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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.


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1 hour ago, Lovens said:

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. 

Then deal with your base and all of your plants burning to a crisp, mad?

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22 minutes ago, astareus said:

Then deal with your base and all of your plants burning to a crisp, mad?

I don't get what's your problem. If you enjoy this mechanic then go ahead and suffer, or move all your stuff underground, or use flingomatics and scaling floors if you think these are good solutions. Why come to this thread and teach other people what they should and should not do in a video game, as if only your way is the only right way to do it? Nobody is saying that this questionable electric fire mechanic should be entirely removed from the game. Just let people who don't like it turn it off in the settings and I don't think anyone else will return to this thread and complain about it ever again. I know I won't - I will put it to "off" immediately and won't put up with this bs anymore, and won't worry about my flingos not triggering when they should, or farm being in another shard which would totally defeat its purpose. Lureplant farm makes sense near the main kitchen, in the area where I see and harvest it frequently. Grass gecko farm makes sense in the area I keep loaded most of the time since it doesn't work offscreen. 

I like to build things and I don't like to waste my time repeatedly fixing my builds when they are getting destroyed, or being forced to move them because something got randomly changed in the game. I like challenges that endanger me, the player, but I don't find it fun to repair broken fences and walls, restore destroyed structures and replace/repopulate killed or burnt mobs. I would rather spend that time challenging myself with another boss fight, resource collecting activity, treasure hunting or building new fun builds. 

Edited by Lovens
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Here are some mods that claim to solve the problem:

https://steamcommunity.com/sharedfiles/filedetails/?id=3540438659

https://steamcommunity.com/sharedfiles/filedetails/?id=3548538134

On 9/1/2025 at 6:33 PM, Ridley said:

So has anyone had their base burn to a moongleam yet or is this just conjecture?

I'd ballpark that this has about a 1/50-1/200 "chance" of happening, and if you have set any kind of preparation there is a 1/10-1/20 "chance" of sustaining any real damage. It is a fear that this number is non-zero and that you could have the damage occur and not notice it until it's too late to rollback. (I have personally seen 4 individuals outside of this topic mention having a moongleam-induced "base burn" so there is some inevitability with the odds, but they did not include the degree of damage done.)

Even in Lovens' screenshots the Lureplants were not in any danger because fortunately (I'm assuming) the waters there appear to be closer to the Oasis desert. The only effect the moonstorm had was cutting off the "north" as a "safe" access to base, and considering they are a duo more care would likely be taken to avoid luring a moongleam on top of them and turn on the flingo if somehow one starting burning them. I agree that moonstorms should try to ignore docks if it doesn't.

Edited by Popian
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57 minutes ago, Lovens said:

I don't find it fun to repair broken fences and walls

57 minutes ago, Lovens said:

I would rather spend that time

58 minutes ago, Lovens said:

building new fun builds

 

Just don't keep moonstorm perma on and your base won't burn as well.

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5 minutes ago, astareus said:

 

Just don't keep moonstorm perma on and your base won't burn as well.

Right, and restrained statics for all the repeated CC fights I need will magically spawn without activating a single moonstorm then? 

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15 hours ago, Lovens said:

Right, and restrained statics for all the repeated CC fights I need will magically spawn without activating a single moonstorm then? 

I've never got them on my base when I activate them, not a single time in all my worlds and I have 4.2k hours of this game.

Edited by astareus
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Alas, I’m late to the discussion. I hate time zones.

First of all, I want to say that @astareus approached politely and constructively at first, and personally I couldn't approve of the aggressive reaction to that. I apologize to both of them because it seems like the atmosphere of thread I created is one of the cause leading to arguments between you.

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13 hours 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.

Even if it’s a creative transform or improvement, it still means the previous design has been lost. In particular, it’s shame to be given new electric fence and then have it taken away. There is also the issue of development costs. I continue to object to the mechanic where electricity still ignites plant mobs.

12 hours ago, astareus said:

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?

WX’s circuits lose charge and durability every time you remove them. And Electrification Circuit isn’t cheap. Others have voiced similar complaints. My issue with Chaud-Froid is when a buff from a different fight is still active; in that case you basically have to wait ~5 minutes, and I don’t like "waiting" as a form of punishment in game design. That said, I think fine without a fix for this one tbh.

10 hours 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" 🙃

Flingo can’t prevent ignition damage, so it isn’t enough to protect plant mobs. Please also understand that someone really dislike its look and the micromanagement it requires. And given that there was an alternative in the Above-Average Tree Trunk, taking that away is simply a downgrade to the game.

Edited by SilverSpoon
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9 hours ago, astareus said:

I've never got them on my base when I activate them, not a single time in all my worlds and I have 4.2 hours of this game.

