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[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'
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
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.
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.
Yeah sorry, I can't beliece the forced tanking thing.
Thanks for making it configurable anyway.
● Kiting is now configurable
Tallbird being tied to early boss is a bug. I just didn't add an option for it.
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.
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.
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.
bug
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 !