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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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RPG Items+
Steam link : http://steamcommunity.com/sharedfiles/filedetails/?id=1152732067
This mod is an updated mod from RPG Items mod by HeavenFall (Questionable Intent)
Now fully compatible with Shipwrecked DLC.
All items listed below have a 20% chance to gain a magical effect when they spawn (crafted, found or dropped). Weapons and armorpieces get different effects. The effects on weapons are heavily influenced by the attack power of the weapon, while the armor effects have no particular scaling.
An item that gains a special effect will display a (?) next to its name. This indicates the item is unidentified. Use a Magnifying Glass (available in the Tools crafting tab) on the item to identify what effect is present on the item. Examine the item after it has been identified to get a more detailed explanation. Note that the effect is active whether you identify it or not.
If this mod is activated in mid-game then all existing items in the game will have a 20% chance of recieving an effect. Once an item has an effect it cannot be removed.
* indicates a visual effect will play when the effect triggers
Weapon Effects:
Flaming - Sometimes ignites flammable targets *
Leeching - Steals health from targets on each hit
Freezing - Sometimes freezes freezable targets *
Minimizing - Sometimes shrinks and slows targets *
Vorpal - Very rarely instantly kills targets *
Blessed - Deals additional damage (20 percent)
Well-crafted - Deals additional damage (10 percent)
Telelocating - Sometimes teleports targets away *
Sturdy - Takes longer to break down
Terrifying - Sometimes causes target to panic *
Poisoning - Sometimes deals double damage over time *
Self-repairing - Slowly repairs itself over time (always active)
Curses:
Slippery - Can slip out of your hand when used *
Disappearing - Sometimes vanishes when used *
Thorny - Deals 1 damage to user when used
Weapon & Tool List :
Axe
Golden Axe
Ham Bat
Spear
Tentacle Spike
Dark Sword
Thulecite Club
Pickaxe
Golden Pickaxe
Hammer
Shovel
Golden Shovel
Pitchfork
Cane
Bat Bat
Pick/Axe
Fishing Rod
Bug net
-- Shipwrecked (new)
Machete
Luxury Machete
Cutlass Supreme
Harpoon
Trident
Armor Effects:
Sturdy - Takes longer to break down
Fireproof - Reduces fire-damage by a third
Cozy - Small protection against freezing
Dapper - Small bonus to sanity
Self-repairing - Slowly repairs itself over time (always active)
Healing - Slowly heals wearer over time
Faster's - Reduces hunger drain
Quick - Increases speed
Sentient - Helps wearer understand Science
Entombing - Sometimes freezes attacker if struck *
Wish-away - Sometimes teleports attackers away *
Curses:
Hungry - Increases hunger drain
Heavy - Decreases speed
Tickling - Prevents sleeping
Armor and Clothes List:
Grass Suit
Log Suit
Night Armour
Marble Suit
Snurtle Shell Armor
Thulecite Suit
Football Helmet
Beekeeper Hat
Shelmet
Thulecite Crown
Miner Hat
Beefalo Hat
Feather Hat
Top Hat
Winter Hat
Spiderhat
Rabbit Earmuffs
Tam o' Shanter
Dapper Vest
Breezy Vest
Puffy Vest
Torch
Umbrella
Lantern
-- Shipwrecked (new)
Seashell Suit
Limestone Suit
Cactus Armor
Horned Helmet
Particulate Purifier
Pirate Hat
Captain Hat
Lucky Hat
Life Jacket
Sleek Hat
Snakeskin Hat
Snakeskin Jacket
Windbreaker
Blubber Suit
Shark Tooth Crown
Dumbrella
I'm not including any Obsidian items, since they already have their own perk.
Please let me know if there's any bug or crash, I've fixed some of the bugs but not 100% sure if everything works as intended especially the weapons which I haven't really tested.
1636 downloads
Updated
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Meteors!
Adds the meteors from DST to the base game.
Also adds Moon Rock, and Moon Rock Walls! (Obtainable from meteors)
NOTE: Almost all of the content in this mod was not made by me, I just ported it over!
If you have a preexisting world that you would like to have meteor showers in, use this command:
c_spawn('meteorspawner') This will spawn an invisible object at your cursor, around which meteor showers will occasionally happen. NOTE: There will be no immediately apparent effect from using the command! (If you get an error message in the console, you probably typed it wrong.)
