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  Currently, in long-term worlds, there’s little incentive for players to defeat the Celestial Scion and progress further. The only real benefit is Enlightened crown upgrade (the Bone Helm replacement), while the downsides are overwhelming:

  1. Four Greater Gestalt spawn, which are extremely easy to aggro and can instantly kill players.
  2. Every time players want to fight the Celestial Champion again, they must travel back to Hermit Island and spend extra resources to craft the Static Restrainer—which was previously free. While the quest now allows players to offer any tool, failing the mission causes the prepared Static Restrainer to disappear, forcing them to craft another one from scratch.

    When obtaining a Spark Ark, players no longer need to defeat the three bosses in a specific order. However, they still have to go to Hermit Island and spend a Restrained Static to craft it—meaning they must first trigger the Celestial Storm and complete the associated quest.

  If the world progression offers more drawbacks than benefits, why should players bother advancing?

Proposed Adjustments:

  1. Allow players to craft Spark Ark and Static Restrainer blueprints at the Notional Fabricator, or let them build their own Notional Fabricator at their base.
  2. Replace the Restrained Static in the Spark Ark recipe with a more farmable material (e.g., Phasmo-Encapulator, Iridescent Gem, Pure Brilliance, or Moongleam).
  3. Refund the Static Restrainer if the Celestial Quest fails.
  4. Add a Gyroscopic Transduction Core recipe/blueprint to the Notional Fabricator. The rewards for defeating the Celestial Scion don’t justify the added challenges.Terramite have such low durability that they’re impractical for automation. Introducing a properly balanced repair kit recipe would make Terramites just as valuable for factory setups as Electric Fences. (Currently, while there's no intended way to repair Terramites, players can easily exploit bugs to obtain infinite-durability ones. This surely isn't the intended design, so why not provide an official repair kit recipe? This would make these exploits unnecessary.)
  • Like 11

It would be cool if the notional fabricator dropped an upgrade for the alchemy engine when it is destroyed, allowing players to craft all of the items there. Blueprints would be great too though.

I am against making gyroscopic cores craftable and would rather if both terramites and warblers were craftable at the notional fabricator with them and could be repaired a little with scrap (or maybe the warbis repair kit could be used?)

Also, maybe making moonstorms spawn randomly after rifts are opened might make restrained static less of a pain to farm? I have a whole idea for moonstorms post-rift involving a new gestalt that spawns them so I will probably make another thread about it anyway.

  • Like 2
31 minutes ago, Sofy Happy said:

Add a Gyroscopic Transduction Core recipe/blueprint to the Notional Fabricator. The rewards for defeating the Celestial Scion don’t justify the added challenges.Terramite have such low durability that they’re impractical for automation. Introducing a properly balanced repair kit recipe would make Terramites just as valuable for factory setups as Electric Fences. (Currently, while there's no intended way to repair Terramites, players can easily exploit bugs to obtain infinite-durability ones. This surely isn't the intended design, so why not provide an official repair kit recipe? This would make these exploits unnecessary.)

I higly dissagree with this, my runs usually last thousands of days, and i automate and make farms for almost anything i can so i can spent most of my time building pretty stuff, i have tested the terramites in a plethora of scenarios and, for me at the very least, they are perefectly fine.

Their durability is not really that low, taking into acount they only loose durability when getting hit or choping/mining materials, repair kits are only a concern if you use them for wood choping, and also the fact that you get efectevly 6 repair kits per WARBOT fight.

I have run the numbers , 6 terramites choping down lunetrees until they broke down will get 4500 logs, which can become 1125 boards(more wood than you will need in a year), and no they will not kill the moths, they cant dmg friendly mobs unless you hit them first, i went for lune trees because they seem to be the best tree in wood/terramite durability, and i need thuelcite nets anyway for more warbot fights but you can also do this with palmcones, evergreens and birchnuts for very similar returns.

And for the grass/twigs/reed farm set ups, terramites are revolutionary, you can efectevly create fully automatic set ups with them as any character for infently pasive grass farms, and if you are like me and enjoy the icker aproach, terramites for the first time offer a wicker grass farm that can  be infenetly run, and be fully automated, not limited by lurepalnts storage, you can now make late game megabase set ups a tenth of the sice of a lureplant set up. Not to mention, terramites can also be used in automated mob set ups, as they do a lot of dmg and mobs hitted by then do not target them (this seems intended as its sort of a maxwell minion situation where mobs will try to priotice you), again, with no upkeep cost.

To finish, i think the cost and reward of the terramites its completly fine, realisticly speaking, after you get the terramites the first time for your farms, you will just need to kill warbot once per year AT MOST, i think Warbot is marbelously designed in this aspect as its a boss with a lot of value for fighting a lot of times, but those times are well spaced out.

And yes, i know bearger exists, and i am happy for you, terramites offer a ton of benefits bearger doesnt and viceversa, both of this methods can coexits, both fill diferent niches of the player base and there is nothing wrong with that.

