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  Change Moongleam's electric shock to a "mild shock" similar to TINGEL, which does not ignite plant-like creatures.

  1. After activating the Celestial Storm, if the Celestial Storm spawns in or near a player base, the Moongleams generated can easily shock Parasitic Brightshade or player-planted Lureplants in farm areas, causing large-scale fires (especially in multiplayer games, where more Moongleams spawn and more players are in the base). Currently, the fuel duration of Ice Flingomatics is not enough to allow players to easily maintain fire prevention in large bases year-round, yet fires can be devastating to a multiplayer server's progress. Additionally, in multiplayer games, players tend to keep the Celestial Storm active for long periods to maintain lighting.
  2. Furthermore, Wormwood's completion of Wagstaff's quest has become much more dangerous than before. Each time they are shocked by a Moongleam, they not only take 10 physical damage but also lose an additional 17 HP from burning (totaling 27 damage per shock).
Edited by Sofy Happy
  • Like 6

Parasitic lightplants = bulbous lightbugs? I don't know why would you have them around with storm active, given that their purpose is light, and storm gives light. For lureplants, perhaps the new electric fence could absorb moongleams if they fly into it and prevent them from forming inside of a formation of 3+ fences.

  • Like 2
12 minutes ago, grem6 said:

I don't know why would you have them around with storm active, given that their purpose is light, and storm gives light.

The spawning of both Celestial Storms and Parasitic  Brightshade is uncontrollable. What if the Celestial Storm shifts its position and moves into the player base, while  Brightshade had previously invaded the base and haven't been cleared yet?

Edited by Sofy Happy
  • Like 1
1 minute ago, Sofy Happy said:

The spawning of both Celestial Storms and Parasitic Lightplants is uncontrollable. What if the Celestial Storm shifts its position and moves into the player base, while Lightplants had previously invaded the base and haven't been cleared yet?

Doesn't the storm never spawn in a player's base?

4 minutes ago, Sofy Happy said:

The spawning of both Celestial Storms and Parasitic Lightplants is uncontrollable. What if the Celestial Storm shifts its position and moves into the player base, while Lightplants had previously invaded the base and haven't been cleared yet?

This was with the assumption that lightplants were lightbugs rather than brightshades. I guess moon gleams could just not shock brightshades, given that both are lunar and shouldn't be working against each other. Or the same thing with electric fence could still apply, but I imagine that'd make most builds way uglier due to needing to surround every plant excluding sprayed ones with electric fences. I think there also was some set up with dragonfruits near dragonfly ponds for attracting and killing brightshades, but I don't remember if it still works and, if it does, if it continues working after the dragonfruits rot.

2 minutes ago, grem6 said:

This was with the assumption that lightplants were lightbugs rather than brightshades.

Yes, the 'lightplants' mentioned above actually refer to Brightshades. I apologize for the incorrect terminology.

5 minutes ago, grem6 said:

I think there also was some set up with dragonfruits near dragonfly ponds for attracting and killing brightshades, but I don't remember if it still works and, if it does, if it continues working after the dragonfruits rot.

This does work to some extent, but this method can only serve as a factory for producing Brightshade husks—it doesn't actually prevent Brightshades from infesting the base (it only slightly reduces their spawn frequency).

  • Like 1
6 minutes ago, Reiko24 said:

I haven't. It ALWAYS evaded my base. Weird.

Perhaps you don't frequently keep the Celestial Storm active for extended periods. In our multiplayer save, we maintain near-constant Celestial Storms, with our base covering 1-3 potential storm spawn zones. On average, we encounter this situation once per year.

Edited by Sofy Happy
  • Like 2
1 hour ago, grem6 said:

Parasitic lightplants = bulbous lightbugs? I don't know why would you have them around with storm active, given that their purpose is light, and storm gives light. For lureplants, perhaps the new electric fence could absorb moongleams if they fly into it and prevent them from forming inside of a formation of 3+ fences.

