Search the Community

Showing results for tags '[Dont Starve- Base]'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Hot Lava
    • [Hot Lava] - General Discussion
    • [Hot Lava] - Suggestions and Feedback
    • [Hot Lava] - Bug Tracker
    • [Hot Lava] - Strats and Records
    • [Hot Lava] - Developer Log
    • Hot Lava Latest Update
  • Griftlands
    • [Griftlands Early Access] - General Discussion
    • [Griftlands Early Access] - Suggestions and Feedback
    • [Griftlands Early Access] - Localization
    • [Griftlands Early Access] - Bug Tracker
    • [Griftlands Early Access] - Developer log
  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] Return of Them
    • [Don't Starve Together] PS4
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [DS + DST] Art, Music and Lore
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Don't Starve
    • Don't Starve FAQ
    • [Don't Starve: Pocket Edition] iOS / Android
    • [Don't Starve] General Discussion
    • [Don't Starve] Mods and tools
    • [Don't Starve] Art, Music & Lore
    • [Don't Starve] Suggestions and Feedback
    • [Don't Starve] Videos
    • [Don't Starve] Bug Tracker
    • [Don't Starve] Trading
    • [Don't Starve] Testing Discussion (archive)
  • Klei Entertainment Games
  • Other Stuff

Categories

  • Don't Starve
    • Custom Character and Skins
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps

Categories

  • Oxygen Not Included
  • Griftlands - [Early Access]
  • Don't Starve: Hamlet
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: Return of Them
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] PS4
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included
  • Griftlands - [Early Access]
  • Hot Lava
  • Don't Starve Together
  • [PS4] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Hamlet
  • Don't Starve: Shipwrecked

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End



Biography


Location


Interests


Occupation


Favorite Game


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together

Found 220 results

  1. Version 1.0.3

    202 downloads

    This sample mod provides a file, savable_infinity.lua, which when modimport'ed allows storing correctly the following numerical values as savedata: Plus and minus infinity (i.e., math.huge and -math.huge); NaN (Not a Number, i.e., the result of invalid arithmetical operations, such as 0/0). The game's save system is patched transparently, so other than modimport'ing savable_infinity.lua no other steps need to be taken: simply feel free to store the above values in savedata. The patching of the game's DataDumper function uses the fact that Don't Starve's savedata is simply Lua code to store these values as arithmetical expressions: plus infinity is saved as 1/0, negative infinity as -1/0 and NaN as 0/0. The method used for the patching is more hackish than I would like (making heavy use of Lua's debug library), but it is the cleanest method of doing so I could think of, other than simply overriding vanilla's dumper.lua. The rest of the mode code, beyond savable_infinity.lua, is just a test suite to see the added functionality in action. The file savable_infinity.lua is modimport'ed in modworldgenmain.lua, so that all savedata is stored correctly (but it can safely be modimport'ed in modmain.lua instead, if worldgen savedata is not a concern). In modmain.lua, the global variable ENCODE_SAVES is set to false, causing save files to be stored as plain Lua instead of zip compressed Lua, allowing visual inspection of the saves' contents. Furthermore, modmain.lua adds the included infinitysavetest component to the world entity: this component simply returns the mentioned values in its OnSave method and checks the validity of the loaded savedata in its OnLoad method, which prints the following to log.txt: ../mods/SavableInfinity/scripts/components/infinitysavetest.lua(17,1) Running InfinitySaveTest:OnLoad() for [100013 - cave] ../mods/SavableInfinity/scripts/components/infinitysavetest.lua(28,1) Testing savedata entry 'positive infinity'... PASSED ../mods/SavableInfinity/scripts/components/infinitysavetest.lua(28,1) Testing savedata entry 'negative infinity'... PASSED ../mods/SavableInfinity/scripts/components/infinitysavetest.lua(28,1) Testing savedata entry 'NaN'... PASSED ../mods/SavableInfinity/scripts/components/infinitysavetest.lua(30,1) Ran InfinitySaveTest:OnLoad()
  2. Version 2.8

