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Don't Starve Together

Found 7 results

  1. Hello everyone! This thread is for all the HUD mods done by reD and Nicky! Here you can find all the themes they made for Don't Starve Together. These mods re-skins the entire HUD (In-game) of DST such as Craft Tabs, Inventory, Map, Player Status and even more. It's also compatible with Combined Status! [DST] Nautical HUD - Steam Workshop [DST] Nightmare HUD - Steam Workshop [Forge] The Battle Arena HUD - Steam Workshop [Gorge] Victorian HUD - Steam Workshop Thank you very much for visiting this thread and for using the mods!
  2. Hello everyone, some of you may know about the mods that changes DST HUDs. I'm here to announce we have created a brand new HUD for Don't Starve Together! it's called: Nightmare HUD. A Dark Themed HUD about Shadow Creatures and Nightmares. It re-skins the entire HUD (In-game) of DST such as Craft Tabs, Inventory, Player Status and even more. This mod is also compatible with Combined Status. Here is a preview of how it looks like in-game: If you want to Download and see more screenshots and informations about it, follow the link below: [DST] Nightmare HUD - Steam Workshop Thank you very much for your time and enjoy the mod! - Charlie's Nightmare Team.
  3. So far I got my compass widget working, but when I try to change the default arrow for my custom one it doesn't shows up at all. I was digging around the files and it seems that the hud loads its resources by creating a prefab, but when I try to do the same it still doesn't works. My question is, how do I load an Anim for my hud element? I have the following: widgets/rotatingcompass.lua ... self.needle = self:AddChild(UIAnim()) self.needle:GetAnimState():SetBank("one_direction_needle") self.needle:GetAnimState():SetBuild("one_direction_needle") self.needle:GetAnimState():PlayAnimation("idle") ... prefabs/one_direction_needle.lua local assets = { Asset("ANIM", "anim/one_direction_needle.zip"), } local prefabs = { } --we don't actually instantiate this prefab. It's used for controlling asset loading local function fn() return CreateEntity() end return Prefab("one_direction_needle", fn, assets, prefabs) modmain.lua PrefabFiles = { "one_direction_needle", } Assets = { Asset("ANIM", "anim/one_direction_needle.zip") } ... Also, attaching the anim files. one_direction_needle.zip one_direction_needle[EXPORTED].zip EDIT: I'm doing something wrong with the anims. Setting the Bank to "compass_needle" (the one from the base game) and the Build to "one_direction_needle" (the one from my mod) seems to work.
  4. The new "World X Day Y" display takes up way too much real estate on the clock. The clock is still readable, but barely, and I don't think it looks very good now. The old "X - Y" display made enough sense, and was a fun throwback to Super Mario Bros. Not only that, but I like that it was more ambiguous as to what the first number meant, making the Wooden Thing more mysterious.
  5. I have come out of...I don't know where...He let me out for a short while...Yus klei succeded at making the game harder. The kiting that some mobs do don't allow you to farm pig meat or honey easily. Even bees kite very well in hordes!Armour is now like using paper on your body. You can't really use one armour if you want long fights. Now i seem to do a lot less damage too! Happy about the fact that it takes me a while to kill a tentacle. And i have been near death 6 times in a single world in the first 5 days, spiders are now pretty hard to pick a fight on with only a axe, mostly because now warriors can appear on level 1 dens. Wandering around killed me, tried to get Chester back from somewhere dangerous, surprise tentacle appears and pow! Dead.You guys noticed any differences on other monsters? The moskitos are annoying and i haven't tried to kill any beefaloes so far.Oh no here he comes again DON'T LET HIM TAKE ME OH GOD NOOO-...
  6. Since these headstones are here, why not give them more of a use instead of just for marking graves. Make it so you can break one with a hammer or pickaxe and get rocks or cut stone out of it.