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Why Glowcaps and Mushlights should provide an infinite light source


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With the Return of Them beta in full swing and the developers taking their time to implement several quality of life changes as they see fit, I see this as an excellent opportunity to give some more love towards Toadstool, more specifically his loot. When examining Toadstool’s loot table, it’s quite evident that the main attraction is the Glowcaps and Mushlights. They sound like an excellent idea on paper, you can build a couple of them with the handful of shroom-skin you earned from the Toadstool fight, the light they provide cover a respectable radius, and they don’t take a lot of maintenance to keep fueled... right? Although the first two points are where the Glowcaps and Mushlights literally shine, the maintenance provided by the seemingly constant refueling is where Toadstool’s lamps fall flat. Toadstool’s lamps should completely prevent spoilage of the light bulbs, glow berries, or spores deposited inside them. Yes, doing this will allow the lamps to emit an infinite and no-maintenance light source, which I personally think will be an amazing and welcome change.

For starters, Toadstool’s current loot pool is very lacking for the amount of effort needed to defeat Toadstool. the resource sink that Toadstool requires just isn’t worth it, Having no-maintenance, infinite lights is just enough to make the fight worth it. Toadstool will go from one of the least fought and most ignored boss in the game to one of the the most popular, players will be scrambling to defeat Toadstool and earn their infinite lights. During Winter’s Feast, Klaus will drop glowing ornaments which can be used to (unintentionally, but still not patched despite being a popular bug for two years) infinitely provide light via Toadstool’s lamps. This bug made me realize how great infinite lamps are, and it’s a shame that it’s locked behind a seasonal event. Hamlet introduced streetlights that are considerably cheaper compared to Toadstool’s lamps, this alone shows that infinite light is not an overpowered concept.

It’d be wonderful to see Toadstool rise in popularity because of a small but significant quality of life change, it’ll finally make Toadstool’s loot more interesting and worthwhile, which is something Toadstool desperately needed ever since he was released. I believe this change will net exclusively positive results and be a very healthy shift in base building and more.

Most of the time spores are collected via the spore spawning on mushtrees however the mushtrees bloom only once a year ( red-summer, blue-winter, green-spring ) making coloring pretty bad unless you are going to sink a lot of mushroom caps into a funcap-spore farm

Infinite light seems like something to really work for. I'm okay with having to pile up toad skins for Winter's Feast and having the chance to grind Klauses once a real year. 

Is it really a bug that keeps the bulb at 0%? It offers so little light on its own I figured the whole thing was intentional. Never fix that bug then Klei. 

11 minutes ago, NSAiswatchingus said:

Infinite light seems like something to really work for. I'm okay with having to pile up toad skins for Winter's Feast and having the chance to grind Klauses once a real year. 

Is it really a bug that keeps the bulb at 0%? It offers so little light on its own I figured the whole thing was intentional. Never fix that bug then Klei. 

Not many players have the opportunity or patience to wait *once an in real life year* to obtain the winter's feast bulbs, and with the new content unable to be retrofitted you'll be forced to abandon the world if you wish to interact with the new content. Waiting once a year for infinite light doesn't sound like desirable at all.

26 minutes ago, x0VERSUS1y said:

Or one could just go with the "Half/Double" concept in game balance and amp up 2x or even 4x the spoilage time for refueling items when in Mushlights /Glowcaps?!

Infinite is really different from spoiling 4 times as slow still. The point is that base maintenance sucks, especially when people like building bases that span across the whole world. Imagine having a road going all over the world lined up with mushroom lights and all lit up, it would take a lot of work but it'd be very satisfying if you don't have to refuel them again.

 

14 minutes ago, NSAiswatchingus said:

Infinite light seems like something to really work for. I'm okay with having to pile up toad skins for Winter's Feast and having the chance to grind Klauses once a real year. 

Is it really a bug that keeps the bulb at 0%? It offers so little light on its own I figured the whole thing was intentional. Never fix that bug then Klei. 

Once a real year is super silly, I'm not gonna play on the same exact world for decades. And what if I'm busy irl during that time? Real content locked behind limited time events always sucked, especially the lunar new years where we have to wait 12 years to get the same one again.

9 minutes ago, NSAiswatchingus said:

Infinite light seems like something to really work for.

