Don't Starve Together

Don't Starve Together

Super Hound Waves
246 Comments
ALUCARD554 Mar 25 @ 4:55pm 
Crash in the cave :DSTskull:
Bad_Wolf Jan 18 @ 7:38pm 
mod not working... plz update T.T
BERNARDO Nov 16, 2024 @ 6:20am 
add lunar enemies like lunar hounds and lunar pengulls, all the scary looking creatures
badung Oct 20, 2024 @ 8:44pm 
crash in the cave :(
DaleBall2 Aug 13, 2024 @ 2:49pm 
Is this mod still working?
BERNARDO Aug 5, 2024 @ 2:42pm 
cool, add more mobs as the time goes on and it's only going to get better
Francis gaming Mar 10, 2024 @ 5:07pm 
great mod
Serial Designation N Sep 9, 2023 @ 7:54am 
x.x It crashed many times for me. So had to get rid of this. Only affected one mod that's been crashing alot.
歐米茄翻牌 Apr 13, 2023 @ 6:16pm 
im still biying it
歐米茄翻牌 Apr 13, 2023 @ 6:16pm 
what is more "QOL" than giving EVERY MOB IN THE GAME A HOUND WAVE
Gui Dec 29, 2022 @ 4:52pm 
Unfortunately had issues with tropical experience, though the mod is great !
Головоногий молю Oct 7, 2022 @ 9:01am 
this...not hounds...
Super Brasilis Sep 2, 2022 @ 3:03pm 
Wave of killer beez maybe? Bunnymen wave in caves? Hollow earth attack, sea problem waves? Treeguards wave? Moon island waves, thing ball wich makes you sleep, moon spiders, salamanders?
lol?
Super Brasilis Sep 2, 2022 @ 2:54pm 
LMFAO Gooblers doing headbutt, but its real turkeys aren't inofensive as chickens, and gooses are agressive too, they honk to any intruder around the farm, if he come stalking you, just RUN!
LER OCHKA Jul 21, 2022 @ 4:24am 
error with Tropical Experience | The Volcano Biome" mod
CAVALOGROSSO Jun 27, 2022 @ 5:24pm 
Your mod gave an error when I tried to run it with the "Tropical Experience | The Volcano Biome" mod.

Any idea what it could be and how to fix it?
KingofTown  [author] Apr 27, 2022 @ 7:13am 
Actually, I think I'm going to try lowering the priority to even lower than the default value. I didn't know I could do that. It shouldn't break any other mods that exist, so....we'll see how that goes :P
KingofTown  [author] Apr 26, 2022 @ 2:33pm 
Thanks all for the comments. I have an update ready to push later to fix a few of these things.

I'm not sure about the mob behaviour changes. I currently inject a behavior node into all of these mobs that should make them act like the hounds do (chase and kill). However, if you have any other mods which might alter a mob brain file, if it's loaded AFTER this mod, it will erase those changes and those mobs would be spawned as normal and their behaviour will be "target the player....for a bit....then do normal me things"

I'd take a look at what other mods you have running. I could change the priority of this one since it seems like it should be loaded last almost always.
hero Apr 20, 2022 @ 12:45pm 
I have a fix for the unknown string issue, would be awesome if you could implement it. (Also works if you can edit your mod files on your server, but obviously nicer to have it in the actual mod files):

replace
warning_speech = "ANNOUNCE_HOUND"
with
warning_speech = "ANNOUNCE_HOUNDS"

in the component/hounded.lua file.

Btw, did Klei (or you) change something about hound mob behaviour? It feels like they spawn very far away sometimes, and are also not as aggressive as before the most recent updates.
hero Apr 18, 2022 @ 6:02am 
We love the mod very much, it makes the waves so much more versatile and can also help with some ressources early on with a bit of luck!
Wanted to announce the same problem as Mickmane here, "unknown string" announcements. I think I read somewhere else that this was a KLEI issue with the string locators, but maybe it's still fixable on mod's side? Would be great, thank you! :)
Mickmane Apr 1, 2022 @ 5:43pm 
Mickmane Apr 1, 2022 @ 5:38pm 
Hiya. :)

I just got my char saying "Willow_announce_hound_unknown_string" or something like that. Did they change something in the recent update that messes with your mod?

