Don't Starve

Don't Starve

DS Performance
75 Comments
Vin 5 Feb, 2022 @ 3:17am 
Alrighty, i foudnt it XD it was clicking again the right arrow key in the options, sorry for the trouble, great mod tho ^^
CarlZalph  [author] 4 Feb, 2022 @ 5:51pm 
It's an in-game setting that the mod sets. The mod was created before Klei officially added the feature into the base game, and when the patch came I switched it to setting the graphics config value to it. You can turn those things back on in there.
Vin 4 Feb, 2022 @ 8:10am 
I have no clue how, but i had a performance issue, i dowlonded this mod, but fixed the problem afterwards, and i want to see the shadows of the trees in the rainforest biome, and i couldnt, after removing the mod annd deleting it, still, the shadows were gone, world after world.
Even after desinstaling and sintalling dont starve. Please advise.
Adrian 30 Dec, 2021 @ 7:55am 
Thankyou Carl for spending your time to make the experience of me and other toaster using don't starve players better.
feifoveir 25 Jan, 2021 @ 1:57pm 
add animation limit, or disabled animation brumblespike, please
CarlZalph  [author] 10 Jan, 2020 @ 10:11am 
да.
Bobik_DopiK 10 Jan, 2020 @ 5:54am 
Спасибо за мод:steamfacepalm:
Parusoid 10 Nov, 2019 @ 12:17pm 
Thanks
CarlZalph  [author] 10 Nov, 2019 @ 12:07pm 
Two settings in the mod were deprecated when Klei added them to the base game, the vines and shadows, and were converted to turn the settings on.
These should be options in the base game's settings for you to change freely.
Parusoid 10 Nov, 2019 @ 12:03pm 
Effect of the mod still active even after disabling the mod
CarlZalph  [author] 7 Aug, 2019 @ 1:40pm 
Correct, anything with the hostile or monster tag is always excluded.
feetlover16 7 Aug, 2019 @ 1:27pm 
this mod won't affect mobs, right?
Mr.Tarunio 26 May, 2019 @ 5:51pm 
i have a suggestion if ya can do it, the iron hulks spin laser kills fps like alot on lower end pcs.
八百八十八 3 May, 2019 @ 4:21am 
Is it plausible to implement this mod in Together? It would be pretty dope if it can
CarlZalph  [author] 7 Feb, 2019 @ 2:16pm 
With today's update (v307715) the hamlet options for vines are supported directly in-game now.
Vynk 3 Feb, 2019 @ 9:28am 
Yes, the entity render is the key for DST. So please make this for DST :D
CarlZalph  [author] 3 Feb, 2019 @ 4:44am 
The only part of this mod that DST would benefit from is the entity render limiter; the other parts don't affect DST.
Vynk 3 Feb, 2019 @ 1:13am 
Can you please make this mod for DST? Since the game is all about long day surviving and low pc like me can't handle it. So having the mod for DST would be a bless for me :D
CarlZalph  [author] 25 Jan, 2019 @ 1:30pm 
0.1.3 pushed to address both the cracked walls issue and the shadow/vine settings. Klei made some internal changes and will seemingly have these shadow/vine settings as an in-game ui to change so they have it doing the preliminary work now. All the mod does is set the settings and lets Klei's code handle it.
MoartQ 25 Jan, 2019 @ 7:58am 
after last update, this mod dont work
CarlZalph  [author] 14 Jan, 2019 @ 1:17pm 
By default the settings should be set to 'off' which turns them off. Are you using any other mods that may be replacing the core files in the game?
Stmaniac 14 Jan, 2019 @ 12:53pm 
Idk why but the shadow and vine decor aren't disabling ;-;
CarlZalph  [author] 13 Jan, 2019 @ 7:12am 
Haha. Now that looks like an oversight from Klei by using a prop to block a doorway from being clicked instead of having the doorway completely unclickable until the crack has been blown up. I'll take a look at it later tonight.
Vynk 13 Jan, 2019 @ 7:06am 
@CarlZalph, your mod can cause suspicious crack in ruins disapear letting the player get inside but while u get inside u can't get out cause the actual suspicious crack still exsit SO hope u flag suspicious crack high priority
CarlZalph  [author] 13 Jan, 2019 @ 3:21am 
It also has a filepath cacher which removes the stuttering from the craft table after the first load, and an entity rendering limiter. All optional stuff.
AP_ShiZhe 13 Jan, 2019 @ 1:42am 
删除丛林里树的阴影和用于装饰丛林的藤蔓 可提高性能
Smoku Znad Potoku 4 Jan, 2019 @ 7:02pm 
Yeah, I agree with that guy under me. That's basically THE BEST mod I've ever seen! Really, nice job, man! It helped me a lot, especially with Minimap HUD, cause all Minimaps I was trying were making lags and this mod completely removed those lags + improved other things. Keep up the good job :uZippie:
Chunk Norris 1 Jan, 2019 @ 10:54am 
This mod is great, for anyone who has a decent or better than average PC especially, and I wonder why Klei hasn't just slapped the same changes in with the QOL update. Second best mod I use, aside from geometric placement. 10/10 would download again!
CarlZalph  [author] 21 Dec, 2018 @ 1:22pm 
I'm not an expert on the bee honey generation mechanics, but a wiki claims that honey goes to a rate of 1 per in-game day when the player is too far away. However, the rate increases when the player is closer since the bees will use the nearby flowers more dynamically giving more honey.

