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How Would you Change the Mushtree biomes?


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I feel like making this a thing i do once a day it could be interesting. Mushroom biomes don't contain much new content to interest the player besides extremely niche spores. There is no other unique mobs, or mechanics. Blue ones and red ones have spiders, but these are found in other places in the caves and offer nothing new. These biomes look awesome as well and have potential.

 

My idea would be adding a mushroom gnome varient to each mushtree biome similar in concept to the mushgnomes from the grotto. They are inspired by RPG roles and look somewhat similar to them, with a short appearance. They will wear funcaps visually. They spawn in their respective mushtree biome, but all 3 spawn in the mixed mushtree forests at a dilluted rate.

▪The red mushgnome would be an aggressive knight with a shroom sword and shield. 

▪The green mushgnome would be a summoner who summons mini-mush gnomes to attack you. Being hurt by its medium ranged whip makes minions deal more damage to you. You may be swarmed. It looks like a druid.

▪The blue mushgnome is a healer. It has befriended the dangling depth dwellers of the blue mushtree biomes and will ally with them and provide them with heals. Otherwise, it has no way to defend itself. In mixed mushtree biomes, they will help other mushgnomes since there are no spiders. It looks like a wizard and can levitate.

I am unsure of what they would drop besides mushrooms, maybe a primitive weapon related to their role, but they wont drop living logs.

 

But how would you improve them?

What if mush trees dropped living logs? It would be pretty cool (though the balance is debatable, maybe make it a 33% chance for 1 living log while logs drop like normal.)

Since mushroom planters need living logs to sustain mushroom growth, it would probably make sense.

Another idea i have is just adding more mushroom types exlusive to the biomes, instead of reusing existing ones.

How about an exclusive food to the biome: truffles? 

Truffles could be found by taming a pigman and following it to find some.

Truffles could be used to increase sanity gain from foods by 50% or so (just sprinkle some shavings on a banana shake or something.)

Mushtrees to affect to how many mushrooms they can have around themselves, evolve the mushrooms into trees, chopdown to create ground for mushroom growth. Digging shrooms is easiest way to get food without any consequences, mainly blue mushrooms. Blue mushroom in the cave is the most common healing food and always a good detour for ruin raids. 

Klei overtuned mushroom regrowth for surface and caves together. I think a nerf is in order for once.

5 hours ago, marshyds said:

(Though the balance is debatable, maybe make it a 33% chance for 1 living log while logs drop like normal.)

It's undebatably strong considering the amount of mushtrees. Maybe a mushtreeguard or something.

47 minutes ago, BalkanCockroach said:

It's undebatably strong considering the amount of mushtrees. Maybe a mushtreeguard or something.

What if every tree is like a mini treeguard, waking up only after you chop it? It would have 300-500 health or so.

8 minutes ago, marshyds said:

every tree

Why do you think treeguards are (relatively) rare? Because Living logs are a very useful and sought after resource. I'm not against more resource alternatives but this is just not a good idea. Mushgnomes are a thing and they are balanced. If every mushtree is a guard and they all drop living logs then its infinite living logs when you want it.

52 minutes ago, BalkanCockroach said:

Why do you think treeguards are (relatively) rare? Because Living logs are a very useful and sought after resource. I'm not against more resource alternatives but this is just not a good idea. Mushgnomes are a thing and they are balanced. If every mushtree is a guard and they all drop living logs then its infinite living logs when you want it.

No i meant every treeguard there drops 1 living log and regular mushtree drops.

13 minutes ago, marshyds said:

No i meant every treeguard there drops 1 living log and regular mushtree drops.

Sounds good. Altough if that's the case why bother with them i'd just go for treeguards they drop way more. 

I would change it so that spores would gather in one spot and then much like a fairy godmother popping up out of nowhere, Mush guardians could spawn if you chop too many mush trees.

That would be hilarious to see actually.

58 minutes ago, Mike23Ua said:

Mush guardians could spawn if you chop too many mush trees

would be pointless since there's already almost no reason to chop them, it's much faster to dig shrooms and chop normal trees and you don't need shrooms after you get beefalo or jellybeans

1 hour ago, grm9 said:

would be pointless since there's already almost no reason to chop them, it's much faster to dig shrooms and chop normal trees and you don't need shrooms after you get beefalo or jellybeans

Ahh but that’s the catch, who said you would be the one chopping them? :wilson_evil:
Klei added boulders falling during acid rain didn’t they? I’m sure if giant rocks fell from the sky onto my home because some trespasser meddled around nearby I would rightfully be enraged, wouldn’t you?