Storms can spawn in your base you forget the poibt

12 minutes ago, grem6 said:

What I said was with that in mind and I don't see how does that contradict what I said

It does contradict what you say because it still burns your base not everyone wants to live in Parma moonstorm

Just now, Jakepeng99 said:

It does contradict what you say because it still burns your base not everyone wants to live in Parma moonstorm

How does it burn your base if electric fences would prevent moon gleams from reaching things inside of them, and therefore allow you to prevent plant creatures from getting shocked by them and starting burning because of that?

4 minutes ago, grem6 said:

How does it burn your base if electric fences would prevent moon gleams from reaching things inside of them, and therefore allow you to prevent plant creatures from getting shocked by them and starting burning because of that?

Do fences stop gleams from going through though? As far as i know Gleams arent even mobs for they cant be attacked. Plus if anything they can spawn inside the fences avoiding them completely 

  • Like 1
Just now, Yuzz_underscore said:

Do fences stop gleams from going through though? As far as i know Gleams arent even mobs for they cant be attacked. Plus if anything they can spawn inside the fences avoiding them completely 

My suggestion was making them stop gleams and prevent them from forming inside of a cage of fences

1 hour ago, grem6 said:

For lureplants, perhaps the new electric fence could absorb moongleams if they fly into it and prevent them from forming inside of a formation of 3+ fences.

Edited by grem6
1 minute ago, Jakepeng99 said:

It’s called moving the fence post which is what you are soing

Goal post? Either way I don't see how, you've literally replied to the same message where I had that suggestion, omitting the suggestion, and saying that it doesn't make sense now.

I'm not able to check right now, but does the moongleam's shock affect spritzed plants? If so I'd definitely agree that I'd like some way to counter this considering people who megabase sometimes turn wildfires off for a reason. If spritzing will prevent the shocks then it's a little better considering I spritz to prevent brightshades showing up. Still would stink if you have a patch of crops you actually want to use or if resource regrowth made a new unspritzed plant pop up somewhere you didn't realize. I don't keep moonstorms on usually, but I definitely agree that this should be tuned, since moongleam spawn is uncontrollable if you ever want to fight CC on a regular basis at all.

20 hours ago, Maxil20 said:

The storm can’t spawn in either the oasis desert or the lunar island. Every other location is a valid target, however.

To be clear, it can only spawn in the mainland and outside of the oasis. Everywhere other than the mainland is safe, not just lunar island.

21 hours ago, Sofy Happy said:

Currently, the fuel duration of Ice Flingomatics is not enough to allow players to easily maintain fire prevention in large bases year-round, yet fires can be devastating to a multiplayer server's progress. Additionally, in multiplayer games, players tend to keep the Celestial Storm active for long periods to maintain lighting.

I don't think having repercussions for maintaining permanent moonstorm is necessarily a bad thing. I've always found it a bit cheesy with how it makes light completely useless outside of caves.

People always ask for more survival mechanics and I feel like it would be a shame if the electricity mechanic gets completely gutted like lunar hail did. That said, maybe they could make moongleams light only wet plants on fire as a compromise, similar to Wig's charged spear. It seems pretty punishing right now even for non-permanent storms.

  • Like 2

I was thinking about compromises for this mechanic since I know there are many who enjoy having more hazards around. If we just had the option to turn off electric shocks setting things on fire I'd be okay with it too, since we can also already turn off wildfires and fire hounds to prevent megabases from being wiped out. I'd also appreciate if these kinds of destructive new additions to the game came with the option to turn them off on launch. That way the people who enjoy the hazards around can keep them on default but those of us who want to preserve our builds for our preferred playstyle don't have to stop playing content that we've already played for years until we know the things we built won't be destroyed. It took a good bit of planning to build my small grass gator/gecko area to be reasonably safe within previous standards and as it stands, with this new update suddenly I can't prep to fight CC because of the danger to the base unless I incorporate rollbacks as a regular part of my gameplay.

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