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Found 98 results

  1. Wes speech mod

    Version 1.0.1


    This is my first mod all it does if give Wes speech lines and disables his mime moves This mod is only combatible with DST He is voiced by a unused character called Wallace enjoy and thanks to SuperDavid for making this possible
  2. Hello, I'm glad to present you my first mod - Dig your pond! with Set Piece and Full Moon based event! This mod offers the ability to create a pond, so you can make dwellings for fish anywhere! Also the mod contains the Set Piece "Lucky Pond”, which consists of the pond together with the pigs that protect it and the associated Event that occurs during the full moon. A manmade pond is a copy of any other pond that can be found in the world. In the Lucky Pond an unusual “fish” may be fished out – a whole bunch of items similar to those that occur in Tumbleweed. During the full moon something strange is going on near the Pond. If you have enough courage, you’ll find out what. Dig your pond! Mod video presentation Dig your pond Set Piece 'Lucky Pond' video presentation If you’re interested - visit mod page at Steam and let me know what do you think about the mod.
  3. I am working on a mod for a character, but I need help. I need to have the character lose sanity around ponds, but I do not know all the coding to do it. I know parts of what it would need, but I do not know the exact coding to have them lose sanity around a certain object. If anyone knows the coding needed on how to do this, I would really appreciate it! Thank you so much!
  4. Is there a mod to disable disease and petrification?
  5. I would like to have a character refuse to attack mobs with certain tags, I have an 'if' 'else' statement for damage multiplication depending on tags, but is there a way to make the character tell the player he won't do attack, and refuse to go attack it?
  6. Hello, modders and skin fanatics alike! After a very long time working on it, I'm happy to announce a brand new mod API that allows one to create their very own skins for their modded characters and items! You can find the mod on the Steam Workshop here: WARNING: This mod is only to be used to create skins for modded characters/items. Klei strongly forbids the use of modders creating skins for any official character/item. If any mod is found using code from this mod in order to skin official characters/items it will be reported on sight. How To Use: Very special thanks to: @Kzisor who's Additional Dressware mod inspired the creation of this mod! @Dudedude who helped out with the assets. @PeterA who walked me through a lot of the Dos and Don'ts so that I wasn't stepping over any lines! @Blueberrys who made the Persistant Data module that helped make this possible. Can be found here: For anyone wanting to skin their modded characters here are the skin portrait backgrounds! Some frequently asked questions: (If you have any more questions post them down below! I'll reply as soon as I can!) Can I skin Wilson or any other official character? No, Peter has told me to make sure that everybody is very aware that this is off limits... We've been given a gift so let's not squander it! How do I use it? The tutorial is up above! It has all the usable functions inside and how to use them! Please don't rip the code and put it in your mod through... Make sure that when you upload your mod you add this mod as a required item. (It is set up this way so that the same code doesn't run multiple times if someone has multiple mods that have skins!) What is an API? An API (Application Programming Interface) is a set of functions which allows you to use advanced techniques without having to write your own code or copy/paste the code in your mod... In order to use this API you must add this mod as a requirement on your mods workshop page. Can I make clothing? No, that is off limits. (and it'd also require a lot of extra code that is not supplied within the mod...) I found a mod that skins official items/characters! What should I do? If it is not the playable pets mod (They technically have the go-ahead to skin the playable mobs) then please immediately report it! We don't want to force Klei's hand and have Modded Skins shut down. What if I made a rip-off character of one of the official characters and skinned that? Still off limits because it is still Klei's character. (even after you change one letter in the name) So this is also prohibited and must be reported if anyone is found doing this! Can this be used to give myself official skins? At the moment I'm more than certain that this is impossible... However, if a way is found to do this using my mod then it's more a fault of Klei's (for leaving a hole in skin restrictions) and not mine because all I did was some UI hacking. What mods are currently using this to make skins? Check out @Chris1488's Modded Skins thread! He's going to try his best to stay on top of what mods get skins and he'll be updating his thread whenever he possibly can! Is mayonnaise an instrument? I'm... not entirely sure? I guess you could make a song using only sounds made by a tub of mayonnaise... But then again you could technically do that with almost everything! So I propose a counter-question. Does that mean that everything is an instrument?
  7. Hello! A while back I was working on a couple mods that I just couldn't get working. I'm picking them back up now, but still can't seem to crack it. I fixed the names so that's in order now, and everything seems fine in game except for the fact that the image of the structure doesn't show up when placed. It almost seems like the file isn't autocompiling, but that's just my uneducated guess. Any suggestions? Mucho apreciado in advance.
