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Should plant resources be multiplicative like stonefruit bushes?


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Stone fruit is great, maybe too good as it grows very fast compared to juicy berries and it grows in winter to boot. But the one thing I really like about it is that you can duplicate stone fruit bushes without fertilization due to the 1% chance sapling drop it has.

I think it would be great to expand this mechanic to other resources for examples berry bushes, grass tufts, saplings, cactus, banana trees, reeds just for the potential it has for late game base building. To balance this out maybe have it like a 0.5% chance you will get a fertile seed/sapling every time you harvest the resource so it doesn't really impact the early game but have infinite renewability in the late game (megabasing phase) and also have it that biome specific resources only grows within its designated biome (cactus seeds only grow in deserts). So what are peoples thoughts on this idea, would this be a good addition to DST?

On a side note on renewability, I think it would be a good QoL if they made everything renewable so certain species won't go extinct, for example hunts involving new beefalo spawns or regrowth on resources like burned reeds/cacti where its prefab count reaches 0 in the world.            

1 hour ago, Wurtstool said:

and also have it that biome specific resources only grows within its designated biome (cactus seeds only grow in deserts)

Do biomes even exist? Obviously they exist as a part of world generation but does the game actually differentiate between them as you're playing?

1 hour ago, Cheggf said:

Do biomes even exist? Obviously they exist as a part of world generation but does the game actually differentiate between them as you're playing?

Everything is turf based. For example, tree regrowth doesn't have a designated biome, such as the forest, but will occur on any forest turf. (iirc)

The only exception would be the lunar biomes, because enlightenment obviously isn't tied to turf (kinda wish it was though).

41 minutes ago, UbiAnomaly said:

Everything is turf based. For example, tree regrowth doesn't have a designated biome, such as the forest, but will occur on any forest turf. (iirc)

This is important to keep in mind if you don’t want your planted evergreens to become petrified.

Honestly there's really no reason for anything like this to be added. Gathering resources is quite easy in the late game with lureplants in unloaded area. You just plant grass/twigs/stone fruit bushes or place lureplant in a reed trap/near a lot of reeds and you just come back when it regrows.

It would just become a mess if we get cactus or reed seeds, we would need biomes to be tied to the location at world generation or you would literally have almost all resources at one spot without having to leave the base unless it is to fight bosses.

There's a reason some things are not renewable and it is for you to be careful around them, it would be really boring if you can't lose anything ever if you aren't careful at all.

I would actually like for more resources to not be renewable so that you actually need to care for your world and it would make it feel much more alive. Why would anyone care about wildfires or bosses killing all your beefalo and volt goats if all the resources will just respawn after burning? The only reason so many resources are renewable is because DST is a multiplayer game and depending on the server there may be new players and also different methods of playing.

16 minutes ago, 00petar00 said:

I would actually like for more resources to not be renewable so that you actually need to care for your world and it would make it feel much more alive. Why would anyone care about wildfires or bosses killing all your beefalo and volt goats if all the resources will just respawn after burning?

nobody is talking about making them easy to recover. I like the punish, what i dont like is to delete a world where i put a lot of effort and time just because i cant access certain kind of content. For example, i almost deleted my 4,4k world because all the catcoons dens were destroyed even when i dont kill any catcoon for food when i play solo so that survival aspect doest affect me, but not being able tor recover that structure and mob even in almost 5k days is kinda lame when it could be a thing to work arround

i would care if all my volt goats dissappear even when i can make more herds because it will take effort, same can be done with other resources

7 minutes ago, 00petar00 said:

I do megabase and i have as much resources as i need that i can gather with lureplants like i said.

again, isnt a question of having resources lmao, is a question of having plants, mobs, structures and other kind of sprites to make builds look better

i dont care about resources, i care about having options to decor

when people as for making berry bushes renewable do you really thing is to farm such ineficient and time consuming food source?????