If you want to directly spawn meteors, use this command:
c_meteor()
This will spawn a meteor at your cursor.
If you like to watch the world burn (or at least be covered in scorch marks), use this command:
c_devastation()
This will spawn 5 meteors at your cursor over the course of 2.5 seconds.
You can pass 'c_devastation' arguments, for example:
c_devastation(10) --This will spawn 10 meteors over 5 seconds (half the number of meteors) c_devastation(10, 2.5) --This will spawn 10 meteors over 2.5 seconds
COMPATIBILITY NOTE: (For developers)
This mod overrides the DoDelta function in the health component.
636 downloads
Updated
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client-side mod [Hk]Control++
Steam workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1116211359
This is my first client-side DST mod - it allows you to enable force-attack on 'f' and set ignored enemies.
Ignored enemies won't be attacked by default. With force-attack enabled you can target all enemies with CTRL+'f', without - normal 'f' will target all hostile entities ^_^
Supported ignored enemies:
walls ballons birds (except sleeping/frozen birds will be attacked anyway) spider dens Abigail Shadow Puppets Grumble Bees (for easy Bee Queen fight) shadows (for that sweet sweet Ancient Fuelweaver fight) I won't hide it, I got inspired by two great mods:
Mod that inspired selective attacking: Improved Force Attack
Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=661284815
Author: Hrafnár
Mod that inspired forced attacks: Reverse Force Attack
Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=369420067
Authors: Kazaki, star
I took a look at their work and added functionalities I needed... no idea if they are ok with that
I love their mods - they really did a great job, I just merged, re-organized and expanded it ^_^"
109 downloads
- client-side
- mod
- (and 1 more)
Submitted
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[Hk]Config++
Steam workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=655377781
GitLab link: https://gitlab.com/hekkaryk/dst-hk-config/tree/master
Newest update on remote GitLab repo first then on Steam Workshop then here.
Not enough config options in vanilla game?
This mods adds:
- stack size config
- no food spoil in icebox
- no fire spread
- quick pick
- craftable animals (birds, rabbits, moleworms, bees - forgot to add mosquitos)
- craftable plants (no reeds)
- craftable McTusk drop
- craftable gears, Wigfrid items
- 1 hit chopping and mining (compatible with mods that increase drop)
- configurable light/flingo duration
- configurable armors/clothes/tools/weapons durability
- ... and much more! Everything can be turned off* and (sometimes) configured
* please note that changes of durability configuration will NOT apply to items created with previous settings! DST stores each item statistics.
There was some severe issues with even simplest attempts to make Thermal Stones infinite (Stale Component Reference error after 750+ days...) so for now they durability can only be increased (up to 100 uses) not removed.
Link to previous version here (provided in case of any new bugs).
There was WAY too many config options to desribe here so I'm just removing recipes section at all. 50+ item recipes in total, each with 3 different difficulty setting - that took me while
Known bugs
[rare] [lag] There is a bug within Klei logic regarding hot/warm Thermal Stone's light emiting (at least I think so?) - I recommend limiting usage of extended durability of those on dedicated/long running servers (or chilling Thermal Stones once in a while, that might help) - possible medium lag and nasty "Stale component reference" tens of times in server log if bug will occur. Bug hard to replicate - may never occur, may occur since Day 1. Might also occur without this mod
[always(?)] [no lag -> severe lag (if overabused/releasing whole stacks of animals at once)] Crafting and killing animals will yield more resources that it took to make one.
[always] [no lag] There are no chess pieces sketches icons therefore random pictures are shown instead.
Credits
I would like to thank modders whose code I stole referenced in this mod:
Increased Stack size by ChaosMind42 - pickable animals & stack size part
Customizable Telltale Heart by Snowhusky5 - Telltale Heart recipe alteration part
Definitely go check out their mods (especially Customizable Telltale Heart if you are looking for more control)!
Also, I saw general "adding recipe code" in waaay too many mods to point out where did I took mine from (I think I also read some forum posts)
Same goes with options menu (it's not like I could come up with my own since DST comes up with it's own API).
For the rest of stuff mod does - it's basically overriding tuning.lua values. I also used some hackish tricks to pack up selection choices (mod does arythmetics operations on selected option number instead of having list of 8 conditional checks - not really important tho)
413 downloads
Updated
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Delthea Character mod (In development)
The character is unfinished and is for Forum purposes
32 downloads
Submitted
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Shard configuration mod
Shard configuration mod
Shard configuration mod allows server admins to make migration links between their individual servers/worlds/shards.