  8. Steam workshop link Advanced Guard Protocol is the mod to look for if you want to add anything guard related! It adds: The mod also offers a new experience in the form of "HARD MODE", a mode where guards are faster, smarter and deadlier in every way. In order to use hard mode you need to install Sim Constructor Updates: Feel free to discuss the mod on our Discord:
  9. Edit: Solution found! Hey friends I'm making a mod which involves some custom food and recipes. I've got mostly everything worked out, but I have the problem that the cooked food isn't displaying in the cookpot when ready to be harvested. I've seen there are other topics regarding this, from Lumina, the tutorial from Squeek, and a tutorial mod from Kuloslav. Also saw the text about when modded food animation was first enabled in the game, eliminating the need for a manual code fix. I've tried reusing the resources in the above examples and tutorials to make Lumina's chocolate, tried reusing assets from the PickleIt mod, and tried reusing assets from DST's included cook_pot_food animation build. I must be completely oblivious to some small thing. In every case the inventory item displays correctly, and the proper animation is used as an idle animation when dropping the item on the ground. But in a total of zero cases have I gotten the food to show in the cookpot when finished cooking. I even extracted the game's so they would be loaded and modified cookpot.lua's ShowProduct function to give me debug statements to ensure the correct food name was being passed to inst.AnimState:OverrideSymbol. The relevant code in my Prefab: inst.AnimState:SetBank("food") inst.AnimState:SetBuild("applesauce") inst.AnimState:PlayAnimation("applesauce") The animation root in the .scml is called "food", it has an animation timeline within this root called "applesauce", and the resulting anim .zip is called "". The animation plays correctly in Spriter, and a proper centered pivot point is set. I've decompiled Klei's cook_pot_food .bins using nsimplex's Krane from ktools to generate an .scml and ensured my .scml's underlying XML matched where necessary. Does anybody have any further tips on what I could try or double check to maybe find out what I've missed? Thanks for the help
  10. Have you ever wanted to live in a pineapple, under the sea? Would you reconsider if the sea was teeming with highly infectious bacterial life that desires nothing more than the subjugation, vomiting and death of all duplicants? If not, this is the mod for you! During world-gen it spawns a massive ocean of lukewarm polluted water above the spawn point, thoroughly infected with food poisoning germs. Spires of slime, algae and a variety of other valuable materials rise from the sea floor, making it vaguely worthwhile to tap into. Also, I can't promise it won't steal your steam and natural gas geysers from other biomes. To install, unzip the attached file and Merge the "worldgen" folder in the zip file it with the "worldgen" folder in C:\Program Files (x86)\Steam\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets\. It won't overwrite anything: these are all brand new files Then, just pick the Diseasea option from the new game menu. This isn't an 'official mod', just something I threw together for my own amusement. It's provided as-is, and may well stop working with the next update. The *.yaml files are just text files that won't even be called if you don't pick the Diseasea option during worldgen, but if you want to be completely safe, go ahead and take a backup of your save files in My Documents\Klei\OxygenNotIncluded\save_files before you install it.
  11. Hello! I am revisiting after being away from the game for a bit. I'd like to create a mod to mute Chester, as I find him very loud. I've gone so far as to leave him a little ways from my base to avoid hearing him. Where would I start on something like this? I've seen mods to mute critters but no luck for Chester. Any ideas?
  12. I seem to be unable to get the Birdcage Drop Feathers mod to work on the current version of DST. I was thinking I might open up the mod files myself and try to fix them up into working condition again, but I can't seem to figure out what's wrong here. Birdcage Mod When I get a birdcage loaded up and set up with a crow, it reads "failed" a lot in the console, which is a clear indicator that it isn't actually working. At one point I had gotten it to work again and it read "feathers", but now even my attempts to fix it have gone back to "failed". It's been exactly a year since the mod got updated in any way at all, so i'm presuming that mod developers stopped caring altogether. I could use some help getting this to work. My attempts to fix things that didn't work out: modmain.lua
  13. In making my character mod I accidentally made the head base sprite too low. Rather than moving the 5 head sprites and 33 face sprites up I was hoping to use spriter. However changes I make in spriter either don't line up in game or simply aren't applied. How do I move objects in spriter?
