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Found 220 results

  1. Version 2.0


    This mod adds Bigby Wolf to the game, from the comic series fables and the game The Wolf Among Us. He runs a bit faster than others, and gets angry when scummy monsters attack him. He also has bad relations with pigs. SPOILER: WARNING: This mod contains profane language. Use at your own risk. Copyright Cameran Neumann, 2015.
  2. Version 1.6


    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: 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 like link wait for 10 seconds and click the "Skip ad" at the top right of the page.
  3. 32865 downloads

    -The Storm Cellar is a massive storage hole with 80 slots -The Storm Cellar is craftable under the Structures Tab -WARNING DO NOT USE SHIFT CLICK you may lost your items.Some people do some don't.Use at your own risk. -Recipe = 20 cut stone,20 wood flooring and 1 gold shovel -Note: For those that think this is unbalanced -9 Chest with 81 slots = 108 logs -1 Storm Cellar with 80 slots = 80 logs ,60 rocks ,4 twigs and 1 gold nugget -So the verdict is in, for convenience you must pay more -Besides all that BS, it's cool!
  4. Version 2.0


    2.0 Changes: - new version of wall gates without recolor, they glow gold when you mouse over them - configuration options you can pick normal (default) or recolored version - you can pick recipe for wall gates, you can pick gears or electrical doodad (switched for more gold when RoG not enabled) or just gold for very cheap wall gates - you can open and close wooden and hay wall gate while holding a torch Different kind of walls, you can open and close them so they act like a doors. You can now close your base area and don't have to use hammer to get in/out and rebuild your walls. You can build Wall Gates using alchemy engine. To build one you need: 1 wall segment, 2 gold nuggets and gears Wall Gates now drops gears when you hammer them. Build one Wall Gate and then repair it with it repair material (wall segments, stone, wood, cut grass) to get it higher. Now you can open/close up to 4 segments at once. Just make sure to use middle segments to open/close them. If you want multiply entrances/exits from your base make sure they are 2 normal wall segments away from each other so they wont be affected by other wall gates, as shown on screenshots.
  5. 1144 downloads

    Woodie no longer transforms into a werebeaver during full moons. He will still transform when he chops down too many trees but that's it, that's all this mod does. It's just another five-minute, request-fulfilling mod. I have no idea if this has been done before and I really don't care.
  6. Version 1.2.1


    Changes wormholes icons on mini map to colored icons. Every pair of worlmholes get its color icons after you use one of the wormhole. Can support up to 22 pairs of wormholes. Can support up to 8 pairs of Bermuda Triangles. If you had previous version of the mod installed: -disable and delete the mod -run and save game without the mod -enable new version of the mod
  7. Version 1.2


    Sorry for my bad english, maybe you can know it, i am turkish. And that mod add turkish language pack for don't starve. I'm still working on the mod, i have to finish it but i need a assistant for finish it by fastway.
  8. Version 1.5


    -12 slot freezer -Deep freeze all you food cooked or raw! -This item doesn't effect the icebox. -Freezer is craftable under the FOOD TAB. -Recipe 10 cut stone 3 gear 3 blue gem -Food last as long as you want it to,see configure mod options. -Based on fridge time, options range from default fridge spoilage to 25%, 50%, 75% more delayed spoilage. -Even 0 spoilage if that's what you want. -Emits cool blue light when open. -Now with minimap icon of it's own
  9. Version 1.1


    Prevents clock disappearing from UI in caves and ruins. Compatibilty: Works with - Status Plus - Always On Status - Dawnbreak - Season clock. - Enable compatibility option in mod config. (Only right from dayclock position in caves and slightly obstructs Minimap HUD. Not going to fix those ones) Conflicts with - insert your mod here
  10. Version 1.3


    Sick of waiting for hound attacks for getting more hound teeth? No longer! With this simple mod, some monsters drop teeth very similiar to hound teeth, which can be used for all the same things. Note that this doesn't affect very common monsters such as spiders (those barely hurt when biting), but a lot of cave creatures. Compatible with everything As suggested by Gotheran.
  11. Version 1.1


