9 Screenshots

About This File

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

General tips

  • Ctrl+LeftClick on a summon to attack it (it will fight back)
  • Summons will not attack bees that belong to beeboxes
  • Summons will re-bond with the player if the player dies, is resurrected and then goes near the summon

Follower Sit Command (built in collaboration with @WrathOf)

This sub-mod allows you to right-click any summons (not Knights) you have called forth and they will stop following you around. They will stay at or near the location where you told them to stay. You can later on right-click on them again to make them follow you again.

Arouse Chaotic (Buildable) Wormhole

http://forums.kleientertainment.com/downloads.php?do=file&action=screenshot&screenshotid=414&d=1364407472

After building a Prestihatitator, you can arouse a Chaotic Wormholes for 1 Red Gem, 2 Nightmare Fuel and 1 Pigskin. Chaotic Wormholes work like normal wormholes, but instead of travelling to a pre-determined wormhole, you will travel to a randomly selected Chaotic Wormhole. Therefore you need to build two or more Chaotic Wormholes in different locations to use them. Even if you have 2 or more Chaotic Wormholes, there is always a chance that entering one will take you back to the one you just entered.

The same Sanity loss is incurred as you would suffer from a normal Wormhole.

Cultivate Beard

http://forums.kleientertainment.com/downloads.php?do=file&action=screenshot&screenshotid=529&d=1365606993

A Beard can be cultivated through the Summons recipes tab. It requires the Prestihatitator tech level to summon. It costs 8 Beard Hair, 4 Spider Gland and 3 Nightmare Fuel.

A Beard:

- attaches to the summoner's chin

- grows like a normal beard

- can be shaved like a normal beard, and will regrow if shaved

- starts out with a stubble if the summoner has no beard

- increases the size of the beard if the summoner already has a beard

- has no effect if the summoner already has the largest beard

- vanishes temporarily through Magicks if worn by Wes as he mimes descriptions

- lives a life of its own and is not placed perfectly on every chin

Conjure Clone

http://forums.kleientertainment.com/downloads.php?do=file&action=screenshot&screenshotid=350&d=1364045002

A Clone can be conjured through the Summons recipes tab. It requires the Shadow Manipulator tech level to summon. It costs 20 Monster Meat, 1 Purple Gem and 5 Nightmare Fuel.

A Conjured Clone:

- follows the player around, defending it in combat and attacking its targets

- is loyal unto death

- is marked by a red X on minimap

- can equip traded hats, armor and weapons (not projectile weapons) and gain their bonuses

- will drain the sanity of the player if nearby at an alarming rate

- will accept traded food to eat as long as clone is under 100% health, but will not eat food that reduces health

- will complain about being hungry when health is low (< 60%)

- will panic when health is very low (< 10%)

- gains the same amount of health from eating a particular piece of food as the player would

- starts with 100 health

- will lose 10 health every day when night begins (can kill the clone)

- deals 10 damage plus damage from weapons equipped

- will burn if ignited by forest fires or campfires

- cannot be frozen

- will not sleep during nights

- will, if summoned by Wilson, grow a beard (can be shaved, gives less Beard Hair than the genuine stuff)

- will, if summoned by Willlow, be immune to fire damage

- will, if summoned by Wolfgang, have +50% max health and deal 50% extra damage with all weapons

- will, if summoned by WX78, ignore all effects of spoilage on food it eats

- will, if summoned by Wes, never speak

- will, if summoned by Wickerbottom, provide the player with +1 Tech Level while the player is very close

- will, if summoned by Maxwell, not cause any sanity drain when the player is close

- will, if given torches, umbrellas or parasols, use them to cover the player

Invoke Fireling

http://forums.kleientertainment.com/downloads.php?do=file&action=screenshot&screenshotid=415&d=1364407477

A Fireling can be invoked through the Summons recipes tab. It requires the Shadow Manipulator tech level to summon. It costs 3 Red Gems and 5 Logs to create. It drops 1 Red Gem upon death.

