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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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2 hours ago, Mike23Ua said:

That’s going to depend less on your or my personal opinions of what we think the “end game” should play like, and more to do with whatever Klei actually has planned for future content updates that may loop back into this one.

For example: Perhaps they actually do want your worlds to get damaged and destroyed so that existing biomes can become “Terraformed” into new and unfamiliar biomes from what they previously were.

You were literally Warned before there triggering them that there would be irreversible world altering consequence's to triggering New Game+ mode bro, I don’t know what else to tell ya.

No, not at all. It makes no sense to base what is happening now on what may change in the future, we have a problem now, we ideally need a solution now. If this somehow has more merit in the future, well then it'll be more relevant in the future won't it? It makes little sense to just guess at what may or may not happen and base our actions on that, we don't know what will happen, we do know what is happening. 

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5 minutes ago, Uedo said:

No, not at all. It makes no sense to base what is happening now on what may change in the future, we have a problem now, we ideally need a solution now. If this somehow has more merit in the future, well then it'll be more relevant in the future won't it? It makes little sense to just guess at what may or may not happen and base our actions on that, we don't know what will happen, we do know what is happening. 

The trend is:  

1) Promote an update.  
2) Sneak in something that will torment the players.  
3) Introduce an item next patch to directly trivialize thing introduced in step 2.

Edited by cybers2001
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6 hours ago, SilverSpoon said:

You know you have 30 seconds window to run from base, right?

I knew it from the start, you’re just trying to manipulate the game to disgust people. If you are no intention to have a constructive discussion to make game as satisfying as possible for everyone, Get bent.

This entire thread has just been you repeatedly saying that some of the least threatening and easiest to deal with mechanics in the game (like fire happening in a way you explicitly control when & where it happens after you've likely had at least 1 if not several years of dealing with much less controllable sources of fire like red hounds & wildfires) need to be removed because if you intentionally let them destroy your base then they will destroy your base. Whenever anyone points out issues with what you've said you start insulting them and projecting about how they just want the game to be exactly the way that they want.

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37 minutes ago, cybers2001 said:

The trend is:  

1) Promote an update.  
2) Sneak in something that will torment the players.  
3) Introduce an item next patch to directly trivialize thing introduced in step 2.

Yeah that's what I've noticed too.

I also echo Uedo's sentiments - in fact the reason that I stopped playing in the first place was cause I didn't like that I suddenly had to scramble to add structures/failsafes to my entire world on a huge scale if I wanted to play new content without destroying previous work. I returned recently and had to spend a ton of time proofing the landscape in a way that would support long term play without destroying non renewable features of my world. This took a ton of work. Now, after finally being able to interact with the "new" content from a few years ago, suddenly I'm once again faced with the prospect of uncontrollable base destruction after a new update. I enjoy DST because the art style is charming, the creature interactions are hilarious and full of character, and I get to decorate my base with pretty skins. But the prospect of having to deal with unforeseen and untoggleable threats to my base regularly after updates is very annoying and feels more like grunt work than something I want to do in my spare time for fun.

I didn't post much on these forums before but I'm speaking up now because I did appreciate that others spoke up in the past about this kind of issue and were able to ask for additions to the game that made these new hazards bearable while still allowing those who like these features to keep them on. I am also appreciative that the developers paid attention to this feedback and did something about it, so I figured speaking up is more helpful than just disappearing again from the game. I know devs are busy and have a lot on their plate, and so they probably prefer to release new features and get feedback on what is good and what isn't afterwards to see what sticks, and I understand that this issue with moongleams might just be unforeseen. I'm just wishing that these kinds of dangers are released with a way to counter them in the future at the same time so that we don't have to wait around and see if the fix is going to be something we want to tolerate in our gameplay. If a player who likes long term sustainability in their gameplay has to wonder if coming back to deal with the new hazards to their base is worth it, they might just not return. I enjoy the formula of "hear ominous growling and run away from base or else". I don't enjoy the threat of losing nonrenewable resources and structures forever if I don't micromanage every tile of my world.

