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Found 220 results

  1. Version 2.6a

    1,971 downloads

    PLEASE READ THE BUGS AND NOTES SECTION BEFORE DOWNLOADING, THANKS. This mod adds the character Adam Connor to your Don't Starve experience. He´s "brave", and though guy, so he's designed for melee combat, or more like, to last LONGER in combat by taking less damage, both physicall damage and mental damage. He's not designed to have an advantage in sanity, so I gave him a fear to darkness, also he has a bigger appetite than most of the other characters. Perhaps his most interesting feature that, while playing as him, enemies will sometimes drop EGO, with wich he can "create" a range of weapons, armor, and hats, the more difficult the fight, the more EGO he gets (stronger enemies drop more EGO), EGO gear is divided by sets, you can easily tell a set from other by theyr colors, each set of EGO gear is especially useful in certain situation, and is focused in a specific aspect of the game, and some work better together than others. Also you gonna have a bad time during winter, if not properly prepared for it, because of the longer night, and his high weakness to freezing damage. All this as an attempt to keep him balanced. His stats are the following: * Health: 150 * Hunger: 180 * Sanity: 180 -- POSITIVE -- * Gets EGO from fighting with wich he can create epic gear. * 20% Damage Mitigation. * 50% Insanity Resistance (From monsters). * Has an extra inventory slot for storing EGO. -- NEGATIVE -- * 50% Higher Hunger Rate. * 40% Insanity Weakness (From night) * x2 Freezing Damage. (I initially wanted him to actually freeze faster, if somebody can help me with this... um, it'll be great I guess). * Freezes faster. All info you need about EGO gear is in the references at the end of this page and in the mod folder. Download, test, and let me know what you think in the comments section. Have fun! And try to not kill him too often, I worked hard on him. --UPCOMING FEATURES-- * Possibly more EGO gear. * Update for DLC compatibility. * Summonable hound companion of some sorts (concept not ready). * Increased defense when low on HP. * Berseek mode when low on sanity. * Faster freezing, rather than more freezing damage/nerfed insulators . BUGS: * Don't Starve hates this mod and may refuse to load it properly, force enable it and it will work fine. Guaranteed. NOTES: * Special thanks to queek for the auto-ego-pickup-code. * Special thanks to TheDanaAddams for her useful guide to character creation. * Special thanks to jimmeh57 and JackSlender for they'r help with the knockback resistance code. * Three pieces of EGO gear equiped at the same time will make you absurdly OP. * The BigPortrait is a master piece, don't judge it.
  2. Waldo The Monkey

    Version 1.0

    2,242 downloads

    To get started craft Waldo's house.The little guy will be stuck trying to get out, ( FREE HIM ) Waldo is able to pick all pickable products -(FLOWERS and FARM CROPS),scan the ground for objects to pickup and wear a hat.He doesn't do combat and can't be hurt from it.Once set free 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 Do the skull cracking with the spacebar! Waldo's house is craftable under the (Structures 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!
  3. Silkworm

    Version 1.3

    1,110 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!
  4. InfiniteArmor

    Version xx

    6,064 downloads

    By request, Infinite Armor Well, nearly infinite. Armor will survive about 5 days of non-stop hound attacks and drop only about 1-2%. Lends a little interest, eh? Also negates speed hit from Marble armor and hunger hit from Slurper armor
  5. Rechargeable Gems

    Version 0.9

    2,103 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.
  6. Better Console

    Version 1.3.1

    1,556 downloads

    A few improvements to the console. On Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=173892495 Major features Console log is scrollable Console log no longer prints file/line number information (but log.txt still does) Console keeps focus when you'd expect it to Console doesn't close after each line entered Added basic CTRL+A select all support (hitting backspace after CTRL+A will delete all the text) Added support for multi-line inputs Many general useability improvements, bugs that have been fixed, and small but useful tweaks Minor features (the rest) Things that are not currently possible with Lua: Moving the text input cursor (for example, moving the cursor based on mouse clicks) Any sort of real text selection Copy/paste support Get involved: Collaboration thread Repository on Github
  7. Koalefanta Proboscidea

