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Don't Starve Together

Found 220 results

  1. Version 1.2


    A module that can store, save, and load any arbitrary data. For developers only! Don't expect it to do anything interesting in-game. Download contains: persistentdata.lua - The module. Put this in your mod's scripts folder. - Example usage of the module with comments See the example for information on how to use it. Mods that currently use it: Mod Manager - by Blueberrys Feats of the World - by debugman18 Previously posted here. Everything provided here is public domain. No warranties for anything. Blah blah blah. Use it however you want! Attribution would be appreciated, but is not required.
  2. 551 downloads

    For anyone who doesn't already know: Animal fat is flammable. Experienced barbecuers will tell you it's not uncommon for a barbecue fires to grow larger the longer fatty meats are cooked over them. What could be only a few small embers can grow into a adequate heat source even before the meat is fully cooked. In fact, putting foods into fires and timing how long it takes for the food to become completely burnt is one of the ways researchers determine how many calories are in the food. Even the earliest of settlers knew of animal fat's flammable values and used it to stay warm and keep fires going. What that means to this mod: In case it wasn't obvious by now, this mod will slightly increase a fire's lifespan when meat is cooked over it. And, well, that's it. Pretty nifty, huh? A small, simple mechanic that I always felt should have been in the game. If you have any issues, suggestions or comments, please feel free to leave them.
  3. Version v1.0


    This mod fixes the issue with overpopulation of Rock Lobsters. It's really simple fix and does not interfere with normal gameplay. This mod causes a Rock Lobsters to perform a suicide honorable death on the end of their lives. When a Rock Lobster grow up to it's full size, it has a 50% chance to turn into a boulder. Changing to boulder can be observed on-screen (it's just a matter of right timing). Mod is compatible with base game and RoG DLC. It can be used on already generated worlds, you don't have to make new to make it working. Idea is from that topics: Steam Workshop: I hope that this mod will help you guys Post in comments what do you think about it, along with eventual crashes... Have fun playing with my mods
  4. Version 2.2


    All of the drop will come into pocket. Though you can use amulet,but isnot very convenient.(Yeah?) Drop mean: cut trees,log fall on the ground kill pigman,meet drop on the ground And many like these...So these things will first try to put in your pocket,until the pocket is full(then fall to the ground). mistake to delete the old one,Just add it again.Sorry... AND You can add it in Steam!
  5. 1252 downloads

    This mod adds 3 new explosive weapons! The grenade, the cluster grenade and the fire bomb! The grenade functions as expected. You throw it and it explodes. It's good for crowd control and taking on some of the more threatening and slower moving targets. The recipe is a tallbird egg, gunpowder and a unit of manure. The cluster grenade is a bit different. You throw it, it explodes and nine normal grenades explode out, then detonate themselves. It's even better at crowd control and is better suited for highly threatening and even slower moving targets. The recipe is 3 grenades. The fire bomb explodes on impact and causes flaming manure to burst out and fly in all directions. The explosion deals a little damage but the fire damage, and massive amount of panic and confusion it causes is surprisingly effective for taking out quick moving targets or targets posing an average threat. The recipe is a bird egg, a torch and one unit of manure. The grenade and cluster grenade deal 25% more damage than gunpowder and have a 75% wider explosion radius. But be careful, you can also take damage from all 3 bombs. To help prevent players from instantly dieing from one wrong grenade toss, I made it so the maximum amount of damage the player can take from each grenade is only a third of their total health. You still have to exercise caution, especially with cluster grenades, but it won't be as bad as it could be. All recipes can be found in the weapons tab.
  6. Version 0.985


    From The Grim Adventures of Billy and Mandy comes Grim! Reign of Giants compatible! for base game. for Reign of Giants. Play as the grim reaper from one of my favourite shows when I was a kid. Mod contains the scythe of the reaper as a custom weapon. *Custom maxwell intro *Has high health but lower sanity. *Lower sanity drain in the darkness and near monsters. *Starts with his scythe. -scythe spawns shadow tentacles on random occasions after hitting Still some work to be done: - (Better hands) - Custom weapon (or container) - Better facial expressions - Reign of Giants compatibility - Maybe better textures for the scythe - Add sanity gain after killing a creature (or something else?) Made with help from wodbetter by Fidooop and tweaking help by dryicefox. Inspired by an old mod made by cEnaa9.
  7. 12729 downloads