The number of hours you have in the game is irrelevant to this discussion. We both don't know how many hours out of that number you spent playing with moonstorms activated and how many of those hours you spent camping in the base. And of course if you base in Oasis or on Lunar, or have a boat base in the middle of the ocean, moonstorms won't happen directly in those biomes, that's why I proceed to make my main base in Oasis in every new world when I'm megabasing. But just because you didn't get them doesn't mean others don't. This thread exists precisely because others have experienced this issue.

Two days ago a moonstorm happened over the docks I placed in the ocean near Oasis desert. You'd think that was already a sufficient precaution because moonstorms are not supposed to happen there but evident by my screenshots, this is not true. In my case I was able to avoid the damage because a) I was lucky to be somewhere else when the storm landed almost on top of my lureplants b) I immediately took necessary pre-cautions and solved the mini-game twice to move the storm away (one was not enough, it stayed in the same place twice in a row. This is also possible, in case this never happened to you). And before you bring up flingos again, after electric fires went live I was forced to place four of these ugly things in my pretty flowery lureplant farm, two per each side of the semi-circle. 

image-38.png.cfd06f8273b4932713cc848970798fcc.png

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The issue with moongleams is that they still are a problem even when the flingo is on. They will proceed to move erratically and ignite/damage lureplants, eventually bringing their health to 0. In order to minimise the damage the best course of action would have been to catch the moongleam which would be extremely hard in my current lureplant farm design which uses tight placement and non-conventional dock placement in order to create a pretty aesthetical visually pleasing farm. If said moongleam gets between the fence and the lureplants, I can't catch it. If it flies over the water behind the farm where trees and kelp grow, I can't reach it either. I would either need to camp there waiting for it to decay and waste time supervising the farm, or kill lureplants and try to catch it asap when it's not over the water, then replant lureplants. The more time you spend there, the more you risk attracting more moongleams to the problematic area so really the best way to avoid the problem now is "be lucky enough to be somewhere else when the storm happens over this place". Which cannot be controlled by the players.

10 hours ago, Popian said:

Here are some mods that claim to solve the problem:

https://steamcommunity.com/sharedfiles/filedetails/?id=3540438659

https://steamcommunity.com/sharedfiles/filedetails/?id=3548538134

I'd ballpark that this has about a 1/50-1/200 "chance" of happening, and if you have set any kind of preparation there is a 1/10-1/20 "chance" of sustaining any real damage. It is a fear that this number is non-zero and that you could have the damage occur and not notice it until it's too late to rollback. (I have personally seen 4 individuals outside of this topic mention having a moongleam-induced "base burn" so there is some inevitability with the odds, but they did not include the degree of damage done.)

Even in Lovens' screenshots the Lureplants were not in any danger because fortunately (I'm assuming) the waters there appear to be closer to the Oasis desert. The only effect the moonstorm had was cutting off the "north" as a "safe" access to base, and considering they are a duo more care would likely be taken to avoid luring a moongleam on top of them and turn on the flingo if somehow one starting burning them. I agree that moonstorms should try to ignore docks if it doesn't.

Thanks for the mod suggestions. Have you tried the ones you linked? Are there any difference between the two? The links are different yet still somehow lead to the mod with the same name, picture and description. 

Edited by Lovens
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3 hours ago, Lovens said:

Thanks for the mod suggestions. Have you tried the ones you linked? Are there any difference between the two? The links are different yet still somehow lead to the mod with the same name, picture and description. 

The second one should actually be: https://steamcommunity.com/sharedfiles/filedetails/?id=3548538134

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13 hours ago, Lovens said:

Are there any difference between the two?

https://steamcommunity.com/sharedfiles/filedetails/?id=3540438659 A_Remove_Plant_Electric_Burn (去除植/动物电击燃烧)

  • Need to toggle fires off
  • Can choose what plant mobs to disable fires for
  • Does not have an option for Wormwood
  • Grass Gekko toggle doesn't work

https://steamcommunity.com/sharedfiles/filedetails/?id=3548538134 Electrocution Ignition Removal

  • No fires by default
  • All or nothing
  • Includes Wormwood
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The beta hasn't resolved this. 

It's kind of funny too. When will you all understand that this game isn't for "Megabasing"?

It's a survival game. If the game burns everything, you just start a new world. Why waste your time with 50,000 day worlds? 

Haha. Just play 40 days and then delete your world. If things get burned, isn't that a sign that you're taking things too seriously. Just let it go. 

 

If you can't accept that, just play another game like Minecraft or play with lego blocks or something. The developers don't need your patronage

7 minutes ago, Brad Turner said:

It's kind of funny too. When will you all understand that this game isn't for "Megabasing"?

The Steam page for the game proudly displays a content creator's 5000+ day megabase as an example of something you're encouraged to do.

