-
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.
Modding Tools, Tutorials & Examples
88 files
-
Extended Sample Character
A character mod template for Don't Starve and Don't Starve Together.
There are multiple versions.
V1.0.4 - Don't Starve and Don't Starve Reign of Giants
V1.2.6 - Don't Starve Together
V1.3.1 - Don't Starve Shipwrecked
The full tutorial can be found here.
Features:
Basic coding for a character mod All sprites and symbols to build a character Extended drawing areas for custom art Reign of Giants, Shipwrecked, and Don't Starve Together versions This requires Don't Starve Mod Tools to autocompile .png files that are modified.
The .scml is built in a way that you can use Spriter (included with Don't Starve Mod Tools) to preview the changes you make. The .scml file is not intended to be changed itself, and changes may not correctly reflect how it appears in-game.
A folder of cleared sprites has been included to easily remove unwanted parts from your character.
Also on Github
99593 downloads
Updated
-
ktools: Cross-platform modding tools for Don't Starve
IMPORTANT: Starting with version 4.3.0, the Windows binary release requires Microsoft's Visual C++ 2013 Redistributable Package (previously, the 2010 one was required). See the bottom of this description for more information.
ktools is a set of cross-platform (Linux, Mac and Windows) modding tools for Don't Starve. It consists of the following command-line tools:
ktech: a bidirectional converter between TEX texture and PNG; krane: a anim.bin/build.bin decompiler, whose output is a Spriter project. More detailed information about these tools may be found in the README, in the project's GitHub repository.
ktools primary release format is as source code, compilable under every platform using CMake, as per the instructions in the README. A Windows binary release is also included (the ZIP ending with "-win32").
When compiling from source, if libzip is found then the ktools are compiled with zip support, so that zip archives may be given as input in the same way directories may. The binary Windows release does not have zip support.
If you have issues running the Windows binary release, make sure you have Microsoft's Visual C++ 2013 Redistributable Package (the 32 bit version, that is, download the file called vcredist_x86.exe). It's very likely already installed, but in case of any errors first make sure that is in fact the case.
15245 downloads
Updated
-
Handsome Matt's Tools!
These are some super simple tools I made for Don't Starve years ago, recently updated and re-uploaded myself seeing how popular they were. I still believe you should use the official tools for texture creation, but for simply viewing and exploring assets this tool should work great for you.
Source code and latest releases are always available on GitHub.
83336 downloads
- texture tool
- tex tool
- (and 5 more)
Updated
-
Sample Mods
By Ipsquiggle
These are official sample mods developed by Klei. They are very small and barebones, in order to get you started with modding. These are meant to serve as a starting point only and are not complete mods on their own!
Sample Prefab
This mod demonstrates adding a new object to the world which can also be put in the player's inventory. For testing purposes, one is added to the player's pockets every time the game starts.
Sample Character
Use this as a starting place for your own characters! Contains template artwork for character animations, saveslot portraits, and more! Note: This will require TEX tools in order to create .tex files from the provided .png images.
Also note that the template for the bigportrait is in it's own zip file for download size reasons, but both samplecharacter.zip and samplecharacter_bigportrait.zip together make the Sample Character mod and templates.
Sample Mod
A demonstration of very basic mod setup, including attaching a custom components and setting tuning variables.
149200 downloads
Updated
-
N Tools
N Tools adds six clickable button to the HUD for testing utility.
Time Jump
Moves the time of day/night one step.
Time Jump +
Move you forward five days time.
Start/Stop Precip
Starts or stops rain and snow.
Go Invincible/Vulnerable
Toggles invincibility.
Go Insane/Sane
Sets sanity to zero or full.
Dig
This button allows you to dig through the game variables and sort them by variable type as well as looking at each tables children. All of this in a visual UI.
Wish
This button allows you to grant items to your character for easier testing.
12763 downloads
Updated
-
Map Revealer 1.0.3 and [DST] Map Revealer 1.0
It's a very simple mod revealing the entire map in the game, regardless of the level at which we find ourselves. Despite the simplicity makes it easy modding or just makes the game lot easier.
Have a nice use.
Steam version: http://steamcommunity.com/sharedfiles/filedetails/?id=225675650&searchtext=
49610 downloads
Updated
-
Development tool
This mod adds a Development Tool - It have been crated by Klei, to help with testing Don't Starve and RoG DLC. File "devtool.lua" can be found in vanilla game, in prefabs folder. This mod adds a remade version of it, that makes it possible to use in-game, along with couple of features.
