Don't Starve Together

Don't Starve Together

The Insidious Lurker
138 Comments
TurbAnik  [author] 18 hours ago 
@RubLog6 no, if you disable the mod, your world should be ok, but you will not have the lurker and fog event. Also some prefabs from set pieces will disappear, bc they are custom prefabs like a tent with skeleton
TurbAnik  [author] 18 hours ago 
@Autumnis, the update is planned for the Hallowed Nights event
Autumnis 19 hours ago 
when is this actually going to update?
RubLog6 16 Oct @ 5:04am 
Finished a run with this. Kind of want to chill in the late game. Is it safe to remove this mod from or will it destroy my save?
Execheliar 15 Oct @ 4:38pm 
Lovely mod :gk_heart: , but little lack of mods compability, like uncompromising gas mask cant help with fog :DSTskull:
DreamCat GG 15 Oct @ 6:48am 
Bro I was riding my beefalo and I heard a shout and then the lurker was there , in the fog , with the glowing eyes and was attacking me bro ... 5 out of 5 :lunar2025snakeinablanket:
Reznya 11 Oct @ 1:51am 
The beast of the woods, the woods over the garden wall
Dr. Mantis Toboggan, M.D. 9 Oct @ 8:54pm 
Great mod, lots of atmosphere but man the foggy day event needs to be tweaked in some way. Either increasing the variety of hats that can negate the effect such as top hats, winter hats, etc, would help deal with the increased frequency. Either that of a simple config to either increase the delay or to turn it off completely would be nice. Great mod, just brought down by this event.
ваааа топ
Zeno 8 Oct @ 5:11pm 
Man this mod is so cool but the fog frequency played a big role in my buddies asking to turn it off. If we could one day get some config settings that would be awesome. Thanks for creating this one! :DSTskull:
Gelf 4 Oct @ 2:59pm 
That last paragraph checks out, this mod really threw me back to the screecher mod. :aini_tama:
Sukaiba 29 Sep @ 9:37pm 
I feel like there should be a slight frequency decrease or a config option for foggy days (Either frequency or disabling it until X Day);
on our first and second world, it was basically 2 full days of fog followed by 3 to 5 without, it basically started devaluing the horror feel by overexposure

Also perhaps you'd want it to force the players' models to use the sandstorm animations, maybe to better convey that it is impacting the players in some way
greenhulk47.8 29 Sep @ 11:06am 
we need more spooky mods like this 1, image skinwalker mods

or a mod that adds undead mobs.
Nico 29 Sep @ 12:58am 
So far, me feel like this mod need option settings to adjust the hunting time delay, period of foggy day, toggle on/off the red tint screen when it screams or chases. It got a bit repetitive feel and tiresome after a long play, at least just me feel that way. (´・ω・`)
Canoue✨ 28 Sep @ 4:16pm 
dear author i really love the mods and your good opinions about DS lack of horror compare with stuff of nighmare back then, but please the fogs really kills my PC fps :(
LeChungaBeans 28 Sep @ 4:05pm 
Very cool mod. I hope this keeps updating in the future
DarkForce  [author] 27 Sep @ 1:43pm 
@憨憨斯卡蒂 Yes, we know about such thing, though we tried to make it work with multiple players before releasing the mod, but it seems the method we used doesn't work properly. We will take this into account.
憨憨斯卡蒂 25 Sep @ 8:50am 
几个人在聚在一起时,雾会显得非常浓密,就像几层雾气叠加在一起一样。可以修改吗?
When a few people gather together, the fog can look really thick, like several layers of mist stacked on top of each other. Can it be changed?
greenhulk47.8 23 Sep @ 9:54am 
u should add something if u manage to slay the beast

also u should do a thing where u summon into ur world so its not just a thing that happens right out the gate, also will u be doing stuff with them for peeps have gotten super far, as in killed all the bosses kinda far?
暗影厨王 13 Sep @ 7:33am 
有中文就好了
FireDragon430 11 Sep @ 12:58am 
I've survived just over 20 days as WX and the Lurker's mechanics were definitely not balanced with specific characters in mind.