    Recently I got into a discussion with someone on the topic of HUD mods and more specifically, their compatibility issues. Long story short, I realized it would be easier and faster to make my own than it would be to fix someone else's. 10 minutes later, this mod was born. Yes, seriously, 10 minutes. If you're like me, and I know I am, then you're probably relatively happy with Don't Starve's default HUD and the only thing you might change is not being able to see the hunger, sanity and health values when you stop hovering over their icons. Well, it seems our lucky day has come because that's exactly what this mod does. Those stats are shown all the time and when you hover over the icons, it shows the maximum capacity of that stat. For example: Hovering over the health icon will show your maximum health capacity. When you stop hovering over it, it shows your current health. Very simple, neat and clean. This mod affects: -Hunger icon -Sanity icon -Health icon -Moisture icon -Woodie's Werebeaver icon thing -Clock icon(sort of) -Anything that uses the default badge widget -Nothing else. At the risk of breaking simplicity, a temperature display has been added. It's displayed in the clock(the sun icon) under day X/world X. Hovering over the clock only changes the default day/world displays. It's displayed in both situations. If this seems too not-simple, it can be disabled in the configuration menu. You can also change it from Celsius to Fahrenheit. To further un-simplify things, I added support for arrow adjustments. Normally, the up and down arrows would appear in the middle of the icon, but since the numbers are there, you now have the option to move the up and down arrows above and below their icons respectively. This option is off by default. I also made it so you can pick and choose different colors and opacities of the arrows and various number sets. You can choose from a list of presets, make your own, or choose all the colors by making them rainbow colorized. When rainbow colors are on, all the numbers and arrows will slowly change colors. You can even turn the numbers off completely! Adaptive Colors: I created yet another configuration option that will change the color of a number, based on it's stat and how "full" it is. For example, if your health is above 80% then the color will be green. If it's less than 20% then it will be red. The colors will change across a simple spectrum between green and red, based on the percentage of the stat it's representing. It works on health, hunger, sanity and (theoretically) any badge that is added using standard methods. However, this is experimental, meaning your game could crash if you have any mod enabled that adds a heavily modified, unconventional badge(for example, Beatrice) so you would have to disable this option. If you're not using any mods that use unconventional badges(and most don't), then it's no problem, it works just fine so go nuts. This issue applies to ONLY this one option, but it is something to be aware of. FAQ: Q: Is this mod compatible with RoG, custom character mods, other HUD mods and mod X? A: Yes, yes, maybe, and probably. Q: This seems really similar to X, an already existing mod. Are you trying to rip them off? A: No. I'm sorry if it seems like I'm trying to steal thunder from mod X. I honestly have no idea if this exact mod has been done before and I really don't care. Q: Can you add feature X? A: No, sorry, this mod is all about keeping it simple. Q: I hate this mod! It's too simple! There's not enough numbers! I need lots of things that could make it incompatible with other mods and crash my game! A: Okay. Thanks for stopping by. Recent changes: -Added options for arrows. -Fixed another conTROLLer issue. -Fixed current health value not displaying when opening the crafting menu with a controller.(Sorry it took so long to get around to this, I've been REALLY busy lately.) -Fixed Wolfgang's total health showing decimal places. -Added an adaptive colors option. -Fixed custom colors not showing up as they should(sorry I didn't notice it not working, I don't typically use this option) -Added the option see the temperature in either Celsius or Fahrenheit. -Added a configuration menu. To find it, go to the main menu, then mods, highlight Simple HUD and a configuration button should appear. -The temperature is now displayed, this can be disabled by changing "true" to "false" at the top of modmain.lua -Fixed woodie's werebeaver icon bug.
  8. Version 1.0


