Mark2020 Posted January 15, 2021 Share Posted January 15, 2021 Hate this, really hate this. (They really should do something, like reducing the searching radius or forcing them to give up if they stay at same place for too long) Link to comment Share on other sites More sharing options...
EirikGerhard Posted January 15, 2021 Share Posted January 15, 2021 I always found extremely funny that moles respect walls; in fact, they love them. Link to comment Share on other sites More sharing options...
wigfrids hat Posted January 15, 2021 Share Posted January 15, 2021 dig the original holes and you are fine Link to comment Share on other sites More sharing options...
Mark2020 Posted January 15, 2021 Author Share Posted January 15, 2021 1 minute ago, gaymime said: dig the original holes and you are fine Of course I have dug Link to comment Share on other sites More sharing options...
wigfrids hat Posted January 15, 2021 Share Posted January 15, 2021 Just now, Mark2020 said: Of course I have dug then this belongs in bug reports Link to comment Share on other sites More sharing options...
EirikGerhard Posted January 15, 2021 Share Posted January 15, 2021 This happens because moleworms are trying to create a new burrow outside of the pen. You have to do trial and error. Make some openings, and let them create their burrows. If they do it inside the pen, great! if not, dig out the mole and try again. Link to comment Share on other sites More sharing options...
BeeClops Posted January 15, 2021 Share Posted January 15, 2021 yeah, moles and walls don't work together too well. If I do a mole farm, I usually do it on a decent sized peninsula or just a dedicated area wherever, but fairly large and with no walls. reworking mobs to "give up" when they can't reach something would change the core gameplay and the way most farms work, as they generally rely on mobs pathfinding, so no thanks . Link to comment Share on other sites More sharing options...
ArubaroBeefalo Posted January 15, 2021 Share Posted January 15, 2021 1 hour ago, BeeClops said: reworking mobs to "give up" when they can't reach something would change the core gameplay and the way most farms work, as they generally rely on mobs pathfinding, so no thanks But klei can add the exception if there is a bait. Is so annoying to have mobs walking an infinity amount of time trying to cross a statue when there is nothing behind Farms usually works with baits so let them trying to get the bait but not walking if they are not trying to eat it Link to comment Share on other sites More sharing options...
Mysterious box Posted January 15, 2021 Share Posted January 15, 2021 To be fair I'm curious to see how dst would be even as a temporary event where all creatures had a give up function. We could call it quitters's day. Link to comment Share on other sites More sharing options...
ShadowDuelist Posted January 15, 2021 Share Posted January 15, 2021 3 hours ago, Mysterious box said: To be fair I'm curious to see how dst would be even as a temporary event where all creatures had a give up function. We could call it quitters's day. Spoiler Day 1800+ Deerclops noticing how 2 electric and with spicy breath Wofgangs, with bone armor and thulecite crown are coming to her, be like... Link to comment Share on other sites More sharing options...
Articestone Posted January 16, 2021 Share Posted January 16, 2021 Maybe they could make it such that the moles need rest at night and automatically dig a burrow for itself? Link to comment Share on other sites More sharing options...
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