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Monkey's paw updates.


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For those unfamiliar with the Monkey's Paw short story, in short, it explains the follies of haphazardly wishing, and being careful what you wish for.

The protagonist of the story is a father with seemingly nothing he desires in life and happens across a monkey's dried hand and nonchalantly wishes for $250 for his final mortgage payment.

He then gets an emissary which tells him the grim news that his son has passed away in a factory accident, and while the company isn't at fault, they grant him $250 for his bereavement. 

 

There are certain things we happen to lose when such wishes are granted. For a lot of people, having closer structure placement was something that was asked for, but often than not, having placement interact as it did before wasn't such a thing that really affected the day to day. The status quo was maintained and we didn't want for much, if anything. Now suddenly, the monkey's paw has been curled and what we've lost is probably more significant than what we've gained.

 

image.png.04fc71a07908761b63d28ddb4027a3f5.png

What you see before you was my immigration system. I leave my 12000 day world on public because I actually like to show people around to look at what I've built. 

Now with the placements interacting as they do now, you can no longer place fossils close together. My entire vetting process is completely ruined. All because klei decided to poison the wishing well. 

 

Anyway, I've come here to say, "Be careful what you wish for"

 

in;b4 'use a mod'

No. 

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Probably this is why i don't /actually/ wish for something in this game. (although I sometimes have ideas of what COULD be different.....while at the same time fearing every time I see DST [or any game for that matter] having an update when I start steam as I fear it interfering with something I loved about the game.

2 hours ago, Evelo said:

For my personal play style, the changes are more of a kiss than a curse. Sorry you were cursed with this. Thankfully statues still work just fine and dandy.

They really don't though. Every single character in the game can move a statue out of the way. I cannot trap them.

Yeah this is so sad. My main gripe is that wall/fence placement box got increased all of a sudden (or rather, how it interacts with larger structures). I don't get it why it was necessary. Yesterday I was finishing the last section of my lunar bridge build and I needed to place a few structures and walls to do it. Bridges are already quite narrow and besides fences you can't place anything on the "outer" edge of the tile - fine. What I did in the past was to take a structure and position it 1 geo placement notch (1/8th of a pitchfork tile) into the tile, then build walls on the outer edge of the dock tile. Simple and efficient. Now I can't do that with larger structures! Walls cannot be now placed tightly around a structure if you placed it first. Ok, let's swap the order then - build walls first. I can place the glowcap one notch into the tile with walls built first, but I cannot do the same with the astral detector I use on the opposite side of it, because its placement box is bigger for some reason. So frustrating! Same with endothermic firepits I had to place in the next section of the bridge. Again, placing them first was not an option (walls would have been impossible then) and they can't go in the same place after walls. So suddenly, a design I already could build legit in the past, now is impossible and is off by 1-3 notches, and it hurts my OCD. 

Here are some screenshots for the context:

image.png.670cf5a46fb9ade8b6dbc49ee65a79fa.png

Cannot place fences after I placed AD 1 notch in. Old design: AD placed 1 notch in, fences placed after. Holding new AD to show where the old one was placed in already completed section of the bridge. The placement after fences allows it to be put only 3 notches in:

image.png.6919f3ddbf9673ca28c212a21c4a4ff7.png

Glowcaps are actually fine somehow in any order which I definitely like. Lamp placed first:

image.png.9cafafa69c9b5e8e73735273d0a6321d.png

Walls placed first:

image.png.ed2b68c3f6484f562f8babc8b3d0a06b.png

Endothermic firepits don't allow to place walls as close as they used to be:

image.png.2dce579ea85cd6320a6a5733a70a6263.png

Old design for comparison. It may seem it's placed 2 notches in but it was 1 - it gets placed where mouse is, not where the edge of the skin shows:

image.png.1f153636de2f361baad8c1dd946a8912.png

The section of the bridge I previously left unfinished and wanted to complete later when I figure out the surroundings of this part of the build: 

image.png.e22d09267fa5c116485211cb3d7a8825.png

I hate cheating but I added a mod that can move things with mouse and adjusted the position of some structures with the old placement boxes in mind, to match the rest of my design:

image.png.d24a7eff5facaa9708c0149ae0172ef3.png

I didn't bother doing it with Brightsmithy though so those are off by 1 notch away from the walls compared to the other side of the bridge, but since they are far apart it's not that noticeable. Lunar side entrance of the bridge:

image.png.442e95e32920f614c0cf2c2d07a3ad0a.png

Oasis base side entrance to the bridge. Has more moonrock walls now that I noticed so I should probably adjust that too. Note for myself for the future: build the whole bridge at once and probably only after I'm done with building on both sides adjacent to it. I had to actually redo both entrances at some point. 

image.png.a046f637c2be4b8b7351cf512986c74f.png

 

___________________________

@chirsg On a side note, would you mind if I joined your world for a base tour sometime? I'm always amazed by the things people come up with and I'd be curious to walk around and check your builds (and help with crafting any character-specific items, if you need any). DM me with the world name/preferred character if you don't mind me joining. 

 

3 hours ago, chirsg said:

They really don't though. Every single character in the game can move a statue out of the way. I cannot trap them.

