📖 Stop Fumbling: Don’t Starve Mods Made Simple

Quick Answer: Installing Mods in Don't Starve

Installing mods in Don't Starve is easiest on PC: use the Steam Workshop to subscribe to mods, then enable them in-game via the "Mods" menu. For Don't Starve Together, enable mods under Host Game > Mods for server-side mods (clients will auto-download them). Console editions do not support mods, unfortunately.

🚀 Quick-Start Guide (All Platforms)

PC (Steam) – 30-Second Mod Install

On a computer, installing mods is plug-and-play. From your Steam Library, find Don't Starve (single-player) or Don't Starve Together, click the Workshop tab, and browse or search for mods. Click the "+ Subscribe" button on any mod's page to download it. Steam will add it to your game's mods folder automatically. Now launch the game, go to the Mods menu on the main screen, and check the box next to the mod's name to enable it. That's it – start or load a world, and enjoy your mod!

Console – No Mod Support

Important: Playing on console (PS4, Xbox, Switch)? Sadly, mods aren't supported on these platforms. The game's mod menu and Steam Workshop integration simply don't exist there. If mods are a must-have for you, consider switching to the PC version.

Non-Steam or Offline

If you have a standalone copy (DRM-free) or want to install mods manually, you can download mod files from Klei's official forum or mod sites. Each mod typically comes as a folder or zip. You'll drop that folder into your mods directory (for example, C:\Program Files\DontStarve\mods\ on Windows). Then enable it in-game through the Mods menu as usual.

🎮 Installing Mods in Don't Starve (Single Player, RoG, Shipwrecked, Hamlet)

The base Don't Starve game and its single-player expansions (Reign of Giants, Shipwrecked, and Hamlet) share the same mod system. If you've got the Steam version, you have access to an entire Workshop full of mods. Here's how to get them running:

Steam Workshop Method (Automatic)

  1. Subscribe to mods on Steam: Steam Workshop is the easiest gateway to mods. In Steam, go to the Don't Starve Workshop (you can find it via the game's Library page under "Workshop"). Find a mod you like – for example "Always On Status" (a popular HUD tweak) – and click + Subscribe. Steam will download the mod files immediately into your game's folder.
    Pro Tip: You can subscribe to multiple mods quickly. No need to restart the game for each – subscribe to as many as you want, then launch the game once after.
  2. Launch the game and enable mods: Start Don't Starve. On the main menu, click Mods. You'll see a list of all subscribed mods. Newly subscribed ones will say "DISABLED" initially. Click each mod to read its description and ensure it's compatible with your DLCs (most Workshop mods are marked as compatible with RoG/SW/Hamlet – the mod page or description often lists this, or the modinfo file does).

    Now, tick the checkbox next to the mod's name to enable it. The mod's entry should highlight (and in older versions, show a green "Enabled" tag). You can enable multiple mods at once.
  3. Apply and play: After checking the mods you want, click Apply or OK. The game may warn you about using mods (a disclaimer that mods are user-made content – proceed with "I Understand"). Then, start a New Game or Continue an existing one. Enabled mods will now be active in-game. Enjoy the new content or features!

Compatibility with DLCs

Most mods on the Workshop have been updated to support the official DLC expansions. For example, if a mod was made before Shipwrecked but is still relevant, modders often add a line in the mod's code marking it shipwrecked_compatible = true. You usually don't have to worry – the Workshop item description will mention any limitations. If a mod isn't marked compatible, the game will disable it by default when that DLC is active.

Manual Mod Installation (Non-Steam or Custom Mods)

Manual mod installation means placing mod files into the correct folder yourself. It's actually what Steam does behind the scenes when you subscribe, so you won't be doing anything exotic – just copying files.

  1. Download the mod files: Mods might be distributed as a .zip archive or a folder. Trusted sources include the Klei Forums (Mods section), where modders sometimes upload their work, or third-party sites like NexusMods. Ensure you download from a reputable source (mods are code, so stick to known community hubs to avoid malicious files).
  2. Locate your mods folder: Navigate to your Don't Starve installation directory and find the mods folder. Common locations:
    Windows (Steam): C:\Program Files (x86)\Steam\steamapps\common\Don't Starve\mods\
    Mac OS X (Steam): ~/Library/Application Support/Steam/steamapps/common/Don't Starve/dont_starve.app/Contents/mods/
    Linux (Steam): ~/.steam/steam/steamapps/common/Don't Starve/mods/
    Standalone (non-Steam): Wherever you installed the game, there will be a mods folder (e.g., C:\Games\DontStarve\mods\)
  3. Install the mod into mods folder: Take that extracted mod folder (e.g. "ExampleMod") and put the whole folder into the mods directory. The folder name becomes the mod's identifier (Steam often names these as "workshop-123456789" for Workshop items, but you can name a custom one anything, ideally something simple with no spaces).
    Important: Double-check the folder structure: it should be mods\ExampleMod\modinfo.lua (plus other files). If instead you have an extra nested folder like mods\ExampleMod\ExampleMod\modinfo.lua, that's wrong – fix the hierarchy so that modinfo.lua is one level below mods.
  4. Enable the mod in-game: Launch Don't Starve, go to Mods menu. You should see "ExampleMod" in the list now (if not, the game isn't seeing your folder – recheck the path). Enable it by ticking the checkbox, then Apply. The game might tag it as a local mod. It will also warn if the mod is outdated or not from Workshop – that's okay, enable anyway (at your own risk).

