Don't Starve Together

Don't Starve Together

Caloric Countdown
38 Comments
Chazzed 4 Aug, 2020 @ 10:07pm 
i love it so much, there's nothing more to say
ilikedingo 25 Aug, 2018 @ 7:23am 
is there a reverse version of this?
comonavi 6 Apr, 2018 @ 7:23pm 
love this mod, makes the difficulty curve as it should normally. do you think it'd be possible to port it to singleplayer?
Terotrous  [author] 21 Nov, 2017 @ 5:54pm 
I searched for that mod, but I don't see it. I would work as long as it doesn't change hunger.lua, but based on the name of the mod I think it might.
Birds Aren't Real 21 Nov, 2017 @ 5:37pm 
Do you think this would work with "tweak that hunger" mod? All that mod does is raise or lower hunger rate by a percentage.
junestrings 26 Sep, 2016 @ 10:12pm 
Do you think you could consider porting this and recipe rebalancer to regular dont starve?
junestrings 20 May, 2016 @ 2:22am 
Oh false alarm! It looks like things are fine on this, it was just recipe rebalancer that was causing issues. I dont think this script needs any changes
junestrings 20 May, 2016 @ 2:15am 
Hey, im not sure why but it seems that this mod is back to not working again in the latest update? This is pretty much one of my top 2 favorite mods (the other being, your recipe rebalancer mod) and I think is integral in having a scaling experience, is there any chance you might fix it?
Terotrous  [author] 24 Dec, 2015 @ 12:27pm 
Hunger.lua was changed rather drastically in the latest update. I reverted to the base version of the file and re-applied my changes, so it should work again.
kurcze_blade 24 Dec, 2015 @ 12:01pm 
It crashes the most frequent version of the server: http://paste.ubuntu.com/14200162/
djkrypto 24 Dec, 2015 @ 10:39am 
Great mod! I like it. When I opened up DST today, I got an error, and narrowed it down to your mod. Then, I started a new world with only this mod enabled and got this error:

["string "scripts/prefabs/beefalo.lua"]:564: attempt to call method 'SetOverrideStarveFn' (a nil value)

If I figure out how to fix it myself, I will let you know. If it helps, this mod worked perfectly just a week ago when I last played. Hence, the bug was created very recently (probably via update).
Terotrous  [author] 23 Jun, 2015 @ 3:21pm 
Well this was created before ROG was available. I'm also not really a big fan of the giants, to be honest. They're a bit too random for my tastes.
Virplexer 23 Jun, 2015 @ 2:40pm 
You forgot the fact that giants become more common with each passing season...
junestrings 19 May, 2015 @ 4:16pm 
ah, I looked around for it but couldn't find such a thing. Do you know what it was called?
Terotrous  [author] 19 May, 2015 @ 7:19am 
I believe someone else actually ported it, though I'm not sure how it would interact with caves / ruins.
junestrings 19 May, 2015 @ 1:34am 
Is there any chance of getting this mod for the single player game as well?
Terotrous  [author] 5 Apr, 2015 @ 4:50pm 
A new update is available. This adds the logrhythmic growth formula I discussed previously. With this, the hunger rate takes 1.5 times longer to double the next time each time it doubles. You can still set the hunger growth rate to "linear" if you want it to work the way it did before.

Also added slightly more options for the config settings so you can fine tune the experience even more.
spocktikus 5 Apr, 2015 @ 9:51am 
My wife and I tried long winters, less good, more bad - just couldn't make the game any harder. Especially since adding more enemies ends up feeding you easier. This mod is exactly what we've been looking for - thank you! Day 47 now (using config setting 20), and everything's a mad rush. My Wolfgang can't leave camp without 3 meaty stews anymore! Great Mod for a challenge!
Fritzy 3 Apr, 2015 @ 10:43pm 
haha
Laharl 2 Apr, 2015 @ 6:06pm 
eventually you will starve 1000 every 0.001 secound and u need 100000 mandrakes to survive 1 minute
Terotrous  [author] 2 Apr, 2015 @ 5:53am 
Eventually, yes, but you almost certainly won't make it that far.
Fritzy 2 Apr, 2015 @ 12:39am 
wouldnt this mean ill be eventually starving every 10 seconds?
Terotrous  [author] 11 Mar, 2015 @ 4:35pm 
@Kanasuke
I'm not doing too much editing on my DST mods right now because they're going to release ROG very soon and I'll likely have to make some updates to them to make them work with that. I kind of feel like capping the hunger drain rate runs counter to the spirit of this mod (which is that infinite survival simply shouldn't be possible), but one thing I'm considering for DST is a logrhythmic hunger equation, so for each time it doubles, it takes longer to double the next time. That should make the gradual hunger increase somewhat more managable.
Sakuno 11 Mar, 2015 @ 1:05pm 
Hi wondering if OP is still updating this mod? Is it possible to add an option to cap hunger drain rate to a certain %? Say you set hunger drain cap to 300%. Once it reaches 300% of normal drain, the rate does not increase.

