Don't Starve

Don't Starve

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Super Hound Waves
   
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26 Aug, 2015 @ 11:00am
3 May, 2017 @ 5:23pm
15 Change Notes ( view )

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Super Hound Waves

Description
Description

Are the occasional hound attacks getting a little too bland? Try this mod out. Each hound attack will instead be an attack from a random mob you have enabled in the configuration file.

The waves are scheduled as normal, and the number of mobs scales with the mob type as well as the wave difficulty. Earlier waves will have fewer mobs, just like a normal hound wave.

Surprises await those brave enough to try it out.

Updates
Now have fire/ice versions of all mobs! These have the same spawn chance as regular fire/ice hounds would have. They also come with the same dangers of these mobs! Watch out for fire...

Warning!

This mod CAN make the game more difficult! While I've tweaked the number of mobs and their spawn rate relative to what a normal hound attack wave would be, some are just pretty terrifying in large numbers.

If you want an easier game, go to the config file and pick the easy waves (gobblers, hounds, spiders, etc). If you want only a harder game, disable those easy mobs!

Your normal outlets of protection are no longer there. In fact, they might become a liability! Incoming beefalo attack? Better get away from any surrounding beefalo as they will join in the fun! A wave of pigmen? The village might not be a great location. You instead might actually have to take refuge at a hound mound! Just take your bush hat and go chill out near the mound and watch the incoming wave fight off the hounds (assuming the hounds don't see you first).


Current Mob Waves Available

Hounds (nothing special here)
Mermen
Tallbirds
Pigmen
Spiders
Killer Bees (a lot)
Mosquitos (a lot lot)
Lightning Goats (if DLC is enabled)
Beefalo
Clockwork Knights (reduced drop rate of gears, but you should still get 1-2 from a wave)
Turkeys (reduced drop rate of meat as these are pretty easy to kill)
Penguins (only in winter)
Walrus Hunting Party! (only in winter)
Shadow creatures (only when insane)

Some waves have awesome warning effects.

Beefalo wave creates a stampede
Lightning Goat wave creates a terrifying storm cell to approach
Pigmen have a chance to turn to werepigs

Good luck...you'll need it!

Fun Debug Commands
If you want to test it out, here are some console commands to play with.

Start an attack in X seconds
GetWorld().components.hounded:StartAttack(X)

Plan a wave (see output on screen for selected mob)
GetWorld().components.hounded:PlanNextHoundAttack()

If you don't like the selected mob, run the command again to randomly generate a new one.

See what the more difficult waves will be like
GetWorld().components.hounded:SpawnModeMed()
or, if really brave:
GetWorld().components.hounded:SpawnModeHeavy()

Finally, the odds for the beefed up minions (werepigs, charged goats, spider warriors) is based on game day. Skip ahead 1 year, then try to start a wave.
c_godmode();LongUpdate(34560);c_godmode()
Popular Discussions View All (1)
31
25 Sep, 2018 @ 3:25pm
Any other mobs you would think would be fun?
KingofTown
57 Comments
оО 7 Sep, 2020 @ 8:06pm 
Sw?
StarNight【星夜】 29 Apr, 2020 @ 4:33pm 
sniff sniff why poor penguins =*(
ShadeShifter 10 Jun, 2019 @ 12:35pm 
A masterpiece here. Best mod! I would love to see it working with SW and HAM. Thanks for your effort anyway
Maelztrom 22 May, 2019 @ 3:04pm 
any chance of this getting updated for SW?
KingofTown  [author] 19 May, 2019 @ 8:29pm 
Haven't played the game for a few years, what the heck is a volcano? lol
Sono 19 May, 2019 @ 7:27pm 
mod is probably dead but i think it's worth mentioning: whenever you enter the volcano (SW), the game crashes
cheers
SidFishus 6 Mar, 2019 @ 5:06pm 
Lol this mod is a blast, I could not believe I was run down by the beefalo herd. The gobblers were ridiculous, I only defeated them thanks to a nearby rook and could not stop laughing. Great job it's a lot of fun
Gav 25 Jan, 2019 @ 5:15pm 
@KingofTown - Yeah i havent got a clue about coding sorry haha! Yeah that was my issue, with the turkeys i couldnt even run from them they were to fast and they constanly attack and like you said don't give the player a break to pick them off one by one by timing the attacks. If they just worked like hounds and attacked mobs that they normally would when they are passive it would be great and perhaps give them the same speed. This mod gives some good spice to the game which is great, ive just turned the harder ones off for now.
KingofTown  [author] 25 Jan, 2019 @ 3:15pm 
@Gav - Oh, I just realized this is the Dont Starve version and not my DST version. Disregard my previous comment about "setting health to single player numbers".

Looking at the DS code, I have some funny TODOs in there.
https://github.com/KingofTown/DS-hounded-mod/blob/master/modmain.lua

Namely
" -- The plan was to give the players a small break by having the mobs stop for a snack...but they don't ever seem to want to to id. TODO!"

One simple fix would be to give these spawned mobs the tag "Monster", so anything that would attack a monster would attack these. Or maybe tweak the speed values of these mobs to be equal to hound speed so you can always outrun them. Not sure.
Gav 24 Jan, 2019 @ 6:27pm 
@KingofTown Yeah its a tough one, i found the balance find in terms of health and damage. I can deal with all the mobs that dont just stun lock me like the bees or beefalo but like i said what would help is being able to kite the harder hitting/faster mobs to other mobs to help even out the fight.

I understand this DLC is pretty old now, would be a lot of effort for a small player base.