Don't Starve

Don't Starve

Tweaks
82 Comments
AngeloData  [author] 29 Apr @ 3:14pm 
damage: there are several damage options in the config, tools not mentioned there are not adjustable, maybe i will change that one day.
efficiency: when you say efficiency you probably mean efficacy from the settings, those affect how much of an effect tools have per use, for instance, tuning how many strikes of an axe are needed to break a tree and so on.
cloudsystem4 24 Apr @ 8:48pm 
what setting should i tweak to make my weapons do more damage? what does changing tool efficiency do?
AngeloData  [author] 22 Apr @ 8:16am 
should be together with other light sources if memory serves me right
cloudsystem4 22 Apr @ 6:24am 
what setting do i need to tweak to make miner's hat infinite?
AngeloData  [author] 3 Mar @ 12:15pm 
cwlm309, glancing at the source code, it should be. However, I cannot be sure whether it still works nowadays.
cwlm309 1 Mar @ 6:26pm 
is Wagstaff‘s Telebrella in this mod?
AngeloData  [author] 7 Aug, 2024 @ 11:38am 
For others to work you need to disable overall override, it one of the two
Overall override exists for the case when you want to have the same modifier for all items
avg606 1 Aug, 2024 @ 1:18am 
In addition to overall overwriting of durability, other durability adjustments seem to have no effect.
AngeloData  [author] 26 May, 2024 @ 2:56pm 
Last update 4.0.36 dealt with bug where objects with fuel, such as firepits, could not be refueled after they have been depleted. As an example, firepit whose fire went out after sleeping can be refueled now.
AngeloData  [author] 25 May, 2024 @ 6:46pm 
Sleep didn't come and I did manage to upload fix for those bugs
AngeloData  [author] 25 May, 2024 @ 6:06pm 
There is currently a bug where gold damage efficiency modifiers also apply to flint tools and 5x damage modifier on those ended up being 50x modifier. For some reason I can't upload a fix for those as Mod Uploader stopped working... I'll try to figure this out later, am way too sleepy right now to deal with this.
AngeloData  [author] 28 Apr, 2024 @ 2:44am 
There is no Chinese language support, as I have 0 knowledge of that language and dealing with multiple languages would be rather time intensive. Support for any language other than English is unlikely to ever come.
1002479577 14 Apr, 2024 @ 9:04am 
根本看不懂,有没有大佬告诉下怎么把这mod改成中文的,百度翻译根本看不懂
AngeloData  [author] 10 Feb, 2024 @ 2:47am 
Note: removed all the heatrock related code as it was incredibly buggy and barely worked, and, sometimes, under certain conditions, caused a crash
AngeloData  [author] 8 Feb, 2024 @ 3:05pm 
UPD: released another update changing some things, primary one being the new option to change all things to the same durability multiplier if that is what you wish with just one option, instead of setting everything individually, in some short amount of testing the mod seemed to behave correctly... hopefully that is indeed the case
AngeloData  [author] 8 Feb, 2024 @ 6:48am 
Fixed it. Or well... As far as I can tell I did. If you are reading this and can spare a bit of time to test things and put your findings here that would be appreciated.
AngeloData  [author] 5 Feb, 2024 @ 10:30am 
In regards to the last 3 comments, well, that's quite unfortunate. I'll try to find the time to fix the bug in the upcoming days.
UnDeadPuff 8 Nov, 2023 @ 6:27am 
There seems to be some sort of problem with the function to hide % on infinite durability. Commenting out the whole block removes the crashing on item craft.

