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Why can't we plant reeds?


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What the title says, why can't we plant reeds? They're a bit uncommon but not very special, and it'd be nice if we could dig them up and plant them like we can with trees, bushes, etc. even if we can only plant them on marsh turf. Right now it seems the only way to farm reeds is if you stumble upon the reed trap set piece, which can be hard to find/annoying to go to especially if you're not making a base in the swamp. Now that Webber has been refreshed I'm excited to play him again, and while it's very nice that the spider eggs only need 3 papyrus instead of 6, you still need 12 cut reeds for every spider egg, which can be a pain to collect large amounts of without that set piece.

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17 minutes ago, thegreatJash said:

That would be a step too far in my opinion. Grass and twigs are in half of the biomes, reeds are only in the swamp. I think it would remove all of the value of a swamp for most players.

Totally disagree. We can replant lunar biome stuff, so that logic doesn't really apply imo.
We have access to way more powerful stuff on our base (berry bushes, potatoes), reeds wouldnt be game breaking

Reeds spawn in lakes in DS Hamlet, they also spawn on some of the little moon islands out in the ocean in DST

And in Swamps, and down in Caves and also you have a chance to get them from a Catcoon or a Tumbleweed.

I think IF reeds were made plantable/renewable then it should TOTALLY be exclusively in a new ocean biome somewhere

Reeds are op. 

No seriously, night armor is really great for some characters like Wanda and Wormwood. I set my reeds to more because the game can shaft you with how many you get. 

When waterlogged came out I opted for getting night armor instead of crowns because I wanted more time on the surface/ocean than wasting 5-8 days underground. Especially since I just place my first furnace on my boat and travel around my "donut" world. Now I no longer need star callers.

1-2 night armors helps kill dragonfly

4 night armors helps kill bee queen

And this is as Wormwood so night armor is pretty good. 

It would be cool if the forest walker generated reeds though.

I kind of like that collecting reeds forces you to go into the swamp. You have the opportunity to pick up all of the swamp loot left behind by all the monsters fighting each other as you go around picking reeds.

I'm not saying that I wouldn't totally plant some reeds near my camp if I could, because I'm sure I would, but I do like that reeds are special and limited to one unique location with its own risks and rewards.

2 hours ago, Behan said:

Totally disagree. We can replant lunar biome stuff, so that logic doesn't really apply imo.
We have access to way more powerful stuff on our base (berry bushes, potatoes), reeds wouldnt be game breaking

I don't agree with this, The lunar island still has uses beyond its plants, mainly for its no sanity effect and fighting celestial champion, But the swamp would become obsolete if you could just move reeds, It would be untouched by most players after moving reeds, Since there would be no other incentive to go to the swamp, Unless your playing Wurt.

19 minutes ago, kiwikenobi said:

I kind of like that collecting reeds forces you to go into the swamp. You have the opportunity to pick up all of the swamp loot left behind by all the monsters fighting each other as you go around picking reeds.

I'm not saying that I wouldn't totally plant some reeds near my camp if I could, because I'm sure I would, but I do like that reeds are special and limited to one unique location with its own risks and rewards.

Not true- Reeds are in swamps, down in caves, on some smaller Lunar Islands out in the ocean, can be obtained from Catcoon hairballs if you give them things like twigs or flower petals etc, can be obtained from opening random Tumbleweeds in desert biome 

3 hours ago, Mike23Ua said:

Not true- Reeds are in swamps, down in caves, on some smaller Lunar Islands out in the ocean, can be obtained from Catcoon hairballs if you give them things like twigs or flower petals etc, can be obtained from opening random Tumbleweeds in desert biome 

And your point is?

14 minutes ago, __IvoCZE__ said:

And your point is?

That your not actually forced to go to a swamp to collect Reeds? 
 

These things also spawn in an Lake Biome in the single player Hamlet DLC, so it would be cool if they were only renewable in a new Hamlet like Sea-Biome.

9 hours ago, Mike23Ua said:

That your not actually forced to go to a swamp to collect Reeds?

If you could get reeds in any meaningful capacity from catcoons and the lunar island wasn't even more of a trek than the swamp then this post wouldn't have been made, or if it were made the response to it would just be "Get a pet catcoon and put it in your base". The swamp is by far the best way to get reeds (the underground reeds are also in a swamp), you are basically guaranteed to be going there if you want reeds.

14 hours ago, thesooz9000 said:

I don't agree with this, The lunar island still has uses beyond its plants, mainly for its no sanity effect and fighting celestial champion, But the swamp would become obsolete if you could just move reeds, It would be untouched by most players after moving reeds, Since there would be no other incentive to go to the swamp, Unless your playing Wurt.

And so you actually made my point stronger.
If a WHOLE biome's identity is solely focused on ONE resource, why should anyone see this task as something other than boring and unnecessary?

10 minutes ago, Behan said:

And so you actually made my point stronger.
If a WHOLE biome's identity is solely focused on ONE resource, why should anyone see this task as something other than boring and unnecessary?

The game is still running on an engine with biome designs from 2013… it’s time for Klei to change things up- hopefully by adding new content to otherwise empty-ish biomes: Maybe updating them for a 2021/2022 design- New resources, new scenery, new mobs- In old locations. If Minecraft can do it.. Why not do it with DST?

4 minutes ago, DajeKotlyar said:

Replacing reed ONLY by Wurt can be a point

No.. Sorry but Wurt doesn’t need to be made THAT useful- Maybe her Merm King can provide Reeds with the same random chance as Catcoon or Tumbleweeds but I think the point is they’re not just plantable at your base.. And SEVERAL characters need them for their craftable kit items not just Wurt. 

