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Why are you using mods?


Why are you using mods?  

170 members have voted

  1. 1. What is the reason are you using mods

    • They help me survive
      20
    • I want to know some information like when is winter coming
      82
    • They save time
      87
    • They just make stuff look nicer
      72
    • They help me learn the game
      16
    • I dont use mods
      17
    • Other (in comments)
      34


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12 hours ago, Just-guy said:

I use them for 1 and 2, and also because I wanted to change Wigfrid's iddle animation.

If you don't mind me asking, what kind of animation do you use it its place? Or do you get rid of it entirely?

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Mostly to fix issues that come from late game playing in ways that don't intrude on core gameplay too much.

Autostack makes it so grass gekko farms and varg farms don't lag the hell out of my game, and while it does provide a boost to collection speed, the time saved isn't going to affect survival chances late game, just save otherwise meaninglessly wasted time.

View bundle meanwhile just makes using bundles more satisfying, and lets me not worry about keeping them too sorted.

Also lots of clientside mods to speed up things that would otherwise be monotonous. 

To me the most important part of playing without major content mods is to preserve the balance of player ability vs resource output/help with survival. If the only thing that changes is whether or not the space bar is held longer or whether or not I need to memorize where what is I won't hesitate to add a mod.

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For me, who just loves for everything to look nice, I enjoy the mods that help me achieve that...like geometric placement, cluster placements and the one that allows you to put stuff closer together, snapping tills... I am currently streaming a world with all but geometric placement off and my OCDs hate it :P

And then of course some of the quality of life updates like the mini map, more icons on the map, combined status, health info and the colored wormhole icons because I can't remember **** :nightmare:

Other than that just some meme mods for good fun.

If I feel a mod would change the difficulty of the game a little too much in the wrong direction, e.g. make it too easy, I usually wouldn't use it~

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I mainly use mods for convenience. Food-, item- and health-info are super useful since even after hours and hours you most likely can't just do the math of your pierogi spoiltime depending on ingredient freshness by heart. And for Hamlet I'd highly recommend the stackable relics mod to everyone, since them not being stackable is nothing but annoying as heck.

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1 hour ago, Scrimbles said:

Because Klei isn't adding content to the game that stays true to what Don't Starve is supposed to be, a difficult, perma death, wilderness survival game.

Don't Starve was never difficult. It just had a steep learning curve.

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--More variety of resources (Cherry Forest, Birds and Berries, Pickle It, all the "things come in more colors now" mods (animals, trinkets, gnomes), 

---Aesthetics (also Cherry Forest and the color variety mods...and the giant trees ones for atmosphere)

--The occasional tweaking of mechanics, both easier and harder (Actual Season Randomiser, Thirst, No Thermal Stone Durability) 

That's it.  The very first mods I ever used were Original Willow (not needed now that they've unnerfed her) and No Thermal Stone Durability, because I started in regular DS and having those things break just from...existing over time bugs me.  (Yeah yeah don't let it cool down completely sewing kit whatever.)  Occasionally I'll experiment with ones I wouldn't use regularly, but the ones listed here are my core mods.

I know that the thermal stone in DST is better than the one in regular DS because it won't go beyond gray, and if I found a mod that made it work COMPLETELY the way it does in DS, with the _problem_ as well as the no durability advantage, I'd use that mod instead. I just haven't found one like that yet.

...Notorious

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3 hours ago, QuartzBeam said:

Don't Starve was never difficult. It just had a steep learning curve.

??????

You can't be serious, you can say that about any difficult game, just adjust to the learning curve and its no longer difficult.

If you die, fail, and then die and fail some more and learn from it, I would consider that to be difficult, unless your definition of difficulty is a game where you literally cannot learn and get better and will always struggle all the time, and I can't think of a single game that falls under that definition.

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38 minutes ago, Scrimbles said:

 

You're both right but not entirely I would say, imo, a hard game really push you to conflict your skills against an actual game challenge, and I know from facts some players that have thousands of hours and just keep playing the surface gardening Wilson cause the game really waits for you, defending yourself against anything (hounds, seasons) is not much of a deal and you go after challenges by yourself whenever you feel the call of the greed calling you, then you learn a thing or two and you can add this to your experience set so you don't do anything without proper preparation or it's just being stupid or unaware of what would happen.
To compare, it's far from being a die and retry game, these two styles of game cannot really earn the "hard" etiquette, one is just a game asking for patience to be easily masterable if you can afford the time, one is overkill-y difficult and there's very little fun to it unless it's part of its charm, so I can just be glad DS/T is not like that. Either way, fun, has a great game experience, but as for difficulty ? Could really improve on that someday.

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