Don't Starve Together

Don't Starve Together

[HARD] Harder biomes & bosses
30 Comments
Swaggy  [author] 21 Sep, 2022 @ 2:56pm 
Forest toadstool is the only new boss in this mod yeah (the option does not explicitly name him to avoid spoiling). You can set the option OFF when you don't want it to spawn in your base anymore (regular version of the boss who spawns in cave will still work). I didn't think people would play with this mod more than 30 days tbh, maybe I should increase the cooldown after it spawned first time :)
Loumberjack_PL 20 Sep, 2022 @ 11:17am 
@Swaggy the only one option is ''New boss'' Yes or no, it disable every boss? The rest is great, i dont want only toadstool
Swaggy  [author] 19 Sep, 2022 @ 4:00pm 
@Loumberjack_PL You can disable Toadstool spawn in mod options, unless I misunderstood what you're asking for. The hole should disappear the next time Toadstool will come (it will spawn a new hole).
Loumberjack_PL 19 Sep, 2022 @ 6:44am 
@Swaggy Great job with this mod, it makes game more funny but please, first toadstool near base at 17 day, second 27, thats too much :( maybe if this one event will be optional disabled? And after kill a hole remains
@LRBARBOZA 19 Sep, 2020 @ 11:20am 
Hello again @Swaggy. It was between a night-day shift, at the end of the night. The game was saving and then suddenly the server crashed...
Swaggy  [author] 19 Sep, 2020 @ 10:43am 
Do you remember how it happened / have a way to reproduce the error ? This message doesn't ring a bell. If you just want to ignore the error and continue the game normally you can set "New Boss" to "No" in the mod options and just rollback, I think it should work.
@LRBARBOZA 18 Sep, 2020 @ 11:11pm 
Hello there, i have the following error:
[string "../mods/workshop-1631152763/scripts/compone..."]:350: attempt to call method 'ReleaseToadstool' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-1631152763/scripts/components/foresttoadstoolspawner.lua:350 in (upvalue) ToadstoolGoOut (Lua) <348-355>
../mods/workshop-1631152763/scripts/components/foresttoadstoolspawner.lua:417 in (field) fn (Lua) <416-428>
scripts/scheduler.lua:177 in (method) OnTick (Lua) <155-207>
self =
running = table: 0ECE0690
waitingfortick = table: 0ECE0578
tasks = table: 0ECE0550
waking = table: 3B3BAC98
attime = table: 0ECE0730
hibernating = table: 0ECE0758
tick = 146684
k = PERIODIC 100026: 10.305795
v = true
already_dead = false
scripts/scheduler.lua:371 in (global) RunScheduler (Lua) <369-377>
tick = 146684
scripts/update.lua:180 in () ? (Lua) <159-238>
dt = 0.033333335071802
tick = 146684
i = 146684
Mellow la huevona :3 26 Aug, 2020 @ 12:39pm 
How do I remove the toadstool hole?
Mythily 29 Jul, 2020 @ 4:07pm 
I don't know if this is an issue or not. I'm using MWG, Multi-Worlds and this mod.
https://hastebin.com/owezovubit.md
Dęąth Viper 21 Apr, 2020 @ 3:28pm 
I don't think multiworlds works anymore... not even the one you linked :(
Swaggy  [author] 12 Apr, 2020 @ 12:46pm 
Which mod crashes, this mod or MW ? If MW, try this version
Dęąth Viper 12 Apr, 2020 @ 11:56am 
Thats the thing... Its not being updated and since february the mod crashes on world gen :(
Swaggy  [author] 12 Apr, 2020 @ 11:27am 
I don't plan to add any more content soon, as I haven't been playing for a while. But I can already tell I won't add more content from Multi Worlds, for 2 reasons:
1) Legal: as it is now, my mod is a ripoff of their content, and I would like to avoid making it even more.
2) I think I took all the hard things from MW already (Slimy biome, Varg biome, Giant bunnyman). If you want non-hard content from MW, better directly download MW !
Dęąth Viper 11 Apr, 2020 @ 8:46pm 
Do you plan to add more mobs/ biomes from multi-worlds?? You totally should!
Brown Buns 9 Apr, 2020 @ 6:33am 
Sorry about that i was just a brainlet and other mods caused issues
Swaggy  [author] 8 Apr, 2020 @ 12:46pm 
Can you post the error log ? Maybe the update has broken something, unfortunqtely I haven't the game installed to confirm
Brown Buns 7 Apr, 2020 @ 9:08am 
Just cant launch for me, the bosses intriuge me tho
Dęąth Viper 30 Mar, 2020 @ 5:07pm 
Yes.. lol
Swaggy  [author] 30 Mar, 2020 @ 3:51pm 
You're telling me that a mushroom popped out of the ground and assaulted you ?
Dęąth Viper 30 Mar, 2020 @ 1:29pm 
So I had an amazing little set up base getting ready to built my combat weapons and gear and then this mushrooms popped up and... well you know. Nice surprise.
Terra B Welch 10 Sep, 2019 @ 9:09am 
Sorry for more bother but I've encountered another problem. This time it's an incompatibility with Cherry Forest. I'll make a discussion on it.
Swaggy  [author] 9 Sep, 2019 @ 3:27pm 
Ah, I get it. There is a special code to handle Ruins in Overworld, which was bugged since the update, but it is not called if Megarandom is detected, that's why I didn't see it.

