Don't Starve Together

Don't Starve Together

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RPG Items (global edition)
   
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10 Nov, 2018 @ 6:02am
18 Feb, 2020 @ 4:10am
8 Change Notes ( view )

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RPG Items (global edition)

Description
Any weapon, armor and helmet has a chance to be imbued with special modifiers when they are generated by the game (by world generation, crafting, drops etc).

NOTE!! Mod is in ALPHA STAGE! Although it is a copy, big changes have been made. Some items may not like having certain modifiers on them (although they are rather benign, alteration-wise). Some modifiers may not work as intended. PLEASE PLEASE report ANY weird things you experience with the imbued items or the mod in general.

The future:
I will be changing the mod's codebase to more resemble the "Item Enchantments" mod, because of its superior codebase (with the blessing of the author of that mod, Aquaterion). I will be changing key things about his mod:
- Add the ability to have more than one modifier on each item.
- Remove the extra bosses in his mod.
- Remove the enchantments which give special abilities, like the shadow strike.
- Remove the ability to add and remove enchantments.
- Add more Diablo-esque modifiers, like stat-regeneration and -modifiers, more/less loot when using tools, light, miss-chance on weapons, dodge-chance on armors, added damage towards certain creature types, resistance to fire, cold and lightning damage (if possible), magic-find, chance to not lose a "use" for e.g. blowdarts, min/max damage for weapons, block-chance, double-hit chance, chance to cast spell on enemy when struck or striking them.

Recommendation:
I recommend that you get the mod "Repair Combine". It lets you repair tools and weapons, by "merging" it with a tool / weapon if the same type.

Credits
Made by Heavenfall for "Don't Starve", ported to "Don't Starve Together" by UnderwearApprentice, and fixed up and made global and tweakable by Ultroman the Tacoman, with permission from UnderwearApprentice.

Description
Any weapon, armor and helmet has a chance to be imbued with special modifiers when they are generated by the game (by world generation, crafting, drops etc). You can set the chance for items to be imbued, and whether you need a (craftable) Magnifying Glass to identify it. Weapons and armorpieces have separate types of effects. The effects for weapons are heavily influenced by the attack power of the weapon, while the armor effects have no particular scaling.

If you enable the option to require a Magnifying Glass to identify the items, then the items which have a special effect will display a (?) next to its name. This indicates that the item is unidentified. Craft a Magnifying Glass (available in the Tools crafting tab), left-click to hold it in your cursor, and use it (right-click) 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 chance of receiving an effect, depending on your chance-setting for the mod. Once an item has an effect it cannot be removed. If you disable the mod after having played with it, the items all return to normal, except changes to variables which are normally already saved by the game (no guarantees that it won't mess something else up, though).

See the modifiers in the discussion labelled "Available Modifiers".

Settings Information
- The chance for items to be imbued
- Do you need to identify the items, before you can see what they are? If so, a (craftable) Magnifying Glass must be crafted and used to identify the items. Otherwise they will be identified immediately upon creation.

Usage notes
a. This is a server mod. All players must have the mod (it should be automatically downloaded for them, if they have that enabled in their DST options menu).
b. Does NOT require you to make a new world before working, but enabling/disabling this mod will require a server restart, in order to affect already existing items.
c. When using a dedicated server, enabling/disabling this mod will require a server restart, in order to affect already existing items.

Change log
0.1:
- Took UnderwearApprentice's DST mod "RPG Items DST", and changed it to be able to imbue ALL weapons, armors and helmets, including items from mods, instead of only selected items.
- Fixed problems in the original mod, with current durability and uses not saving properly.
- Fixed a few logic problems in the original mod concerning proc chances, and balanced them a bit.
- Added setting for the chance of items becoming imbued
- Added the ability to toggle the necessity of using a Magnifying Glass to identify the imbued items.