LUA ERROR stack traceback:
C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/../mods/workshop-1815668075/modmain.lua:47 in (method) SetPercent (Lua) <46-50>
SapphicFail 19 Oct, 2023 @ 10:25am 
+1 to the previous comment. The mod, even with everything set to "default" bugs and seemingly corrupts the save. Any items crafted or equipped that are affected by durability disappear and lag if "used" (nothing actually happens, the lag ends and nothing is affected)
Ze_Mental_Gentlemann 5 Oct, 2023 @ 8:20am 
There appears to be some error with equipping items. Whenever I equip something, even if nothing is configured, the item will disappear from the inventory, still be equipped, and produces a load of lag when used.
I disabled every other mod I have, so it doesn't seem to be a compatibility error.
怺㐾侟恠 14 Sep, 2023 @ 8:23am 
I won't. Everything is fine except the whirlpool cloak. Study is important, come on.
AngeloData  [author] 10 Sep, 2023 @ 12:45pm 
Unfortunately, university studying is going full swing right now for me...
Do you mean the Vortex Cloak? If so I will try to look into the code and see if I can replicate the issue in a few months
But after a look at the cloak's description on the wikipedia I can't see any reason for it to crash the game with my mod...
怺㐾侟恠 30 Aug, 2023 @ 10:20pm 
When wearing a whirlpool cloak, it will collapse. I don't know if it conflicts with other MODs or other reasons.
ppiyagi 21 Apr, 2023 @ 1:31pm 
AngeloData  [author] 29 Dec, 2022 @ 4:19pm 
I am glad the mod has made your game experience more enjoyable :3
Kroshkurr 16 Aug, 2022 @ 8:52am 
This is a really helpful mod. It makes Wagstaff a LOT easier to play as for you do not need to worry about the goggles breaking and helps me a bit in my goal to reach the ruins to witness the Nightmare Cycle.
AngeloData  [author] 14 Jan, 2022 @ 2:24pm 
Rot makes everything spoil quickly, stasis prevents changes in it's state and refresh makes stuff more fresh.

Options between 100% and 200% are unlikely to come as I don't have the time to expand the mod
jupiterLILY 28 Dec, 2021 @ 9:49am 
Hey, would it be possible to get some more options for between 100% and 200%? Sometimes I just want to give something a little boost.

Also I'm struggling to understand what the fridge like items efficiency scale is. There's no description as to what, stasis, rot and refresh mean.
Jar of Wasps 26 Sep, 2021 @ 3:29pm 
Hello, im sorry to bother you, but Im just curious where the Stalking Stick would fall under in configurations? It bothers me how fast it decays
AngeloData  [author] 11 Jun, 2021 @ 2:39am 
Hello Tropical

I'm kinda late with the reply, university takes all the time. Sorry.

