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The forum downloads section will be removed on Jan 1st 2023. Players may still download mods that are currently hosted, but new submissions are no longer being accepted. Mod makers are advised to relocate their mods to alternative hosting solutions.
Game Modifications
723 files
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Don't Stop the Music
By Bigfoot
Continues to play the busy music during the day. Music stops at night, to stop fatigue of the music and also to give a better sense of the loneliness.
Inspired by request by @Mycological
569 downloads
Updated
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Quick Chester
This mod is just a simple tweak that increases Chester's walking speed, so that he can keep up with the player a bit better.
Features:
Changelog:
Bugs:
3466 downloads
Updated
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Frozen Smallbirds - Freeze your teenbird's aging!
Frozen Smallbirds
Version History:
Features:
Install Instructions:
Credits:
Heavenfall and Simplex for aiding in initial testing
Discuss and report bugs here.
Note: I'm a beginner at modding, so while I believe the release is mostly stable, there may be some bugs. If you find any, report them to me and I'll try my best to fix them.
599 downloads
Updated
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One time Fertilizer mod
this mod allows you to save on fertilization resources as once something is fertlized once it will remain that way indefinitely
version: 1.0
Author: Craig_Perry
thanks to: @simplex
forum Thread: http://forums.kleientertainment.com/...575#post275575
716 downloads
Updated
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Persuasive Rabbits
This is a fun little joke-mod that gifts rabbits with the power of persuasion - they're still cowards on their own, but attack one and it'll convince all nearby non-rabbit animals to attack you! Morsel gathering just got a lot harder.
Features:
Compatibility:
Bugs
210 downloads
Updated
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Potions (V1.9) - Own potiontab added
[outdated]
Potions! Yes! :3
Important note regarding Legendary (permanent) potions:
This mod is completly save.
If u deactive the mod, u will have your normal max stats back.
Playing with the mod or disabling it will not destroy your savegame.
It adds the value u gain with the potions when the potions component is loaded,
if the mod is deactivated, there is nothing more to add. ^^
Hope that thought didn't scare you off in the first place.
Update to V1.9
- Own potions menutab added to keep mouses from being violated. :3
- Spanish translation uploaded, created by @jaimedpb, thanks!
- French translation uploaded, created by @kiopho, thanks mate!
Update to V1.8 - Last legendary potion and Demonic Protection (invulnerabilitypotion) added, check it out.
Update to V1.7 - Legendary potions (2) added, check it out. More coming soon!
Update to V1.6 - Important bugfix regarding large potions!
Update to V1.5 - Large potions added, check it out.
Update to V1.4 - Update to improve compability with other mods.
Update to V1.3 - Small tinned Sunray (lightpotion) added, check it out.
Update to V1.2 - Another bugfix!
Update to V1.1 - Small Rupture of Time (timepotion) added, check it out.
So... mention a game with a.... alchemy station and no potions at all... ohwait!
I just didnt want to wait any longer, so i created some potions already.
Did i forget anything? Oh yeah, the potions:
All potions can be crafted with common/rare ingredients.
I need 1. more ideas and 2. maybe a little bit help if it gets complicated.
Take a look and leave your thoughts.
Link to the Forum: http://forums.kleientertainment.com/showthread.php?19539-Download-Potions-%28V1-2%29-Ongoing-project
Installation:
My heartfelt thanks to Heavenfall, who fixed a major bug, explained to me how
to handle imagefiles correctly and helped me with the own potiontab. <3
3326 downloads
Updated
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Diggable Reeds [Live & Future] (w/ French Translation)
Introduction:
This is my second modification for the game, I wanted to be able to move reeds like other harvestables to allow for better map optimization. There wasn't a way to do this without creating a mod for it, so I dug in and created something very generic.
HowTo:
1) Dig up a reed.
2) Click on the 'dug reed'.
3) Right click the target location. (Must be on marsh/swamp land.)