many thx. this is by far my favourite mod in the game
2 dregs in a trenchcoat 22 Feb, 2015 @ 9:59am 
Can you port this to base game?
Ketrai 25 Jan, 2015 @ 11:29am 
yup would be great.
Terotrous  [author] 25 Jan, 2015 @ 11:23am 
@KeTrai

I agree, IMO this game also needs some sort of Stamina system. This is particularly obvious in PVP, basically everyone just runs in circles and no one ever gets hit, because players run at the same speed and they can run forever. This also makes fighting many enemies trivial since you can just hit a few times, avoid the counterattack, then repeat.

If you had some sort of stamina gauge that limited how much you could run and attack until you stood still for a while, the combat would have a lot more depth, but that's a bit more of a substantial change than I can mod in myself.
Ketrai 25 Jan, 2015 @ 10:27am 
Meh even tough surviving is harder with those mods it doesn't make the game much interesting for me ... combatting mobs is still too easy i think they need a fix ... like ranged enemies would be epic (mctusk is so easy to kill)
Terotrous  [author] 25 Jan, 2015 @ 10:21am 
@KeTrai
If you combine this with my other mod (the one that alters recipe values), it's definitely a lot harder. I was playing a server with a friend last night and we were on the brink of starvation constantly for the first 15 days or so. Even once we finally started to have a stable food supply it was almost the start of winter and we didn't have the ice box, bird cage, breezy vests, etc because we'd been too busy trying to stay alive.

Overall it definitely keeps you on your toes way more than before. And this was without cranking the difficulty settings up in the mod configuration, too.

Also, I think the bird eating monster meat is fair, it gives you an incentive to build the bird cage. My recipe mod does make egg-based dishes a little weaker (and monster lasanga a bit stronger), so if you feel the balance is bad on those you can try it out.
Ketrai 25 Jan, 2015 @ 5:05am 
Also the eating monstermeat is kinda stupid since eggs are infinite ... yup bloody eggs ... if you want to force people to eat monstermeat disable the fact that birds can eat cooked eggs.
Ketrai 25 Jan, 2015 @ 5:04am 
Caves are not added yet ROG is not added yet Reviving is WAY to easy .... i know that the ancient guardian/firefly can instantly fuck you over if you do not prepare so right now the game is ofcourse easy as crap and boring even with goals... but this mod is perhaps a good idea but it doesn't really make survival harder in a cool way ...
Terotrous  [author] 23 Jan, 2015 @ 9:59am 
@DarkOmegaMK2

Yeah, thankfully what Don't Starve does really well is that there's tons of creative ways to get food. Obviously you can farm and transplant berry bushes and whatever, but there's lots more you can do as well. For example, try breaking a tier 3 spider nest to get spider eggs, then plant the spider den near some Beefalo or in a marsh and let them fight. Since Tentacles and Beefalo don't eat meat, you can gather lots of monster meat afterwards, then cook that to stave off your ever increasing hunger. In the base game, strategies like this are kind of unnecessary because it's not hard to get enough food, but when you need lots and lots you'll have to get creative.


@abenlen

I'll look at porting it to the original game. I have to investigate how it meshes with the Teleportato though.
abenlen 23 Jan, 2015 @ 3:51am 
Interesting idea. Any chance you might be converting this mod to the single player game?
76561198157486616 23 Jan, 2015 @ 3:31am 
good idea because this essentially the name of the game
Mr. Bear 23 Jan, 2015 @ 2:43am 
@Terotrous Can't argue with that, i guess with this mod it comes to "how simplified and time efficient your food strategy can get" by the late game, you should have at least one reliable way of getting food quickly.
Fishyflakes 23 Jan, 2015 @ 1:26am 
Sounds fun if you are playing with 6 intelligent people.
Terotrous  [author] 23 Jan, 2015 @ 1:11am 
Well, the way I see it, everything you do in the game is fundamentally for the eventual purpose of getting food. Perhaps you're attacking a spider den for Silk, but ultimately you want to use that to make a Fishing Rod, or perhaps it's for a sewing kit so you can repair your puffy vest and be productive during winter, ultimately it all comes back to food one way or another. In that way, the amount of food you can produce is basically the product of how well you're playing the game, so I think it makes sense that that ultimately determines how long you can survive.
Mr. Bear 23 Jan, 2015 @ 12:18am 
While i agree with the purpose of making the late game harder and harder, i feel that this will make things progresively more and more annoying instead of challeging because it'll reach a point in which you'll enter a vicious cycle of making food to eat it instantly in order to get enough energy and time to get more food, preparing it and eat it.

There will be a point in which you'll die no matter what amazing strategy you employ and i feel that is a little unfair.