GraySloth

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Files posted by GraySloth

  1. Revenge of The Dead

    Features:
    Within 3 to 13 days after a grave has been dug, more frequently the older your world, the spirits of the dead will come for their revenge! These revenge events happen when the moon rises and for each dug grave lightning will strike that grave and it will be undug, then there will be a ghost that attacks you, some of these ghost will have special properties and special prizes. All Revenge seeking ghost will disappear at sunrise. Revenge events won't happen a night if you sleep at dusk but once it has started you can't sleep until that night ends.
    Special Ghost:
    There are 6 special ghost that only spawn during revenge and they are distinguished by having a constantly angery face (except green) and faintly glow a different color but as they group together it can be challenging to distinguish.
    Each ghost drops their respective colored gem if killed.
    Red Ghosts: Double the health of regular ghosts, *New* and hitting them slightly raises your body temperature.
    Blue Ghosts: Hitting them lowers you body temperature (works on enemy to.)
    Purple Ghosts: Super sanity drain. (-200 per/minute)
    Orange Ghosts: *New* A quarter faster than regular ghost, and hitting them has a chance to randomly teleport you somewhere onscreen.
    Yellow Ghosts: Very bright.
    Green Ghosts: About half the health as regular ghost and timid, always looks sad.
    Pics:


    Other Feature:
    Non-special ghosts from graves and during revenge attacks have a chance to drop a random trinket (can be configured.)
    TL;DR:
    Mod makes graves re-dig-able so grave items are renewable.
    Special ghosts drop gems so all colored gems are renewable in overworld. (gem drop rates configurable)
    Configurations:
    Open up modmain.lua from the Revenge of The Dead folder here are the default configurations:

    ----Config-----local special_ghost_percent = 2/3 --the chance of a ghost being special during a revenge attack, set to 0 for no special ghost, ghosts by any other means will still always be normal.TUNING.special_ghost_drop_gem_chance = 1 --1 means 100% chance 1/2 would mean 50%, and 0.5 would also mean 50%local specialOnlyGems = true --if true special ghost will not drop trinkes or other loots added to normal ghosts.local trinket_chance = 1/3 --the chance for normal ghost dug from graves and during revenge attacks to drops a random trinket, 0 will disable this option. Also special ghost if specialOnlyGems is set to falselocal all_ghost_extra_loot = { --items in this table will be dropped by normal ghost dug from graves and during revenge attacks, also special ghost if specialOnlyGems is set to false.--this one below is just to give an example of what a normal item would look like. Just add your own without the double dashes.--{item = "nightmarefuel", chance = 1/3},}--disable a perticular colored ghost by commenting out that color below with a double dash like this --"red",local colors = { "red", "blue", "purple", "orange", "yellow", "green",}------End Config--------
    Discuss:
    Any tips or suggestions are welcome and appreciated but go easy on me, A n00b I am.
    You can talk to me about the mod, tell me how much you like it, or just say hi below.
    Also ratings do make me happy, especially the 5 star variety.
    Acknowledgements:
    This mod was heavily inspired by an idea by John2022.
    Boring Legal Stuff:
    Feel free to use anything from my mods in anyway you like, acknowledgement is not necessary but it is appreciated.
    As school and life take up more of my time I may have to give up on updating these mods, if I fail to update them to the current version of Don't Starve for several weeks, assume my mods are abandon and feel free to start your own version using any and all of my assets.
    It sure has been a lot of fun!

    This work is licensed under a Creative Commons Attribution 3.0 Unported License.
    To Install:
    Just go to steamsteamappscommondont_starvemods and place the folder located in the .zip archive
    Start Don't Starve and go to the "Mods" menu and enable this mod.

    1,308 downloads

    39 comments

    Updated

  2. MorePlantables

    Screenshots
    Current list of plantables
    HEY HO! It's a new and improved MorePlantables for Reign of Giants DLC! It has been completely rewritten, with a few changed features that I am sure will not make anyone furious. Let's check it out!
    It is compatible with both Base and Reign of Giants.
    Features:
    Plant seeds on the ground for flowers.My mod makes flowers and butterflies raise sanity like evil flowers and monsters drop it (can be turned off See Configurations)

    [*]*New* Plant butterflies on the ground for 3-6 flowers that appear around you.
    Make a beautiful field of flowers in no time!

    [*]Plant Nightmare Fuel on the ground for evil flowers.
    Costs 5 sanity

    [*]Plant Cut Reeds on the ground for Reed Plants.
    Must be on Marsh Turf!
    Adds option to dig up reed plants but is off by default, See Configurations to turn on.

    [*]Crop seeds:
    Plant Durian seeds on the ground for sleeping Mandrakes.
    Plant Carrot seeds on the ground for rabbit holes.
    Plant Pomegranate seeds on the ground for berry bushesPomegranates are berries after all.



    [*]*New* Adds Mushroots, which you get from digging mushrooms up, instead of a second mushroom cap, and it lets you transplant a mushroom to a new location.
    Digging and replanting the mushroom will cause it to take longer to regrow than just picking it.

    [*]Adds Asporen, which drops from Mushtrees and can be planted into Mushtree saplings.
    Asporen is a pun of spore and acorn, what do you mean that is the worst pun you have ever heard?
    Mushtree Saplings become Mushtrees in 5-3 days.
    The color the Mushtree becomes is determined by the time of day it grows:
    Day = red, Dusk = green, Night = blue.