Devtool:
- can be used as weapon (range: 20, about half of a screen; damage: 10000)
- can be used as axe, pick, shovel, hammer and net; every action is instant
- creates large light spot around a holder, or around lying spot
- provides health, hunger and sanity insta-regeneration
- provides heat in Winter and (if RoG is enabled) act as cooler in Summer
- act as Walking Cane, adding speed multiplier (about 2 times faster than normal)
- has built-in prototyper, so you can prototype stuff anywhere and anytime
- if you want to build anything, provides necessary resources
- act as blinkstaff (you can teleport to a chosen spot)
- almost every feature is configurable in mod configuration screen
I'm uploading it here as a mod, because it really helps testing mods. It doesn't have a crafting recipe (obviously), so, Here as a console command that you have to type in console to get it:
c_give("devtool")
This mod is meant to be OP, because I made it to help testing mods...
Consider that before posting a comment...
Have fun with testing mods
2961 downloads
Updated
-
Updated
-
Hat Example
By Cheerio
This is an example of a hat. This example requires the PC version of the 'Don't Starve Mod Tools'.
2411 downloads
Submitted
-
API Examples
By Ipsquiggle
This mod is made by Ipsquiggle at Klei to show off various features of the mod API.
This mod is not meant to be played. It is for scripting demonstration only.
I'll keep this up-to-date as I add functions to the API so you have an example of how they are used.
Updated for the Stuff of Nightmares release! Tonnes of new functions and examples to check out!
13616 downloads
Updated
-
Supervivencia Natural
-Supervivencia Natural-
Contenido de MOD´S
Always On Status
Architectural Geometry
Auto planting
Damage Indicators
DisplayFoodValues
Follower Badges
FOV
MemSpikeFix
MinimapHUD
More Map Icons
Seasonclock
Sort Inventory
Spanishv7.0DLC
Wormhole Marks
-Supervivencia Natural-
El Paquete trata solo con unos cuantos mods que no alteran la
dificultad con del juego, si no solo cosas visuales que ayudan
de una manera sin afectar a el juego.
Los mods yo no los he creado, solo son una recopilación de ellos.
Echo por: OblanquitO
7604 downloads
Updated
-
Spriter Example: Equippable Item
By Cheerio
This is an example of an equippable item made in Spriter. This example requires the pc version of the Steam Workshop 'Don't Starve Mod Tools' to be installed.
Big thanks to the Waverly Mod Team for letting me use their art!
5108 downloads
Updated
-
Texture and Atlas Packer
This program can be used to create a single texture and atlas file from multiple images.
VirusTotal: Here
Unpack Function:
The unpack function allows the end user to break down Texture (.tex) files into their base image into a Portable Network Graphics (.png) file.
HOW TO USE EXPORT FUNCTION:
When adding files instead of adding Image Files, select 'Texture Files' from the drop down. Add the Texture (.tex) files you wish to unpack and click the Unpack button. If you press the Unpack button and no Texture (.tex) files are in the list, it will skip operations. If a Texture (.tex) file is in the list and you press the Pack button, the pack function will skip the Texture (.tex) file.
NOTE 1:
This required .NET Frameworks 4.6 in order to run it correctly. Please download it from the Microsoft Website if you're not running Windows 10.
Regards,
Kzisor/Ysovuka
2964 downloads
Updated
-
Example: Follow the Leader
By Cheerio
This script example makes all creatures you come across in the world follow you.
1537 downloads
Updated
-
Backup your saves game
In Don't Starve Shipwrecked, to backup your save game, you must copy all files from two locations:
- C:\Users\USERNAME\Documents\Klei\DoNotStarve\save
- ...\Dont Starve Shipwrecked\bin\3DMGAME\Mr DJ\storage
Every time backup or restore, you must do the 1st and 2nd steps. For convenience, I create an application run in Windows that you can backup/recover easily by only one click.
Name player: input name of player properties.
Date Game: input date in game.
(Only Compatible With Windows due to How Finding File Works and I have no idea if Visual Basic programs work on Linux or Mac.)
Somewhen I will be adding new features based on suggestions and feedback. So if you have any suggest, please give it to me!
536 downloads
Updated
-
Language Sample Mod
By Ipsquiggle
This mod demonstrates how to set up a language pack to be compatible with the mod system and with Steam Workshop. Language packs distributed this way will be easier to everyone to install and update!
For more information on creating a language pack, please read this thread.
