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Fandom Don't Starve Multiverse - Rules and Lore and Etc.

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(Rules Post)

Hunger Rules:
1. Hunger is lowered by 1 point for every post made by a character's player (even if the character didn't do anything in that specific post)
EXCEPTION: If the character in question is wearing a Belt of Hunger, their hunger will be lowered by 1 point for every three posts made by their player

2. When a character's Hunger is at 0, they are Starving, and their Health will begin to go down by 5 points for every post the player makes. This will not be affected by the Belt of Hunger

3. When a character's Hunger and Health are both at 0, the character will die

4. Anything edible, except Flower Petals and Dark Flower Petals, will boost Hunger by some amount (I'll add a list of how much in a new post to this thread)

5. Becoming a ghost will REMOVE A CHARACTER'S HUNGER STAT ALTOGETHER. You will not need to keep track of it, in other words, because it will basically be nonexistent. Ghosts don't need to eat.

Health Rules
1. When a character's Health reaches 0, the character in question will die

2. A character's Health can go down in a few different ways:

A. When a monster or other player attacks them (information on this will be given in the Combat Rules section)
B. When they eat a Red Mushroom, Monster Meat, or Rot (20 points each)
C. When they harvest twigs from a Thorny Plant (5 points)
D. When the character is Burning, Freezing, or Starving (see Hunger Rules for Starving) (5 points for each post the player makes)
E. When the character eats Dark Petals (5 points)


3. A character's Health can be healed in a few different ways:

A. Sleeping at night will restore 100 Health (but it lowers Hunger by 50)
B. Eating Carrots and Flower Petals both heal 5 points of Health each
C. A Life Amulet heals 5 points of Health for each post a player makes (even if the character in question doesn't do anything) BUT the character must be WEARING the Amulet
- Note that Life Amulets have a finite amount of healing power, and if you post 20 times, or use one to resurrect your character, it will be lost forever
D. Eating a Mandrake heals Health by 25 points


4. When a character dies, their Maximum Health is halved if they become a ghost (150 Health would become 75 Health, for example)

5. Information on resurrection and how it impacts Health will be given in the below section, Resurrection Rules

Sanity Rules
1. When a character's Sanity gets to be 25% or lower of their maximum Sanity, they will be considered "Insane". 50% of Sanity will get a warning sent to the player on the OOC chat. I will PM the character's player when the 25% threshold is reached to discuss with them which form of Insanity their character will take on, until their Sanity can be boosted back to an acceptable level:

A. Seeing 'Shadow Creatures' following them (and, once the Sanity reaches 5% or lower, attacking them)
B. Inability to sleep at night, and hearing constant whispering
C. Belief that other characters are against them (if you want an excuse to go attacking others, I guess)


2. Sanity can be lowered via a few different ways:

A. When dusk and night arrive, the player's characters' Sanity will be lowered by 5 points for each post the player makes (unless the character is wearing a Garland, which will lower the amount of Sanity lost to 1 point for each post) until daytime arrives, unless they are asleep
B. When it rains, the player's characters' Sanity will be lowered by 3 points for each post the player makes (unless the character is wearing a Garland, which will lower the amount of Sanity lost to 1 point for each post) until the rain stops
C. When the character eats a Red Mushroom, a Green Mushroom, or a Blue Mushroom, the character's Sanity will be lowered by 50, 30, or 10, respectively
D. Being near any hostile monsters or near an Evil Flower will lower a character's Sanity by 5 for each post made until they get away from it (unless they are wearing a Garland, in which case it will be 2 points for each post)
E. Picking Evil Flowers lowers the character's Sanity by 10 (but having the petals in their inventory will not affect their sanity)
F. Killing another player's character will lower a character's Sanity by 50
G. Going through a Wormhole lowers a character's Sanity by 15
H. Eating any form of uncooked meat lowers the character's Sanity by 15


