Popian Posted August 12, 2025 Share Posted August 12, 2025 (edited) 14 hours ago, SilverSpoon said: evidence? The prompt is for you to look at the screenshots yourself and come to your own conclusion. It is also rather cruel to persuade others that something is misleading if it is not malicious. If you are genuinely interested: Spoiler First screenshot Let us assume that the Moongleam spawned out of FOV and tethered to the Bunnyman. It takes 5 shock+burns to kill a single Grass Gekko, ~3 if the turf in this setup is Scaled Flooring because the burning bodies add to fire damage, and probably 1-2 without the flooring with the loose grass. Maybe it was hopeless because the time spent loaded would guarantee their death. Then it is a flaw with the design as a grass source. There are several options to reduce the risk that they will die: Put the Gekkos a few turfs into the ocean or near the shore (with Scaled Flooring) to reduce the angle that they could be exposed to a Moongleam Put the Bunnyman outside of the Gekko pen or use WOBOT to scare so the Moongleam is less likely zap the Gekkos or trigger chain lightning Give the Gekkos more space or have fewer in the pen (because it's passive and will eventually produce surplus) so fire damage doesn't stack as much (1-2 more times is not as impactful but it's something) Second screenshot Something to keep in mind here is that if you don't want something to burn you will do what you can to not let it burn. Plenty of players here dedicate a slot to an Ice Staff or watering can. Say you don't have anything to fight fires with, you can unload the burning scenario and cut losses. From the surroundings, it's probable that what burned was twigs, logs, flowers, tree seeds. All very renewable items. There is also something strange with the fire spread; you can see a right cluster that would not normally spread to the left cluster, suggesting that the Treeguard made some kind of beeline from right to left in a short amount of time because the ashes are still there. Then there is the Treeguard itself. It takes 30-50 individual zap+burns to kill one. We will entertain that it was weak enough to die in 2-3. When one burns it doesn't last very long to cause other things to smolder, meaning when combined with the above cluster problem it would likely have had to been ignited 2+ times in succession if it was wandering naturally. This is less likely to happen if it was followed by 1 Moongleam as most zaps will miss, but we do not have enough information on where things were because they seem to have been collected by Wickerbottom (along with the missing cooked meat) at some point and moved from left to right then left. Edited August 12, 2025 by Popian 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/6/#findComment-1831569 Share on other sites More sharing options...
lowercase skye Posted August 12, 2025 Share Posted August 12, 2025 1 hour ago, Popian said: Put the Gekkos a few turfs into the ocean or near the shore (with Scaled Flooring) to reduce the angle that they could be exposed to a Moongleam Put the Bunnyman outside of the Gekko pen or use WOBOT to scare so the Moongleam is less likely zap the Gekkos or trigger chain lightning Give the Gekkos more space or have fewer in the pen (because it's passive and will eventually produce surplus) so fire damage doesn't stack as much (1-2 more times is not as impactful but it's something) come on 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/6/#findComment-1831575 Share on other sites More sharing options...