    [*]Plant Marble on the ground for Marble Saplings.
    Must be Checkerboard turf.
    Marble Saplings become Marble Trees in 7-3 days

    [*]Plant Living Logs for "Completely Average Sapling"!
    Costs 5 sanity.
    "Completely Average Sapling" sprouts in 10-4 days
    When they sprout they have a chance to become a Totally Normal Tree, Treeguard, or a Poison birchnut trees (RoG DLC only obviously).
    *New* Can feed it Nightmare Fuel which deacreases the amount of time it will take to grow, but each Fuel you give it makes it more likely to turn into a Treeguard or Poison birchnut than a Totally Normal Tree. Also if you deacrease the amount of time to the point it grows instantly it scares 10 sanity from you.

    [*]Plant Tentacle Spots on the ground for Tentacles.
    Must be on Marsh turf, cost 10 sanity

    [*]Plant Beefalo Wool on the ground for TallBird Nest.
    Why Beefalo wool? That is what Maxwell said they were made of.
    Can't be planted in caves.
    Must be Dirt turf aka no turf or Rocky turf, TallBirds will spawn after 4-2 days.

    [*]Plant Light bulbs for Light Flowers.
    When planted it has a chance to plant a single, double, or triple bulbed Light Flower, the math: single - 66%
    double - 24%
    triple - 10%

    [*]Light Flowers can now be dug but all you will get is a Foliage and the respective amount of bulbs if in bloom. This is for the convenient of removing them without having to burn them.
    [*]Can be set to only be plantable in caves, see Configurations


    [*]Adds Banana Seeds!
    What do you mean bananas don't have seeds? You don't know how bananas work, nobody does!
    Obtained by feeding bananas to a caged bird.
    Banana Seeds can be planted on ground for a Cave Banana Trees or in farm for one Cave Bananas.
    Cave banana trees Can be set to only be plantable in caves, see Configurations.



    Things that have gone away or change from my mod since previous versions:
    You can plant Light Flowers anywhere regardless of turf while in the cave and overworld.
    Tall Birds initially spawning from a planted nests is now a variable time instead of static.
    Planting living logs no longer just spawns a Treeguard right away.
    Planting Marble no longer just spawns a Marble Tree right away
    You now plant Mushroots instead of Mushroom Caps for mushrooms and you get Asporens from Mushtrees and can grow Mushtrees with them.
    My mod no longer alters the behavior of mushrooms in caves, this does mean that they won't grow in caves in Base since it does not rain in them.

    Configurations:
    The file called modmain.lua can be found in <your don't starve folder>/mods/MorePlantables
    Default Configurations:
    --CONFIG---------------------------------------------------------------------------local happyflowers = true --Flowers raise sanity like evil flowers drop it (4x slower) set to false to turn offlocal happybutterflys = true -- Butterflys raise sanity like monsters drop it (<=25 per minute) set to false to turn offlocal digreeds = false -- if set to true Reed plants can be dug up with shovel, drops a cut reed if picked and two if not picked. If let to false the only way to remove reeds is to burn them which I think makes it more interesting but I thought I would add the option anyway.local LightFlowerOnlyInCaves = false --set true to disable planting of Light Flowers outside of caves goTUNING.MorePlantables_CaveBananaTreesOnlyInCaves = false --set true to disable planting of Cave Banana Trees outside of cavesTUNING.MorePlantables_AsporensOnlyInCaves = false --set true to disable planting of Asporens outside of caves-----------------------------------------------------------------------------
    Individual Feature remove:
    Discuss:
    Any tips or suggestions are welcome and appreciated but go easy on me, A n00b I am.
    You can talk to me about the mod, tell me how much you like it, or just say hi, below.
    Also ratings do make me happy, especially the 5 star variety.
    Old Changlog:
    Really Older versions:
    Dropbox folder
    Acknowledgments:
    Planting marble for marble trees was Shop Keeper's idea.
    Planting Tentacles was infernalthing's idea
    Boring Legal Stuff:
    Feel free to use anything from my mods in anyway you like, acknowledgement is not necessary but it is appreciated.
    As school and life take up more of my time I may have to give up on updating these mods, if I fail to update them to the current version of Don't Starve for several weeks, assume my mods are abandon and feel free to start your own version using any and all of my assets.
    It sure has been a lot of fun!

    This work is licensed under a Creative Commons Attribution 3.0 Unported License.
    To Install:
    Just go to steamsteamappscommon\dont_starve\mods and place the folder located in the .zip archive
    Start Don't Starve and go to the "Mods" menu and enable this mod.