3. Sanity can be raised in a few different ways:

A. Picking regular Flowers will boost a character's Sanity by 10 each time
B. Attacking and killing any Shadow Creatures that are 'following' the character will boost Sanity by 30
C. Wearing a Garland when it is not raining or dark will slowly boost a character's Sanity by 5 points for each post made
D. Being near a friendly Pigman or Bunnyman will boost a character's Sanity by 10 points for each post made, until the character leaves their side (or they leave the character's side - whichever comes first)

I, the GM, will keep meticulous track of each character's Hunger, Health and Sanity levels

Combat Rules:
1. When a character attacks another character, I will follow this formula to get the damage done to the other character:

(Character 1 Attack * 2 + Weapon Modifier) / (Character 2 Defense + Armor Modifier) = Damage Done

2. When a character attacks a monster, I will follow this formula to get the damage done to the monster:

(Character Attack * 2 + Weapon Modifier) / (Monster Defense * 2) = Damage Done

3. When a monster attacks a character, I will follow this formula to get the damage done to the character:

Monster Attack * 2 / (Character Defense + Armor Modifier) = Damage Done

4. If you want to evade an attack from either a monster or another character, you must have a the same or higher speed stat than that monster/character - if it is the same, I will run a RNG and see if it is allowed. If it is higher, you are allowed to evade ONCE with no RNG during that particular battle, but after that you will have to do the RNG like everyone else. If your stat is lower, then you cannot do the RNG and must take the attack

5. A list of weapons and their modifiers, as well as armors and their modifiers, will be listed in another post on this thread, as will monsters and their stats

Resurrection Rules
1. A character may only be resurrected back to life ONCE - after this they must either become a ghost or die completely. They must also resurrect IMMEDIATELY upon death - no becoming a ghost until you find a resurrection item

2. A character can be resurrected one of three ways:

A. By building a Meat Effigy, the character can use that to resurrect themself when they die
B. By activating a Touch Stone, the character can use that to resurrect themself
C. By creating/finding a Life Amulet (and WEARING IT), the character can also resurrect themself like that, assuming they haven't used it entirely by the time they die


3. If a character builds a Meat Effigy or activates a Touch Stone, that Effigy/Stone will be considered "theirs" and cannot be used by any other character. Conversely, a character can create a Life Amulet, or find one, and give it to another character to wear

4. If the character already has found and activated a Touch Stone, or built a Meat Effigy, they will not be allowed to activate/build another one, or build/activate the other thing

6. When being resurrected through any means, a character's Health will be set to 50%, their Hunger will be set to full, and their Sanity will be at 75%
 
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(Food Post)

Raw Food:
Carrots:

Can be found in the ground, or grown via Seeds and a Basic Farm

Restores Hunger by 10 points when eaten, and Health by 5 points

Berries:

Can be harvested from bushes (regrows every 3 in-universe days)

Restores Hunger by 10 points when eaten

Seeds:

Can be found on the ground (dropped by birds)

Restores Hunger by 5 points when eaten

Morsel:

Can be found by killing a bird or a rabbit

Is meat

Restores Hunger by 15 points when eaten, but lowers Sanity by 15

Pork:

Can be found by killing a Pigman

Is meat

Restores Hunger by 20 points when eaten, but lowers Sanity by 15

Monster Meat:

Can be found by killing a monster

Is meat

Restores Hunger by 20 points when eaten, but lowers Sanity by 15 and Health by 20

Mandrake:

Can be found in the ground (does not regrow)

Restores Hunger by 50 points when eaten, and Health by 25

Flower Petals:

Can be found by picking Regular Flowers

Restores Health by 5 points when eaten

Dark Flower Petals:

Can be found by picking Evil Flowers

Lowers Health by 5 points when eaten

Drumstick:

Can be found by killing a Gobbler

Is meat

Restores Hunger by 20 points when eaten, but lowers Sanity by 15

Red Mushroom:

Can be found growing on the ground

Restores Hunger by 30 points when eaten, but lowers Sanity by 50

Green Mushroom:

Can be found growing on the ground

Restores Hunger by 25 points when eaten, but lowers Sanity by 30

Blue Mushroom:

Can be found growing on the ground

Restores Hunger by 20 points when eaten, but lowers Sanity by 10

Cooked Food:
Roasted Carrots:

Made by cooking carrots in a fire

Restores Hunger by 15 points when eaten, and Health by 10

Roasted Berries:

Made by cooking berries in a fire

Restores Hunger by 15 points when eaten

Toasted Seeds:

Made by cooking seeds in a fire

Restores Hunger by 10 points when eaten

Cooked Morsel:

Made by cooking a morsel in a fire

Restores Hunger by 20 points

Cooked Meat:

Made by cooking Pork in a fire

Restores Hunger by 25 points when eaten

Cooked Monster Meat:

Made by cooking monster meat in a fire

Restores Hunger by 25 points when eaten, but lowers Sanity by 20 and Health by 20

Roasted Drumstick:

Made by cooking a drumstick in a fire

Restores Hunger by 25 points when eaten

Cooked Mushroom:

Made by cooking any type of mushroom in a fire

Restores Hunger by 35 points when eaten, but lowers Sanity by 25
 
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(Weapons and Armor Post)

Weapons' Stats
Spear:

Melee

Can be crafted from 2 twigs, 1 rope and 2 flint

Modifier: 15

Number of Uses: 150
Axe:

Melee

Can be crafted from 1 twig and 1 flint

Modifier: 5

Number of Uses: 100

Pickaxe:

Melee

Can be crafted from 2 twigs and 2 flint

Modifier: 5

Number of Uses: 100

Ice Staff:

Range

Can be crafted from 1 spear and 1 blue gem

Modifier: 25

Bonus: Freezes enemies

Number of Uses: 20

Fire Staff:

Range

Can be crafted from 1 spear and 1 red gem

Modifier: 25

Bonus: Sets enemies on fire

Number of Uses: 20

Blow Dart:

Range

Can be crafted from 2 cut reeds, 1 hound's tooth and 1 azure feather

Modifier: 35

Number of Uses: 1

Sleep Dart:

Range

Can be crafted from 2 cut reeds, 1 bee stinger, and 1 jet feather

Modifier: 0

Bonus: Puts enemies to sleep

Number of Uses: 1

Fire Dart:

Range

Can be crafted from 2 cut reeds, 1 charcoal, and 1 crimson feather

Modifier: 0

Bonus: Sets enemies on fire

Number of Uses: 1

Armors' Stats
Grass Suit:

Can be crafted from 10 cut grass and 2 twigs

Modifier: 4

Durability: 10 attacks

Log Suit:

Can be crafted from 8 logs and 2 rope

Modifier: 10

Durability: 40 attacks

Night Armor:

Can be crafted from 5 nightmare fuels and 3 pieces of paper

Modifier: 25

Durability: 25 attacks

Note: Lowers Sanity by 5 each post while a character is wearing it

Marble Suit:

Can be crafted from 12 marble and 4 rope

Modifier: 30

Durability: 50 attacks

Note: Lowers Speed by 2 while a character is wearing it
 
(Basic Monster Post)

N = Neutral (Will not attack character(s) unless the character(s) attack first)
H = Hostile (Will attack any character that gets too close)
P = Passive (Will not attack any character even if the character attacks first)

If you have a monster to submit from your character's original fandom, please send its appearance and stats to me through PMs and I'll add it here.