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44 minutes ago, Cheggf said:

This entire thread has just been you repeatedly saying that some of the least threatening and easiest to deal with mechanics in the game (like fire happening in a way you explicitly control when & where it happens after you've likely had at least 1 if not several years of dealing with much less controllable sources of fire like red hounds & wildfires) need to be removed because if you intentionally let them destroy your base then they will destroy your base.

Is it possible to control when & where it happens the MoonStorm?

Edited by SilverSpoon
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52 minutes ago, Cheggf said:

This entire thread has just been you repeatedly saying that some of the least threatening and easiest to deal with mechanics in the game (like fire happening in a way you explicitly control when & where it happens after you've likely had at least 1 if not several years of dealing with much less controllable sources of fire like red hounds & wildfires) need to be removed because if you intentionally let them destroy your base then they will destroy your base. Whenever anyone points out issues with what you've said you start insulting them and projecting about how they just want the game to be exactly the way that they want.

Bro I literally had a forest at risk of burning down because a treeguard was in a moon storm. Am I supposed to cover the whole world in flingos? What are you even on about?

27 minutes ago, Sephirona said:

I didn't post much on these forums before but I'm speaking up now because I did appreciate that others spoke up in the past about this kind of issue and were able to ask for additions to the game that made these new hazards bearable while still allowing those who like these features to keep them on. I am also appreciative that the developers paid attention to this feedback and did something about it, so I figured speaking up is more helpful than just disappearing again from the game.

Yeah, but it gets tiresome to have to raise issues every single patch. What's hilarious is that I originally thought this thread was nitpicking, but literally the first two moonstorms I had after this patch resulted in chaos that directly relates to this. Do these things not surface during beta testing or what?

Edited by cybers2001
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4 minutes ago, cybers2001 said:

 

Yeah, but it gets tiresome to have to raise issues every single patch. What's hilarious is that I originally thought this thread was nitpicking, but literally the first two moonstorms I had after this patch resulted in chaos that directly relates to this. Do these things not surface during beta testing or what?

Yeah I totally agree, that's why I was saying I think that these sorts of hazards that present dangers to bases really should come out with a counter immediately, ideally, instead of making us wait to see how it'll be dealt with. Even if I know it might be due to time constraints or might just be because the introduction of a new feature results in a cascade of effects that they didn't foresee, it's a little confusing to me that the game sells these really cute skins that we can decorate with but then makes it difficult for people who want to use them to plan around doing so. Might be that there should be extra discussion about how bases may be affected during the brainstorming of new content.

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I think it's pointless to argue against this change anymore. People who support it have an entirely different mindset and it's impossible to make them see the game from a different perspective. At this point I'd simply be happy with an option to turn off "Electric damage ignites plant based mobs" in the game settings. The people who like the change could simply have it on and enjoy all the chaos that comes with it. And people who dislike it could turn it off just like they do with other questionable game mechanics. 

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30 minutes ago, cybers2001 said:

Yeah, but it gets tiresome to have to raise issues every single patch. What's hilarious is that I originally thought this thread was nitpicking, but literally the first two moonstorms I had after this patch resulted in chaos that directly relates to this. Do these things not surface during beta testing or what?

Moongrim didn't have the electrocution effect on non-player and set plant mob on fire until some point in the Beta. Based on @Cassielu's post, that was added on 7/25. Personally, I think only 6 days is absolutely too short time to test a something that could burn down an entire base.

Pre 7/25

After 7/25

Edited by SilverSpoon
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Is it all that common to have an electrification circuit plugged in all the time that you will be running into so many plant mobs? I find I'm always running a speed circuit or two and a cooling/heating circuit, only ever using the electric circuit when I have a fight that actually needs it. 

As for volt goat jelly I'm not going to eat it just for regular mobs, they don't need the extra damage and very rarely am I going from a boss fight directly to fighting plants that I need to wait for it to wear off.

