Jump to content

The fact that Moonstorms and electrical attacks ignite plant mobs, causing fires, and that this can’t even be disabled in the settings, is far too destructive.


Recommended Posts

1 hour ago, Ridley said:

So the current damage is at six grass geckos, a bunnyman, and untold amount of grass that wasn't being used anyway. Hardly the same as a base catching on fire, but I suppose you got me.

Hey, that bunny man was a resident on my server longer than most people have been ever been in a world. :wilson_cry:  
  
It’s a matter of happenstance that they were penned in with thulecite. If it was a fence, it could potentially spread and destroyed every grass tuft I transplanted.  
  
And before people say I should be protecting a grass farm of +60 tufts… it was protected, by a crystaleyezer.

Edited by cybers2001
  • Sad Dupe 2
3 hours ago, Ridley said:

So the current damage is at six grass geckos, a bunnyman, and untold amount of grass that wasn't being used anyway. Hardly the same as a base catching on fire, but I suppose you got me.

I’ve demonstrated in this post that a Treeguard turns into a walking flamethrower. Would it satisfy you if I deliberately waited for Moonstorm over a base in an existing world, spawned a Treeguard, and burned the base to the ground?

Of course I wouldn't do that, I always act in good faith.

4 hours ago, Lovens said:

Honestly, I would like an explanation from Klei, since when do moonstorms spawn over the docks built in the ocean?!

Always Look on the Bright Side of Life, covering whole of the world with Docks will decrease the chances of a Moonstorm hitting your base! /s

It looks like they’ve got measures toward in place to expand the base with Docks to evacuate plant mobs like Lureplants to safety. Hell.

Edited by SilverSpoon
  • Big Ups 1
6 hours ago, Ridley said:

So the current damage is at six grass geckos, a bunnyman, and untold amount of grass that wasn't being used anyway. Hardly the same as a base catching on fire, but I suppose you got me.

 

Never undermine the value of some builds based on their scale. Sometimes even small builds mean a lot to players who made them for various reasons. Besides, a small scale test only shows what can happen to a larger base. 

If six geckos can burn, so can 40 in someone else's world, no matter if they are penned or not. So can 40 lureplants. Wild herds in random biomes in gecko worlds will go extinct a lot faster. For gecko farms, even the ultimate fire protection in the form of turned on flingomatic doesn't solve the problem of them being repeatedly zapped and taking fire damage and dying faster, especially with electric damage spreading via chain reaction to nearby geckos. Heck, I have a flingo in my gecko farm now and it's deep in the Oasis desert yet I know a moongleam can easily follow me from the nearby Moonstone Forest where our cave entrance is and ruin my day. These things are so annoyingly persistent in chasing players outside of the moon storm. 

I repeat, for the 1000th time, all we are asking for is a TOGGLE in the world settings to turn this annoying uncontrollable frustrating mechanic off. We have toggles for far less destructive things, I don't see a single reason why electric damage causing fire on plant mobs should not be toggleable in the settings. 

  • Like 1
2 hours ago, Lovens said:

 For gecko farms, even the ultimate fire protection in the form of 

Basic understanding of the game and a minimal amount of planning prior to building solves everything. This is still Don't Starve Together after all and the player can expect to lose two Grass Geckos for whatever reason every thousand day in the game or so.

2 hours ago, Lovens said:

I repeat, for the 1000th time, all we are asking for is a TOGGLE in the world settings to turn this annoying uncontrollable frustrating mechanic off. We have toggles for far less destructive things, I don't see a single reason why electric damage causing fire on plant mobs should not be toggleable in the settings. 

One post in the suggestion forum would make this thread completely redundant. All the better.

23 minutes ago, Captain_Rage said:

One post in the suggestion forum would make this thread completely redundant. All the better.

When has that achieved anything? It's a forgotten dump of ideas Klei probably never even looks at. I don't think they even bother reading most of the stuff on these forums these days, judging by their lack of replies and "bugs fixed" in the bug tracker compared to what it used to be 1-2 years ago. 

  • Big Ups 2
2 hours ago, Captain_Rage said:

Basic understanding of the game and a minimal amount of planning prior to building solves everything. This is still Don't Starve Together after all and the player can expect to lose two Grass Geckos for whatever reason every thousand day in the game or so.

The game you're talking about is not "Don't Starve Together", but is "Lose Two Grass Geckos for Whatever Reason Every Thousand Days Together." Even in both games, it's not fun to have a player's assets and creations destroyed by force majeure.

"basic understanding of the game" and "a minimal amount of planning prior to building" specifically what are? This hazard was suddenly inserted into what that had been working fine for four years, and also in a zero-knowledge base, there is no indication that Moonstorm or electric shock would cause fires on plant mobs, so it is by no means a "basic understanding". And the way I can think of to prevent plant mob farms from dying in Moonstorm is to place them in a place where Moonstorm never occur, and that is not "a minimal amount of planning prior."

