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Do you play with mods? If so what's your mod tolerance?


Some mod related questions.  

123 members have voted

  1. 1. In terms of mods, how do you play DST?

  2. 2. What is your Mod Tolerance? (What mods would you ever use?)

    • 0 - Completely Vanilla Purist
    • 1 - Clientside Mods Only
    • 2 - Cosmetic/QoL/Decorative stuff Only
    • 3 - Balanced/Lore Friendly/Fits well in the game mods
    • 4 - Imbalanced/Overpowered equipment/item mods.
    • 5 - OP Anime Characters and Sans Variants! OH MY!


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UI/convenience client-side mods. For instance, Minimap is sensible; logically you don't block out all other senses when you look at a map.
The Waypoints mod is great, too, as well as some aforementioned ones.

 

Server-side, I look for three things: if it matches the style of the game, if it's fun, and if it's relatively balanced; not balanced with vanilla because vanilla isn't balanced, but actually balanced from a gameplay perspective.
I'll make exceptions for 'believable' mods which don't really throw off balance like Extra Equip Slots, since logically you could wear a backpack on top of armor or clothing. Personally, I don't throw off my shirt every time I wear a backpack or necklace.
...typically I don't use anything that has a constant movement boost, because that's really strong in this game. Temporary movement boosts are ok if there's a sacrifice involved. Wolfgang almost fits that idea; functionally he's fine, he just needs some numbers nerfs.

Rezecib's Rebalance. Stuff like that that makes common sense fixes, like with Maxwell's shadows. I pretty much use Max or Wendy any time I'm playing solo, so the AI control fixes in that mod are a godsend.

Neat cosmetic buildings.
Correctly priced though useful additions, especially those making use of unused content like the Throne Room's pillar lights (set to high cost).
Mods that randomize mob/item skin variety, ie slightly differently colored pigs.
Actual content mods to extend the adventure and make some of the more lackluster phases of gameplay more interesting.
Ect.

 

Stuff that fixes, balances, and extends what we already have, basically. This game feels like it still has a long way to go. We could really use a connected series of updates working on Biome/Resource layout, the Crafting system, and Combat. Hamlet does some pretty neat things organizationally, and I'd like to see some of that focus applied to DST.

11 hours ago, GenomeSquirrel said:

It’s primarily a spamming mod. You could save even more time by not mentioning your prebuilt fires and 15 missing sanity.

That's not really it's purpose, but ok.

3 hours ago, Hell-met said:

All I need is beefalo obedience.

there's so many ways to have it die stupidly after 50+ days of effort, there's no way I'm dealing with random dismounts mid-fight.

Did you also know that you can do emotes on beefalo?

If it's just me on a solo world, I play with balanced mods. But if I play with friends or casual players, I have to add unbalanced, overpowered mods-- the game is just not enjoyable for me if I have to carry others with just balanced mods. 

I like to mess around with things. For example, I'm making an adventure map that has custom islands and some art like this:20181224023847_1.thumb.jpg.425fab5ab0f344db973a104bb846fc97.jpg 

It would be impossible to do this without mods...

(Wolfgang carrying a rock in case you are wondering)

One thing I'm finding rather interesting in the poll is people voting half n' half or modded only yet voting mod tolerance of 0.

I understand voting mod tolerance of 1 and voting strictly vanilla, tbh when I made the poll for how you play dst and your mod tolerance I was mainly talking about serverside mods.

11 minutes ago, Celgus said:

I like to mess around with things. For example, I'm making an adventure map that has custom islands and some art like this:20181224023847_1.thumb.jpg.425fab5ab0f344db973a104bb846fc97.jpg 

It would be impossible to do this without mods...

(Wolfgang carrying a rock in case you are wondering)

I made a custom map a month or so ago, I was testing it with friends and want to release it, but I've been getting sidetracked alot and sleep schedules haven't been the best.

I've found a means to keep the day at day 1 using a mod, but after removing the mod I've had to fast forward 1 day to fix the clock, and spend another day fixing the nightmare cycle. So the map ends up starting players on day 3 :s

2 hours ago, Celgus said:

I like to mess around with things. For example, I'm making an adventure map that has custom islands and some art like this:20181224023847_1.thumb.jpg.425fab5ab0f344db973a104bb846fc97.jpg 

It would be impossible to do this without mods...

