Don't Starve Together

Don't Starve Together

Automatic Health Adjust
Ergebnisse 1–10 von 60
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Update: 24. Jun. um 15:35

- corrected health for Celestial_Revenant and Celestial_Scion

Update: 23. Jun. um 11:38

- fixed toadstool hp

Update: 22. Jun. um 13:55

- added: W.A.R.B.O.T.={4500, 22500}, Terramite={140, 280}, Celestial_Revenant={2000,10000}, Celestial_Scion={4500,22500}

Update: 9. Nov. 2024 um 17:45

- added Min/Max modsetting for 15,20,25 and 30.

Update: 20. Sep. 2024 um 6:38

Added special code for "Lurking_Nightmare (ruinsnightmare)" to make it work properly.
Was needed because the game devs save the health into a local variable before any mod is loaded and therefore the health for newly spawned mobs did not adjust based on the new TUNING value..
thanks æhhh1finskiy for testing

Update: 20. Sep. 2024 um 2:59

accidently mixed up values from Lurking_Nightmare and Malbatross, should be fixed now, thanks æhhh1finskiy

Update: 19. Sep. 2024 um 15:16

Added:
Rabbitking={800, 2000}, Royal_Rabbit_Enforcer={150, 400}, InkBlight_Rictus={400, 800}, Great_Depths_Worm={1500, 5000}, Ornery_Chest={400,950}, Lurking_Nightmare={400, 850}, Icker={300, 600}
thanks BENS936

Update: 6. Jul. 2024 um 10:55

I mixed up python and lua this time, used the wrong bracket for a list .. now its hopefully fixed

Update: 6. Jul. 2024 um 10:40

the devs changed a TUNING-name, while I had no fallback for this case.
Now the code should be better with a fallback and an error print in the log if a name is wrong, instead of a crash.

Also added the crabking icewall health to automatically adjust based on crabking settings

Update: 5. Jul. 2024 um 17:47

- Added new crabking mobs, but without an extra setting. They will use the ratio from your crabking setting.
- added Marotter