2 hours ago, Captain_Rage said:

One post in the suggestion forum would make this thread completely redundant. All the better.

I’m the only one who can title this thread as “Resolved: Posted to the Suggestions Forum,” but I think this is issue we should discuss thoroughly, and it shouldn’t be sent to the Suggestions Forum. In fact, it seems people needed to discuss it, eventually we were able to examine how destructive Moonstorm be able to put fire to plant mobs and which brings us to our current subject.  And I think it should continue to be discussed.

If you want me to do that, at the very least you must apologize for every your rudeness and ask me nicely pal.

Edited by SilverSpoon
  • Like 2
3 hours ago, Captain_Rage said:

Basic understanding of the game and a minimal amount of planning prior to building solves everything.

Until the game changes again. Wasn't even rift content this time.

  • Big Ups 2
6 hours ago, SilverSpoon said:

"Lose Two Grass Geckos for Whatever Reason Every Thousand Days Together." Even in both games, it's not fun to have a player's assets and creations destroyed by force majeure.

You don't lose it, you transform it. Now you have a different way to deal with them, just not a super cool one because of them potentially dying, having to be penned etc..

If I could change something about the grass gecko thing, it would be to let them hang around the trunk of that waterlogged tree, making the tree regularly drop grass from it's branches slowly the more geckos you attach to it, and also making so that there is a limit to how many can be put in there. This would really solve the issue for me and I would definitely go out of my way to gather some geckos in traps to put them in my tree trunks around the coast lines, could even put some winbots around to gather the grass.

They can even be farmable for eggs or something like that, so many cool ways to make geckos more enjoyable, Klei just gotta be creative and start changing those features that need much attention similar to what they did with the drying rack. Another one of those QoL changes would definitely be much appreciated especially after the end of the shadow side + leftover skill trees. I'm hopefull for the future.

15 minutes ago, astareus said:

You don't lose it, you transform it. Now you have a different way to deal with them, just not a super cool one because of them potentially dying, having to be penned etc..

If I could change something about the grass gecko thing, it would be to let them hang around the trunk of that waterlogged tree, making the tree regularly drop grass from it's branches slowly the more geckos you attach to it, and also making so that there is a limit to how many can be put in there. This would really solve the issue for me and I would definitely go out of my way to gather some geckos in traps to put them in my tree trunks around the coast lines, could even put some winbots around to gather the grass.

They can even be farmable for eggs or something like that, so many cool ways to make geckos more enjoyable, Klei just gotta be creative and start changing those features that need much attention similar to what they did with the drying rack. Another one of those QoL changes would definitely be much appreciated especially after the end of the shadow side + leftover skill trees. I'm hopefull for the future.

What do you "transform" them into, ash? /s

Having geckos be attached to a giant tree trunk won't solve the issue of them potentially being set on fire and killed by moongleams. Great tree trunks only protect from wildfire smoldering and lightnings. Changing them into making the tree trunk drop grass instead of dropping it themselves changes nothing visually about how the farm works. All the player would see is the grass on the floor. Every smart player already equipped their existing grass gecko farms with winbots so your change proposes nothing but taking away from gecko's unique identity (they have tails that are made out of grass and they drop their tails like irl lizards do when scared, and just like irl lizards they then regrow them back after a while. It's a clever design).

13 minutes ago, Lovens said:

What do you "transform" them into, ash? /s

Having geckos be attached to a giant tree trunk won't solve the issue of them potentially being set on fire and killed by moongleams. Great tree trunks only protect from wildfire smoldering and lightnings. Changing them into making the tree trunk drop grass instead of dropping it themselves changes nothing visually about how the farm works. All the player would see is the grass on the floor. Every smart player already equipped their existing grass gecko farms with winbots so your change proposes nothing but taking away from gecko's unique identity (they have tails that are made out of grass and they drop their tails like irl lizards do when scared, and just like irl lizards they then regrow them back after a while. It's a clever design).

you don't lose the grass, you transform them into geckos

yes it would prevent them from burning. imagine the geckos running up and down the trunk and every x time/season it drops the accumulated grass when harvested. no need for chester to scare them, no gecko burning, farming in bulk. only maintenance would be cleaning the trunk from poop or something like that/setting up the farm by collecting the geckos with traps 1 by 1.

way more intuitive, way cooler/beautiful

5 minutes ago, astareus said:

you don't lose the grass, you transform them into geckos

yes it would prevent them from burning. imagine the geckos running up and down the trunk and every x time/season it drops the accumulated grass when harvested. no need for chester to scare them, no gecko burning, farming in bulk. only maintenance would be cleaning the trunk from poop or something like that/setting up the farm by collecting the geckos with traps 1 by 1.

way more intuitive, way cooler/beautiful

You are either trolling or don't understand the topic of this thread. People are not talking about how the grass tufts are non-renewable and how bad it is it turns into geckos, or how to optimize grass gecko farms. This is a discussion about how the new electric damage mechanic sets all plant-based mobs on fire when electocuted, and especially uncontrollably via erratic moongleam spawns/movements, caused by moonstorm. Your fantasies about potential tree trunk synergy are irrelevant to this topic as this setup will be as prone to electric fires as the regular grass gecko pen with whatever else you use to scare them to drop their grass. 