(Wolfgang carrying a rock in case you are wondering)

you're a freaking god how did you do that

 

6 hours ago, rirze said:

If it's just me on a solo world, I play with balanced mods. But if I play with friends or casual players, I have to add unbalanced, overpowered mods-- the game is just not enjoyable for me if I have to carry others with just balanced mods. 

A lot of this ^

I tend to enjoy the challenge of the game and wouldn't want to overpower myself against the game.  I don't even play Wolfgang for this...  in fact I play Wes solo because if I can complete it with Wes then I know I did well.

I use status, geometric placement, smart crockpot (I know recipes mostly, but like double checking sometimes), minimap HUD, emote wheel, wormhole markers, PAUSE, global positions, health info, setpiece config (makes sure maps have interesting things), and recently added Turfs because base decorating was stale.  In my mind none of these effect the challenge of doing anything, they simply streamline the process and make things a bit more fun / consistent.

When I have friends play with me though - I have dozens of anime characters with night vision, too much damage, over powered weapons, ect because these friends don't play DST much (I bought it for them so they can play with me sometimes) so I just want them to be able to have fun.

I play almost exclusively vanilla, with some client mods. I use gesture wheel, status announcement (pretty useful if people don't spam it), combined status, minimap mod, tho I usually collapse it because I try to be independent from it, and of course dusk and night music (one of the best mods, it's really great!). I also use quick drop, it's really useful to place stuff in a crowded base. 

When I play on my own servers I don't use any server mods, if I'm with friends we sometimes use global positions and show bundle, but other mods feel unfitting for me. I tried some mods earlier, even character mods, but I didn't like them. Even after 2k+ hours I still prefer the vanilla experience.

I used to have the show health mod, but that feels too cheesy for me. Also I feel that I shouldn't need that mod to kill certain mobs or bosses, because I play on many vanilla servers which don't have it, so I want to be able to defeat everything without knowing their exact health. I also used actual season randomiser (another great mod!), but after I had 40 days of summer 3 times in a row I disabled it. Seriously, I love summer and its soundtracks, but that's too much of good. Especially since I got 5 days of winter between them...

I play with mods which aren't always "Lore Friendly", but they have high quality art, balance, and make the game several times more fun than it is.

One example would be the Legion mod. I wouldn't say the stuff it adds are are completely "Lore Friendly", but it's a high quality mod and makes DST much more fun for me as it adds more content :wilson_love:!

 

Don't Starve Together for me is like a burger with nothing but the patty and buns, it's good, but still requires lots of other stuff to be great like lettuce, tomatoes, onions, pickles, sauce, ect. Mods are the additional stuff which adds more life into DST for me and without them I just can't play as it gets way too repetitive, boring, and stale unfortunately :wilson_tranquil:.

My personal favorite mod to use is the Charlie: Strange New Powers mod as well as the Albert mod I commissioned (actually need to update it a bit). Mostly, the mods I go for just make minor changes to the world such as food mods or bird feather drop where caged birds drop feathers over time, which is a lot more handy to have when wanting to make darts, especially shocky darts. 

On 12/25/2018 at 12:29 PM, SuperDavid said:

I play with mods which aren't always "Lore Friendly", but they have high quality art, balance, and make the game several times more fun than it is.

One example would be the Legion mod. I wouldn't say the stuff it adds are are completely "Lore Friendly", but it's a high quality mod and makes DST much more fun for me as it adds more content :wilson_love:!

 

Don't Starve Together for me is like a burger with nothing but the patty and buns, it's good, but still requires lots of other stuff to be great like lettuce, tomatoes, onions, pickles, sauce, ect. Mods are the additional stuff which adds more life into DST for me and without them I just can't play as it gets way too repetitive, boring, and stale unfortunately :wilson_tranquil:.

I've been playing a modded solo world recently where Legion is one of the main focus mods, the other being sisters reunited.

On 12/21/2018 at 3:14 PM, Szczuku said:

Don't tolerate any mods that add new content to the game. Only QoL mods like health check, geometric placement and combined status

I can't tell if this is your preference or you don't want anyone to play mods that add new content to the game.

On 12/30/2018 at 10:24 AM, Szczuku said:

Yes

I don't get it.

If you don't like playing with mods that add stuff to game thats fine, but if you think nobody should be allowed to play with mods that add content to the game then I'd have to greatly disagree with you.

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