  • Like 6
On 7/23/2025 at 5:12 PM, Pet Rock said:

It would be cool if the notional fabricator dropped an upgrade for the alchemy engine when it is destroyed, allowing players to craft all of the items there.

This solution looks even better!

 

On 7/23/2025 at 5:12 PM, Pet Rock said:

I am against making gyroscopic cores craftable and would rather if both terramites and warblers were craftable at the notional fabricator with them and could be repaired a little with scrap (or maybe the warbis repair kit could be used?)

That could work! Just give us a reasonably priced repair method.

On 7/23/2025 at 5:51 PM, Malfario said:

To finish, i think the cost and reward of the terramites its completly fine, realisticly speaking, after you get the terramites the first time for your farms, you will just need to kill warbot once per year AT MOST, i think Warbot is marbelously designed in this aspect as its a boss with a lot of value for fighting a lot of times, but those times are well spaced out.

  If you compare Terramites to Winona's Catapults, you'll notice that despite both being factory-produced items, the Terramites are far inferior in performance. Catapults only require defeating the Celestial Champion to gain infinite energy, while Terramites demand defeating the higher-tier Celestial Scion just to obtain a few durability repair kits. Catapults have higher work efficiency. When Catapults are destroyed, we only lose some rocks and twigs, but Terramites being destroyed forces us to repeatedly defeat the final boss for repair parts. Terramites can't even match the performance of Maxwell's minions or Woodie's Werebeaver. The conclusion is obvious: an item that requires constant final boss farming to maintain can't outperform some characters' innate abilities.

  Faced with either sustaining Terramites through expensive repair kits or exploiting bugs to create an indestructible Terramite army, which would you choose? I believe most players would opt for the latter.

Edited by Sofy Happy
57 minutes ago, Sofy Happy said:

If you compare Terramites to Winona's Catapults, you'll notice that despite both being factory-produced items, the Terramites are far inferior in performance. Catapults only require defeating the Celestial Champion to gain infinite energy, while Terramites demand defeating the higher-tier Celestial Scion just to obtain a few durability repair kits. Catapults have higher work efficiency. When Catapults are destroyed, we only lose some rocks and twigs, but Terramites being destroyed forces us to repeatedly defeat the final boss for repair parts. Terramites can't even match the performance of Maxwell's minions or Woodie's Werebeaver. The conclusion is obvious: an item that requires constant final boss farming to maintain can't outperform some characters' innate abilities.

  Faced with either sustaining Terramites through expensive repair kits or exploiting bugs to create an indestructible Terramite army, which would you choose? I believe most players would opt for the latter.

Comparing universal methods to character specific perks its an unfair comparison to beging with, i dont like this comparisons in general because we can not treat every method of harvesting with the same metric. For instance winona catapults are not capable of farm gras/twigs/reeds/rock fruits/banana/lichen etc, WITHOUT COSTING DURABILITY MAY I ADD, winona catapults aslo require bigger set ups and manual input of the player, while terramites allow for more compact desings and also allow for pasive farming.

Dst is the type of game with very little scenarios where something is objectevly and universally better than others, also, of course some characters innate abilities are gonna be better, because thats always been the design philosophy of dst, absolute optimization requires specific characters, sometimes even multiple characters, is also the orange amulet fundamentally useless because wortox knapsack is better ? its bq crown fundamentally useless because you can just play walter ?. The fact that an item can be used by every character is account within the desing of said item and thats always been a thing.

And finally, i think you trully are overexagerating the constant farming of warbot, currently in my world i just have 3 terramites from the first fight, and 2 ingame years later they are still working, and i think i havent use any other way to get wood in that time, they trully last enough for, yeah, needing to farm warbot, but its not like they break in 2 days of using them, at the rate i use them to gather wood i think i just need to kill warbot once every three years, whihc i think its long enough of a time to be reasonable. Again 6 repair kits can get you 1000+boards, thats more wood than most players will need in a run.

Edited by Malfario
31 minutes ago, Malfario said:

And finally, i think you trully are overexagerating the constant farming of warbot, currently in my world i just have 3 terramites from the first fight, and 2 ingame years later they are still working, and i think i havent use any other way to get wood in that time, they trully last enough for, yeah, needing to farm warbot, but its not like they break in 2 days of using them, at the rate i use them to gather wood i think i just need to kill warbot once every three years, whihc i think its long enough of a time to be reasonable. Again 6 repair kits can get you 1000+boards, thats more wood than most players will need in a run.

  Are you only planning to use them for chopping trees and gathering grass? We've already utilized the infinite-durability Terramites (created through bugs) in various automated farms—including hound tooth factories, spider farms, and other slaughtering devices—to break the forced dependency of farm systems on Winona's catapults.

  Standard Terramites have health equal to durability, with each attack consuming durability, making their expensive repairs untenable for slaughtering roles. Implementing sustainable repairs would allow some farms to operate without character restrictions—wouldn't this be a positive evolution for DST's farming meta? (Even with these changes, they still wouldn't be cheaper than catapults, but they'd become viable for all characters.)

