Don't Starve Together

Don't Starve Together

Natural Respawn
172 件のコメント
robodami 6月11日 7時08分 
willows controlled burning skill doesnt work with this enabled the fire spreads and items dont smoulder but burn instantly
fat man 2月12日 3時01分 
good i guess but it ruins your base it respawns garden debries like crazy
robinn57 2024年8月30日 13時21分 
@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 2024年4月13日 13時52分 
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 2021年3月5日 12時49分 
If a tree petrifies and i mine it, will a regular tree respawn? Or will it be a petrified one?
Duorhs 2020年11月7日 16時38分 
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  [作成者] 2020年9月19日 2時24分 
You have to dig or burn them down
DarkWolf 2020年9月12日 13時24分 
do trees respawn? do you need to leave or dig up the stumps?
Iskeletu 2020年5月6日 18時48分 
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  [作成者] 2020年4月6日 5時20分 
@leavemealone (for real), monsters that don't respawn after killed, like clockworks.
leavemealone (for real) 2020年4月5日 21時06分 
what does the "rare monsters" config refers to? i couldnt find it on the description or comments
Isaac Hipkiss 2020年3月15日 19時26分 
Also is there a debug command to repsawn all enemies instead of reloading the world?
Isaac Hipkiss 2020年3月15日 19時22分 
If I spawn an enemy in and the save the game, then reload, will it also respawn?
Templar 2019年10月16日 12時54分 
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 2019年7月17日 19時26分 
Revya---> tentacles and ancient guardian
Revya 2019年4月12日 2時48分 
There's a "rare monster" config in the setting. What does it mean?
Louis 2018年5月20日 13時38分 
@isosurface thank you for your quick reply :)
Isosurface  [作成者] 2018年5月20日 1時21分 
@CottonAlpaca, yes.
Louis 2018年5月19日 10時42分 
Does this mod includes Stalagmites ?
Drizlly 2018年1月18日 5時01分 
Like can you make an option so i can choose what will spawm?
turohabaneero 2017年12月19日 5時44分 
Are you going to add rundown houses?
Isosurface  [作成者] 2017年12月19日 3時29分 
@Rowan, you don't need it at world generation, but it has to be enabled when destruction or killing happens.
Graywaren 2017年12月18日 15時23分 
Does this need to be enabled at world generation? If not, will it respawn things killed prior to mod being enabled?
turohabaneero 2017年11月7日 7時05分 
That is a shame.
Isosurface  [作成者] 2017年11月7日 6時29分 
@see you next friday, no.
turohabaneero 2017年11月7日 6時12分 
Are the rundown houses that spawn merm included in this mod?
Domino 2017年11月3日 1時42分 
Thank you so much!
Isosurface  [作成者] 2017年11月3日 1時39分 
Updated. I have excluded marble trees, some marble structures and graves.
Domino 2017年10月31日 20時38分 
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 2017年10月29日 10時11分 
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 2017年6月19日 14時22分 
Great mod btw
Glington 2017年6月19日 14時20分 
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 2017年5月6日 10時27分 
can you make a version ONLY for the ancient guardian? also ornate chests in the ruins maze too just like in DST
Triggered Moki 2017年2月4日 10時39分 
do mobs respawn too?
TheLegendaryFoxFire 2017年1月20日 5時59分 
Ah! Thank you very much for the quick reply!
Isosurface  [作成者] 2017年1月19日 20時22分 
Petrified trees are now excluded.
TheLegendaryFoxFire 2017年1月19日 4時16分 
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 2016年10月22日 22時09分 
Cool, hopefully no overt conflicts then. Thanks a bunch.
Isosurface  [作成者] 2016年10月22日 21時52分 
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 2016年10月22日 16時51分 
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  [作成者] 2016年10月22日 15時56分 
@blahpers, it's been a while since I last checked DST news and update. I'm not sure what you are referring to.
molligru 2016年10月22日 12時08分 
How does this interact with the new built-in world regrowth settings?
76561198320365358 2016年10月17日 2時14分 
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  [作成者] 2016年8月26日 4時46分 
@生医肖, you'll have to edit the modmain.lua file. Add the prefab names of the monsters to the "exclusions" list.
Kano 2016年8月26日 2時14分 
hi, could you please add more options, such as i dont want some monster respawn, how could i do?
Isosurface  [作成者] 2016年8月16日 22時11分 
@Ratboy Genius, it works with any existing worlds.
Milterator 2016年8月16日 18時36分 
Oh, actually, it is overpowered. But as I said, it's configurable
Milterator 2016年8月16日 18時07分 
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 2016年8月14日 9時22分 
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  [作成者] 2016年8月14日 8時03分 
@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.