Monster Stats:
Bee:

Appearance: 1588883784519.png

Behavior: N

Health: 100

Attack: 3

Defense: 2

Speed: 3

Drops: Honey (1), Bee Stinger (2)

Killer Bee:

Appearance: 1588883952346.png

Behavior: H

Health: 100

Attack: 5

Defense: 3

Speed: 4

Drops: Honey (2), Bee Stinger (2)

Beefalo:

Appearance: 1588884001498.png

Behavior: N

Health: 300

Attack: 5

Defense: 4

Speed: 5

Drops: Beefalo Wool (2)

Pigman:

Appearance: 1588884084315.png

Behavior: N

Health: 250

Attack: 4

Defense: 2

Speed: 3

Drops: Pork (1), Pig Skin (1)

Note: Can become friendly if fed Monster Meat

Birds:

Appearance: 1588884156187.png, 1588885354453.png, 1588885364518.png

Behavior: P

Health: 50

Attack: -

Defense: 1

Speed: 5

Drops: Jet Feather (black bird only, 1), Crimson Feather (red bird only, 1), Azure Feather (blue bird only, 1), Morsel (1)

Rabbits:

Appearance: 1588885474152.png

Behavior: P

Health: 50

Attack: -

Defense: 1

Speed: 5

Drops: Morsel (1)

Spider:

Appearance: 1588885533604.png

Behavior: H

Health: 150

Attack: 3

Defense: 2

Speed: 3

Drops: Silk (1), Monster Meat (1), Spider Glands (1)

Spider Warrior:

Appearance: 1588885681183.png

Behavior: H

Health: 225

Attack: 4

Defense: 4

Speed: 4

Drops: Silk (2), Monster Meat (2), Spider Glands (1)

Tallbird:

Appearance: 1588885925830.png

Behavior: H

Health: 200

Attack: 3

Defense: 4

Speed: 5

Drops: Jet Feather (1), Monster Meat (2)

Gobbler:

Appearance: 1588891123934.png

Behavior: P

Health: 125

Attack: -

Defense: 3

Speed: 4

Drops: Drumstick (2)

Bunnyman:

Appearance: 1588896301491.png

Behavior: N

Health: 200

Attack: 3

Defense: 2

Speed: 5

Drops: Monster Meat (3)

Note: Can become friendly if fed a Carrot
 
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(Boss Monster Post)

All monsters in this list are Hostile. In addition, they all have higher attack power than any other character's base Attack, same for their Health. Some might also have higher Defense and/or Speed. A finite number of boss numbers of each type will be in this RP, but each number given is PER CHARACTER.

Note: None of these monsters are in-line with how they are spawned in the ACTUAL Don't Starve universe. I'm taking some liberties to make this easier on myself as a GM

Boss Monster Stats
Spider Queen:

Appearance: 1588889164667.png

Number: 5

Health: 500

Attack: 7

Defense: 5

Speed: 5

Spawned: When a character defeats 5 Spider Warriors and 10 Spiders. After defeating a Spider Queen, this number resets for that character

Drops: Silk (3-5), Monster Meat (3-5), Spider Glands (1)

Treeguard:

Appearance: 1588890415764.png

Number: 3

Health: 650

Attack: 8

Defense: 7

Speed: 2

Spawned: When a character chops down 20 trees. After defeating a Treeguard, this number resets for that character

Drops: Logs (8), Boards (1-4)

Hounds:

Appearance: 1588890802712.png (normal), 1588890818695.png (fire), 1588890830786.png(ice)

Number: 10 of each type

Health: 400

Attack: 6

Defense: 5

Speed: 4

Spawned: Every five in-universe days, an RNG will be used by the GM (me) to have a hound of a random type attack a random character

Drops: Hound Tooth (1), Red Gem (fire only, 1), Blue Gem (ice only, 1)

Non-Player Ghosts:

Appearance: 1588961783159.png

Number: 10

Health: 350

Attack: 7

Defense: 8

Speed: 2

Spawned: When a character digs up 5 graves. When a Ghost is defeated, that number resets for that character

Drops: Nightmare Fuel (4)
 
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(Time Post)
Time Rules:

1. Each page of posts (25 posts) will be considered one in-universe hour

2. We will begin the RP right as morning begins on The Constant. Daylight will last for six in-universe hours before dusk will fall

3. Dusk will last for three in-universe hours before night will fall and the characters will be in complete darkness

4. Once night falls, the characters will be in darkness for four in-universe hours - unless they are not near a light source, in which case you'll want to check the below section. If the characters survive those four hours, though, they will begin the day anew

Darkness Rules:
For those of you unfamiliar with Don't Starve, there is a monster in the darkness known as Charlie who attacks if a character is caught in complete darkness, and you cannot attack it back. Of course, this monster can be bypassed by either having a light source (such as a torch or campfire) nearby, or by sleeping. These rules hold true in this RP, with a few modifications...