Infinite light is really not as powerful as it sounds. When was the last time you had any sort of trouble with darkness? You'll notice that no one complains about lamp posts in Hamlet, because people on that side of the forums generally seem to understand that basic threats like hunger and darkness are so incredibly trivial to deal with.

10 minutes ago, NSAiswatchingus said:

I'm okay with having to pile up toad skins for Winter's Feast and having the chance to grind Klauses once a real year. 

Maybe you are, but I do not think that a feature like this should be locked behind a seasonal event, especially whenever new content is no longer being retrofitted in old worlds. I can guarantee you that if you started farming shroom skin now, you will have had to make multiple new worlds by the time winter's feast comes around again. I can almost guarantee you that the same thing would even be true if you started farming in a world created after the official release of Turn of Tides, unless the new content stops entirely at the one island.

3 hours ago, SplOrange said:

Toadstool’s current loot pool is very lacking for the amount of effort needed to defeat Toadstool. the resource sink that Toadstool requires just isn’t worth it, Having no-maintenance, infinite lights is just enough to make the fight worth it. Toadstool will go from one of the least fought and most ignored boss in the game to one of the the most popular, players will be scrambling to defeat Toadstool and earn their infinite lights. During Winter’s Feast, Klaus will drop glowing ornaments which can be used to (unintentionally, but still not patched despite being a popular bug for two years) infinitely provide light via Toadstool’s lamps. This bug made me realize how great infinite lamps are, and it’s a shame that it’s locked behind a seasonal event. Hamlet introduced streetlights that are considerably cheaper compared to Toadstool’s lamps, this alone shows that infinite light is not an overpowered concept

Simply reworking something that is already established in the game is something that happens pretty rarely, but it wouldn't be to far-fetched to expect some kind of infinite light out of this update series at some point. I actually think that they should keep the rotting factor for the items, but might consider making a rare drop from another boss that could be could be put inside the lamps for infinite light. Or perhaps something a little more annoying and fitting with the lunar theme thus far, some kind of lunar glass bulb [or something] which could produce light based on the moon cycle. Offering almost infinite light.

1 hour ago, Sunset Skye said:

Infinite light is really not as powerful as it sounds. When was the last time you had any sort of trouble with darkness? You'll notice that no one complains about lamp posts in Hamlet, because people on that side of the forums generally seem to understand that basic threats like hunger and darkness are so incredibly trivial to deal with.

I have to agree that light really is of no issue to any player who has spent more than like 2 hours in the game (that is not to say that the occasional oopsie happens here or there), but offering something like the lamp posts would be a little broken in the context of DST. Much of the challenge of DST is based on simple survival rather than something more complex like Hamlet. So infinite light should not be an innate/science tier craftable in the DST world at the very least. 

Yes to this.

The only reason I would fight Toadstool is for the glowcaps, but the thing is, you don't even NEED to fight Toadstool for that! Klaus is not only easier than Toadstool, but 10 times more fun and 20 times more rewarding AND you can get a glowcap blueprint (idk if its a guaranteed drop, but i've gotten one every time i've defeated him)

Toadstool is so useless. He's not fun to locate, it's not fun to set up his arena, he's NOT fun to fight and his drops are completely useless. Which is a shame, because I really like his design, but honestly you're better off fighting Klaus.

Infinite light isn't even busted. You can kill Dragonfly day 10 on a public server and that furnace will keep multible new players from death, both its light and its warmth. Toadstool takes seasons to prepare for. Also need I mention that Dragonfly drops GEMS?

 

TL;DR Toadstool bad. Buff his drops.

1 minute ago, Christo1 said:

I have to agree that light really is of no issue to any player who has spent more than like 2 hours in the game (that is not to say that the occasional oopsie happens here or there), but offering something like the lamp posts would be a little broken in the context of DST. Much of the challenge of DST is based on simple survival rather than something more complex like Hamlet. So infinite light should not be an innate/science tier craftable in the DST world at the very least. 

I don't really understand what you're trying to say here. Light is no issue to any player who's played the game enough... but infinite light would still be broken? Where's the logic in that?

1 hour ago, NSAiswatchingus said:

Infinite light seems like something to really work for. I'm okay with having to pile up toad skins for Winter's Feast and having the chance to grind Klauses once a real year. 

