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These hounds would be the counter to electric fences.

• they are immune to electric, and are 25% faster than normal hounds. They also attack faster but have a period of cool down for attacking when they tire themselves.

• When they attack they will zap you. Remember that the zap will stun nearby regular hounds. 

• when destroyed they release 3 random lightning strikes.

• They emit light.

•Small chance of dropping a yellow gem, though there is a max of 3 per wave (most of the time it’s 1-2) and are exclusive to Spring and Summer.

• More likely to spawn during heavy rain, where up to 7 can spawn at once.

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I think a new type of hound specifically for Spring would help spice things up and an electric one would fit the season better than ice hounds. If they're reworking electric damage this update then adding at least 1 common enemy that takes advantage of that would be fitting.

Maybe not the random lightning strikes, that might make fighting them too punishing if you don't have lightning protection. I think more a small shockwave from its corpse a second after killed would be more fitting. Gives the player a chance to react and maybe use it to their advantage, similar to how you can use killing ice hounds to your advantage (I know it can freeze you but if you wait a bit with each ice hound kill, you won't be frozen so it is an avoidable danger without the need for equipment).

  • Like 15
  • Potato Cup 1
31 minutes ago, Kevinnator said:

Maybe not the random lightning strikes, that might make fighting them too punishing if you don't have lightning protection. I think more a small shockwave from its corpse a second after killed would be more fitting. Gives the player a chance to react and maybe use it to their advantage, similar to how you can use killing ice hounds to your advantage (I know it can freeze you but if you wait a bit with each ice hound kill, you won't be frozen so it is an avoidable danger without the need for equipment).

This is most definitely the best way to handle that as otherwise they’d just be completely nullified by a lightning rod 

 

could also be cool if it dropped a charged hound tooth which you could use to make shocking tooth traps

  • Like 5
  • Big Ups 1
6 hours ago, Blue Tangerine said:

You know what,I like this idea,make it related to lunar power,like,a new type of mutated hound,a hound resurrected by moon lightning,a Hound Frankenstein.

This is seperate from this idea, but if they were to add a hound varient for the rest of the ruin gem varients, i would like them to be hard to farm to balance their drops instead.

 

If you want to farm lightning hounds for yellow gems, it would be in heavy rain in Spring or Summer, and you cant use electric fences to help you. (Also i dont think they should spawn from vargs i just realise that)

1 hour ago, Antynomity said:

New hound variants will always be a yes in my eyes so long as they arent tied to player progression (for now), I'd really like if there was a 2nd year autumn variant too, since electric would fit spring the most.

I chose Summer and Spring since lightning is most likely in those two seasons. There is also no elemental hound varient that exists both in Spring and Summer.

4 hours ago, Kevinnator said:

Maybe not the random lightning strikes, that might make fighting them too punishing if you don't have lightning protection

Maybe just one strike, remember it can hit other things too. Ill give a tip and say that moose goose nests act as lightning rods, which would be a cool way to utilise a niche thing.

Edited by Jakepeng99
12 hours ago, Jakepeng99 said:

Eletrical hounds

YES YES YES YES YES

You thought about the spittlefishes for years? I thought about this, the hound waves sytem, for yearssssss. Wait cancel that. We all thought about this. So many mods, so many discussions. It's literally time to introduce them!!!!!!! And what a more perfect moment for it?

Now for the criticism;

12 hours ago, Jakepeng99 said:

These hounds would be the counter to electric fences.

• they are immune to electric, and are 25% faster than normal hounds. They also attack faster but have a period of cool down for attacking when they tire themselves.

• When they attack they will zap you. Remember that the zap will stun nearby regular hounds. 

• when destroyed they release 3 random lightning strikes.

• They emit light.

•Small chance of dropping a yellow gem, though there is a max of 3 per wave (most of the time it’s 1-2) and are exclusive to Spring and Summer.

• More likely to spawn during heavy rain, where up to 7 can spawn at once.

1) No. 2) No. 3) No. 4) Yes. 5) Yes. 6) Yes and No for Summer. 7) Okay. 

Stay on the same principles and designs of Klei. Don't overcomplicate them, or else it could be more difficult for new people to progress. They just need to be weaker hounds because their deaths are dangerous to you AND hounds too. Their simple yet very good design is based on that. You need to use them for defeating the incoming numerous hounds. So just stick to -50 hp less, +10 damage and on death lightning strikes that chains and everything else. 