Night vision circuit pretty much negates the fire pit issue, since you never light it in the first place, and when the Lurker is hunting, you can actively see it quickly teleporting across the screen to different areas that would normally be obscured in darkness- Which seriously kills the magic of the mod. I imagine using moggles or horizon expandinator at daytime may produce a similar effect. I plan to try the illumination circuit instead, which may restore some of that lost integrity to the horror element.

Maybe try adding a new layer of ambient sound that takes the place of the stingers every time the Lurker is on screen? A cool idea I just thought of is like a less intrusive sort of "ominous humming"... One that starts very faint when the Lurker is just at the edge of the screen but grows more intense as you approach it, and peaks when it attacks!
FireDragon430 11 Sep @ 12:58am 
Absolutely love the mod in premise so far! The major Silent Hill vibes I get from the fog event makes the early game feel fresh and demanding of new strategies and behaviors, and the set pieces are great to come across.

That said, there's definitely some major downfalls and oversights. The fog event's common appearance, not to mention the Lurker itself, become more of a nuisance than anything else later on when the novelty of the horror wears off, and especially in mid/late game when much of your time is spent just trying to transit yourself between tasks and get stuff done. As others have said, the rapid drainage of fire pit fuel for the mechanic of the Lurker crawling out is definitely one of the biggest sore spots, and I also agree that the audio stingers that play every time the Lurker appears on-screen get very repetitive after a while.
SpuddyBuddy 7 Sep @ 11:14pm 
I understand if y'all don't wanna add a config for the campfire/fire pit depletion rate, but it'd be nice if there was some sort of in-game indicator of why it was happening. I was playing with some friends earlier and none of us had any idea why the fire was going out so quickly. We all thought it was just a normal feature of the mod until I came snooping around here in the mod comments.