    Felix the Cat Character Mod! Featuring Felix the Cat, a funny animal cartoon character created in the silent film era. The anthropomorphic black cat with his black body, white eyes, and giant grin, coupled with the surrealism of the situations in which his cartoons place him, combine to make Felix one of the most recognized cartoon characters in film history. Felix was the first character from animation to attain a level of popularity sufficient to draw movie audiences. Felix is a scaredy-cat so he runs fast and has lower sanity but a faster sanity regeneration, he also is affected more by night and scary monsters due to this! In my next update I'm hoping to have custom sounds and dialogue for him. I am also working on adding a magic bag for him so check back! This is my first mod so there are still many bugs with Felix. Notably, there are many facial expressions that I couldn't figure out what they were for. They will have a big red number on them when they pop up in the game. If you see any of them please, PM me with the number and what was happening to Felix at that time so I can fix it. Also, if you notice anything else that glitches or is broken, let me know!
  9. Version 3.0


    This mysterious disc plays uneasy, but fitting music. The mysterious part is: It changes with the season. Now there are four individual discs for the specific seasons too! Music by Dragon Wolf Leo a.k.a. Dleowolf
  10. Version 1.1.1


    Prevents F from attacking walls when Ctrl is held. (also works under alternate keybindings) Clicking on them with Ctrl held still performs an attack as usual. Icon by @Silentdarkness1.
  11. Version 2.0


    Art by Papukaijah (Mr. Parrot Man) (only on Steam) Code by Mobbstar "I'm just a tree." -Strom Strom is a happy walking talking tree man. He really is just a tree. Did I mention that he has a pet? Yes that's right, Lampy the friendly firefly fellow follows Strom wherever he goes, unless he tells it to stay. Lampy's light is especially good since Strom has trouble with chopping trees. Genocide isn't all that sane, you know? Also avoid fire as you'd spread it. Strom is just a tree after all. [Thread] [steam] Please report bugs, crashes, issues, suggestions, and that Mr. Parrot Man and I are super awesome.
  12. Version 1.2.1


    Maintaining an effective killing field of tooth traps is a time consuming process. Recent advancements in gear technology have lead to self-resetting traps: the Clockwork Tooth Trap, dealing 55 points of damage and having 21 uses, automatically resetting itself 8 seconds after being sprung. This trap is more convenient than it's more primitive counterpart, but that comes at a cost: Clockwork Traps run on hound's teeth as "fuel", and when the trap runs out of fuel it stops resetting (but does not vanish). Fueling it with a hound's tooth restores 7 uses. A tooth is only accepted if the remaining uses are 14 or less, to prevent resource waste. Dealing slightly less damage and costing more teeth to upkeep, regular traps are still more resource efficient. You gain the ability to set traps that you never need to worry about replacing. Have some beautiful designs made of death and they will always stay that way. To increase cleanup, the traps are pickup on right-click only. This means you can left-click or hold spacebar to your heart's content near them. It requires an Alchemy Engine for crafting, costing 1 log, 1 gear and 3 hound's teeth. Concept by Ortorin, art by Xjurwi and strings by TooMuchHoneyHam. @GRNCeleryStick was kind enough to make a video spotlighting the mod, check it out:
  13. Version 1.1


    Workshop Link This mod allows modification of stats of hounds and catcoons, and the number of teeth required to make a tooth trap, for people that are masochistic. My original line of thinking was "How does a flabby pig fist do more damage than a gigantic hound maw?" (Seriously have you seen that mouth it's enormous). So I changed it. I also saw people leaving comments on the wiki complaining about how they need to be buffed. And, finally, I once witnessed a catcoon kill a hound. That's just ridiculous. All stats are adjustable. You don't have to change everything (or anything, but that would defeat the purpose of getting the mod). It makes red hounds immune to fire. I've considered making them explode on death, but that's complicated to pull off properly, so I'm not going to right now. Details: Hound Health:150 200 250 300 [*]Hound Damage: 20 40 60 80 [*]Hound Speed: 100% 125% 150% 175% [*]Hound Attack Period: The amount of time between their attacks. Higher value = less time. Normal Fast Insane [*]Varg spawning: whether vargs spawn with hounds after day 100. True False [*]Trap requirement: how many hound teeth you need to make a tooth trap. Statistically speaking, the number of hounds you need to kill (or survive) to make x amount of tooth traps is multiplied by the number of teeth you need. 1 2 3 4 [*]Catcoon Health (RoG) 150 100 75 50 Note: The first setting of each option is the vanilla value. Setting it to that will basically turn that setting off. Other features: Red hounds are immune to fire. I am hungry for your feedback! I can and will change things if people give me good suggestions! Don't be afraid to criticize!
  14. Version 1.52