I don't want Summer because it's red hound season. Each season should have their special hounds. 

9 hours ago, Kevinnator said:

I think a new type of hound specifically for Spring would help spice things up and an electric one would fit the season better than ice hounds. If they're reworking electric damage this update then adding at least 1 common enemy that takes advantage of that would be fitting.

Maybe not the random lightning strikes, that might make fighting them too punishing if you don't have lightning protection. I think more a small shockwave from its corpse a second after killed would be more fitting. Gives the player a chance to react and maybe use it to their advantage, similar to how you can use killing ice hounds to your advantage (I know it can freeze you but if you wait a bit with each ice hound kill, you won't be frozen so it is an avoidable danger without the need for equipment).

See? This guy gets it ^^^

Yes, it was my idea also (2018) to have them more specifically release like a ball of lightning that would fall down on the floor and creates a small shockwave, instead of unavoidable damage. Or we could make it like blue hounds, with like an invisible bar that colours your character yellow, until he gets shocked!

Spoiler

Ha ha! Get it? Because...lightning....well. . . .

 

4 hours ago, Jakepeng99 said:

(Also i dont think they should spawn from vargs i just realise that)

Why not?????? They absolutely should.

4 hours ago, Jakepeng99 said:

I chose Summer and Spring since lightning is most likely in those two seasons. There is also no elemental hound varient that exists both in Spring and Summer.

?????

Lightning is also on autumn, so it doesn't make sense. The most logical sense is 4 special hounds for 4 different seasons, as it always should have been since original Don't Starve.

  • Like 4
27 minutes ago, Milordo said:

1) No. 2) No. 3) No. 4) Yes. 5) Yes. 6) Yes and No for Summer. 7) Okay. 

Stay on the same principles and designs of Klei. Don't overcomplicate them, or else it could be more difficult for new people to progress. They just need to be weaker hounds because their deaths are dangerous to you AND hounds too. Their simple yet very good design is based on that. You need to use them for defeating the incoming numerous hounds. So just stick to -50 hp less, +10 damage and on death lightning strikes that chains and everything else. 

I don't want Summer because it's red hound season. Each season should have their special hounds. 

The idea is to make it different for ruin Gem hounds. They are rare gems so the hounds are made to be stronger but rarer. 

 

much less of them will spawn in waves. I don’t get why you said they shouldn’t be immune to electric when every other elemental is immune to its own element.

 

Anyway my new idea for their stats is 125 hp, and 25% faster movement speed. Keep in mind that insulators will reduce their damage a lot.

Edited by Jakepeng99
7 minutes ago, Baark0 said:

Maybe instead of yellow gems they drop charged moonglass? Though this would likely make them a post rift mob, but honestly I think I'm okay with that, as imo post rift world changes are still a bit lacking.

Doesnt make sense.

  • Like 1
44 minutes ago, Jakepeng99 said:

The idea is to make it different for ruin Gem hounds. They are rare gems so the hounds are made to be stronger but rarer. 

 

much less of them will spawn in waves. I don’t get why you said they shouldn’t be immune to electric when every other elemental is immune to its own element.

 

Anyway my new idea for their stats is 125 hp, and 25% faster movement speed. Keep in mind that insulators will reduce their damage a lot.

No.

In order;

1) I literally predicted this response. Yellow gems are not ruins gems. Yes maybe they're called that way long ago or in the files, but the truth is, again, Klei being Klei, because it was something, AGAIN eeugh, that the game didn't have at launch (red, blue and purple gems) and then introduced far later in the Ruins (yellow, green, orange) but just because they were introduced there doesn't at all equal to, or should equal to    more powerful or ,warning controversial take, even be rarer. You know why they are rarer or maybe why Klei called them "ruins gems"? Because they were introduced together with the same almost broken items in the so called Ancient Pseudostation. This is not even the end of the argument here, because there are big two trucks coming at you which are, mister "what do you really do with yellow gems?!?" A yellow amulet and a yellow staff. That's it. Pathetic. And you still need the Ancient PseudoStation!!! So how this is strong, especially for new players, if you still need to do Caves and then Ruins. 200 hours will pass before they will adventure into the Ruins. And then there is mister truck "Klei has already destroyed your concept", a typical one. Dragonfly drops yellow gems. Malbatross (for a reason??...) drops yellow gems, gems trees found in the ocean, if I'm not mistaken even sea treasures drops them...... I mean. It doesn't seems to me that even Klei itself is respecting this same rule of them being "ruins gems". This goes for green and orange gems too btw.