    22,510 downloads

    112 comments

    Updated

  3. Magic Horns

    Features:
    Call forth the foul beast of the Don't Starve world using my Magic Horns! Just make sure you are prepared to fight!
    Hound Horn:
    Current Icon
    Current Recipe
    This will trigger a hound attack, the severity of which is as it is normally, based on the amount of days you have survived. It has 10 uses and cost 10 sanity to use, it should not cost you either if it fails to summon the hounds. Needs an Prestihatitator to prototype. You cannot summon the hounds if you can already hear barking, if you are in a cave, or if you are in a world without hound attacks. Using the Hound Horn resets the hound counter like normal so you can use this while you are prepared to fight them so you can ensure a safety period while you explore, ect.
    Krampus Horn:
    Current Icon
    Current Recipe
    Using this horn is the equivalent to committing a naughty act well above the threshold, so at least one Krampus will be summoned but depending on the amount of days you have survived the number of them could be as much as 3 if you have live past day 100. Needs an Prestihatitator to prototype. It has 10 uses and cost 15 sanity to use, it should not cost you either if it fails to summon any krampii. There is a 5 second cool down between successful summons.
    Werepig Horn:
    Current Icon
    Current Recipe
    Using this horn will make all pigman and pig guards on screen turn into werepigs. Needs an Prestihatitator to prototype. It has 10 uses and cost 15 sanity to use, it should not cost you either if it fails transform any pigs. There is a 5 second cool down between successful transformation.
    Turn the tide of battle by turning your loyal army of pigs into a not so loyal army of werepigs, they are vulnerable during their shifting phase so timing is everything.
    Slurper Horn:
    Current Icon
    Current Recipe
    Using this horn will summon 1 to 3 hungery Slurpers. Needs an Prestihatitator to prototype (may change to Ancient Station in the future). It has 10 uses and cost 10 sanity to use, it should not cost you either if it fails to summone any Slurpers. There is a 5 second cool down between successful summons. You cannot summon if you are not in a cave or the ruins.
    Worm Horn:
    Current Icon
    Current Recipe
    Using this horn will trigger a Worm attack, the severity of which is as it is normally, based on the amount of days you have survived. It has 10 uses and cost 15 sanity to use, it should not cost you either if it fails to summon the Worms. Needs an Shadow Manipulator to prototype. You cannot summon the Worms if they are already attacking, if you are not in a cave or the ruins, or if you are in a world without Worm attacks. Using the Worm Horn resets the Worm counter like normal so you can use this while you are prepared to fight them so you can ensure a safety period while you explore, ect.
    Tree Horn:
    Current Icon
    Current Recipe
    This ones kinda nuts actually. This will cause more or less ALL trees on screen to turn into HOSTILE Treeguards. Needs a Shadow Manipulator to prototype. It has 10 uses and cost 20 sanity to use, it should not cost you either if it fails to awaken any Treeguards. It now also makes pacified or sleeping Treeguards hostile toward you, but if that is all it does it won't count as a successful use. There is a 5 second cool down between successful awakening of any Treeguards.
    *NEW*In RoG all Birchnut Trees on on screen will also turn into Poison Birchnut Trees.
    Spider Horn:
    Current Icon
    Current Recipe
    This will make any spiders nest on screen move to it's next level and if it is level 3 it will turn into a spider queen and always leave behind a level one nest regardless of adjacent nests and queens. Needs a Shadow Manipulator to prototype. It has 10 uses and cost 15 sanity to use, it should not cost you either if it fails to do anything to any nest. There is a small 3 second cool down between successful uses.
    Deerclops Horn:
    Current Icon
    Current Recipe
    Once used it will immediately set it to early-winter and snowing and a hostile Deerclops will appear very close by after 6 second. It is in the Ancient tab and needs a repaired Ancient Pseudoscience Station to craft. It has 10 uses and cost 33 sanity to use, it should not cost you either if it fails to summon the Deerclops. You cannot summon if you are in a cave or a world without Deerclops.
    This will only allow one Deerclops and no other giants to exist at a time, if there is already a Deerclops very near you the horn will make it target you and your character will say "I think I just made it even more mad."
    If there is a Deerclops on the map but not close to you the horn will bring it close to you and your character will say "Looks like there was one near by."
    If some other giant is on the map, your character will say "I think one giant is enough." and nothing else will happen.
    Neither of those to things will cost sanity or durability and does not effect the weather.
    The horn does not effect the regular spawning of Deerclops, and the horn is different from a regular Deerclops attack in that the Deerclops will try to target you first and only your stuff if he becomes distracted.
    *NEW*Moose/Goose Horn:
    Current Icon
    Current Recipe
    Once used it will immediately set it to early-spring and raing and a hostile Moose/Goose will appear very close by after 6 second. It is in the Ancient tab and needs a repaired Ancient Pseudoscience Station to craft. It has 10 uses and cost 33 sanity to use, and works the same as the Deerclops horn.
    *NEW*Dragonfly Horn:
    Current Icon
    Current Recipe
    Once used it will immediately set it to early-summer and not raining and a hostile Dragonfly will appear very close by after 6 second. It is in the Ancient tab and needs a repaired Ancient Pseudoscience Station to craft. It has 10 uses and cost 33 sanity to use, and works the same as the Deerclops horn.
    *NEW*Bearger Horn:
    Current Icon
    Current Recipe
    Once used it will immediately set it to early-autumn and not raining and a hostile Bearger will appear very close by after 6 second. It is in the Ancient tab and needs a repaired Ancient Pseudoscience Station to craft. It has 10 uses and cost 33 sanity to use, and works the same as the Deerclops horn.
    *Note* In worlds without certain seasons, snow, or rain, the giant horns will not cause it if it is not allowed, but will still summon the giant. If the giant is not allowed then the horn will do nothing.
    Customization:
    The number of uses, the cost of sanity, and the range for horns that have range can be customized individually. Open the modmain.lua file in the MagicHorns folder and edit any of the numbers to your liking in this section:
    *WARNING* It is recommended that you not set any Ranges higher than 30.

