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In the new hostile takeover update, lureplants get caught on fire when they take electric damage, which can be VERY BAD. The problem is that they ignite super fast and and usually grouped together in farms, so all it takes is ONE MOONGLEAM to completely decimate them all. This is especially true because when the moonstorm spawns on your base you cant really see much and generally just go elsewhere for a few days, so you don't even notice your lureplants catching fire and disappearing offscreen.

So, make sure you have a flingo near your lureplants and turn it on if the moonstorm spawns on your base.

  • Like 10
  • Thanks 2
48 minutes ago, Captain_Rage said:

move your Lureplants to the sea or body of water

Moonstorms and Moongrims can reach the ocean as well as the mainland, so simply moving them to the sea or body of water won't prevent fires. They have to move them about 5 boat lengths away from the mainland in my rule of thumb.

48 minutes ago, Captain_Rage said:

plant a giant tree

Above-Average Tree Trunks prevent smoldering, but do not prevent fires. Even if they prevent smoldering, you still be forced place Flingos to prevent fires caused by Moonstorms, so currently the smoldering prevention effect of Above-Average Tree Trunks pointless.

Edited by SilverSpoon
  • Like 5

Lureplants have always been the most flammable thing in this game. I keep emergency flingos around my Lureplant farms anyways. I really don’t understand why so many people have problems with flingos (aside from the refueling, which can become tedious when you have a large base). Maybe if they had a prettier skin?

I don’t really see any issue with Moongleams (or electric damage causing fire in general). If there were no counters it might be a different story, but I feel like there are easy solutions here. You can use non-electric weapons for plant mobs or wait out the effects of Volt Goat Jelly. For Moonstorms, flingos will take care of it, or you can just avoid your base until you get what you need and then fight CC. That might mean waiting out the Moonstorms while they’re over your base, but I’ve found that’s really not so bad. There’s no shortage of things to do in a late game world even without being able to access (parts of) your base.

You can also just. Base in the oasis.

  • Like 9
4 hours ago, Siren11 said:

Lureplants have always been the most flammable thing in this game. I keep emergency flingos around my Lureplant farms anyways. I really don’t understand why so many people have problems with flingos (aside from the refueling, which can become tedious when you have a large base). Maybe if they had a prettier skin?

I don’t really see any issue with Moongleams (or electric damage causing fire in general). If there were no counters it might be a different story, but I feel like there are easy solutions here. You can use non-electric weapons for plant mobs or wait out the effects of Volt Goat Jelly. For Moonstorms, flingos will take care of it, or you can just avoid your base until you get what you need and then fight CC. That might mean waiting out the Moonstorms while they’re over your base, but I’ve found that’s really not so bad. There’s no shortage of things to do in a late game world even without being able to access (parts of) your base.

You can also just. Base in the oasis.

Hi, megabaser here. I build flingos but I hate them.

Firstly, flingos are too tedious to upkeep even when you have more than 3-4. If you have them on all the time, they will run out so you need to constantly keep an eye on them and add fuel to them. Most efficient fuel for them in late game worlds that builds up naturally is either rot or manure which takes a lot of actions to add before the bar becomes full. Everything else needs to be farmed manually (logs, nitre) or is rare and better be used for other crafts (glommer goop), or is inefficient to put in there (grass, twigs, reeds). Pinecones are an ok fuel if they are a byproduct of farming pine trees for logs but most players opt to farm other tree types (palmcone or birch or moon trees) late game. If you have flingos on standby mode, then they are pretty bad at doing their job. 90% of the time they don't trigger in time and by the time they automatically turn on, something has burnt already. They have this weird mechanic when they need either several burning entities at once to react, or have one entity burn for long enough to trigger. You then still have to go and manually turn it off after it triggered so they don't waste fuel, and deal with the annoying beeping sound they make. They also lock and won't let you turn them off after they triggered automatically until some time passes, which is super annoying. 

Secondly, their placement box is too large, the design is ugly (even with the circus skin) and the radius is too small. You have to plan ahead to incorporate them into the builds and sometimes there's no room to add a flingo to an existing farm design (or you will need to awkwardly fit several of them to cover the space). In my current lureplant farm design there's simply no room for a flingo without ruining the aesthetic of the farm and its visual appearance. I have planted above average trees around my lureplant farms already to protect them from the lightning, wildfires are off, and fire hounds are fought in the hound defense area far away from that place. Everything was accounted for, and the design was not built with flingos in mind. Adding them now just because a moonstorm can happen in the nearby biome and moon gleams can linger and set the whole thing on fire is ridiculous. And I can't even put scaled flooring turf under them because they are on docks. 

