Captain_Rage Posted August 10, 2025 Share Posted August 10, 2025 48 minutes ago, cybers2001 said: How is it a buff, exactly? Even if a brightshade can withstand the duration of the fire, the plant its attached to won't. Willow finally gets to use a weapon that synergizes with Burning Frenzy and of course it has be reverted immediately because the sacrosanct Lureplant of base idlers mustn't catch on fire. Most of the time it is actually "whatevs" if a screen worth of forest burns down. World regrowth regenerates the whole thing rather fast. Even mushrooms are included in world regrowth. It's equivalent to chopping down a piece of forest. The detriment fire has on the world in the current version of the game is vastly exaggerated. 5 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831399 Share on other sites More sharing options...
SilverSpoon Posted August 10, 2025 Author Share Posted August 10, 2025 (edited) 18 hours ago, Cheggf said: 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. As the thread progressed, everyone, including me, realized that moonstorms are the most harmful type of electrical fire, so the current topic became moonstorms. There's nothing wrong with that. However, to keep this from bothering anyone to the point that we can’t have a constructive discussion, I’ve changed the thread title and subject. Would that be acceptable? 18 hours ago, Cheggf said: 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. On 8/10/2025 at 3:31 AM, 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 guaranteed that Moongleam spawns and electrical-fire triggers happen strictly on-screen? If not, players will be forced into micromanaging keeping every Flingo constantly topped up in anticipation of Moonstorms, rather than only switching them on when a Moonstorm hits. Also, don’t Moongrims decay and despawn unless they’ve been on-screen? I’ve often seen Moongrims from long-past Moonstorms still lingering. Even if these events certainly do occur on-screen, considering Moonstorms obstruct visibility and severely slow movement, isn’t that a issue? Is it really a good idea to saddle include casual players with the risk that a surprise Moonstorm stops them from activating their Flingos in time, letting the base burn down? And about the requirement to place a Flingo near every plant mob is that really appropriate? It’s especially bad for farms: farm tiles can’t use Scaled Flooring, so there’s no way to save them from a Friendly Fruit Fly burning everything down without to use Flingo. Until now we could protect against wildfires by using Above-Average Tree Trunks or by keeping it raining, but going forward we’re being forced into Flingo micromanagement. I don’t want that… Edited August 10, 2025 by SilverSpoon 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831400 Share on other sites More sharing options...
Prinha Posted August 10, 2025 Share Posted August 10, 2025 1 hour ago, Bumber64 said: Tufts turned gecko aren't subject to regrowth. 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831401 Share on other sites More sharing options...
cybers2001 Posted August 10, 2025 Share Posted August 10, 2025 26 minutes ago, Captain_Rage said: Willow finally gets to use a weapon that synergizes with Burning Frenzy and of course it has be reverted immediately because the sacrosanct Lureplant of base idlers mustn't catch on fire. Is it too complicated to smack a mob with a lighter before using a weapon? 26 minutes ago, Captain_Rage said: Most of the time it is actually "whatevs" if a screen worth of forest burns down. World regrowth regenerates the whole thing rather fast. Even mushrooms are included in world regrowth. It's equivalent to chopping down a piece of forest. The detriment fire has on the world in the current version of the game is vastly exaggerated. How about you don’t presume that other players shouldn’t care about wildfires just because it doesn’t negatively affect you? 3 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831402 Share on other sites More sharing options...
SilverSpoon Posted August 10, 2025 Author Share Posted August 10, 2025 (edited) 15 minutes ago, Prinha said: https://dontstarve.wiki.gg/wiki/Regrowth Quote Resource Renewal is a mechanic limited to Wilderness and Endless game modes -- Well, to be fair, even in other modes it’s just turn a setting on. Settings are great. They can easily keep everyone happy, peak of win-win. Why shouldn’t electrical fires work the same way? Edited August 10, 2025 by SilverSpoon 2 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831403 Share on other sites More sharing options...
Popian Posted August 10, 2025 Share Posted August 10, 2025 Fingomatics don't actually prevent the plants from taking shock and fire damage (doesn't put out burning Treeguards directly either) meaning that they will still die without tracking what has taken damage and healing them. The best prevention after not being there and strictly functional design is tethering the Moongleams to yourself and optionally dedicating a slot for a bug net to catch ones that have tethered to something else. 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831417 Share on other sites More sharing options...
