Cvmoote Posted July 13, 2023 Share Posted July 13, 2023 With the addition of the boulders falling in the caves, the pillars have been added to help combat this! Which is great for cave base builders, but yet a continuous problem for base building in the overworld is the Brightshade spawns. Don't get me wrong, I love these things! But they tend to spawn in the WORST possible spots, whether it's behind a fence, or in just another unreachable spot that makes it more of a nuisance when it happens repeatedly, it can get pretty frustrating not having a way to help control them. I have noticed quite a few other mega basers almost completely stop using planted decoration like berry bushes and Monkeytails because of this fact, which is really sad considering they are very nice for design and have now, with the wormwood skill tree, been made more renewable for actual base design! Now some of you may say that there is this method (I will attach below) given by Laknish that can help combat this, however upon testing with some friends, it is still not completely 100% working, and we still get Brighshades spawning in other locations. This is very frustrating considering this method takes a very large amount land, and time to set up only to not work. The new pillars are great! They are expensive, very pretty for design, and they work to help combat a nuisance! It would be fantastic if we had something like that for the brightshades! Link to comment https://forums.kleientertainment.com/forums/topic/149410-add-a-new-fertilization-item-to-control-brightshade-spawn-locations-andor-add-a-aoe-repellent-from-certain-areas-or-both/ Share on other sites More sharing options...
Arcwell Posted July 13, 2023 Share Posted July 13, 2023 Literally anything to help control the way brightshades spawn / seek out plantables is a win in my book. The current system is just far too much of a nuisance to be dealing with on a constant basis (imo). I don't bother planting things for the most part anymore, which feels awful, just like how disease used to feel. Link to comment https://forums.kleientertainment.com/forums/topic/149410-add-a-new-fertilization-item-to-control-brightshade-spawn-locations-andor-add-a-aoe-repellent-from-certain-areas-or-both/#findComment-1649852 Share on other sites More sharing options...
NNOUS Posted July 14, 2023 Share Posted July 14, 2023 The idea I had the like upgrading nightmare torch to be able to repell those ghosty thingy to enter the farm. But that idea look rather redundant. Link to comment https://forums.kleientertainment.com/forums/topic/149410-add-a-new-fertilization-item-to-control-brightshade-spawn-locations-andor-add-a-aoe-repellent-from-certain-areas-or-both/#findComment-1650016 Share on other sites More sharing options...
splorange Posted July 14, 2023 Share Posted July 14, 2023 I started basing in the caves since Taking Root because of brightshades, they are too overcentralizing to the end-game loop. Once rifts start popping up they can overwhelm you so easily and as someone who enjoys playing on worlds solo it's not very feasible as a solo player to clear them out as they come, I once had to spend two hours of in real life time to clear out brightshades that I ignored while trying to do other things in the world. Overall brightshades are near-constant harassment with no way to prevent them without having strong knowledge on the innerworkings of the game to manipulate their spawns, even then it's a finnicky solution because of the way plant herds function. Support pillars are such an elegant solution to the earthquake boulder problem. When you build a support pillar not only does it protect you from the rift boulders, but it also protects you from earthquakes as a whole in that area; it feels like you are leveling up your defenses in general and that feels good as a player. I'd like to see something similar for brightshades, I'm glad that they are working towards making planar damage more accessible but being stronger won't prevent the dread I feel whenever I see a brightshade infect my decorations and harass me in my own base. They spawn way too often and their spawning mechanics make them way too persistent, I want a solution that keeps them out of your base. Link to comment https://forums.kleientertainment.com/forums/topic/149410-add-a-new-fertilization-item-to-control-brightshade-spawn-locations-andor-add-a-aoe-repellent-from-certain-areas-or-both/#findComment-1650020 Share on other sites More sharing options...
Jakepeng99 Posted July 14, 2023 Share Posted July 14, 2023 I don't like just adding an item that fully prevents them or only works on them, they should add ways to deal with them, add a shadow staff great at clearing them, or/and make evil fruit flies their weakness. Link to comment https://forums.kleientertainment.com/forums/topic/149410-add-a-new-fertilization-item-to-control-brightshade-spawn-locations-andor-add-a-aoe-repellent-from-certain-areas-or-both/#findComment-1650036 Share on other sites More sharing options...