    Fear core: -Equip it and “attack” enemies with it to scare them away for 5 seconds. Angered neutral enemies will become passive again after running away. (including boss monsters) -“feeds” off of their fear to regain 7 health. -costs 15 sanity, and has a 20 second cooldown. -cannot be removed from inventory, but remains in your inventory if you die and respawn. -cannot be used on smaller innocent creatures like rabbits and birds because kajis such a softie. Panic roar: -activates automatically when health goes below 30 -scares off all monsters on screen for 8 seconds, also un-agros’ them. (hound packs will run away and won’t come back) -disables all non-mobile enemies for 8 seconds (tentacles and eye plants) -invincibility while roaring -cannot be activated again until you return to good health (must be above 110 hp and 75 sanity) Chubby and higher metabolism: -Gets hungry 15% faster because of his infrequent use of his core. Or something like that. Don’t quote me on that one. -This makes him chubby, and he has a natural insulation value of + 45. (slightly less than the lowest tier winter clothing) Good with maps: -Is a cartographer, and has a larger map view radius. (note: this feature still has some bugs. The extra map revealed is hidden once saving and re-opening. If it bothers you, you can disable map vision in the mod config menu.) Terrified of water: -quickly loses sanity near ponds and oceans. -cannot use, or equip, fishing poles. -And a few other fun easter eggs. Compatible with regular Don’t starve and RoG! (but not DST) The character Kaji belongs to Venoshade, and this mod was made with their permission.
  12. Version 1.2


    Shortcut keys from Test Tools. Please report any issues~! With the sinking of the titanic Test Tools, I thought I'd salvage the usable parts. Working Short Cuts: Ctrl + F = Free Crafting Ctrl + R = Speed Boost Ctrl + G = God Mode Ctrl + V = Time Scale Ctrl + I = Toggles Rain Shift + G = Next Phase Shift + F = Next Day Ctrl + Z = Next Season Shift + P = Delete Under Mouse CTRL + SHIFT + Left Mouse Button = Teleport CTRL + Right Mouse Button = Make Bookmark Shift + Right Mouse Button = Teleport to Bookmark Alt + R = Reveal Map Alt + T = Hide Map Updated Console Commands (hit the ` key): (thanks to chromiumboy) Example: Spawn ("log", 10) - puts 10 logs on the ground Give ("log", 5) - puts 5 logs in your inventory Note: Map hiding requires saving to the main menu and reloading the same game.
  13. Version 1.1.4


    Introduction Don't Starve FR, premier site communautaire français, est fière de vous présenter sa traduction intégrale du jeu en français. Auteurs : TOuistiti59 (auteur d'origine) John2022 (amélioration de certains textes, traduction du patch The Stuff of Nightmares) Sam Player 2.0 (ajout des nouvelles traductions et quelques corrections) Avancée de la traduction : 90% Les nouvelles recettes, objets et créatures ont été traduits. Seules les nouveaux commentaires des personnages n'ont pas été encore traduits. Logiciel requis : Vous devez avoir Winzip ou Winrar. Installation 1. Télécharger le patch FR. 2. Double cliquez sur le fichier téléchargé et cliquez sur Extraire : 3. Copiez/collez ce chemin d'extraction : Windows XP : Program Files/Steam/SteamApps/common/dont_starve/mods Windows Vista / 7 : Program Files (x86)Steam/SteamApps/common/dont_starve/mods 4. Lancez le jeu, cliquez sur le bouton Mods. 5. Cliquez sur le rectangle nommé : "Patch FR" : 6. La croix rouge est remplacée par une encoche verte. Cliquez sur OK. 6. Un message apparaît, cliquez sur "Je comprends".
  14. 1974 downloads

    Spiders will let (only) Webber go inside and sleep under their den. NOTE: THIS MAY AFFECT THE BALANCE OF THE GAME.
  15. 719 downloads

    This mod adds two new mushrooms, the Super Mushroom and the Mini Mushroom. The Super Mushroom will make you larger, while the Mini Mushroom will make you small. While under the effect of either, health, damage and movement speed all scale in relation to the eater. The effect lasts for about 20 seconds. Eating more of the same kind of mushroom increases the duration of the effect. Eating mushrooms of the opposite type will reduce the time, or it will reverse the eater's size, depending on much time is left. Both mushrooms have a chance of randomly appearing in certain situations. To name a few, one may appear while you're chopping down trees, picking flowers, digging up grass or even just walking around. They have a perish time of 30 days. They provide no hunger or sanity benefits. Technically, they provide no direct health benefits either but the act of growing larger increases your health. NOTE: In the caves, they count as a vegetable but every where else, they're a meat. I know it doesn't make any sense but I had to make it that way so spiders, hounds and such will eat any laying around(in case you're wondering why anyone would want a Mini Mushroom). But I made them a vegetable in the caves so Bunnymen won't attack you for having them in your inventory. I'm aware this isn't totally balanced and I don't care. I made it so everyone's world of Don't Starve will be a little more fun and magical. Recent Changes: -Fixed a crash related to caves. If you have any issues, suggestions or comments, please feel free to leave them.
  16. Version 1.9.6