2697 downloads
Updated
-
Sample mod: Savable Infinity
This sample mod provides a file, savable_infinity.lua, which when modimport'ed allows storing correctly the following numerical values as savedata:
Plus and minus infinity (i.e., math.huge and -math.huge);
NaN (Not a Number, i.e., the result of invalid arithmetical operations, such as 0/0).
The game's save system is patched transparently, so other than modimport'ing savable_infinity.lua no other steps need to be taken: simply feel free to store the above values in savedata.
The patching of the game's DataDumper function uses the fact that Don't Starve's savedata is simply Lua code to store these values as arithmetical expressions: plus infinity is saved as 1/0, negative infinity as -1/0 and NaN as 0/0. The method used for the patching is more hackish than I would like (making heavy use of Lua's debug library), but it is the cleanest method of doing so I could think of, other than simply overriding vanilla's dumper.lua.
The rest of the mode code, beyond savable_infinity.lua, is just a test suite to see the added functionality in action.
The file savable_infinity.lua is modimport'ed in modworldgenmain.lua, so that all savedata is stored correctly (but it can safely be modimport'ed in modmain.lua instead, if worldgen savedata is not a concern).
In modmain.lua, the global variable ENCODE_SAVES is set to false, causing save files to be stored as plain Lua instead of zip compressed Lua, allowing visual inspection of the saves' contents. Furthermore, modmain.lua adds the included infinitysavetest component to the world entity: this component simply returns the mentioned values in its OnSave method and checks the validity of the loaded savedata in its OnLoad method, which prints the following to log.txt:
../mods/SavableInfinity/scripts/components/infinitysavetest.lua(17,1) Running InfinitySaveTest:OnLoad() for [100013 - cave] ../mods/SavableInfinity/scripts/components/infinitysavetest.lua(28,1) Testing savedata entry 'positive infinity'... PASSED ../mods/SavableInfinity/scripts/components/infinitysavetest.lua(28,1) Testing savedata entry 'negative infinity'... PASSED ../mods/SavableInfinity/scripts/components/infinitysavetest.lua(28,1) Testing savedata entry 'NaN'... PASSED ../mods/SavableInfinity/scripts/components/infinitysavetest.lua(30,1) Ran InfinitySaveTest:OnLoad()
207 downloads
Updated
-
Smarter Crock Pot
Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=596800985
Compatible with DS, ROG and SW.
Original link: https://steamcommunity.com/sharedfiles/filedetails/?id=222342168
Fixed by zUsername.
Created by Nadav.
11176 downloads
Updated
-
TEXTool v1.2
TEXTool v1.2 by Handsomematt
Converts Klei .tex files to .png
Re-uploading this because it seems to be unavailable. Hope it's ok and the original author did not want it taken off.
13041 downloads
Submitted
-
Animation Commandline Tool
Tool to convert binary animation and build files to text and then back to binary again.
Included:
EXE command line program
README explaining the format
SampleAnimMod sample using custom files & raw files used to generate the sample
Warnings:
Not tested with every file
Not tested on other computers
Unlikely to work on non-windows machines
Known Issues:
The current sample_prefab build.bin (missing text name in build file)
813 downloads
Updated
-
Mini Furniture FOR ROG
You must be familiar with the MOD
That's right. This is the ROG version of the mini furniture you want.
In this version of the MOD what is the use?
1: you can take your furniture around the map
2: when the four seasons BOSS comes, do not have to worry about the destruction of the house
3: of course, you can do whatever you want.
SW version:http://steamcommunity.com/sharedfiles/filedetails/?id=578820740
458 downloads
Submitted
-
Klei Tools
Hello Guys so i was working on a project which allows you to convert animation to scml with one file
it creates scml,textures and back ups the anim in the .zip
The Pack Includes Following Things: FMOD Studio,Texmod,Krane Converter,Spriter and some of my old scripts including old throne
Folders on Screenshot: Textures - Extracted Textures
Input - Put .zip files in here
Output - Has the converted scml ready to open with spriter
Texmod - Creating of .tex and Viewing it
FMOD Studio - Allows to edit audio to make it work with klei games
Spriter - Studio for Animating
And don't forget about reading ReadMe.txt
Newest Version Can be found here
https://gitlab.com/CliffW/Klei-Dough-Tools
Klei Tools.rar
874 downloads
- spriter
- fmod_studio
- (and 2 more)
Updated
-
tool Stexatlaser - Simple TEX Atlas Packer
Go to GitHub for the latest version!