    Version 6

    9,191 downloads

    Koalefanta Proboscidea Made by _Q_ and Raccoon Superhero The mod gives you six special koalefants you can discover in your lands by following their footprints. Each of them are different in appearance and in personality. These koalefants are stronger in health and give you less meat when killed, instead you can get other useful loot. The dirtpile of the Special Koalefants has green hue in the smoke. Information of the koalefants: Feathered Koalefant: Periodically drops: Crimson feathers and jet feathers Loot on death: 4 meat, 3 jet feathers, 4 crimson feathers, 2 azure feathers Health: 300 Extra: Coward Hunt in base game: Summer Hunt in ROG: Spring Trunk loot on death: Eaten raw makes the player run faster 180 seconds. Hunger:+1 Health: +20 Sanity: -1 Spoil time: 10 days Forest Koalefant: Periodically drops: Flowers and fireflies Loot on death: 4 meat, 3 fireflies, 3 green mushrooms Health: 550 Hunt in base game: Summer Hunt in ROG: Autumn Trunk loot on death: Eaten raw makes nature grow over a large area. Hunger:-20 Health: +20 Sanity: +20 Spoil time: 10 days Rocky Koalefant: Periodically drops: Rocks and flints Loot on death: 4 meat, 6 rocks, 3 marbles Health: 800 Extra: Rock-headed Hunt in base game: Winter Hunt in ROG: Summer Trunk loot on death: Eaten raw casts a shield around you that reduces damage by 50% for 60 seconds. Hunger:+10 Health: +30 Sanity: -33 Spoil time: 15 days Frost Koalefant: Periodically drops: Ice in DLC Loot on death: 6 meat and 4 ice in DLC Health: 700 Extra: Has a cold aura Hunt in base game: Winter Hunt in ROG: Winter Trunk loot on death: Eaten raw freezes all living things over large area. Hunger:+10 Health: +8 Sanity: -20 Spoil time: 15 days Nightmare Koalefant: Periodically drops: Evil flowers Loot on death: 4 meat and 4 nightmare fuel Health: 700 Extra: Makes you insane Hunt in base game: New Moon Hunt in ROG: New Moon Trunk loot on death: Eaten raw puts creatures to sleep over large area and starts night. Hunger:-10 Health: +60 Sanity: -50 Spoil time: 10 days Albino Koalefant: Periodically drops: Light bulbs around every third day Loot on death: 6 meat, 4 light bulbs Health: 650 Extra: Glows in the dark, nocturnal Hunt in base game: Full Moon Hunt in ROG: Full Moon Trunk loot on death: Eaten raw makes player glow for 120 seconds Hunger:0 Health: +20 Sanity: +50 Spoil time: 10 days How to install: Download the mod and extract the zip file into your mods folder under Steam/SteamApps/common/dont_starve/mods Run the game and enable the mod in the mod's menu. If you encounter a bug please report it with your log file (C:/users/documents/Klei/DoNotStarve/log) attached. View in Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=172352990
  8. No Warning

    Version 1.1.1

    2,907 downloads

    Suppresses the warning about having mods enabled. Special thanks to nailertn for the tip that now this should be possible.
  9. Tiki Torch

    Version 1.2

    9,375 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!
  10. Infinite Clothes

    Version -xx

    19,753 downloads

    Clothes are now Infinite Install: Double-click downloaded ZIP file and DRAG enclosed directory into your dontstarve/mods directory. Start game and enable mod on the mods screen.
  11. InfiniteFoods

    Version .

    12,060 downloads

    Foods no longer Rot! Oh Yeah. Fridge is now a storage container. Install: Double-click downloaded ZIP file and DRAG enclosed directory into your dontstarve/mods directory. Start game and enable mod on the mods screen.
  12. Telestone

    Version 2.0

    1,244 downloads

    Telestone v2.0 Graphics by Raccoon Superhero Character quotes by Silentdarkness1 Mark location with telepstone, and recall to that location at later time. Marked location shows on minimap. Teleporting will cost you 40 sanity or 30 health and 20% of the stone. Mark and reset actions don't have any cost. You can reset marked location by holding Ctrl key and right clicking over telestone. Stone will recharge by 20% every fullmoon night, when you are on surface. To craft the stone you need 15x nightmare fuel, purple gem and shadow manipulator. You can craft only ONE telestone per save.
  13. Madman's Fighting Pack

