Don't Starve Together

Don't Starve Together

World Resource Regeneration
109 Comments
Doc Arc 26 Aug, 2020 @ 1:42pm 
Since the developer of this mod has stopped all developments...what is an alternative mod we can use? It looks like there are no current resource regeneration mods. :(
May 26 Mar, 2020 @ 2:21am 
could it regenerate tuft
Grimshackle 21 Nov, 2019 @ 3:00am 
does this work with tropical adventure
LiketheShore&theSea 20 Jul, 2018 @ 5:34pm 
Why do the pig village 3x3 setpieces not regenerate? Would love to have some of the secondary variant of the berrybush to decorate with, but when i dig the 9 up, they don't regen. Just tested by idling the game for over 30 min. The pig house and other berry bushes beside the 3x3 regenerated but the 3x3 of berrybush2 did not.
originalmaja 31 May, 2018 @ 5:37am 
Does anyone know why this keeps happening? {LINK REMOVED}
originalmaja 31 May, 2018 @ 12:29am 
what does spawn free zone mean?
UnnoticedShadow 27 May, 2018 @ 10:50am 
I tested it out, it works, bye!
Deja Vu  [author] 27 May, 2018 @ 9:51am 
@AwsomeDude107
Alright, i updated the mod, hope it helps you out.
Deja Vu  [author] 27 May, 2018 @ 9:41am 
@AwsomeDude107
You can try instead of using modoverrides.lua file to make changes. I'm not sure where the file is currently located for each server as i only used dedicated server for my own needs. Anyway I'll add an update which increases the day number count to 50 so you don't have to poke around in the mod.
UnnoticedShadow 27 May, 2018 @ 8:17am 
I am trying to edit the modinfo so that I can add the option to have a 40 day cooldown, but whenever I make ANY edit of any kind, the mod crashes, saying it needs an update and when I update it everything is back to normal, what am I doing wrong?
UnnoticedShadow 27 May, 2018 @ 6:04am 
Thanks!
Deja Vu  [author] 27 May, 2018 @ 3:44am 
@AwsomeDude107
You can put any number here in the mod config option to make things regenerate almost in 1 day or take however many days by replacing the X with a number value that you wish to have and test it out in the game world.
WorldResourceRegenerationSpeed=X
Also no, if you change the number and restart the server then nothing breaks.
UnnoticedShadow 26 May, 2018 @ 2:14pm 
Also, if I were to make an edit to the regen time to lets say, 30 from 20, than logged into a world that originally had a regen time of 20, would it break the world regen system?
UnnoticedShadow 26 May, 2018 @ 1:59pm 
I love this mod, but I feel that things regenorate too quickly, only taking 20 days max to totaly regenorate. Because of this, I have gone in the code and put everything in The Long Regen Cycle, making everything take 40 days to regenorate, but I still feel that is not enough. I know you have stopped developing this mod, but would you be able to change the max day limit? If not, how can I change it?
FedeRama 28 Feb, 2018 @ 4:55pm 
@Deja Vu yeah, i saw that after i post my comment hehe sorry.. I will try it tomorrow and let you know (: ty
Deja Vu  [author] 28 Feb, 2018 @ 6:08am 
@FedeRama
You can do it by editing modoverrides.lua as it is described in the mods Information above:

You can use modoverrides.lua to specify each prefab separately which you wish to regenerate.
Prefab specification is "prefabname:number", where number is that prefab's regeneration speed and it has to be added in "CustomPrefabs" configuration option. Speed 0 means prefab does not get regenerated.
Example: CustomPrefabs = "berrybush:5,grass:4,beehive:7,spiderden:9,wasphive:0"

Example modoverrides.lua is found here http://data.ewul.net/dlc/game/dst/lua/modoverrides_world_resource_regeneration.lua.txt

Also you can read the full mods information so you can find out what other features it has.
FedeRama 28 Feb, 2018 @ 3:01am 
The mod works in the current version. But i would love to have an option to choose which things i want to respawn and which ones don't.. I will appreciate if someone can do it cause i don't know about modding.. :dsfight:
Deja Vu  [author] 23 Dec, 2017 @ 4:02am 
@Ook
This could be possible, i haven't been playing DST since i quit. I don't have much time right now as well so if any modders out there have any suggestions on how to fix the crash issues with code fixes are welcome.
Ook 22 Dec, 2017 @ 9:14pm 
This mod crasehs the server immediately upon startup.
Integer 27 Apr, 2017 @ 6:04am 
ah I did not change the prefabs, thanks!
Deja Vu  [author] 26 Apr, 2017 @ 9:50pm 
@Elecepont
I can't help you with this limited information. As far as i know, the mod should be working fine. Try waiting for a bit more time and see if that helps. It also could be some sort of incompatibility with any other mods you might have. Also make sure you have the correct prefab names set in mod config options.
Integer 26 Apr, 2017 @ 12:38pm 
My grass did not regenerate after a day, why is this? I changed it from the settings..
神通 5 Feb, 2017 @ 7:33pm 
nice
Deja Vu  [author] 8 Dec, 2016 @ 1:21pm 
@Ghost Meep
Yes, as long as the mod is active on the server during fresh world generation and stays active in the server at all times later on, it still works. So basically as long as you have the "active mod" set to "true" (like it should be if you use mods you want to enable in the server) you can restart the server as much as you like.
Ghost Meep 8 Dec, 2016 @ 9:48am 
Hey quick random question.
If i stop the world for an Steam/Mod Update it wont interfear with the mod?
Like it'll still work right? (it's for an endless server btw)
Deja Vu  [author] 6 Nov, 2016 @ 9:16am 
@Luis95R
Simply stand right next to the grass you want to remove and use the command you have below, but replace "mound" with correct grass prefab (or whatever other prefab) name.
The command you are looking for would be like this:

c_find('grass').components.RenewableResourceComponent.shouldAdd = false; c_find('grass'):Remove()

Use the command above, stand right next to the grass you want to remove and Remote Execute the command in server using the in-game console.
Luis95R 6 Nov, 2016 @ 4:16am 
Is it possible to have a command that targets the piece of grass? Like this one:

c_find('mound').components.RenewableResourceComponent.shouldAdd = false; c_find('mound'):Remove()

Like I hover my cursor over the grass and then use a command and it targets that piece of grass?

Deja Vu  [author] 6 Nov, 2016 @ 3:36am 
@Luis95R
You can increase the "Spawn Free Zone" radius a bit if you want so that things don't spawn near buildings and/or build something right next to the grass tuft and wait until the grass should spawn, if a building is there and your spawn free zone is not 0, the grass should stop spawning and you can destroy the bulding later.
Console commands are found inside the mods "modmain.lua" file. In there you will find in the beginning of the mods file a lot of useful commands and the one you want as well.
Luis95R 6 Nov, 2016 @ 1:47am 
A piece of grass keeps respawning in my base. Is there a command to make that single grass plant not respawn anymore?
Deja Vu  [author] 26 Oct, 2016 @ 7:32pm 
@Slade Maxwell
Answer is in the mods description, please read it fully.
SladeMaxwell 26 Oct, 2016 @ 10:04am 
Hello , Deja Vu! What does mean numeral (grass:5 or 6 and others )?
LC-BX 25 Oct, 2016 @ 4:40am 
@Deja Vu
Got it, I personally also reject any hidden fees, so I won't help TGP if they have done so.
And I will also make sure they add two author's ID, rest assured.
Thx again.
Deja Vu  [author] 25 Oct, 2016 @ 3:49am 
@LC-BX
Muche and I have talked it over and as long as the mod is provided free of charge without any hidden fees, TGB has the permission to copy the mod over into their gaming client. Please note that i am not the only owner of this mod so Muche should be added to the author list as well.
LC-BX 24 Oct, 2016 @ 11:54pm 
@Deja Vu
Hi pal,nice to meet u.
I'm the admin from the Baidu-Forum for DS/DST players in China, and our Forum is currently supporting the DST on TGP(Tencent Game Platform).

The Tencent Corp. has already made a contract with Klei and is now a legitimate agent for DST in China(just like steam).
Please note that there's NO in-game-purchases on DST(TGP) and all the mods are for FREE.

So I would like to ask u for ur permission to upload ur mod WITH author's ID to the TGP.
If there's any problem or question, I'm very willing to help.
THX for reading.

LC
Deja Vu  [author] 23 Sep, 2016 @ 9:46pm 
@LiketheShore&theSea
I have not stopped support for this mod. I have stopped the mod development.
Currently, as far as i am aware, this mod works in overworld and in caves and works even with any custom prefabs. This is advanced mod so please do fully read the mods description again and you have all your answers you asked me here. You can FULLY configure each and every prefab in the game, when it respawns, if it respawns at all, how many of them respawn etc.
If it was not working for you in caves it most likely means the mod was misconfigured or was not active in cave server (It needs to be active and configured in both servers, Overworld and Caves)
LiketheShore&theSea 23 Sep, 2016 @ 5:56pm 
Was this mod discontinued before Caves were added to DST? My experience with playing on a server with this mod installed suggested that it was active in the Overworld but not active in the Cave.

Is Cave regeneration a part of this mod? I'd like to have Cave resource regeneration be active if/when I use this mod in my own dedicated server.