+ Expansion Compatibility Flags (Advanced, Use with Caution)

👥 Installing Mods in Don't Starve Together (Multiplayer)

Don't Starve Together (DST) uses the same fundamental mod structure but adds multiplayer complexity. There are two types of mods here: Client mods (which only affect your own game view/UI) and Server mods (which affect gameplay and require everyone in the server to have them). DST's interface distinguishes these, and installing mods can involve a few more steps if you host servers.

Steam Workshop – DST Edition

If you're playing DST through Steam (the vast majority do), the initial mod subscription process is the same as single-player:

  1. Subscribe to DST mods on Steam: Go to the Don't Starve Together Workshop on Steam. It's a separate hub from single-player DS (DST's Steam App ID is different). Subscribe to the mods you want. Popular picks include Geometric Placement (for base-building gridlines) and Combined Status (consolidated stats HUD). Steam will download these mods. You might notice the files go into a folder named workshop-<ID> under DST's mods directory (don't worry, that's normal).
  2. Launch DST and find mods in menu: Open Don't Starve Together. Click Mods on the main menu. DST's mod screen will list mods under two tabs or sections:
    • Client Mods: These affect only your client (things like interface improvements, graphics tweaks). You can enable client mods regardless of the server you join; they don't need server approval.
    • Server Mods: These affect world gameplay (new items, monsters, balance changes, etc.). These can only run on a server if the host enables them. If you're not the host, you can't toggle these on yourself; you'll get them automatically when joining a modded server.

    You'll see your subscribed mods categorized accordingly (the mod author sets a flag deciding if it's client-only or server-required). Enable the ones you want by clicking their checkboxes. Client mods will instantly toggle on. Server mods, if you're just a client on someone else's server, won't do anything until you host a world with them.

  3. Hosting a game with mods: If you plan to host a DST world (whether online for friends or just offline solo), you need to enable mods for that server specifically:
    • Go to Host Game > set up a New World or use an existing world slot.
    • In the world customization screen, there's a Mods tab (alongside the Settings, Forest, Cave tabs, etc.). Click Mods and you'll see two lists: Client Mods and Server Mods.
    • For any Server Mod you want active in that world, click to enable it. A green "ENABLED" label will appear next to it. (Client mods can also be toggled here for your convenience, but those are just your local preference; enabling client mods here doesn't force them on anyone else).
    • Generate World or Save changes. The server will now launch with those mods.

    When players join your server, the game will check which Workshop mods are enabled on the server, and automatically download any they don't have. (They'll see a progress bar like "Downloading Mod 123456…" when connecting). This ensures everyone has the content needed. It's seamless when it works – but if a player has trouble downloading, see our troubleshooting later.

  4. Play and enjoy: Once the server is up, mods will be doing their thing. Perhaps you'll see a minimap HUD on screen, or new creatures roaming about, depending on mods. Clients can also still toggle their client-side mods (like UI skins or geometry alignment aids) without affecting others.

Auto-Updates in DST

The game auto-checks for mod updates periodically. Previously, DST would aggressively check the Workshop on startup and when opening the Mods menu, but as of May 2023, the devs slowed down the polling for updates to reduce hang-ups. So if you know a mod just got an update but your game hasn't pulled it yet, you can trigger a refresh by going into Mods menu after a restart. Active servers won't auto-update mods mid-game (for stability); updates apply on next server launch.

🖥️ Dedicated Servers (Advanced, for DST Hosts)

Running a dedicated DST server (separate from the game client) is popular for persistent worlds. Installing mods on a dedicated server is a bit different since there's no GUI Workshop browser. Here's how to do it:

  1. Use the dedicated_server_mods_setup.lua: In the DST Dedicated Server files, there is a script file (usually in the mods/ folder of the server installation) called dedicated_server_mods_setup.lua. Open that in a text editor. You'll add lines for each mod you want the server to download. The syntax:
    ServerModSetup("WorkshopID")

    Replace WorkshopID with the mod's ID number from the Steam Workshop URL. For example, Geometric Placement (DST) has an ID = 351325790 (just an example). So you'd put:

    ServerModSetup("351325790")

    on its own line. Do this for all server-side mods you want. Save the file.

    Now, when the server starts up, it will connect to Steam and download those mods into the mods directory (you'll see it create workshop-351325790 folders, etc.).

  2. Enable mods with modoverrides.lua: Downloading isn't enough; the server also needs to load the mods. This is where the modoverrides.lua file comes in. In your server's cluster directory (the cluster is essentially the save/world configuration), find or create a file named modoverrides.lua in the Master shard folder (and in Caves shard folder too, if you have caves).