Lovens Posted August 12, 2025 Share Posted August 12, 2025 7 hours ago, Popian said: The prompt is for you to look at the screenshots yourself and come to your own conclusion. It is also rather cruel to persuade others that something is misleading if it is not malicious. If you are genuinely interested: Reveal hidden contents First screenshot Let us assume that the Moongleam spawned out of FOV and tethered to the Bunnyman. It takes 5 shock+burns to kill a single Grass Gekko, ~3 if the turf in this setup is Scaled Flooring because the burning bodies add to fire damage, and probably 1-2 without the flooring with the loose grass. Maybe it was hopeless because the time spent loaded would guarantee their death. Then it is a flaw with the design as a grass source. There are several options to reduce the risk that they will die: Put the Gekkos a few turfs into the ocean or near the shore (with Scaled Flooring) to reduce the angle that they could be exposed to a Moongleam Put the Bunnyman outside of the Gekko pen or use WOBOT to scare so the Moongleam is less likely zap the Gekkos or trigger chain lightning Give the Gekkos more space or have fewer in the pen (because it's passive and will eventually produce surplus) so fire damage doesn't stack as much (1-2 more times is not as impactful but it's something) Second screenshot Something to keep in mind here is that if you don't want something to burn you will do what you can to not let it burn. Plenty of players here dedicate a slot to an Ice Staff or watering can. Say you don't have anything to fight fires with, you can unload the burning scenario and cut losses. From the surroundings, it's probable that what burned was twigs, logs, flowers, tree seeds. All very renewable items. There is also something strange with the fire spread; you can see a right cluster that would not normally spread to the left cluster, suggesting that the Treeguard made some kind of beeline from right to left in a short amount of time because the ashes are still there. Then there is the Treeguard itself. It takes 30-50 individual zap+burns to kill one. We will entertain that it was weak enough to die in 2-3. When one burns it doesn't last very long to cause other things to smolder, meaning when combined with the above cluster problem it would likely have had to been ignited 2+ times in succession if it was wandering naturally. This is less likely to happen if it was followed by 1 Moongleam as most zaps will miss, but we do not have enough information on where things were because they seem to have been collected by Wickerbottom (along with the missing cooked meat) at some point and moved from left to right then left. How convenient it is to sit here and fantasise about what could have been done and how it all could have prevented. Meanwhile, people forget how limited moonstorm vision is, how obstructive its sounds are and how focused people are on the minigame. In order to use any of your existing fire solutions to put out a fire, you have to first: 1) Notice that something is burning (usually in the corner of the screen). So many times when I was in the moonstorms moongleams didn't spawn on me or didn't go straight for me. Sometimes one or two spawn outside of my field of view and start zapping pigs, tallbirds, rabbits or whatever else happened to be on screen around it. Usually if the fire is big enough for you to notice in the moonstorm it means something has already burnt and it spread enough to become big enough to notice. 2) When you finally noticed a fire and want to prevent it, you need to abandon the minigame and lose your progress on it and run towards the fire source to put it out with whatever solution you have. Most of which suck at putting out large fire spreads. Watering can, water balloons and luxury fan have AoE fire extinguishing capabilities but they have rather small radius. Can and fan require you to almost directly stand inside of the fire to put it out and have long unskippable animations which if you try to cancel will cancel the effect of the item. Wickerbottom's fire rituals is good but not everyone can read. Ice staff can only put out a single target but can be shot from afar. It won't help if the fire spread out too much already. All these solutions you carry on you not only take up a slot but require constant maintenance since they lose durability. Where are going to fill up watering can in winter? You would have to go out of your way to descend to the caves and search for a pond there. If you run out of luxury fan, you can't patch it with a sewing kit and in 3/4 seasons the materials to make it are not even available. If you need to make more water balloons, you have to take a detour to the swamp, and if it's winter you can't refill them in the pond so you need to go out of your way and get ice to craft them with (and make sure you didn't forget to prototype this rather obscure item). Ran out of ice staff? Good luck preparing ahead and carrying grass, twigs, flint, AND blue gems on you (takes up 4 more slots but let's assume you already carry grass and twigs on you so 2 additional slots), and have rope, spear and ice staff on your quick crafting tab so you can craft it ASAP when your old one ran out and you need one right now. 3) Let's assume the moon storm now is in your base/near it and you made all the necessary precautions. You placed down flingomatics and covered the whole thing with scaled flooring. Without flingomatics scaled flooring still won't protect neither geckos nor lureplants. While fire spread from one thing to another won't happen, individual entities still can be ignited and will proceed to burn, and will get repeatedly zapped by one annoying moongleam that happened to spawn there, likely outside of your field if view. Now in addition to the zap damage from it your geckos will be receiving fire damage. So the only way to consistently handle this mess now is to put flingomatics in all places with plant mobs, have them constantly maintained and don't forget to turn them on and off when moonstorm comes to your base and leaves. That's an additional annoying chore in the base maintenance nobody asked about. Here's another "fun" scenario. Some public bases, while located in far away locations, sometimes would still have supplies left near the starting portal or have it decorated for the new joiners. Moonstorms frequently happen in the starting biome. All it takes now to burn is a single Wormwood to join the world during the moonstorm on top of the starting portal. Not only it's already an annoying experience that will likely prompt any newly joined player to leave the game immediately upon joining, now it's also a fire hazard. Go on, tell how they should find a fire extinguishing option or search for a flingomatic to turn it on in this scenario. Or how welcoming the area would be if it'll all turfed in scaled flooring. Celestial portal should absolutely have some sort of moonstorm protection around it, similar to the area around the Oasis where you are free from the sandstorm. But really, if one wants to experience all of this and suffer in their own world, I don't mind. Just give me the option to turn electric fires off in the settings in mine and I will shut up complaining about how obnoxious it is. 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/6/#findComment-1831598 Share on other sites More sharing options...