    Author: BeetleDan, Star Aquarium mod adds new craftable item to the game - aquarium. To fill it with water, wait for the rain. It's useless in winter, however it may contain some ice. Fish live in her own life. It doesn't work for you (like bird in cage) so be careful to save it from starving. Roe includes 0.5 meat and 0.5 fish. So roe+twig = fish sticks and so on. Russian Wiki What does it really do? Just try and enjoy! Quick info about this mod:
  15. _Q_


    Version 1.1


    Lost Islands Default survival map from RoG divided to islands (100% Pig King spawn rate). Default survival map form base game divided to islands (100% Pig King spawn rate). After isntalling the mod pick the world settings and pick the Islands preset form the preset menu.
  16. Version 1.3a


    This is my first mod so enjoy This mod basicly add a Iron Sowrd + Diamond sword crafted by using 2 new ores --) Iron ore and Diamond Ore dropped by Boulders and Stalagmites Compatibility: Don't starve Reign of Giants (latest version -1.134052-) To Do: Re-sprite Iron ore a and Diamond ore Incompatibility: Every mods that changes this -) Rocks.lua , Rock_Ice.lua , Stalagmite.lua and Stalagmite_Tall.lua Weapon Stats: Iron Sword ------) Recipe | 8x iron ores, 1x Gold nugget, 2x Twigs | Durability --) 150 Damage --) 40 Diamond Sword -------) Recipe | 10x Diamond ores, 1x Iron ore, 2x Ropes | Durability --) 200 Damage --) 61 Drop rates of Ores: * Flintless boulder (Tall) Iron ore (3x ores) 1st ore - 100% 2nd ore - 20% 3rd ore - 10% Diamond ore (2x ores) 1st ore - 10% 2nd ore - 1% --------------------------------------- * Flintless boulder (medium) Iron ore (2x ores) 1st ore - 40% 2nd ore - 9% Diamond ore (1x ore) 1st ore - 4% --------------------------------------- * Flintless boulder (low) Iron ore (2x ores) 1st ore - 20% 2nd ore - 4% Diamond ore (1x ore) 1st ore - 2% --------------------------------------- * Smooth stone Iron ore (2x ores) 1s ore - 40% 2nd ore - 10% Diamond ore (2x ores) 1st ore - 12% 2nd ore - 3% --------------------------------------- * Gold vein Iron ore (2x ores) 1st ore - 22% 2nd ore - 2% Dimond ore (4x ores) 1st - 25% 2nd - 14% 3rd - 7% 4th - 2% --------------------------------------- * Mini Glacier (Tall) Diamond ore (2x ores) 1st ore - 10% 2nd ore - 3% --------------------------------------- * Mini Glacier (Medium) Diamond ore (1x ore) 1st ore - 8% --------------------------------------- * Mini Glacier (Low) Diamond ore (1x ore) 1st ore - 6% --------------------------------------- * Stalagmite (Tall) Iron ore (2x ores) 1st ore - 30% 2nd ore - 15% Diamond ore (2x ores) 1st ore - 20% 2nd ore - 8% --------------------------------------- * Stalagmite (Medium) Iron ore (2x ores) 1st ore - 20% 2nd ore - 10% Diamond ore (2x ores) 1st ore - 10% 2nd ore - 4% --------------------------------------- * Stalagmite (low) Iron ore (2x ores) 1st ore - 10% 2nd ore - 4% Diamond ore (2x ores) 1st ore - 8% 2nd ore - 4% --------------------------------------- * Tall Stalagmite (Tall) Iron ore (2x ores) 1st ore - 40% 2nd ore - 10% Diamond ore (2x ores) 1st ore - 30% 2nd ore - 10% --------------------------------------- * Tall Stalagmite (Medium) Iron ore (2x ores) 1st ore - 30% 2nd ore - 10% Diamond ore (2x ores) 1st ore - 20% 2nd ore - 5% --------------------------------------- * Tall Stalagmite (low) Iron ore (2x ores) 1st ore - 8% 2nd ore - 4% Diamond ore (2x ores) 1st ore - 7% 2nd ore - 3%
  17. Version 1.1


