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Please increase the cost of bush hat to 2 (or more) bushes.


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The bush hat is mostly for funnies anyway, something rarely used by most players, and then usually for fun rather than genuine strategy, but it has the potential to be a way in which berry bushes can become renewable by virtue of construction + deconstruction with ruins gear, in a way that doesn't make amassing huge numbers of berry bushes trivial and doesn't really change anything except make the funny hat a little more expensive and open up the potential for infinite berry bushes to those willing to spend the gems.

In this light, a leafy berry bush hat and a juicy berry bush hat would also be appreciated, but I realize this may fall outside the realm of small QOL request.

I prefer to have a real way of getting more bushes and their variants rather than messing with a recipe that was perfect to make us waste green gems (which with some world gen you only get 1 or 2 per reset)

Just add berry bushes to world regrowth or create a biome where they respawn. Maybe the mandrake forest could get a rework make it the oasis of life, a magical place in the middle of a dark forest where plants grow a lot and of all kinds

10 minutes ago, myxal said:

Did I miss this?.. Since when are berry bushes not renewable through regrowth?

I haven't specifically checked on the regular/leafy ones, but I feel like the juicy ones keep re-appearing all the damn time.

atleast in survival

i think in endless they can spawn arround portal but is something i hear, i didnt experience it myself

16 minutes ago, ArubaroBeefalo said:

i think in endless they can spawn arround portal but is something i hear, i didnt experience it myself

Yeah it's limited to endless mode for some weird reason, same as grass and twig regrowth.

37 minutes ago, ArubaroBeefalo said:

i think in endless they can spawn arround portal but is something i hear, i didnt experience it myself

It's not limited to around the portal, but yes, endless mode will (very slowly) replenish Grass Tufts, Saplings, Berry Bushes and Flint (maybe something else too?) over time.

7 minutes ago, ArubaroBeefalo said:

i think in endless they can spawn arround portal but is something i hear, i didnt experience it myself

 

5 minutes ago, Nettalie said:

Yeah it's limited to endless mode for some weird reason, same as grass and twig regrowth.

You're right. The wiki seems to have missed this (certainly not part of the Regrowth article, yet), but the code is there in components/forestresourcespawner.lua. The switch that turns it on/off in various game modes is called resource_renewal and is enabled for endless and wilderness modes in gamemodes.lua

So uhm hi it’s me again (the guy who talks about world Gen settings and world Gen toggles to the point your all sick of hearing about it) Yes you are correct- Endless Respawn as these things- Survival does not..

Ahem however: You have a bunch of toggles to edit the rate of world regrowth too- so yes you can play Survival with those same endless features.

All you have to do is learn to stop playing the game on default settings- if your joining public worlds… I don’t know what to tell you about those, it has to be an awful experience.

4 minutes ago, Mike23Ua said:

Ahem however: You have a bunch of toggles to edit the rate of world regrowth too- so yes you can play Survival with those same endless features.

All you have to do is learn to stop playing the game on default settings- if your joining public worlds… I don’t know what to tell you about those, it has to be an awful experience.

That is literally wrong.

image.thumb.png.72ca4f74ca523bad35f33282a0bfcb6b.png

There is no toggles for grass, saplings and berry bushes to regrow. Regrowth multiplier affects the global regrowth speed of pretty much all regrowing resources, not any of those that only regrow in endless mode.

Twiggy trees would probably be the closest one to saplings, but that is not the same thing as saplings themselves regrowing. Please inform yourself properly before just claiming things that aren't true.

1 hour ago, QuartzBeam said:

It's not limited to around the portal,

do u know this for certain? i intentionally keep a wide area around my portal clear of plantables to trigger the regrowth and i frequently encounter new berry bushes etc that way but idk if ive ever seen new berry bushes elsewhere in my world 

----

anyway id say its high time for berrybushes, grass tufts and saplings to become renewable without having to wait for 20 days for 1 berry bush in 1 specific game mode... its kind of crazy that we still dont have this imo. :crushed:

Other plantables need what stone fruit bushes luckily got right out of the gate: a way to propagate them! 

7 minutes ago, Ohan said:

do u know this for certain?

Yes, I looked into it a while ago, and the game does use the positions of spawners to determine where to put new resources.

Now you'll probably say "But theres only one spawners, the florid postern"

Well, theres the wilderness mode spawners! Yes those generate even outside of the Wilderness game mode, and are taken into account for endless regrowth.

A lot of people miss this little detail.

23 minutes ago, Hornete said:

 

do you maybe know if the number of available spawn locations speeds up the actual respawning of new resources? what i know from the wiki is that new bushes etc will only respawn if the Spawner area (portal) is devoid of them. So if u were to know where these wilderness spawn locations were and remove all the berry bushes will this speed up the respawning of new bushes compared to if only the portal area was devoid of berry bushes? 

i hope that makes sense.