1. Your character must fall asleep during dusk hours, if this is the route you choose. They will sleep until light hits, and you won't need a torch or a campfire. Also, no penalties to your character's Sanity, either, so yay! They will be very hungry when they awaken, though.

2. Otherwise, you must be aware of the length of time your campfire or torch will last. A single torch can last for two in-universe hours, and you cannot do anything about this aside from making an extra torch. Meanwhile, a campfire can last for three in-universe hours, but you can continuously have your character adding fuel to the fire (charcoal, logs, twigs and cut grass, and a few other things if they are made from those items) to get anywhere from 1 to 5 extra posts worth of light.

3. If your character does not have the means to make either a torch or a campfire, then you should know the damage that Charlie can do to your character. For each in-universe hour that goes by, Charlie can randomly attack your character for anywhere from 20% to 50% of their Health (I'll use an RNG so it's fair). Not much of a problem if you've had a campfire for 3 hours and just forgot to put fuel in - but if you're trying to survive the entire night in the dark, well... Also, for every attack Charlie does, your character will also take a Sanity hit of 15 points.

Rain Rules:
While I'm here, I'll explain how rain is going to work. The first in-universe day will be entirely rain-free. After that, though, each time a new day starts, I'll do an RNG to see if it will rain that day. If I get a yes, I'll do another one to see how long. The rain will last anywhere from one to six in-universe hours. I'll alert everyone on the OOC chat about upcoming rain, though I won't be letting anyone know the exact 'when' (I will give a general time, such as daytime, dusk or night). This is because telling you would give you guys time to collect flowers for Garlands to lessen the Sanity loss when the rain arrives, and that just wouldn't be fair, right?

Note: If a Rain O Meter is built, I will tell the exact time for when the rain will occur!
 
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(Time Post)
Time Rules:

1. Each page of posts (20 posts) will be considered one in-universe hour

2. We will begin the RP right as morning begins on The Constant. Daylight will last for six in-universe hours before dusk will fall

3. Dusk will last for three in-universe hours before night will fall and the characters will be in complete darkness

4. Once night falls, the characters will be in darkness for four in-universe hours - unless they are not near a light source, in which case you'll want to check the below section. If the characters survive those four hours, though, they will begin the day anew

Darkness Rules:
For those of you unfamiliar with Don't Starve, there is a monster in the darkness known as Charlie who attacks if a character is caught in complete darkness, and you cannot attack it back. Of course, this monster can be bypassed by either having a light source (such as a torch or campfire) nearby, or by sleeping. These rules hold true in this RP, with a few modifications...

1. Your character must fall asleep during dusk hours, if this is the route you choose. They will sleep until light hits, and you won't need a torch or a campfire. Also, no penalties to your character's Sanity, either, so yay! They will be very hungry when they awaken, though.

2. Otherwise, you must be aware of the length of time your campfire or torch will last. A single torch can last for two in-universe hours, and you cannot do anything about this aside from making an extra torch. Meanwhile, a campfire can last for three in-universe hours, but you can continuously have your character adding fuel to the fire (charcoal, logs, twigs and cut grass, and a few other things if they are made from those items) to get anywhere from 1 to 5 extra posts worth of light.

3. If your character does not have the means to make either a torch or a campfire, then you should know the damage that Charlie can do to your character. For each in-universe hour that goes by, Charlie can randomly attack your character for anywhere from 20% to 50% of their Health (I'll use an RNG so it's fair). Not much of a problem if you've had a campfire for 3 hours and just forgot to put fuel in - but if you're trying to survive the entire night in the dark, well... Also, for every attack Charlie does, your character will also take a Sanity hit of 15 points.