AliceShiki Posted August 10, 2025 Share Posted August 10, 2025 15 hours ago, Prinha said: So, yepp, I'm feeling some satisfaction because I think it was about time that turning on permanent full moons got a downside. Agreed. Moonstorms shouldn't be something that people keep active long-term. I find it hard to complain about any downside added to them, unless it reached a point where doing them for CC started becoming troublesome. 3 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831421 Share on other sites More sharing options...
cybers2001 Posted August 10, 2025 Share Posted August 10, 2025 3 minutes ago, AliceShiki said: Agreed. Moonstorms shouldn't be something that people keep active long-term. I find it hard to complain about any downside added to them, unless it reached a point where doing them for CC started becoming troublesome. Keeping storms active long term is irrelevant to the topic. The storm doesn’t even do any damage long term if you’re not in it. The only time it’s a problem is when you’re actively restraining the statics, and stuff starts burning 2 screens away while you’re minigaming. 4 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831424 Share on other sites More sharing options...
SilverSpoon Posted August 11, 2025 Author Share Posted August 11, 2025 (edited) 17 hours ago, Prinha said: So, yepp, I'm feeling some satisfaction because I think it was about time that turning on permanent full moons got a downside. 1 hour ago, AliceShiki said: Agreed. Moonstorms shouldn't be something that people keep active long-term. I find it hard to complain about any downside added to them, unless it reached a point where doing them for CC started becoming troublesome. Still It should be something you can toggle on/off in the settings. Adding a base-destroying downside to a mechanic that’s been fine for four years would have an immeasurable negative impact on existing knowledge based player, infomation, and base designs. Edited August 11, 2025 by SilverSpoon 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831430 Share on other sites More sharing options...
Mike23Ua Posted August 11, 2025 Share Posted August 11, 2025 The thing is in the very very beginning (yeah you can actually find it in the dev log somewhere) the developers stated that the updates that would be done to DST Return of Them, From Beyond etc… would be monumental. They stated that their intentions was to force players to Re-establish themselves in a world that they had become so Established within that nothing ever phased them anymore. The Intent, was to make players who had been watching old ass YouTube and Twitch streams of 10 year old outdated base designs, need to learn new ways to build and safe guard their bases from new threats. This includes Mobs, Weather and Reworked Mechanics of long established features. And over the years of these updates we have seen things like pinning giants in with Lureplants no longer being possible due to changes like “giants now trample Lureplants” Klei is very clearly trying to shake the games Meta. We knew from Wagstaffs Moonstorm notes that Grass Geckos were on the list of possible moon mutations. Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831433 Share on other sites More sharing options...
AliceShiki Posted August 11, 2025 Share Posted August 11, 2025 3 hours ago, cybers2001 said: Keeping storms active long term is irrelevant to the topic. The storm doesn’t even do any damage long term if you’re not in it. The only time it’s a problem is when you’re actively restraining the statics, and stuff starts burning 2 screens away while you’re minigaming. Not really, when people are talking about storms appearing in your base, you can be pretty sure they're talking about it happening after a 300+ days world has been ongoing and a storm finally hit their base location. Otherwise, it's simply not a concern at all, because you can very easily avoid your base while actually clearing the storms when preparing for CC (not to mention how unlikely it is to get a storm on your base anyways, especially if you didn't have time to create a megabase yet), so the whole complaint becomes absolutely pointless. So yes, it's 100% relevant to the topic, because the entire discussion about the risks of moonstorms to your base is basically irrelevant if you aren't keeping them up for 300+ days. 2 hours ago, SilverSpoon said: Still It should be something you can toggle on/off in the settings. Adding a base-destroying downside to a mechanic that’s been fine for four years would have an immeasurable negative impact on existing knowledge based player, infomation, and base designs. Why is it a bad thing to add a downside to an overpowered mechanic? I don't get it. It's just an incentive to turn Moonstorms off, that's a good thing. A mechanic being in a poor state for years isn't an excuse to never do anything that can improve the mechanic. ... Not to mention this was an unintended side effect that is mostly irrelevant and will almost never affect anyone, but it's still a nice side effect overall because it's adding a downside to Moonstorms, as small as said downside is. 4 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831440 Share on other sites More sharing options...
