Jump to content

Suggestion: Soft cap the amount of moonglass near a moondial


Recommended Posts

This is a ridiculously extreme case that is mainly apparent in my world because of how much I use moondials for decor, but I thought it would be worthwhile to post here.

Currently, any time you do the moonstorm and/or beat the event, you get 1 moonglass per moondial. This effect occurs worldwide. This is actually really neat, especially for if you want to farm moonglass in a "lazy" way. The problem is though, because it occurs worldwide, every moondial you ever placed in a world is dropping a shard right next to it. Since you need to do the event 3 times + kill the boss to end the event, it means you will have 4 moonglass near every moondial every time you do the event.

Now for worlds that have ~10-40, this is probably fine to have slowly accumulate overtime. However, for my world, that really isn't, since, well...
image0.png

I really like moondials for decor

Basically, having it accumulate past 2 cycles causes severe lag issues, to the point where my world has stuttering in places I normally don't have issues in and especially if I already did. And picking up the moonglass takes an additional ~2 hours of time as well that I need to do first before I can repeat the event again. 

A simple suggestion would be to soft cap how much moonglass can be around a dial at a time, similar to twiggy trees. I would say a good softcap would be ~5-6 moonglass in a 1 tile radius of a moondial. This way, doing the storm exactly 3 times and killing the boss would still allow you to get the full return on moonglass, without having issues with the cap too much. Afterwards, you wouldn't get much moonglass, but the world would be much more stable thanks to the lack of an insane amount of entities.

Now granted, this is an extreme scenario. Very few people are likely going to do the event multiple times to where this becomes an issue, and even fewer are going to have a ridiculous amount of moondials. I just think having this would lessen the struggle of doing repeated kills for people that enjoy using moondails for decor without needing to smash and remake every moondial when they wish to repeat the event multiple times.

1 hour ago, Maxil20 said:


image0.png

Nice webber picture.

But i think since klei add cheap pernament light source like astral detector, i think it a good time to replace moondial with them before the update hit.

1 hour ago, Maxil20 said:

A simple suggestion would be to soft cap how much moonglass can be around a dial at a time, similar to twiggy trees. I would say a good softcap would be ~5-6 moonglass in a 1 tile radius of a moondial. 

Actually having the cap will make the lag worse, because now they have to run check function for every single moon dial...
Pretty sure check function require much more computing power than a spawn moonglass function.

I think klei can solve this by find a better code that cause less lag for moondial to spawn moonglass.

1 minute ago, Tranoze said:

Nice webber picture.

Thanks! 

2 minutes ago, Tranoze said:

since klei add cheap pernament light source like astral detector, i think it a good time to replace moondial with them before the update hit.

It's less of the fact I'm using it for light (I have detectors on the roads for that purpose) and more of the fact I really like them for decor, especially on the full moon phase. Filling up based on the moon phase is pretty neat, and it's probably the only type of blue light that isn't completely washed out by the natural filter. I did use them for light prior to the detector, but it was only part of the reason why I built them. It helps how they resist common threats too (in fact, my roads are usually where I go to fight fire hounds since nothing is flammable on them : P).

7 minutes ago, HowlVoid said:

Yeah not sure I like this idea for non megabasers. Sorry but you got yourself in this mess. On the other hand I know how I can farm lunar shards.

He is asking for a limit not for removing the feature

7 minutes ago, ArubaroBeefalo said:

He is asking for a limit not for removing the feature

Yes I know. I rather I have a group of moondials generating an uncapped amount of lunar shards that I can pick up when I have generated an amount I desire. Rather than have to pick them up every time the cap is reached.

33 minutes ago, HowlVoid said:

Yes I know. I rather I have a group of moondials generating an uncapped amount of lunar shards that I can pick up when I have generated an amount I desire. Rather than have to pick them up every time the cap is reached.

you will need to pick them up before they produce lag which is what op is asking

5 minutes ago, ArubaroBeefalo said:

you will need to pick them up before they produce lag which is what op is asking

They wouldn't produce lag unless you go crazy like they did.

The solution is quite simple, place a cap on max available in the world that are produced from moon dials.

This will help OP and not affect casual farmers. 

 

15 minutes ago, ArubaroBeefalo said:

he is asking for this lol


"A simple suggestion would be to soft cap how much moonglass can be around a dial at a time" -OP

Not at all. A cap placed per moon dial is different from a cap placed on the world.

If every moon dial is capped at only having 3 in its vicinity, than 10 moon dials will only produce 30 and no more.

If the cap is 500 in a world, then those 10 moon dials will keep producing until they reach 500.

Just now, HowlVoid said:


"A simple suggestion would be to soft cap how much moonglass can be around a dial at a time"

Not at all. A cap placed per moon dial is different grom a cap placed on the world.

If every moon dial is capped at only having 3 in its vicinity, than 10 moon dials will only have 30 and no more.

If the cap is 500 in a world, then those 10 moon dials will keep producing until they reach 500.

then my bad. i miss read it. I though he asked for a limit of moon dials being affected

While I get where you're coming from, you're quite possibly the only person being affected by this in a significant way, having gone out of your way to build literally hundreds of a structure that most likely was not intended to be built so often... which is kind of the nature of megabasing, isn't it? The game isn't designed around megabasing 90% of the time, which leads to some extra challenges, and that's part of what makes it fun! And for example, I love tillweeds a lot, and if they ever got updated in some way that gives them negative effects then I'd be pretty screwed and have to rethink/find workarounds for a lot of stuff. But that's okay, I'm probably the only one going out of my way to actively place tillweeds all over the place for decor.

1 hour ago, Sunset Skye said:

While I get where you're coming from, you're quite possibly the only person being affected by this in a significant way, having gone out of your way to build literally hundreds of a structure that most likely was not intended to be built so often... which is kind of the nature of megabasing, isn't it? The game isn't designed around megabasing 90% of the time, which leads to some extra challenges, and that's part of what makes it fun! And for example, I love tillweeds a lot, and if they ever got updated in some way that gives them negative effects then I'd be pretty screwed and have to rethink/find workarounds for a lot of stuff. But that's okay, I'm probably the only one going out of my way to actively place tillweeds all over the place for decor.

Admittedly, this is fairly true. Working around it is admittedly part of the fun : P

As for my current issue, I've mainly been using winter/summer as downtime seasons to pickup the glass. Winter especially is nice, since past day 4 it's a bit tricky to work on builds + the main threat is deerclops which is predictable. It is a good way to spend time that I likely would have otherwise not been using too well anyway. I think I got through over 60-70% of the moondials from that downtime alone, and the reason I didn't fully do it is because I am currently using spring for other needs (mainly for fighting the champion).

20 hours ago, Maxil20 said:

Now granted, this is an extreme scenario. Very few people are likely going to do the event multiple times to where this becomes an issue, and even fewer are going to have a ridiculous amount of moondials.

I would reckon is just you at this point. Actually quite a very-few people are "mega-basing" and probably only-but-a-handful go past 5k in-game days mark. As for people building en-mass Moon Dials.. you are the first I encounter in all my DST experience. HowlVoid suggestion seems like the sensible one in this case if KLei goes the cater-way.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...