Rain Rules:
While I'm here, I'll explain how rain is going to work. The first in-universe day will be entirely rain-free. After that, though, each time a new day starts, I'll do an RNG to see if it will rain that day. If I get a yes, I'll do another one to see how long. The rain will last anywhere from one to six in-universe hours. I'll alert everyone on the OOC chat about upcoming rain, though I won't be letting anyone know the exact 'when'. This is because telling you would give you guys time to collect flowers for Garlands to lessen the Sanity loss when the rain arrives, and that just wouldn't be fair, right?
In Don't Starve there's a device called the Rain O Meter which tells when it's going to rain. So maybe you can still give hints as to when its going to rain but making a Rain O Meter tells exactly when it will rain.
 
In Don't Starve there's a device called the Rain O Meter which tells when it's going to rain. So maybe you can still give hints as to when its going to rain but making a Rain O Meter tells exactly when it will rain.

Good point!!! I'll add that note in to the Rain Rules! ^^
 
(Items, Inventory and Crafting Post)
Inventory Rules:
1. You can check a character's current inventory either in the OOC chat or in PMs with me (the GM) - but you MUST be that character's player. I will keep track of everything each character picks up or drops along the way. You can keep track of it yourself as well, if you wish, but if you do not, just ask me and I will let you know what your character(s) are currently holding.

2. Your characters may only hold up to 12 items at one time, not including equipped equipment. If they have a backpack they can hold an additional six items. Also, certain items will 'stack', though each of these items has a limit to how many times it will do that. When an item 'stacks', it means that multiples of it will only count as taking up one space of your inventory.

3. I am adding an extra slot for equipment. Don't Starve has only three slots for equipment - I am giving you four. One slot for a weapon, one for a head accessory, one for armor, and one for a body accessory (backpacks or amulets, for instance). Also, you can have backpacks in your inventory, but you cannot access the items within if you are not wearing it.

4. Items such as chests will give a character extra space for their items. There will also be 1 Chester for each alive character in the RP (ghosts don't get a Chester). To find a Chester, find an Eye Bone, and their specific Chester will spawn and begin following them. Chester will have 9 extra inventory spaces for a character to utilize, and will follow the character he is tied to. If a character finds another Eye Bone, they will not be allowed to pick it up, even if they drop their Eye Bone.

5. Ghosts' total allowed inventory will be HALVED. This does not go for chests, of course (but Chesters will disappear with all of the formerly alive character's items), but player ghosts will not be allowed to carry more than 6 items. In addition, they cannot equip armor or weapons (they can, however, equip both head and body accessories). Also, certain items such as maps or food items will disintegrate upon a character becoming a ghost. (Lore time: The maps track characters by following their specific Stats - when a character becomes a ghost, their Health stat is changed, and since maps are tied to the character that made them the maps will disintegrate. As for food, ghosts don't need to eat, so their Hunger stat is null and void.) Items placed in a character's chest or Chester, if they belong to the character who turned into a ghost, WILL ALSO DISINTEGRATE, so please don't try and get around it by using those. (Note: Since Mandrakes, Carrots and Roasted Carrots all heal Health as well as Hunger, and ghosts still have Health, they will not disintegrate. Also, Flower Petals will not disintegrate either, since they ONLY heal Health.)

Crafting Rules:
1. Crafting takes up two posts - one for stating that your character has begun to craft something, and one for stating that your character has finished crafting.

2. There are a certain number of 'basic' crafting recipes known by each character at the start - these will be listed below. In addition, I will randomly assign each character a single 'advanced' recipe to know at the beginning using RNG. These recipes will be sent to each character's player through PMs. If they wish, they can make these recipes known through OOC chat - but please DO NOT list the ingredients. You may ONLY state the name of the recipe that your characters have learned. I will keep track of known advanced recipes, and will call out anyone who tries to use a recipe that their character doesn't know, so don't worry about people trying to pull something like that.

