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How do brightshades actually work?


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So I've been looking at a beta thread where brightshades are explained and I've gotta say- I still don't know how they work.

So far, in my word, they appear to be only interested in crops. The first rift spawned next to my resource farm- all the grass tufts, saplings and berry bushes gestalts could desire. None infected. I gave it the benefit of the doubt- "maybe they don't infect near structures?"

The second rift, however, spawned next to a wild moose/goose nest. Thralls still refused to infect the berry bushes.

Apparently brightshades will not spawn next to another brightshade. Clearly not the case as so far I only fought groups of 3-4 brightshades infecting a decorative farm plot.

How do they actually work? Cuz I don't exactly fancy having brightshades flock to my farm tiles, ignoring all the plants around their rift

13 hours ago, Szczuku said:

The first rift spawned next to my resource farm- all the grass tufts, saplings and berry bushes gestalts could desire. None infected.

They do target transplanted plants but from what I know, that tag didn't retrofit into existing worlds for plants that were already relocated?

13 hours ago, Szczuku said:

Apparently brightshades will not spawn next to another brightshade. Clearly not the case as so far I only fought groups of 3-4 brightshades infecting a decorative farm plot.

Its a known issue, as per the dev stream. Or at least I think so, just not sure if it's with farm plots. The brightshades target gardens and the devs said something about how there could be multiple gardens next to each other rather than being one garden.

I say garden but it's more like the herd mechanic where you have multiple goat herds on top of each other.

At least, that's what I understood from the dev stream. 

2 hours ago, lakhnish said:

that tag didn't retrofit into existing worlds for plants that were already relocated?

It should, because how else does the game know to let relocated plants wither after enough harvests?

It might be that the game didn't properly put the plants into their own "herds" for the Gestalts to target.

43 minutes ago, Szczuku said:

Huh. I was under the assumption that they target plants- regular and transplanted

They can target both, but they only target regular plants if every other transplanted plant in the world has already been infected/are too close to infected plants. As Lak mentioned, the tag isn’t retrofitted, so there’s a good chance the world might have issues with that unless all the plants are dug up and replanted.

1 hour ago, bloopah said:

It should, because how else does the game know to let relocated plants wither after enough harvests?

I believe this is because the check is actually if a plant is in a “herd” or not. The herd tag was just introduced in the update, and I imagine trying to retrofit that would have been fairly problematic.

8 minutes ago, Maxil20 said:

I believe this is because the check is actually if a plant is in a “herd” or not. The herd tag was just introduced in the update, and I imagine trying to retrofit that would have been fairly problematic.

Yeah: 

1 hour ago, bloopah said:

It might be that the game didn't properly put the plants into their own "herds" for the Gestalts to target.

 

If there is any crop (not in seed or corrupted stage) in the world, the gestalts will not target any other plants like grass , twigs and berry bushes. 

The game put regular/transplanted plants or crops in an area of 10 turfs into a herd and every now and then herds will be updated. Gestalts tend to infect the biggest herd in the world but the biggest herd isn't promised to be infected. 

Well I don’t know how they ACTUALLY Work… but, they make setting up Tooth Traps to deal with hound waves highly pointless…

 


The Roadmap did say to work with or against the new content… so Say Hello to my new completely free fast killing Hound Wave Contraption.

 

1 hour ago, Mike23Ua said:

Well I don’t know how they ACTUALLY Work… but, they make setting up Tooth Traps to deal with hound waves highly pointless…

IMG_5611.MOV 59.67 MB · 1 download  


The Roadmap did say to work with or against the new content… so Say Hello to my new completely free fast killing Hound Wave Contraption.

 

Very smart! This along with Sleepytime Stories/Pan Flute for de-aggroing and sitting a reasonable distance away from the Brightshade with a Bush Hat might completely nullify all Hound Waves, save for the Red Hounds' combustive tendencies.

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