Don't Starve Together

Don't Starve Together

Wruntag (quests, leveling up, special mechanics)
32 Comments
Xilexio  [author] 10 Sep, 2023 @ 8:49pm 
For now please consider this mod not being maintained. I do intend to come back to it eventually after I resume playing Don't Starve Together, but it will not be in the next few months and there are many changes that need to be made and some things became obsolete. It seems something weird happened if the recipe in the Wruntag mod is replacing the original one as, at the time I was coding it, recipes were independent from each other.
Gibush Gaming 28 Aug, 2023 @ 5:24pm 
The special lazy forager recipe replaces the default one entirely, you cant craft it as any character nor as Wruntag since you cant unlock it without a lazy forager. Can you please fix it?
Dęąth Viper 20 Jan, 2021 @ 10:12am 
can you update with the fav food starting items etc?
Xilexio  [author] 2 Jun, 2019 @ 1:12pm 
Zuerius, I checked by equipping Krampus Sack given with c_give("krampus_sack") - the one that drops from krampus (https://dontstarve.fandom.com/wiki/Krampus_Sack) , then I picked up into it 280 gold and that completed the quest. I also tried to fill the sack while it was on the ground and then picked it up and it worked. I sent you a friend request to talk this over. Just in case, please run the command ThePlayer:PrintStats() from game console (key `, type it, enter, then ` again to check the result) and check if there's "Klaus quest: not done" there.
Xilexio  [author] 15 May, 2019 @ 11:02am 
It should be the same thing. Thanks for the bug report, Zuerius. I'll have a look at it.
Zuerius 13 May, 2019 @ 3:33am 
Playing in Don't Starve Together and equipping a krampus sack full of 280 gold doesn't complete the quest. I tried relaunching the game and equipping it again. I tried putting the sack on empty and filling it, and equipping it already full. I got the krampus sack from killing Klaus if that is somehow coded differently then from killing a krampus.
Xilexio  [author] 3 May, 2019 @ 11:30pm 
I know. It is supposed to be the ultimate challenge. Normally it doesn't even give any reward aside from default Klaus loot, and with this mod you have it as a challenging end-game goal with a reward. Do you think the quests should be easier?
Rhyme 3 May, 2019 @ 7:16pm 
killing enraged klaus is harder than ancient guardian so uhh
jacobb0 8 Feb, 2019 @ 8:01am 
Ciekawa robota podoba mi się :cozyovercooked2:
Setharious12321 31 Jan, 2019 @ 10:40pm 
I like giving the player the option, though it is also cool to hide it. However, I feel many players would get frustrated playing this character, discovering how hard the quests are, with what kind of feels like not a lot from it. Hiding that may just upset people in my opinion.
RedNoxas 29 Jan, 2019 @ 9:13am 
I will say that hiding the quest is kind of neat, but it would probably be better if they werent hidden.
Xilexio  [author] 27 Jan, 2019 @ 1:43pm 
RedNoxas, Setharious12321 (and everyone else) - do you think that I should try to hide list of quests so that you have to wait until Wruntag says them when he's kind of insane, or is it not worth it? Originally, I wanted just learning what the quest is to be a small challenge, but I think it's only annoying at this point.
Xilexio  [author] 27 Jan, 2019 @ 1:18am 
Yes, if you do quest number X on the list, you can unlock spells under number X. Spells have different requirements. Some don't require anything, some require tier 1 or 2 science, some tier 1 or 2 magic, and some tier 1 or 2 ancient magic. But yeah, you're right, I should describe the unlocking better. I'll try to do it within a few days.
Setharious12321 26 Jan, 2019 @ 2:10pm 
So I am slightly confused on the magic unlock system. Would it be in the magic tab? Also, when you say 'same order' does that mean if I do quest 9 I unlock magic 9? Or if I do any quest, I unlock magic 1? Also also, could we see in the spoilers which spells require prestihatiator and which need the ancient science station?
RedNoxas 21 Jan, 2019 @ 6:07pm 
Thanks for the changes again!
Xilexio  [author] 21 Jan, 2019 @ 5:54pm 
Version 1.9 with minimap icon bugfix is out. Also, I added an icon for Wruntaz. Thanks for reporting the bug, Ltn. Dicht Behaart.
Xilexio  [author] 21 Jan, 2019 @ 4:32pm 
Version 1.8 with the Wruntaz changes is out.
Xilexio  [author] 21 Jan, 2019 @ 4:22pm 
Okay, I'm making the following changes:
- Wruntag will always have a small sanity debuff whenever he's not holding Wruntaz and no sanity gain when holding it
- Wruntaz will never get slippery
- Wruntaz can still be knocked off Wruntag's hands, but it will never be thrown away too much

