Don't Starve Together

Don't Starve Together

[HARD] Harder mobs & mechanics
25 Comments
ChaosMind42 9 Apr, 2024 @ 2:47pm 
I have encountered the following error:

[00:29:38]: Disabling workshop-1631068293 ([HARD] Harder mobs) because it had an error.
[00:29:38]: [string "../mods/workshop-1631068293/modmain.lua"]:293: attempt to index upvalue 'mushroom_effects' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-1631068293/modmain.lua(293,1)
=(tail call) ?
=[C] in function 'xpcall'
scripts/mods.lua(186,1) in function 'mod'
scripts/mainfunctions.lua(345,1)
=[C] in function 'SpawnPrefab'
scripts/mainfunctions.lua(389,1) in function 'origfunc'
../mods/workshop-2588347345/modmain.lua(59,1) in function 'SpawnPrefab'
../mods/workshop-3118627881/scripts/widgets/iteminfo_desc.lua(869,1) in function 'UpdateInfo'
../mods/workshop-3118627881/scripts/widgets/iteminfo_desc.lua(982,1) in function 'ShowInfo'
../mods/workshop-3118627881/modmain.lua(119,1) in function 'OnGainFocus'
zippysx 17 Feb, 2024 @ 5:24am 
Nevermind fixed it by deleting the stuff you said in your previous post it works with caves now
zippysx 17 Feb, 2024 @ 2:20am 
Needs to be updated when installed on a dedicated server caves crash everytime was confirmed through the command prompt of the server please fix i loved the added challenge
Swaggy  [author] 14 Jan, 2023 @ 12:29pm 
Yeah I had the same bug a few days ago, probably a Don't Starve bug. I think it's because it's a very old mod and I updated recently. It uses an old file path and conflicts with the new file path that Don't Starve uses now. I ended up fixing it by just removing the mod directories directly
Delete:
C:\Program Files (x86)\Steam\steamapps\workshop\content\322330\1631068293
and
C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\mods\workshop-1631152763
Karllem 11 Jan, 2023 @ 7:57pm 
não sei o por que mais não estou podendo atualizar esse mod no jogo, e quando eu tiro ele e instalo de novo continua pedindo para eu atualizar
aureliusaugustine 8 Aug, 2022 @ 7:19pm 
Removing the ability to dodge removes the skill and the fun, and that is exactly what you are doing.
Terra B Welch 24 Jun, 2019 @ 6:30pm 
@Swaggy shadow creatures and koalefants are a bad example of kitable foes, theres some foes out there where the kiting timing is actually really tight, krampus for example, he's kitable but you need to be very spot on with kiting or else you get kicked right in the face.

That's what I mean by my preference for kitable foes, I find a super strict kiting timing like that to be far more difficult then an enemy where tanking is the only option.

Tanking is jus tedious, also I was already using my recipe rebalancer overhauled mod for recipes, a mod no doubt of equal difficulty.
Swaggy  [author] 24 Jun, 2019 @ 5:29pm 
@Terra This collection makes the game hard . It will spawn bosses and big monsters randomly near your base, as well as nerf most easy ways to make food, which means you will not be able to farm pierogi and log suits. Tallbird is supposed to be a dangerous monster that players should flee, not a free source of meat/eggs. It makes no sense to be able to solo kill it in a hard mod without any sort of drawback.

Besides, I'm not necessarily in favor of tanking , just against kiting . If you think about it, it is one of the main reasons why the game is so easy, as most monsters that should normally be a challenge (shadow creatures, koalefant...) become trivial to fight.
Terra B Welch 23 Jun, 2019 @ 9:44am 
Oh suuuuuure, grabbing 5000 lotg suits and pierogi and holding the F key is hard.
Yeah sorry, I can't beliece the forced tanking thing.