45 minutes ago, Sofy Happy said:

  Are you only planning to use them for chopping trees and gathering grass? We've already utilized the infinite-durability Terramites (created through bugs) in various automated farms—including hound tooth factories, spider farms, and other slaughtering devices—to break the forced dependency of farm systems on Winona's catapults.

  Standard Terramites have health equal to durability, with each attack consuming durability, making their expensive repairs untenable for slaughtering roles. Implementing sustainable repairs would allow some farms to operate without character restrictions—wouldn't this be a positive evolution for DST's farming meta? (Even with these changes, they still wouldn't be cheaper than catapults, but they'd become viable for all characters.)

It was my understanding that terramites werent targeted by ofensice mobs they happened to hurt, similar to maxwell minions enemies hit by terramites woudl target the player

1 hour ago, Malfario said:

It was my understanding that terramites werent targeted by ofensice mobs they happened to hurt, similar to maxwell minions enemies hit by terramites woudl target the player

Terramites don't draw aggro naturally but are vulnerable to AoE attacks. While this limitation simply prevents them from handling AoE-capable creatures, their real issue lies in attack durability - a mere 2000 attacks can only sustain 2-3 days of operation in standard farms. Meanwhile, DST already features infinitely-operating slaughter systems like Winona's catapults, powder monkey artillery, and brightshade reflectors.

1 hour ago, Sofy Happy said:

Terramites don't draw aggro naturally but are vulnerable to AoE attacks. While this limitation simply prevents them from handling AoE-capable creatures, their real issue lies in attack durability - a mere 2000 attacks can only sustain 2-3 days of operation in standard farms. Meanwhile, DST already features infinitely-operating slaughter systems like Winona's catapults, powder monkey artillery, and brightshade reflectors.

I mean, i see the point but you said it yourself, there are more methods and honestly even if terramites were infinite i dont think i would prefer them over any other method for mob farms, specially by the way yoi have to force them to move. I think terramites not being able to be used in mob farms is not an issue, but i may also be viased because i never had a need for those farms as i had a need for more wood gathering methods or grass.

Going back to your original statement, i still think the current implementation of the terramites its worth while the warbot killing, which was my main point, and i dont think there should be a nother emthod to get more terramites or repair them that isnt thro fighting warbot, however i think its reasonable to ask for an expansion on their mob farm capabilities. If terramites are needed to loose durability while attacking, maybe the durability could be aacounted not on hits landed but on enemies killed, so the terramites could be balanced around how enemeis can they kill before needing a repair kit.

  • Like 1
9 minutes ago, Malfario said:

Going back to your original statement, i still think the current implementation of the terramites its worth while the warbot killing, which was my main point, and i dont think there should be a nother emthod to get more terramites or repair them that isnt thro fighting warbot, however i think its reasonable to ask for an expansion on their mob farm capabilities. If terramites are needed to loose durability while attacking, maybe the durability could be aacounted not on hits landed but on enemies killed, so the terramites could be balanced around how enemeis can they kill before needing a repair kit.

 

If repair kits remain uncraftable, then durable Terramites should at least have their durability increased by 3-5 times to barely qualify as a worthy final boss drop.

Edited by Sofy Happy
Just now, Sofy Happy said:

If repair kits remain uncraftable, then durable Terramites should at least have their durability increased by 3-5 times to barely qualify as a worthy final boss drop.

More durability on the terramites would be nice i agree, I dont wanna rain on anyones parade, i realise that again, i am simply biased, the terramites work simply far to well for me and i might be failing to see its shortcomings, i do think categoricing them as useless is a bit harsh and ignoring the cool stuff they do bring to the table, but yeah....more durability would be nice

2 minutes ago, Malfario said:

More durability on the terramites would be nice i agree, I dont wanna rain on anyones parade, i realise that again, i am simply biased, the terramites work simply far to well for me and i might be failing to see its shortcomings, i do think categoricing them as useless is a bit harsh and ignoring the cool stuff they do bring to the table, but yeah....more durability would be nice

Fine, hopefully the devs will think the same way.

I think that allowing the player to craft/move the notional fabricator and allowing the player to use warbis repair kit to repair terramites would be fair. But the other things I think do not need to be tweaked in my opinion

Edited by Primalflower

I think we should get better static restrainers that don't require the minigame. The minigame doesn't make sense when the tools just phase in without Wagstaff, and have no required order to be used. At this point we have the means to restrain even the CC entity, so why do we still struggle with the static?

I also think instead of the static being this new mob thing that is now in storms, it should just be the brightshade spirits. This would allow us to make more restrained statics even without moon storms if we manage to spot a brightshade, and I think it sits better lore-wise, too, as presumably brightshades have been around mutating animals even before the rifts are opened. Maybe they can just be more prevalent within moon storms?

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