A Fireling:

- follows its summoner around

- cannot be attacked in combat, does not attack anyone

- provides heat during winter for its summoner, preventing freezing

- can be used for cooking

- does not cause anything nearby to catch on fire

- requires a constant source of fuel to keep burning

- burns through its fuel at roughly twice the speed if it rains or snows'

- complains when it is very low on fuel

- stops accepting more fuel when it is very well fueled

- will die if/when the fire is extinguished

Recombine Hound

http://forums.kleientertainment.com/downloads.php?do=file&action=screenshot&screenshotid=286&d=1363521224

A Hound can be recombined through the Summons recipes tab. It requires the Prestihatitator tech level to summon. It costs 1 Hound's Tooth and 4 Monster Meat to create.

A Recombined Hound:

- follows the player around, defending it in combat and attacking its targets

- will fight to the death with any other summoned hound

- will abandon the player and join forces with any (non-summoned) hound (including red and blue hounds) that comes near

- will rejoin the player if player defeats all nearby (non-summoned) hounds, because the player is totes alpha

- is otherwise loyal unto death, and will not fight back if the player attacks it

- is marked by a red X on minimap

- will attack any other monster that comes near

- will eat one piece of any kind of meat each day that it finds on the ground (if stacked takes 1 piece out of stack)

- gains the same health as a player would from eating that meat

- starts with 150 health

- deals 20 damage with its attacks

- will burn if ignited by campfires or forest-fires (causes panic)

- sleeps during night

-- if sleeping it will still defend the player if player attacked, but not otherwise attack the player's targets

A Recombined Hound will also search out and consume one red or blue gem on the ground. You can also trade one such gem to the Recombined Hound. When the gem is consumed, the Recombined Hound is transformed into either an ice or fire hound depending on the gem. Once transformed it cannot consume more gems. These upgraded hounds have 250 health and deal 40 damage with their attacks. There is a 50% chance that they will drop the consumed gem on their death.

Fire hounds have a 10% chance to ignite any flammable target they attack, for ~5 seconds. Most targets will panic while on fire. Fire hounds cannot burn. When they die, fire hounds explode and create fires around the body.

Ice hounds have a 10% chance to fully freeze any freezable target they attack, for ~8 seconds. A target that is frozen cannot move or act.

Craft Knight

http://forums.kleientertainment.com/downloads.php?do=file&action=screenshot&screenshotid=264&d=1363435490

A Knight can be crafted through the Summons recipes tab. It requires the Prestihatitator tech level to summon. It costs 2 Gears and 2 Gold Nuggets to create.

A Crafted Knight:

- guards the spot it was crafted on until it dies

- will attack any monster that comes near (spiders, hounds, ghosts, deerclops, Abigail, Krampus, treeguards (not any summon))

- will attack any non-monster that the player attacks nearby

- is loyal unto death

- starts with 150 health

- deals 20 damage with its attacks

- will never burn

- does not follow the player through wormholes

- always sleeps during nights to recharge batteries

-- will wake up if physically attacked or day comes

-- will not wake up for any other reason

Sew Merm Plushie

http://forums.kleientertainment.com/downloads.php?do=file&action=screenshot&screenshotid=320&d=1363858616

A Merm Plushie can be sewn through the Summons recipes tab. It requires the Prestihatitator tech level to summon. It costs 1 Frog Legs, 3 Silk and 1 Nightmare Fuel.

A Sewn Merm Plushie:

- follows the player around, defending it in combat and attacking its targets

- is loyal unto death

- is marked by a red X on minimap

- can wear hats, gains the hat bonus, and drops the hat on death

- provides a very small sanity bonus when near the player (1/4th of the bonus from being near a following pig)

- will assist the player in chopping wood, but does so much slower than pigs

- will chase after flying birds, scaring them away (or maybe even killing them)

- starts with 40 health

- deals 10 damage with its attacks

- will consume up to 1 nearby insect (bees, butterflies, mosquitos) per day - doing so will not anger the insect's friends

- will regain 10 health each time it consumes an insect

- will burn if ignited by campfires or forest-fires (causes panic)

- sleeps during night

-- if sleeping it will still defend the player if player attacked, but not otherwise attack the player's targets

Resurrect Skeleton (inspired by the Dem Bones! mod by @tehMugwump )

http://forums.kleientertainment.com/downloads.php?do=file&action=screenshot&screenshotid=2293&d=1374914598

A Skeleton can be resurrected through the Summons recipes tab. It requires 2 Nightmare Fuel and 1 Papyrus. The player must be nearby a skeleton from a fallen adventurer. The skeleton is transformed into a living thing. This recipe can only be repeated while near another skeleton.