    Hello! Today I made a mod for Wulfe's character players. !!!WARNING!!! YOU MUST HAVE WULFE INSTALLED It generally adds 3 books that Wulfe can use: - Ice hound book - Fire hound book - Hound book They're spawns 5 other hounds types They need Alchemy Engine to be crafted. They are substracting - 20SP per use !!!EXTRACT ALL IN THE FILE WITH LONG NAME TO wulfe/scripts/prefabs!!! I recommend using Wulfe Plus too which can be found at steam and downloaded on this page (I will remove if it's illegal, but I think it's not): Please, report bugs/errors here.
  18. Version v1


    You can now craft using ingredients inside any opened container (chester, chests, crockpot and so on). Compatible with RoG and without it.
  19. Version


    The stacks of items is now up to 999! Who really created this mod is tehMugWump I just edited his files ! I made/edited this mod to those who need it . So my message to my haters just shut your mouth and just rate this one star. Also the other unstackable items is now stackable in the ff. items : Crow Rabbit Robin Rabbit Trap Tallbird Egg/cracked Beemine Beefalo Hat Bush Hat Earmuffs Hat Feather Hat Straw Hat Sweater Vest Trunk Vest Top Hat Walrus Hat Winter Hat Chester Eyebone Heatrock Razor Teleportato things! PLS REDOWNLOAD THOSE WHO ALREADY DOWNLOADED THIS THANKS!
  20. Version 1.0


    Night Lights are connected, so fueling one of them will also fuel other Night Lights visible on screen. Living Logs can be used as fuel for Night Light. Works in Shipwrecked. Fixed the missing Night Light flame bug. Just fixed typo in description, no need to redownload.
  21. Version 1.2


    This mod shows the bloodover when you're injured. You can configure it in the mods screen! Now works in DST. Client-only mod (works on unmodded servers too). Warning: Overheating may not show bloodover now. This should be negligible since the overheating overlay still works.
  22. Version 1.1


    This is a mod that makes sanity somewhat more important. Once your sanity drops below 33% of normal, your health will start to drop, 1-2 HP a minute. You'll have to get your sanity up to a reasonable number eventually, or you'll slowly die. Worse than starving!
  23. Version 1.1


    This mod adds a chance for a mysterious crow to accompany Otto von Chesterfield. It has magical powers and hunger, wouldn't you know this could be benefical. This crow is based on the insane fruitloops oc-ish crow.
  24. Version 2.0


    Are you not sure what to do? Are you bored? Are you in need of great decision-making? Ladies and Gentlemen, I present you... the Quest Giver! This handy machine analyzes your situation at the pull of a lever, and tells you exactly what to do! Occasionally, these tasks yield great bounty! It works in any enviroment: underwater, in vacuum, on fire, filled with malicious aura, truly anything*! It can be used indefinitely, and that without fee or fuel! Get your Quest Giver today! *fire and malicious aura not confirmed The Quest Giver comes with a free copy of "dummymod", which explains how to add quests using the makeshift API. Yes you heard right: a mod that allows mod support! ~#* This mod is Abanadanodened! If you can make it awesome, do so and give credit! *#~
  25. Version 1.0


    Courage the Cowardly Dog! Abandoned when he was a pup, raised my Murielle and Eustace Bagge on a small country house in a town called NoWhere. His adventures have made him tough, however he goes insane rather quickly, being that he is afraid of everything! Stats: Health: 300 Hunger:150 Sanity:100 To Do List! 1. Add other qualities to Courage dealing with sanity gain and drain 2. Add Murielle follower and Eustace events 3.upgrade artwork A big thanks the folks at Klei, the forum guru's and of course John R, Dilworth for creating courage in the first place! Thanks everyone!