20 minutes ago, Lovens said:

Your fantasies about potential tree trunk synergy are irrelevant to this topic

I'm giving suggestion solutions to that specific grass gecko situation. Klei can just... uhmm.. make them not targetable while in the trunk, that's my idea, and it would look cool.

Klei can just.. make lureplants attachable to tree trunk as well, and that combo with grass gecko could spawn grass aligator babies, and they all would be untargetable by moongleams while inside the tree trunk range. Would be a very neat opportunity to change them to not catch fire while also allowing us to make a beautiful garden full of life.

And yes I'm reading the full discussion, I just think it's stupid to even discuss about this. For me, just making moongleams not target things inside the tree trunk would already fix this issue, I'm just simply giving out ideas on how this could be even further implemented. I like the giant tree trunk ideas.

Also, while Klei doesn't change anything about this, and your lureplants/grass geckos are dying by fire, you can just..use..a flingomatic.

You know what, I can even give you an example. I was trying to fight Klaus and it was the very last day of winter, and It was 2 minutes until the next season, I didn't want to lose Klaus, so I just spawned him. There was a moonstorm happening, and moongleams kept following him and electrifying him and me, I was still using desert goggles and dreadstone armor. It took well over 4 days of fighting, and I kept telling myself "I'm never gonna do this again, next time I'll just to the damn wagstaff quest to lure the storm away or just not let moonstorms activated at all". As for bio organisms burning, I play Willow so I don't care about them burning as I can easily remove spread fires with my lighter, and electrifying a bio organism as Willow will automatically create a controlled-burning type of fire.

Now if you're not Willow, say you're WX-78 or Warly, just remove the circuitjust don't eat chaud froid. How hard is it? When I'm playing as Wormwood, I'm not doing moonstorms without electric insulation period. I'm not gonna be like "BUAAAH BUAEAEAE. KLEI BAD rollback, open forum, complain".

Also, if I have giant lureplant factories in my world, I'm just deactivating the moonstorms, done. And if I reeeeeeeeeally want them, I'll just plant them around flingomatics.

Edited by astareus

Any chance someone could make a new thread that explains the moonstorm problem and its lack of good workarounds clearly and concisely in its initial post? We're at 10 pages now so nobody's actually reading any of the explanations across the thread, as shown by the repeated instances of new people entering the thread just to say "just use flingos, ya big baby!" while seemingly not considering the likelihood that it has already been brought up in a thread with 237 replies.

EDIT: 

 

Edited by lowercase skye
  • Like 4
18 minutes ago, lowercase skye said:

Any chance someone could make a new thread that explains the moonstorm problem and its lack of good workarounds clearly and concisely in its initial post? We're at 10 pages now so nobody's actually reading any of the explanations across the thread, as shown by the repeated instances of new people entering the thread just to say "just use flingos, ya big baby!" while seemingly not considering the likelihood that it has already been brought up in a thread with 237 replies.

your base burned because you want moonstorms at all times? just move all the organics to a specific area with flingo or the ocean or the caves or scaled flooring.

2 minutes ago, astareus said:

your base burned because you want moonstorms at all times? just move all the organics to a specific area with flingo or the ocean or the caves or scaled flooring.

23 minutes ago, lowercase skye said:

while seemingly not considering the likelihood that it has already been brought up in a thread with 237 replies.

 

 

  • Like 4
26 minutes ago, astareus said:

I'm giving suggestion solutions to that specific grass gecko situation. Klei can just... uhmm.. make them not targetable while in the trunk, that's my idea, and it would look cool.

Klei can just.. make lureplants attachable to tree trunk as well, and that combo with grass gecko could spawn grass aligator babies, and they all would be untargetable by moongleams while inside the tree trunk range. Would be a very neat opportunity to change them to not catch fire while also allowing us to make a beautiful garden full of life.

And yes I'm reading the full discussion, I just think it's stupid to even discuss about this. For me, just making moongleams not target things inside the tree trunk would already fix this issue, I'm just simply giving out ideas on how this could be even further implemented. I like the giant tree trunk ideas.

Also, while Klei doesn't change anything about this, and your lureplants/grass geckos are dying by fire, you can just..use..a flingomatic.

