don't starve infinite tools mod download Подпишитесь, чтобы загрузить Infinite things [RoG-Sw-Ham] 5.0. Infinite Things can be used to the game casual easy or a true nightmare as the values can be boosted, infinitized or reduced. Vanilla, RoG, SW & Hamlet compatible. Edit durability of craftable items or keep default. Options are: 25,50,75, default,200,300,400,500,750,1000% durability or INFINITE. Features Change durability of every item. Increase torch radius. Boost the gold axe and gold pickaxe damage and action(X2) Change boomerang speed. Change icebox efficiency. Hidden % on infinite items. If you have weapon at 200% and gold items at 200% then your goldsword has 400% more durability. This is an existing mod that I have customized and upgraded to my liking. Source mod: "Tweak those tools, Tweaked" by phixius83 and DMCartz Some code from "at last infinite tools is uptaded" by Turetu. Each item in the config option below has his own independant setting. Config options : Bats Spears Swords Boomerang Boomerang speed Body armors Hat armors Cloths Hats Primary tools Survival tools Umbrellas Staffs Amulets Books Sewingkit Compass Traps Heatrock Firepits Portable lights Torch Torch radius Bedrolls Shelters Icebox Gold items bonus only Obsidian items bonus only Boats Sails Boat items Boat reapirkit Blowdart uses Walls. Don't starve infinite tools mod download. This is a fork from the for the 'Don't Starve Mod Tools' available on Steam Workshop. It is a port from the original mod tools for Linux and Mac. In also improves on the original animation (i.e., SCML) compiler in mod tools primarily. properly calculating the bounding boxes of animation frames; determining the correct frame to use in a timeline with variable images (i.e., proper correlation of animation frame elements to build symbol frames). The Linux and Mac porting, as well as the improvements mentioned above, were done by @simplex. @DeathDisciple was responsible for getting the tools compiling once again under Windows, after the Unix port. This project uses Premake to generate the build files, so it must be installed. Additionally, a ++ compiler is required. For Windows, either Visual Studio or MinGW may be used. For Mac, it is necessary to download and install the package from Apple. For Linux, gcc and make (GNU make, also known as gmake) are required (you probably already have them). Under Windows, the tools have no runtime dependencies other than those bundled within the tools. For Mac and Linux, a system wide installation of Python 2.7 is assumed, as well as the Python Imaging Library (PIL) or its backwards-compatible fork (Pillow). A system wide installation of the TEX converter ktech is also assumed. For Windows, run the src/premake4.bat script to generate a Visual Studio 2010 project in build/proj/. Then open this project in Visual Studio and build it. For MinGW, see the note below. For Mac and Linux, run src/premake.sh, then enter the directory build/proj with a terminal and enter the command. (without the prefixing '$') The output is built to 'build/win32', 'build/osx' or 'build/linux'. To customize the build files placed in build/proj, instead of running src/premake.bat or src/premake.sh the premake4 program may be run directly from a terminal (cmd.exe, under Windows). For the full list of options, run premake4 --help , but the most significant scenario is generating GNU make files for compilation using MinGW, under Windows. This can be done via a. The tools were designed for being run by the autocompiler, which in turn was designed under the assumption the mod tools would be placed in a directory alongside Don't Starve's installation directory with the same structure as when installing them via Steam. In order to use the autocompiler, a folder structure such as this must be replicated (for example, under Windows, the folder placed at build/win32/mod_tools after compilation must be relocated in such a way that mod_tools/../../dont_starve is Don't Starve's installation directory). Alternatively, the scml compiler may be used directly. It takes two arguments: the first one is the path of the scml file to build and the second one is the path to the directory of the mod in which to place the final product (an anim/ folder is created within the mod's if it doesn't exist). Подпишитесь, чтобы загрузить Infinite things. Everything is an option that you can choose to change or keep default. Change durability of every item. Increase torch radius. Boost the gold axe and gold pickaxe damage and action(X2) Change boomerang speed. Change icebox efficiency. Now with own auto re-trap feature. Hidden % on infinite items. If you have weapon at 200% and gold items at 200% then your goldsword has 400% more durability. Works for any gold weapon or armor. This is an existing mod that I have customized and upgraded to my liking. Source mod: "Tweak those tools, Tweaked" by phixius83 and DMCartz Some code from "at last infinite tools is uptaded" by Turetu. Heatrock code provided by star Auto re-trap help from ptr. List of integrated mods: Gold Survival Kit Gold Hammer Madman's Fighting Pack Ethereal spear [DST]-Scythes Fish Armor DST Fishbrella DST Swordfish DST Mining Machine [DST] Machete Basic Wooden Club Knife Sword Fight Stick Spider Blade DST Claymore Endothermic Torch Linksword Adventure Time Items DST Survival Gear ZoRcE's Sword MOD Golden Spear Twicane Fire Spear Ice Spear. Don't starve infinite tools mod download. Mods , or modifications , are alterations or additions to the original content of a video game. They may present new features, player experiences, and/or tweaks to the game, making the game more enjoyable, or less enjoyable and either easier or harder. Mods for Don't Starve are generally developed by the Don't Starve community. Contents. Installation [ ] Simple [ ] The simplest way to download and install mods is to subscribe to them in the Steam Community Workshop. This will automatically download the mods into the game. The player can then enable/disable the installed mods by going into the "Mods" menu from the main menu, and ticking the mods' respective checkboxes. Manual [ ] Mods can also be downloaded as files from Klei's official website, or from Don't Starve mods website ,which must be manually placed into the