  14. Hi Everyone! I recently decided to try my hand at modding. After reading up some on LUA at its home, fiddling a little with the online interpreter, peering through some of the initial tutorials here and on Steam, etc., I figured it might just be better to jump in and start playing. I figured that starting with something Klei did first might make the most I thought importing the Bucket-o-poop to DS Vanilla might be fun. Yeah, it's not likely to be something for which there's a huge call. But I thought this might be enough on the simple side to be somewhere to start - plus I still slum it in Vanilla every now and then, and always miss having the Bucket. I've gotten the recipe to show up correctly in the Food Tab, and I've gotten it to the point where all the variables are at least pointing in the somewhat correct direction so that I can craft it without throwing some game-crashing error. It's even showing the percentage remaining correctly. But it only sets for one use. I'm positive I'm doing something wrong here. And I suspect it's something to do with how or maybe where the max number of uses is being set, since that's something that appears in the RoG TUNING file. Either that, or it's how the day_time variable is being referenced, since fertilizers are supposed to advance by some part of daylight hours upon each use (if I'm understanding this correctly, of course). Either that, or it's just something that can't be done. And I don't have the experience to know which is which at this point. Is this a PEBKAC issue or a program limitation? I've attached a 7z of the Bucket mod folder, so it should be good to drop in and go (such at it does go at this point). Thanks in advance to any who offer some guidance here. DSBoP.7z
  15. Ok, so as you may or may not know, I've been thinking about making a character mod for quite some time now. This isn't a thread for me asking for a sprite! Just one to share my ideas I've been developing over the past few days (and the only other reason I'm starting this thread is because I may not get a response on my art threads about it so yeah). Ok first off, pictures of a hand drawn sprite (I was planning on digitally tracing) and a character "meme": (The perks, title, art and quote may differ in the future). Now if you know me/my persona well enough, you'll know she had fire powers. Not sure how that'll work for DS and DST but I recently thought of a solution. Obviously, the way DS works, she can't shoot fire directly from her hand so instead, how about a magical staff? I know what what your thinking, Dragon Mage doesn't have a staff or magical hand held item, right? Well earlier (like last year some time I think it was) she did actually have a staff but... I guess it just became obscure cos I never drew her with it. Plus it seemed kinda medieval-like as opposed to her modern look which did seem kinda weird. I guess she didn't really need it back then BUT anyway, back to the mod ideas. I thought in DS (much like Willow) it could be unlimited (however, having an unlimited fire staff does seem kinda OP don't you think? Well I'm still working out the details for that). As for DST, she could be nerfed a little, again like Willow with a limited source, except instead of lighter fluid how about mana? I was thinking about certain characters and how they have gauges for something like Woodie and his curse or a recent character mod I saw. Something to stop the mod users to go nuts. It does recharge slowly over time but there will be faster methods (not sure what yet. Maybe an item or actions like sleeping could help?) Idk, this idea still needs some development. Now, as for the sprites, I might be fine for the most part since I can trace over the Extended Character mod sprite. However, since the mod is a cat character, the head shape is a bit odd. Also Idk how I'm gonna do DM's hair. I could use a pony tail but... ugh, her hair has always been the downy, long flowing kinda hair. Idk. Anyway that's all I have for now. Feel free to leave suggestions! Or tell me to shut up, hide the thread and... keep to myself... ._. Please tell me I'm not the only one who's done this.
  16. So far i've been trying to add a hat exclusive damage multiplier, but it's not working so far. I've tried adding "inst.components.combat.damagemultiplier = 1.2" into the "OnEquip" and "OnUnequip" area (lines 21 and 38), but that crashes the game (nil value). This is how the .lua file's looking so far... local assets= { Asset("ANIM", "anim/"), Asset("ANIM", "anim/"), Asset("ATLAS", "images/inventoryimages/brewinghat.xml"), Asset("IMAGE", "images/inventoryimages/brewinghat.tex"), } local prefabs = { } local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "brewinghat", "swap_hat") if inst.components.fueled then inst.components.fueled:StartConsuming() end inst.components.combat.damagemultiplier = 1.2 owner.AnimState:Show("HAT") owner.AnimState:Show("HAT_HAIR") if owner:HasTag("player") then owner.AnimState:Show("HEAD") owner.AnimState:Hide("HEAD_HAT") end end local function OnUnequip(inst, owner) if inst.components.fueled then inst.components.fueled:StopConsuming() end inst.components.combat.damagemultiplier = 1 owner.AnimState:Hide("HAT") owner.AnimState:Hide("HAT_HAIR") owner.AnimState:Show("HAIR_NOHAT") owner.AnimState:Show("HAIR") if owner:HasTag("player") then owner.AnimState:Show("HEAD") owner.AnimState:Hide("HEAD_HAT") end end local function fn(Sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst:AddTag("hat") if not TheWorld.ismastersim then return inst end inst.entity:SetPristine() inst.AnimState:SetBank("brewinghat") inst.AnimState:SetBuild("brewinghat") inst.AnimState:PlayAnimation("idle") MakeHauntableLaunch(inst) inst:AddComponent("inspectable") inst:AddComponent("waterproofer") inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_SMALL) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "brewinghat" inst.components.inventoryitem.atlasname = "images/inventoryimages/brewinghat.xml" inst:AddComponent("equippable") inst.components.equippable.equipslot = EQUIPSLOTS.HEAD inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst:AddComponent("fueled") inst.components.fueled.fueltype = FUELTYPE.USAGE inst.components.fueled:InitializeFuelLevel(TUNING.TOPHAT_PERISHTIME * 0.25) inst.components.fueled:SetDepletedFn(inst.Remove) return inst end return Prefab("common/inventory/brewinghat", fn, assets, prefabs) Any help is appreciated, and sorry in advance if the answer is obvious.