Mysterious box Posted August 12, 2025 Share Posted August 12, 2025 14 hours ago, SilverSpoon said: 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? For moon storms and Wx's circuit in it's current state no but for other electrical sources in it's current state? Yes, those other factors are completely within the player's control therefore the punishment of misusing electricity or not being prepared for electrical incidents that could occur is entirely the player's fault and if the justification is well we never had to prepare for something like that then we may as well never have any new survival based content as we currently aren't prepared for it. I am a bit conflicted however as it wouldn't be wrong to say that people should try to adapt to the consequences of leaving the moon storms active should they choose to do so for farming or otherwise. 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/6/#findComment-1831608 Share on other sites More sharing options...
SilverSpoon Posted August 12, 2025 Author Share Posted August 12, 2025 (edited) 11 hours ago, Popian said: The prompt is for you to look at the screenshots yourself and come to your own conclusion. It is also rather cruel to persuade others that something is misleading if it is not malicious. If you are genuinely interested: Hide contents First screenshot Let us assume that the Moongleam spawned out of FOV and tethered to the Bunnyman. It takes 5 shock+burns to kill a single Grass Gekko, ~3 if the turf in this setup is Scaled Flooring because the burning bodies add to fire damage, and probably 1-2 without the flooring with the loose grass. Maybe it was hopeless because the time spent loaded would guarantee their death. Then it is a flaw with the design as a grass source. There are several options to reduce the risk that they will die: Put the Gekkos a few turfs into the ocean or near the shore (with Scaled Flooring) to reduce the angle that they could be exposed to a Moongleam Put the Bunnyman outside of the Gekko pen or use WOBOT to scare so the Moongleam is less likely zap the Gekkos or trigger chain lightning Give the Gekkos more space or have fewer in the pen (because it's passive and will eventually produce surplus) so fire damage doesn't stack as much (1-2 more times is not as impactful but it's something) Second screenshot Something to keep in mind here is that if you don't want something to burn you will do what you can to not let it burn. Plenty of players here dedicate a slot to an Ice Staff or watering can. Say you don't have anything to fight fires with, you can unload the burning scenario and cut losses. From the surroundings, it's probable that what burned was twigs, logs, flowers, tree seeds. All very renewable items. There is also something strange with the fire spread; you can see a right cluster that would not normally spread to the left cluster, suggesting that the Treeguard made some kind of beeline from right to left in a short amount of time because the ashes are still there. Then there is the Treeguard itself. It takes 30-50 individual zap+burns to kill one. We will entertain that it was weak enough to die in 2-3. When one burns it doesn't last very long to cause other things to smolder, meaning when combined with the above cluster problem it would likely have had to been ignited 2+ times in succession if it was wandering naturally. This is less likely to happen if it was followed by 1 Moongleam as most zaps will miss, but we do not have enough information on where things were because they seem to have been collected by Wickerbottom (along with the missing cooked meat) at some point and moved from left to right then left. First screenshot: It's not true he made no attempt at damage control at damage control. In a live test, I penned six Grass Geckos and a Bunnyman inside a walled area and ignited them via Moongrim, even a single ignition wiped them all out.(The second electric shock is ignored as it is already burning and does not affect the final result.) This appears to be because the grass dropped by Grass Geckos catches fire and deals heavy DoT to nearby mobs. And given that this behavior was suddenly changed this time, is it really fair to call it “a flaw in the design”? It was a design that had worked perfectly up until update. Grassgator.mp4 --- Second screenshot I find Moongrims don’t move at random, once they pick a target, their keep pursuing it. As a result, once a Moongrim locks onto a plant mob, it keeps re-igniting it for as long as the mob is alive, turning roaming Treeguards into walking fire-spreaders and sending panicked plant mobs