    445 downloads

    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.
  3. Version 0.9

    2115 downloads

    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.
  4. Version 1.3.2

    1194 downloads

    The mod formerly known as "simplex testing". Its goal is to aid in mod testing (being aimed at modders), focusing on being extensible through custom code to suit a particular purpose. To add custom code, place it in a file inside submodules/ and add that file's name (minus the ".lua" extension) to the Submodules.Include call in modmain.lua. Such code will have access to the variable imports performed in imports.lua and the conveniences defined in conveniences.lua, alongside the usual mod environment capabilities. The default submodules do (at least) the following: Enable debug keys. Add a new row of buttons to error screens, with a button for reloading the game state (like the previous mod) and another one for going straight to the main menu (without any saving). Run consolecommands.lua and export a few additional console utilities, listed below. Export an utility function called regen_level(), which regens the current level (erasing it). The additional console functions are: This mod will be listed as outdated in the Steam version. This is necessary to keep compatibility with standalone.
  5. 913 downloads

    Another one for the kids v1.2 New in v1.2 better graphics no more skirt Hunger,Health and Sanity upped to 200 v1.1 (Custom Lantern Stand) when placed on the ground Lantern doesn't need fuel good base light with on/off switch Log suit a bit better Football hat a bit better 8 day Miner hat life Cane damage same as spear Spawns with cane
  6. 531 downloads

    Automatically turns occupied pighouse lights on when near and off when far. Small mod but usefull
  7. Version 1.2

    9425 downloads

    v1.2 A decorative Tiki Totem craftable under the light tab Now with heat, cooker and sanityaura (Always On Tiki Torch) has been added to the download section per request. Thanks to Blackbowix The Gaule for help on the new texture!
  8. Version 1.0

    282 downloads

    THIS WORKS ON THE VANILA VERSION OF DONT STARVE WITHOUT THE REIGN OF GIANTS DLC. This mod is an uptaded version of the original Madman666 Books mod Now every character in dont starve can craft and use the 5 books that were only available to wickerbottom. Really big thanks to Madman666 for being a great inspiration for this mod since he made another version a long a time ago but never uptaded all the credit goes to him mostly. Original mod: http://forums.kleien...e/66-books-mod/ Remember to report any bugs that you might find while using this mod so that i can repair it as soon as i can.
  9. 3084 downloads

    Porta-Grill is compatible with RoG -The Porta-Grill is a portable grill. -The Porta-Grill is fueled with wood,charcoal etc. -The Porta-Grill has an on\off switch to help save fuel. -The Porta-Grill has a small amount of light when switched on. -The Porta-Grill must be switched on in order to cook! -The Porta-Grill only shows fuel level when in your inventory. -The Porta-Grill has a small amount of heat when switched on. -Craftable under the FOOD TAB -Recipe = 1 Heatrock,4 Charcoal and 1 Hammer. Have fun,comments and suggestions are welcome.
  10. Version 1.3

    1119 downloads

    The Silkworm is a new eatable item found under rocks. The Silkworm can be fed to birds in a cage for silk. The Silkworm can be used as bait. The Silkworm can be used in cook pot, ingredient value = small meat Hope you enjoy!
  11. Version 1.2

    4713 downloads

    To get started craft Waldo's EyeBone.Waldo is able to pick all pickable products Waldo will not pick (FLOWERS or FARM CROPS) but he will wear a hat.He doesn't do combat and can't be hurt from it.Once the eyebone is crafted Waldo should be your friend for life.The little fellow can carry a lot of junk! To claim his spoils simply crack him over the head with a hammer hehehe Waldo's EyeBone is craftable under the (Science Tab) Tip: I found when testing that Chester's Eye_Bone is better held by Waldo. Enjoy! I've had a blast creating and testing this one!
  12. Version 1.0

    11248 downloads

    Steam Download http://steamcommunity.com/sharedfiles/filedetails/?id=188454908&tscn=1382649132 Spooky Stay the night and get your prize Craftable under the Structure Tab Or you may search the world for it IMO the best version you have to craft
  13. Version 1.0

    1011 downloads

    Love That Old Monkey! Waldo's father has passed and Wilson can't bare to part with him So he's decided to make a lantern with his skull! Craftable under the light tab 1 firefly 2 gold nuggets 1 hammer lantern fueled with fireflies or light bulb Cool new graphics! Thanks Blackbow!
  14. Version 1.0

    439 downloads

    As requested WARNING!!! SERIOUS POISON WILL KILL YOU IF EATEN!!! -This poison will kill most anything I could think of that eats with the exception birds and rabbits. -Beefalo arn't eaters but were modded to eat. -The poison does have a shelf life of about 10 days -Serious Poison is craftable under the FOOD TAB -3 monster meat 3 red cap mushrooms and 3 rot -Use at your own risk.
  15. 3044 downloads