3. A character MUST know a recipe before they can try crafting the related item.

4. A recipe can become known by a character through any of the following means:

A. Another character can teach it to them (either through the kindness of their heart or in exchange for some sort of resource). I will send the character's player the recipe learned, so PLEASE do not go into detail about what the recipe needs
B. A blueprint for the item can be found somewhere in the world (I will use RNG whenever a character goes fishing or digs up a grave or etc. to see if they find one, and if so, which one). I will send the character's player the recipe learned
C. When a character builds a Science Station, Alchemy Station, a Prestihatitator, or a Shadow Manipulator, I will send the player a list of new recipes their character now knows


5. The reason I will send the recipes privately is that if I don't, the recipes will be public, and other people will try and get past me by saying that their character knows the recipe and that I just didn't keep track of it. I don't want to have to deal with that, so all recipes that are not basic will be sent privately

Item List:

(Note: Food Items, Weapons and Armor will not be listed here, because they were listed in their respective posts above. Raw Food Items all stack to 20, Cooked Food Items stack to 10, and Weapons and Armor do not stack at all)
Cut Grass:

How to find: Harvest Dry Drass

Fuel?: Yes (2 extra posts of light)

Stacks?: Yes (40)

Twigs:

How to find: Harvest Saplings or Thorny Plants, or chop down Spiky Trees

Fuel?: Yes (1 extra post of light)

Stacks?: Yes (40)

Rocks:

How to find: Mine any type of Boulder (requires Pickaxe)

Fuel?: No

Stacks?: Yes (30)

Flint:

How to find: Mine a Regular Boulder (requires Pickaxe)

Fuel?: No

Stacks?: Yes (40)

Gold Ore:

How to find: Mine a Gold Boulder (requires Pickaxe)

Fuel?: No

Stacks?: Yes (20)

Logs:

How to find: Chop down a tree (requires Axe)

Fuel?: Yes (3 extra posts of light)

Stacks?: Yes (40)

Cut Reeds:

How to find: Harvest Reeds

Fuel?: Yes (2 extra posts of light)

Stacks?: Yes (30)

Blue Gem:

How to find: Dig up a Grave (requires Shovel)

Fuel?: No

Stacks?: Yes (10)

Red Gem:

How to find: Dig up a Grave (requires Shovel)

Fuel?: No

Stacks?: Yes (10)

Gears:

How to find: Dig up a Grave (requires Shovel)

Fuel?: No

Stacks?: Yes (10)

Flower Petals:

How to find: Pick regular Flowers

Fuel?: Yes (1 extra post of light)

Stacks?: Yes (40)

Dark Flower Petals:

How to find: Pick Evil Flowers

Fuel?: Yes (1 extra post of light)

Stacks?: Yes (40)/SPOILER]

Basic Crafting Recipes:

Note: Most Weapons and Armor, though their recipes have been listed in an above post, are considered ADVANCED RECIPES (unless they are noted here).
Axe:

Recipe: 1 twig, 1 flint

Uses: Chop down all Trees; Weapon

Number of Uses: 100

Pickaxe:

Recipe: 2 twigs, 2 flint

Uses: Mining all Boulders; Weapon

Number of Uses: 100

Torch:

Recipe: 2 twigs, 2 cut grass

Uses: Light (2 in-universe hours)

Number of Uses: 1

Campfire:

Recipe: 2 logs, 3 cut grass

Uses: Light (3 in-universe hours; Can add Fuel to increase the time)

Number of Uses: 1

Rabbit Trap:

Recipe: 6 cut grass, 2 twigs

Uses: Traps Rabbits (must bait it with a carrot or berries)

Number of Uses: 10

Grass Suit:

Recipe: 10 cut grass, 2 twigs

Uses: Armor

Number of Uses: 10 attacks

Garland:

Recipe: 12 flower petals

Uses: Head Accessory (raises Sanity/lowers Sanity penalty in darkness and rain)

Length of Use: 5 in-universe days

Bundling Wrap:

Recipe: 1 wax paper, 1 rope

Uses: Wraps up to 4 items into a bundle that only takes up one inventory space

Number of Uses: Infinite (characters can wrap items, unwrap them, then wrap more items)

Science Machine:

Recipe: 1 gold ore, 4 logs, 4 rocks

Uses: Can be used to learn certain advanced recipes

Number of Uses: 1 (only for the character who built it)
 
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(Map Post)
Map Rules:
1. Unlike Don't Starve, your characters will NOT have a map (incomplete or otherwise) at the beginning of the RP. They can, however, make two different maps throughout the course of the RP, though both of these are considered 'advanced' recipes:

A. The 'basic map' will be a map much like the one in Don't Starve - it will keep track of where your character has been. Once a character makes a basic map, they are NOT ALLOWED to give it to any other character (they may show it to others, but they cannot give/trade it).
B. The 'magic map' will be a map that tells a character where EVERYTHING is in the world. Much like the basic map, this map can be shown, but not given or traded to other characters.


2. I am currently working on a proper magic map for the world our characters will be in. It's made of text rather than images, but it's a map still. I will also create a map for each character and keep track of where they go throughout the RP for the basic map. At the end of each in-universe day, assuming your character has a basic map, I will send a new, updated version of your character(s)' basic map to you via PMs.

3. If a character dies, their basic map and/or magic map will disintegrate (even if they become a ghost - I need to update the information on Inventory as to why that is) so no one else can take it/them.
 
(Wormhole Post)
Wormhole Explanation:
1. In this RP, wormholes will work differently than they do in Don't Starve proper. When a character, or characters, find a wormhole, ALL CHARACTERS CURRENTLY IN THE RP - living OR ghost - must jump through it at once. And, yes, as noted in the first post of this forum, wormholes will deplete Sanity by 15. If your character is on the low end of Sanity, I recommend raising it a bit with flower-picking, or whatever else will help, or crafting a Garland for them to wear before everyone jumps in.

2. When the characters find and jump through the wormhole, a new map will be created by me, so the RP will be briefly put on hold while I create a new map (I made the current one in like 1.02 days so it won't take TOO long). When that map is created, the RP will continue on in this new world/island of The Constant. (Note: If a wormhole is discovered, but not jumped through right at that moment, I will begin creating the map right then anyway, so that when the wormhole is jumped through, we can skip the waiting period. Because of this, I highly recommend waiting a few real-life days after discovering a wormhole before you all jump through!)

3. The wormholes in this RP will operate as Sick Wormholes do in Don't Starve - that is, they're one-way only. No going back to the original map. So please discuss among yourselves when you discover a wormhole about when the best time to leave would be.

4. Activated Touch Stones from the original map, once you go through a wormhole, will be invalid, since otherwise your character would end up resurrecting back on the original map. However, Meat Effigies will automatically be placed in the inventory of the character who made it, although they must place it in the new world they arrive in if they wish for it to be functional (I will alert anyone who has a Meat Effigy of this, so they don't forget).

5. Each new world/island will have ONE wormhole. I had this tagged on the original interest search, but this RP is pretty much a sandbox RP. I don't have much of a plot aside from making the maps and monsters and such. As such, you guys can do whatever you feel is necessary on each island before you all jump through the wormhole - just don't expect any big plot-important things to happen when you do.

6. In addition, once you jump through a wormhole, ALL CHARACTERS' BOSS MONSTER COUNTS WILL RESET. Hounds, Treeguards, Spider Queens... All of them. However, all of the counts for the necessary requirements to get them also reset, so for some of them you will have time to prepare before you have to start facing them again.

7. All basic maps owned by characters will disintegrate upon jumping into a wormhole, but magic maps will be kept and replaced by maps of the new world/island. All other items in a character's inventory will remain as they are.

8. Upon jumping through a wormhole, time will also reset to right at the beginning of the day (because otherwise your characters might pop out in complete darkness and really that's not good for anyone).
 

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