This mod is made for dedicated servers and has no use in standart Don't Starve Together worlds created in client. This mod is also not needed if your dedicated servers run only two worlds/shards in one cluster (default connections works fine for 2 worlds/shards). If you are server admin and you want more than 2 connected worlds this is mod for you!
After all servers are set up and online and simulation on them is paused, when first player connects to any server and simulation is unpaused the mod will set up portals in the world to be linked to other worlds.
This mod uses standart 10 sinkholes generated in the world. If you manually create more, they will be used after server restart. If you want more than 10 connections from/to one world you have to create new sinkholes/stairs. Sinkholes not used are turned off and plugged.
Steam workshop
Mod is available on steam workshop
How to setup this mod
I created default preconfigured cluster with 3 shards. You can modify it as you wish. Download it here: DefaultCluster.zip
Since mod version 1.10 it is also possible to create single directional connections. New mod setting called "OneWayConnections" was created which contains world that should be connected unidirectionally. Example mod overrride settings below:
["workshop-595764362"] = { enabled = true, configuration_options = { ["Connections"] = { ["1"] = { "11", "12" }, -- bidiractional between 1-11 and 1-12 ["11"] = { "12" } -- bidirectional between 11-12 }, ["OneWayConnections"] = { ["1"] = { "12", "12" } -- two unidirectional connections from 1 to 12 } } }
Since mod version 2.0 the slave shards can synchronize connection data from master. Slave shards will ignore connection data in their modoverrides.lua. This behaviour can be disabled by setting SyncWithMaster to false of all shards.
Shard config util
I created an util to create modoverrides.lua that configures this mod. Create shards, set their shard_id. Create connections between shards and set connection count. Save it and you have modoverrides.lua which will work with this mod. You still have to include other mods you want to use. Also supports one way connections.
This util is running in .NET 4.0 and won't start without it! The util is available for download from these forums by "Download this file" on the right.
1080 downloads
Updated
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dst DST PvP Revamp
Steam Workshop Version:
http://steamcommunity.com/sharedfiles/filedetails/?id=960992208
Various configurable PvP features and fixes.
Thanks to the guys below for testing, ideas, and help:
- Hobgoblino
- Electroely
- Michi
- SplOrange
- Sketched_Philo
- Maslak
- Dorozco
- Douglas
- Catburger
If you've discovered a bug, then report it to the comments below. If you find a feature or configuration confusing, then ask me in the comments below.
Features:
- Slowdown on hit -
Whenever a player is hit by another player, they are slowed down by an initial 50% which gradually wears off in 10 seconds.
Additionally, the hammer and boomerang have a small chance to stun players.
'Slowdown speed mult' can be configured to 0%, 10%, 25%, 33%, 50%, 67%, 75%, or 100%.
The default option is 50% and the option to turn off this feature is 100%.
- PvP damage multiplier -
Damage dealt by players against other players is increased from 50% to 100%.
'PvP damage mult' can be configured to 0%, 10%, 25%, 33%, 50%, 67%, 75%, 100%, 125%, 150%, 200%, or 300%.
The default option is 100% and the option to turn off this feature is 50%.
- Combatlogging punishment -
Disconnecting during combat with another player will punished. Players who combatlog will be killed right as they disconnect from the server.
The 'Anti-combatlogging' configuration is Enabled by default.
- Scoring system -
Kills made by each player will be counted and saved. Kills include deaths by melee weapons, ranged weapons, followers, traps, and indirect environmental causes.
The 'Scoring system' configuration is Enabled by default.
Players can check their own killcount with the '!mykills' chat command.
The killcount of another player can be checked with the '!kills <name>' chat command.
The three players with the highest killcount can be checked with the '!top' chat command.
- Unique scores for each world -
Killcounts are saved in '.../mods/workshop-960992208/Scoreboard (<ID>).lua' and each world will have their own file with their unique ID. This means that if a world is regenerated or deleted, then the previous scores will not be carried over. This also means that each of the five world slots will save scores in different files.
If this feature is turned off, then the world will use 'Scoreboard.lua' which can be used by other worlds. This means that scores will carry over when the world is regenerated and to any of the five world slots.