    Version <07.04.14>

    17,240 downloads

    If you think that the game needs some more weapons - this mod's good for you. It adds some more weapons and armor to the game, making fighting preparations more interesting. Just remember - "Go for the eyes!" Weapons: Hound's Bite Mace Golden Sword Marble Blade Sword of Ice Strong Sword by kiopho Armors: Golden Armor Golden Helmet Credits Some very nice and friendly people here really helped me with creating this mod and here I'am gonna say one hell of a loud thanks to all of them: How to install: What's next: 1. Rebalancing 2. Adding damned Chaos Sword Version history: UPD: (21.06.2013) Added Golden Sword Mod UPD: (22.06.2013) New Mace sprite UPD: (22.06.2013) Marble Sword Mod added UPD: (23.06.2013) Marble Sword update - slows speed and drains hunger UPD: (23.06.2013) Sword of Ice added UPD: (24.06.2013) Golden Armor added UPD: (25.06.2013) Golden Helmet added UPD: (25.06.2013) Mod's page remade UPD: (25.06.2013) Marble Blade sprite changed UPD: (30.06.2013) Sword of Ice sprite changed UPD: (03.07.2013) Strange New powers update. Ice Blade freezes player UPD: (08.07.2013) Kiopho's Strongsword added UPD: (28.07.2013) Mod upgraded to match [Hunger] update and some weapons stats and recipes reworked UPD: (23.08.2013) Mod is compatible with Stuff of Nightmares update and is available on Steam Workshop. UPD: (17.09.2013) Mod is compatible with [Moderately Friendly] update. UPD: (04.10.2013) Checked mod's compatibility with Six feet Under update. Most Recent UPD: (07.04.2014) Checked mod's compatibility with RoG Giant Steps update. Everything seems to craft and equip right. I didn't have much time to do the checking, so there may be some bugs, if so - write about it http://steamcommunity.com/sharedfiles/filedetails/?id=172090600 here and I'll fix it when I have time. Here's Steam Workshop link for Madman's FP.
  14. Magic Horns

    Version 1.0

    2,511 downloads

    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.
  15. Version 2.8

    444 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.
  16. Frankenlogs

    Version 1.2

    438 downloads

    Harness the powers of science and 100 million volts of electricity into ordinary logs and give them a life of their own! So... What exactly does it do? It gives the good ol' Lightning Rod a useful function! Simply construct an ordinary Lightning Rod and place some logs near it on the ground. Later when the lightning rod gets hit by a bolt of lightning the logs will be transformed into Living Logs. Sound a little too OP? You can tweak it to your liking from the mods menu! - Change the range of the Lightning Rod's effect - Make each strike animate all logs in range, or only one log - Decide how likely each lightning strike is to bring a log to life This is a pretty old mod of mine, and I recently started playing this game again and decided to remake it. If you've used my older versions, thanks! And sorry for the delay on updates. Feel free to leave any feedback or suggestions, I'll try my best to read them this time. If you have any compatibility issues or crashes, PLEASE let me know so I can fix them up! Installation: * Extract file to mods folder * Configure and enable mod via Mods menu This mod is also available on the Steam Workshop!
  17. Starter Inventory

    Version .

    2,746 downloads

    Straw Hat with Dapperness added to all but Wilson (he has to EARN it!) NOTE: Completely delete this mod's Start Inventory directory first! Description: You know you get tired of recreating the standard items you've already created a hundred times every time you start a new game. -- give non-new characters standard starter inventory: -- Example inventory (varies): -- "axe" -- "pickaxe" -- "shovel" -- "spear" -- "torch" -- "Strawhat" with Dapperness! -- "backpack_blueprint" -- Wilson only get a backpack blueprint. He's the starting character after all. -- Everyone else get's builder.bonus_tech_level 1 that unlocks all beginning recipes. -- Wickerbottom gets builder.bonus_tech_level 2 -- Wes and Waxwell get builder.bonus_tech_level 3, which unlocks everything. Also, in the modmain.lua file you can give your peeps whatever you want to start (don't cheat too much, haha) Install: Double-click downloaded ZIP file and DRAG enclosed directory into your dontstarve/mods directory. Start game and enable mod on the mods screen. -- When you run the game you should see a screen pop up that lists this mod as being loaded. -- enjoy! Discuss Here >>
  18. Version

    530 downloads

    Automatically turns occupied pighouse lights on when near and off when far. Small mod but usefull
  19. This Is Lucy

    Version 1.73

    1,438 downloads

    INFO: "This Is Lucy..and sometimes a horrirble..." » you starting with an "axe" in inventory if a new world will starts. » chopping action and combat damage with varying values! » New Features (1.73): - sound changes: some sounds now are disabled. » New Features (1.72): - higher sanity values: (1 up to 10) every minute while equipped the axe. » New Features (1.70): - passive growth spell: if you wear the axe longer as 2 min. will trees, grass, saplings etc. faster grow and +1 more drop by pickable items (eg. berries, twigs). Version: 1.73 - WIN32_STEAM Bugs: PLEASE REPORTING HERE! (a copy from log.txt) Compatible: "REIGN OF GIANTS UPDATE" Thanks to everyone for using my stuff! thanks & enjoy! regards DontStarver InstallNotes v.1.73: ABOUT "STEAM WORKSHOP" AND "DON'T STARVE TOGETHER": NO ONE HAS THE PERMISSION TO SHARING/UPLOAD ANY PARTS OF MY MODS. THEY ARE ONLY FOR PEOPLE ON KLEI ENTERTAINMENT FORUMS. ANY VIOLATION WILL BE REPORTED IMMEDIATELY!
  20. Tweety_v1.2

    Version

    909 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