scrambling out of Ice Flingomatic range. In short, Moonstorm-caused fires are far more destructive in practice than most people assume. As a result, the Treeguard gets ignited over and over, taking sustained damage while spreading fire to everything around it. Moonstome.mp4 Quote Plenty of players here dedicate a slot to an Ice Staff or watering can. Say you don't have anything to fight fires with, you can unload the burning scenario and cut losses. No. At least for me, outside of summer when Smoldering is a thing, the odds of a accidental fire are near zero low that I don’t always sacrifice inventory slots for firefighting gear. But with electrical fires, I now have to year-round carry firefighting kit and even on a Beefalo, bring Desert Goggles or the like so I don’t miss a Moonstorm fire. Thanks. I hate it. Edited August 12, 2025 by SilverSpoon 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/6/#findComment-1831610 Share on other sites More sharing options...
AliceShiki Posted August 12, 2025 Share Posted August 12, 2025 14 hours ago, lowercase skye said: what is the alternative exactly Putting Fire Protection on your base, mainly. But if your base has 0 fire protection? Quote Moonstorms will disappear 5-6 Days after spawning Wait it out. 2 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/6/#findComment-1831611 Share on other sites More sharing options...
SilverSpoon Posted August 12, 2025 Author Share Posted August 12, 2025 (edited) 1 hour ago, Mysterious box said: I am a bit conflicted however as it wouldn't be wrong to say that people should try to adapt to the consequences of leaving the moon storms active should they choose to do so for farming or otherwise. Frankly, that penalty is far too harsh. Even if the existing Moonstorm's downsides were insufficient, but adding base destruction the harshest punishment in the entire game, and the most harshest one: fire? That’s a hard no. On top of that, tacking it on like a booby trap to systems that have always been universal is absolutely a bad idea. If Moonstorm’s downsides are really insufficient, we should consider what would actually be commensurate. Wouldn’t something like disabling structures in Moonstorm like Shipwrecked’s flooding, be enough? Edited August 12, 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/6/#findComment-1831615 Share on other sites More sharing options...
Lovens Posted August 12, 2025 Share Posted August 12, 2025 58 minutes ago, SilverSpoon said: Frankly, that penalty is far too harsh. Even if the existing Moonstorm's downsides were insufficient, but adding base destruction the harshest punishment in the entire game, and the most harshest one: fire? That’s a hard no. On top of that, tacking it on like a booby trap to systems that have always been universal is absolutely a bad idea. If Moonstorm’s downsides are really insufficient, we should consider what would actually be commensurate. Wouldn’t something like disabling structures in Moonstorm like Shipwrecked’s flooding, be enough? The moonstorm on its own is already big enough of a downside. It restricts your vision, it threatens you with electric damage if you don't wear insulation, it mutates some mobs that spawn in it (pengulls, hounds) and its ambience sounds are so obnoxiously loud that you can easily miss approaching threats which are usually telegraphed by sounds (hound attacks, Giants warning). Not to mention the destruction moonstorms brings (charged lunar glass and moongleams damage unrenewable world resources like bee hives and killer bee hives, they break walls and fences, moongleams already did damage and murdered small creatures (birds, moles, catcoons, geckos etc) and now on top of everything we get electric fires from them). Meanwhile people are happy here that we get a "punishment for having infinite full moons". Guess what, geniuses, you can already have full moons starting pretty much from day 5 or so - just steal two iridescent gems from the archives, chop a couple of lunar trees on Pearl's island and put both books in a book case in your base. From now on you can have infinite full moons without any of the downsides of the moonstorms and with no punishment whatsoever (sanity cost per read is not too much of a punishment when sanity food exists, and even Maxwell shrugs it off with his insane built-in sanity restoration). When you can do that already it's not a big deal really to punish the rest of the classes for being able to have full moons always on. 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/6/#findComment-1831632 Share on other sites More sharing options...