    ----Config-------USES is how many times each horn can be used--SANITY is how much sanity will be lost on a successful use--RANGE is how far it will effect things on screen by default 20 will not effect things in the upper corners of your screen but a good portion of unseen space below you will be effected. 25 will effect everything on screen and a lot off screen. 30 will effect a massive area around you. Always remember you can spin around with Q and R to check your surroundings.TUNING.MH_hound_horn_USES = 10TUNING.MH_hound_horn_SANITY = 10TUNING.MH_krampus_horn_USES = 10TUNING.MH_krampus_horn_SANITY = 15TUNING.MH_werepig_horn_USES = 10TUNING.MH_werepig_horn_SANITY = 15TUNING.MH_werepig_horn_RANGE = 20TUNING.MH_slurper_horn_USES = 10TUNING.MH_slurper_horn_SANITY = 10TUNING.MH_worm_horn_USES = 10TUNING.MH_worm_horn_SANITY = 15TUNING.MH_tree_horn_USES = 10TUNING.MH_tree_horn_SANITY = 20TUNING.MH_tree_horn_RANGE = 20TUNING.MH_spider_horn_USES = 10TUNING.MH_spider_horn_SANITY = 15TUNING.MH_spider_horn_RANGE = 20TUNING.MH_deerclops_horn_USES = 10TUNING.MH_deerclops_horn_SANITY = 33TUNING.MH_moose_horn_USES = 10TUNING.MH_moose_horn_SANITY = 33TUNING.MH_dragonfly_horn_USES = 10TUNING.MH_dragonfly_horn_SANITY = 33TUNING.MH_bearger_horn_USES = 10TUNING.MH_bearger_horn_SANITY = 33--------------
    Discuss:
    Any tips or suggestions are welcome and appreciated but go easy on me, A n00b I am.
    You can talk to me about the mod, tell me how much you like it, or just say hi below.
    Also ratings do make me happy, especially the 5 star variety.
    Incompatible with:
    ---------- It should not be incompatible with anything as far as I know.
    Old Changelog/older versions:
    v0.5: Straight port to [Hunger Update]
    v0.4: magichorns 0.4 powers
    Deerclops Horn improvements:
    The Deerclops will appear after 6 second from summoning him and specifically target you first.
    Only one Deerclops at a time using the horn, to avoid getting them to fight each other.
    Deerclops horn will agro nearby Deerclops.
    Deerclops horn will teleport far away Deerclops to you.
    v0.3:
    fixed misspelled Krampus Horn name.
    tree horn makes pacified or sleeping Treeguards hostile toward you, but if that is all it does it won't count as a successful use.
    added easy customization of the uses and sanity cost for each horn and the ranges of the spider, tree, and werepig horn.
    Added Werepig Horn.
    v0.2 fix bug where using the spider horn near a flaming spiders nest crashes the game.
    v0.1 initial beta release.
    Acknowledgments:
    The Worm Horn was first suggested by Ioioto
    Boring Legal Stuff:
    Feel free to use anything from my mods in anyway you like, acknowledgement is not necessary but it is appreciated.
    As school and life take up more of my time I may have to give up on updating these mods, if I fail to update them to the current version of Don't Starve for several weeks, assume my mods are abandon and feel free to start your own version using any and all of my assets.
    It sure has been a lot of fun!

    This work is licensed under a Creative Commons Attribution 3.0 Unported License.
    To Install:
    Just go to steamsteamappscommondont_starvemods and place the folder located in the .zip archive
    Start Don't Starve and go to the "Mods" menu and enable this mod.
    Support My Mods:
    If you would like to help me out, follow this adf.ly like link wait for 10 seconds and click the "Skip ad" at the top right of the page.

    2,511 downloads

    18 comments

    Updated

  4. Know It All

    I would like to introduce Neuron Industries latest invention, the Know-it-all-atron! Let it provide you with valuable information about your surroundings so you don't have to! Let me share some of the wonderful features of the Know-it-all-atron:
    Features:

    Thank you for considering crafting the fabulous Know-it-all-atron, first keep in mind the recipe:

    That's 3 gold, 2 gun powder, and 1 gear.
    Now to access the Know-it-all-atron data base by wearing it on your back like so:

    It is a bit heavy though, so don't be trying to out run monsters with it on your back.
    And you will Notices that it's niffy control panel will open up on the right hand of the screen:

    Now that you know how to use it, lets take a look at its features:
    Sanity Rate- It measures you sanity by scanning your brain and definite not irradiating you, it will than tell you the current rate in sanity per minute your sanity is going up or down.
    Example:

    Naughtiness - It keeps track of the the naughty things you have been up to, and before sharing it with the government and Google AdSense, it tells you your naughtiness level and the naughty threshold that will summon a Krampus if reached and the amount of time in seconds until your naughty level drops by one.
    Example:

    Beard Level- By analyzing your manly pheromones it will determine information about your current beardieness, how long you've been growing it, when it will grow more, and how much you will get for it if shaved.
    Example:

    Temperature - Feeling cold, or over heated? Well your just in luck, because the Know-it-all-atron can tell you just how much you are being killed by the environment..
    If (body temperature < 5 degrees ( 10 for RoG)) you start to get the icy screen and if (body temperature < 0 degrees) you start to take 1.25 damage each second, read more about Freezing .
    Example:

    You can also put the Know-it-all-atron on the ground and interface with by right clicking, useful so seeing the affect of being fully clothed has on your temperature, the panel is slightly to the left to accommodate backpacks.