Frankly I think this is a nonissue being presented as a major nerf, you would have to intentionally be constantly electrified for this to become a problem and neither of these characters have a reason to do that (WX doesn't want to use circuit slots on things that aren't doing anything and no one is eating volt goat jelly every few minutes)

For moongleams it is annoying but it only really comes up if you have plant mobs in your base which is already uncommon and this means you need to keep flingos on them when the storms are active.

16 minutes ago, Sephirona said:

Yeah I totally agree, that's why I was saying I think that these sorts of hazards that present dangers to bases really should come out with a counter immediately, ideally, instead of making us wait to see how it'll be dealt with.

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What if you turned off the moonstorms? Or had a second base so that if one is in a moonstorm you have somewhere else to go?

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4 minutes ago, SirToastyToes said:

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Hi, it has been discussed previously in other posts so I'm not going to really rehash it nor argue about this, just here so that the devs have another point of view to consider in the responses.

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9 minutes ago, SirToastyToes said:

Is it all that common to have an electrification circuit plugged in all the time that you will be running into so many plant mobs? I find I'm always running a speed circuit or two and a cooling/heating circuit, only ever using the electric circuit when I have a fight that actually needs it. 

As for volt goat jelly I'm not going to eat it just for regular mobs, they don't need the extra damage and very rarely am I going from a boss fight directly to fighting plants that I need to wait for it to wear off.

Frankly I think this is a nonissue being presented as a major nerf, you would have to intentionally be constantly electrified for this to become a problem and neither of these characters have a reason to do that (WX doesn't want to use circuit slots on things that aren't doing anything and no one is eating volt goat jelly every few minutes)

For moongleams it is annoying but it only really comes up if you have plant mobs in your base which is already uncommon and this means you need to keep flingos on them when the storms are active.

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Bro literally skipped 4 pages of conversation to post this. I can't with the forums anymore :wilson_dead:

Edited by cybers2001
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On 8/8/2025 at 10:59 AM, cybers2001 said:

People saying "Just use flingos /4head" are as unconstructive as ever. Has anything changed to make flingos more appealing now than 10 years ago? Or is it just that big bases become less appealing? If I want to cover my base in flingos, I'll need like 50 of them. I need to make sure they are all fueled and turned on in anticipation of a crisis. It's not a matter of "just wait until there's a fire," because fires can happen outside my field of vision.

This isn't like wildfires though, you know exactly when and where a Moongleam can potentially start a fire. If there is a plant mob in your base and a moonstorm active there, you turn on the flingo until it's gone. If you don't want to do that there is other counterplay like putting your plant mobs in the oasis desert or containing the moonstorm to get it to move elsewhere.

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11 minutes ago, Semind said:

What if you turned off the moonstorms? Or had a second base so that if one is in a moonstorm you have somewhere else to go?

I'm just going to back to what I used to do in a previous world: Set up a third shard that will be the loot/moonstorm shard.

Just now, SirToastyToes said:

This isn't like wildfires though, you know exactly when and where a Moongleam can potentially start a fire. If there is a plant mob in your base and a moonstorm active there, you turn on the flingo until it's gone. If you don't want to do that there is other counterplay like putting your plant mobs in the oasis desert or containing the moonstorm to get it to move elsewhere.

It is 100% like wildfires. I know because I just had one from a treeguard.

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19 minutes ago, SirToastyToes said:

Is it all that common to have an electrification circuit plugged in all the time that you will be running into so many plant mobs? I find I'm always running a speed circuit or two and a cooling/heating circuit, only ever using the electric circuit when I have a fight that actually needs it. 

As for volt goat jelly I'm not going to eat it just for regular mobs, they don't need the extra damage and very rarely am I going from a boss fight directly to fighting plants that I need to wait for it to wear off.

Frankly I think this is a nonissue being presented as a major nerf, you would have to intentionally be constantly electrified for this to become a problem and neither of these characters have a reason to do that (WX doesn't want to use circuit slots on things that aren't doing anything and no one is eating volt goat jelly every few minutes)

For moongleams it is annoying but it only really comes up if you have plant mobs in your base which is already uncommon and this means you need to keep flingos on them when the storms are active.