You can use something like upgraded thulecite walls. The cost is nearly free for a 12k world and no player with a life will break them with punches while you can use few hits of a BS hammer to free them

6 minutes ago, Lovens said:

Yeah this is so sad. My main gripe is that wall/fence placement box got increased all of a sudden

Report it. They were aware and said it in the stream that this change might bring unwished interactions

9 minutes ago, Lovens said:

Yeah this is so sad. My main gripe is that wall/fence placement box got increased all of a sudden (or rather, how it interacts with larger structures). I don't get it why it was necessary. Yesterday I was finishing the last section of my lunar bridge build and I needed to place a few structures and walls to do it. Bridges are already quite narrow and besides fences you can't place anything on the "outer" edge of the tile - fine. What I did in the past was to take a structure and position it 1 geo placement notch (1/8th of a pitchfork tile) into the tile, then build walls on the outer edge of the dock tile. Simple and efficient. Now I can't do that with larger structures! Walls cannot be now placed tightly around a structure if you placed it first. Ok, let's swap the order then - build walls first. I can place the glowcap one notch into the tile with walls built first, but I cannot do the same with the astral detector I use on the opposite side of it, because its placement box is bigger for some reason. So frustrating! Same with endothermic firepits I had to place in the next section of the bridge. Again, placing them first was not an option (walls would have been impossible then) and they can't go in the same place after walls. So suddenly, a design I already could build legit in the past, now is impossible and is off by 1-3 notches, and it hurts my OCD. 

Here are some screenshots for the context:

image.png.670cf5a46fb9ade8b6dbc49ee65a79fa.png

Cannot place fences after I placed AD 1 notch in. Old design: AD placed 1 notch in, fences placed after. Holding new AD to show where the old one was placed in already completed section of the bridge. The placement after fences allows it to be put only 3 notches in:

image.png.6919f3ddbf9673ca28c212a21c4a4ff7.png

Glowcaps are actually fine somehow in any order which I definitely like. Lamp placed first:

image.png.9cafafa69c9b5e8e73735273d0a6321d.png

Walls placed first:

image.png.ed2b68c3f6484f562f8babc8b3d0a06b.png

Endothermic firepits don't allow to place walls as close as they used to be:

image.png.2dce579ea85cd6320a6a5733a70a6263.png

Old design for comparison. It may seem it's placed 2 notches in but it was 1 - it gets placed where mouse is, not where the edge of the skin shows:

image.png.1f153636de2f361baad8c1dd946a8912.png

The section of the bridge I previously left unfinished and wanted to complete later when I figure out the surroundings of this part of the build: 

image.png.e22d09267fa5c116485211cb3d7a8825.png

I hate cheating but I added a mod that can move things with mouse and adjusted the position of some structures with the old placement boxes in mind, to match the rest of my design:

image.png.d24a7eff5facaa9708c0149ae0172ef3.png

I didn't bother doing it with Brightsmithy though so those are off by 1 notch away from the walls compared to the other side of the bridge, but since they are far apart it's not that noticeable. Lunar side entrance of the bridge:

image.png.442e95e32920f614c0cf2c2d07a3ad0a.png

Oasis base side entrance to the bridge. Has more moonrock walls now that I noticed so I should probably adjust that too. Note for myself for the future: build the whole bridge at once and probably only after I'm done with building on both sides adjacent to it. I had to actually redo both entrances at some point. 

image.png.a046f637c2be4b8b7351cf512986c74f.png

 

___________________________

@chirsg On a side note, would you mind if I joined your world for a base tour sometime? I'm always amazed by the things people come up with and I'd be curious to walk around and check your builds (and help with crafting any character-specific items, if you need any). DM me with the world name/preferred character if you don't mind me joining. 

 

yeah you can join. Just reach out on private messages. Either that or try to find me on steam. I'm not hard to hunt down.

 

3 minutes ago, arubaro said:

You can use something like upgraded thulecite walls. The cost is nearly free for a 12k world and no player with a life will break them with punches while you can use few hits of a BS hammer to free them

Just now, grm9 said:

wigfrids spawn with spears, although wortoxes can also soul hop so idk what was the point of that thing

 

I would never do walls to block off spawn. It has to be something that is indestructible if you don't have a hammer. Wortox is simply the "Weak spot" of the design. he's a purchase character. If anyone has enough passion for the game to purchase wortox, I trust them more than a noob who would mine every single thing or destroy the whole base by accident. As for griefers, wortox isn't really known for such terrorism

My monkey's paw update would probably be the Surprise Seeds.

When they where first revealed, it seemed like the exact sort of thing the ocean needed. A Unique item or resource who's functionality couldn't be easily replicated on the mainland. And two very, VERY good ones at that. What could go wrong?

 

The answer, apparently, is being comically rare, only being allowed to grow on specific turfs, only being able to mature in specific seasons, and having an exuberantly long fruiting time.

This was thankfully slightly improved during the beta. Early on in said beta, it was physically impossible to find surprise seeds in the first few dozen days of a world and they didn't become reasonable to find until day 200 or something. And they took so long to mature that despite being season-locked, they couldn't actually grow in a single season. Meaning you needed to wait atleast 2 years just to see the fruits of your labor.

But, as the monkey paw curls one last time, the trade off is that post-beta the Nightberries where given a new vision filter that was so obviously atrocious that I can only assume it was included out of malice.

 

This all was expected to some extent, I will admit. Even with everything stacked against them, slot-free night vision and gems that literally grow on trees are both very powerful things to have. But at the same time, it's really frustrating how Klei just can't let the ocean have nice things without needing 50 strings attached.

I'm one of seemingly very few people who actually really like sailing. I even think the clunkyness adds to the experience more than detracts from it. But man, It's absolutely just a waste of time unless you're going for lunar or the Celestial Champion quest. Can't "It's really rare" and "you have to sail for it" be enough of a trade off for these good items?

6 hours ago, Theukon-dos said:

But, as the monkey paw curls one last time, the trade off is that post-beta the Nightberries where given a new vision filter that was so obviously atrocious that I can only assume it was included out of malice.

 

I use a mod for the horrible blueness. But I am slightly annoyed by the dull and penetrating sound it makes.

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