    Season- Witness as it has the power of divination and can tell you the number of days left in the current season, the outside temperature, and the phase of the moon even if it is day or in a cave.

    Precipitation- Rain is serious business, and the Know-it-all-atron always takes care of business.
    If you are in the overworld the basic information given is:
    How long it is until rain or snow will start or stop and,
    "Moisture atmo_moisture(moisture_floor/moisture_limit)"
    When it is not raining atmo_moisture will go up and when it reaches the moisture_limit it will start to rain and moisture_floor will change, if it is raining then atmo_moisture will go down and when it reaches moisture_floor rain stops and moisture_limit will change.
    If it is raining (or snowing) this information is also given:
    ", precip rate precip_rate"
    which means how hard it is raining and is useful for the next information.
    If the condition for lightning are right (which usually means if it is raining) then this information is also given:
    ", lightning nextlightningtime"
    Which is how much time in seconds until the next lightning strike
    When nextlightningtime reaches zero in a normal type of world:
    If precip_rate > 0.75 then lightning will strike near you
    if precip_rate > 0.5 then you will hear thunder and see a flash
    if precip_rate < 0.5 then you will hear the faint sound of thunder.
    Example:

    If you are in a cave you will get the time until the next quake in seconds, how much debris will drop and how long the quake will last.
    Example:

    Hound Attack- Built in urine sensors will detect how far away the next swarm of hounds will show up.

    Giants - Giants, majestic and mysterious, they don't show up with any guarantee, rather they have a chance of making themselves known and the Know-it-all will attempt to track their movements, normally you will just see this:
    Example:

    But if one attempts to become active, it will tell you how many days before it might show up, and if one becomes present somewhere in the world, asking the Know-it-all-atron will alert you to it's presents:

    Threats- Finally underground if you click the threats button, it will tell you information about the activity of the worms, it should also detect any other threats like them should they be implemented in the game or by a mod.
    example:

    If for some reason the information you are requesting is not valid at the time, like asking about hound attacks in a cave or beard level if not Wilson or Webber, you will get a message telling you as much. Example:

    Notes:
    Any reference to about of "days" means in game but seconds and minutes are in real time but may or may not be actual seconds and minutes but I am like 616% sure they are.

    For Magic Horn users:
    The Hound Horn does initiate a regular Hound attack therefore it will reset the next time until a Hound attack.
    The Krampus Horn does involves committing a very naughty act therefore it will reset your Naughtiness.
    The Deerclops Horn does NOT initiate a regular Deerclops attack so using it will NOT change when the next Deerclops attack happens. Though two Deerclops can still never be in a world at the same time.
    For Rain Manipulator + Quakeometer users:
    Hitting the Rainometer makes it start raining without changing the humidity in anyway so if your atmo_moisture is low then a low moisture_floor is chosen but that means it will not rain particularly long or hard.(insert joke here).
    If you are in a cave the Quakeometer functionality works from 500 seconds until the next quake being all the way in the yellow and 0 being all the way in the blue, and hitting it with a hammer (which by default is equivalent to detonating a single Gun Powder) will reduce that time by 200 seconds. Discuss:
    Any tips or suggestions are welcome and appreciated but go easy on me, A n00b I am.
    You can talk to me about the mod, tell me how much you like it, or just say hi, below.
    Also ratings do make me happy, especially the 5 star variety.
    Acknowledgements:
    My first iteration of this mod was originally inspired by Mini tools.
    Thanks to tehMugwump, WrathOf, chromiumboy and anyone else that helps create it, I could do none of this with out you.
    The Worms feature was first suggest by ioioto
    Boring Legal Stuff:
    Feel free to use anything from my mods in anyway you like, acknowledgement is not necessary but it is appreciated.
    As school and life take up more of my time I may have to give up on updating these mods, if I fail to update them to the current version of Don't Starve for several weeks, assume my mods are abandon and feel free to start your own version using any and all of my assets.
    It sure has been a lot of fun!
    http://i.creativecommons.org/l/by/3.0/88x31.png
    This work is licensed under a Creative Commons Attribution 3.0 Unported License.
    To Install:
    Just go to steamsteamappscommondont_starvemods and place the folder located in the .zip archive
    Start Don't Starve and go to the "Mods" menu and enable this mod.
    Support My Mods:
    If you would like to help me out, follow this adf.ly like link wait for 10 seconds and click the "Skip ad" at the top right of the page.