You know what, I can even give you an example. I was trying to fight Klaus and it was the very last day of winter, and It was 2 minutes until the next season, I didn't want to lose Klaus, so I just spawned him. There was a moonstorm happening, and moongleams kept following him and electrifying him and me, I was still using desert goggles and dreadstone armor. It took well over 4 days of fighting, and I kept telling myself "I'm never gonna do this again, next time I'll just to the damn wagstaff quest to lure the storm away or just not let moonstorms activated at all". As for bio organisms burning, I play Willow so I don't care about them burning as I can easily remove spread fires with my lighter, and electrifying a bio organism as Willow will automatically create a controlled-burning type of fire.

Now if you're not Willow, say you're WX-78 or Warly, just remove the circuitjust don't eat chaud froid. How hard is it? When I'm playing as Wormwood, I'm not doing moonstorms without electric insulation period. I'm not gonna be like "BUAAAH BUAEAEAE. KLEI BAD rollback, open forum, complain".

Also, if I have giant lureplant factories in my world, I'm just deactivating the moonstorms, done. And if I reeeeeeeeeally want them, I'll just plant them around flingomatics.

All of your suggestions are time consuming to implement and introduce a lot of complex mechanics that give questionable benefits. Lureplants and geckos have nothing to do with big tree trunks lore-wise or theme-wise. Not to mention that making this the intended solution against electric fire would be super limiting to base builders. I want to plant giant trees because I like the aesthetics of the canopy, not because I'm being forced to do that as the only way to protect my geckos and lureplants from smoldering. Introducing such complex  mechanic would limit how players build their farms and might make some already existing designs impossible depending on how it's implemented. Pearl's rehomer kit is a good example how a simple "relocate all Pearls structures to a new place" idea turned into a crowded mess of structures, placer circles and limits, not even allowing to replicate the original Pearl's house placement on her own island.  

A simple toggle for the electric fires on plant mobds in the settings is a much faster and less dev resource consuming option. 

1 minute ago, Lovens said:

A simple toggle for the electric fires on plant mobds in the settings is a much faster and less dev resource consuming option. 

I'm not against that.

18 minutes ago, astareus said:

your base burned because you want moonstorms at all times? just move all the organics to a specific area with flingo or the ocean or the caves or scaled flooring.

Yesterday a moonstorm in my base happened over the area that technically was an ocean adjacent to Oasis Desert, while both Oasis and ocean are not supposed to ever have moonstorms. Scaled flooring cannot be placed on docks. Go figure. 

  • Like 2
Just now, Lovens said:

Yesterday a moonstorm in my base happened over the area that technically was an ocean adjacent to Oasis Desert, while both Oasis and ocean are not supposed to ever have moonstorms. Scaled flooring cannot be placed on docks. Go figure. 

ok use flingo

1 minute ago, astareus said:

ok use flingo

Go read the 10+ previous pages of messages in this thread explaining why flingos are very limiting and outdated solutions and why people hate being forced to use them all year round just in case a moonstorm happens over your lureplants. 

Just now, Lovens said:

Go read the 10+ previous pages of messages in this thread explaining why flingos are very limiting and outdated solutions and why people hate being forced to use them all year round just in case a moonstorm happens over your lureplants. 

Is your lureplant area spread around your whole base?

And yes I read everything. It's that when people bring flingo, you go "but I don't wanna use flingo" 🙃

  • Like 1
3 minutes ago, astareus said:

Is your lureplant area spread around your whole base?

And yes I read everything. It's that when people bring flingo, you go "but I don't wanna use flingo" 🙃

I placed flingos in my lureplant farms, and I hate how they ruin the aesthetic of it and don't solve the problem still because I need to run there in time and turn them on when there's a problem, and they often fail to trigger in time before something burns due to their stupid auto-mode delay that either requires fire to spread to multiple entities or one burn long enough to turn into ashes. 

  • Like 2
1 minute ago, Lovens said:

I placed flingos in my lureplant farms, and I hate how they ruin the aesthetic of it and don't solve the problem still because I need to run there in time and turn them on when there's a problem, and they often fail to trigger in time before something burns due to their stupid auto-mode delay that either requires fire to spread to multiple entities or one burn long enough to turn into ashes. 

if you don't like it like that then put them in the caves. Wildfires won't happen, let alone moonstorms.

  • Like 1
2 minutes ago, astareus said:

if you don't like it like that then put them in the caves. Wildfires won't happen, let alone moonstorms.

Being forced to tuck parts of your base in the caves is a bad solution, especially for a farm that was built long before electric fire damage ever existed and was perfectly protected from every other hazard. Toggle would solve the issue. 

  • Like 2
Guest
This topic is now closed to further replies.
×
  • Create New...