I got hounds, spiders, beefalo set to come, probably goats and clockworks too (not sure), all not enhanced.

In the world settings I set fire hound waves to none (that's new that you can do that).

Btw, AstrayCuriosity, Enhanced means fire/ice monsters.
AstrayCuriosity Mar 18, 2022 @ 10:14pm 
What does enchanced option mean?
Username Feb 9, 2022 @ 7:40pm 
this has to be the single funniest mod of the entire workshop
Mickmane Oct 17, 2021 @ 7:59am 
Could you increase the options of monsters, like maybe add ghosts? Or even depth worms above ground? :)

Horror hounds? Those birds from the moonstorm? Koalefants? Frogs? Splumonkeys? Pig Guards? Other clockwork monsters?

If it isn't too much work, I'd like a way to individually set whether they drop loot, or just whether they drop their respective meat (I just end up with too much of it, but I do want the hounds teeth...).

Great mod in any case! Thanks! :)
Mickmane Sep 19, 2021 @ 8:51am 
Btw, last night I got fire Slurtles again in the caves during a hound wave.
Mickmane Sep 14, 2021 @ 7:57am 
I think spiders attacked me as Webber just fine, but haven't tried recently I think. Hm...
KingofTown  [author] Sep 14, 2021 @ 7:05am 
I *think* I handled that when playing webber and a hoard of spiders comes....but probably not. Or they changed that too and it no longer works.

I would have to test single player vs DST to see. What is most likely is since I developed this for single player, I only tested it there and never tested it DST so spiders never worked with Webber :P
Mickmane Sep 14, 2021 @ 7:02am 
That explains the merm Wurt relationship at least. :)
KingofTown  [author] Sep 14, 2021 @ 6:51am 
Oh, yeah that's a merm problem with wurt I think. They have some special code somewhere for wurt/wortox now that checks if they should be targeted outside of the shouldTarget function. I think there is a custom override defined in these characters that gets hit...
Mickmane Sep 14, 2021 @ 12:51am 
Here's a funny example:
https://steamcommunity.com/sharedfiles/filedetails/?id=2601674496
:))

(Might have to do with playing Wurt?)
Mickmane Sep 10, 2021 @ 6:56am 
That sounds good! :)
KingofTown  [author] Sep 10, 2021 @ 6:53am 
LOL

Maybe I'll have to make it another one of those mob specific overrides I have so many of. Currently the distraction timer is the same for all mobs.

Wouldn't take long to make it another entry in the table. Then I can tune it per mob. Make the slower moving ones have a longer timer, etc.
Mickmane Sep 10, 2021 @ 4:35am 
I really like how they now get distracted a lot, but some little voice in my head says 'maybe they get distracted a little too much'. :))

Not many, if any, of the super hound waves participants actually reach me now.
Mickmane Aug 31, 2021 @ 5:28am 
Just noticed you updated the mod and read the change notes. I really appreciate it! Thank you! :)) :trophy: :balloon: :coolthulhu:
Mickmane Aug 30, 2021 @ 7:34am 
Is it possible for you to add a setting that stretches out hound waves further? So it's less than little? On a world with a few hundred days, they come far too often for my taste...
KingofTown  [author] Aug 30, 2021 @ 7:01am 
Hmm, weird. Skittersquid shouldn't have had any checks with the caves. Though, they are a new one that I added so who knows if I messed that one up...

1) The game auto calculates the next hound wave attacks. This is based on your game settings for hound waves (none, little, often, escalating) or whatever they have for those settings.

2) What I do is roll a dice for a mob to be picked. This dice is rolled when the game would schedule the next wave.

3) The game checks the "age" of players on a server when it would spawn a wave. If the server is full of "new players" at the time of a wave, it will skip the next wave.