    This Lua file should return a table of mods to enable, plus any custom settings. Here's a simple example:

    return {
        ["workshop-351325790"] = { enabled = true },  -- Geometric Placement
        ["workshop-123456789"] = { enabled = true }  -- Example Mod
    }

    Each key is the workshop ID of a mod (prefixed with "workshop-"), and the value { enabled = true } just tells the server to turn it on. This corresponds to checking the box in a GUI.

    If you need to configure mod options, you can add a configuration_options sub-table. For instance, if a mod has a setting "Size = small/medium/large", you'd do:

    ["workshop-123456789"] = {
        enabled = true,
        configuration_options = { Size = "large" }
    },

    The specifics of options come from the mod's documentation. But most mods work with defaults if you omit config options.

  3. Start the server: Launch your dedicated server as usual (e.g., via the command line or a server tool). Mods will download (the first time) and enable according to your config. If everything is set up right, your server is now running with mods. Clients who join will automatically download the same mods (from Steam) if they don't have them – this is handled by the server and game client.
  4. Keep mods updated: You'll need to periodically restart the server to get mod updates. The server doesn't hot-reload mods during runtime. If a mod gets an update, the log on startup will say it's downloading a new version. If a mod is removed from Workshop or an ID is wrong, the server log will throw an error – watch the console for any "Workshop: Download Failed" messages.

Troubleshooting Dedicated Setup

  • Double-check that the Workshop IDs in ServerModSetup lines are strings in quotes and exactly correct (typos are common).
  • If mods aren't enabling, make sure the modoverrides.lua is in the right folder. It should be in ~/.klei/DoNotStarveTogether/<YourClusterName>/Master/modoverrides.lua on Linux (or corresponding location on Windows), not in the game installation.
  • The order of entries in modoverrides doesn't matter. If you have a syntax error in the file (like a missing comma or brace), none of the mods will load. Use a Lua validator if things fail silently.

🔧 Troubleshooting Mods

+ "Workshop-xxxxxxx" mod name and it won't update/delete

+ Client can't download mods from server / timeout

+ Server won't start after adding a mod

+ Mods not working as expected in-game

+ Crashes and rolling back

+ Enabling Out-of-date mods

✨ Bonus Tips & Tools for Mod Users

Mods can do everything from quality-of-life improvements to total game conversions. Here are some extra tips and tools to enhance your modding experience in Don't Starve and DST:

+ Use Collections to Share Mods

+ In-Game Console as a Backup Plan

+ Modding Tools – For the Curious

+ Keep an eye on patches

+ Community Help

Finally, remember that mods are meant to enhance fun. Mix and match to create your perfect Don't Starve experience – whether that's making it harder, easier, or just sillier. Want a full cast of characters from Terraria or Pokemon in your game? Mods. Want to turn DST into a farming sim? Mods. Just always double-check mod compatibility and backup your worlds, and you'll be golden.

Happy modding, and don't starve!

📝 Recent Patch History

This table highlights how Klei's ongoing updates interact with the mod ecosystem – generally ensuring stability and giving modders more tools. Keeping your game and mods updated is the best way to avoid issues.

Date (Patch) Mod-Related Change Impact on Modding
May 2025 (Beta) Added dedicated server launch option -allow_ioopenwrite_sandbox_escape to let server mods write data to disk (opt-in). Also allowed TheSim:QueryServer to query localhost. Advanced mods can now save data or configs to files (e.g., persistent leaderboards), if the host explicitly allows it. Enhanced integration for server-side mod features that need file I/O (with security caution).
Aug 2024 Workshop ID corruption fix guidance by Klei (support article) – clarified that running game with admin rights fixes mods appearing as workshop IDs. Also a Windows update around this time improved how Controlled Folder Access prompts for game access. Resolved a long-standing permissions issue for many players. Fewer cases of "my mods are all workshop-123…" as players followed this fix. Overall mod reliability on Windows increased.
Mar 2024 (Quality of Life update) Performance: The game now pauses mod update checks when idle on the Mods screen or server creation. Reduced lag spikes in lobby/Mods menu for players with lots of mods. Smoother experience enabling/disabling mods; however, manual refresh needed if you expect a new mod update immediately (just back out to main menu and return).
Jan 2024 (DST "Year of the Dragonfly" update) No direct mod system changes, but new in-game preset options added (e.g. max players, etc.) and some API notes: devs added more hooks for modders in combat and skin system (from patch notes). While not altering installation, it expanded what mods can do (new API functions). Modders updated their mods to leverage these; no action needed by users except updating mods.
Oct 2023 (Hotfix) Fixed an issue where missing worldgen fields in mods could crash the game on startup. The game became more robust with mod-generated worlds. If a mod didn't specify a worldgen setting properly, it no longer crashes – it uses defaults. Users saw fewer random crashes when using custom worldgen mods.
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