Finally, From a Hound wave you tipycally get 1-2 gems, IF YOU'RE LUCKY, because otherwise zero.

Conclusion, I don't see any problems in them dropping very few times some yellow gems. It's consistency with the other hounds too.

 

 

2) Not every other elemental is immune to its own element???? Where it's written? Which walls? No really help me. Because red and blue hounds gets weakened, hurt and killed by their own elemental. Deerclops, came to mind while writing, gets frozen too. Don't make less of them. Same spawn rate of red and blue hounds.

I'm just following the principles of Klei, and we should do, for a BIG because coming at point three -->

 

 

3) Again, you found me disagreeing with this one too. Don't buff them that much. It's literally simple, just copy and past what Klei has done, because you would create two problems:

-One, of which I take with very much care, new player experience. Your version of yellow hounds are objectively easy and I would defeat them with ease BUT having hounds + Varglets, the hounds generals + your version of yellow hounds in a wave, sounds a very terrible recipe for stomping too much new people. Give them space with right tempo and special hounds being weak, so when they die they hurt other hounds is perfect, dare I say peak game design, and we should leave it at that. People are already overwhelmed today by Together introduction. They do then understand the vibe and all, but time is required, and progression also. Since it's clear we all want yellow hounds (since a longggg time), we should introduce them with caution and painless as possible (together with the 4th one...).

-Inconsistency. Why all of sudden yellow hounds are stronger than red and blue? Doesn't make any sense. They should just be different. And follow again, Klei design.

Conclusion, my offer still stands. -50 hp, +10 damage, on death electric ball of death that shocks the floor in a small range or yellow meter like blue hounds.

2 hours ago, Milordo said:

No.

In order;

1) I literally predicted this response. Yellow gems are not ruins gems. Yes maybe they're called that way long ago or in the files, but the truth is, again, Klei being Klei, because it was something, AGAIN eeugh, that the game didn't have at launch (red, blue and purple gems) and then introduced far later in the Ruins (yellow, green, orange) but just because they were introduced there doesn't at all equal to, or should equal to    more powerful or ,warning controversial take, even be rarer. You know why they are rarer or maybe why Klei called them "ruins gems"? Because they were introduced together with the same almost broken items in the so called Ancient Pseudostation. This is not even the end of the argument here, because there are big two trucks coming at you which are, mister "what do you really do with yellow gems?!?" A yellow amulet and a yellow staff. That's it. Pathetic. And you still need the Ancient PseudoStation!!! So how this is strong, especially for new players, if you still need to do Caves and then Ruins. 200 hours will pass before they will adventure into the Ruins. And then there is mister truck "Klei has already destroyed your concept", a typical one. Dragonfly drops yellow gems. Malbatross (for a reason??...) drops yellow gems, gems trees found in the ocean, if I'm not mistaken even sea treasures drops them...... I mean. It doesn't seems to me that even Klei itself is respecting this same rule of them being "ruins gems". This goes for green and orange gems too btw.

Finally, From a Hound wave you tipycally get 1-2 gems, IF YOU'RE LUCKY, because otherwise zero.

Conclusion, I don't see any problems in them dropping very few times some yellow gems. It's consistency with the other hounds too.

 

 

2) Not every other elemental is immune to its own element???? Where it's written? Which walls? No really help me. Because red and blue hounds gets weakened, hurt and killed by their own elemental. Deerclops, came to mind while writing, gets frozen too. Don't make less of them. Same spawn rate of red and blue hounds.

I'm just following the principles of Klei, and we should do, for a BIG because coming at point three -->

 

 

3) Again, you found me disagreeing with this one too. Don't buff them that much. It's literally simple, just copy and past what Klei has done, because you would create two problems:

-One, of which I take with very much care, new player experience. Your version of yellow hounds are objectively easy and I would defeat them with ease BUT having hounds + Varglets, the hounds generals + your version of yellow hounds in a wave, sounds a very terrible recipe for stomping too much new people. Give them space with right tempo and special hounds being weak, so when they die they hurt other hounds is perfect, dare I say peak game design, and we should leave it at that. People are already overwhelmed today by Together introduction. They do then understand the vibe and all, but time is required, and progression also. Since it's clear we all want yellow hounds (since a longggg time), we should introduce them with caution and painless as possible (together with the 4th one...).