SilverSpoon Posted August 11, 2025 Author Share Posted August 11, 2025 (edited) 20 minutes ago, AliceShiki said: Why is it a bad thing to add a downside to an overpowered mechanic? I don't get it. It's just an incentive to turn Moonstorms off, that's a good thing. A mechanic being in a poor state for years isn't an excuse to never do anything that can improve the mechanic. ... Not to mention this was an unintended side effect that is mostly irrelevant and will almost never affect anyone, but it's still a nice side effect overall because it's adding a downside to Moonstorms, as small as said downside is. Because what’s being added is a retroactive, content-breaking mechanic grafted onto systems that had never been a problem. In other words, it forces existing knowledge based player, infomation, and base designs, to contort what already exists just to accommodate it. That’s not a sound way to add a downside. The most recent example was Inimical Gestalt: it completely broke existing Enlightenment setups, making it optimal to skip Scionl, and Klei ended up fixing it because of that. This Moonstorm change is even worse, because Inimical Gestalt was placed after the new Scion content, but it was dropped mid-quest during the Moonstorm line, out of nowhere. If the “downside” had been something like adding a super-powerful device that simply can’t be used while a Moonstorm is active, I’d have gladly agreed. Edited August 11, 2025 by SilverSpoon 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831442 Share on other sites More sharing options...
cybers2001 Posted August 11, 2025 Share Posted August 11, 2025 (edited) 2 hours ago, AliceShiki said: Not really, when people are talking about storms appearing in your base, you can be pretty sure they're talking about it happening after a 300+ days world has been ongoing and a storm finally hit their base location. Otherwise, it's simply not a concern at all, because you can very easily avoid your base while actually clearing the storms when preparing for CC (not to mention how unlikely it is to get a storm on your base anyways, especially if you didn't have time to create a megabase yet), so the whole complaint becomes absolutely pointless. So yes, it's 100% relevant to the topic, because the entire discussion about the risks of moonstorms to your base is basically irrelevant if you aren't keeping them up for 300+ days. I swear, people skip most of the comments. I’ve had to repeat this twice. I literally posted carnage pics from the first two storms I’ve cleared after activating. I had absolutely no clue my geckos were getting wrecked since they were obscured a screen or two away in the fog. 2 hours ago, AliceShiki said: Why is it a bad thing to add a downside to an overpowered mechanic? I don't get it. It's just an incentive to turn Moonstorms off, that's a good thing. A mechanic being in a poor state for years isn't an excuse to never do anything that can improve the mechanic. ... Not to mention this was an unintended side effect that is mostly irrelevant and will almost never affect anyone, but it's still a nice side effect overall because it's adding a downside to Moonstorms, as small as said downside is. No. Just no. For reasons I’ve already stated, but also most people who play for survival tend to keep their base in the oasis desert. Those people will be able to leave storms running 300 days with no problem. I am 98% sure the devs did not factor moon gleams at all when they introduced electric fire. Edited August 11, 2025 by cybers2001 5 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831445 Share on other sites More sharing options...
Popian Posted August 11, 2025 Share Posted August 11, 2025 1 hour ago, cybers2001 said: I literally posted carnage pics from the first two storms I’ve cleared after activating. It's less convincing if you made no attempt at damage control to get more damage done for a screenshot. 4 1 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831456 Share on other sites More sharing options...
Mike23Ua Posted August 11, 2025 Share Posted August 11, 2025 (edited) 2 hours ago, cybers2001 said: I swear, people skip most of the comments. I’ve had to repeat this twice. I literally posted carnage pics from the first two storms I’ve cleared after activating. I had absolutely no clue my geckos were getting wrecked since they were obscured a screen or two away in the fog. No. Just no. For reasons I’ve already stated, but also most people who play for survival tend to keep their base in the oasis desert. Those people will be able to leave storms running 300 days with no problem. I am 98% sure the devs did not factor moon gleams at all when they introduced electric fire. Alternatively they can keep them the way that they work now, however with one core change: Make them Statically attracted to Tingle Node fences (like magnetically pulled towards them on both sides) like mosquitos are attracted to bug zapper. This will make you have to set up these fences to attract moon gleams to them before they can cause havoc. It would give the new fences greater purpose, and prevent the Iceflingo Machine from needing to be overused. Edited August 11, 2025 by Mike23Ua Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831466 Share on other sites More sharing options...
SilverSpoon Posted August 11, 2025 Author Share Posted August 11, 2025 5 hours ago, Popian said: It's less convincing if you made no attempt at damage control to get more damage done for a screenshot. Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831479 Share on other sites More sharing options...
cybers2001 Posted August 11, 2025 Share Posted August 11, 2025 8 hours ago, Popian said: It's less convincing if you made no attempt at damage control to get more damage done for a screenshot. Gonna go ahead and stop repeating myself, now. Enjoy your trolling! 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831491 Share on other sites More sharing options...
Bumber64 Posted August 11, 2025 Share Posted August 11, 2025 20 hours ago, SilverSpoon said: I’ve changed the thread title and subject. Is it even longer than before? lmao It just barely fits into my title bar on a 1920x1080 monitor. 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831497 Share on other sites More sharing options...