    This mod is also on the Steam Workshop Steam Version (Single Player) or Steam Version (Multiplayer) Meet Drok Drok is a simple minded caveman. Drok loves a good meal, he eats everything but he prefers meat over anything. Drok is also quite afraid of monster and evil things. He thinks they are connected with evil spirits. When the time passes, Drok will grow a head full of hair. This is helpful to keep him warm in the winter, but Drok can't stay in the blazing sun in the summer with a full head of hair so he prefers to shave it in the hot summer months. The longer Drok's hair is, the stronger he feels. Since Drok is a caveman and he always had to struggle to survive he became strong, so his attacks are quite powerful but then again, he feels stronger with longer hair. His survival skills allow him to create a useful weapon: the Throwing Spear. Drok likes to draw on rocks, we call them cave paintings. Meet Wigstan As you start your adventure with Drok, you will receive a Roundish Stone. Drok can use some berries, ashes and a normal stone to create some red dye. With this red dye and the roundish stone Drok will be able to paint a face on the stone, thus Wigstan is born. Wigstan has two stages, excluding the roundish stone. The further you upgrade Wigstan the more Drok will like Wigstan, increasing Drok's sanity when he is close. Features Drok has a large stomach. Drok grows hair that keeps him warm and makes him feel stronger, but overheat him faster in summers. Drok doesn't have a big brain (low sanity). Drok can create cave paintings. Drok can craft a throwing spear to use for hunting and fighting. Drok doesn't lose sanity inside caves when he is in dark places. Drok has completely customized speech, including Reign of Giants DLC. Where to find the items? Red Dye - Refine Tab Wigstan - Refine Tab Throwing Spear - Fight Tab Cave Paintings - Structures Tab Winter Fur - Dress Tab Remember that some items need to be crafted at a science machine or an alchemy engine. I hope you enjoy playing as Drok
  17. Version 1.4


    Jason Voorhees (Friday the 13th) 350 HP 250 Hunger (burns slow) 50 Sanity -Hits hard. Really hard. -Has his iconic machete, it can also cut down trees. -Low sanity but isn't fazed too easily. -Custom sound. -Slow. Legal gubbins: Jason Voorhees and Friday the 13th were created by Victor Miller, and owned by New Line Cinema (I think). Don't Starve and related characters and concepts belong to Klei Entertainment.
  18. Version v1.01