5ad89cd7b9deec7aac9cf05422547d5a.gif.56e84e07e1c07f44e88369f61723103f.gif

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2 minutes ago, lowercase skye said:

The Steam page for the game proudly displays a content creator's 5000+ day megabase as an example of something you're encouraged to do.

5ad89cd7b9deec7aac9cf05422547d5a.gif.56e84e07e1c07f44e88369f61723103f.gif

Yeah but this was before moongleams and electrical fires. This so called "content creator" is living in the past. The future is fire. It should definitely get burned down so the world can start again fresh, like the developers intended.

42 minutes ago, Brad Turner said:

It's kind of funny too. When will you all understand that this game isn't for "Megabasing"?

It's a survival game. If the game burns everything, you just start a new world. Why waste your time with 50,000 day worlds?

Why bother buying skins? Well, the game's own survival kind of depends on that...

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On 9/2/2025 at 6:32 PM, astareus said:

I've never got them on my base when I activate them, not a single time in all my worlds and I have 4.2k hours of this game.

Maybe you need 5k hours, then, because I had it happen in the first storm after reactivation.

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27 minutes ago, Bumber64 said:

Why bother buying skins? Well, the game's own survival kind of depends on that...

I have bought fragile wooden fence skins and just about every mob in the game can tear those fences to shreds, if I was going to rage quit the game and refuse to buy skins this wouldn’t be the cause of it. If Klei did not intend for things to take damage or get destroyed.. they would be invulnerable to doing so. But I’m not going to just stop buying cute Pigman house skins when Deerclops spawns in and smashes them all. I’ll pick up the debris & I’ll rebuild from there.

1 hour ago, Brad Turner said:

Yeah but this was before moongleams and electrical fires. This so called "content creator" is living in the past. The future is fire. It should definitely get burned down so the world can start again fresh, like the developers intended.

Klei needs to update the entire storefront video page actually, there’s tons of newer contents that can be used for video montage instead of promoting old gameplay. Out with the Old, In with the New.

14 minutes ago, Brad Turner said:

You should be thanking the devs every day for letting you have the honor of even booting the game up.

Say pal, you don't look so good.

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20 minutes ago, Brad Turner said:

I'm sorry, I don't get the reference?

From original "Don't Starve".

image.jpeg.c82d35580e4983b0e35e23d5d2088aa3.jpeg

You know what? The original Don't Starve is an "uncompromising wilderness survival game," but Don't Starve Together is just an expansion that game, and its actual genre is "Fight, Farm, Build and Explore Together." So saying "because this game is (uncompromising) survival" is simply wrong. 

image.png.65b15c20b9066a8bc6950b7d04275a12.png

 

4 hours ago, Mike23Ua said:

I have bought fragile wooden fence skins and just about every mob in the game can tear those fences to shreds, if I was going to rage quit the game and refuse to buy skins this wouldn’t be the cause of it. If Klei did not intend for things to take damage or get destroyed.. they would be invulnerable to doing so. But I’m not going to just stop buying cute Pigman house skins when Deerclops spawns in and smashes them all. I’ll pick up the debris & I’ll rebuild from there.

Yes, skins are just for decoration, and this update make just the decorative designs available to players have been narrowed down. Not good.

Edited by SilverSpoon
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11 hours ago, Mike23Ua said:

I have bought fragile wooden fence skins and just about every mob in the game can tear those fences to shreds, if I was going to rage quit the game and refuse to buy skins this wouldn’t be the cause of it. If Klei did not intend for things to take damage or get destroyed.. they would be invulnerable to doing so. But I’m not going to just stop buying cute Pigman house skins when Deerclops spawns in and smashes them all. I’ll pick up the debris & I’ll rebuild from there.

Klei should add surface earthquakes that randomly destroy your structures. The kind of survival tedium you say you enjoy.

Let's see how long you keep fighting the tide and bothering to rebuild, rather than giving up and going minimalist.

Edited by Bumber64
50 minutes ago, Bumber64 said:

Klei should add surface earthquakes that randomly destroy your structures. The kind of survival tedium you say you enjoy.

Let's see how long you keep fighting the tide and bothering to rebuild, rather than giving up and going minimalist.

Your barking up the wrong tree brother: your talking to someone who despite having 100% completed all available achievements across both Don’t Starve & DST, can barely fight some of the weakest bosses in the game with DST.

I still sometimes die fighting Eye of Terror, not Twins of Terror the 2.0 upgrade EYE.