Capybara007 Posted July 14, 2023 Share Posted July 14, 2023 Despite people claiming so, an endgame threat messing up your decoration does not add more difficulty Link to comment https://forums.kleientertainment.com/forums/topic/149410-add-a-new-fertilization-item-to-control-brightshade-spawn-locations-andor-add-a-aoe-repellent-from-certain-areas-or-both/#findComment-1650043 Share on other sites More sharing options...
GelatinousCube Posted July 14, 2023 Share Posted July 14, 2023 2 hours ago, Capybara007 said: Despite people claiming so, an endgame threat messing up your decoration does not add more difficulty What about spawning near animal pens/farms you have set up and killing the animals? What about them spawning in actual veggie/fruit farmplots and blocking access to your crops? What about them spawning on transplanted grass tufts in areas you regularly walk past creating a constant danger in that spot. They spawn on and in all manner of troublesome areas and need to be dealt with. How does this not add difficulty or issues you have to deal with? Such a terrible take on the situation. Seems like more "megabase" and sandbox hate to me. Link to comment https://forums.kleientertainment.com/forums/topic/149410-add-a-new-fertilization-item-to-control-brightshade-spawn-locations-andor-add-a-aoe-repellent-from-certain-areas-or-both/#findComment-1650059 Share on other sites More sharing options...
Capybara007 Posted July 14, 2023 Share Posted July 14, 2023 23 minutes ago, GelatinousCube said: Seems like more "megabase" and sandbox hate to me. My take is literally that klei shouldnt make grief mechanics bruh Link to comment https://forums.kleientertainment.com/forums/topic/149410-add-a-new-fertilization-item-to-control-brightshade-spawn-locations-andor-add-a-aoe-repellent-from-certain-areas-or-both/#findComment-1650064 Share on other sites More sharing options...
HeatAndRun Posted July 14, 2023 Share Posted July 14, 2023 Thanks to the brightshade repair kit, it costs much less than before to kill brightshades with enlightment crown & brightshade staff. Link to comment https://forums.kleientertainment.com/forums/topic/149410-add-a-new-fertilization-item-to-control-brightshade-spawn-locations-andor-add-a-aoe-repellent-from-certain-areas-or-both/#findComment-1650075 Share on other sites More sharing options...
lowercase skye Posted July 14, 2023 Share Posted July 14, 2023 I don't want another lightning rod but this time it's for brightshades I don't want to quote a ton of posts from this thread but my thoughts on this are that brightshades are easy to prevent if you're concerned about decor (you're simply pushed to be more creative if you can't use the 3 easiest plants), easy to deal with if they're in your actual farms (if you use the brightshade staff now you'll still always gain far more husks than you lose on repair kits), and ARE a genuine threat to survival (it's like shadow creatures, they aren't a huge threat inherently so much as they're a threat due to you needing to put yourself in a situation with a ton of outside variables to affect it). I love them! I would really personally prefer if people tried out other decor options for plants such as weeds, bush hats, Webber's healing glop, Walter's hat with the bush skin, weirder plants like stone fruit and banana bushes, mushroom planters, dropped items like driftwood or chocolate logs to imply a tree having been felled, planted carrats/colored ones from year of the carrat, etc, rather than us getting a second lightning rod-like structure that serves to specifically protect grass and twigs and berry bushes. Link to comment https://forums.kleientertainment.com/forums/topic/149410-add-a-new-fertilization-item-to-control-brightshade-spawn-locations-andor-add-a-aoe-repellent-from-certain-areas-or-both/#findComment-1650105 Share on other sites More sharing options...
GelatinousCube Posted July 15, 2023 Share Posted July 15, 2023 12 hours ago, Capybara007 said: My take is literally that klei shouldnt make grief mechanics bruh Can you elaborate because now I feel like I've completely misunderstood your comment. Link to comment https://forums.kleientertainment.com/forums/topic/149410-add-a-new-fertilization-item-to-control-brightshade-spawn-locations-andor-add-a-aoe-repellent-from-certain-areas-or-both/#findComment-1650170 Share on other sites More sharing options...