Is it really a bug that keeps the bulb at 0%? It offers so little light on its own I figured the whole thing was intentional. Never fix that bug then Klei. 

You being okay with it doesn't mean everyone is. 

Most people aren't going to be playing on the same world for months, let alone a year. Having to wait till Christmas for an opportunity to get *some* light bulbs shouldn't be the only method of getting infinite light in the game. Seasonal content isn't inherently bad or anything, but it really sucks when such a nice part of the game is not available because "it's not that time of the year." You say that infinite light is something to work for, but there is no work in waiting. The "work" part of this is the Klaus fights, but those are something you'd already do outside of the event, just with less reward.

Even if the winter's feast bulbs were patched to not work at 0% anymore, I still agree that mushlights and glowcaps should completely stop spoilage of whatever's inside them. It was already mentioned in this thread that Hamlet has an infinite light source that isn't even a boss drop, yet you don't see people complaining about the balance being broken or something. To anyone but the newer players, darkness is just an annoyance. It only lasts a portion of the day and can be easily warded off with lanterns and miner hats. They have a good light radius and their fuel is abundant. The issues with them, however, are that light bulbs require a trip to the caves to obtain (which means you have to sit through the loading screen twice) and that they require an equipment slot. It works just fine for usage in a base, though. For boss fights, people use dwarf stars. They have a huge light radius and usually last more than long enough for you to finish any fight even if you're doing it alone. Light is really not a problem in this game and having this source of infinite light would just make it more enjoyable. It's not like shroom skin is easy enough to obtain to use anywhere, though. The fifty two thousand health point beast we know as Toadstool drops 3 per fight, and then you have to wait another 20 days to fight him again (or hope that you get an extra from Klaus). And while the napsack recipe does let you duplicate them with the green staff, you have to keep in mind: Misery toadstool has 99,999 hp (almost twice that of regular Toadstool's 52,500), all of its attacks deal more damage and its sporecaps take even more hits to chop. It's a very difficult boss to kill and being able to convert green gems, living logs and nightmare fuel to shroom skin. Toadstool is a difficult boss on its own and as OP said, not very worth the effort (you get hats that reduce your rate of hunger in a game where hunger isn't a very big problem and expensive stationary lights you have to refuel every now and then).

Please give Toadstool's lights this buff.

Wow, it's like y'all have never played a game with seasonal or limited time only events...oh wait, we're on the forums for one. 

Only having access to certain content for only portions of the year has ALWAYS been a part of DST. I don't see that changing anytime soon. 

If Klei thought having a free standing, wide area, infinite light source was fine then Winona's new spotlight would probably be a little better. The furnace only provides a tiny radius of light so that's more of a heat source. I see what y'all are saying but it just feels really powerful to me to provide an infinite light source that can cover more than one player. If light isn't such a big deal anyway, then why does everyone need infinite light? 

I'm always down for MORE in the game, I'm just just saying I don't personally have a problem with the current set up. I'm also an older school gamer that's been conditioned to enjoy the horrific experience of acquiring nearly impossible to get loot. So there's that too...

2 hours ago, Terra_Zina said:

The only reason I would fight Toadstool is for the glowcaps, but the thing is, you don't even NEED to fight Toadstool for that! Klaus is not only easier than Toadstool, but 10 times more fun and 20 times more rewarding AND you can get a glowcap blueprint (idk if its a guaranteed drop, but i've gotten one every time i've defeated him)

Toadstool is so useless. He's not fun to locate, it's not fun to set up his arena, he's NOT fun to fight and his drops are completely useless. Which is a shame, because I really like his design, but honestly you're better off fighting Klaus.

Toadstool can be fought 3.5 times a year, Klaus only once.
If you get a Shroom Skin from Klaus, you won't be able to get even more rare items (Deerclops Eyeball or Mandrake).
Klaus has a chance of 1/8 to drop a Glowcap or Mushlight Blueprint (6.25% chance for Glowcap every year => You need to play for a total of ~1120 days to get the Glowcap bp from Klaus if you aren't abusing rollback)

"Klaus is not only easier than Toadstool, but 10 times more fun" - Being easier doesn't mean that a boss is way more fun. You're just going for the loot but I know other players who want to have some real fun at killing Klaus and thus kill the deers first before fighting Klaus.
"He's not fun to locate" - I locate Toadstool and its other spawns every time I scout the caves on a Klei public server.
"it's not fun to set up his arena, he's NOT fun to fight and his drops are completely useless" - I had my fun fighting Misery Toadstool with my friends, perhaps you should also bring some of your friends down to fight it together?