Links to my other DST mods (Steam pages)
Auto Stack and Pick Up - Gives you MANY settings for automatically stacking or picking up newly spawned and manually dropped stackable items.
Blow Darts Any Feather - Allows you to add extra recipes for any blowdart, so you can use any feather to craft them.
Fishing Buddy - Allows you to edit all settings pertaining to fishing.
Long-range Containers - Allows you to change the distance you can move away from containers before they automatically close.
Long-range Research - Lets you set the range from which you can use the research machines, and access recipes from more than one machine at a time!
Metabolizer - Allows you to set the base rate of hunger, from 400% of normal loss, and all the way to 200% gain.
Monster Ash Drop Tuner - Allows you to set a chance for monsters, prey, animals and characters (not players), to NOT replace their loot with ash when they die burning and screaming.
No Wet Items - Removes the possibility of inventory items being wet.
Resurrection Tuner - Tune the resurrection penalties, and starting stats after resurrection, plus crafting-cost of revival-items.
Sanity Tuner - Allows you to tune the sanity gain and loss players receive from many things, including moisture and auras!
Sleepy Time - Allows you to set the amount of gain/loss of each stat for each sleep-tick, AND how often sleep-ticks occur, as well as # of uses for tents and siesta huts.
Stat Regen And Degen - A customizable stat regen AND degen system for health, sanity and hunger.
Temperature Tuner - Allows you to tune the rate at which the temperatures of the players rise and fall (separately) using percentages, and change the minimum and maximum temperature caps for the players as well.
Time Your Own Boss - Allows you to set the number of day-cycles before bosses start to arrive.
What am I crafting (fixed) - Shrinks the lock icon that appears on crafting recipes which haven't been prototyped yet, so you can see the silhouette of what you are crafting.

Tags: rpg, items, imbue
Popular Discussions View All (3)
6
6 Jan, 2019 @ 2:09am
Balance Issue Discussion
Ultroman the Tacoman
3
15 Jan, 2021 @ 12:40am
Translations
Ultroman the Tacoman
59 Comments
Templar 15 Apr @ 2:44pm 
mod works without crashes, but damage is a bit weird. for example if i get a +10% damage on a brightshade sword then equip a brightshade helmet it breaks the +10% effect from the sword and completely removes the perk while leaving the prefix. im unsure if a world restart fixes it since i just stopped using the mod after.
ElMaestrodelaKill:v 12 Dec, 2023 @ 12:35am 
UPD please!!!!
rastarocks 22 Jan, 2022 @ 4:35am 
what is Repair Combine mod
kaito 13 Mar, 2021 @ 7:14am 
i have 3 (?) and i can only inspect one of them, is there a way to inspect the other two?
Maximillionysis 5 Jun, 2020 @ 11:13pm 
Also, if ever an Unidentified item is re-spawned (like when the server opens up, or you go in/out of the caves) the "(?)" is multiplied, and stays on the item even after identification.
Maximillionysis 5 Jun, 2020 @ 11:11pm 
Just a heads up, if you have the modifier chance at 100, armor does not get any of the modifiers, ever. I don't know if it does this when the chance is less than 100.
MrAleshUni 19 Mar, 2020 @ 11:26am 
I love this mod. It's really curious.
Ultroman the Tacoman  [author] 18 Feb, 2020 @ 4:14am 
UPDATE:
- Fixed items getting duplicate prefixes on their name.

Huge thanks to 泡椒 who even provided a fix for the problem! Thanks for saving me the time <3

Sincerely, Ultroman the Tacoman
꧁༺Vïñçï༻꧂ 17 Feb, 2020 @ 5:17pm 
@Ultroman the Tacoman
You're welcome. :winter2019coolyul:
1. About the prefix thing, the same change should go for the rpgarmor.lua:162~173 with 'STRINGS.RPGITEMS.ARMOR.NAMES'.
2. the 'inst:AddComponent("named")' at modmain.lua:110~116 somehow conflict with my some other mod, which I didn't trace out what mod exactly. So I changed it to This[url] and fixed the crash. [pastebin.com]
Ultroman the Tacoman  [author] 17 Feb, 2020 @ 11:40am 
Thank you very much! I shall update this shortly!