DISCLAIMER: Any versions below 1.19 will NOT be supported
+1.18 versions require Terrablender!
The mod changes Minecraft to be more like Don't Starve such as making darkness hazardous, majorly changing gathering mechanics with future plans for increasing difficulty and putting a greater emphasis on hunger maintenance
Features
*New biomes, such as barren rockylands, autumnal deciduous forests, creepy conifer forests and slimy marshes
*A limited crafting system that functions like Don't Starve's prototyping system
*Gather materials to craft and survive Don't Starve style: twigs, cut grass, flint, gold nuggets, rocks, logs, etc
*Gone are your tools made from stone, iron or diamond and instead tools made from flint or gold
*New structures/blocks that replace vanilla essentials such as basic farms and science machines
*Charlie now attack in full darkness so make sure to find some light before dusk...you can make a torch from two cut grass and two twigs, it can't be placed but emits light when held
*Stationary light sources are also available in the form of campfires and firepits, these can be used to cook food too
Experimental (v0.4 nightly builds only):
*Drying Racks and Crock Pots
*Idle Hunger Drain (1 Hunger every 2400 ticks/2 Minutes, hunger-tick rate adjustable in config)
*Light log blocks on fire using mod-torches, this turns the log into a burnt log block (which drops charcoal and/or pine cones or rarely two charcoal)
*Fireflies and butterfly mobs (like in DS/DST, butterflies have a 2% chance to drop butter)
*Mandrakes, rare passive plains mobs (their drop can be used to make a powerful crockpot recipe)
*Bug Nets, Backpacks, Strawrolls and Pumpkin Lanterns
*Darts (including Fire and Electric variants)
*Three new crock pot recipes: butter muffin, mandrake soup and waffles
Links
Trello | Planned Features | Discord Server
The next alpha/experimental build is taking a bit longer due to the decision to introduce sanity in the final v0.4 build and sanity has a large scope in how many features and mechanic it effects or modifies; buuuut this build will have more than a few surprises!
1.19 + planned at all? (Your disclaimer says anything BELOW 1.19 won't be supported which is why I was surprised to see no 1.19 versions available. Is this a typo or is there a 1.19 in the works and there truly won't be any support for all versions below 1.19?). I love Don't Starve and it's always been cool thinking about what Minecraft would be like with Don't Starve mechanics.
In reply to WraithInTheFog:
yes! anything 1.19 and above will be supported! there are experimental/indev alpha builds for 1.19 atm
Can you add food spoilage? (i havent played yet so idk if its already in the game)
In reply to zavch415:
its planned, im just trying to wrap my head around about how to implement it
how do you get cut grass and twigs
In reply to nofear19744:
from sapling and grass tufts
https://modsgalore.miraheze.org/wiki/Sapling
https://modsgalore.miraheze.org/wiki/Grass_Tuft
one question, do you plan to add more dst content?
In reply to eldragomc19:
Yes
I've been looking for a mod like this for as long as I could remember! Thank you so much for making it! My only critique is that can there be an option to just have the dark hurt players and to be able to remove things like new biomes and music?
In reply to crepecrepes:
Are you playing on 1.16 or 1.18?
In reply to LaDestitute:
i'm playing on 1.16
Updated the resource packs to fix the seeds-texture for now!
It's looking great so far but a few minor things. The seeds on the ground have no texture and the leaves and log textures in the texture pack aren't working in game.
In reply to muffintiem:
Also a way to turn off vanilla hostile surface mobs besides spiders would be useful. Or even just make them avoid the light.
In reply to muffintiem:
ah fuck i thought i fixed the seeds thing
also i plan to do something like that, maybe even have a toggle to remove all vanilla hostile mobs in prep for having custom spider mobs with spider dens
In reply to LaDestitute:
I wouldn't be against it if you added some Minecraft mobs slightly adjusted to work in a Don't Starve type environment later on (I feel Endermen would especially fit in) but having an explosive mob when the only available weapon is a melee weapon ends up leading to a bad time.
In reply to muffintiem:
as a temp-fix until the next version, i'll update the resource packs to include something to fix the seeds issue, btw
In reply to LaDestitute:
Unfortunately the fix isn't working with 1.18 at least. Could something with the path be screwy?
In reply to muffintiem:
try again, updated the packs, i forgot the models/blockstates folders lol