A Resurrected Skeleton:

- follows the player around, defending it in combat and attacking its targets

- is loyal unto death

- is marked by a red X on minimap

- can equip traded hats, armor and weapons (not projectile weapons) and gain their bonuses

- will drain the sanity of the player if nearby at a slow rate

- starts with 150 health

- deals 10 damage plus damage from weapons equipped

- cannot burn from fires

- cannot be frozen

- will, if given torches, umbrellas or parasols, use them to cover the player

Summon Treeguard

http://forums.kleientertainment.com/downloads.php?do=file&action=screenshot&screenshotid=242&d=1363349672

A treeguard can be summoned through the Summons recipes tab. It requires the Shadow Manipulator tech level to summon. There are two types of Treeguards - pine and lumpy. They are exactly the same except their graphics and their cost. A lumpy treeguard costs 1 Red Gem, 2 Living Logs and 2 Papyrus to create. A pine treeguard costs 1 Blue Gem, 2 Living Logs and 2 Papyrus to create.

A Summoned treeguard:

- follows the player around, defending it in combat and attacking its targets

- is loyal unto death

- is marked by a red X on minimap

- provides the same sanity as being close to a friendly Pigman

- starts with 500 health

- deals 50 damage with its attacks

- will burn if ignited by campfires or forest-fires (causes panic)

- sleeps during night (and dawn for those with Dawnbreak mod)