This will make Wruntag more dependent on his axe, but he will be able to fight Bearger and Moose/Goose without spending so much time on walking to Wruntaz.
RedNoxas 20 Jan, 2019 @ 11:06am 
that could be a cool idea, like he is more scared without his trusty weapon or something
Xilexio  [author] 20 Jan, 2019 @ 5:30am 
Maybe a small permanent sanity debuff unless he's holding Wruntaz? In exchange for better grip or no wetness.
Xilexio  [author] 20 Jan, 2019 @ 5:28am 
Seeing that it is not that hard to get the axe to dark sword level before even clearing ruins, that would give an indestructible dark sword with sanity boost and that does not get wet. It is already quite OP. And you can kite when on full sanity. I want there to be at least some bosses Wruntag has trouble purely tanking. I might look into something else like reducing the distance the axe is thrown away. I need something to counterbalance these buffs.
RedNoxas 20 Jan, 2019 @ 2:05am 
I have a small suggestion, if you think it's alright, could you make it so Wruntaz can't get wet? or be removed by the beargur in combat? I think dwarves should be able to keep a good grip on their weapons. and fighting the beargur while moving at a snails pace, just to have your weapon knocked out of your hand, and you painstakingly crawl back to it sucks. the property for removing wetness can be found in the piggyback and the umbrella, and I think the eyebrella. but I don't really know how you could avoid the beargur knockout thing.
anywho, this would be neat, but I can understand if you feel differently.
Xilexio  [author] 19 Jan, 2019 @ 3:46am 
I'm not sure why it doesn't work, but I was able to reproduce the bug. I'll look into it, although it might take some time.
Noobigo 18 Jan, 2019 @ 12:49pm 
Hey guys,

I'm trying the Mod with friends but there is a problem with the "Global Position"-Mod because you can not see Wruntag's Icon on the map (with other character-mods does it work) maybe it is possible to fix it. I hope that i don't bother you and i hope I'm not to audacious that I ask you if you can fix it.

the Position-Mod ----> https://steamproxy.net/sharedfiles/filedetails/?id=378160973


P.S. so far after one day experience this is a nice Mod ^^
Xilexio  [author] 17 Jan, 2019 @ 11:21am 
Yes. He hates fish and stuff made from fish (except for jerky, because the game does not distinguish between meat jerky and fish jerky).
Mata_Anão_47 17 Jan, 2019 @ 4:44am 
He doesn't eat fish? I tried but he denied to eat it. Nice mod btw.
RedNoxas 13 Jan, 2019 @ 6:18pm 
Thanks for the update!
Xilexio  [author] 13 Jan, 2019 @ 5:29pm 
Version 1.7 is out. I replaced lower overheating temperature with 50% more overheating damage.
Xilexio  [author] 13 Jan, 2019 @ 6:07am 
There are a ton of tutorials on Klei's DST mod forums. The problem is that the information is incomplete, scattered everywhere, and you need to read the code of existing things to understand how most things work. It'd be very hard to do without programming skills. As for the graphics, I took a dummy template from DST forums to get idea what proportions are needed and I drawed everything in GIMP on a tablet with pen. It took a lot of time, since I had to draw each part of the body in different parts of the animation viewed from different angle.
Grobblegut 12 Jan, 2019 @ 4:55pm 
third comment
but seriously, where the fuck do you learn how to make mod characters?
this is great design
Xilexio  [author] 10 Jan, 2019 @ 8:04am 
Thanks for letting me know, RedNoxas. I'll have to investigate if that visual feedback is easily moddable or not. If yes, I'll fix it. If not, I'll give Wruntag standard overheating, since it does not impact the game that much and was intended to be a small counterbalance for his beard insulation.
RedNoxas 9 Jan, 2019 @ 11:00am 
I like this mod, but there isn't enough of a warning when you start overheating at 60. normally there is a sound effect and visual changes to the screen when you start overheating, but lowering the number at which you take damage from heat, does not lower the number at which the audio and visual effects of overheating take place. just a small thing, because I died from overheating and had no clue I was losing health.