This is what I try to explain to Klei & no one ever actually listens. The veteran players who can most likely kite bosses while flawlessly dancing around them like a Ninja never getting hit not even once: They just tell me to “Get Good”

But what these people: Both these experienced Vets, & the Developers who don’t truly play their own game overlook: is the differences between experience vs inexperience, the differences between someone who knows every crockpot dish in the game, vs the newer players who are always making wet goop or meatballs, the difference between Klei adding a Noob friendly health & hunger restoring dish like “Bunny Stew” only to brutally destroy any noob who overly relies on this method of healing when Evil Chuck Norris k king Bugs Bunny decides to spawn with his Thug Buddies.

The difference between having good armor, or good healing items, or access to something as vitally game changing as Bundling Wraps.

Without Access to Bundling Wraps you are Quite literally playing this game on a Spoil Timer: the food ingredients in your inventory, the crockpot dishes you’ve cooked up, the Hambat that spoils and becomes significantly less effective the less fresh it becomes: All of this adds up.

Then you pile on top of that bosses or enemies that show up only to constantly troll you until you A: Fight them or B: Flee like a coward for your life.

When you can barely fight Eye of Terror, when you do not have access to bundling wraps, when you have to speed run unlocking DarkSword weapons because you can’t preserve Hambats for combat or healing foods to stay alive better, then things like Antlion Sinkholes are constantly trolling your gameplay, When you finally learn the dodge & fight pattern of Eye of Terror (not counting the minion spamming BS in between) only to be surprised when this thing enters into Phase Two with its mouth gapping open & in phase two is capable of destroying your wooden fences with its dash attack & face slam craters:

You realize that this game is very much still an uncompromising survival game for anyone who has yet to “get good” a game that literally trolls and destroys your base you’ve built up because your not skilled enough, or haven’t unlocked enough to fight back against the things that happen.

And fun fact: the longer you ignore fighting or appeasing the Antlion: The more sinkholes she performs.

Edited by Mike23Ua
11 hours ago, Mike23Ua said:

You realize that this game is very much still an uncompromising survival game for anyone who has yet to “get good” a game that literally trolls and destroys your base you’ve built up because your not skilled enough, or haven’t unlocked enough to fight back against the things that happen.

And fun fact: the longer you ignore fighting or appeasing the Antlion: The more sinkholes she performs.

Antlion base vandalism is able to turn off by setting. MoonStome fire is not.

image.png.b5bad0c304fc1f14ff032a94f370dd5e.png

11 hours ago, Mike23Ua said:

You realize that this game is very much still an uncompromising survival game for anyone who has yet to “get good” a game that literally trolls and destroys your base you’ve built up because your not skilled enough, or haven’t unlocked enough to fight back against the things that happen.

All of this can be turned off in the settings. This is definitely a "compromising," isn't it? Along with the official Don't Starve Together game description, this game is not "uncompromising survival" in either name or reality.

Seriously, why don't "uncompromising survival" simp just play the original "Don't Starve"? That is truly uncompromising survival. It doesn't even have settings.

Edited by SilverSpoon
1 hour ago, SilverSpoon said:

Antlion base vandalism is able to turn off by setting. MoonStome fire is not.

image.png.b5bad0c304fc1f14ff032a94f370dd5e.png

All of this can be turned off in the settings. This is definitely a "compromising," isn't it? Along with the official Don't Starve Together game description, this game is not "uncompromising survival" in either name or reality.

Seriously, why don't "uncompromising survival" simp just play the original "Don't Starve"? That is truly uncompromising survival. It doesn't even have settings.

That’s wrong, single player don’t starve DOES have settings, but your dancing around my point: Yes you can turn Antlion Sinkholes off, & Wildfires, & Deerclops, & Giant Depth Worm boss, but these are things that are all turned to ON by Default, and even if you play the game on what Klei intends to be the easiest “Relaxed” Difficulty: even Relaxed Mode has these things toggled to On by Default. Because it’s intended to be an Uncompromising Survival Game with Uncompromising elements to challenge your survival skills.

I do hope you get a toggle to turn them off since they seem to disrupt your gameplay this much? But the default & intended experience unless Klei changes it later with a patch is what they do now.

Edited by Mike23Ua
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On 9/6/2025 at 6:29 AM, Brad Turner said:

Yeah but this was before moongleams and electrical fires. This so called "content creator" is living in the past. The future is fire. It should definitely get burned down so the world can start again fresh, like the developers intended.

 

23 hours ago, Brad Turner said:

I'm sorry, I don't get the reference?

Blud is ragebaiting and doesn't even know where the "say pal, you don't look so good." comes from.

I don't think the developers have NO WAY forgotten about this, but I bump.

A new discovery: Butterfly get fire by electric. After all, Maxwell called them "flying flowers."

Butterfly have 1 health, so any electric attack will kill them before they can burn, but chain lightning is 0 damage, so Butterfly is able to get fire by electric. Burning butterfly dropping its burning butterfly wings and start a fire like a fire hound

Edited by SilverSpoon
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