Making enemies drop some items on kill in [Don't Starve] Mods and tools Posted 16 hours ago · Edited 15 hours ago by htv1lla1n On 17.09.2019 at 8:44 PM, Ultroman said: Changing what loot drops from certain mobs/entities is a subjective matter, as the lootdropper-component can be set up in various ways. Some entities have random drops, some have weighted drops, some have static drops, some have state-based drops etc.. Look at the lootdropper-component. Read the code there. Go to the prefab you want to change, and see how it sets up its lootdropper-component. An alternative route, is to instead simply listen to the event "killed" on your character, because anything you kill that has a combat component on will push this event, with its data parameter containing data.victim, so you can manually drop things using the entity's own lootdropper component like this. If you want to know more, study the lootdropper component and how it is used in the game code. Make Mobs Drop Certain Extra Loot Only When My Character Kills Them inst:ListenForEvent("killed", function(inst, data) local victim = data.victim if not victim then return end if not victim.components.lootdropper then victim:AddComponent("lootdropper") end local lootdropper = victim.components.lootdropper if lootdropper then local victimpos = victim:GetPosition() lootdropper:SpawnLootPrefab("SOME_ITEM_PREFAB_NAME", victimpos) lootdropper:SpawnLootPrefab("SOME_OTHER_ITEM_PREFAB_NAME", victimpos) end end) You can then expand the code to give different drops depending on the prefab name of the victim or the components they have or whatever you want. Now, this only works for victims with a combat component on it. Prey like rabbits and birds do not have a combat component, so you'll have to do something different for those. Let me know if you want that. This post shows how you can remove slipperiness entirely from your character. Note that this approach ONLY works in DS and not DST. Thanks yet again, mah dude. Quote Removing the sanity loss from rain is difficult, but if you want to remove all these wetness things anyway, why not just make your character entirely unwettable? inst.component.moisture.maxMoistureRate = 0 inst.component.moisture.baseDryingRate = 100 The first line should do it, but in case you can get wet from other things, setting the base drying rate to a ridiculous amount will take care of it. The reason why I don't make him completely unwettable is because he gets bonuses when reaching certain moisture levels (really just stat bonuses), which I already implemented. I just needed to remove the sanity penalty. Btw character still loses sanity when holding a wet tools/weapon/whatever. How do I remove this?