :


    Changelog :
    V1.11 : Hot fix : Fixed the issue of rabbits, they were insta respawning...(I modified that because I wanted a to make a special event later in the game (when you're day120+..But it's not implemented in the 1.11)
    V1.12 : Hot fix(I know... sorry) : Fixed the issue of the speed of each day, days were so fast because I was testing some stuff, but I forgot to make it like normal setting when I uploaded...
    The goal of this mod is to make the game harder and more interesting in late game stuff, not to make it impossible of course !
    V1.13 : Compatible with it's not a rock update
    Removed the torch nerf
    Cleaned the useless files(small size for the mod now)
    Fixed a "bug", it wasn't 7.5% to calm down a tree
    Removed the buff of regen time of den
    v1.2 : Special no rabbit event, rabbitmother monster added, special event solar eclipse
    v1.3 : Nerf on many monsters :

    602 downloads

    1 comment

    Updated

  21. Potions Mod [ADAPTED] (Maxwell)

    From Milson- The Original Author
    Potions Mod Adapted!
    --------------------------------
    Create potions to enhance your Don't Starve experience.
    Currently has 15 potions, each with unique effects!
    ---------------------------------
    Bugs
    Credits

    1988 downloads

    7 comments

    Updated

  22. Stinger Pack

    Stinger Pack: Full of stinging goodness!
    Steam link
    This mod will add many items that use bees and there stingers. Check the mod configuration page in DS to change item values.
    Now with:

    Poison damage is a DOT effect. By default it does 5 damage a tick(second) and lasts for 10 ticks. Mobs have resistance and armor against poison. The more armor they have the more hits it takes to poison them. So if you do not see the poison FX after hitting them a bunch you either have not passed their armor or they recovered from the buildup. The more resistance they have the smaller damage done.

    Bee Stinger Trap
    Like the tooth trap but easier to make. Start placing these bad boys to ward off intruders.
    Default -
    10 uses
    20 damage
    +- 80 poison dmg
    Ingredients:
    Twigs
    Rope
    Stingers
    Crown of Thorns
    *Not implemented yet
    Causes you and your attacker to take damage. Provides no armor buff.
    Beelixirs
    *Not implemented yet
    Several concoctions to help with your day to day.
    Berserker Beelixir - Combat Enhancer
    Obsession Beelixir - Increase Follower Loyalty
    Lucid Beelixir - Boost Sanity

    Driftwood Stinger
    Default -
    10 damage
    +- 50 poison dmg
    Ingredients:
    Boards
    Cut Grass
    Stingers
    A board with a large stinger through it. Ouch it stings.
    ------------------------------------------
    Any suggestions for this mod please comment.
    ChangeLog

    1097 downloads

    1 comment

    Updated

  23. Craftable Fishbone For acquiring packim

    This mod takes away the stressful time searching for Packim by allow you to be able to craft the fishbone from the refine tab after acquiring a science machine
    The Ingredients for crafting the fishbone

    15 Seeds,
    2 Spoiled fish
    Spyglass

    Please note, that this mod was coded and created by me and that this mod only works for Don't Starve Shipwrecked.

    908 downloads

    0 comments

    Updated

  24. Insanillumination

    Insanillumination is designed to make the NightLight a more useful and valuable addition to Don't Starve. I have reballanced the crafting recipe so that it is a more viable light source. I have also retuned how the NightLight works and interacts with the player as well.
    Key Features include:
    -No longer drains sanity while standing near it
    -New Recipe: 1 red gem, 4 logs, 2 gold nuggets.
    -Now lights up on player approach if it was extinguished, however doing so costs sanity.
    -Still consumes Nightmare fuel for maintaining light levels.
    The main objective with this is to have the NightLight act as a path marker of sorts, or at the very least, make keeping an extra large base well lit without having to burn down a sizable forest.

    561 downloads

    13 comments

    Updated

  25. NewRecipe Mod V 0.2 Alpha

    New recipe
    -Krampus sack
    -Spider Hat
    -EyeBone
    -Forest turf
    -Grass turf
    -Marsh turf
    -Rocky turf
    -Savanna turf
    -Hound tooth
    -Tentacle Spots
    -Guano
    Installation
    -Copy/past the folder with the mod
    -open modsettings.lua with notepad or other and copy/past ModManager:AddMod("NewRecipe")0
    contact me at kax2000pro@gmail.com

    253 downloads

    0 comments

    Updated

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