-Inconsistency. Why all of sudden yellow hounds are stronger than red and blue? Doesn't make any sense. They should just be different. And follow again, Klei design.

Conclusion, my offer still stands. -50 hp, +10 damage, on death electric ball of death that shocks the floor in a small range or yellow meter like blue hounds.

These points about consistency don’t hold when you look at how Uncompromising Mode implemented yellow hounds (and green hounds): they just also added upgraded fire hounds and ice hounds.

Edited by EatenCheetos
3 hours ago, EatenCheetos said:

These points about consistency don’t hold when you look at how Uncompromising Mode implemented yellow hounds (and green hounds😞 they just also added upgraded fire hounds and ice hounds.

What? Uncompromising mode is a mod.

How is this a point for the discussion.

Cool to know. I know now Jakepeng literally copied the uncompromising version.

25 minutes ago, Milordo said:

How is this a point for the discussion.

You don’t have to compare new elemental hound ideas to the existing elemental hounds. You can just create a higher tier of elemental hounds that fits with what you want to do.

  • Like 1
35 minutes ago, EatenCheetos said:

You don’t have to compare new elemental hound ideas to the existing elemental hounds. You can just create a higher tier of elemental hounds that fits with what you want to do.

Hmn okay, how do we put them?

Because for sure we can't send them at new players around day 36. Maybe something progression locked? Like if you complete Ruins or Lunar island you unlock them? 

10 hours ago, Milordo said:

Why not?????? They absolutely should.

15 hours ago, Jakepeng99 said:

I chose Summer and Spring since lightning is most likely in those two seasons. There is also no elemental hound varient that exists both in Spring and Summer.

?????

Lightning is also on autumn, so it doesn't make sense. The most logical sense is 4 special hounds for 4 different seasons, as it always should have been since original Don't Starve.

It didn’t show me these comments for some reason but I will respond to them.

 

For vargs the reason I said they shouldn’t because there shouldn’t be an effective passive farm for any ruin gems in my opinion. Maybe lightning hounds spawn really rarely but still.

 

For Autumn, didn’t make sense to have it for 3 seasons, it’s extremely rare in Autumn. Summer irl is the season with the most lightning, and Spring in game has the most lightning. If it was exclusive to Spring I guess it would work but I would really like a downside to using the rain book in Summer as Maxwell/Wicker.

1 hour ago, Sacco said:

cool idea but… am i tripping or these hounds you suggested look almost the same as a hound type added by uncomp?

I don’t play uncomp so it would be a coincidence.

 

I mean my idea just adds shock to hounds, and lightning on death which is the core of electric and hound mechanics.

1 hour ago, Milordo said:

Hmn okay, how do we put them?

Because for sure we can't send them at new players around day 36. Maybe something progression locked? Like if you complete Ruins or Lunar island you unlock them? 

If they were locked behind progression, I would make them start spawning after crafting your first yellow gem item in the ruins since it feels the least artificial.

Or we can keep it the same, and make them only spawn during heavy rain in smaller numbers for the first spring, and be rare otherwise.

 

2 hours ago, EatenCheetos said:

You don’t have to compare new elemental hound ideas to the existing elemental hounds. You can just create a higher tier of elemental hounds that fits with what you want to do.

I had a lot of ideas for an elemental hound variant for every gem type that follow the formula of the lightning hound.

2 hours ago, Milordo said:

Cool to know. I know now Jakepeng literally copied the uncompromising version.

I didn’t know about uncompromising it’s a coincidence.

i also looked at theirs, mines is different since theirs summons lightning with their melee attacks. No shocks and not on death.