Mysterious box Posted July 15, 2023 Share Posted July 15, 2023 21 hours ago, Capybara007 said: My take is literally that klei shouldnt make grief mechanics bruh You do realize most seasonal threats are built on grief mechanics but I do get we're distancing don't starve together from a survival game. That aside I feel like they could just lower the frequency. Link to comment https://forums.kleientertainment.com/forums/topic/149410-add-a-new-fertilization-item-to-control-brightshade-spawn-locations-andor-add-a-aoe-repellent-from-certain-areas-or-both/#findComment-1650258 Share on other sites More sharing options...
splorange Posted July 15, 2023 Share Posted July 15, 2023 20 hours ago, sylvia wander o said: I don't want another lightning rod but this time it's for brightshades I don't want to quote a ton of posts from this thread but my thoughts on this are that brightshades are easy to prevent if you're concerned about decor (you're simply pushed to be more creative if you can't use the 3 easiest plants), easy to deal with if they're in your actual farms (if you use the brightshade staff now you'll still always gain far more husks than you lose on repair kits), and ARE a genuine threat to survival (it's like shadow creatures, they aren't a huge threat inherently so much as they're a threat due to you needing to put yourself in a situation with a ton of outside variables to affect it). I love them! I would really personally prefer if people tried out other decor options for plants such as weeds, bush hats, Webber's healing glop, Walter's hat with the bush skin, weirder plants like stone fruit and banana bushes, mushroom planters, dropped items like driftwood or chocolate logs to imply a tree having been felled, planted carrats/colored ones from year of the carrat, etc, rather than us getting a second lightning rod-like structure that serves to specifically protect grass and twigs and berry bushes. Berry bushes are among one of my favorite items to decorate with because they are simple, reliable, and fit a cultivated or wilderness aesthetic, I often like to gate them behind walls along with trees to give my base a nice natural space. Ever since they added brightshades I haven't been able to build anything similar because giving brightshades a wall to hide behind is very frustrating and makes them significantly harder to deal with. Part of the frustration is that I was able to build similar things for years and now I suddenly can't. Yes I know things like dropped bush hats but I do not like how they look, I also don't want to replace my grass with Webber healing goop. It's a difference in how players build their bases, I like sticking to more organized bases and I dislike dropping bizarre items everywhere because I think it looks messy. It's my preference and I bet you feel the exact opposite, there is nothing wrong with that. However limiting a player from using their palette and advocating for the limitation of creativity doesn't make sense to me, I understand that you think that limitation will inspire creativity but in this scenario it is just frustrating and a detriment the game, not everyone wants to build the same way you do. If they introduced a new wind mechanic that swept away all your items from the floor I don't think you would be satisfied with the community saying "just store your items in a chest or use more stable structures". As for the solution to the problem, I don't think anyone here has said they wanted a lightning rod to prevent brightshades. We are using the support pillar as a reference because of it's an example of a solution done right. I'd like to see Klei explore ideas on how they can make brightshades preventable and not in the current state they are in now. Link to comment https://forums.kleientertainment.com/forums/topic/149410-add-a-new-fertilization-item-to-control-brightshade-spawn-locations-andor-add-a-aoe-repellent-from-certain-areas-or-both/#findComment-1650295 Share on other sites More sharing options...
_zwb Posted July 15, 2023 Share Posted July 15, 2023 21 hours ago, sylvia wander o said: I don't want another lightning rod but this time it's for brightshades I don't want to quote a ton of posts from this thread but my thoughts on this are that brightshades are easy to prevent if you're concerned about decor (you're simply pushed to be more creative if you can't use the 3 easiest plants), easy to deal with if they're in your actual farms (if you use the brightshade staff now you'll still always gain far more husks than you lose on repair kits), and ARE a genuine threat to survival (it's like shadow creatures, they aren't a huge threat inherently so much as they're a threat due to you needing to put yourself in a situation with a ton of outside variables to affect it). I love them! I would really personally prefer if people tried out other decor options for plants such as weeds, bush hats, Webber's healing glop, Walter's hat with the bush skin, weirder plants like stone fruit and banana bushes, mushroom planters, dropped items like driftwood or chocolate logs to imply a tree having been felled, planted carrats/colored ones from year of the carrat, etc, rather than us getting a second lightning rod-like structure that serves to specifically protect grass and twigs and berry bushes. There's a difference between encouraging players to try different builds and straight up banning them from using some builds. Link to comment https://forums.kleientertainment.com/forums/topic/149410-add-a-new-fertilization-item-to-control-brightshade-spawn-locations-andor-add-a-aoe-repellent-from-certain-areas-or-both/#findComment-1650296 Share on other sites More sharing options...
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