Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
ty
However, you can always spawn any boss you want with the console command:
c_spawn(name, 1)
E.g. c_spawn("deerclops", 1)
I've encounter in my saves that the boss didn't spawn at all or the game just cancel the boss spawn. (without this mods)
idk if this mod fix it or not, i just want some guaranteed boss spawn and not despawn for each season.
Are there any mods that you know to make them not despawn if I leave them alone, and despawn at the end of their season?
In DS, these are the rules for boss despawning:
- Deerclops despawns if she is not within sufficient range of the player AND EITHER it is not the winter season OR you go into the caves.
- Bearger and Dragonfly despawn when they are not within sufficient range of the player IF EITHER:
A. they are not near a player base AND EITHER they've killed the player once OR they fall asleep OR they have seen a player base (2+ structures close together) and the player is not their current target.
B. it is not their season (autumn for Bearger and summer for Dragonfly).
- Bearger falls asleep after eating 10 "honey foods". Counter resets when he sleeps.
- Dragonfly falls asleep after vomiting on 40 targets or eating 20 ash. Counters reset when it sleeps.
Hope that helps.
Does this mean all the boss didn't despawn as well if we ignore them and leaving the area or?
I want the boss didn't despawn if I being away in a few screen or died when fighting the boss.
I just died to dragonfly yesterday and the boss just despawn. (kinda suck didn't get the loot and waiting a year)
Sincerely, Ultroman the Tacoman
Sincerely, Ultroman the Tacoman
The answer is no. To explain exactly how this works, I need to explain how the game works. The game has a bunch of bosses, which are spawned when certain conditions are met, e.g., specific seasons. Since you can choose to start the game in any season you want, Klei needed a value to keep bosses from spawning before the player is ready to fight them. They chose to have a flat value of "safe days", i.e., boss-free days, from starting the server. This is the value you can set with this mod. The default is 21 days without bosses being able to spawn. You can choose to give yourself more or less time to prepare for bosses being able to spawn.
Sincerely, Ultroman the Tacoman
The moose/goose spawned on spring after the time that this mod has for boss spawn passed... but instead of staying like it usually does in game, it simply disappeared a day later
- Should now be compatible with the Hamlet DLC
PLEASE REPORT BUGS! I don't have time to play at the moment, since I'm doing my master's degree, but I try to keep my mods updated. They will all be updated for Hamlet within the next few days, but I only have very little time to test them.
Sincerely, Ultroman the Tacoman
HAPPY NEW YEAR!
Sincerely, Ultroman the Tacoman
It doesn't change any code, so any warnings you might receive are not affected. I'm inclined to say "yes, all regular messages pertaining to bosses spawning, will be shown" which is most likely, but I simply don't know
If I wasn't busy making my own game, I'd make this mod. For now I spend enough time doing upkeep on my 9 mods. Try requesting it on the Klei mod forums.
Sincerely, Ultroman
A great idea, that will be completely insane in execution (for me). I'm still new to modding Don't Starve, so I think this is a bit above my level atm. I will definitely look into it, when I feel I'm up to the challenge. For now, I need to experiment some more.
The reason I haven't packed these value-tweak mods into one, is actually to HELP the users manage their mods better. By making the mods more segmented, there are the following pros:
- When searching for a mod to change a particular thing in the game, you are more likely to find a fitting mod, when its metadata is focused on that particular thing. If I combine them all into one big mod, it might escape your search.
- Touching several segments of the game in a single mod is dangerous, because you might override one of the user's other mods, that changes the same behavior, which will lead to unwanted and/or weird behavior, and a disgruntled/confused/rage-unsubscribing user.
- In the same breath, asking users to make decisions about settings they don't want ("I just wanted the boss-time thing! What's all this other bull?"), is in no way preferable. Especially when you consider the previous statement above.
As mentioned in the description, I cannot guarantee that the bosses spawn on a particular day, so an actual clock wouldn't be viable, unless I forcefully spawned the bosses. This mod just makes them able to spawn earlier, or force them to spawn later.
I'm looking into the possibility of adding functionality, that will allow you to spawn particular bosses at specified days, and even define intervals at which they will continue to spawn. This is in the mid-to-late future, though.