Tangentially related: are equipment-based light sources also supposed to deplete faster?
MathiusXII 7 Sep @ 8:44pm 
Glad you're working on adding config options! was going to ask about that
TurbAnik  [author] 7 Sep @ 5:33pm 
@gay, thanks! Adding miner's hat to the foggy day helper is actually a good idea! We'll do that
October Skies 7 Sep @ 3:50pm 
Great mod. Even if all this did was add creepy setpieces I would really love it, but it makes traversing the continent in the darkness a bit more thoughtful than just hold W. Would appreciate it if the mining hat was added to the foggy day helpers, since it's already made out of a straw hat.
TurbAnik  [author] 6 Sep @ 4:09pm 
@Astrodancer, nope, we'll fix that
Astrodancer 6 Sep @ 12:53pm 
is the foggy day supposed to slow down player ghosts?
TurbAnik  [author] 6 Sep @ 12:45pm 
@RaisingTheJay, thank you for your comment and well structured criticism! We are working on another update that will fix the issues you've mentioned. We'll make it more subtle, more dangerous and it'll appear more rarely.
RaisingTheJay 6 Sep @ 12:12pm 
This mod relies on tons of stingers and ambient sounds when it could work very well without (or could be diegetic). I don't need a stinger every time he appears on screen, it's like jingling keys in front of a baby asking for their attention, it's stupid. If you constantly hear it, it halts any potential tension buildup. Not to mention there are times where he constantly harasses you for no real reason, it becomes less scary the more you see him. Increasing your familiarity decreases fear, this should more or less come naturally as the player plays and endures his tricks throughout multiple days. Not shoehorned in when he keeps appearing without pause. The set pieces and events are cool and neat but the trailer spoiled some of them, so the player would come to expect that he comes out of firepits and therefore keep it always alight when they're at their base.
TurbAnik  [author] 6 Sep @ 9:34am 
@wwwwfly, we are already working on the next update that will have some configs. We'll also tweak the frequency of the events as well
wwwwfly 6 Sep @ 9:08am 
I really love this mod! Would it be possible to add some configuration options? The encounters with the Insidious Lurker and Foggy Day events seem to happen a bit too frequently, which slightly reduces the overall spooky atmosphere and suspense.
Pussywagon 6 Sep @ 5:48am 
Omfg I love this mod, just make his head a little bit bigger to match dst artystyle or something only that lol
Roachyboyo_69 5 Sep @ 2:56pm 
How have all characters been tested against the lurker? :dssmallbird:
TurbAnik  [author] 5 Sep @ 2:44pm 
@maic, no it does not insta kill you, it deals 70 damage, so just be careful.
maic 5 Sep @ 12:15pm 
i have a question. does this new creature insta kills you? because I saw many similar mods in minecraft and I hate the fact that you can't fight the monsters because they kills you just with a single hit. if it is not the case, I wanna try it because it looks fantastic.:millafp:
Roachyboyo_69 3 Sep @ 9:28pm 
Could it fear you?
RanDumb 3 Sep @ 5:02pm 
ALSO what if light sources dispel the fog in a small radius
also also the fog gets a little bit too thick eventually and you can barely see anything to the point its not fun could you try and tone it down a bit
RanDumb 3 Sep @ 5:01pm 
i feel like it'd be cool if it was "killable" but it only gets like stunned or temporarily vanishes on low hp, this could be toggleable in the config obviously
and it gets harder to stun and is stunned for less the more you do it, with the resilience wearing off over time so its not PERMANENT that its basically unstunnable
TurbAnik  [author] 3 Sep @ 3:30pm 
@PunkShark, yes we agree that making the creature killable will completely decrease the fear factor. Especially taking into consideration the next update we are currently working on. So the creature is very likely to stay unkillable as it was meant to. However it will have slightly enhanced and improved new various behaviors.
PunkShark 3 Sep @ 2:59pm 
Having the ability to kill it would ruin a lot of the mod's fear and suspense.
wdzktfgcd2025 3 Sep @ 2:13pm 
please make it killable so players can fight and kill it
Tcm 2 Sep @ 8:27am 
Similar to MMGs fake out houndwave y'know the Deadelganger? What if there's a low low chance of finding it dead at the location rather than still moving (implying the lurker got to it before you could)
jidahjdw6 1 Sep @ 11:40pm 
夜晚遇到这个家伙的时候只能逃跑,玩家是否可以获得反制对方的手段呢?比如某个道具(制作复杂)
GoatHead 1 Sep @ 8:40pm 
I love the look at this mod, but i'm too much of a wuss to play it. I think it would be kinda neat if there was like, a separate mod with just the set pieces, because those look *quality*
MMG 1 Sep @ 3:35pm 
Got a lil cool idea. How about a chance to get a fake hound wave, but instead of hounds coming out, player will sudenly hear scared dog noises of them being killed by the lurker somewhere "offscreen"
bestgameapp 1 Sep @ 2:57pm 
umm it did chase me at night oh and it dosent give me the option to swipe a sword or something at it:steamfacepalm:
TurbAnik  [author] 1 Sep @ 12:42pm 
@Kindplanet, we are already working on some minor config options that we'll be available in the next update. We will also tweak the creature, sounds and make it more subtle and appear more rarely. We are not sure about that many configs that you mentioned since it would take some additional time, we also think that making creature killable will completely disable the fear factor. Also I am not sure what you meant by saying "and more", so we'd be glad if you had specified.
TLDR, we are not sure how many config options we can add, but some will appear for sure.
TurbAnik  [author] 1 Sep @ 12:35pm 
@zel, it does not chase you at night yet, but it can run after you in the fog. We are planning to make it chase you at night as well
zel 1 Sep @ 11:36am 
Is it meant to chase you when you aggro it? I've walked towards it while it was hiding behind a tree, it lunged and did damage, but when I walked away, it didn't chase.