 

edit, also i burn a lot of non movible resources like reeds or cacti because they are on my way so would be nice a way to have access to that plants BUT NOT because i want take advantage more reeds or cactis, they arent even needed in most of casses (you only need few reeds in early game unless you play wanda/wormwood/wicker and you dont need cacti because of potato/toma root)

honestly, isnt that hard to understand unless by megabasing you mean only doing fences and walls

12 minutes ago, 00petar00 said:

Honestly there's really no reason for anything like this to be added

if you're playing solo maybe, but in a multiplayer wolrd where somebody can nuke your world's reed supply with a single torch it'd be nice, even if it were a much later game thing.

Just now, ArubaroBeefalo said:

nobody is talking about making them easy to recover. I like the punish, what i dont like is to delete a world where i put a lot of effort and time just because i cant access certain kind of content. For example, i almost deleted my 4,4k world because all the catcoons dens were destroyed even when i dont kill any catcoon for food when i play solo so that survival aspect doest affect me, but not being able tor recover that structure and mob even in almost 5k days is kinda lame when it could be a thing to work arround

i would care if all my volt goats dissappear even when i can make more herds because it will take effort, same can be done with other resources

The problem with catcoon dens is that they fight on their own and die off, instead of making them just respawn maybe there is an issue with the way they currently are and if that could be solved, they wouldn't die out unless you killed them.

Volt goats can be recovered and it takes effort but they shouldn't be able to be recovered like that the only reason they are is because DST is multiplayer and they are easier to exterminate compared to beefalo.

1 minute ago, hhh2 said:

if you're playing solo maybe, but in a multiplayer wolrd where somebody can nuke your world's reed supply with a single torch it'd be nice, even if it were a much later game thing.

Rollback exists for a reason and you shouldn't really play on public servers anyway if you are planning to play for hundreds of days. You can also respawn them if you are the host, it really isn't cheating if someone just wanted to burn all your resources and grief you.

Just now, 00petar00 said:

The problem with catcoon dens is that they fight on their own and die off, instead of making them just respawn maybe there is an issue with the way they currently are and if that could be solved, they wouldn't die out unless you killed them.

???? they being agressive isn't what destroys their dens but ok. If a den runs out of catcoons it will regenerate after  some days but if the den is destroyed (fire, giants, lightings, etc) it was gone forever 

2 minutes ago, 00petar00 said:

Volt goats can be recovered and it takes effort but they shouldn't be able to be recovered like that the only reason they are is because DST is multiplayer and they are easier to exterminate compared to beefalo.

sure and make this game grindier. Some worlds spawn with just one herd and each update brings a new boss that requires (or atleast helps aaa looot) using WP so having that to make a 25% chance drop less tedious to get plus later on you can use the WP to farm materials which i dont see how that affects survival

as @Notecja said it could be endless exclusive (would help if right now the description explains that some stuff respawn near the portal because most people dont know it..) so people who enjoy or wanna experience having total limited resources

but as i said i dont want to have easy access to recover resources, i love having to take care of resources, i dont even mine certain boulders, i dont hammer pig or bunny houses (and i will die protecting them) and i dont burn non renewable plants while freezing. I think you are miss understanding the point, i dont want things to be infinity and not needing to take care of them

Even if cost 10 green gems or needing to wait 1000 days, whatever but the more options to build, the better since, right now, rhe game for experience players is building and killing bosses.

If you want a hard game with resource management ask klei for an actual survival update (when was the last one?) but adding annoyance to base building and limiting the decorations avaraible only kills the game instead of adding actually difficult stuff (and no, not having berry bushes isnt hard)

i mean, the game can even be more destructive if they add a costly way to recover stuff

btw in Ds we have world hope for this kind of things. in DST pc version we can create worlds with more shards to emulate that so is and was already in the game just not in an elegant way and not accessible for everyone

2 minutes ago, ArubaroBeefalo said:

???? they being agressive isn't what destroys their dens but ok. If a den runs out of catcoons it will regenerate after  some days but if the den is destroyed (fire, giants, lightings, etc) it was gone forever 

sure and make this game grindier. Some worlds spawn with just one herd and each update brings a new boss that requires (or atleast helps aaa looot) using WP so having that to make a 25% chance drop less tedious to get plus later on you can use the WP to farm materials which i dont see how that affects survival

as @Notecja said it could be endless exclusive (would help if right now the description explains that some stuff respawn near the portal because most people dont know it..) so people who enjoy or wanna experience having total limited resources

but as i said i dont want to have easy access to recover resources, i love having to take care of resources, i dont even mine certain boulders, i dont hammer pig or bunny houses (and i will die protecting them) and i dont burn non renewable plants while freezing. I think you are miss understanding the point, i dont want things to be infinity and not needing to take care of them

Even if cost 10 green gems or needing to wait 1000 days, whatever but the more options to build, the better since, right now, rhe game for experience players is building and killing bosses.