Thanks for making it configurable anyway.
Swaggy  [author] 23 Jun, 2019 @ 8:50am 
=== UPDATE ===
● Kiting is now configurable
Swaggy  [author] 23 Jun, 2019 @ 8:35am 
@Terra I have detailed my view on kiting in the previous message. I don't believe you can make the game harder while keeping it, because no matter how skilled it is (which is debatable) the fact that you can solo kill some monsters without taking any damage make them completely irrelevant. Tanking itself does not look skilled, but it forces you to plan the fight, favors teamwork and is not dependent on the network.
Tallbird being tied to early boss is a bug. I just didn't add an option for it.
Terra B Welch 17 Jun, 2019 @ 7:50am 
@Swaggy so the tallbird thing is tied to early boss spawn in the config?

I may have taken a peek at this mod's code out of curiosity.

As for the tallbirds I'd much rather them have only a slight range increase but have them attack much more frequently as to make kiting tight.

I honestly think tight kiting times is significantly harder then forced tanking, kiting requires skill, tanking does not.
Terra B Welch 16 Jun, 2019 @ 8:57am 
I wish there was just a version of this mod that only added the larger enemies, like champion mobs or something like that.
Swaggy  [author] 13 Mar, 2019 @ 4:36pm 
The only mob that can no longer be kited is tallbird. You cannot kite it AND fight it at the same time, but fleeing is fine (It won't have enough range to hit you while running).

I'll be careful not increasing range of mobs when not appropriate. For the tallbird I think it is, because:
1) it is never a necessary fight
2) tallbird can easily be outrun
3) tallbird looks dangerous

But if you rely hard on kiting this mod will probably not suit you anyway, since with the size buff affecting random monsters comes also a range buff. Kiting is much more difficult and unconsistent against them.

I won't change that, because I think to make the game truly harder, there must be some enemies that are impossible to fight and force you to move away from your base and take risks. Klei tried to make the game harder by just increasing HP to ridiculous numbers, but this approach doesn't achieve anything when kiting is a possibility. I'm OK with kiting staying but not against every monster.
GracefulPaladin 11 Mar, 2019 @ 3:34am 
I don't agree with the "can no longer be kited" Unfair mechanics is not the same as a good challenge. Tanking doesn't require skill.
Temporary Solutions 10 Mar, 2019 @ 7:20am 
"can no longer be kited" this should be changed so its still possible to kite but you only get maybe one hit in since alot of characters are extreamly frail (plus force tank is a bad machanic)
Swaggy  [author] 14 Feb, 2019 @ 10:41am 
@Alex I'm updating the mod with this
Alex 13 Feb, 2019 @ 11:31pm 
I use my some other rebalance mods, but I'd still like some options from this namely.

Randomly spawn bigger versions of each monster on the map. They are faster, attack stronger and have more HP.

Birchnuts and beargers will spawn during first Autumn too.

Can it be made configurable? (You tired of hearing that?)
@Swaggy

As an aside a mod idea I've kept pitching that pitching that no one else seems to care for.
Can't over eat. If it'd fill more room in your stomach than you have you can't eat it.
Keep food for being the catch all for health and sanity.
christopherme 12 Feb, 2019 @ 12:44pm 
oh no:steambored:
Swaggy  [author] 31 Jan, 2019 @ 6:43am 
hmm, please elaborate
Crossickてぇてぇ 31 Jan, 2019 @ 3:43am 
green mushroom......
bug
Swaggy  [author] 30 Jan, 2019 @ 4:59am 
New update !

Mushroom stats are now randomly generated for each world. Some of them have positive effects, some don't ... and this time, don't starve wiki will not help: you have to taste them yourself !

Coding this feature was much more complicated that I expected, so please report bugs if you find some. Also thanks a lot to Zarklord for helping me with coding !
Swaggy  [author] 28 Jan, 2019 @ 11:52am 
Hey ! Nice to hear that. Let me know if you have feedback or find any bug.
Gibbs 26 Jan, 2019 @ 7:11pm 
I have always been looking for something that challenges me, and I feel that this and your other mods will put a harder kick on the word "survival" in this game :DSTtophat:
Meat Man (Alfons) 21 Jan, 2019 @ 7:57am 
Can't be kited? yeesh, thats abit harsh