Don't Starve Together

Don't Starve Together

Natural Respawn
170 kommentarer
robinn57 30. aug. 2024 kl. 13:21 
@SmugWyrmling Yep this happened to me. I turned Kill setting to killed. Then started the file back up killed them and save. Had my base there and they turned into not nice neighbors
SmugWyrmling 13. apr. 2024 kl. 13:52 
Mod finally broke after a while. clockwork will instantly respawn after they are killed making unkillable versions of themselves until the normal respawn timer they have, this also applies to ancient guardian.
hiboydd 5. mar. 2021 kl. 12:49 
If a tree petrifies and i mine it, will a regular tree respawn? Or will it be a petrified one?
Duorhs 7. nov. 2020 kl. 16:38 
If I enable this mod after I mine a rock , this rock won't respawn ,right? It seems that it won't respawn destroyed things before the mod was enabled.
Isosurface  [ophavsmand] 19. sep. 2020 kl. 2:24 
You have to dig or burn them down
DarkWolf 12. sep. 2020 kl. 13:24 
do trees respawn? do you need to leave or dig up the stumps?
Iskeletu 6. maj 2020 kl. 18:48 
hey what if I install this mod after have killing every clockwork on my map, will they still respawn? what about destroyed boulders and pig houses?
Isosurface  [ophavsmand] 6. apr. 2020 kl. 5:20 
@leavemealone (for real), monsters that don't respawn after killed, like clockworks.
leavemealone (for real) 5. apr. 2020 kl. 21:06 
what does the "rare monsters" config refers to? i couldnt find it on the description or comments
Isaac Hipkiss 15. mar. 2020 kl. 19:26 
Also is there a debug command to repsawn all enemies instead of reloading the world?
Isaac Hipkiss 15. mar. 2020 kl. 19:22 
If I spawn an enemy in and the save the game, then reload, will it also respawn?
Templar 16. okt. 2019 kl. 12:54 
I love this mod but it causes things like minotaurs to respawn along with other modded stuff that shouldnt respawn, for example, a boss is summoned by mining a modded boulder but drops the boulder when despawned or defeated, the mod respawns the boulder mined, in other words you get more of the spawns.
女排狂人 17. juli 2019 kl. 19:26 
Revya---> tentacles and ancient guardian
Revya 12. apr. 2019 kl. 2:48 
There's a "rare monster" config in the setting. What does it mean?
Louis 20. maj 2018 kl. 13:38 
@isosurface thank you for your quick reply :)
Isosurface  [ophavsmand] 20. maj 2018 kl. 1:21 
@CottonAlpaca, yes.
Louis 19. maj 2018 kl. 10:42 
Does this mod includes Stalagmites ?
Drizlly 18. jan. 2018 kl. 5:01 
Like can you make an option so i can choose what will spawm?
turohabaneero 19. dec. 2017 kl. 5:44 
Are you going to add rundown houses?
Isosurface  [ophavsmand] 19. dec. 2017 kl. 3:29 
@Rowan, you don't need it at world generation, but it has to be enabled when destruction or killing happens.
Graywaren 18. dec. 2017 kl. 15:23 
Does this need to be enabled at world generation? If not, will it respawn things killed prior to mod being enabled?
turohabaneero 7. nov. 2017 kl. 7:05 
That is a shame.
Isosurface  [ophavsmand] 7. nov. 2017 kl. 6:29 
@see you next friday, no.
turohabaneero 7. nov. 2017 kl. 6:12 
Are the rundown houses that spawn merm included in this mod?
Domino/DarkEyv 3. nov. 2017 kl. 1:42 
Thank you so much!
Isosurface  [ophavsmand] 3. nov. 2017 kl. 1:39 
Updated. I have excluded marble trees, some marble structures and graves.
Domino/DarkEyv 31. okt. 2017 kl. 20:38 
Reporting a bit of a bug/issue here, a lot of things don't get so much renewed as they get replaced , which really starts to make a lot of little nuisances pile up in the world after a while. Marble sculptures, for example, in the vanilla game don't get destroyed, only harvested, but the mod doesn't seem to be able to differentiate and just spawns another marble sculpture next to the harvested one. And like Shame said, it'd be a lot better if graves could just "fill in" instead of spawn anew, to avoid getting a bunch of ugly holes all over the world after a while. Other than those little things I absolutely love this mod.
Shame 29. okt. 2017 kl. 10:11 
Some potential issues:
* Graves being continually dug up and respawning could pollute the world. Would be better if the graves you dug just gained an "undug" state after a while, or perhaps during a full moon/new moon.
* Things respawning after burning down seems like a great idea, but it means the burnt stuff you must chop or hammer down, otherwise you'll end up having a world polluted with burnt stuff. Would be great if the burnt stuff simply broke down/despawned after a while.
* Does this include player-crafted structures? If so I think it's bad for game design and can potentially pollute the world.
* Do things still respawn if you place down, say, wooden flooring after digging/chopping/mining them up? Because if so, that means there'll be almost no space for base-building to begin with, or bases will have stuff in them that you don't like.
* Caught by net - what do you mean by that? They'll respawn instantly? Because bees and mosquitos respawn in their hives already!
Glington 19. juni 2017 kl. 14:22 
Great mod btw
Glington 19. juni 2017 kl. 14:20 
Can I suggest a update with the ability to turn off tree respawn that way we can exp: only respawn mining only so that we can plant our self the tree