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Right, that's absolutely true. The problem with these forums at times is that an entire justification for why someone wants a change can be quite simple, because they prefer it.

I would prefer if I didn't have to do this, I don't have the want to have to change parts, if it happens to me, i'm probably still not going to have the want to do it, because I don't want to do it, i'll play less, i'll find other games that will be more satisfying to play... Do you get my drift?

I don't think anyone actually feels they'll get what they want just because they want it. But non-the-less I don't wanna put flingos down, I can't be bothered with that element of the game and I'd prefer if I didn't have to deal with it. It doesn't offer risk/reward for me, it's just risk and it doesn't feel satisfying to deal with, and wastes my time.

So, yeah... I want it changed

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6 minutes ago, cybers2001 said:

It is 100% like wildfires. I know because I just had one from a treeguard.

Treeguards aren't that common of a mob,  did you know it was there before the moonstorm hit?

9 minutes ago, SirToastyToes said:

Treeguards aren't that common of a mob,  did you know it was there before the moonstorm hit?

At day 3000 I have treeguards in every single forest, the mosaic, and even in my dragonfly desert for some reason.

Doesn't take much. Even a lunar rift that opens up in a forest and knocks down trees can trigger more to spawn.

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3 minutes ago, cybers2001 said:

At day 3000 I have treeguards in every single forest, the mosaic, and even in my dragonfly desert for some reason.

Doesn't take much. Even a lunar rift that opens up in a forest and knocks down trees can trigger more to spawn.

I get them in the meteor biome but haven't seen any from rifts. Even at day 8500+ I have still not had one wander into my base and they tend to stay where they spawned. I still believe only one flingo for groups of plant mobs in a base is not an unreasonable solution.

1 hour ago, SirToastyToes said:

Is it all that common to have an electrification circuit plugged in all the time that you will be running into so many plant mobs? I find I'm always running a speed circuit or two and a cooling/heating circuit, only ever using the electric circuit when I have a fight that actually needs it.

Unlike volt goat jelly this is meant to be a passive advantage it's just not reasonable to require the player to change circuits to interact with plant monsters especially when the game punishes you for changing circuits in the first place if they fix that aspect and encourage you to switch them this would be a non issue like volt goat jelly.

9 hours ago, SilverSpoon said:

There has always been a conflict between people who want "Survival games" and "Base building games" "Fighting games," but until now there was a 100% solution: Just turn it off in the settings. This time, that's not the case. I think that this is the biggest issue with this Electrical Fire.

As much as just turn it off is coming up these days for years most people have strangely been against this concept strangely enough. On to your point however there has indeed always been the conflict however recent years it's been heavily leading in one direction that being combat and base building with very little in the way of survival. I'm more leaning towards them just removing the burn effect from moon gleams as a base change as I don't think too many will be torn up over it.

To summarize my stance

Plant fires should remain, moon gleams shouldn't cause fires, and Wx's circuit should either not cause fires or he shouldn't be punished for swapping circuits on the fly. The rest is fine.

Edited by Mysterious box
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2 hours ago, SirToastyToes said:

This isn't like wildfires though, you know exactly when and where a Moongleam can potentially start a fire. If there is a plant mob in your base and a moonstorm active there, you turn on the flingo until it's gone. If you don't want to do that there is other counterplay like putting your plant mobs in the oasis desert or containing the moonstorm to get it to move elsewhere.

I agree with what you said here.

I am not opposed to adding a world setting to disable this. I think the people who are having problems with moongleam are megabase players. As a normal base player, it is quite rare to have your base selected within the entire world. In my previous worlds, I only encountered this twice. In the world I am currently playing in, moon storms have been active for 90 days, but there has been no moon storm at my base yet.

Edited by Ugur01
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7 hours ago, SilverSpoon said:

Is it possible to control when & where it happens the MoonStorm?

