Don't Starve Together

Don't Starve Together

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Increase Animals + Setpieces
   
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5 Sep, 2016 @ 6:45pm
20 Jul, 2019 @ 10:48pm
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Increase Animals + Setpieces

Description
Here you can add additional animals for the worldgeneration (from +0.1% to +10%)
Much better than in normal game settings!
I think the "more" setting, equals ~0.9% in my settings.
(Important: the percentage refers to the total space in one biome. So 100% would mean that on every dot in the world is that animal)

You can set whether you want them to increase at their natural area.
Or also at other areas of your choice!
So you could add Voltgoats, PigGuards, or even Tentacles to grass area.

At the moment you can increase the amount and the area from these animals:
Spiders, Wasps, Merms, Tentacles, Walrus, Hounds, Clockworks, GuardPigs,
Bees, Tallbirds, Beefalos, Pigs, Rabbits, Moles, Voaltgoats, Catcoons, Fireflies



In addition to that, you can activate some setpieces, the ones you can see in the screenshot.
Some of them are active by default, others not.
The GuardingPigs are guarding some nice treasue chests, but these can contain traps.
The other setpieces are already in the game, but only 0-1 per world. With this mod you can set yourself the total amount of them in the world.

More game setpieces can be found here:
steamproxy.net/sharedfiles/filedetails/?id=503187227
(or until a fix from Deja Vu here: https://steamproxy.net/sharedfiles/filedetails/?id=756647525 )


If you made a mod that is adding new objects to the worldgeneration, you might take a look at this guide: http://forums.kleientertainment.com/topic/73995-tutorial-how-to-add-not-replace-stuff-in-worldgeneration/


Also take a look at other mods I made, see my workshop ;)
BTC 1E8HXyHEz993SPA8wNPKfFkwZU2Ep6W1dw
Popular Discussions View All (1)
2
19 Sep @ 1:45pm
pls add the clockworks back
cadevandevort
146 Comments
FoxKnight64 16 Sep @ 2:02am 
Cool mod, but sometimes can get spawn killed when loading new world with extra mobs or the pigs guarding chests
Serp  [author] 14 Aug @ 9:04am 
@Eddie the Mammoth:
Short answer: I don't know, feel free to test and report back (in console "LongUpdate(1000)" (or higher numbers) can kind of speed up the time).

Long answer:
My code does not add any repopulation. Back then when I modded DST (wholy moly already 8 years ago I made this mod), there was also no kind of world-regeneration, so most things were finite.
I do not mod DST anymore and did not really follow the new additions, but I think many things got some kind of respawn. I don't know how this respawn works and if it affects the population added by this mod ..

since I do not mod dst anymore, there won't be another mod adding more prefabs. But feel free to write the code and we can share this mod or you make a new one adding several new prefabs to it.
Eddie the Mammoth 14 Aug @ 4:07am 
"I can make a mod for increasing every prefabs, so e.g I could also increase plants."
I'd love to be able to increase amount of grass but only in savanna! Just an idea ofc.
Eddie the Mammoth 14 Aug @ 4:01am 
Mod works great, makes the world much more alive! I also have a question, will the extra mobs repopulate if a lot of them died off? Especially for something that weren't supposed to exist in that biome like surface rock lobsters. Basically I'd like to know if the population will stay roughly the same as when first generated. Ty.
Serp  [author] 30 May @ 9:12am 
@Cascade: if I recall correctly no. Its long time ago I wrote it, I think the biomes are tied to the setpieces. But I think in theory one could make a mod to change this for sure, but I'm not activevly modding DST currently.
Cascade 20 May @ 9:24pm 
Very, very specific question. But is there a way to choose what biome a set piece spawns?
Serp  [author] 20 May @ 3:51am 
yes still should work.
I can recommend this together with my teleportato mod, to automatically generate a new randomized world on each worldjump.
Cascade 19 May @ 1:03pm 
Still work! :>
Cascade 19 May @ 1:32am 
Still work?
Serp  [author] 16 Jul, 2021 @ 6:54am 
works fine in my tests.
This mod is only active during worldgeneration. So it can only cause a crash during world generation, if at all.