  17. I have an issue on my character mod, for some reason the hats are too big for hit and always sit on top of the head, or slightly float above, how can i tweak them so they fit more nicely, ive tried adjust things on spriter but nothing seems to work i used extended sample character template to make it, could that be the issue? id apreciate some help and tips, thank youu
  18. Normally, it is not a wise idea to make noise. When it is a good idea, however, you will want the Sonic Boom™ to maximise noise production! It can be heard by every single guard* and makes them all investigate the general area of the noise**. *Deaf guards and drones excluded **Guards at gunpoint may have their priorities sorted out and won't investigate Warning: Standing near the device when using it may cause brief hearing loss or even unconciousness. Do not use near children. FACTS: Use from inventory All people in 1-tile radius are KO for 1 turn, including the user (!) All guards (who can hear) "notice" a random location near the user Soundbugs trigger 7-turn cooldown, no charge needed Acquired from Nanofabricators TIPS: If the mission objective is heavily guarded, send one agent to the other end of the office and using the Sonic Boom. It will keep the guards busy for many turns and your agent has enough time to recover and hide. Derek (Contingency DLC) can deploy his Beacon, go somewhere else, use the Sonic Boom and then teleport to the Beacon to elegantly escape the guards. If you KO a guard using the Sonic Boom, he will wake up after you end your turn. If he sees your KO agent, he'll either pin them or shoot them immediately when they stand up next turn. To avoid this kind of mess, send another agent to pin KO guards, or prepare elsehow. (Trademark not pending) Download: >>> <<<
  19. Available at: Steam Workshop Klei Downloads GitHub repository Grants the player the ability to toggle between enable / disable click to walk functionality in-game. Disabling the click to move will ONLY affect clicks “on the ground” - e.g. when you’re not targeting any entities. You can still click to perform any actions such as mining, picking, attacking, examining, etc. Options: - Click to Walk Tells whether click to walk will be working or not by default when joining a game - Toggle Key Toggles the functionality in-game. You can chose to disable the ability to toggle if you like. — This mod was inspired by The Forge event when a lot of people seemed interested in this functionality. Although the event is over, it looks like some players don’t like this at all, even on regular DS/DST. Hope this mod can help improving your gameplay experience As always all feedback is appreciated, enjoy! — Support for Don’t Starve/RoG/SW coming soon.
  20. Toggle Click to Walk

    Version 0.2.1


    Grants the player the ability to toggle between enable / disable click to walk functionality in-game. Disabling the click to move will ONLY affect clicks “on the ground” - e.g. when you’re not targeting any entities. You can still click to perform any actions such as mining, picking, attacking, examining, etc. Options: Click to Walk Tells whether click to walk will be working or not by default when joining a game "Yes" or "No" Toggle Key Toggles the functionality in-game. You can chose to disable the ability to toggle if you like. K L ; [ ] or "Disabled" — This mod was inspired by The Forge event when a lot of people seemed interested in this functionality. Although the event is over, it looks like some players don’t like this at all, even on regular DS/DST. Hope this mod can help improving your gameplay experience. As always all feedback is appreciated, enjoy! — Toggle Click to Walk is compatible with Don't Starve / Reign of Giants / Shipwrecked / Don't Starve Together. Related links: GitHub Repository Steam Workshop: Don't Starve Don't Starve Together The Forge request thread
  21. Will someone pleeese, for the love of all things good, help me identify which mod is causing this error! Every time my friend joins my server, he gets this error message and I can't locate the right mod for the life of me.
  22. I'm trying to code a weapon for a character, I don't understand how to make them swing it at things, or to determine the weapons reach. I'm also trying to figure out how to give my character a projectile weapon, and looking at other mods hasn't helped me much.