Like i mentioned above i keep my portal area clean and i encounter like 1 new berry bush every season pretty much. But ive left a lot of wild bushes because i dont like empty biomes. i wonder if removing all the berry bushes would speed up the respawning

 

 

2 hours ago, Nettalie said:

That is literally wrong.

image.thumb.png.72ca4f74ca523bad35f33282a0bfcb6b.png

There is no toggles for grass, saplings and berry bushes to regrow. Regrowth multiplier affects the global regrowth speed of pretty much all regrowing resources, not any of those that only regrow in endless mode.

Twiggy trees would probably be the closest one to saplings, but that is not the same thing as saplings themselves regrowing. Please inform yourself properly before just claiming things that aren't true.

Yeah but you missed my point: the reason they’re currently non-renewable in survival is because your literally playing a game mode titled survival, and the reason they renew in endless… well you get the Idea- 

this was all before Klei EVER added a whole lot more customization options to that cool menu of things you can toggle on/off/more/less over 

Klei doesn’t want to take the survival out of “Survival” but… if they added some extra options to these menu’s players can have both preferences without interfering with either one.

In conclusion: People who WANT things to be Renewable can toggle that ON, and people who enjoy the added challenge of it NOT being Renewable can leave it at default.

Both playstyles win the argument without interfering with or colliding with the other.

26 minutes ago, Mike23Ua said:

In conclusion: People who WANT things to be Renewable can toggle that ON, and people who enjoy the added challenge of it NOT being Renewable can leave it at default.

The whole point of people wanting these options available in all modes is because they... just want them renewable even in survival without having to be forced to play endless or wilderness?

I play on endless for several reasons, the renewability included, but also because of other factors that some people do not want to play endless for. Being able to revive for free at spawn is something not everybody wants, neither is being forced to change characters and lose recipes and map progression in the case of wilderness. People just want their basic resources renewable without being restricted in what mode they play in. It's not even like adding this as an option to survival would trivialize it in any way as the regrowth for these resources is already really slow in endless as is, so you wouldn't have a huge advantage or anything.

Furthermore people aren't asking for the resources to just be renewable without an option to turn off, nobody ever said that everyone should be tied to any sort of regrowth. What people are asking for is for these three resources to not be tied to the mode they play in, like every other thing affected by regrowth. If your concern really is that this would make survival too easy because you could get infinite resources, then I don't understand what would be stopping anybody right now to just literally grab every single grass tuft, sapling or berry bush in the world and have access to such a huge amount of resources they can literally harvest things in a circle infinitely because it takes so long to harvest all of it, it would already be growing back by the time you'd be "done" picking everything once.

Also.

26 minutes ago, Mike23Ua said:

Yeah but you missed my point: the reason they’re currently non-renewable in survival is because your literally playing a game mode titled survival, and the reason they renew in endless… well you get the Idea- 

I do not understand what about grass, saplings and berry bushes regrowing would be in any way characteristic of survival specifically given that we already have everything else affected by regrowth. It's neither in the mode's description, nor in any of the other modes', it doesn't affect anything in any major way to the point survival is any less survival than it already is, it literally only allows people to obtain the alternate resources they didn't generate with in a world and allows them to take resources renewably without having to dig up an entire biome (provided they are patient enough).

Not to mention that your point was that these options already exist for SURVIVAL which is what everybody is talking about, despite the fact that this is literally just not the case.

3 hours ago, Ohan said:

do you maybe know if the number of available spawn locations speeds up the actual respawning of new resources?

No, it does not.

Whether you have one spawn, or 10 spawns, the amount  of time per each regrowth is the same

No thanks. I like to use Bush Hats to accent my bushes and other foliage and it's a massive sink into resources. Plus a change like that would basically be the devs admitting that it's not something worth crafting by upping the cost to deter people from making it; I would rather a rework of the item to be more applicable.

2111420057_Bushhataccents.thumb.png.12d7322b5339ea331d227539d1f82798.png

Although I agree it sucks they use a relatively finite resource to make though. A Straw Hat, some grass, and some berries would be a better recipe in my opinion.

I dug a bit deeper, and if I'm reading the code correctly, the resource renewal happens around spawnpoint_multiplayer. These appear to be created by worldgen, and are permanent, invisible entities (like tumbleweedspawners) and AFAIK are where players spawn in Wilderness mode.