-- heals 50 health when it enters sleep

-- drops a pinecone when it enters sleep

-- will wake up when day comes

-- will not wake up for any other reason

How to install

Download the mod

Unzip it into steamapps/common/dont_starve/mods/

In the in-game Mods menu, enable the Summons mod


What's New in Version v16   See changelog

Released

  • v16
  • Updated for A Moderately Friendly Update
  • v15
  • updated for patch The Stuff of Nightmares
  • v14b
  • Fixed a crash that would occur when destroying buildings using the hammer
  • v14a
  • Recombined hounds will now only consume 1 gem out of a stack of gems it finds on the ground
  • v14
  • Added note that Recombined Hounds will not fight back if the player attacks them (unless they are following another hound)
  • Recombined Hounds can now consume Red and Blue gems to become Fire or Ice hounds. See details above
  • v13
  • Updated for Hungry for your Hunger update
  • Added new summon: Resurrect Skeleton (details above)
  • All summons now require either the Prestihatitator or the Shadow Manipulator (except Skeletons which only require the skeleton and the resources)
  • Altered the list of summons in-game to be sorted by the required level of magic with the lesser summons first in order
  • v12a
  • Fixed a possible crash that may occur when summoned hounds attempt to follow other hounds
  • v12
  • Updated for Strange New Powers
  • Merged mod into one single folder
  • New items wearable by clones: Woody's Lucy, Willow's Lighter, Lantern, Bat Bat
  • Fixed crash that may occur if the Knight was called to attack a target offscreen by another summon
  • Fixed an issue where the Hound would in certain circumstances drop loot
  • v11b
  • In v11a the Clone was available from start for 1 cut grass. This was fixed.
  • v11a
  • Updated for It's Not a Rock
  • Removed dependency on ModLib
  • New installation instructions - read 'em!
  • v10d
  • Fixed an issue causing the recipe tab to display the wrong icons for the summons when a player did not start a new game
  • v10c
  • Updated to cave update
  • Removed known incompatability from overwriting SGwilson.lua - no longer necessary
  • Fixed an exploit where giving a garland to a clone would give it health and equip the garland at the same time, meaning the item was not destroyed (it now equips, does not get eaten)
  • Summoned Maxwell clones now cause no sanity drain
  • Summoned clones can now wear vests so that the clone can be used to "store" them
  • v10b
  • Fixed some issues like being unable to sew stuff while having HF_summonclone installed
  • v10a
  • Fixed a crash that would occur when unlocking Wes
  • v10
  • Updated to Live update
  • Merm Plushies won't run after birds if the plushie is already attempting to attack someone else
  • Increased cost of summoning a beard to 8 Beard Hair from 4 Beard Hair
  • Added new type of Treeguard to summon. Player now chooses between pine and lumpy. They cost different gems (blue/red) but are otherwise the same.
  • Summoned Treeguards now scare prey (ex rabbits will run away when it gets close)
  • v9a
  • Added new summon: Cultivate Beard (see details above)
  • Mod now includes ModLib which is always required (see special installation instructions above)
  • Fixed silent error about missing summonhound_placer in log.txt (no impact on game)
  • Added new tab for crafting Summons below Magic tab, all summons will appear there
  • Summons are now created at the player's location instead of requiring placement - Knights and Chaotic Buildable Wormholes are placed as before
  • Fixed issue where Firelings would not obey the order to stop following the player
  • Increased speed of Fireling to keep up with the player
  • Added support for Cultivated Beards for unreleased characters
  • Fixed issue where Cultivated Beards would not stay on when travelling to the next world like normal beards do (when first entering Adventure mode it is reset like it should be)
  • Fixed issue where trying to give a Cane to a Clone would cause the player to attack it
  • v8
  • Updated to Doorway to Adventure patch
  • Added summon Call Fireling
  • Merged old mod Chaotic (buildable) Wormholes into this mod, now available as HF_summonchaoticbuildablewormhole (details above)
  • Changed icon for Clone
  • Clones now cause four times as much sanity drain when the player is close (this also increases the range from which the player is affected)
  • Fixed issue where Knights would sometimes be teleported through wormholes if the HF_followersitcommand mod wasn't installed
  • Silenced spam to log.txt when having a clone
  • Increased speed of Recombined Hounds so they can keep up with the player running
  • Rearranged the description on forum and download page to follow the order of the folders
  • v7
  • Added new summon: Conjure Clone (see details above)
  • Sewn Merm Plushies are now better at eating insects in motion
  • Summons will now share combat targets between each other, so that if one is attacked (or attacks) the other summons will act. Merm Plushies attacking birds will not share targets for this purpose
  • v6
  • Added new sub-mod: HF_followersitcommand (see description above under "what it does")
  • Added new summon: Sew Merm Plushie (see description above under "what it does")
  • Updated the marker that shows when placing a new summon for knights and hounds
  • Summoned treeguards and knights will now bond with a player again if the player approaches them after being resurrected from Meat Effigy or Amulet
  • Summons will no longer assist the player in fighting bees that originate from beeboxes, but will fight against bees that come from other sources (beehives, killer beehives, homeless)
  • Supressed all combat-quit messages as they were playing at strange occassions
  • v5
  • Removed code causing these summons to deal very little damage against the player (if such a scenario was relevant)
  • Fixed crash that would occur when a Crafted Knight was killed in battle
  • v4
  • Added new summon: Hound (see details above)
  • All summons are now given individual names when created (shows when inspecting them)
  • Reduced Summoned Treeguard damage to 50 from 60
  • Summoned Treeguard will no longer defend the player if player is attacked during night as intended
  • v3
  • Changed title of mod from "Summoned Treeguard" to "Summons"
  • Added new summon: Crafted Knights (see details above)
  • Pigmen will no longer become aggressive when meeting a Summoned Treeguard
  • Added description strings for all playable characters for Summoned Treeguard and Crafted Knights
  • Added missing combat-quit message to Summoned Treeguard (message displayed when a target has escaped, such as a rabbit going down its hole)
  • If you have Chaotic (buildable) wormholes mod installed, get v4 of that or higher
  • Increased cost of Summoned Treeguard to 2 Living Logs from 1
  • v2
  • Fixed crash that would occur if the player died with an active Summoned Treeguard



User Feedback

Recommended Comments



There's an error when you equip the skeleton with a sanity draining weapon (only tested it with bat bat so far).

 

"...batbat.lua:25: attempt to index field 'sanity' (a nil value)"

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I played as Mabel Pines(mystery kids) and I conjured a clone. Then only a shadow appeared, only I could understand where the clone is if I watch the shadow. Also the saying quote shows up(e. g. battlecry), but no clone. Because of that

I can't make it stop following me. 

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Mabel Pines uses a custom way to determine how the character looks, where the name of the character prefab is not identical to the texture build (like other characters).

 

If you want to edit the clone to work with Mapel Pines you can do so on line 133-134 in summonclone.lua by inserting after those lines the following code

if summonclonebuild.prefab == "mabel" then anim:SetBuild("mabel_bal") end

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