Lastly, even when you plan builds with flingos, they are super limiting in design. You either are stuck with a single flingo build design and have to fit it all in a circle around it, or will need to waste more materials to build several flingos and waste valuable build space on them (takes up a whole tile!). Concealing them to make builds look prettier is harder now after they made it impossible to place walls around it, and makes it harder to access flingo in case of emergency.

And yeah, the base is in the Oasis. But the moonstorms can happen in nearby biomes and moon gleams have this annoying tendency to linger and follow you even after you finished the event. The location I chose for my lureplant farms was perfect in any other sense, but the docks they are on are between Oasis, the starting biome and the swamp. While Oasis can't have moon storms, two other biomes have them frequently. 

Edited by Lovens
  • Like 4
  • Thanks 1
15 minutes ago, Lovens said:

Hi, megabaser here. I build flingos but I hate them.

Firstly, flingos are too tedious to upkeep even when you have more than 3-4. If you have them on all the time, they will run out so you need to constantly keep an eye on them and add fuel to them. Most efficient fuel for them in late game worlds that builds up naturally is either rot or manure which takes a lot of actions to add before the bar becomes full. Everything else needs to be farmed manually (logs, nitre) or is rare and better be used for other crafts (glommer goop), or is inefficient to put in there (grass, twigs, reeds). Pinecones are an ok fuel if they are a byproduct of farming pine trees for logs but most players opt to farm other tree types (palmcone or birch or moon trees) late game. If you have flingos on standby mode, then they are pretty bad at doing their job. 90% of the time they don't trigger in time and by the time they automatically turn on, something has burnt already. They have this weird mechanic when they need either several burning entities at once to react, or have one entity burn for long enough to trigger. You then still have to go and manually turn it off after it triggered so they don't waste fuel, and deal with the annoying beeping sound they make. They also lock and won't let you turn them off after they triggered automatically until some time passes, which is super annoying. 

Secondly, their placement box is too large, the design is ugly (even with the circus skin) and the radius is too small. You have to plan ahead to incorporate them into the builds and sometimes there's no room to add a flingo to an existing farm design (or you will need to awkwardly fit several of them to cover the space). In my current lureplant farm design there's simply no room for a flingo without ruining the aesthetic of the farm and its visual appearance. I have planted above average trees around my lureplant farms already to protect them from the lightning, wildfires are off, and fire hounds are fought in the hound defense area far away from that place. Everything was accounted for, and the design was not built with flingos in mind. Adding them now just because a moonstorm can happen in the nearby biome and moon gleams can linger and set the whole thing on fire is ridiculous. And I can't even put scaled flooring turf under them because they are on docks. 

Lastly, even when you plan builds with flingos, they are super limiting in design. You either are stuck with a single flingo build design and have to fit it all in a circle around it, or will need to waste more materials to build several flingos and waste valuable build space on them (takes up a whole tile!). Concealing them to make builds look prettier is harder now after they made it impossible to place walls around it, and makes it harder to access flingo in case of emergency.

And yeah, the base is in the Oasis. But the moonstorms can happen in nearby biomes and moon gleams have this annoying tendency to linger and follow you even after you finished the event. The location I chose for my lureplant farms was perfect in any other sense, but the docks they are on are between Oasis, the starting biome and the swamp. While Oasis can't have moon storms, two other biomes have them frequently. 

I specifically mentioned issues with upkeep. I have… about 10 in my base? That doesn’t even cover everything, but I planned it so things either can’t burn outside of flingo radius or the fires won’t be able to spread. Mostly I was assuming that megabasers would have based in oasis or turned off wildfires, so they’d only need to worry about protecting Lureplant farms (or other plant mobs). Which imo should be done anyways. I like having multiple ways of protecting against fire at all times. I keep wildfires on and play pretty fast and loose with fire hounds considering how large my base has gotten.

I’ve never noticed any issues with standby mode, but maybe I’ve been lucky. I rarely use it since I don’t mind keeping my most important flingos fueled when I know an event that potentially involves fire is happening.

I specifically incorporate flingos into builds, as well as several other methods of fire protection (Above Average Trees and scaled flooring). It sounds like a lot of people don’t. I suppose it’s unfortunate that old builds will have issues, but I don’t think that’s any reason that Klei shouldn’t add interesting new mechanics or threats. I never try to conceal my flingos either. They’re kinda the focal point of my base. A bunch of odd little circular designs surrounding my army of flingos, with various inflammable decorations between them. I adore it.

It is a bit frustrating when the Oasis isn’t in a good spot to give you good fire/Moonstorm protection. I was thinking more having a Lureplant farm literally in the Oasis, but then you’re a bit limited in turf. I don’t care about that, but I suppose some people probably do.