hyoton123 Posted August 12, 2025 Share Posted August 12, 2025 This thread is why DST barely adds survival mechanics. That isnt a criticism - although i disagree that disincentivizing moonstorms is a bad thing - but anything that makes survival hard is fodder for criticism. 8 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/6/#findComment-1831643 Share on other sites More sharing options...
grem6 Posted August 12, 2025 Share Posted August 12, 2025 5 minutes ago, hyoton123 said: This thread is why DST barely adds survival mechanics. That isnt a criticism - although i disagree that disincentivizing moonstorms is a bad thing - but anything that makes survival hard is fodder for criticism. tbf this has nothing to do with survival, you can survive very comfortably with no structures at all other than alchemy, and rebuilding an alchemy is very cheap, so plant creature ignition basically doesn't affect that, assuming you'd even get plant creatures near somehow 6 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/6/#findComment-1831644 Share on other sites More sharing options...
hyoton123 Posted August 12, 2025 Share Posted August 12, 2025 Just now, grem6 said: tbf this has nothing to do with survival, you can survive very comfortably with no structures at all other than alchemy, and rebuilding an alchemy is very cheap, so plant creature ignition basically doesn't affect that, assuming you'd even get plant creatures near somehow i agree with what youre saying in theory but I’m talking about survival as like, playing the game in the manner the OP is talking about. Building stuff vs bossing or vs subsistence. Besides which I dont think OP would like an engine burning down either even if it is cheap. 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/6/#findComment-1831645 Share on other sites More sharing options...
SilverSpoon Posted August 12, 2025 Author Share Posted August 12, 2025 (edited) 33 minutes ago, hyoton123 said: I dont think OP would like an engine burning down either even if it is cheap. Yes. However, 38 minutes ago, grem6 said: tbf this has nothing to do with survival, you can survive very comfortably with no structures at all other than alchemy, and rebuilding an alchemy is very cheap, so plant creature ignition basically doesn't affect that, assuming you'd even get plant creatures near somehow This is correct. I'm saying "Don't destroy my own base", "Don't interrupt entertainment of designing base", and "Don't force us to do some micromanagement to protect the base." The reason I'm criticizing this isn't because it's " that makes survival hard," but because it's "that makes the entertainment of base building hard." I always don't like justifying bad game design with just the mere word "(Uncompromising) Survival." Yeah, It's true that one part of the genres of this game is survival, but the company that makes it is "Klei 'Entertainment'", right? Edited August 12, 2025 by SilverSpoon 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/6/#findComment-1831646 Share on other sites More sharing options...
lowercase skye Posted August 12, 2025 Share Posted August 12, 2025 6 hours ago, AliceShiki said: Wait it out. Is it a fun and engaging challenge if the solution is to stop playing for 40+ minutes? Or potentially hours, if the moonstorm chooses the same spot multiple times in a row, which anyone who's played with them on for long enough can tell you is very very common. 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/6/#findComment-1831652 Share on other sites More sharing options...
AliceShiki Posted August 12, 2025 Share Posted August 12, 2025 1 hour ago, lowercase skye said: Is it a fun and engaging challenge if the solution is to stop playing for 40+ minutes? Or potentially hours, if the moonstorm chooses the same spot multiple times in a row, which anyone who's played with them on for long enough can tell you is very very common. That's why you put fire protection in your base. And you don't stop playing, you just stay away from your base. You can play the game away from your base. 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/6/#findComment-1831662 Share on other sites More sharing options...
