Don't Starve Together

Don't Starve Together

Super Hound Waves
246 kommentarer
ALUCARD554 25. mar. kl. 16:55 
Crash in the cave :DSTskull:
Bad_Wolf 18. jan. kl. 19:38 
mod not working... plz update T.T
BERNARDO 16. nov. 2024 kl. 6:20 
add lunar enemies like lunar hounds and lunar pengulls, all the scary looking creatures
badung 20. okt. 2024 kl. 20:44 
crash in the cave :(
DaleBall2 13. aug. 2024 kl. 14:49 
Is this mod still working?
BERNARDO 5. aug. 2024 kl. 14:42 
cool, add more mobs as the time goes on and it's only going to get better
Francis gaming 10. mar. 2024 kl. 17:07 
great mod
Commander Lynerius 9. sep. 2023 kl. 7:54 
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 13. apr. 2023 kl. 18:16 
im still biying it
歐米茄翻牌 13. apr. 2023 kl. 18:16 
what is more "QOL" than giving EVERY MOB IN THE GAME A HOUND WAVE
Boca de 09 29. dec. 2022 kl. 16:52 
Unfortunately had issues with tropical experience, though the mod is great !
Kupat 7. okt. 2022 kl. 9:01 
this...not hounds...
Super Brasilis 2. sep. 2022 kl. 15:03 
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 2. sep. 2022 kl. 14:54 
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 21. juli 2022 kl. 4:24 
error with Tropical Experience | The Volcano Biome" mod
CAVALOGROSSO 27. juni 2022 kl. 17:24 
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  [ophavsmand] 27. apr. 2022 kl. 7:13 
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  [ophavsmand] 26. apr. 2022 kl. 14:33 
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 20. apr. 2022 kl. 12:45 
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 18. apr. 2022 kl. 6:02 
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 1. apr. 2022 kl. 17:43 
Mickmane 1. apr. 2022 kl. 17:38 
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 18. mar. 2022 kl. 22:14 
What does enchanced option mean?
Username 9. feb. 2022 kl. 19:40 
this has to be the single funniest mod of the entire workshop
Mickmane 17. okt. 2021 kl. 7:59 
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 19. sep. 2021 kl. 8:51 
Btw, last night I got fire Slurtles again in the caves during a hound wave.
Mickmane 14. sep. 2021 kl. 7:57 
I think spiders attacked me as Webber just fine, but haven't tried recently I think. Hm...
KingofTown  [ophavsmand] 14. sep. 2021 kl. 7:05 
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 14. sep. 2021 kl. 7:02 
That explains the merm Wurt relationship at least. :)
KingofTown  [ophavsmand] 14. sep. 2021 kl. 6:51 
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 14. sep. 2021 kl. 0:51 
Here's a funny example:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2601674496
:))

(Might have to do with playing Wurt?)
Mickmane 10. sep. 2021 kl. 6:56 
That sounds good! :)
KingofTown  [ophavsmand] 10. sep. 2021 kl. 6:53 
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 10. sep. 2021 kl. 4:35 
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 31. aug. 2021 kl. 5:28 
Just noticed you updated the mod and read the change notes. I really appreciate it! Thank you! :)) :trophy: :balloon: :coolthulhu:
Mickmane 30. aug. 2021 kl. 7:34 
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  [ophavsmand] 30. aug. 2021 kl. 7:01 
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 29. aug. 2021 kl. 13:14 
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 29. aug. 2021 kl. 12:08 
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 25. aug. 2021 kl. 10:43 
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  [ophavsmand] 25. aug. 2021 kl. 10:35 
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 25. aug. 2021 kl. 2:23 
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 24. aug. 2021 kl. 22:06 
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 21. juli 2021 kl. 9:46 
I want dst hp ver option:steamhappy:
Mickmane 16. juli 2021 kl. 17:21 
Ooh, thank you! :))
KingofTown  [ophavsmand] 16. juli 2021 kl. 16:27 
@Mickmane - yep, you're right about that one...it's a bug. I'll fix it real quick!
Mickmane 14. juli 2021 kl. 6:35 
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 25. juni 2021 kl. 3:44 
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  [ophavsmand] 24. juni 2021 kl. 9:36 
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 23. juni 2021 kl. 9:54 
(Just reading along...) Please don't force music on people who have disabled it.