Instead of saying: "NOT FUN!!!, NOT GOOD!!!, NOT WORTH IT!!!", just say: "Toadstool is too hard for me.", or don't fight it at all, because the drops are "useless" too.

 

If everyone of you dislike that there's no good infinite light source, here are some hints at me:

  • Instead of fighting Toadstool once, just fight Dragonfly every 20 days to get at least one Star Caller's Staff which allows you to spawn 20 light sources lasting for 3 days. Dragonfly can be cheesed easily with Bunnyman.
  • Create your base next to the Moonstone, it grants you an infinite source of light if you manage to get a Moon Caller's Staff
  • Get the Bundling Wrap and the Glowcap/Mushlight Blueprint and keep visiting the Ruins every 10 or more days to collect enough Light Bulbs or Lesser Glow Berries, bundle afterwards. Light Bulbs will make your Glowcap glow for 12 days, Lesser Glow Berries for 20 days and Spores for a total of 30 days.
  • Just win against Misery Toadstool once and use the napsack bp to get as many shroom skins as you want to. Place x Glowcaps all over your base and craft once every 30 days x Funcaps, hand them over to trapped pigs and collect every spawning spore for the next 5 minutes. Use 4 spores for each Glowcap you have and one for the Mushroom Planter to get 6 caps for your next funcap.

A Wormwood together with a funcap blueprint is an infinite shroom source which lasts the whole year (if planted in the caves) => Free Health and/or Sanity for any boss fight without the need to dig all the mushrooms you can find.

3 hours ago, Sunset Skye said:

I don't really understand what you're trying to say here. Light is no issue to any player who's played the game enough... but infinite light would still be broken? Where's the logic in that?

Logic is that it is actually already easy to have plentiful of light around you. There's no need for more buff in that area. More challenge plz. 

K so I Haven't red the whole tread, but at glance I don't see anybody talking about Bundle wrap. What about killing the Bee Queen heh? You can kill Toadstool surely you can kill Bee Queen.  iThe bundle wrap mechanic gives the no spoilage effect you're looking for. You can have lightbulbs, glowberries and spores inside wraps at your base (spores are more tricky you need to recatch them after unwrapping). In my eyes, those mushlights and glowcaps already provide infinite light. Just need a bit of very welcomed maintenance once in a while. 

3 hours ago, Sunset Skye said:

I don't really understand what you're trying to say here. Light is no issue to any player who's played the game enough... but infinite light would still be broken? Where's the logic in that?

I play often with new people who suck at the game, and I have spent a decent amount of time in Hamlet myself. My point is that within the context of Hamlet, Darkness should be the last thing to kill you. It is very much a DLC for a bit of a rougher time, so taking out some of the less-threatening threats makes sense. Plus it is a feature designed to encourage players to make/stay in the hamlets.

Now within the context of DST, light is absolutely no issue to anyone who has 2 twigs and 2 grass really. That being said, infinite light [the lamp posts from Hamlet or anything simply made like this] would be broken because the rush for absolutely new players would be to just get a lamp. That being said, more experienced players tend to be better at combat and prep work anyway, so putting it behind a boss-wall or two would be fine.

As my first sentence of this post says, I play with new people who suck at the game, and let me tell you. For some god-forsaken reason, they cant grasp the concept of either making a lantern or keeping some twigs and grass on their person. As such, being able to rush to build 100 lamp posts would break the progression that the game currently sets for new/learning players. So I feel that the best possible course of action would be to put infinite light behind a boss-wall, and am not 100% opposed to the idea of light bulb lamps being infinite, but doubt that Klei will revise something like that, but instead might consider offering a different boss/additional boss for the purposes of infinite light.