The 'Unique scoreboards' configuration is Enabled by default.
- Random spawn positions -
Survival and Endless mode will spawn players in random locations, just like Wilderness mode.
The 'Random spawn positions' configuration is Disabled by default.
- Newspawn PvP protection -
Players below 2 Days cannot attack or be attacked by other players. Individual player age is used, not the world age.
'Player age PvP requirement' can be configured to 1 Day, 2 Days, 3 Days, 4 Days, 5 Days, 6 Days, 7 Days, 8 Days, 9 Days, or 10 Days.
The default option is 2 Days and the option to turn off this feature is 1 Day.
- Player revival -
'Allow player revival' can be configured to Enabled, Disabled, or Heart only.
The configuration is Enabled by default. This means players can revive normally by default.
- No ghosts allowed -
Players who become ghosts will be kicked and cannot come back to the server until the world is regenerated.
The 'Kick ghost players' configuration is Disabled by default. This means that ghosts are allowed by default.
- Panflute nerf -
The panflute no longer puts players to sleep. Players are now only slowed down by the panflute.
Additionally, the panflute only applies its effects mid-way through its playing animation. The animation also can no longer be cancelled by movement.
The 'Panflute nerf' configuration is Enabled by default.
- Sleepytime Stories nerf -
Wickerbottom's Sleepytime Stories book no longer puts players to sleep. Players are now only slowed down by the book.
Additionally, its reading animation also can no longer be cancelled by movement.
The 'Sleepytime Stories nerf' configuration is Enabled by default.
- Sleep Dart nerf -
Players put to sleep via sleep darts will immediately wake up.
The 'Sleep Dart nerf' configuration is Enabled by default.
- Everyone can read books -
All characters can now read Wickerbottom's books.
The 'Everyone can read books' configuration is Enabled by default.
- Increased Abigail PvP damage -
Abigail now deals 100% to players instead of 25%.
The 'Abigail player damage buff' configuration is Enabled by default.
- Wall placement restriction -
Walls of any kind can no longer be built around other players, portals, and wormholes.
The 'Wall building nerf' configuration is Enabled by default.
- Tentacle spawning restriction -
Tentacles can no longer be spawned around portals and wormholes.
The 'No tentacles at portal' configuration is Enabled by default.
- Spider egg placement restriction -
Spider eggs can no longer be placed around portals and wormholes.
The 'No spider dens at portal' configuration is Enabled by default.
- Players can trigger traps -
Tooth traps and bee mines can now be used against other players. Traps ignore the last player to place or reset it.
Additionally, tooth traps will knock a player's weapon off of their hand and will snare the player in place. Snared players cannot move until the tooth trap is reset or they take damage. Players cannot be snared by more than one tooth trap.
The 'Traps trap players' configuration is Enabled by default.
- Trap placement restriction -
Tooth traps and bee mines can no longer be placed around portals and wormholes.
The 'No traps at portal' configuration is Enabled by default.
- Convincing bush hats -
Players hidden in bush hats will appear as a very convincing berry bush in the map and in-game. Players hiding in bush hats can be revealed by picking, burning, or digging.
The 'Bush hat buff' configuration is Enabled by default.
- Melee knocks off ranged weapons -
Ranged weapons in the hand slot will be dropped when the player is attacked using a melee weapon.
Ranged weapons include boomerangs, all kinds of blowdarts, red/blue/purple staffs, and weather pains.
The 'Melee disarms ranged' configuration is Enabled by default.
- Forced forcefeeding -
Moving and sleeping players can now be forcefed.
The 'Forcefeeding buff' configuration is Enabled by default.
- Players drop long pig -
Allows cannibalism.
'Long pig reward' can be configured to Enabled, Disabled, or PvP only.
The configuration is Enabled by default.
- Hunger and sanity damage -
Players take stat damage when hit by other players.
'Hunger and sanity damage' can be configured to Enabled, Disabled, Hunger only, or Sanity only.
The configuration is Disabled by default.
- Crock pot cooks instantly -
The crock pot now cooks any recipe instantly, no waiting time.
The 'Instant crock pot' configuration is Enabled by default.
- Hammer return percent -
The amount of materials hammering a structure will return can be changed.
The 'Hammer return percent' configuration is 50% by default.
- Player hit dialogue -
Some weird feature that SplOrange added. Don't enable this, he's weird.