This mod when it hides entities it doesn't put them to an entity sleep state wherein this slower honey rate generation happens, it just hides them aesthetically. To the game they act the same for its logic.
Vynk 21 Dec, 2018 @ 8:36am 
I think this mod disable bee boxes and bees because when i'm far from them, the bee boxes have no honey but when i'm near the bees start working and gain honey... Idk if this a bug, hope u fix this.
Mau 21 Nov, 2018 @ 12:49pm 
I tried it and it works but it only load the grass around me and anything else dissapear hahahah, its a cool feature tho, but im better walk around these sites. Thanks!
CarlZalph  [author] 21 Nov, 2018 @ 4:25am 
The entity prefab limiter would help with that, yes.
Mau 21 Nov, 2018 @ 2:51am 
I dont have lags in deep forest but, i have some major lags issues while walking through the tall grass circles (those where are some grasses very close and these weird bugs spawn)... Anyways, the game works fine but while walking on these tall grasses, i have some fps drops, this mod solve that too or it just cannot be fixed? Thanks!
Rincewind 15 Nov, 2018 @ 12:41am 
>While enabled, the game will probe all nearby entities 10 times a second.
oh i think i found new function for map/pause buttons which is never used by me.
i think to change pause button for such scanning to reduce lags, especially when i am not going to craft anything.
you mod is really make me thinks about tweaking DS in such manner :). Under windows i don't have any problems with craft button, but under wine lag is noticeable.
mrn 14 Nov, 2018 @ 3:58am 
Do not understand。Use Machine Translation
用机翻看不懂啊,有没有大佬给个大概意思
atagun3 13 Nov, 2018 @ 6:41am 
@rincewind I think the OS does that automagically
Rincewind 13 Nov, 2018 @ 1:19am 
so crafttab lags was about seeking texture files?
i am wondering if we can precache textures itself. So it's can speedup this even more drastically.
imfrank 2 Nov, 2018 @ 2:30pm 
thanks
CarlZalph  [author] 1 Nov, 2018 @ 9:11pm 
The idea can be applied to any game. As for if Skyrim: SE does this internally in its game engine I'm not sure, nor am I sure of the mod interface capabilities for that game title.
imfrank 1 Nov, 2018 @ 8:45pm 
can filepath caching be addd as a mod to any game? say, skyrim se?
CarlZalph  [author] 31 Oct, 2018 @ 9:22am 
0.1.2 pushed to address not having the DLC at all for checks. Thanks to strict I was ""accessing"" a variable that wasn't declared and so it freaked out. In DST strict doesn't apply to mods in this fashion.
Veneceos 31 Oct, 2018 @ 9:08am 
Shipwrecked compatible pls
ScareCrow☠ 22 Oct, 2018 @ 1:30pm 
awesome
CarlZalph  [author] 22 Oct, 2018 @ 12:53pm 
Ghostbin, pastebin, or any other text hosting sites would work. Even starting a discussion thread on this mod page- tab at the top but right below the mod name- and pasting it in a code block would work.
Vihar 22 Oct, 2018 @ 12:45pm 
@CarlZalph: version 0.1.1 of your mod crashes. How can I send you logs or any other info?
CarlZalph  [author] 21 Oct, 2018 @ 6:10am 
There was no patch note in 290499's update that happened last Friday about performance. It could be a case in your instance of restarting your computer to get back performance; there are a lot of factors that can contribute to having less performance.
Greymane 21 Oct, 2018 @ 1:51am 
Hi, I was facing insane FPS drop so I used your mod and saw a bit of improvement in my FPS, but last night it looked like it wasn't doing it job. I had the same huge fps drop making it unplayable. Today I disabled all mods and started the game again, and now I don't get any fps drop. Maybe klei fixed it? I'm only guessing.
Vihar 19 Oct, 2018 @ 9:22am 
I alsó tried to install the game on SSD, without any success.
CarlZalph  [author] 19 Oct, 2018 @ 8:43am 
From all of the sources a lot of the people reporting the problem didn't figure out the root cause, and mods or the system was to blame. If you have an SSD or use a RAMdisk then this issue will be practically zero since their read speeds are very fast compared to say a 5.2k rpm platter disk.

I've reported the issue to the Klei bug tracker here [forums.kleientertainment.com]. So hopefully this'll get fixed on the main branch making this feature moot.
If it does get added, then there's no real performance cost associated with still using the feature in the mod- caching a cached result to return back will just add a function call and hashtable array lookup to the performance which are very small.
Vihar 19 Oct, 2018 @ 8:40am 
Awesome, many thanks, I'll try as soon as I'm back on PC!
Why was this not fixed already by Klei?! It doesn't sound too complicated to me (though I'm not a programmer).