4) Fertilize and wait for them to grow. (This is to prevent spamming of cut reeds.)
Installation:
1) Extract files into the mod folder.
2) Enable the mod in game, under the mods screen.
3) Enjoy your game.
Special Thanks
zeidrich: Helped me get the image of the new "dug reed" to show up properly.
_Q_: Gave me valuable insight to modding.
John2022: French Translation.
2239 downloads
Updated
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Plantable Rabbit Hole
Introduction:
This is my very first modification for the game, I wanted to be able to move rabbit holes inside pins closer together to allow for better map optimization. There wasn't a way to do this without creating a mod for it, so I dug in and created something very generic.
HowTo:
1) Trap a rabbit.
2) Click on the rabbit.
3) Right click the target location.
4) Wait until the delay timer starts. (This is to prevent spamming of rabbit holes.)
Installation:
Pre 1) Delete current "plantable_rabbit_hole" folder in the mods folder, if installed.
1) Extract files into the mod folder.
2) Enable the mod in game, under the mods screen.
3) Enjoy your game.
3162 downloads
Updated
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Plantable Flowers!
v2.2 Hunger Update by teMug
Installation:
Extract the zip contents into your mods folder in your game directory and enable in the Mod Loader.
And you're all set!
Discuss this mod here
827 downloads
Updated
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Throwable rocks
Ever wanted to smash a rabbit in the face with a rock, well with this mod you can O.o
I thought it appropriate to make such mod, given the new update is all about rocks.
Features
-Makes rocks throw able and crumble upon impact.
-No homing feature, you have to aim now(kinda'ish)
-Kill a Treeguard with around 100 rocks.
-A texture for when your holding it in your hand(semi bugged)
Changelog:
v1.1H - Hunger update.
V1.1 - Updated to powerupdate and increased speed of projectile and cleaned up a bit.
V1 - Release
Discuss it here and do tell if you want more things to throw in the face of danger:
http://forums.kleientertainment.com/...ks-Rock-update
858 downloads
Updated
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Flint N' Steel!
Hello, Ladies and Gents! I give you, Flint N' Steel! Set fire to thing in style! Yay. Download today for the high price of FREE!
220 downloads
Updated
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Spoiled Food Advanced Fertilizer
I made mod mostly for my self to get rid of spoiled food and nitre.
1 nitre + 3 spoiled food = fertilizer *2
Fertilizes up to 6 plants, 3 times better than 1 spoiled food(2 plants).
ps: fertilizer pics doesnt very pretty, sorry
219 downloads
Updated
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Craftable Uncraftables [v.0.1.7] & [v.0.1.9]
This mod adds 135 new craftables to the game. It's updated upon most suggestions, so virtually everything you ask for WILL be added.
Latest Stable Update - v.0.1.9
Latest Testing Branch - Not running a test at this time.
Testing Branch Stability - Not running a test at this time.
NOTE - This update is likely to break. Please report all bugs, and crashes, and give me a screenshot of the crash message. Thanks.
Discuss this mod
Features:
Planned Features:
Install Instructions:
Compatibility:
Known Bugs:
Changelog:
6783 downloads
Updated
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Spiffy Backpack / Amulet
This is the mod I use to "fix" all the parts of the game that annoy me.
Many versions ago, I started this mod with a copy of Personal Backpack Slot mod; props to all the people that wrote and maintained it.
Fun for me may not be fun for you, and it must be said that the game is overall moderately easier (not much at first, but definitely in the late game) in this mode.
Probably all this stuff exists in other mods. I didn't copy it from there, except for the backpack.
Here's what this mod does:
- Added backpack slot
- Added amulet slot
- Tightened Chester's leash a small bit
- Chester teleports with you when you use the purple staff
- Amulets, staves, and non-combat hats no longer have fuel or durability
- Backpack slots and chester slots increased crudely, without fixing the graphics hehe
- Heat rock holds 30% more heat
- Red hounds don't explode, and their loot tables are similar to blue hounds'
- The teleporter base station does not consume its purple gems upon use
- Woodie does not turn into a beaver at the full moon (but can still bring it on by chopping)
Install: Unzip, drop the SpiffyBackpack folder inside your mods folder, start the game, pick SpiffyBackpack, and off you go.