The 'Attacked response' configuration is Disabled by default.
122 downloads
Updated
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Updated
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Mermhouse fix (RoG Standalone)
Fixes crashes due to the Mermhouse's name not being read properly.
Related crashes:
...ROGRA~2/DONTST~1/data/scripts/dlcsupport_strings.lua:100: attempt to concatenate local 'name' (a table value) ...:/PROGRA~2/DONTST~1/data/scripts/widgets/hoverer.lua:74: attempt to concatenate local 'name' (a table value)55 downloads
Submitted
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Blueprint fix (DS)
Fix crash when learning a recipe in the 'wrong' world. Fix issue with blueprints from unloaded mods.322 downloads
Updated
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Submitted
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Beebox Inspection lines fix (DS+DST)
Fixed missing Beebox inspection lines for different states.
Credit to @piratekingflcl for noticing the bug.
231 downloads
Submitted
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Pigman Attack lines (DS)
Fixed missing lines when attacking pigmen and quitting combat.
83 downloads
Submitted
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[DST] QuestsSerp (Beta)
Do NOT download it here. Use GitHub below instead, since there is the latest version.
Thread:
http://forums.kleientertainment.com/topic/77146-release-quest-mod
Requires the QUESTAPI Mod!
http://forums.kleientertainment.com/files/file/1702-dst-questsapi-beta/
Serps Quests Mod:
This mod adds several quests to pigking I already developed:
- Show pigking emotions
- Build some pighouses
- Build wall
- Show pigs with hats
- Show teenbird
- Show critter
- destroy maxwellstatue guarded by merms/guarding pigs
I will add more quests of course
This mod will be added to steam as soon as it is out of Beta.
Work in Progress GitHub:
https://github.com/Serpens66/QuestMod-Dont-Starve-Together
Other Questmods:
http://forums.kleientertainment.com/files/file/1704-dst-questshunt-beta/
130 downloads
Updated
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BackpackAmulet[RUS]/Слоты для Рюкзака и Амулета
Привет,сегодня перевод наистарейшего мода.Впрочем он не так важен,ибо перевод чисто по названию и описанию.
Я не создал мод,а лишь его перевел.
И не претендую на сам мод.
==P.S для полной работы перевода,нужен хороший русификатор(можно и с этого сайта).==
675 downloads
Submitted
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Updated
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Mechanic change proposal mods
The purpose of these mods is to provide some proposals for change in mechanics to the developers, help with balance, take up some part of balancing to allow the Klei developers to focus more on other things, while at the same time letting other players out there test the mechanics of these mods to see how well they like them, as well as get feedback to further improve them. Any mods within this file will stay for so long as a certain mechanic is not in place. Whether any of these mechanics are applied to the game depends entirely on the Klei forum, and of course, the Klei DST developers themselves. You can play-test any mechanics from these mods to give feedback on how well you like its contents to help with the process.
The mods within this file are created for Don't Starve Together only, therefore most of them may not be compatible with the single player version. You should take in mind that some of these mods were created while A New Reign sequence of updates was still in beta, so be careful with the installation if you cannot access this content in any shape or form.
The content of this mod was created using a DS software tool called Sublime and on Windows 8.1 operating system. Any issues in regards to other platforms and operating systems I may not be able to help with.
Mod contents
Desirable features that are not in the current build of this mod file
WARNING:
The methods in which some of these modifications have been created involve creating copies of existing files and then editing them. To my knowledge, these mods are compatible with each other, but may not be compatible with other mods out that that use the respective edited files within these mods. Enable with other mods out there with caution, if you so choose to do. The reason a large part of the code is done this way is to keep it easier to create this type of content and to allow developers to make changes more easily, if they decide to include any of the content provided within these mods.
If you encounter any bugs, errors, exploits or overlooks as a result of these mod mechanics, or if any information given here is in any way inaccurate, please let me know.
Special thanks goes to @Arkathorn and @Desblat for their help in guidance of mod coding.
If you want to contribute to the way the you can post your own mechanic changes seperately. Additionally, any changes that aren't already mentioned here, which you think would do well for the game (in relation to what the mods here already cover, e.g. Willow) are welcome. Also, any constructive feedback is welcome.
You can discuss this mod and anything related to it in the comments of this mod file page, or in this topic.