appropriate "/mods/" directory of the game. The website contains downloadable files categorized into sections: Modding Tools , Game Modifications , Language Packs , Custom Maps and New Characters , etc. The same mods can usually be found from the Steam Community Workshop. Find the mods folder under: If your release has nothing to do with Steam, Find the mods folder under: Change dont_starve to dontstarve_steam and Don't Starve to Don't Starve Together for Don't Starve Together. For Windows, look under Program Files (x86) . If you have Steam installed elsewhere, look there. For OS X, right-click on the application and click show package contents or use a terminal to cd to get in the app. Dedicated Servers [ ] There are alternate steps to take when installing and enabling mods on dedicated servers. Removal [ ] If the player has installed mods incorrectly, then the best thing to do is to use the backup players have made. However, there is an alternative method if the player forget to create a backup. If the mod installed is a broken mod from the Steam Workshop, unsubscribe from it. Tell the author about the crash and include a list of all mods in the folder. If it comes from a zip file that has been unpacked, go to the mods folder mentioned above, then delete that mod folder, or move it elsewhere. In 99% of cases so far, players should only have to delete their scripts folder. Now, some of the players may realize that this is like dropping a bomb to kill a spider, but that's okay. It just guarantees that all traces of mods are removed. Finally go to the Steam Library, Right-Click on the game and choose properties. In the tab Local Files , choose verify integrity of game cache . Steam will take care of the whole thing. Creation [ ] Before creating new mods, players should read the Guidelines. Players are recommended to be familiar with the Lua language and the TEX file format before creating any mods. There are also tutorials on the forum. The API doc (see below) also has one. Basic API Info [ ] The mod system takes two most important files, modinfo.lua and modmain.lua . The earlier contains multiple info about the mod, like the name, version, and version compatibility. The latter is like the main() function in other languages—that is, where the mod system invoke and loads the mod. It has an environment itself. The data/scripts folder under the game's program directory contains lua code for the vanilla game itself. You can refer to them for some API info. An unofficial API doc is also available. Modding Tools [ ] Name Author Version Description Klei Studio Handsome Matt Hungry for your hunger Edit TEX and animation files of Don't Starve. Mod Library WrathOf The End is Nigh Provide support for modders and additional functions. Don't Starve Mod Tools Klei Enterteinment 1965676 Allow Modders to Upload to the Steam Workshop. Since the mod creator will be writing code, they may want a text editor that supports syntax highlighting in Lua, so they can see the code clearly. Notepad++, Vim and Atom are often popular choices. They could also use Integrated development environments (IDE), since they may be even smarter. Language Packs [ ] Players may download a language pack if their language is not supported by the game. Search through them here. Don't starve infinite tools mod download. This is a fork from the source code for the 'Don't Starve Mod Tools' available on Steam Workshop. It is a port from the original mod tools for Linux and Mac. In also improves on the original animation (i.e., SCML) compiler in mod tools primarily. properly calculating the bounding boxes of animation frames; determining the correct frame to use in a timeline with variable images (i.e., proper correlation of animation frame elements to build symbol frames). The Linux and Mac porting, as well as the improvements mentioned above, were done by @simplex. @DeathDisciple was responsible for getting the tools compiling once again under Windows, after the Unix port. This project uses Premake to generate the build files, so it must be installed. Additionally, a C++ compiler is required. For Windows, either Visual Studio or MinGW may be used. For Mac, it is necessary to download and install the XCode package from Apple. For Linux, gcc and make (GNU make, also known as gmake) are required (you probably already have them). Under Windows, the tools have no runtime dependencies other than those bundled within the tools. For Mac and Linux, a system wide installation of Python 2.7 is assumed, as well as the Python Imaging Library (PIL) or its backwards-compatible fork (Pillow). A system wide installation of the TEX converter ktech in ktools is also assumed. For Windows, run the src/premake4.bat script to generate a Visual Studio 2010 project in build/proj/. Then open this project in Visual Studio and build it. For MinGW, see the note below. For Mac and Linux, enter src/ and run premake.sh , then enter the directory build/proj with a terminal and enter the command. (without the prefixing '$') The output is built to build/win32 , build/osx or build/linux . To customize the build files placed in build/proj, instead of running src/premake.bat or src/premake.sh the premake4 program may be run directly from a terminal (cmd.exe, under Windows). For the full list of options, run premake4 --help , but the most significant scenario is generating GNU make files for compilation using MinGW, under Windows. This can be done via a. The tools were designed for being run by the autocompiler, which in turn was designed under the assumption the mod tools would be placed in a directory alongside Don't Starve's installation directory with the same structure as when installing them via Steam. In order to use the autocompiler, a folder structure such as this must be replicated (for example, under Windows, the folder placed at build/win32/mod_tools after compilation must be relocated in such a way that mod_tools/../../dont_starve is Don't Starve's installation directory). Alternatively, the scml compiler may be used directly. I takes two arguments: the first one is the path of the scml file to build and the second one is the path to the directory of the mod in which to place the final product (an anim/ folder is created within the mod's if it doesn't exist).