    1,946 downloads

    17 comments

    Updated

  5. Rain Manipulator + Quakeometer

    Features:
    Hitting the Rainometer with a hammer will cause it to go from not raining to raining and vice versa.
    The Rainometer will still break after 4 hits and give you back half of the materials so the math works out to: 4 rain toggles = 1 Boards, 1 GoldNugget, 1 Rope. You can change the number of uses just see Configurations below
    ProTips: rain can be used to boost farm grow speeds and it makes mushrooms regrow, but they do need 10-20 ingame hours of rain before they start to regrow. The more you make it rain the less it will rain for. Toggles snow as well but takes a few more seconds for snow to stop falling.
    The Rainometer can now measure the time until the next earthquake inside of a cave.
    Hitting the Rainometer with a hammer inside of a cave will cause it make quakes come sooner, by default this effect is equal to that of gunpowder's ability to do the same. You can change this See Configurations below
    The rain and quake manipulation features can be turned off if all you want is the Quakeometer, just see Configurations below
    Configurations:
    ----Config-----local quakeIncrease = 200 --this changes how much hitting the rainometer in a cave decreases the time until the next quake, 200 is equal to that of the effect of gunpowder and 1000 will always cause a quake. It can also be set to a negitive number to increase the amount of time until the next quake.local RainAndQuakeManipulation = true --if false the rainometer will act normal when hammered e.g. not toggle rain or decrease time till quake.local Custom_Uses = 4 --Sets the amount of toggles you get before it will break--------------
    Discuss:
    Any tips or suggestions are welcome and appreciated but go easy on me, A n00b I am.
    But, no I will not make a winter toggling mod.
    You can talk to me about the mod, tell me how much you like it, or just say hi below.
    Also ratings do make me happy, especially the 5 star variety.
    Old Changlog:
    V2.3 [Hunger update]: Improved code.
    V2.2 [Powers update]: made to work for powers update, given all the powers mod menu thingys.
    V2.1: made to work for ROCK update.
    v2.0: New version with Quakeometer and Quake manipulation features add.
    v1.1: Fix bug that reset uses on log out, added sound effect.
    Old older versions:
    Dropbox link
    Boring Legal Stuff:
    Feel free to use anything from my mods in anyway you like, acknowledgement is not necessary but it is appreciated.
    As school and life take up more of my time I may have to give up on updating these mods, if I fail to update them to the current version of Don't Starve for several weeks, assume my mods are abandon and feel free to start your own version using any and all of my assets.
    It sure has been a lot of fun!

    This work is licensed under a Creative Commons Attribution 3.0 Unported License.
    To Install:
    Just go to steamsteamappscommondont_starvemods and place the folder located in the .zip archive
    Start Don't Starve and go to the "Mods" menu and enable this mod.
    Support My Mods:
    If you would like to help me out, follow this adf.ly like link wait for 10 seconds and click the "Skip ad" at the top right of the page.

    444 downloads

    0 comments

    Updated

  6. Pack In Inventory

    Features:
    I hate dropping packs for armor and a personal backpack slot does not seem quite right to me. This mod lets you carry backpacks, piggybacks, insulated packs, and Krampus sacks in any inventory slot.
    Airing on the side of hardcore now by default Packs cannot be placed inside other packs, chest, or the Teleportato in Adventure Mode. This can be changed easily by going to the <Don't starve folder>modsPackInInventorymodmain.lua
    Just change false to true for the thing you want:

    ------config--------local packs_in_packs = false --set to true so you can put bags inside of other bags.local packs_in_chests = false --set to true so you can put bags inside of chests, this covers regular, pandora, skull, and minotaur as well.local packs_in_Teleportato = false --set to true so you can put bags inside the Teleportato in Adventure Mode.local packs_in_chester = false --set to true to allow Chester to hold bags.--------------------
    PIC With all the option set to true: http://i.imgur.com/MjKhy6r.jpg
    Discuss:
    Any tips or suggestions are welcome and appreciated but go easy on me, A n00b I am.
    You can talk to me about the mod, tell me how much you like it, or just say hi below.
    Also ratings do make me happy, especially the 5 star variety.
    Old Older versions / Change log:
    v1.2: add customization for placing packs inside other packs, chest and the Teleportato in Adventure Mode.
    v1.1 [Powers update]: made to work for powers update, given all the powers mod menu thingys.
    Pack In Inventory v1.0 [ROCK / Cave / LIVE update]: first release.
    Boring Legal Stuff:
    Feel free to use anything from my mods in anyway you like, acknowledgement is not necessary but it is appreciated.
    As school and life take up more of my time I may have to give up on updating these mods, if I fail to update them to the current version of Don't Starve for several weeks, assume my mods are abandon and feel free to start your own version using any and all of my assets.
    It sure has been a lot of fun!

    This work is licensed under a Creative Commons Attribution 3.0 Unported License.
    To Install:
    Just go to steamsteamappscommondont_starvemods and place the folder located in the .zip archive
    Start Don't Starve and go to the "Mods" menu and enable this mod.
    Support My Mods:
    If you would like to help me out, follow this adf.ly like link wait for 10 seconds and click the "Skip ad" at the top right of the page.

    6,020 downloads

    13 comments

    Updated

  7. Rechargeable Gems

    Experimental RoG patch, not fully tested, new probably unbalanced features, how many bugs can you find?
    Features:
    This Mod lets you recharge amulets and staffs with nightmare fuel. Right now the math is it takes 6 nightmare fuel to fully charge all gem items, this means the more uses that item has the more it gets from nightmare fuel.
    Now by default Gem items do not break when they reach zero they just become unusable until recharged, can be configured off to work like normal, see Configurations.
    Adds Philosopher's Stone which is crafted at a repaired Ancient Pseudoscience Station, it can "absorb" most items and convert them to power for gem items.
    Most absorbable items by default give it 1% and it can be filled to a max of 100%.
    Blue, Red, and Yellow gems, golden nuggets, living logs, any meat, stackable creatures like butterflys and bees and nightmare fuel are worth 17% to the Philosopher's Stone therefore about enough for one charge give or take the item.
    Purple, Green, and Orange gems, thulecite, and a non-stackable living creature like bird, rabbit, ect. are worth 34% points to the Philosopher's Stone therefore about enough for two charges.
    Using the P. Stone on living creatures is naughty, watch out for Krampus.
    For every point absorbed you drain a point of sanity. can be configured off.
    low, medium, and high Absorb values can still be Configured, see Configurations.
    To check item values ingame just, drop the item on the ground, hold the P. Stone over it and left click. Example