Stexatlaser (Stex)
Stexatlaser (stex-atlaser, a play on 'spectacular'), or simply Stex, is a simple tool for generating a (Klei) TEX format atlas and its key from a simple folder structure with no external dependencies required.
It uses an implementation of the MaxRects algorithm to efficiently pack each input element image into a larger atlas image, with as little wasted space as possible. Some empty space is inevitable given that atlases must have power-of-two dimensions.
It can also reverse the process and extract element images from an atlas using its key.
Usage
Stex uses the following syntax scheme:
stex <global options> [command] <command options>
The order of switches within each options section does not matter.
Basic Usage
Creating an Atlas
To create an atlas/key, start by setting up an input folder with the following structure:
.atlas_name |-- element1_name.png |-- element2_name.png |-- element3_name.png |-- ... The available input formats can vary between systems, but most common formats are supported. See All Commands/Options (on GitHub) for more information.
As implied by the above, the folder name will be used as the atlas/key name, and the file names (with the extension ".tex", see Additional Information on GitHub) of each image will be used as their respective element names. All sub-folders and other files will be ignored.
Then run Stex with the pack command:
stex pack -i "X:\Path\To\Input\Directory" -o "X:\Path\To\Output\Directory" When finished, the resultant atlas.tex and key.xml files will be placed in the specified output directory. You can then refer to each element by its name in LUA without concerning yourself where they actually were placed within the atlas.
If you want to see the element arrangement, try viewing the output with a TEX viewer.
Extracting an Atlas
To extract an atlas, run Stex with the unpack command:
stex unpack -i "X:\Path\To\Input\key.xml" -o "X:\Path\To\Output\Directory" The key's corresponding atlas, which must be located alongside it, will be read automatically using the name specified within the key.
When finished, a subfolder with the name of the atlas will be created within the specified output directory that contains each individual element as a separate image. This results in the same structure used as input when packing an atlas.
Example
When packed, a folder of images that looks like this:
Will produce the files "test.tex" and "test.xml", which will look like:
test.tex (in a TEX capable viewer)
test.xml
<?xml version="1.0" encoding="UTF-8" standalone="yes"?> <Atlas> <Texture filename="test.tex"/> <Elements> <Element name="ear-0" u1="0.4375" u2="0.478027" v1="0.329102" v2="0.391113"/> <Element name="ear-0 - Copy" u1="0.472656" u2="0.513184" v1="0.266113" v2="0.328125"/> <Element name="ear-1" u1="0.372559" u2="0.40918" v1="0.941406" v2="0.999512"/> <Element name="ear-1 - Copy" u1="0.372559" u2="0.40918" v1="0.882324" v2="0.94043"/> <Element name="eye-0" u1="0.949707" u2="0.996094" v1="0.622559" v2="0.670898"/> <Element name="eye-0 - Copy" u1="0.413574" u2="0.459961" v1="0.580566" v2="0.628906"/> <Element name="eye-1" u1="0.198242" u2="0.244629" v1="0.173828" v2="0.216309"/> <Element name="eye-1 - Copy" u1="0.245605" u2="0.291992" v1="0.173828" v2="0.216309"/> <Element name="eye-2" u1="0.505859" u2="0.554199" v1="0.831055" v2="0.865723"/> ... (etc)
Special Feature
Stex has a mechanism for recording if atlases it creates are using pre-multiplied alpha so that it can be handled automatically when unpacking. See GitHub.
View on GitHub for more info: https://github.com/oblivioncth/Stexatlaser
If you believe you've found a bug, please file an issue there instead of just mentioning it here. Discussion otherwise is fine.
184 downloads
Updated
-
Sample Tech Branch (RoG compatible)
Sample mod showing how to add a custom tech branch. In this example, the fire pit is used as the prototyper for a recipe of rocks (in the Magic tab).
Due to a game change made to have recipes not requiring a prototyping structure cease to be prototypable (see this), unfortunately it was necessary to override the method Builder:KnowsRecipe() from the Builder component. More generally, the hardcoded logic in the Builder component prevented this implementation from being as clean and simple as I'd like. It is functional, nevertheless.
Thanks to Heavenfall for originally looking into this.
231 downloads
Updated
-
Music Mod Guide (DST)
This is a music mod guide for Don't Starve Together that can also be used for Don't Starve. It is created by me, and contains links to other files needed. This is a current guide and should help more than the extremely outdated one from 2011.
Search me up on Steam to see my music mods. My Steam name is TheScraps
1020 downloads
Submitted