Mike23Ua Posted August 12, 2025 Share Posted August 12, 2025 3 hours ago, SilverSpoon said: Yes. However, This is correct. I'm saying "Don't destroy my own base", "Don't interrupt entertainment of designing base", and "Don't force us to do some micromanagement to protect the base." The reason I'm criticizing this isn't because it's " that makes survival hard," but because it's "that makes the entertainment of base building hard." I always don't like justifying bad game design with just the mere word "(Uncompromising) Survival." Yeah, It's true that one part of the genres of this game is survival, but the company that makes it is "Klei 'Entertainment'", right? So does a creeper in Minecraft, it does not care what sort of rare materials your base is made out of if you don’t pay attention and it sneaks in close KABLOOM there goes half your base. Why?? Because the creators of Minecraft knows that harming and damaging your Safe Haven is a vital and core aspect of any actual survival game. It’s why 7 Days to Die gets a wave of Zombies whos programmed to damage your base every 7th day. Its why zombies will unleash an all out siege onslaught on your survivors you thought were safe back at base on State of Decay 2. Your base being at risk of threats is as much detrimental to gameplay as things only targeting just you. 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/6/#findComment-1831664 Share on other sites More sharing options...
lowercase skye Posted August 12, 2025 Share Posted August 12, 2025 I am still waiting for anyone to explain how balls of electric lunar energy starting random fires that kill a specific selection of mobs is a fun and thematically satisfying challenge to overcome. It seems like the argument is just "it's destructive, so it's good", even though it makes no sense thematically and does not have any interesting or satisfying countermeasures. 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/6/#findComment-1831669 Share on other sites More sharing options...
SilverSpoon Posted August 12, 2025 Author Share Posted August 12, 2025 9 minutes ago, Mike23Ua said: So does a creeper in Minecraft, it does not care what sort of rare materials your base is made out of if you don’t pay attention and it sneaks in close KABLOOM there goes half your base. Why?? Because the creators of Minecraft knows that harming and damaging your Safe Haven is a vital and core aspect of any actual survival game. It’s why 7 Days to Die gets a wave of Zombies whos programmed to damage your base every 7th day. Its why zombies will unleash an all out siege onslaught on your survivors you thought were safe back at base on State of Decay 2. Your base being at risk of threats is as much detrimental to gameplay as things only targeting just you. And because the creators of Minecraft knows that base destruction stuffs are just disgusting for some people so that easy and permanent solution is just turning on the lights, and the "/gamerule mobGriefing false" command exists, literally "mobGriefing". I don't know about other games. 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/6/#findComment-1831671 Share on other sites More sharing options...
Mike23Ua Posted August 12, 2025 Share Posted August 12, 2025 9 minutes ago, SilverSpoon said: And because the creators of Minecraft knows that base destruction stuffs are just disgusting for some people so that easy and permanent solution is just turning on the lights, and the "/gamerule mobGriefing false" command exists, literally "mobGriefing". I don't know about other games. Your enabling a command to toggle off default gameplay features. Comparing that to DST would be about like Klei adding a toggle feature for rather or not Deerclops can target and attempt to destroy your base structures. 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/6/#findComment-1831672 Share on other sites More sharing options...
Chewabacca Posted August 12, 2025 Share Posted August 12, 2025 2 minutes ago, Mike23Ua said: Comparing that to DST would be about like Klei adding a toggle feature for rather or not Deerclops can target and attempt to destroy your base structures. You mean like the Deerclops toggle that already exists in the world settings? 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/6/#findComment-1831673 Share on other sites More sharing options...
SilverSpoon Posted August 12, 2025 Author Share Posted August 12, 2025 (edited) 51 minutes ago, lowercase skye said: I am still waiting for anyone to explain how balls of electric lunar energy starting random fires that kill a specific selection of mobs is a fun and thematically satisfying challenge to overcome. It seems like the argument is just "it's destructive, so it's good", even though it makes no sense thematically and does not have any interesting or satisfying countermeasures. To be fair, I did find exactly one “Willow finally gets to use a weapon that synergizes with Burning Frenzy.” I think it's fine it made that like "let Burning Frenzy give Willow’s electric attacks the ability to ignite plants, while all other electric attacks do not ignite plant mobs.", that would be win-win for he and other everyone, Who would think he just made that up what even he didn’t believe, just to take a jab at us? 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. 21 minutes ago, Mike23Ua said: Your enabling a command to toggle off default gameplay features. Comparing that to DST would be about like Klei adding a toggle feature for rather or not Deerclops can target and attempt to destroy your base structures. I think it’s actually a good idea. Edited August 12, 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/6/#findComment-1831674 Share on other sites More sharing options...