    FOLLOWER BADGES Adds a follower health badge and loyalty time to the top left of the screen by default. - Round bit displays health and the rectangle is loyalty percentage. - Max displayed badges of 12 by default. I have not done much testing on this mod so please let me know if you have any problems on the comments below. CUSTOM BADGES Abigail Cave Spider Nightmare Bishop Nightmare Knight Nightmare Rook Codex Umbra (Shadow Maxwell) Dangling Depth Dweller Mandrake Spitter Pigman Bunnyman Merm Spider Rocky Catcoon Glommer (Adjusted Prefab On) Beefalo Baby Tallbird Teen Tallbird Anything else if and actually follower will have a default health meter. If there is any I've missed or you would like adding please let me know. CHESTER Chester is not included. This was out of choice but if I am wrong and you think he should be included let me know. As he has regenerating HP, self resurrects and already has an indicator in the form of the eye bone I thought it was overkill to add him as a badge. If I am wrong on this let me know and I will add an option to add him. GLOMMER CHANGE Glommer's prefab has been adjusted as would not work by default. Hopefully this is quite similar to how it should function naturally but if not please let me know. I've added a function that pings every second he is alive and checks if the player has a Glommer flower in their inventory with the tag of Glommer flower. If so it adds the follower to the the player and stops Catcoons attacking. You can turn this off in the Mod Config but he will no longer be a follower as originally it follows the flower not player. CONFIGURE MOD To get to these goto Mods from the main menu. Then hover the mouse over Follower Badges. The picture should come up and an option Configure Mod. Without letting the mouse go on another mod click on this option. Options: • Adjustable to suit your screen setup. • Change the max displayed followers. • Glommer Settings. • Abigail's Flower Charging. • Tallbird Egg Hatching. QUESTIONS Q) Will this work with Wicked and the Merms? A) Glad you asked and yes it will! Should work with all mods but any conflicts please let me know. Q) Will this scale with my HUD size? A) Yes and you will probably need to use the Configure Mod options to make it look right. Q) If I have 13 or more followers and one of my displayed 12 stops following what happens? A) It will adjust and display 12. Q) Webber gets lots of spiders at once is this normal? A) Yes that's how Webber works. Q) This isn't a question but you've missed a follower! A) Let me know which one and I'll add it. Q) Why isn't my followers health badge pulsing Green or Red? A) Only if the mod is enabled when they follow with the badge definitely pulse. Q) Will this effect my games performance? A) This mod will make Glommers ping for a task every second they are about. (Full moon only or when following) The main mod pings for a task every half second to update the display. Also for the first 12 followers it will listen for their health change and run a function to update and pulse. I've not had a problem but if you have loads of other mods pinging as well then maybe. Let me know if you do. Q) What do the Abigail's Flower and Tallbird Egg settings do. A) Change it to get remove the wait time on getting the followers. I used these in testing so thought I'd leave it in as an option. Q) Why do you always write so much in the mod description. A) I have a long train commute to work. PLANNED FUTURE UPDATES • Option to stop Pigman followers becoming Werepigs. • Option to stop Spiders attacking Chester. • Option so Follower Distance can be adjusted. • Option so Tallbird Followers don't attack Pigs. • Glommer tweaks. • Option to click on Badge to remove follower. • Spider Warrior and Mandrake Graphic Update.
  19. Version 1.11


    Shows exact health of creatures on "inspect" action. (Steam link).
  20. Version 1.2.0


    Have you ever been playing and have no idea how long it is until the next season? How many days into the current season you are? Or what season was up next? Never fear, this mod should help. Features: Adds a clock that indicate the progression through the seasons. Indicates the current season. Hovering over the clock indicates the days into the current season and days until the next season. Compatible with the "Always On Status" mod. Compatible with Reign of Giants and all season duration combinations. Convenient options for: Autumn, Winter, Spring, and Summer Clock Segment Color Hover Text Format Hover Text Font Size Season Text Font Size Enabling Clock in Caves (toggle) Default Text to Display Clock Positioning Options
  21. Version 0.2


    Why am I putting up a file so incomplete and nonsensical? Why does the art suck? Why did I do what I did? Because I need your help to fix this crappy beta mod. Also, even though it is not finished, you can still have fun Report bugs and such to me. I accept some requests.
  22. Version 1.3


    Now compatible with DLC! Playing DS for a pretty good amount of time today.I've decided that i need a direct path to my Beefalo. Adds minimap icon for the Beefalo. Requested and added icons for Mandrakes Mushrooms Chester's Eye_Bone Volt Goat Rocky the Rock Lobster Carrots Flint Rabbit Holes Don't like some icons Locate Where's My Beefalo\modmain.lua and open with notepad or what have you, then do this.Place 2 dashes in front of the AddMinimapAtlas you don't want to show.Save and close,thats it DONE! Example = --AddMinimapAtlas("minimap/babybeefalo.xml") AddMinimapAtlas("minimap/beefalo.xml") Special thanks to Rupture from klei forums for a cleaner more compatible code!
  23. Version v6