If you want a hard game with resource management ask klei for an actual survival update (when was the last one?) but adding annoyance to base building and limiting the decorations avaraible only kills the game instead of adding actually difficult stuff (and no, not having berry bushes isnt hard)

i mean, the game can even be more destructive if they add a costly way to recover stuff

They have a limited amount of lives, and once they run out it will become empty stump. But i made a mistake, they actually regenerate after a while in DST. I don't really know much about catcoons since i never really cared about them.

Volt goats are used for weather pains, volt goat chaud froid and morning star, three very important items and i can have as many herds as i want as long as i put in effort and they can never be extinct.

There shouldn't be a way to recover all resources in the game, world feels bland if i can recover everything and destroy anything as i want.  Doesn't matter if it is expensive or not.

 

Anyway i wouldn't even want to discuss this if it was just for endless, i don't really mind if there is an option there for players, i just don't want to see it in survival.

they definitely should. It’s just more interesting and fun that way. Whenever I get a avocado sprout I always feel like I won the lottery. They’re more precious to me than a krampus sack.

I had the idea in the past that Merm King’s loot table could include plantables like berrybushes etc in exchange for rare ocean fish. Plantable reeds would be the highest reward for the rarest fish. 

or plantables could be traded by a travelling NPC that comes by each spring after several years have passed or something. 

or they could’ve been included in the forgotten knowledge arc somehow since we know the ancients were master farmers/terraformers.

11 hours ago, UbiAnomaly said:

Everything is turf based. For example, tree regrowth doesn't have a designated biome, such as the forest, but will occur on any forest turf. (iirc)

The only exception would be the lunar biomes, because enlightenment obviously isn't tied to turf (kinda wish it was though).

Also oasis desert because of sandstorms not moving anywhere even if you replace the whole desert with lunar turf or anything, also lunar grotto because enlightement, also ruins because nightmare cycle.

50 minutes ago, Ohan said:

they definitely should. It’s just more interesting and fun that way. Whenever I get a avocado sprout I always feel like I won the lottery. They’re more precious to me that krampus sack.

I had the idea in the past that Merm King’s loot table could include plantables like berrybushes etc in exchange for rare ocean fish. Plantable reeds would be the highest reward for the rarest fish. 

or plantables could be traded by a travelling NPC that comes by each spring after several years have passed or something. 

or they could’ve been included in the forgotten knowledge arc somehow since we know the ancients were master farmers/terraformers.

Binding these replantables to merm king would be one of the worst ideas, making stuff renewable only for one character unless you swap often.

1 hour ago, Ohan said:

or plantables could be traded by a travelling NPC that comes by each spring after several years have passed or something. 

or they could’ve been included in the forgotten knowledge arc somehow since we know the ancients were master farmers/terraformers.

Yes and yes!

15 hours ago, Cheggf said:

Do biomes even exist? Obviously they exist as a part of world generation but does the game actually differentiate between them as you're playing?

well, game sure knows where to put the summer sandstorm

I don't like the idea of seeds to transplant cactus or reeds personally, since these biome unique resources are one of the few reasons for players to keep interacting with the biomes rather than just have those resources in one spot ready to be horticultured and farmed by the chestfuls.

But I've never participated nor do I want to play in like a 500 day megabase, where I imagine if you do play and for some reason still need bunches of reeds for projects you'd tire eventually of heading to the swamp for em.. I think the idea of a plant selling vendor that appears lategame is hardly unreasonable, especially for decor purposes once most challenges have been conquered and the goal shifts to making a dope looking base.

Regardless I definitely think those resources should be renewable by worldgen though, it's unthinkable that the world can just delete a resource forever because of wildfires, fire hounds or a day 1 troll.

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