2080 downloads
Updated
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Tam O'Shanter Craft!
Craftable Tam O'Shanter.Mac Tusk hat is craftable now!
You can craft Tam O'Shanter hat with 5 beefalo wools, 5 silk and 1 pig skin.
Enjoy the mod
391 downloads
Updated
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Diamond Sword
Hey guys i'll give the link directly because my Eng. is so bad
It's diamond sword mod in the minecraft.
It's light-added!
It slows you when equipped.
It's stronger than Dark Sword.
1867 downloads
Updated
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DEVLucy OP Lucy Developer Tool
U can make all OP Things with DEVLucy.
You can dig graves, chop trees and mine rock with it.
Enjoy the mod
Discuss >>
389 downloads
Updated
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AutoMachine
"Can help you!"
Your science machine.
Can help you to make"rope,boards,cutstone,papyrus,nightmarefuel"
How to use:
[1]Just open science machine.
[2]There are 3 slots for you to put in log/cutgrass/rocks/cutreeds/petals_evil.
[3]Then it will show what it can do in the fourth slot.
When you move on it,you can know how many it product.[4]Just click it or button below.
[5]For a few while you can recive product(near). If you run away,it will put on the ground.
You Can See the Image.
Install:
Have fun.I'm learning to make advanced MOD...
1044 downloads
Updated
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Nimble followers
Your followers will no longer set off traps belonging to you! However, if a follower is provoked into fighting you, they will set off your traps for the duration of their attack.
You also have the option to prevent non-hostile creatures which can follow you (but currently are not) from setting off yourtraps as well. This option is on by default. To change this, scroll down to CreaturesThatCanFollowMeSetOffMyTraps = false and change it to true.
Overwritten files: None
Referenced files:leader.lua and mine.lua
How to install:
Changelog:
Discuss Here >>
748 downloads
Updated
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Craftable Raw Resources
This is a subsidiary of the Craftable Uncraftables mod. Due to a few requests, I have decided to run this mod alongside the main. This mod contains both Craftable Raw Resources, and Craftable Uncraftables (Half Edition). Craftable Raw Resources features natural materials, such as Silk and Bunny Puffs. The full list is featured below. (see Features).
If this version breaks, please use [v.0.0.5] while waiting for a fix. Thanks.
Discuss this mod
Craftable Raw Resources Features:
Craftable Uncraftables - Half Editon Features:
Planned Features:
Install Instructions:
Compatibility:
Known Bugs:
Changelog:
1897 downloads
Updated
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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.
304 downloads
Updated
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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
Updated
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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
255 downloads
Updated
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Wes's Awesome Stack v1.2
Wes's Awesome Stack !
Wes is not a great character ? Now , with this mod , Your stack have many great and rare
items if you play as Wes
Feature
Install Instructions
344 downloads
Updated
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[V1.1] Angelic Tools Mod
NOTES
Version 1.1 is here with quite a few bug fixes!
Changelog
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Ever hate getting stunned my mass mobs?
Miss the old armor function?
Just want something to kick-ass in?
Well look no further!
This mod adds new tools and armors that are IMMENSLY OP but VERY expensive
FEATURES
-New "Hallowed Armor" - full damage block
-New "Hallowed Helmet" - full damage block
-New "Excalibur" - ranged sword that is TOTALLY op
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INSTALATION
-Unzip "GodlyTools" from "AngelicTools V1.1(StrangeNewPowers).zip"
-Take "Godly Tools" and drop it into the "mods" folder located at Games/steamapps/common/don't_starve/mods
-Enable it in-game
-Enjoy!
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BUGS
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TODO
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PLANNED
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Credits
1063 downloads
Updated