    Used like nightmare fuel to charge gem items it gives the percentage it has to the item it is charging, for example: A fire staff at 50% will require 15% from the P. Stone to go to 65%
    You can always top off a gem item if it need less then a sixth it's max to reach 100% but otherwise it needs to be charged in increments of a sixth its max so red staff needs 15%, green amulet needs 20% and blue amulet needs 17%
    Also did I mention that the P. Stone is a sentient being that can talk and is kinda a jerk? No? Good, I wanted it to be a surprise.
    *New* We are branching out to the whole world of TECHNOLOGY! The Morning Star and Weather Pain will now work like staffs do, but instead of recharging them with that dirty magic stuff you just have to give it a fresh new battery in the form of an Electrical Doodad.
    Configurations:
    Open up modmain.lua from the RechargeableGems folder here are the default configurations:
    ----Config-----local very_dapper_blue_amulet_baseDS = false --For base Don't Starve only, gives the blue amulet the dapperness equivalent of being Maxwell.local very_dapper_blue_amulet_RoG = false --For Realm of Giantslocal No_Deplete = true --if true Gem items are not destroyed when they reach zero they are just unusable until recharged. if false gem items act as they normally wouldlocal Science_Staffs = true --if true the Morning Star and Weather Pain can be repaired with Electrical Doodads.TUNING.PHILOSOPHERS_STONE_lose_sanity = true --if true you lose a point of sanity for every point absorbed by the philosophers stone.local blacklist = {"balloons_empty","philosophers_stone","transistor"} --put item prefab names here for items that the philosophers stone that should not be able to absorbed.TUNING.PHILOSOPHERS_STONE_ABSORB_LOWGAIN = 1 --percent philosophers stone goes up by when absorbing itemsTUNING.PHILOSOPHERS_STONE_ABSORB_MIDGAIN = 17 --Primary raw gems, nightmare fuel, gold, meat, and living logs.TUNING.PHILOSOPHERS_STONE_ABSORB_HIGHGAIN = 34 --Secondary raw gems, thulecite, and living creatures.---------------
    Discuss:
    Any tips or suggestions are welcome and appreciated but go easy on me, A n00b I am.
    You can talk to me about the mod, tell me how much you like it, or just say hi below.
    Also ratings do make me happy, especially the 5 star variety.
    Acknowledgements:
    This mod was loosely inspired by John2022.
    Boring Legal Stuff:
    Feel free to use anything from my mods in anyway you like, acknowledgement is not necessary but it is appreciated.
    As school and life take up more of my time I may have to give up on updating these mods, if I fail to update them to the current version of Don't Starve for several weeks, assume my mods are abandon and feel free to start your own version using any and all of my assets.
    It sure has been a lot of fun!

    This work is licensed under a Creative Commons Attribution 3.0 Unported License.
    To Install:
    Just go to steamsteamappscommondont_starvemods and place the folder located in the .zip archive
    Start Don't Starve and go to the "Mods" menu and enable this mod.
    Support My Mods:
    If you would like to help me out, follow this adf.ly like link wait for 10 seconds and click the "Skip ad" at the top right of the page.

    2,103 downloads

    25 comments

    Updated

  8. MapPortato

    Features:
    A Completed Teleportato will make the fog of war on your map disappear so you can see everything on the map. (You do not have to activate it just assemble it and once it looks like this your map will be revealed)
    I made this mod cause I thought the Teleportato could have a use for those not wanting to leave their worlds this way there is a reason to assemble it.
    Fortunately if you decide to disable this mod your map will go back to only showing what you have discovered.
    This mod has now been fully tested and I am confident that it works without problems.
    SCREENSHOT: http://i.imgur.com/uNo3wa3.jpg
    Discuss:
    Any tips or suggestions are welcome and appreciated but go easy on me, A n00b I am.
    You can talk to me about the mod, tell me how much you like it, or just say hi below.
    Also ratings do make me happy, especially the 5 star variety.
    Incompatible with:
    ---------- For now anything that overwrites teleportato.lua but I will try to improve that... maybe.
    Changelog/older versions:
    v1.2 [Hunger Update]: made to work for Hunger Update.
    v1.1 [Powers update]: made to work for powers update, given all the powers mod menu thingys.
    v1.0 [Rock update]: made to work for ROCK update
    v0.1 [Cave & LIVE update] test release.
    Boring Legal Stuff:
    Feel free to use anything from my mods in anyway you like, acknowledgement is not necessary but it is appreciated.
    As school and life take up more of my time I may have to give up on updating these mods, if I fail to update them to the current version of Don't Starve for several weeks, assume my mods are abandon and feel free to start your own version using any and all of my assets.
    It sure has been a lot of fun!