  23. This is a mod that adds random events sometimes when you use a comsole or other device. The mod adds a few events that were in the game during early access, but later removed. (Note that these are from an older version so your skills don't affect the outcome and some events that were added later aren't in the mod) These are meant as examples however, if you are a mod maker I encourage you to try to make your own (better) events. Changelog: Steam Workshop Version This mod requires Sim Constructor to be used, which can be found here Feel free to discuss the mod on our Discord:
  24. Sim Constructor is an utility mod, allowing mod makers a wide range of functions while maintaining compability. If a mod uses Sim Constructor everyone who uses that mod needs to have Sim Constructor installed as well. Steam Workshop Version Feel free to discuss the mod on our Discord:
  25. [DST] Ganja Mod

    Version 1.1


    WARNING: If you are looking for the Single-Player (base-game DS/RoG/SW) version, check here. ==== INTRO This mod was created with the obstination of two persons to see the greeny bushes in this game, we believe even some of the game devs would like to see that too and we hope you enjoy either, feel free to comment and if you can help, please do contact us. ==== MOD --Bushes It provides a ganja bush with 5 stages which takes about a season to end cicle, when ended it stays in old form until diggen out. You will find them in all types of Forest Biome, the method of extraction of all stages is to dig! In it's old stage may drop two seeds with a quarter chance, so you can reproduce your farm. --Pipes Pipes are one way to smoke ganja, they can be crafted in survival-tab and will give +5 sanity and -5 hunger on use. Wooden have 4 uses, golden does a little more, both breaks after used. The Tusk pipe won't break and can be filled with ganja or hash. --Joint It is used once, it's the most weed 'stoning' one, can be stacked and gives +25 sanity and -20 hunger! --Cigarette Simple cigarette rolls, will give you +2 sanity and -1 in life. --Chillum One way to smoke hash, difficult to craft, it will give +75 on sanity and -25 in hunger as well it will put the player to sleep, and be groggy when woke for a little time. --Hash Roll A rolled smokeable hash cigarette, +30 on sanity and -15 to hunger. --Ganja Can be collected from the bushes when it's grown, but wait until it's full of ganja! there's two stage you can collected, figure! --Hash Won't deteriorate and can be crafted in refine-tab to be used in a roll or in the chillum. --Seeds Will drop from bushes on every stage, although on full stage it may drop two. Use them do plant ganja saplings that further will grow to bushes and so on give buds. --Dryable Ganja can be dried in the Drying Rack ==== HISTORY First we thank those who tried to do this before; in FourTwenty mod and Evening Flower, from which we grabbed parts of program, but in the end it's was something else that we had created. We didn't know lua when we started over, and we have learned alot of it with pleasure as for more knowing it's national roots, where we live. Was very fustrating for us that klei had absolutely no documentaion for the API, and the 'makemods' text into game folder is simple a joke; "Download a mod and figure out" -- we only laughed, then worried, because we would have to learn the hard way. Reading a lot of program from others mod and game scripts, and WHITOUT INTERNET we started figuring out some things, yes we did it entirely without web, as it was made off home. Recently I've found this site, and it would be good to help there maybe, it's a unofficial API doc. We build this in the period of a month, rewrote the program about six times, redraw, repaint, reanimation, corrections and color scales where redone alot. There where about 5 versions of the bush. xD We are very old hardcore players and tryed to balance everything well so this mode don't turn out as an overpower cheating thing like most mods do and instead just use game mechanics to be an extra asset to the game, for sake. We have been playing this game since it's beta stage, about seven or eight years so far, an state of art. And now we proud to present you our mod. ==== USED TOOLS Free software always on mind, live free or die! Very frustating for the artist who is FOSS compilant to not have a way to compile the art to those binary 'weird things', had to handle it to the rwindows every time. **The mod tools is terrible and useless! Programs: · GIMP · VIM · Don't Starve Mod Tools (only for the compiler on Windows) · Spriter R10 Free · Notepad++ · ktools OS: · GNU/Linux · Windows (if it is to be considered an system what so ever *lies*) ==== KNOWN ISSUES We have corrected all bugs found so far, please report if you get one. -Ganja bushes won't save their timers in it's stages on world reload ==== TODO -Possibly hide the percentage on tuskpipe. -Add effects on the screen when high, or even turns the player slow a little. -Add a gnome easter egg -Make the mod compatible with DontStarve single-player (NOT-Together). -Create the Weeder character, embased on a friend of ours. ** If we can, one they we will realease the 'Reign of Ganja' DLC, hahaha with: a new giant, a new character or more, more ganja, mobs, bad trip on casual mushroom eat... gnomes. ==== CREDITS Mod Design: Ardokh, Bush Doctor Art: Ardokh Programming: Bush Doctor Programming Assistance: Ardokh