Don't Starve Together

Don't Starve Together

Automatic Health Adjust
621 Comments
Serp  [author] Apr 27 @ 7:05am 
@onionic tha hedhag (oregynal): I guess this was changed in a game update.
Will try to remember to change it to 180 when I add any new mobs
onionic tha hedhag (oregynal) Apr 26 @ 11:17am 
are grumble bees supposed to have 150 health when listed as dst (normally they have 180 health)
Six Apr 12 @ 10:35pm 
Great mod, thank you!
Volos Mar 18 @ 2:50pm 
Kinda trash that's normal mobs like pigs and etc getting less health
Mirodin333 Mar 2 @ 6:09am 
@Serp nvm, shouldnt be the mods fault, that specific world I even forgot to tick the mods, so it was modless yet still didnt work (unless it somehow borks the entire game even without checking).
Serp  [author] Mar 1 @ 12:15pm 
@Mirodin333: take a look at the logfile for the error.
Mirodin333 Mar 1 @ 9:04am 
I have only this mode and epic healthbar mod and have trouble launching a server. Is it perhaps because of new patch?
冲刺!冲刺! Feb 27 @ 5:29pm 
thanks
你好 Feb 26 @ 7:43pm 
Thanks for the mod, buddy
igrarium
ACID BJ Jan 29 @ 12:07am 
lifesaver seriously
EgoZA_Video Jan 27 @ 2:36am 
Супер мод здравия афтру!
Адская Пуля Jan 8 @ 4:16am 
Is this mod compatible with Uncompromising mode?
antoche Dec 31, 2024 @ 7:39pm 
↓ Yes:cupup:
Emore Dec 30, 2024 @ 11:04pm 
does this make singleplayer dst better?
Моршу Dec 3, 2024 @ 6:38am 
thank you so much
Flaccid Pounder Nov 12, 2024 @ 1:40pm 
thanks
Serp  [author] Nov 12, 2024 @ 1:39pm 
@Boko Harambe: yes, it adjusts health when the mobs spawn and also whenever a player joins the server. there can be exceptions though, eg. the Crabking does not adjust health if it is already active and player join/leave, because it would be too complicated to code (currently just crabking because he is so special regarding health)
Flaccid Pounder Nov 12, 2024 @ 12:33pm 
I'm assuming this mod works with worlds i've created before installing it, right? Will it adjust the dragonfly boss' hp if he is already alive before i use this, for example?
Serp  [author] Nov 9, 2024 @ 5:49pm 
@Deimos: done :)
btw I just read a few older comments and I don't feel like adding support mobs from other mods. It would be too much work to always make sure to be compatible and maybe adding new mobs and so on...But anyone feel free to take a look at my code and implement it for mod-mobs eg. directly in the relevant mod.
Deimos Nov 9, 2024 @ 4:55pm 
Could you add a config for higher server number of players???? say 15-20 tysm
Frinckles Oct 24, 2024 @ 9:00pm 
Does this work in uncompromising mode? Thanks.
Rei Plas Sep 28, 2024 @ 1:54pm 
@Serp

Ah yes I understand!
Serp  [author] Sep 28, 2024 @ 11:25am 
@Wei Plus: with average I mean addition of both, divided by 2.
So if you have Health of 1 player of 100 and health for 6 players of 1000, the average of this would be 1100/2=550 (not sure if I chose the correct english wording for this, but this is what I mean :D)
Rei Plas Sep 28, 2024 @ 10:18am 
Hey! Just really quick, what exactly is the hard setting? I'm a bit confused on the average of DS and DST settings for 1 player
Serp  [author] Sep 20, 2024 @ 6:31am 
@æhhh1finskiy: thank you very much for the intensive testing :)

Is it the same problem for "Crawling Nightmare" and "Nightmarebeak"? Ah wait, we dont have these in the mod :D

I think the problem could be, that the devs made in the "nightmarecreature.lua" file a "local data = ..." which is saving the health values as numbers before the mod is loaded.. so only adjusting the TUNING values is in this case not enough (because this does not change the already saved values in this data variable) ... I always hate it when the devs store such things in local variables....

I have to write special handling for the nightmarecreature.lua because of this..
пизда шахидки Sep 20, 2024 @ 5:11am 
Lurking nightmares work a bit weird. When the world already has some spawned, their health is decreased, but the ones which spawn later have 850 hp. I figured after some testing
пизда шахидки Sep 20, 2024 @ 1:16am 
Just noticed, Malbatross has 850 in settings, i guess something got mixed up =)
пизда шахидки Sep 20, 2024 @ 1:15am 
Thanks for updating, honestly can't play the game without this mod xD There's a mistake in settings tho, it shows that Lurking Nightmare has 5000 health, when in fact he has 850
Serp  [author] Sep 19, 2024 @ 3:22pm 
@Nokumar: yes should be fine. Only when disabling the mod again, read the "attention" in description above.
Nokumar Sep 16, 2024 @ 2:21pm 
can i add it mid server
BENS936 Sep 15, 2024 @ 9:51am 
nop not this time, it's either just mobs or mini boss so no special phase. The only thing is that the rabbit king is a NPC ("rabbitking_passive") until we attack it and then switch to the agressive on (rabbitking_aggressive) and since the NPC is not to fight you don't have to adjust it's HP in my opinion.
Maybe a thing with "icker" => when it's loosing HP it's separate into small blob (can't be attacked) and if not killed the blob goes back into the icker and heal it so maybe it's a thing to consider
Serp  [author] Sep 15, 2024 @ 8:48am 
@BENS936: thank you very much.
Do any of them have special rules for health that can change their max health? Or do they have different fighting phase based on their left HP ? (usually the devs program a percentage of HP to trigger next phase, but sometimes they hardcode values..)
BENS936 Sep 15, 2024 @ 4:14am 
Hey Serp,