    This work is licensed under a Creative Commons Attribution 3.0 Unported License.
    To Install:
    Just go to steamsteamappscommondont_starvemods and place the folder located in the .zip archive
    Start Don't Starve and go to the "Mods" menu and enable this mod.
    Support My Mods:
    If you would like to help me out, follow this adf.ly like link wait for 10 seconds and click the "Skip ad" at the top right of the page.

    1,651 downloads

    6 comments

    Updated

  9. Fueled By Madness

    Hey, you know about the Night Light? Yea me neither, why would you ever make something so useless amirite? Well not anymore! No longer waste any precious nightmare fuel, this brand new Night Light uses patent pending Cthulhuian technology to rip the nightmares right out of your head!
    Features:
    Night Light is now an infinite light source similar to Maxwell's light, but the more insane you are the brighter it is.

    Warning at full sanity the small flame from the Night Light will NOT protect you from Charlie the night monster. You have to be at about 140/150 to be safe, though that will not give you much room to work with.
    Wearing the Nightmare Amulet will create a max flame size, but be careful if better_sanity_drain option is true as it is by default because Night Lights will drain your sanity quite fast and you can't see the effects of sanity drain in your sanity meter while wearing the Nightmare Amulet. The Night Light can be turned off and on by right clicking on it.

    By default it will always remember if you turned it off, but a Config option is avalibe to set it to always turn back on once you come close to it again. The sanity drain from the Night Light is now based on the flame sized, the bigger it is the more it will drain.

    In vanilla you would have to be touching the Night Light for it to effect you at all. Now it has a larger radius but standing farther away lessens the drain. By default at max flame size while touching the Night Light it will drain 20 sanity per minute, that number and setting it to work as it does in vanilla are both configurable. Config:
    The file called modmain.lua can be found in <your don't starve folder>modsFueledByMadness
    Default Configurations:

    ----Config-----local turn_back_on_when_close = false --If false NightLights stay off until you turn them on, if true they will automatically turn back on when once you leave and come close to them again.local better_sanity_drain = true --If true sanity drain is now drains more the bigger the flame, and the area of effect is larger, though the further away you are standing to the NightLight the less the drain.local custom_sanity_drain = 20 --sanity drain per minute when at max fuel while standing very close to the NightLight, only used if better_sanity_drain is true. Zero is an option.local enable_custom_recipe = false --setting to true will use the recipe out-lined in custom_recipe, it will also put the Night Light at the bottom of the magic tab fyi.local custom_recipe = {Ingredient("goldnugget", 8), Ingredient("nightmarefuel", 2),Ingredient("redgem", 1)} --example of the default recipe---------------
    Discuss:
    Any tips or suggestions are welcome and appreciated but go easy on me, A n00b I am.
    You can talk to me about the mod, tell me how much you like it, or just say hi, below.
    Also ratings do make me happy, especially the 5 star variety.
    Boring Legal Stuff:
    Feel free to use anything from my mods in anyway you like, acknowledgement is not necessary but it is appreciated.
    As school and life take up more of my time I may have to give up on updating these mods, if I fail to update them to the current version of Don't Starve for several weeks, assume my mods are abandon and feel free to start your own version using any and all of my assets.
    It sure has been a lot of fun!

    This work is licensed under a Creative Commons Attribution 3.0 Unported License.
    To Install:
    Just go to steamsteamappscommondont_starvemods and place the folder located in the .zip archive
    Start Don't Starve and go to the "Mods" menu and enable this mod.
    Support My Mods:
    If you would like to help me out, follow this adf.ly like link wait for 10 seconds and click the "Skip ad" at the top right of the page.

    653 downloads

    16 comments

    Updated

  10. Better Compass

    Features:
    This mod lets you equip the compass to your hand, and while it is in your hand it makes the fog of war on your map disappear so you can see everything, unequipping it hides the map again but everything you have explored is still visible.
    I made this mod cause I thought the compass could be more useful and I find uncovering the map a bit tedious, you are basically spending an inventory slot for the ability to see the whole map on the go. It works in caves and ruins as well.
    SCREENSHOT:
    Map example
    *NEW* Character holding compass:

    Discuss:
    Any tips or suggestions are welcome and appreciated but go easy on me, A n00b I am.
    You can talk to me about the mod, tell me how much you like it, or just say hi below.
    Also ratings do make me happy, especially the 5 star variety.
    Incompatible with:
    ---------- My other map revealing map mod mapportato
    If you unequip the compass it turns the fog of war back on regardless of the completed teleportato, otherwise they do not conflict. Fixed as of BC 1.3 & MP 1.7

    Boring Legal Stuff:
    Feel free to use anything from my mods in anyway you like, acknowledgement is not necessary but it is appreciated.
    As school and life take up more of my time I may have to give up on updating these mods, if I fail to update them to the current version of Don't Starve for several weeks, assume my mods are abandon and feel free to start your own version using any and all of my assets.
    It sure has been a lot of fun!

    This work is licensed under a Creative Commons Attribution 3.0 Unported License.
    To Install:
    Just go to steamsteamappscommondont_starvemods and place the folder located in the .zip archive
    Start Don't Starve and go to the "Mods" menu and enable this mod.
    Support My Mods:
    If you would like to help me out, follow this adf.ly like link wait for 10 seconds and click the "Skip ad" at the top right of the page.

    2,644 downloads

    13 comments

    Updated