    Items sometimes have magical effects on them. Mod also available via Steam workshop! All items listed below have a 20% chance to gain a magical effect when they spawn (crafted, found or dropped). Weapons and armorpieces get different effects. The effects on weapons are heavily influenced by the attack power of the weapon, while the armor effects have no particular scaling. An item that gains a special effect will display a (?) next to its name. This indicates the item is unidentified. Use a Magnifying Glass (available in the Tools crafting tab) on the item to identify what effect is present on the item. Examine the item after it has been identified to get a more detailed explanation. Note that the effect is active whether you identify it or not. If this mod is activated in mid-game then all existing items in the game will have a 20% chance of recieving an effect. Once an item has an effect it cannot be removed. * indicates a visual effect will play when the effect triggers Possible weapon effects: Flaming - Sometimes ignites flammable targets * Leeching - Steals health from targets on each hit Freezing - Sometimes freezes freezable targets * Minimizing - Sometimes shrinks and slows targets * Vorpal - Very rarely instantly kills targets * Blessed - Deals additional damage (20 percent) Well-crafted - Deals additional damage (10 percent) Telelocating - Sometimes teleports targets away * Sturdy - Takes longer to break down Terrifying - Sometimes causes target to panic * Poisoning - Sometimes deals double damage over time * Self-repairing - Slowly repairs itself over time (always active) Curses: Slippery - Can slip out of your hand when used * Disappearing - Sometimes vanishes when used * Thorny - Deals 1 damage to user when used What weapons can gain special effects: Axe Golden Axe Ham Bat Spear Tentacle Spike Dark Sword Thulecite Club Pickaxe Golden Pickaxe Hammer Shovel Golden Shovel Pitchfork Cane Bat Bat Pick/Axe Fishing Rod Bug net Possible armor effects: Sturdy - Takes longer to break down Fireproof - Reduces fire-damage by a third Cozy - Small protection against freezing Dapper - Small bonus to sanity Self-repairing - Slowly repairs itself over time (always active) Healing - Slowly heals wearer over time Faster's - Reduces hunger drain Quick - Increases speed Sentient - Helps wearer understand Science Entombing - Sometimes freezes attacker if struck * Wish-away - Sometimes teleports attackers away * Curses: Hungry - Increases hunger drain Heavy - Decreases speed Tickling - Prevents sleeping Entombing What items can gain special armor effects: Grass Suit Log Suit Night Armour Marble Suit Snurtle Shell Armor Thulecite Suit Football Helmet Beekeeper Hat Shelmet Thulecite Crown Miner Hat Beefalo Hat Feather Hat Top Hat Winter Hat Spiderhat Rabbit Earmuffs Tam o' Shanter Dapper Vest Breezy Vest Puffy Vest Torch Umbrella Lantern
  24. Version 2.5


    This is a small remake of Wilton, The Undead by debugman18. I have only altered stats, portrait and main items of this mod. Wilton is brittle, spooky, fast, hits weak, doesn't starve, has little sanity his rotting brain left him with, carries a Bone-A-Rang and will reincarnate from other skeletons in the world. General: - HP: 70 - Sanity: 40 - Hunger: Doesn't exist. - Insomniac (It's to help Wilton be balanced when it comes to his huge Sanity regeneration). - Can eat any and all foods but won't recieve the benefits and penalties to Health or Sanity when done so (Dark Petals have their own special effect which reduces sanity. Plus they are EVIL). - Has a 25% speed increase (because bones are practically weightless so speed is not impaired by wind or mass). - Has Wendy's damage multiplier (meaning he will do as much damage as Wendy). - Has Maxwell's Sanity regeneration multiplier (Dapperness). - Has a Bone-a-Rang (I increased the damage done by the Bone-A-Ring to 20 (damage is affected by Wendy's damage multiplier) so simple NPC's like birds will fall in two hits). - Can reincarnate from a nearest Skeleton in the generated world. But that in turn switches to the next day's morning. - Can dig up a Skeleton from a Grave Mound (very rarely). - Immune to Overheating and Freezing. Bugs/Issues: - Wilton will say the Gravestone Epitaph lines normally like every other character instead of using his own. - Wilton's reincarnation mechanic isn't very Adventure Mode friendly. Credits to: debugman18, KiddyCorky, Nycidian, Malacath and many others.
  25. Version 1.4


    Adds functionality to auto-repeat actions on stacks of items. Currently includes these actions for auto-repeating: Eating Healing Cooking Adding fuel Fertilizing Giving items to birds Each action's auto-repeat can be individually set in the mod configuration. When using the default configuration, To start repeating, use an item stack with any of your activated actions. To stop repeating, press any key on the keyboard (move around, etc). Actions are built to stop repeating automatically when they no longer have a logical use. Ex, when health is full, healing doesn't repeat, but can be performed by the player. When using Hold To Repeat (see mod config to activate), To start repeating, use an item stack with any of your activated actions and keep the mouse button held. To stop repeating, release the mouse button. Compatibility: Compatible with DS and RotG Should be compatible with all other mods (let me know if not) For anyone interested, feel free to copy/modify/use my mods however you wish, including in your own mods. Please include appropriate attribution with links so everyone can benefit from them. Legally equivalent to CC Non-commercial Attribution licence. In case of conflict with terms of the website, the websites terms take precedence over this message. Mod icon licence