Another portion is my personal belief that DST bosses feel fairly excluded from one another. Each boss offers some sort of THING that generally helps with SOMETHING [deerclops=eyebrella for spring, Goose/Goose=cool weapon, dragonfly=infinite gems, queen bee=good food, etc...]. There doesn't really feel like there is any sort of progression or combination with these 'rare' objects/boss drops. It would be really cool to see something like a deer-clops eye being used to socket different gems and put into a toadstool lamp to do SOMETHING (i don't really like this idea, but you get the point). I think that infinite light would be a perfect opportunity to do some sort of crossover between different bosses or something and should not be as simple as building a lamp right away. Maybe earning a blueprint for a lamp [IE the toadstool lamp] but I personally feel that it would be a wasted opportunity for some variation.

Ah, the good ol' argument of "one-per-irl-year event(s)" regarding "we can't get festive lights for no-maintenance Mushlights /Glowcaps"...

..that can be enabled from World presets.

Or with this wonderful mod: Special Events.

Or via classic Console Command:

Quote

ApplySpecialEvent("special_event")

TheWorld.topology.overrides.specialevent = "special_event"

 

Some people ask for harder DST... others - like in this thread - for easier DST.

Oh the ubiquitous consensus.. is almost like as many heads, so many opinions :rolleyes:

 

As for the "when was last time you died from darkness you scrub *advanced player* youuu" argument: cumulative hazardous circumstances - for example: being insane and attacked by 5 nightmare creatures during first day of spring with heavy rain and, ofc the cherry on top - Frog Rain; bonus: Hounds Attack; special bonus: le wild friend coming in camp while being chased by some friendly Varg. Oh if we only had some infinite-fuel Glowcaps! :livid:

3 minutes ago, NSAiswatchingus said:

Wow, it's like y'all have never played a game with seasonal or limited time only events...oh wait, we're on the forums for one. 

Rude. Look at the site you're on right now, and look at your title on it. You're one of us.

 

5 minutes ago, NSAiswatchingus said:

Only having access to certain content for only portions of the year has ALWAYS been a part of DST. I don't see that changing anytime soon. 

If Klei thought having a free standing, wide area, infinite light source was fine then Winona's new spotlight would probably be a little better. The furnace only provides a tiny radius of light so that's more of a heat source. I see what y'all are saying but it just feels really powerful to me to provide an infinite light source that can cover more than one player. If light isn't such a big deal anyway, then why does everyone need infinite light? 

Winona's spotlight is an item that's available from the start for the character. All she needs is tape, some gold and fireflies to make it. Not many people use it from what I've seen anyway because the light radius itself is really small and barely lets you see anything, and it isn't even infinite (as it requires a generator to run.) 
The scaled furnace was brought up because it's a structure that gives you permanent protection from Charlie. It's obviously not a viable light source for regular use, but it shows that Charlie really isn't a main concern.
The point being made here is that Glowcaps and Mushlights SHOULD be powerful. A hat with full rain protection and max summer insulation is powerful. A hat that completely negates enemies' sanity drain is pretty powerful. Compressing 4 items into one slot and preserving their freshness is pretty powerful. A structure that teleports you to friends, an infinite improved nightmare amulet, A repairable armor with 100% protection against one attack every 5 seconds... They're all powerful. But they're powerful because they're BOSS drops. If you can beat the bosses that provide them, you prove that you are worthy of them. By defeating Toadstool you prove you're worthy of... another light source in the game. Sure, it lasts 12 days with only 4 light bulbs. And sure, light bulbs are literally everywhere in DST caves... But when you consider that those 12 days are spent on constantly, that nighttime is never longer than 6/16 of a day, that they can't be moved without destruction & reconstruction and that you aren't going to spend 12 nights in a row at base... You can see that you aren't getting much extra effective light out of these structures. That's why it's not worth it for most players. The time and resources that go into killing this boss don't give back enough to justify doing it for many. 
Nobody NEEDS infinite light. It really won't change much about the game. It'll just make it a little less tedious in the aspect of having to worry about light fuel and maintenance while in base. 

53 minutes ago, NSAiswatchingus said:

I'm always down for MORE in the game, I'm just just saying I don't personally have a problem with the current set up. I'm also an older school gamer that's been conditioned to enjoy the horrific experience of acquiring nearly impossible to get loot. So there's that too...