I'll have to try enabling ONLY skittersquid to see if I messed something up there. But as for never getting an attack, I would check your server settings maybe? You can use a console command to print out the next attack time

[code] print(TheWorld.componens.hounded:GetDebugString()) [/code]

That will tell you how many seconds until the next wave.
Mickmane Aug 29, 2021 @ 1:14pm 
Talking about caves, I got a wave of slurtles in the caves, with one being a fire slurte. Can you add an option to turn the "enhanced" monsters off in the caves, too?
CowForceSeven Aug 29, 2021 @ 12:08pm 
I was really excited to find this mod, but I'm having a bunch of issues.

First I sat around for ages and never got an attack.

Then I disabled all creatures except skittersquids (which I think are really cool), then I checked the next planned wave. It said that squids couldn't be chosen because I wasn't in caves, except squids aren't from caves.
Mickmane Aug 25, 2021 @ 10:43am 
Yeah, I only had walrus enabled because I had killed a number and wasn't getting any walrus teeth for walking canes. It was outside the Winter season. (Btw, there's the option for no enhanced, so I expected it to do that. :) )

Hey, can you add rabbits? :)

What about the beefalo wave not getting distracted by spiders or frogs, and the spiders and frogs not caring about the beefalo hound wave running around their homes?

Oh, there was something else weird, something to do with wanting to turn off hound waves completely (I had ended up swimming in resources). How do I best do that when I have the mod enabled for a long time in that world?

Thanks for your speedy reply! :)
KingofTown  [author] Aug 25, 2021 @ 10:35am 
Yeah, I think it is possible to add those.

Walrus should only be able to be spawned in winter. It shouldn't ever try to spawn them in any other season.

Also yes, I do not ignore the elemental hounds for walrus since they always had ice hounds. But it certainly shouldn't have been fire hounds.

Perhaps you ONLY had walrus enabled? In this case, if I don't find a valid mob to roll, it will default to the base-game hound attack which would include the normal elemental chances.
Mickmane Aug 25, 2021 @ 2:23am 
That reminds me, I tried to take refuge among spiders (as Webber), and the spiders just didn't care about the Beefalo trampling across their nests. The frogs I ran to also didn't seem to see them. Can you do something about that?

Also, when I enabled Walrus party I got normal dogs (including fire in summer, ice in winter, despite setting it to No Enhanced), and no Walrus. Is that intended?

Thanks! :)
dicksonregister Aug 24, 2021 @ 10:06pm 
Hi, I really love this mod and it brings me more fun than before. I have a question for improving this mod, can you give new spawned mobs more intelligent as the hounds? Currently, they are chasing me for a long time and they are never attracted by other items. (The hounds can be attracted by other items like birds or walls and I can have a chance to kill them one by one)
Sergeant Hwang Jul 21, 2021 @ 9:46am 
I want dst hp ver option:steamhappy:
Mickmane Jul 16, 2021 @ 5:21pm 
Ooh, thank you! :))
KingofTown  [author] Jul 16, 2021 @ 4:27pm 
@Mickmane - yep, you're right about that one...it's a bug. I'll fix it real quick!
Mickmane Jul 14, 2021 @ 6:35am 
Hiya. :) As always having fun with the mod, but there's one problem...

I keep getting fire and ice 'super' hounds despite setting them to no enhanced. What am I doing wrong? (Or understanding wrong?)
PeskyBees Jun 25, 2021 @ 3:44am 
Yeah it seemed a bit strange that the turkeys were barking 😂. But yeah well pointed out and you can only do what you've got the skills for at the end of the day!
KingofTown  [author] Jun 24, 2021 @ 9:36am 
Ha, there might be. But I'm only a software guy and have no idea how to create assets. I thought about having unique warning sounds for each mob at one point, but wouldn't even know how to start with that....so I just left the barking".

Making it music is possible, but as Mickmane points out, it might not be desired. I compromised by having the warning phrases change depending on the mob.

Mickmane Jun 23, 2021 @ 9:54am 
(Just reading along...) Please don't force music on people who have disabled it.