Don't Starve Together

Don't Starve Together

Landmines
29 Comments
ElyByl :3 13 Apr @ 4:17am 
i searched landmines and this is the only thing that showed up super sad
Wilson 13 Mar, 2022 @ 7:51pm 
It's a really good mod, there isn't many pvp trap mods to choose from and this one fills that empty void nicely, I just wish it took long to arm and had more range.
rezecib  [author] 13 Mar, 2022 @ 12:31pm 
If I remember correctly, the trigger range is the same as tooth traps, and the explosion range is the same as gunpowder, and yes, they do get destroyed.
Wilson 12 Mar, 2022 @ 6:05pm 
how big is the range and do these destroy themselves after they are triggered?
keyboart 4 Jul, 2021 @ 8:52pm 
this is a good mod good for pvp
Drinkcup 16 Mar, 2018 @ 9:02pm 
they are 200 damage then?
WiseCog 25 Feb, 2017 @ 9:25am 
It damages your self... Wich is a shame cause I cant use it as defence, because I die from them myself... Can you fix that? Friendly fire turned off on yourself please!
Bunions 28 Jan, 2017 @ 7:34pm 
Hi Rezecib,

After reading some of your helpful posting on the Klei forums, I am trying to use some of your code to make a fix to a broken mod but I have some Lua questions. Would you mind helping me out via chat / friend request?

I'd appreciate it.
rezecib  [author] 23 May, 2016 @ 7:42am 
Thanks for the crash report, it looks like they removed one of the pieces of code it was using. I just uploaded a fix.
CunningFox 23 May, 2016 @ 2:20am 
Mod crashes game...
http://pastebin.com/iDtHtXSx
Niko 30 May, 2015 @ 11:55am 
OH YAY
cuh 9 May, 2015 @ 10:23am 
Love it :D
Blahramewe 22 Apr, 2015 @ 7:28pm 
Variant idea: replace the gunpowder with mucus to make a sticky mine. Little to no damage, but the poor fool who stepped on it gets stuck in place with anyone nearby slowed. Of course, if a giant steps on it they'll only be slowed.
Lerd_Gamer 11 Apr, 2015 @ 5:00pm 
I <3 this mod. Kill my friends with it.
Caliđa Myriad 9 Apr, 2015 @ 5:56pm 
make it so u can configure its time to set off (such as instant to an entire hour!)
rezecib  [author] 3 Apr, 2015 @ 7:21pm 
@star Awesome! Yeah, I overwrote StartTesting because it wasn't very responsive to things walking over it, so I wanted to increase how often it checked for targets, and add a more reliable delay so it doesn't blow up as you place it. Glad you got it sorted :D
star 3 Apr, 2015 @ 6:53pm 
Fixed. Now all fine. Now mine does not touch owner and all people who can see the mine.
star 3 Apr, 2015 @ 6:49pm 
Seems works fine. Thanks!
However you overwritten StartTesting function. So I have to update Killer's Trap to make hook on hook on hook on hook (lol). Actually not so many hooks but enough to be difficult.
rezecib  [author] 3 Apr, 2015 @ 4:40pm 
@star Okay, I rewrote it to use the mine component, but modify the functions it needed to.
star 3 Apr, 2015 @ 3:53pm 
Yes, only rawget function gives you safe way to check global variable. Btw you have not "mine" component. That's an incompatibility point with Killer's Trap, sadly.
rezecib  [author] 3 Apr, 2015 @ 3:05pm 
@Ave Warren Fixed, sorry about that. I did not realize the mod environment was so sensitive to checking if a global variable existed...
rezecib  [author] 3 Apr, 2015 @ 11:04am 
@star I believe it is now.
rezecib  [author] 3 Apr, 2015 @ 10:50am 
@Kind oops! I'll get that fixed.
star 3 Apr, 2015 @ 5:16am 
Did you make it compatible with Killer's Traps mod? :)
Spacey 3 Apr, 2015 @ 1:31am 
Chaos mode still req alchemy lab!
Spacey 3 Apr, 2015 @ 1:27am 
Perfect :)
rezecib  [author] 3 Apr, 2015 @ 1:23am 
@Kind Added Chaos Mode. Enjoy xD
Spacey 3 Apr, 2015 @ 1:12am 
Thanks a bunch! /Isaacg