Not everyone is like you. A lot of players don't find any fun in having to wait real time for stuff like this. There's no skill, dedication or time investment involved... It's just playing the game in the holiday season. The skill part comes AFTER the waiting, where you have to fight Klaus. And again, you can do that outside the holiday season, you'll just get less rewards for it (arguably more but that's another topic)

53 minutes ago, Viktor234 said:

If everyone of you dislike that there's no good infinite light source, here are some hints at me:

  • Instead of fighting Toadstool once, just fight Dragonfly every 20 days to get at least one Star Caller's Staff which allows you to spawn 20 light sources lasting for 3 days. Dragonfly can be cheesed easily with Bunnyman.
  • Create your base next to the Moonstone, it grants you an infinite source of light if you manage to get a Moon Caller's Staff
  • Get the Bundling Wrap and the Glowcap/Mushlight Blueprint and keep visiting the Ruins every 10 or more days to collect enough Light Bulbs or Lesser Glow Berries, bundle afterwards. Light Bulbs will make your Glowcap glow for 12 days, Lesser Glow Berries for 20 days and Spores for a total of 30 days.
  • Just win against Misery Toadstool once and use the napsack bp to get as many shroom skins as you want to. Place x Glowcaps all over your base and craft once every 30 days x Funcaps, hand them over to trapped pigs and collect every spawning spore for the next 5 minutes. Use 4 spores for each Glowcap you have and one for the Mushroom Planter to get 6 caps for your next funcap.

A Wormwood together with a funcap blueprint is an infinite shroom source which lasts the whole year (if planted in the caves) => Free Health and/or Sanity for any boss fight without the need to dig all the mushrooms you can find.

All of these solutions work when it comes to light, yes, but light itself isn't the issue here. Only new players struggle with light when they forget to make a torch and spend too long looking for it in the crafting menu. As Brago-Sama said, it's "more about the HP sponge dropping comparatively meh loot."

57 minutes ago, csc_unit said:

Logic is that it is actually already easy to have plentiful of light around you. There's no need for more buff in that area. More challenge plz. 

K so I Haven't red the whole tread, but at glance I don't see anybody talking about Bundle wrap. What about killing the Bee Queen heh? You can kill Toadstool surely you can kill Bee Queen.  iThe bundle wrap mechanic gives the no spoilage effect you're looking for. You can have lightbulbs, glowberries and spores inside wraps at your base (spores are more tricky you need to recatch them after unwrapping). In my eyes, those mushlights already provide infinite light. Just need a bit of very welcomed maintenance once in a while. 

The issue with Toadstool's lights is the maintenance part. You have to keep changing their fuel whenever it expires. It gets to a point where you feel better off just clicking your miner hat with a stack light bulbs 5 times and going on with your day.

 

1 minute ago, x0VERSUS1y said:

Some people ask for harder DST... others - like in this thread - for easier DST.

OP isn't asking for this for an easier DST. He's asking for this because having more content in the game is always cool but it's unfortunate that it's not useful enough to be worth using.

 

An important thing to note is that Don't Starve Together is more than just a survival game. It's a sandbox game. There's many, many parts of the game that serve a purpose that's more than making the game harder or easier. The game has many decorative turfs and structures. The introduction of the Celestial Portal gave players more freedom in the game, allowing them to make use of a certain character's special abilities whenever they feel it's necessary. Walls in this game do NOT work well as walls. They don't have much heath, don't regenerate health or anything after attacks and you can't even attack mobs that are on the other side. They exist as a means of stopping certain creatures from moving (those that aren't meant to be stopped have wall attack AI) and manipulating pathfinding for mobs, for whatever reason you might be interested in that. Slurtle Slime exists as a weaker, more easily obtainable explosive. While most players might not find any use in it, it still exists for those dedicated enough to come up with ways of using it to their advantage. And most recently: The lunar islands. All of Turn of Tides's content is completely optional. If you never make a think tank, you never make a boat and never go out looking for the new islands. If you do find them, however, you're rewarded with a faster but harder to farm wood source, an alternate option for food, a dark sword that breaks twice on fast if used on anything that isn't shadow and a straight upgrade to the axe. All of this is completely optional and the only one that would make survival arguably easier is the moon glass axe.
My point is: Not everything in the game is or should be about survival. Many people (like me) play it as mainly a sandbox game instead, and getting turned down on changes like these can be annoying.