On the surface, these spawn points are in "BGGrass" rooms (1 per room) of the grassland biome, and in the "Forest", "CrappyForest" and "Clearing" rooms of the Forest biome. I quickly checked 2 worlds, and they had ~70 spawnpoints each, majority of then in Grasslands biome. In the caves though, There are 10 spawn points, and they are all next to the exit staircases (which is basically a set-piece). The biomes themselves don't generate any spawn points. I'm still not quite sure how the scheduling/spawning logic works. Seems like the place has to void of all players in a very large area, the function checks for players within 240 units.

I really can't comprehend what people do to supposedly lose all their worlds Berry Bushes - well, except active and repeated griefing and/or using them for fuel themselves. Even on "Little" setting in a "Small" world-gen one still gets dozens of them. If want them, in Survival mode, to be safe, transplant all of them in a Cave base specifically designed to support Berry farming - there won't smolder in any circumstance and pretty much nothing can lead to their demise. If one reached the point to decon buffed-in-cost Bush Hats for Bushes, I believe one has bigger problems than losing Berries - probably play in a very chaotic manner, very unprepared for anything and constantly bleeding all kind of resources. In which case is not a materials-problem but a play-style/knowledge/skill one. Simple current solution on player's end: play Endless and/or learn better management of personal resources. I for one, playing pubs for more than 7k in-game hours, never have encountered such problems, either in Survival, Endless or Wilderness - and that's public servers: where griefers also may run rampant. Never came across a griefer so persistent to sit and burn all world's Berry Bushes. Even if such theoretical griefer would do a thing like that, people could regen world - since if said griefer had time to roam world and trash stuff, clearly people on server either didn't care or weren't present for very long periods, in which case world was purely-and-simply neglected and none will bother if it will be regenerated (and the joke's on griefer, since he/she lost time doing a tusk with 0 payout). Simple solutions for simple problems, at hand in present. Hence no, I for one am not for buffing cost of Bush Hat, an item that can be contextually fun in many cases as-is.

are people seriously thinking that having more berry bushes is for food? who would care about berrybushes if they looked ugly, is one of the worst food sources

the thing is that there is a limit of how much bushes you have to decorate or to leave them in their place to make the world alive but everytime one gets destroyed (i dont like to move them into the caves if i actually like seeing goose setpieces or grass lands with them)  is one decorative element less. Just forget to place a lighting rod at time and you can lose 5 unrenewable decorative items

we all know that is nearly impossible to lose everything but not being able to replace them in a sand box game is a problem. imagine if the game puts a limit on how much walls you can place, it would be silly, right? this is the same

2 minutes ago, ArubaroBeefalo said:

are people seriously thinking that having more berry bushes is for food? who would care about berrybushes if they looked ugly, is one of the worst food sources

I can't remember the last time I actually used berry bushes for food.

37 minutes ago, QuartzBeam said:

I can't remember the last time I actually used berry bushes for food.

i do, before rwys, as wurt just to waste the meat to make jam just because letting all that food rot gives me OCD. Not even worth for a vegetarian character 
 

is even funnier, OP is talking about duping them with green gems, if someone use green gems on berry bushes i dont think is because his diet is based on berry bushes

with all this "survival" nonsense i can only guess that people needs to feel over other people sometimes

If your playing on a game mode labeled as Survival, that’s what the mode should be entirely about- not sandbox adventure 3000, but Survival- I get it some of you are end game experts.. you’ve seen it all, you’ve done it all, you are a champion at survival- Congrats..

But, WHEN (not if but when cause it’s only a matter of time…) Klei decides they want to shake the game up at its very core foundation, adding NEW Content into OLD Outdated biomes.. and implementing highly popular ideas like Elevated Land, you will go right back to being an inexperienced Noob learning how to survive all over again.

Now- once upon a time ago there was a thing called Disease, Disease was a game mechanic that had no counter to it, you HAD no Cure.. this mechanics entire intention was to absolutely ENSURE that your world has its “Death Death”

Klei removed this mechanic from the game stating that it was “unfinished, unfun, and everyone (including myself) just toggled it off Anyway so they took it completely out the game: But- They also stated that IF they ever decide to bring disease back… it would be done differently, a Disease 2.0 if you want to call it that…

I imagine in my head that would be like the toxic Biome in the Hamlet DLC, where your entire game world slowly starts to become infected by disease 2.0, you can’t prevent it, you can’t CURE it, you can slow it’s process down and delay it.. but eventually it wins in the end.

Your playing a game mode called Survival… do not forget that, your NOT playing a game mode called endless, wilderness or peaceful.. if you want these things to renew- Play on the mode that literally says “Endless”, but if you want a world that one way or another- Will meet it’s end: You play “Survival”

Its really not that complicated guys.

And personally I HOPE Klei brings in that teased Disease rework someday… and that the feature isn’t just “Warbucks’ed” out of existence entirely forever.

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