If this mod does not provide that function, does anyone have a suggestion of a DST resource regeneration mod that does? I have a sneaking suspicion that a Cave resource regeneration mod might not be available yet for DST. :/
LiketheShore&theSea 23 Sep, 2016 @ 5:56pm 
I'm really saddened Deja Vu to hear that you ceased support of this mod, even if it may be understandable why. This mod has made public play on an Endless DST Server much more enjoyable and even POSSIBLE for me to enjoy imo, so Thank-you muchly! It's an important and valuable contribution to the DST mod community.
msn90189 25 Jul, 2016 @ 8:30pm 
@Deja Vu
all right.u mean is.
it is could be setting in the mod configured.
thank u.
your mod is good.:steamhappy:
Deja Vu  [author] 25 Jul, 2016 @ 12:16am 
@msn90189
Yes, as it says in the mods description. You can fully configure what gets regenerated.
msn90189 24 Jul, 2016 @ 7:24pm 
i have a question.
the resource will be Regeneration more than defual world,won't be?
开岭 1 Jul, 2016 @ 7:02pm 
good
Deja Vu  [author] 22 Jun, 2016 @ 11:36am 
@Everyone
I have stopped the development of this and future mods. More information can be found on the link below.
Goodbye [data.ewul.net].
Deja Vu  [author] 20 Jun, 2016 @ 11:34am 
Mod has been updated and Muche has added the ability to specify regeneration speed for each prefab individually for dedicated servers. You can now set the regeneration speed for each prefab individually or disable the regeneration of any prefab. More information in the mods description.
Luis95R 16 Jun, 2016 @ 5:07pm 
Yes I did have a mod deleting rabbits. That was the cause of the problem, thank you!
Muche  [author] 12 Jun, 2016 @ 5:19pm 
@Luis95R, Missing reference means that during saving an entity is referencing another entity which was not saved. In this case, rabbitholes are still remembering other entities, most probably rabbits, that no longer exist.
Do you have some mods enabled, that remove rabbits in some way? That is, rabbits directly, not rabbitholes.
You could try searching the whole log for mentioned ids, if there are other messages related to them.
Luis95R 12 Jun, 2016 @ 4:09pm 
Thank you for your reply. I have another question. Is there any way I can fix this from happening? I'm not sure what it means https://gyazo.com/cfc5ba29f0962bac8dfb8d1c82c9c936
Deja Vu  [author] 12 Jun, 2016 @ 8:53am 
@artemiy
If you like the DEFAULT game and all the gamestyles like wilderness, endless etc that come with it, don't use mods, as the name says mod=modification and with every modification there will be balance issues. Go write the same problems to Klei forums that their game is broken beyond imagination since they should be the ones to fix these problems, not modders.
But since i already have talked to Klei developers about the resource issue (like hundreds of others issues in the game) they say that this is how the game mode is meant to be like so basically you have to deal with it.

Anyway i don't see a problem with the current mod setup and i won't change anything about it (if i would add some per-prefab config options it would cause some other problems and a lot of code needs to be added in it and i simply have a lot of other things to do irl, like a job, other projects etc). There are ton of ways to balance things out, but since you don't want to do it, i can't much help you.
artemiy 12 Jun, 2016 @ 8:45am 
Yes, I suspose I can do all those things, but I dont want to. I want game to be the way it was designed to be - default, I dont want it harder or easier I want to play it the way it was meant to be played. But since this is Endless server I need a mod that will allow me to respawn basic resources that get griefed around spawn and everywhere else so by day 2000 server is not barren and you can still log in and survive from scratch.

Also dont you think its silly to install another mod to balance another mod? If i tweak hound hp, how about hound attacks, how do you balance those? If i lover their hp monster meat becomes easier to obtain. If i increase Clockworks hp how do you balance raiding Ruins? Higher hp Clockworks in overworld also will make less to no difference for gear farming, if there is rook he just farms for you anyway.

Marble is also used for marble flooring, keep that in mind. Suit is not that bad either, it can be used in certain situations, like drafonfly farming.
Deja Vu  [author] 12 Jun, 2016 @ 7:54am 
@artemiy
There are various tweaks that can be done, for example against Clockworks, by increasing their HP a lot so it's hard to kill them or at least takes a ton of time. About Marble, again i don't see a huge problem here. Marble armor is not that OP as it slows you down and if needed, again, armors can be tweaked, either increasing or lowering their damage absorption/durability. Hound mounds can, again be solved either by increasing or lowering hounds HP or make the mounds spawn less via original game world generation. (Besides isn't that what you want anyway, to make the game harder?)
All in all, when introducing mods to a server, it is bound to unbalance things in some way. This is why there are other modifications needed to be implemented in the server as well.
You can take a look at my DST Tweak Tool for that, which enables you to modify various different aspects of the game.
artemiy 12 Jun, 2016 @ 7:39am 
Clockworks respawning = WX is OP since he can max out on gears pretty quick, plus game is not meant to have so many gears spawn
killer bees are just annoying to be respawning endlessly, Marble Pillars, again are not meant to be respawnable in sucha high volume, you cna get marble in caves anyway, it falls during earthquakes, it is meant to be a hard to get resource like gears.
Hound mounds are not as problematic, but I want to avoid situations where hound mound spawn in front of Desert and block entrance, so in essense getting in desert without killing hound mounds is problematic.