About the durability percentage. If I recall correctly (I haven't touched this code in a while) it's calculated upon the current max durability points of the particular item it's displayed on. If you set up a world, get yourself an axe then enable this mod and get yourself another axe both of them will be at 100%. But for the first one the max durability will be of the original, for the second it will be the one you've chosen in the mod settings.
Tropical (CRI) 29 May, 2021 @ 4:05am 
Also how does the durability percentage works? I mainly downloaded this mod for the Lazy Forager amulet only, since it saves me a lot of time after chopping down dozens of trees. So I tested the 200, 500 and 1000%. Though upon crafting them, they only show the (100%) durability instead of for example; the 200% I tweaked at the MOD configuration. So, I am not sure if is intended that way by default in game? Even after tweaking the percentages higher than the default denominator which is always (100%) instead of per say 500% in-game? So, I'm not sure if is a bug or a conflict with the few other MODs I'm using along with this one. Hopefully I am making sense here. Thank you for your time in advance and clearance on this one. :handsup:
Tropical (CRI) 27 May, 2021 @ 5:36pm 
Hey, great mod! Is this save to add on already existing saves/worlds? Also, will it take effect on already created amulets? Or will it only take effect once you craft a new one?
嗝嗷 21 Dec, 2020 @ 9:12pm 
Hahahahahahahahahaha,it's really been a long time.Anyway,thank you very much for your reply.I like ,oh no,i love your work very much
AngeloData  [author] 2 Dec, 2020 @ 8:14am 
Wow... That was one hell of a delay between those comments of yours... I don't know what could have probably caused this particular bug. Tho I doubt it's in my codebase I'll try to look into it whenever I'll get a chance.
嗝嗷 30 Nov, 2020 @ 9:48pm 
I’m sorry to bother you with inappropriate expressions, but I mean that when I open the interface, sometimes it doesn’t show the prompts under the options
AngeloData  [author] 22 Jul, 2020 @ 12:10pm 
Err... Your message is really confusing because of improper English... I suppose it's caused by usage of some online translation service. Can you please elaborate what you mean so I can find a bug and fix it?
嗝嗷 22 Jul, 2020 @ 2:37am 
When I configure the module,some of the change in the project display is not complete,not exactly know what the effect of this option is,I hope the author can solve it,thank you very much
licet_insanire 16 Jun, 2020 @ 8:56am 
Thank you for your consideration, but it's not necessary anymore. I was specifically interested in amulets and staves, and after a more thorough search I found a mod that does exactly what I want (except infinite lazy forager, but oh well). I got misled by its comments, which seemed to imply that all amulets were changed as a category, and the same for staves.
Good luck for your exams!
AngeloData  [author] 16 Jun, 2020 @ 8:40am 
I am able to do that... but that's going to make a lot of configuration options which I tried to avoid... Are you sure you don't want to just customize the mod yourself? I tried to keep code base fairly clean and trivial hence it shouldn't take much time to understand what's going on there and tweak it to your liking. Anyway. I can't do a major rework right now as exams are coming soon and I gotta give all my energy and time to preparation. In a month or two maybe I'll rework classification of items or upload another mod listing each item individually rather then sorted into categories.
licet_insanire 16 Jun, 2020 @ 4:16am 
hi! would you be able to change the duration of amulets and staves sepaarately for each one? For instance, I would like an infinite lazy forager, but don't want an infinite magiluminescence, life giving amulet and chilling amulet. and an even more OP infinite construction amulet
<Username Not Found> 5 Apr, 2020 @ 12:41pm 
No need! Thank you for the great mod!
AngeloData  [author] 4 Apr, 2020 @ 5:41pm 
You've probably tested it out yourself but as far as i remember all magic/pseudoscience items are supported. Then again if some item isn't you can leave a comment about such an issue and I'll fix the problem as soon as I get time for it.
<Username Not Found> 31 Mar, 2020 @ 7:44am 
Does this mod work for magic/pseudoscience items? I don't see a specific setting for it.
UnDeadPuff 27 Mar, 2020 @ 1:19am 
I see you added the multitool tweaks. Thank you!
UnDeadPuff 25 Mar, 2020 @ 6:34pm 
Thank you for your help. Figured out I'd try it anyway while waiting and the durability tweak works. I'll test the other one too, hope it does it.
AngeloData  [author] 25 Mar, 2020 @ 11:55am 
UnDeadPuff, that should work just fine for durability from what I remember about the code base.
For boost options you'll have to add pick/axe to boost section.
I think i might upload new version with ability to tweak pick/axe "boost" soon.
UnDeadPuff 24 Mar, 2020 @ 6:59pm 
Hello there.

If I wanted the ancient pick/axe durability to behave the same as the obsidian tools, should I move the "multitool_axe_pickaxe" line from PRIMARYTOOL_DURABILITY to OBSIDIAN_DURABILITY or is anything else I should change for this to work?
AngeloData  [author] 16 Mar, 2020 @ 10:16am 
ErsatzHeart, maybe in a few months.
garretao, the same way you access settings menu of any another mode.
garretao 6 Mar, 2020 @ 8:13pm 
I dont actually know how to access the setting menu for this... help?:steamsad:
ErsatzLord 6 Mar, 2020 @ 7:32am 
Thanks for the mod! It works nicely.

I do have a request, any chance dresses and hats could be separated into different categories?