Don't Starve Together

Don't Starve Together

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RPG Items DST
   
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218.155 KB
25 Dec, 2015 @ 3:26pm
5 Jul, 2017 @ 1:46pm
28 Change Notes ( view )

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RPG Items DST

Description
Spawned items sometimes have special effects

Made by Heavenfall. He is no longer updating his mods so I ported this to DST because I enjoy it. If you have any items you want added, from the game or a mod, let me know in the comments!

Link to the original: http://steamproxy.net/sharedfiles/filedetails/?id=180486675&searchtext=rpg

Let me know of any bugs you find.

Prof
38 Comments
MayzaTH 11 May, 2022 @ 9:22am 
Too bad it's no longer work.
Ultroman the Tacoman 17 Nov, 2018 @ 9:57pm 
Since food is stackable, I can't see a good way of doing it, so I won't. Sorry. You could do it by enchanting a stack, but you'd have to keep it from accepting the merging of stacks which don't have the same modifiers. It can be done...but it's a lot of work, and you'd end up with several stacks of essentially tbe same food with different modifiers. That sounds terrible.
UnderwearApprentice  [author] 17 Nov, 2018 @ 9:36am 
@The Purple Knight 64 - Check out @Ultroman the Tacoman 's mod workshop. He has updated the mod with some much requested features. Mayhap he can incorporate your request.
merry kk 16 Nov, 2018 @ 7:39pm 
I would enjoy you to add food enchants
Ultroman the Tacoman 10 Nov, 2018 @ 6:52am 
I have uploaded an alpha version of the new mod, which imbues all weapons, armors and helmets in existence (except the ones used by monsters). It'll even work on custom weapons from mods. I hope it won't cause too much trouble xD
Ultroman the Tacoman 9 Nov, 2018 @ 9:55pm 
@UnderwearApprentice: Thanks! I actually already started doing it, just to see if it was possible to make it a global "phenomenon", so it works for all weapons and armors. That would be amazing! Crossing fingers. Gonna try it out in a few minutes. I also made it optional whether you need to use the Magnifying Glass to unidentify the items, so if you don't, they'll just be unidentified as soon as they're generated.

I hope your time away from modding is great :) I myself keep falling into it, even though I should be doing my masters degree xD
UnderwearApprentice  [author] 9 Nov, 2018 @ 9:38pm 
@Ultroman the Tacoman - If you want to give it a go, feel free. Give credit to @Heavenfall though.It is his mod. Not much time for modding lately

Ultroman the Tacoman 9 Nov, 2018 @ 8:14pm 
Will there be an update to fix the problem Morte Morticia posted? It doesn't look like it's too big of a problem. A simple check for whether the component is there before trying to change it, or (the bigger job, but correct way) figure out which of the many items in your list aren't actually a weapon. OR you could replace all your AddPrefabPostInit calls with two AddComponentPostInit calls, one for the "armor" component and one for the "weapon" component, and in each of them, check that the inst also has the "equippable" component, and for ALL of those, add your "rpgweapon"/"rpgarmor" and "named" components. That should actually take care of it, AND make your mod do this for ANY weapon/armor, even ones added by mods, AND it would fix the bug with the missing weapon component.

If you don't want to do it, I can play around with it, and re-up the mod with credit to you.

Sincerely, Ultroman the Tacoman
Uncle Larry 31 Dec, 2017 @ 11:44am 
how this works
marctmlg 20 Nov, 2017 @ 12:27pm 
chido

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