Don't Starve Together

Don't Starve Together

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Automatic Health Adjust
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15 sept. 2016 à 15h49
30 mars à 14h46
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Automatic Health Adjust

Description
This mod automatically adjusts the health of mobs depending on the number of active players, everytime a player joins or leaves.

Default is DS values for 1 player, and DST values for 6 players.
(for 2,3,4,5 players , health will be between those values of course)
And in case for some reason you have more than 6 players, it will be higher than DST values!

Has setting to set min/max value for the number of players the mod should calculate with:
So if you are playing with 4+ players, but want max health values for 3, then you can set max to 3.
Or if you play with 2+ players, but want at least health values for 4 players, you can set min to 4.
Or set it both to 6 if you always want to play with values for 6 players.
By default it is disabled.

Cave and Overworld are separated.
So if one player is in cave and one in Overworld, both worlds will have health values for 1 player.

More Customization:
in the customsettings.lua you can define your own health function!

Special case for crabking(-claws):
If a player joins/leaves during a fight against crab king, his health wont change. If you want to update his health according to new number of players, you have to leave and activate him again.

Also take a look at other mods I made, see my workshop ;)


You can change the values to anything you like, but by default they are: (1 and 6 players values)
{AncGuardian={2500, 10000}, Ancient_Sentrypede={600, 1200}, Antlion={3000, 6000}, Bearger={3000, 6000}, Bearger_Armored={4000, 8000}, Beefalo={500, 1000}, Beeguard={100, 150}, Beequeen={3000, 22500}, Brightshade={500, 1000}, Brightshade_Vine={100, 200}, Buzzard={125, 250}, Celestial_Champion1={2000, 10000}, Celestial_Champion2={2600, 13000}, Celestial_Champion3={2800, 14000}, Clockworks={300, 900}, Crabking={4000, 20000}, Crabking_Claw={100, 500}, Deer={350, 700}, DeerGem={750, 1500}, Deerclops={2000, 4000}, Deerclops_Crystal={3000,6000}, Dragonfly={3500, 27500}, Eye_of_Terror={2000,5000}, Eye_of_Terror_Mini={150,200}, Eye_of_Terror_Twin1={4000,10000}, Eye_of_Terror_Twin2={4000,10000}, Ewecus={400, 800}, Fused_Shadeling={625, 1250}, Gnarwail={500, 1000}, Grassgator={500, 1000}, InkBlight_Jitters={500, 1000}, InkBlight_Rasp={600, 1200}, InkBlight_Shriek={400, 800}, Klaus1={2000, 10000}, Klaus2={5488, 27440}, Koalefant={500, 1000}, Krampus={200, 300}, Lavae={250, 500}, Lord_Fruit_Flies={900, 1500}, Malbatross={1500, 5000}, Merm={250, 500}, Moose={3000, 6000}, Mosling={350, 525}, Mush_Gnome={300, 600}, Nightmare_Werepig={2000,10000}, Pig_Guard={300, 600}, Poisonedtree={12, 18}, Powder_Monkey={100, 200}, Prime_Mate={200, 350}, RLobster={1500, 3000}, Rockjaw={500, 1000}, Saladmander={450, 900}, Sea_Weed={250, 500}, Shadow_Bishop1={250, 800}, Shadow_Bishop2={800, 2500}, Shadow_Bishop3={2500, 7500}, Shadow_Knight1={300, 900}, Shadow_Knight2={900, 2700}, Shadow_Knight3={2700, 8100}, Shadow_Rook1={350, 1000}, Shadow_Rook2={1000, 4000}, Shadow_Rook3={4000, 10000}, Shootius={1500, 3000}, Skeleton_A={6000, 16000}, Skeleton={2000, 4000}, Slurtle={600, 1200}, Spider_dropper={200, 400}, Spider_healer={200, 400}, Spider_hider={150, 225}, Spider_spitter={175, 350}, Spider_warrior={200, 400}, Spiderqueen={1250, 2500}, Tallbird={400, 800}, Teenbird={300, 600}, Tentacle_pillar={500, 750}, Toadstool={7500, 52500}, ToadstoolMisery={11111, 99999}, Treeguard={2000, 3000}, Voaltgoat={350, 700}, Walrus={150, 300}, Warg={600, 1800}, Warg_Possessed={1500, 3000}, Werepig={350, 525}, Worm={450, 900},}

FAQ:
1)Does this mod also changes other mob behaviours, like rage or so?
-> No, it only changes health, nothing more. Most special skills of mobs depend on a percentage of health, so they will still work fine.
If you still want a mod that adjusts all special skills of all mobs, depending on the number of players, then please write such a mod and we could make it dependend on my mod, so yours changes skills and my changes health.
I won't write such a mod myself, because it is ALOT of work and I don't know all the sepcial skills good enough for this.
2) Attention: When disabling this mod on existing world, the max health won't change back to normal on first loading! Close the world and load it a second time without the mod should fix the max health, but the current health might be stuck at former max health. I don't know a solution for this, because there is no way to "fix" this, with an disabled mod and as far as I know there is no "unloading mod code" to solve this.
Discussions populaires Tout voir (1)
1
27 sept. 2021 à 12h42
Setting max health of few mobs.
Takeshin
534 commentaires
exactly. this mod adds features which A LOT of people asked for.
klei intended people to play together, but then they made this game objectively better than original don't starve. what gives lol

adjusting health of bosses to not be 22k for a single guy to handle is not cheating, it's balance and it should've been done in the official release a LONG time ago.
Serp  [créateur] 26 avr. à 13h12 
@Tesseract: who cares? you play for your own fun and not ruining anyone others game and its not competive. but if you make it easier with the mod, maybe its cheat. if you make it more difficult, it is not.
Tesseract 25 avr. à 11h22 
does this mod count as a cheat
BENS936 30 mars à 5h31 
Hello Serp,
The new boss of the last update : scrappy werepig "daywalker2" : (2000,10000) hp
Thx for your work !
Serp  [créateur] 29 mars à 13h25 
@guoluke1000 as long a mod does not change the health value, it is compatible to all mods.
guoluke1000 29 mars à 5h07 
Thank you. I am a single player and often worry that the boss's health in the game is too high to conquer alone.
Also, may I ask if this mod is compatible with other mods that display health?
MouCC 13 mars à 4h30 
Sorry to bother you, thanks for your guidance. And apologize for my poor vocabulary. I'm not an native English speaker, I don't know whether I used the correct word to describe my confusion....:steamfacepalm:
Serp  [créateur] 6 mars à 10h40 
@Hsiangker: you mean the structure of modsettings/so many options?
Don't know what I could do to improve it. The DST devs have to offer a better structure for modsettings, unless it already exists?
Hsiangker 6 mars à 3h03 
In some cases, it is very troublesome to set, for example, I only want to set the health of stalker_atrium and other bosses, but I do not want to change the health of ordinary creatures, such as beefalo and so on.
Serp  [créateur] 26 févr. à 13h49 
@ADAGIO-M74: I'm not quite consistent with the naming, sorry. Sometimes I use tranlsated text, soemtimes prefab, sometimes tuning names...
I think Ancient Fuelweaver is Skeleton_A