You can control when & where it happens just as much as you can with wildfires, which have been in the game for 11 years. It only happens near you so you can walk away. But the thread wasn't titled "Moonstorms are too destructive", the thread was titled "Volt Goat Chaud-Froid and the Electrification Circuit now cause fires as well. And I’m totally not enjoying". The entire thread is just you repeatedly complaining about how you're setting things on fire when you hit them, incorrectly saying this huge buff is actually a nerf somehow, you're really only talking about the player themselves starting fires. Moonstorms only get a single really quick mention in a list. Out of the entire 6 paragraph post Moonstorms don't even get 1 full sentence about them.

You are 100% in control of when and where those fires happen. If a red hound is chasing you then the red hound is chasing you. He's a threat,  you have to deal with him, and if you run away he might aggro onto something else and could cause fires there instead. Brightshades, which you complained about, only spawn on your plants, and are completely stationary. If you don't want to set them on fire you can just walk away and not engage them until the buff runs out, but the buff shouldn't need to run out because you are in a world with rifts enabled so the plants should definitely already have an ice flingomatic in range of them so that you can protect them from wilting and smoldering.

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I'm a megabaser. 
I play WX regularly. 

Re WX: I have basically never used the electrification circuit. It requires to be hit to do anything at all. WX just has so much better options for his precious circuit slots. 

Re Jelly: As for Volt Goat Jelly. I only use that for boss fights or dense fighting (eg. ruins clear). It's not difficult to wait out the duration before hitting plant based mobs. But even if one doesn't want to wait it's very easy to put out singular fires like this with an ice staff, watering can or luxury fan

Re Moonstorms:
I never liked how permanent full moons disable Charly completly nor did I enjoy the enlightenment overlay/effects. Because of this I have always been in the habit of leaving them off unless I have to collect materials for my next CC fights. So, yepp, I'm feeling some satisfaction because I think it was about time that turning on permanent full moons got a downside. Note that if you don't do that then a moonstorm in base  - even a large base - is a rare occurence.

As for dealing with it:
It is clearly visible at all times when a moon storm is active over the base. 

It has been mentioned already but the only things in base that are in danger of being set on fire are brightshades, grass geckos, grass gators, carrats, lureplants, the friendly fruitfly, lord of the fruit flies and wormwood.

I have already taken measures to limit the spawning of brightshades to a specific area. It's easy to add a flingo to it but a portable fire extinguisher would also be enough.
I don't use grass geckos (or gators). If I would they'd be penned in in one specific place and could be protected by a flingo.

I will have to change my lureplant farm which I don't particularly like since it took time to decorate.

I don't have tree guards in base. If I had a tree guard pen, it would be far enough away to keep unloaded during a moonstorm.

Wormwood can wear insulation. Carrats, Lord of the Fruitflies and the Friendly Fruitfly can be taken care of with portable fire extinguishers.

Re non-renewable ressources in the world:
I'm not sure what people are referring to here. Sure it can and will happen that a random tree guard catches on fire when doing the moonstorm minigame. The tree guard might even set half a forest on fire. I don't really care about a couple of mushrooms in one unused forest. Grasstufts and saplings are plenty aswell but even if they weren't they can be turned renewable in the options. Don't get the panic over fire hazard in the environment at all.

Edited by Prinha
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9 hours ago, Prinha said:

Grasstufts and saplings are plenty aswell but even if they weren't they can be turned renewable in the options. Don't get the panic over fire hazard in the environment at all.

Tufts turned gecko aren't subject to regrowth.

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I don't get how so many people rationalize the fire aspect of it with, "Oh it's no big deal. Even if half a forest burns down it's whateves." How about we talk about why plants burning from electrocution is a fun addition to the game and is justified to exist at all?

16 hours ago, Cheggf said:

The entire thread is just you repeatedly complaining about how you're setting things on fire when you hit them, incorrectly saying this huge buff is actually a nerf somehow

How is it a buff, exactly? Even if a brightshade can withstand the duration of the fire, the plant its attached to won't.

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