What I would Instead suggest in much the same way the new Water Logged Biome has renewable Fireflies now.. Is an “At Sea Water Logged Biome Part 2” An Area where the player can exclusively plant Reeds- and the Reeds in this area are protected by Water Logged Canopy: But it won’t be without risk- The player can’t base here.. and “Insert hostile mob here..” Will prevent it.

The Idea (again much like renewable fireflies in Water Logged) is to force the player to LEAVE Base and go to a specific location for more of this Resource.

18 hours ago, thegreatJash said:

That would be a step too far in my opinion. Grass and twigs are in half of the biomes, reeds are only in the swamp. I think it would remove all of the value of a swamp for most players.

Well to counter that logic any plant native to lunar island can be replanted to mainland..

Why should swamp be special in this regard?

And why cave bananas cannot be replanted for that matter. Even if within the cave limits it still would be nice for cave bases.

12 minutes ago, ALCRD said:

Well to counter that logic any plant native to lunar island can be replanted to mainland..

Why should swamp be special in this regard?

And why cave bananas cannot be replanted for that matter. Even if within the cave limits it still would be nice for cave bases.

The most essential resources need to be in multiple places and are good to be transplantable near your base location. Some rarer and more exclusive resources are better off left to be gathered only in specific areas as that gives you incentive to go there to collect them. Making reeds available to be transplanted and that being the only change would make swamp an undesirable biome to stay in. It could become barren early on actually. Not to say we shouldn't have more places to gather some resources and more of them overall, even just grass can be too scarce at times, but it gives reason for exploration.

Also in cave banana case it provides variety in gameplay. Your old recipes won't necessarily work with ingredients readily available to you, so you will have to make do with some other resources to make new dishes if you are to stay there for other reasons.

1 hour ago, ZombieDupe said:

Also in cave banana case it provides variety in gameplay. Your old recipes won't necessarily work with ingredients readily available to you, so you will have to make do with some other resources to make new dishes if you are to stay there for other reasons.

And what about Stonefruit then? Aka the best vegetable filler in the game. Can be replanted and is basically infinite and low maintenance supply of rocks and vegetables to use for crock pot recipes.

Why one should even bother with cave banana since it's not replantable and is near spawn of the most annoying mob in the game. Since there are other much easier ways of getting fruit substitutes? Cave banana isn't anything super OP why we cannot replant it then what "gameplay variety" does it bring?

3 minutes ago, ALCRD said:

And what about Stonefruit then? Aka the best vegetable filler in the game. Can be replanted and is basically infinite and low maintenance supply of rocks and vegetables to use for crock pot recipes.

Why one should even bother with cave banana since it's not replantable and is near spawn of the most annoying mob in the game. Since there are other much easier ways of getting fruit substitutes.

I suppose that's one argument for not having stone fruit bushes be replantable to begin with and maybe just have them respawn at the biome if any burn for special recipes that require other ingredients to change up your gameplay food wise while you're doing other things there. Could go either way to be honest, and they do make farming and some other regular food gathering methods less of a necessity right now. The lunar biome doesn't have much to begin with as a reason to stay there especially since it requires boats to cross normally, so if anything the conversation regarding stone fruit bushes and their initial location could extend who knows how far.

But bananas being in specific location also changes the game some bit. You go to ruins not for them, but it will end up as your food source if you stay there for too long without any more packed food on you, especially if you decide to straight up base near the location. If you happen to have ice, banana pops are great, but that does require ice, so it would be nice to have ice (I hate that I'm rhyming) more accessible, especially in caves where you can't get any.

On 9/10/2021 at 6:49 PM, thegreatJash said:

I think it would remove all of the value of a swamp for most players.

 

On 9/10/2021 at 9:27 PM, thesooz9000 said:

But the swamp would become obsolete if you could just move reeds, It would be untouched by most players after moving reeds, Since there would be no other incentive to go to the swamp, Unless your playing Wurt.

 

On 9/11/2021 at 11:50 AM, Behan said:

If a WHOLE biome's identity is solely focused on ONE resource, why should anyone see this task as something other than boring and unnecessary?

This is all getting me thinking, maybe Klei should add a bit more to swamps. I don't know exactly what, and this is getting off topic from the reeds, but it's true that really the only things in swamps are reeds, tentacles, mosquitoes, and merms, unless I'm forgetting something. There's the spiky strees but I'm not sure if they give you anything unique. That's why I don't know much about them and barely go to them, I'm only ever in swamps for a few minutes to grab reeds or tentacle spots/spikes and then I leave for days until I need reeds again.

It'd be nice if there was more of an incentive to go to swamps, I wouldn't mind going there to get reeds as much if there was another reason to go than just wasting a day or two of traveling to get reeds depending on how far away my base is.

Again I don't know exactly what they could add to swamps, but when traveling around for materials it makes sense to lump in multiple things in the same trip. If you need bees, you can also get stingers, honeycombs, flowers, berries, and butterflies in the same biome. If you need rocks, you can also get flint, nitre, gold, and ice, and sometimes you can find vultures or grass lizards, all in that biome. But if you want to get reeds, you can also get tentacle materials and... fish? Plus reeds tend to be more spread out than other materials unless you find the set piece, and swamps can be massive, but they're just so empty.

I guess my point is, maybe there should be 1-3 more creatures and/or resources you can only/mainly find in the swamps, to make them more interesting, and to make it less of a chore to get reeds.

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