Honestly, I think the biggest issue with Moonstorms is grass gekko worlds. But I’m also assuming you can just… avoid those areas for a while and everything will be fine. I usually avoid my base during Moonstorms too. It’s not a problem to me if Klei doesn’t change it, but they should still have a way to make grass more renewable on those worlds.

Ultimately, it does sound like some players don’t incorporate flingos into designs because of aesthetics, which was the main thing I was wondering. It is frustrating to have to change or abandon old builds, but I have accepted it as part of the thrill of a live-service game. And trying to future-proof everything keeps me on my toes!

  • Like 2
1 hour ago, Siren11 said:

I specifically mentioned issues with upkeep. I have… about 10 in my base? That doesn’t even cover everything, but I planned it so things either can’t burn outside of flingo radius or the fires won’t be able to spread. Mostly I was assuming that megabasers would have based in oasis or turned off wildfires, so they’d only need to worry about protecting Lureplant farms (or other plant mobs). Which imo should be done anyways. I like having multiple ways of protecting against fire at all times. I keep wildfires on and play pretty fast and loose with fire hounds considering how large my base has gotten.

I’ve never noticed any issues with standby mode, but maybe I’ve been lucky. I rarely use it since I don’t mind keeping my most important flingos fueled when I know an event that potentially involves fire is happening.

I specifically incorporate flingos into builds, as well as several other methods of fire protection (Above Average Trees and scaled flooring). It sounds like a lot of people don’t. I suppose it’s unfortunate that old builds will have issues, but I don’t think that’s any reason that Klei shouldn’t add interesting new mechanics or threats. I never try to conceal my flingos either. They’re kinda the focal point of my base. A bunch of odd little circular designs surrounding my army of flingos, with various inflammable decorations between them. I adore it.

It is a bit frustrating when the Oasis isn’t in a good spot to give you good fire/Moonstorm protection. I was thinking more having a Lureplant farm literally in the Oasis, but then you’re a bit limited in turf. I don’t care about that, but I suppose some people probably do.

Honestly, I think the biggest issue with Moonstorms is grass gekko worlds. But I’m also assuming you can just… avoid those areas for a while and everything will be fine. I usually avoid my base during Moonstorms too. It’s not a problem to me if Klei doesn’t change it, but they should still have a way to make grass more renewable on those worlds.

Ultimately, it does sound like some players don’t incorporate flingos into designs because of aesthetics, which was the main thing I was wondering. It is frustrating to have to change or abandon old builds, but I have accepted it as part of the thrill of a live-service game. And trying to future-proof everything keeps me on my toes!

Like I said, I do still build flingos. To me they work the best when I only need to turn them manually when I'm in the farm in a place that I only visit occasionally, but needs to be protected against fire hazards or have plants not wilt. I have wildfires off in all my long term worlds [I gave up on fighting against them. None of the in-game solutions work well on a large scale. I can't cover the entire world with flingos and I like to build outside of the Oasis too, Ice Crystaleyezers are pretty much unusable for how much downsides they have, and even things that should work well  to protect against wildfires (Oasis protection and above average trees) cancel each other out when used together. I had builds that were inside the Oasis ignite when I stepped on the docks near Oasis protected by big trees, it's ridiculous]. Anyway, fire hounds is the only threat that was able to ignite my base before this update, and for that purpose I protected the most crucial areas. There's scaled chests in the storage, there's a flingo that's manually turned on in the center of my hound defense, and the most expensive and frequently used farms such as CC farm, BQ farm, stone fruit farm, crop farm plots, seaweed farm - they all are protected with flingomatics that are off by default and that I only turn on when I see something burn near them. There are of course flingomatics around bananas and reeds because they wilt in summer, but those are only turned on in respective season of course. 

Scaled flooring doesn't solve the moon gleam issue at all. All it does is prevents fire spread but it won't prevent one thing being ignited and then burning. So you would still need a flingo. And if you are doing a moonstorm minigame and see something on fire nearby, running to a nearby to put it out (via turning the flingo on or other means) is the last thing you wanna do, it will make you lose the minigame. In a grass gecko world it's gonna be a nightmare since you won't be able to do any moonstorms in any of the biomes inhabited with geckos, unless you are willing to rapidly lose unrenewable grass sources forever. And even if you went ahead and turfed all those biomes in scaled flooring, this would still not help - moongleams would just continue zapping poor geckos one by one, just the fire won't spread from one thing to another. 

 

Quote

I usually avoid my base during Moonstorms too.