15 minutes ago, Electroely said:

OP isn't asking for this for an easier DST. He's asking for this because having more content in the game is always cool but it's unfortunate that it's not useful enough to be worth using.

Maybe for you and other players is "not useful enough to be worth using"; for me and some others it is. On same train of thoughts with "but this is a too tedious menial task for me to be doing" you can argue for an automatic way to plant stuff for example... oh wait - ActionQueue Reborn. Ah, wait some more - Auto Actions. A mod that plays the game for me when?!

Is not too hard to bundle 4x40 bulbs - if you fought Toad you must've fought Klaus and/or Bee Queen as well. Hmm...

24 minutes ago, x0VERSUS1y said:

As for the "when was last time you died from darkness you scrub *advanced player* youuu" argument: cumulative hazardous circumstances - for example: being insane and attacked by 5 nightmare creatures during first day of spring with heavy rain and, ofc the cherry on top - Frog Rain; bonus: Hounds Attack; special bonus: le wild friend coming in camp while being chased by some friendly Varg. Oh if we only had some infinite-fuel Glowcaps! :livid:

The game will only spawn a maximum of 2 shadow creatures per player. And even then, there's one option that's almost always available in this game: Running. As soon as you hear the first frog go "splat" on the ground, realize the situation, put on your miner hat and walking cane and get the hell out of there. No mob can catch you if you're running away from them. The only exception is Dragonfly (which you can easily avoid by just not coming near it). If your friend is running into base with a Varg, no amount of light will help you there. Keep running with your mobile hands-free light source. Use Click To Walk to keep moving without WASD for a bit and type stuff like "not to base", "away", or whatever to let your friend know not to come to base with the Varg.
Any advanced player would know that it's better to die to anything than it is to die to darkness: if you don't let yourself see at all you're probably going to get hit by whatever's coming after you in the dark before Charlie even gets you.

 

1 minute ago, x0VERSUS1y said:

Is not too hard to bundle 4x40 bulbs - if you fought Toad you must've fought Klaus and/or Bee Queen as well. Hmm...

As I mentioned, a big issue with them is maintenance. Portable light sources are more useful (as they can be placed virtually anywhere) and easier to maintain (you right click them bulbs whenever they're low. maybe you have to unwrap bulbs first but you aren't going to be moving much at all while doing it.)

Rude would be posting some of own my hard earned infinite light and saying Nana nana boo boo. 5c2fc7bab7429_F2zoXDB-Imgur.gif.7e69e70e5af1663f77b1ec8b252e8305.gif

If 4 bulbs lasting 12 days isn't enough for you just console command the winter feast lights in and fill up your glow caps until Klei makes any changes. 

Plus, it's still not confirmed if old worlds will be able to retro fit the new content or not. 

I would love an infinite light source that isn't locked behind a real time event. I get bored and even frustrated at the maintenance of the glowcaps/mushlights only because it takes away the time that could be better spent on literally anything else in the game. Yeah, i have bundle wraps full of lightbulbs and giving funcaps to your pigs makes for easy spore collection, but again like others have said i enjoy the sandbox aspect of the game, i don't play it because i want to play a maintenance simulator. Enough maintenance already exists before you get the blueprints for the lights.

I like the events, but locking the Festive Lights behind a once a year event is quite frankly stupid, they could simply add the light to Klaus's loot stash permanently, which would give people a way to build an infinite light source, albeit very slowly. Seeing that most players do not run extremely longterm servers, plus the possibility of save corruption, and the pretty much inevitable restart of most peoples servers when Turn of Tides is released is all the reason i need to request that the Festive Lights be made available more then once a year.

As a side note before i get the inevitable just use a Mod or Console Command comment i'm a console player, we do not have access to any of that stuff, we have to do everything the long way.

56 minutes ago, Rogueagent01 said:

...they could simply add the light to Klaus's loot stash permanently, which would give people a way to build an infinite light source, albeit very slowly. 

I like this idea. Adding 1 festive light to his loot table would make them available year round, but still a rough grind to get a lot of them. 

10 hours ago, NSAiswatchingus said:

Wow, it's like y'all have never played a game with seasonal or limited time only events...oh wait, we're on the forums for one. 

No need to be like this. We're trying to have a normal discussion about the game.

10 hours ago, NSAiswatchingus said:

Only having access to certain content for only portions of the year has ALWAYS been a part of DST. I don't see that changing anytime soon. 