because at the moment we forget that it will respawn and we plant and later there are 2 or even 3 trees at the saem time and cant remove it unless we turn off the mod haha
PierogiMan 6. maj 2017 kl. 10:27 
can you make a version ONLY for the ancient guardian? also ornate chests in the ruins maze too just like in DST
Triggered Moki 4. feb. 2017 kl. 10:39 
do mobs respawn too?
TheLegendaryFoxFire 20. jan. 2017 kl. 5:59 
Ah! Thank you very much for the quick reply!
Isosurface  [ophavsmand] 19. jan. 2017 kl. 20:22 
Petrified trees are now excluded.
TheLegendaryFoxFire 19. jan. 2017 kl. 4:16 
Aaah. I just cut down a huge forest of petrified trees after they all turned to stone and because you mine them they all grew back on me. Lol
Do you think you can add a way to exlude petrified trees from respawning from mining?
molligru 22. okt. 2016 kl. 22:09 
Cool, hopefully no overt conflicts then. Thanks a bunch.
Isosurface  [ophavsmand] 22. okt. 2016 kl. 21:52 
My mod is similar to the first method on the wiki page. Over respawn can happen if the respawn time is set too short and if the spawn probablity is very high (100%).
molligru 22. okt. 2016 kl. 16:51 
Yeah, just getting back into it myself. See http://dontstarve.wikia.com/wiki/Regrowth -- Trees and some other stuff now comes back/spreads over time under the right conditions. Was curious how it interacted with this script.
Isosurface  [ophavsmand] 22. okt. 2016 kl. 15:56 
@blahpers, it's been a while since I last checked DST news and update. I'm not sure what you are referring to.
molligru 22. okt. 2016 kl. 12:08 
How does this interact with the new built-in world regrowth settings?
76561198320365358 17. okt. 2016 kl. 2:14 
Hi, @Isosurface. I'm product manager of Tencent Game Platform(TGP). DST is now launching on TGP, and we want to provide your mod in our platform to DST players. Is that ok for you? You can cantact me by adding steam friend or email:3178783221@qq.com
Isosurface  [ophavsmand] 26. aug. 2016 kl. 4:46 
@生医肖, you'll have to edit the modmain.lua file. Add the prefab names of the monsters to the "exclusions" list.
Kano 26. aug. 2016 kl. 2:14 
hi, could you please add more options, such as i dont want some monster respawn, how could i do?
Isosurface  [ophavsmand] 16. aug. 2016 kl. 22:11 
@Ratboy Genius, it works with any existing worlds.
Milts 16. aug. 2016 kl. 18:36 
Oh, actually, it is overpowered. But as I said, it's configurable
Milts 16. aug. 2016 kl. 18:07 
Do I need to create a new world for it to work?
I loved the fact you made it totally configurable and not overpowered at all by default. I just need to test it, but I'm apprehensive to activate it
Dracodine 14. aug. 2016 kl. 9:22 
i asked in the chester mod already, they told me it isnt a causing of it, thats why i'm writing here o__o the Chester Mod i use is: Personal Chester and this content works normal. o_o
Isosurface  [ophavsmand] 14. aug. 2016 kl. 8:03 
@Dracodine, that must be a chester-related mod cuasing whatever is happening to your game. This mod does not change the behaviour of chester or eyebone.
Dracodine 14. aug. 2016 kl. 6:36 
*i meant despawn not respawn >.< sry
Dracodine 14. aug. 2016 kl. 6:32 
oh and the second eye bones occured when an other player joined my map, he had it in his inventory. but the normal chester and his eye bones where in the base
so the other player brought the eye bone to me :>