117 downloads
Updated
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dst Chat Binds
Steam Workshop Version:
http://steamcommunity.com/sharedfiles/filedetails/?id=921637415
This mod allows you to instantly send a chat message in just a press of a button.
Press 'Ctrl + Shift + F6' to toggle the mod on or off.
Edit your chat binds via the 'chatbinds.lua' file of this mod.
The file is located in the '...\mods\workshop-921637415' folder.
How to make your own chat binds:
Go to your Don't Starve Together game directory. It will usually be at '...\Steam\SteamApps\common\Don't Starve Together'.
If you have gotten the game during Closed Beta or Early-Access, then your game directory will be '...\Steam\SteamApps\common\Don't Starve Together Beta'.
Next, go to the 'mods' folder.
Then to the 'workshop-921637415' folder.
Then open the 'chatbinds.lua' file.
The file will have placeholder chat binds at first, but you can change, remove, and add your own chat binds.
You can go ahead and remove all the placeholder chat binds, but you can keep them if you want.
Now, onto making your own chat bind. Here's a template:
{ K, "This is an example of a sentence" ,"print", },
What this this does is make you send the message 'This is an example of a sentence' whenever you press the 'K' key on your keyboard.
Now, let's add a second chat bind:
{ K, "This is an example of a sentence" ,"print", }, { V, "My hunger is <hunger> over <maxhunger>" ,"print","whisper","shift" }, What this does is include your current hunger and max hunger in the message. So if you have 90 current hunger and 150 max hunger, then the chat message you will send is 'My hunger is 90 over 150'.
Also, notice that there are two more tags, "whisper" and "shift". The "whisper" tag means that your chat message is only whispered to nearby players instead of everyone on the server.
The "shift" tag means that hotkey to send the message becomes 'Shift + V' instead of just 'V'. If you add a "ctrl" tag too, then the hotkey becomes 'Ctrl + Shift + V'.
Now, let's add a third chat bind:
{ K, "This is an example of a sentence" ,"print", }, { V, "My hunger is <hunger> over <maxhunger>" ,"print","whisper","shift" }, { F8, {"I've got heads", "I've got tails", } ,"print", },
What this does is randomly choose which one of the messages will be sent. Upon pressing the 'F8' key, you have a 50% chance to say 'I've got heads' and a 50% chance to say 'I've got tails'. You can put as much messages as you like and they will all have an equal chance of being picked.
Now, 'chatbinds.lua' should look like this:
Hopefully, those examples are good enough of an explanation for how to make your own chat binds. It's very easy as long as you understand what goes where.
A list of available keys is located in the '...\mods\workshop-921637415\keys.lua' file.
There are more you can do with this mod though. Here is a list of how you can customise your chat binds:
Shortcut
Result
<health>
Your character's current health.
<maxhealth>
Your character's maximum health.
<me>
Your current in-game name.
<hunger>
Your character's current hunger.
<maxhunger>
Your character's maximum hunger..
<sanity>
Your character's current sanity.
<maxsanity>
Your character's maximum sanity.
<wetness>
Your character's current moisture.
<maxwetness>
Your character's maximum moisture.
<temperature>
Your character's current temperature.
<beaverness>
Your character's current beaverness.
<lasttarget>
The name of your most recent combat target.
<direction>
The direction that your camera is facing.
<mouse>
The name of the entity that your mouse is over.
<mouse_distance>
The distance in metres between your character and the entity under your mouse.
<nearestplayer>
The name of the player nearest to your character.
<nearestplayer_distance>
The distance between your character and the nearest player.
<nearestplayer_direction>
The direction of the nearest player from your character.
Tag
Effect
"whisper"
The message will be whispered to nearby players instead of being sent to everyone.
"shift"
Requires the 'Shift' key to be held down to send the message.
"ctrl"
Requires the 'Ctrl' key to be held down to send the message.
"ignoreshift"
Sends the message regardless whether the 'Shift' key is down or not.
"ignorectrl"
Sends the message regardless whether the 'Ctrl' key is down or not.
"print"
Also prints the message in your console as you send it to chat.
"private"
The message appears privately on your screen only.
"allownil"
Stops the default behaviour wherein your message does not get sent if one of the shortcuts returns nil.
"nonrandom"
Stops the default behaviour of randomly choosing messages from a table, and chooses each messages in sequence instead.
"nodelay"
Ignores the delay between sending each message. May cause severe connection issues if abused.