    Chest is fireproof Chest has 12 slots Craftable under structures tab 4 boards 1 nightmarefuel
  16. 1225 downloads

    -Nice Tall Evergreens! -This modifies the growth cycle of the Evergreen Trees to randomly grow bigger -When chopped down at max growth they produce double log loot -Giant tree life is only 2 time segments,so is best to chop when first grown to giant.This is to keep fov under control -Note: If a Treeguard spawns from one these trees a true GIANT is born!
  17. 7766 downloads

    The Power Of Nature! -Farm the Cave Flowers with 1,2,3 bulbs or all -Eat the Cave Flower's bulb and take on the power of light -Fuel your lantern or Monkey Skull Lantern with the Cave Flower's bulb -Cave Flowers are craftable under the FOOD TAB Recipe = -Single bulb flower = 1 light bulb,3 poop and 1 fungal turf -Double bulb flower = 2 light bulb,5 poop and 2 fungal turf -Triple bulb flower = 3 light bulb,10 poop and 3 fungal turf -Note: -Fungal Turf is found in caves -Cave Flowers are now digable, loot = 1 bulb -Remember they give light when in bloom state
  18. 3931 downloads

    Rechargeable Mega Light Wilson has finally done it! He's learned how to capture the energy contained in a lightning bolt. Using the transformer unit, he's storing it in batteries inside the unit. He now plans to replace his ol lightning rod with his new and improved super lightning rod. -Mega Light features = -Mega Light functions as a lightning rod -When struck by lightning it holds a 3 day charge -Never runs out of power at night ,always at first light -If hit by lightning before charge runs out, it will receive a full charge -Mega Light will light up your entire base in most cases -Mega Light has a cool electricity special effects -Mega Light is craftable under the LIGHT TAB -Mega Light Recipe = 3 gold nuggets, 2 gears and 10 light bulbs -TUNING = Program Files (x86)\Steam\SteamApps\common\dont_starve\mods\workshop-217475502\modmain.lua -TUNING.CHARGE = 3 "This is days" -Note: You gotta have a lightning rod anyway,why not have a Rechargeable Mega Light
  19. 4318 downloads

    Mod has 3 craftable items -Beefalo Coat keeps you warm as Puffy Vest -Beefalo Coat calms redass mood to make poop collection easier -Beefalo Coat is repairable with use of sewing kit -Basic Punisher has damage of spear with hammer tool -Punisher With Teeth has damage of tentacles spike with axe tool -All 3 are craftable under the SURVIVAL TAB Recipe = -Beefalo Coat = 2 heatrock,5 rope and 20 beefalowool -Punisher = 4 flint,4 rope and 4 boards -Punisher With Teeth = 1 punisher and 15 hounds teeth -Note all 3 items have their own minimap icon for easy location
  20. 28101 downloads

    Wilson has grown tired of his tiny mud hut,and has moved on to bigger and better things.He has been working very hard to collect the proper resources to construct a cabin.At this point he has built and furnished himself with a bed,table ,chair,chest,log suit,football helmet,backpack,spear ,lantern,beefalo horn and fridge.Although these things are none clickable.I thought it would be cool if when close enough, you were able to gaze in to see all the work he's done thus far. Very tempting to make "Wilson's House With Light and Wilson's House" mods little more than a tent, I won't. To many people use them as is! So for those of you In need of a more balanced home,I give you the chance to do just that with Wilson's Cabin. -Wilson's Cabin uses at the moment = -Wilson's Cabin sleep times before perish = 100 -Wilson's Cabin light = infinite fuel, with auto light switch on near/off far distance to cabin -Wilson's Cabin calories/hunger boost on sleep = 37, this is why there is food in the recipe.Besides who comes home after a long day and doesn't eat? How much? "Comments welcome!" -Wilson's Cabin sanity gain on sleep = 50 -Wilson's Cabin healing on sleep = 60 -Wilson's Cabin TUNING = dont starve\mods\workshop-207754436\modmain.lua TUNING.CALORIES_CABIN = 37 TUNING.SANITY_CABIN = 50 TUNING.HEALING_CABIN = 60 TUNING.FINITEUSES_CABIN = 100 -Recipe = 60 logs, 10 light bulbs and 5 meaty stews "Suggestions welcome!" -Meaty Stew Recipe Info = http://dont-starve-game.wikia.com/wiki/Meaty_Stew -Note: Light bulbs perish very fast,I suggest you put them in frige,freezer or lunch box along with stews