New update is out with a bunch of new mobs to fight :
"rabbitking_agressive" (800,2000) =>it's an early game mini boss
"rabbitkingminion_bunnyman" (150,400) => it's minion spawning 3 by 3
"wormboss" (1500,5000) => based on malbatross HP adjustment with also 5000 HP in the game
"shadowthrall_mouth" (400,800) => like shriek with same HP
"Icker" (300,600)
"ruinsnightmare" (400,850) => shadow creature only in the ruin during nightmare cycle and hard to fight solo so same HP as the other shadow creature
"chest_mimic_revealed" (400,950) => late game mob important for late game stuff so not too easy

I tried to follow your rule on how to adjust HP so far + based on the stuff you should have when encoutering them (early, mid or late game). That's why I put note after my proposition for the HP adjustment.

As always, thx for your work on the mod !
onionic tha hedhag (oregynal) Aug 28, 2024 @ 11:40am 
sorry, this was an issue on my end, i had configured the mod in the mod menu but when starting a test world it reset all my settings for some reason
Serp  [author] Aug 28, 2024 @ 4:37am 
@onionic tha hedhag (oregynal):
sry for the strange naming of mobs =/ I think the "Scrappy Werepig" is called "Nightmare_Werepig" in my mod :)
onionic tha hedhag (oregynal) Aug 27, 2024 @ 3:56pm 
unless i missed it, could you add configuration to the scrappy werepig please? love this mod
ADAGIO-M74 Jul 28, 2024 @ 4:49am 
There's also another thing I noticed with some more testing. The fight before the removal has just two phases. On the new variant it has 3 but it behaves exactly the same.
ADAGIO-M74 Jul 28, 2024 @ 4:23am 
It is the same fight, correct, so it's unclear as to what the hell is going on.
I found out something VERY interesting. Removing Crab King and respawning him with console fixes the bug, without any server restarts required. My guess is that if you somehow kill the 200k HP variant the bug will fix itself on those servers.
Serp  [author] Jul 27, 2024 @ 2:19pm 
ADAGIO-M74: hmm I dont think this is the correct track anyways. Or is the crabking rom old worlds acting differntly than the one from new worlds, so it is sure that the one fro old world is still old crabking? I assume it is the new in both worlds, so it makes zero sense to me..
ADAGIO-M74 Jul 27, 2024 @ 1:39pm 
Yes, those worlds basically, but I've no idea how to check, sorry. I have a vague idea on the tuning, I assume it's the mob data formulas.
Serp  [author] Jul 27, 2024 @ 1:35pm 
@ADAGIO-M74: thank you very much. you mean before the official game crab king rework? maybe these old worlds still use the old tuning value (it was renamed)? Although I currently don't remember if also TUNING values in regards to crabking health were renamed, or if it only was the Mob Health...
Do you know what I mean and do you know how to check?
ADAGIO-M74 Jul 27, 2024 @ 12:49pm 
I have found the issue with Crab King, Serp. It explicitly happens only to old worlds prior to the rework. Although I have no idea why it happens. The world where I did the testing were all new worlds, not old ones. I have no idea how to fix it though.
Serp  [author] Jul 25, 2024 @ 11:24am 
ADAGIO-M74 thank you :)
ADAGIO-M74 Jul 25, 2024 @ 2:32am 
Hey again Serp, I've taken the time and tested Crab King given the complaints, but I can't reproduce the health issue no matter what I try and what gem combo I use. I don't run any other mods that interact with mobs, just mods that provide info like Insight. The result was always 4k HP regardless of gem combo for me.

I've no idea what could possibly cause it to malfunction for the other people. Possibly some obscure interaction because of the change of prefabs? But mod compatibility shouldn't be a concern for balance stuff I think.
ADAGIO-M74 Jul 21, 2024 @ 2:59pm 
Correct. Insight has absolutely no issues. It's minor anyway, since it's literally just two bosses and it just glitches and shows overlapping values, but it amazes me how obscure of an interaction this is. I just thought having it noted here is a good idea.

Btw, thanks for the mod, it's greatly appreciated. It makes fresh runs so much more fun to play when you don't have to smack some bosses for 30 minutes straight when solo.
Serp  [author] Jul 21, 2024 @ 10:37am 
But number-showing mods like "Insight" and so on are working fine I assume?
Maybe the health-bar code does not like my mod changing the health midgame?
ADAGIO-M74 Jul 21, 2024 @ 7:28am 
So I found an interesting bug/interaction with Epic Health Bar and Simple Health Bar mods. For whatever reason, it screws up Lord of the Fruit Flies and Shadow Pieces on both of the mods. I've no idea what could cause this looking through the code. It's so weird.
Serp  [author] Jul 15, 2024 @ 4:13am 
can others confirm the problems?
Or maybe know a solution?
BajaBlast113 Jul 15, 2024 @ 2:13am 
Added context:
Was able to get it back down to 12k by disabling the mod and reloading twice but now enabling the mod doesn’t seem to change the health even with multiple reloads. I know you’re not even playing DST anymore so no rush. Worst case I’ll just cheese the boss with its default health