Jakepeng99 Posted August 11, 2025 Share Posted August 11, 2025 I’ve been playing as WX with electric circuits and this is not a problem at all. A fruit fly hit me in base and was set on fire. It was zero problem because I just killed it before it spread. If it did already well it’s easy to put smouldering out. For bright shades I kinda understand but you can turn your farm flingo on. 5 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831500 Share on other sites More sharing options...
AliceShiki Posted August 11, 2025 Share Posted August 11, 2025 11 hours ago, cybers2001 said: I swear, people skip most of the comments. I’ve had to repeat this twice. I literally posted carnage pics from the first two storms I’ve cleared after activating. I had absolutely no clue my geckos were getting wrecked since they were obscured a screen or two away in the fog. Oh noes, you forgot to put basic fire protection measures on your base, chose to clear a Moonstorm close to your base, and got the 1 in a million situation where it could actually impact you negatively in a younger world, that super unlucky situation that was primarily caused by player error is definitely a huge problem that will totally impact players on a day to day basis. Yeah, that's ridiculous. Just put flingos near your geckos or avoid moonstorms happening right next to your base. 13 hours ago, SilverSpoon said: Because what’s being added is a retroactive, content-breaking mechanic grafted onto systems that had never been a problem. In other words, it forces existing knowledge based player, infomation, and base designs, to contort what already exists just to accommodate it. That’s not a sound way to add a downside. The most recent example was Inimical Gestalt: it completely broke existing Enlightenment setups, making it optimal to skip Scionl, and Klei ended up fixing it because of that. This Moonstorm change is even worse, because Inimical Gestalt was placed after the new Scion content, but it was dropped mid-quest during the Moonstorm line, out of nowhere. If the “downside” had been something like adding a super-powerful device that simply can’t be used while a Moonstorm is active, I’d have gladly agreed. If this was actually content breaking, then it would be a problem, but it's a super minor issue that will almost never affect anyone and you're making a storm on a teacup, which is why people aren't taking you seriously. It doesn't force people to do anything to their bases, it just tells people to actually deal with night existing if you don't wanna use Flingos. 3 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831510 Share on other sites More sharing options...
SilverSpoon Posted August 11, 2025 Author Share Posted August 11, 2025 (edited) 58 minutes ago, AliceShiki said: If this was actually content breaking, then it would be a problem, but it's a super minor issue that will almost never affect anyone and you're making a storm on a teacup, which is why people aren't taking you seriously. Nuh. Edited August 11, 2025 by SilverSpoon 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831518 Share on other sites More sharing options...
Jakepeng99 Posted August 11, 2025 Share Posted August 11, 2025 14 hours ago, cybers2001 said: I swear, people skip most of the comments. I’ve had to repeat this twice. I literally posted carnage pics from the first two storms I’ve cleared after activating. I had absolutely no clue my geckos were getting wrecked since they were obscured a screen or two away in the fog. Ok I actually agree with that, it should be changed. In the meantime I guess you can use scaled flooring. 1 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831527 Share on other sites More sharing options...
Mysterious box Posted August 11, 2025 Share Posted August 11, 2025 On 8/10/2025 at 3:32 PM, cybers2001 said: Is it too complicated to smack a mob with a lighter before using a weapon? The damage for that hit will be much higher rather than wasting it on a lighter hit it's not a huge difference but it'll definitely add up over time. 2 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831540 Share on other sites More sharing options...
SilverSpoon Posted August 11, 2025 Author Share Posted August 11, 2025 On 8/11/2025 at 4:04 AM, Captain_Rage said: Willow finally gets to use a weapon that synergizes with Burning Frenzy and of course it has be reverted immediately because the sacrosanct Lureplant of base idlers mustn't catch on fire. 31 minutes ago, Mysterious box said: The damage for that hit will be much higher rather than wasting it on a lighter hit it's not a huge difference but it'll definitely add up over time. You’re being sarcastic, right? You’re saying the trade-off for one character getting, at best, a low single-digit DPS bump against maybe four or five specific mobs is the risk of burning down entire base? 2 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831548 Share on other sites More sharing options...
lowercase skye Posted August 11, 2025 Share Posted August 11, 2025 6 hours ago, AliceShiki said: chose to clear a Moonstorm close to your base what is the alternative exactly 3 Link to comment https://forums.kleientertainment.com/forums/topic/167361-the-fact-that-moonstorms-and-electrical-attacks-ignite-plant-mobs-causing-fires-and-that-this-can%E2%80%99t-even-be-disabled-in-the-settings-is-far-too-destructive/page/5/#findComment-1831554 Share on other sites More sharing options...
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