hyoton123 Posted August 12, 2025 Share Posted August 12, 2025 (edited) 4 hours ago, SilverSpoon said: This is correct. I'm saying "Don't destroy my own base", "Don't interrupt entertainment of designing base", and "Don't force us to do some micromanagement to protect the base." The reason I'm criticizing this isn't because it's " that makes survival hard," but because it's "that makes the entertainment of base building hard." And what I’m saying is that danger to your base is part and parcel of the survival challenges. To be clear I am talking about survival as passive dangers - wildfire ignition is probably not going to kill you directly, but it will make you miserable if you dont play around it. I think it is entirely dont starvey, in any event, that you dont want to leave a moonstorm up because of the small possibility an invasive plant mob might ignite your base. At some point you have to have something to make a world besides target practice. EDIT: that said i despise moongleams anyway, i’m just saying that making them cause fire in limited conditions does not seem like a problem to me. The solution seems to me to not hang out at base when moonstorms are up, and stop the moonstorm as soon as you dont need it. I realize a griefer can turn it back on, but they can torch it anyway. Edited August 12, 2025 by hyoton123 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/6/#findComment-1831676 Share on other sites More sharing options...
SilverSpoon Posted August 12, 2025 Author Share Posted August 12, 2025 (edited) 16 hours ago, hyoton123 said: And what I’m saying is that danger to your base is part and parcel of the survival challenges. To be clear I am talking about survival as passive dangers - wildfire ignition is probably not going to kill you directly, but it will make you miserable if you dont play around it. I think it is entirely dont starvey, in any event, that you dont want to leave a moonstorm up because of the small possibility an invasive plant mob might ignite your base. At some point you have to have something to make a world besides target practice. Please understand that base arson is as not funny a “survival challenge” as the one of the most common way of griefing for some people. I’m not ashamed to password-protect my server and to turn off Wildfire. Edited August 13, 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/6/#findComment-1831678 Share on other sites More sharing options...
Popian Posted August 12, 2025 Share Posted August 12, 2025 (edited) 10 hours ago, SilverSpoon said: First screenshot: It's not true he made no attempt at damage control The comment on damage control is referring to the second screenshot. You can see I have no problem with the first. 10 hours ago, SilverSpoon said: is it really fair to call it “a flaw in the design”? It was a design that had worked perfectly up until update. Even before the update there was the risk of a Fire Hound spawning inside and getting killed by the bunny, leading to all of them dying to fire anyway. The point is that when you build something you have control over the form and function, which is the difference between losing 5% or 100% of the things. With the current situation you can rebuild it in the same way in the same location and accept the same risks, but I would not be surprised if you eventually get the same outcome. I am not saying that because what you want is to eliminate the risk of plant mob fire spread and that there are ways to greatly reduce the risk of plant mob fire spread that things should remain as is. I know it is unfair to worlds that existed before the update, as many as it is applicable to. I personally think there's still more adjustments to do with electric attacks like having fires start controlled or only ignite when dry in winter and summer (to make up for lack of a damage modifier) or make chain lightning deal damage. 10 hours ago, SilverSpoon said: once a Moongrim locks onto a plant mob, it keeps re-igniting it for as long as the mob is alive, turning roaming Treeguards into walking fire-spreaders Not all plant mobs will be followed like a Treeguard. They are bulky and hard to enclose so less likely to be hazardous to your base. To stop the tethering you can catch and release, or enter the area with 3 already on you. 13 hours ago, Lovens said: 3) I feel I have already addressed 1 and 2 with the above. For 3 I already mentioned that Flingomatics do not prevent the damage done, so you really have to find a way to avoid it location-wise or deal with healing things (that you don't see the hp on without mods). 13 hours ago, Lovens said: All it takes now to burn is a single Wormwood to join the world during the moonstorm on top of the starting portal. Things don't usually start smoldering with Wormwood's burn time unless he is standing still or the area is littered with kindling. Then the Wormwood has to ignore the smoldering. I think such a situation is much less likely to happen compared to Abigail killing a Fire Hound when Wendy is afk. It's these things that encourage you to babyproof the area (e.g. provide less, increase spacing between dominoes, or use the dreaded Scaled Flooring) so only griefers are destroying it, or if you are up to the task you can redo it in different ways. Edited August 12, 2025 by Popian 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/6/#findComment-1831680 Share on other sites More sharing options...