Edited by Jakepeng99
  • Like 2
20 hours ago, Jakepeng99 said:

--Snip--

If you're worried about Vargs farm, you shouldn't be. First and first, why then we're letting red, blue and purple gems be farmed by Vargs but not yellow? It still doesn't make sense objectively, if you follow me. You only do two things from yellow gems, one can be recharged infinitely with nightmare fuel, while the other can be "pseudo-recharged" to extend it, and when     , but mot so often. Living logs and thulecite are the real expensive items in those two crafting recipes. On the contrary, it's more worrisome ironically for red, blue and purple gems. They have so many applications and even far powerful, like life giving amulets and ice staff to say a few. Thennn we're going into the territory of farming/cheesing/exploits/whatever, of which I don't want absolutely to go into, but in short summary let it be. Let people do Varg farms, who cares. I'm fine with existing it in the game. It would ironically have the unintended effect to maybe peek interest of people into fighting more Vargs in the natural way, because our human brains goes "yellow gems are magic! They must be cool! Urr urrr". 


Aaaaaaaahh, you wanted a nerf for Wicker and Maxwell? Hmn. Eeeeehh....I don't have strong opinions on it and you do you, but remember. When you make a game, characters are influenced and mold by the game, not the opposite. A golden rule for videogames. Just nerf directly Max and Wicker, instead of introducing something just because you want them nerf when it will impact everyone in the base game making things more messy. Btw I do like a lot your idea of their spawning chances incrementing while it's raining, because it's a certified Don't Starve hood classic, of which I want now the same with blue hounds while it's snowning, and red hounds, I don't know but something can be found. That's why I also take the ball to talk about introduction of a 4th one for Autumn, so we have a special hound for each season instead. 

Ok ok, no prob I believe you. Hounds for Spring (electric hounds) and Autumn is something we all dreamt for so many years at this point.

My "we can't put them on day 36" is only directed to your version of yellow hounds. If they were the same design as the others two, they could be introduced naturally from day 36. Just pointing out in case I explained myself wrong. In case your version is added, yellow gems items crafted or very rare under rain, are approved in my book 👍

Edited by Milordo

I would like it be the Horror Hound variant, and the HoundWave become the occasional the Horror HoundWave to when open the MoonStome or Lunar Rift. And add more "Troublesome" Horror Hound variants to solve the problem of hound raids becoming too easy in the late game.

Also, there's no need to avoid Lightning Hound becoming a copy of Uncomp if that happens, as that's not good for also Uncomp.

Edited by SilverSpoon
  • Like 1
On 7/22/2025 at 2:04 AM, Milordo said:

No.

In order;

1) I literally predicted this response. Yellow gems are not ruins gems. Yes maybe they're called that way long ago or in the files, but the truth is, again, Klei being Klei, because it was something, AGAIN eeugh, that the game didn't have at launch (red, blue and purple gems) and then introduced far later in the Ruins (yellow, green, orange) but just because they were introduced there doesn't at all equal to, or should equal to    more powerful or ,warning controversial take, even be rarer. You know why they are rarer or maybe why Klei called them "ruins gems"? Because they were introduced together with the same almost broken items in the so called Ancient Pseudostation. This is not even the end of the argument here, because there are big two trucks coming at you which are, mister "what do you really do with yellow gems?!?" A yellow amulet and a yellow staff. That's it. Pathetic. And you still need the Ancient PseudoStation!!! So how this is strong, especially for new players, if you still need to do Caves and then Ruins. 200 hours will pass before they will adventure into the Ruins. And then there is mister truck "Klei has already destroyed your concept", a typical one. Dragonfly drops yellow gems. Malbatross (for a reason??...) drops yellow gems, gems trees found in the ocean, if I'm not mistaken even sea treasures drops them...... I mean. It doesn't seems to me that even Klei itself is respecting this same rule of them being "ruins gems". This goes for green and orange gems too btw.

Finally, From a Hound wave you tipycally get 1-2 gems, IF YOU'RE LUCKY, because otherwise zero.

Conclusion, I don't see any problems in them dropping very few times some yellow gems. It's consistency with the other hounds too.

 

 

2) Not every other elemental is immune to its own element???? Where it's written? Which walls? No really help me. Because red and blue hounds gets weakened, hurt and killed by their own elemental. Deerclops, came to mind while writing, gets frozen too. Don't make less of them. Same spawn rate of red and blue hounds.