No, it hasn't always been part of the game. It started 3-4 years ago and I've played the game for more than that. Seasonal content is neat but not when that content is actually really really useful and brings mechanics that I've wished for in the game since forever (infinite light with festive lights, easy portable defense from hound attacks with the hound whistle, plantable totally normal trees with living roots and more of that).

11 hours ago, NSAiswatchingus said:

If Klei thought having a free standing, wide area, infinite light source was fine then Winona's new spotlight would probably be a little better. The furnace only provides a tiny radius of light so that's more of a heat source. I see what y'all are saying but it just feels really powerful to me to provide an infinite light source that can cover more than one player. If light isn't such a big deal anyway, then why does everyone need infinite light? 

Winona's spotlight is available as soon as she spawns in. The mushroom lights are a raid boss drop. Yeah, so is the furnace, but it serves a completely different purpose, which is basically being an infinite fire pit without the light radius. Yes, light isn't a big deal, so wouldn't making it convenient be better? The point is to make the game less tedious, I don't wanna deal with early game problems throughout the whole game (just like food stops being an issue quickly for example).

11 hours ago, NSAiswatchingus said:

I'm always down for MORE in the game, I'm just just saying I don't personally have a problem with the current set up. I'm also an older school gamer that's been conditioned to enjoy the horrific experience of acquiring nearly impossible to get loot. So there's that too...

This was... completely unnecessary. Older games are proven to be badly designed and tedious on purpose. I'd get your point if the festive lights were obtainable year round, because I have no problem with grind as long as it's a one time thing. I hate grind when I have to do the same thing over and over every once in a while (which would be the maintenance of mushroom lights).

11 hours ago, csc_unit said:

K so I Haven't red the whole tread, but at glance I don't see anybody talking about Bundle wrap. What about killing the Bee Queen heh? You can kill Toadstool surely you can kill Bee Queen.  iThe bundle wrap mechanic gives the no spoilage effect you're looking for. You can have lightbulbs, glowberries and spores inside wraps at your base (spores are more tricky you need to recatch them after unwrapping). In my eyes, those mushlights and glowcaps already provide infinite light. Just need a bit of very welcomed maintenance once in a while. 

You're missing the whole point. I know that I can bundle light bulbs and such, the point is that this only really works fine in a decently sized base. What I find really fun about the game is getting the most out of the whole world, so what we're talking about here is managing up to hundreds of mushroom lights, not just around 10 to light up your base. Also I don't see how you can find maintenance to be very welcomed, disease is all about maintenance but most of the community agrees it's a bad mechanic and straight up disables it.

9 hours ago, Christo1 said:

As my first sentence of this post says, I play with new people who suck at the game, and let me tell you. For some god-forsaken reason, they cant grasp the concept of either making a lantern or keeping some twigs and grass on their person. As such, being able to rush to build 100 lamp posts would break the progression that the game currently sets for new/learning players. So I feel that the best possible course of action would be to put infinite light behind a boss-wall, and am not 100% opposed to the idea of light bulb lamps being infinite, but doubt that Klei will revise something like that, but instead might consider offering a different boss/additional boss for the purposes of infinite light.

The mushrooms lights ARE behind a "boss-wall", I don't understand your point. New players wouldn't know how to rush toadstool if they have trouble with having torch materials.

8 hours ago, NSAiswatchingus said:

Rude would be posting some of own my hard earned infinite light and saying Nana nana boo boo. 

You... just did that. I have my own world I played with winter's feast where I had more than 10 mushroom lights with festive lights, but I won't be able to play it with the new content and right now I won't be able to just start a world with friends and get those festive lights (unless I mess with world gen settings, but that should never be an excuse since the default experience is still important, having to tweak the game means something is wrong with it).

8 hours ago, NSAiswatchingus said:

If 4 bulbs lasting 12 days isn't enough for you just console command the winter feast lights in and fill up your glow caps until Klei makes any changes. 

Again, I want to be able to obtain everything legit.

8 hours ago, NSAiswatchingus said:

Plus, it's still not confirmed if old worlds will be able to retro fit the new content or not. 

Yes it is confirmed, they've said it countless times. You need to generate a new world, at least for turn of tides.

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