Sephirona Posted August 13, 2025 Share Posted August 13, 2025 I'd like to draw some distinctions - it is of course true that there are in-game methods to prevent fires and mitigate the destruction of moongleams. It is also true that not all megabasers mind the destructive aspects of the game. I think that the differences of opinion here stem mainly from how much players want to care about form over function. For some players, the aesthetics of a megabase matter greatly, and being made to incorporate clunky machines everywhere detracts from that. If you've ever dabbled in pixel art, you might know that a lot of thought has to go into the placement of pixels on the canvas. If you have limited space to express details in a low resolution piece then every pixel counts if you want to portray your idea correctly. There is a similar limit when working with DST's tile sizes and item spacing. Maybe some players want to place certain mobs or objects closer together simply because their colors match in a way that makes fireproofing difficult. It may not be the way you are familiar with playing DST, and perhaps you don't care about it at all and prefer practicality. That's fine, everyone has their own way of playing games. What I'm seeing is that some players who embrace practicality are trying to convince players who enjoy aesthetics to play the game practically and it again boils down to differences in perspective. Call it frivolous if you will, but sometimes, people just want things to be pretty, and feel their free time is better spent decorating than working to maintain flingos and wondering if they have enough healing items to patch up their geckos or if they'll even notice they got hit. It's going to be hard to convince anyone there's a correct way to enjoy the game when people's tastes are always going to be different. There's also people who don't care too much about decorating but also don't feel like dealing with random fires too. I think what people want is the choice to play how they wish. Minecraft and Terraria are also favorites of mine. In both these games, while there are survival elements, there is also a creative mode set aside for people who want to focus more on design. In Minecraft you've got people who engineer these glorious megafarms that are incredibly efficient but look like floating fridges, and you have the people coming up with beautiful palettes for their houses who don't mind waiting for resources if it means their village looks pretty. Then you have the people in between, who take inspiration from those marvels of engineering and hide downsized versions of them in aesthetically pleasing buildings. Terraria locks certain items out of creative mode entirely - there are some endgame items you can only get playing the hardest modes. Neither of the games excessively punish creative builders with things they can't turn off to the point playing is a chore, though. I don't know if it's because DST was advertised differently in the past versus how it has evolved, it's just been odd seeing this much discontent between the survival vs. aesthetic players that I don't really see as much in my other favorites. My thoughts are just that since we do get aesthetic skins the devs probably do want to support creative type gameplay, so having support for both in the same game makes sense. Keep adding survival stuff, just give creative-type players the ability to toggle it to their preferences. 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/6/#findComment-1831689 Share on other sites More sharing options...
cropo Posted August 13, 2025 Share Posted August 13, 2025 I seriously can't fathom why it's so hard to support adding an optional, default turned off option in the world settings for this feature. Harp on all you want about the divinity and sanctity of survival elements(Read: Incredibly easy chores that aren't affecting people actually playing for survival.) but you've seriously lost me at being against adding it as an optional toggle. It's so weird that in other survival games and survival lite games you're able to manipulate nearly any setting you want, Project Zomboid literally allows you to take off zombie infections from bites or limit it to only bites and not scratches(the main threat and entire point of the game), Valheim lets you disable portal restrictions on transporting ore (The number one time-sink they use to keep people in the game.) Minecraft lets you turn off creeper explosions damaging the environment, and inventory loss on death and even Don't Starve itself has been constantly adding new toggles for players to use in their world creation. Even if you adamantly defend that random fires in megabases is a tried and true trait of the survival genre, you still don't really have any reason to be against a toggle. 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/6/#findComment-1831691 Share on other sites More sharing options...
Recommended Posts