"shortdelay"
Shortens the delay between sending each message from one second to half a second.
97 downloads
Updated
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More Maxwell Intros!
By ImDaMisterL
Hey, you! Are you tired of having the same Maxwell speech for every single character? Well, so was I, but not anymore!
This mod adds custom Maxwell intro and adventure speech for every single character, including RoG and SW excluive characters!
Please, report any bugs to me and if you find any typos, a string that contradicts with canon lore or simply something that would be better in a different way, let me know! Thanks
Steam download: http://steamcommunity.com/sharedfiles/filedetails/?id=912750748
Special thanks to @Fidooop for all the code he gave so this mod could exist and to @GiddyGuy for giving me constructive feedback regarding the quality of my strings
1351 downloads
Updated
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Coordinate
Tired of trying to describe that you just found beefalo south of the spawn, just to the east of that weird rock and those trees? Me too, so I created my first mod to show your coordinates.
1508 downloads
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Craftable Bottles
This mod allows you to craft bottles out of 5 sand. It's a science machine recipe found under the Refine tab.
For Shipwrecked only.
825 downloads
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[DST] QuestsHunt (Beta)
Thread:
http://forums.kleientertainment.com/topic/77146-release-quest-mod
Required QuestsAPI Mod!
http://forums.kleientertainment.com/files/file/1702-dst-questsapi-beta/
Hunt Quests Mod:
This mod adds hunting quests for nearly every mob that exists on the surface to pigking.
Eg. "Kill 5 hounds". The mobs do not spawn, you have to find regular ones to kill them.
The difficutly from those quests gets higher the longer the average player survived and the quests fit to current season (eg. walrus only in winter).
Work in Progress GitHub:
https://github.com/Serpens66/QuestMod-Dont-Starve-Together
Other Questmods:
http://forums.kleientertainment.com/files/file/1703-dst-questsserp-beta/
473 downloads
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[DST] QuestsAPI (Beta)
Thread:
http://forums.kleientertainment.com/topic/77146-release-quest-mod
The API Mod:
Every QuestMod needs the API mod to work.
I developed the API mod, to allow every modder to create custom quests/rewards/shopitems (so I don't have all the work creating quests :D).
The best way to start if you want to create content, is to look at my questsmods and how I did it. There is also explanation in the modmains.
Basic mechanics:
Go near to the pigking and he will tell you what task he has for you. Go up and down to hear more about the quest.
There are 5 difficulties (1 to 5, esay to hard). The text of diff 1 quest is dark green. 2 is green. 3 is organge. 4 is red and 5 is dark red.
Do what the pigking wants and visit him again to get your reward.
Skipping:
If you don't want to do the quest or it is impossible, you can do the emotion "annoyed" three times near the pigking. This will skipp the quest.
Next Quest (default 1 day):
In modsettings you can choose, how much time should pass, before the pigking is offering you another quest after solving/skipping previous quest (half time when skipping quest).
Loop Quests (default enabled):
The questlist of pigking contains a finite number of quests. After every quest was active, the pigking will offer no more quests. But if you enabled the modsetting "LoopQuests", the questlist is again filled with all quests and you can do them again for reward.
Number of Quests:
For some quests, like "Emote" and "Hunt", you can choose in modsettings of questmod how often you want those quests be added to the questlist.
All other quests are only added once. So choose the number of emote/hunt quests according to how often you want to get those quests relative to other specific quests.
Shop Mode (default enabled):
In the modsettings you can choose if you want to enable "Shopmode". If enabled, you will get coins as reward for doing quests.
The shopkeeper always spawns near the portal and you can buy some basic items from him. In modsettings you can enable chance to find coins when looting something.
If you disable Shopmode, you will get random items instead directly from the pigking as reward.
Blueprint Mode (default disabled):
You can enable it in modsettings. This is a mode where you can't build any researchlab. Instead you have to find blueprints to be able to craft stuff. You will get blueprints and few coins as quest reward, but can also enable in modsettings a chance to find blueprints when slowpicking/working. Every found blueprint is also added to the shopkeeper, so every player can buy any found blueprint for 1 coin at the shopkeeper.
I think this mode as potential, but at the moment I don't think it will be very famous. Maybe you have ideas to improve this mode?
Adding/Removing Quest/Questmods after game start:
It is no problem to add/disable a questmod to an already running game. The questlist of the pigking is updated accordingly.