I've pushed an update that should fix this issue.
Terra B Welch 9 Sep, 2019 @ 3:15pm 
I am able to replicate this every time.

1. Make a new world with caves enabled.
2. Enable only this mod.
3. Teleport or go to moon island by any means. (I do "c_gonext("hotspring")"
4. This happens. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1858989044
Terra B Welch 9 Sep, 2019 @ 2:58pm 
I literally enabled this mod alone, teleported to moon island and had no lunacy mechanic happen at all.

Megarandom alone works, teleporting to moon island triggers lunacy, but enabling this mod alone fails to trigger moon island's lunacy.
Swaggy  [author] 9 Sep, 2019 @ 2:56pm 
Well I've just tried to play it, for the first time in months with this mod + Megarandom, and everything seems to work perfectly including lunacy (at least there's a big visual change when walking on the island). Not denying there is a bug, but you'll have to be more specific. Here's what I've done:
- Enable Megarandom + HARD biome (probably all with default option)
- Trigger godmode and walk on the lunacy island

Besides I don't see what this mod does that could mess with lunacy. Megarandom having issues with it would make more sense, as they both access the "areaaware" component, but I've tried Megarandom and it works.

I acknowledge the white tint around Slimy biome, and have no idea how to fix that, however I kinda like this tint and will not bother fixing it.
Terra B Welch 8 Sep, 2019 @ 7:38pm 
Ooof, too bad you've abandoned this mod...

Cause I've just found a game breaking bug with RoT, the moon island looses its lunacy mechanic entirely with this mod enabled.
Swaggy  [author] 8 Sep, 2019 @ 3:12pm 
@Terra M Welch I'm not playing at the moment, so if you're talking about a Multi Worlds turf, better report it to them instead.
Terra B Welch 8 Sep, 2019 @ 10:19am 
any chance on fixing the white border around the custom turf when it's next to the RoT ocean?
Swaggy  [author] 30 Jan, 2019 @ 5:16am 
I have updated the mod with a new surprise that will appear in your base at the end of Autumn !

I want to avoid spoiling as much as possible, but feedback is welcome in the discussions section.

If nothing has appeared in Autumn or you find any bug please let me know, as I have completely rewritten the way this new "thing" works and it was quite hard to code.
Des 25 Jan, 2019 @ 9:26am 
Hey Swag, welcome back! Love the concept and its needed! Thanks again, and hopefully the MW devs don't mind this one.