I'm just following the principles of Klei, and we should do, for a BIG because coming at point three -->

 

 

3) Again, you found me disagreeing with this one too. Don't buff them that much. It's literally simple, just copy and past what Klei has done, because you would create two problems:

-One, of which I take with very much care, new player experience. Your version of yellow hounds are objectively easy and I would defeat them with ease BUT having hounds + Varglets, the hounds generals + your version of yellow hounds in a wave, sounds a very terrible recipe for stomping too much new people. Give them space with right tempo and special hounds being weak, so when they die they hurt other hounds is perfect, dare I say peak game design, and we should leave it at that. People are already overwhelmed today by Together introduction. They do then understand the vibe and all, but time is required, and progression also. Since it's clear we all want yellow hounds (since a longggg time), we should introduce them with caution and painless as possible (together with the 4th one...).

-Inconsistency. Why all of sudden yellow hounds are stronger than red and blue? Doesn't make any sense. They should just be different. And follow again, Klei design.

Conclusion, my offer still stands. -50 hp, +10 damage, on death electric ball of death that shocks the floor in a small range or yellow meter like blue hounds.

Agree with everything, except I need to correct one misunderstanding - blue hounds ARE immune to ice, it has no effect on them. Same with Fire Hounds, they don’t get influenced by fire at all.

  • Like 2
3 hours ago, Milordo said:

If you're worried about Vargs farm, you shouldn't be. First and first, why then we're letting red, blue and purple gems be farmed by Vargs but not yellow

By design they are meant to be hard to farm. You only have tumbleweeds, ruins, rare malbatross drop, and d fly and all are not afkable and the reasonable ways are active and dangerous. We have the Gen trees now anyway, and if you could get all gems from varg farms they would be useless.

  • Like 1
2 hours ago, Reiko24 said:

Agree with everything, except I need to correct one misunderstanding - blue hounds ARE immune to ice, it has no effect on them. Same with Fire Hounds, they don’t get influenced by fire at all.

Wwwwhaaaaaa, really? Like they don't get frozen? I need to test it immediately when I'll be back home, because I remember veryyy clearly they get frozen.

1 hour ago, Jakepeng99 said:

By design they are meant to be hard to farm. You only have tumbleweeds, ruins, rare malbatross drop, and d fly and all are not afkable and the reasonable ways are active and dangerous. We have the Gen trees now anyway, and if you could get all gems from varg farms they would be useless.

If you choose to use Varg farms. Not many know about them and those who know could decide to not use them.

But it's true. Those resources are not easy indeed. Even gem trees, which are easy and could be found immediately, requires Pearl and tonssss of days.

I don't want all gems in Varg. Him dropping red, blue, yellow and orange for the 4th one wouldn't be a problem, leaving out the green one. And again, I get it, the farm, tons of gems. I really don't want this discussion to diverge into cheeses and farms, so when I'm considering the normal, intended, fight, you havs only few gems (like 3-4), a lot of hp and resources drained, and luck. Because Vargs are rng when you do the hunt minigame AND AND yellow hounds only on Spring as we said. So yeah. Not only I still don't see the problems in him, you're even giving me more positive points about it because those gems are locked behind rng, time for the season and a boss, which it's easy but still a pain in the butt with how much he spams at you hounds (this still considering the intended vanilla form, not the farming one).

Edited by Milordo
11 minutes ago, Milordo said:

Wwwwhaaaaaa, really? Like they don't get frozen? I need to test it immediately when I'll be back home, because I remember veryyy clearly they get frozen.

They don’t. 

11 minutes ago, Milordo said:

If you choose to use Varg farms. Not many know about them and those who know could decide to not use them.

But it's true. Those resources are not easy indeed. Even gem trees, which are easy and could be found immediately, requires Pearl and tonssss of days.

I don't want all gems in Varg. Him dropping red, blue, yellow and orange for the 4th one wouldn't be a problem, leaving out the green one. And again, I get it, the farm, tons of gems. I really don't want this discussion to diverge into cheeses and farms, so when I'm considering the normal, intended, fight, you havs only few gems (like 3-4), a lot of hp and resources drained, and luck. Because Vargs are rng when you do the hunt minigame AND AND yellow hounds only on Spring as we said. So yeah. Not only I still don't see the problems in him, you're even giving me more positive points about it because those gems are locked behind rng, time for the season and a boss, which it's easy but still a pain in the butt with how much he spams at you hounds (this still considering the intended vanilla form, not the farming one).

Edited 10 minutes ago by Milordo

It would also make Gen crafting as Wilson way to powerful, making green gems really easy to amass. The ruin gems need 3 of their gems because they are powerful.

dont make them spawn from vargz

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