Only surface:
For now only surface is supported. Quest completed in caves do not count, since communication between caves and surface is not eays.
Work in Progress GitHub:
https://github.com/Serpens66/QuestMod-Dont-Starve-Together
Questmods that require API mod:
http://forums.kleientertainment.com/files/file/1703-dst-questsserp-beta/
http://forums.kleientertainment.com/files/file/1704-dst-questshunt-beta/
273 downloads
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(abandoned) Always On Status
This mod has been abandoned for a long time but rezecib made an up-to-date version of it, combined with another mod.
Displays health, hunger and sanity values at all times. It's also possible to monitor naughtiness (Krampus) and temperature. There's also a beaver meter for Woodie.
RoG and SW compatible.
Mechanics Temperature and naughtiness are hidden automatically when inside the caves since it's always at 20°c and none of the creatures increase your naughtiness. These mechanics exist in the game and weren't created by me. This mod just monitors them.
Naughtiness :
The naughtiness threshold for spawning Krampus is set to a random number between 30 and 50 as soon as you kill an innocent creature. Killing certain creatures increases your naughtiness. Once the cap reached, naughtiness is reset to zero and the new threshold is automatically set to a random number between 30 and 50. And Krampus spawns of course. There's a chance to spawn 2 or 3 Krampii after day 50 and 3 or 4 Krampii after day 100.
Temperature :
Thresholds and limits are not the same whether you are playing RoG or vanilla DS. RoG introduced overheating, which occurs at 70°C (154°F). That's second degree burn territory. So I halved the displayed temperature (temp°C/2 then converted to °F) so that it feels more natural in RoG. See below for details.
* Vanilla game : The temperature ranges from -20°C (-4°F) to 40°C (104°F). If it goes under 5°C (41°F) you'll start shivering and under 0°C (32°F) losing health.
* RoG & SW : The temperature ranges from -10°C (14°F) to 45°C (113°F). Over 35°C (95°F), you'll overheat. If it goes under 3°C (38°F) you'll start shivering and under 0°C (32°F) losing health. So careful !
Compatibilities - Not compatible with RPG HUD Neat unless you deactivate the custom badges (for RPG HUD Neat, not Always on Status).
How to install this mod It's better to disable the Steam Cloud feature for the game. Always backup your savegames, profile and saveindex before installing a new mod or you'll be very sour if something goes wrong. They are usually located in "..\Steam\userdata\<your steam ID>\219740\remote" or "My documents\Klei\DoNotStarve\save". Backup all the files found in those folders. Extract the folder located in the archive to "...\Steam\steamapps\common\dont_starve\mods" or the equivalent if you use the standalone version. Once in game, head to the mods tab and activate the mod (the Neat version requires a restart) then configure it.358027 downloads
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[MOD] Hero in the Dark
“Hero in the Dark” – Is a traditional fantasy mod This mod will incorporate traditional fantasy elements and lore while retaining the artistic style and the survive or die elements of Don’t Starve. A large focus of the lore and design of the mod will be from D&D and other games/books within the genre. Barbarians, shadow knights, druids, Necromancers etc etc
The goals of this mod are to make an alternate form of Don’t Starve, not to add on to its current game. We have added in creatures, events, more lvs, boss mobs, items, dungeons, unique leveling system, 12 playable character(not all characters are in yet)s, 100's of new recipes etc.
Here is the first version of Beta. We are still looking for more artists coders and people to help with character scripts to join our team. We need things from Characters, items, monsters, terrain etc We are currently looking for 2 to 3 artists/animators and 1 to 2 people to help with character scripting. If you are interested please send me a pm.
(Note: this is still in Beta, we are still missing some artwork and character scripts, I am not posting this to steam as of yet)
(Note: if you are using a controller, you must disable spell books. To do this, hit the configure button on the mod page inside the game and turn off spell books)
Please give feedback within this thread and bug reports here or in a PM to me. Don't forget to follow our mod and rate it!
We now have our own sub forum here
http://forums.kleientertainment.com/forum/64-mod-collaboration-hero-in-the-dark/
http://forums.kleientertainment.com/topic/33476-mod-hero-in-the-dark/
We now have our own Wiki !
http://hero-in-the-dark.wikia.com/wiki/Hero_in_the_Dark_Wiki
144502 downloads
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