Players impact this game world, you animate to life the archives, rolling robot centipedes come to life and roll around into the place smashing it up (who knows what kind of sealed away horrors they unleash in the process by the way..)

Players cause a Greater Gashalt/Shadow War to begin..

We are directly, or indirectly impacting the game world and it’s inhabitants.

And I think that Klei needs to start designing DST in a much different way…

Because CURRENTLY as you said- if you knew chopping trees was going to enrage mush golems, you’d simply avoid chopping the trees.

Give the players less control, maybe those upgraded spinning Gashalt things can chop trees awakening angered sleeping giants..

Maybe much like a Lightning owl (or whatever they were called in hamlet) if the player gets too close… it can unleash its attacks to awaken something else (Iron Hulk parts)

19 minutes ago, Mike23Ua said:

We are directly, or indirectly impacting the game world and it’s inhabitants.

Yes, and I feel like there should be many more impactful changes, rather than "you opened a rift in reality to the moon? Okay, here's a plant monster." Just a single type of plant monster!! Then, IF you kill a giant WHILE this rift is open, then you get a horribly mutated terror... but there are only three types.

My issue with them is the same to many other cave biomes but mainly sinkhole ones (where staircases are). They take for an ENORMOUS amount of space down here for what features they hold. I’d say at least 40% of the caves are sinkhole and mushroom, 30% of mud and ruins, and 20% of whatever is left (rocky, bat and eventually swamps). My source is that I made the numbers up but I don’t think they can be too wrong, it feels like that and it’s not great to explore branches of non-interest.

 

Blue : Specifically on the topic of mushtree biomes now... the Blue Mushtree forest is great because it serves as a transitioning point between the lunar grotto and the rest. Whenever the Archives are activated this is where the Nightmare Ramparts emerge. This is a solid environment with some evolution to it.

The Red and Green ones however don’t have any rich connection unfortunately. At least they have a noticeably different content aside of the mushrooms and it's something I don't dislike, except for the amount of space they takes. Green may have bunnymans, lots more generic plants and is much less sparse. Red one has spiders and rocks, it’s not bad to go there for the fossils. Really makes me wish stalagmites were renewable here from... idk, rain dripping from these stalactite on the ceiling ?

2__.png.a191466ff776f0cf7f64f4c833324a0d.png

 

Red : I don't know if it's just me but at the time of New Home leaks, some of the assets found made me think that the Red Mushtree forest was supposed to be home or a bridge to a different grotto. There was more to the Dust Moths than what we ended up with: giants, buildings, nurseries... all kinds of red things to make a little village in the deep dark.

grotto_red.jpg.4d3be1fdb3505dcec2cde63b70aeeff6.jpg

 

Green : So while it looked like the red part had plans (although it's probably abandoned), I don't think the Green Mushtree forest has anything going for it. And because of that @Notecja and I wanted to give it a go by making only a small enclosure in it, with not too many features but tightly interactive with each others. An emphasis about the fact that caves are huge, but also poor... and it doesn't have to be that way ! Very WIP and haven't touched it in a while but we're happy about how it went in very little time :

2_.png.55aac6b164fee9f23eb4cc2e0f85aa43.png

The caves in general need more love, I am greatly impressed with how different the caves are in DST over the solo world gen, but I wholly agree they are generally uninteresting and provide little content for exploration aside from semi-optional/compulsory late game boss content.

If I had to suggest some ideas for mushroom biomes specifically it would be to add some fitting mobs to each, possibly with unique creatures that spawn in the mixed forest region.

  • Fungdrakes fungal reskins of mandrakes, maybe including giant versions based off the giant mandrakes in Hamlet
  • Fungal batalisk variants
  • Cave merms
  • Cap Crabs (crab mob)
  • Crab Caps (like crabgrass but mushrooms)
  • Lye-Kin (kinda stretching with this one)
  • Fungus Hutch transformation
  • Shroompears (or fruits that come from the trees sometimes)
  • Fungus related crockpot additions
  • Npc Old Man Beards, kinda like a pearl for the caves. based off old mans beard lichen (not a certain streamer)
  • Underground lakes (not just in the fungal spaces) something to use nautical stuff for in caves mostly for fishing and alternative exploration options

Regrowth mechanics as well as replantability so I can semi-shamelessly chop down mushtrees without feeling like I've permanently destroyed a piece of the world.

I think the mushroom biomes should stay relatively safe. They're currently great places to make underground bases, so I'd hope any additional content that's added are items and neutral mobs, or ones that aren't overly aggressive like the current ones present (Bunnymen don't attack you if you don't have meat & DDDs don't attack unless you step on their web).

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