This is NOT a great solution. If you were doing something in your base (farming, cooking, building, prepping for a boss fight) and a moonstorm landed on top of it, you have two options:

1) Abandon the base/current biome immediately for a few days, interrupting whatever you were doing. The food you were cooking will spoil, the boss fight or mob fighting will be interrupted, whatever you were harvesting will likely spoil or rot or stays unharvested, and your general work flow will be interrupted as well. I hate it the most when I'm working on a build and a moon storm forces me to interrupt, I have a full inv of items related to my current project and I have to dump them all on the spot and leave the build unfinished.

2) Engage with Wagstaff's minigame immediately to force the moonstorm happen in a different place. It doesn't always work (moonstorm has a chance to stay in the same biome), also requires you to abandon whatever you were occupied with, and takes away the time you could have been spending doing something you like. And I don't want to even think about approaching this post-scion where you can't spontaneously engage with the moonstorm minigame if you haven't visited Pearl's island and crafted the static restrainer beforehand. I can't imagine always carrying one one me just so I can move moonstorms to a different biome at will like I do now. 

Neither of the options are fun, and most importantly, leaving the base still has the risk of leaving some moongleams behind you, it's even worse if they spawn out of your field of view and ignite something offscreen without you noticing. If you avoid the base for the entire duration of moonstorm lingering on top of it (usually 5-6 days, sometimes longer) then you risk coming to a destroyed base that burnt offscreen (and flingos will definitely run out of fuel in the meantime as well).

To me the ideal solution would be to have an upgrade to flingomatic or endgame structure similar to it but slimmer, with small placement box, and with larger radius (like a lightning rod) that a) Entirely prevents ignition in its radius, i.e. not only things can't smolder, they can't be set on fire at all near it. Fire sources (Willow fireball, dwarf star, firepits and bonfires) should still be possible though but their fire spread shouldn't happen. b) Doesn't require any maintenance at all, similar to a lightning rod. I don't care if it costs 10 spark arcs or 10 CC shards or whatever. Ice Crystaleyezer could have been this structure, except it sucks and freezes players near it even in summer, which makes it unusable. And it still doesn't prevent ignition, only smoldering. 

13 hours ago, Lovens said:

grass gecko world

Moongleams are probably the least of their worries because some cruel person made them spawn near things where they will naturally die off to if you don't herd them away. (e.g. Tallbirds, Hounds, meteors, lava ponds)

13 hours ago, Lovens said:

options

There is another one where you take advantage of the spawning and tethering mechanics.

They spawn around you and cap at 3 in the area, and if you are close enough they will follow you in a wave pattern like followers do (e.g. Abigail). Keeping them tethered gives you more control of where they are going to zap, so you can continue what you were doing as long as it's not in a dense at risk area with no protection.

On 8/7/2025 at 5:40 PM, Lovens said:

Like I said, I do still build flingos. To me they work the best when I only need to turn them manually when I'm in the farm in a place that I only visit occasionally, but needs to be protected against fire hazards or have plants not wilt. I have wildfires off in all my long term worlds [I gave up on fighting against them. None of the in-game solutions work well on a large scale. I can't cover the entire world with flingos and I like to build outside of the Oasis too, Ice Crystaleyezers are pretty much unusable for how much downsides they have, and even things that should work well  to protect against wildfires (Oasis protection and above average trees) cancel each other out when used together. I had builds that were inside the Oasis ignite when I stepped on the docks near Oasis protected by big trees, it's ridiculous]. Anyway, fire hounds is the only threat that was able to ignite my base before this update, and for that purpose I protected the most crucial areas. There's scaled chests in the storage, there's a flingo that's manually turned on in the center of my hound defense, and the most expensive and frequently used farms such as CC farm, BQ farm, stone fruit farm, crop farm plots, seaweed farm - they all are protected with flingomatics that are off by default and that I only turn on when I see something burn near them. There are of course flingomatics around bananas and reeds because they wilt in summer, but those are only turned on in respective season of course. 

Scaled flooring doesn't solve the moon gleam issue at all. All it does is prevents fire spread but it won't prevent one thing being ignited and then burning. So you would still need a flingo. And if you are doing a moonstorm minigame and see something on fire nearby, running to a nearby to put it out (via turning the flingo on or other means) is the last thing you wanna do, it will make you lose the minigame. In a grass gecko world it's gonna be a nightmare since you won't be able to do any moonstorms in any of the biomes inhabited with geckos, unless you are willing to rapidly lose unrenewable grass sources forever. And even if you went ahead and turfed all those biomes in scaled flooring, this would still not help - moongleams would just continue zapping poor geckos one by one, just the fire won't spread from one thing to another. 

 

This is NOT a great solution. If you were doing something in your base (farming, cooking, building, prepping for a boss fight) and a moonstorm landed on top of it, you have two options:

1) Abandon the base/current biome immediately for a few days, interrupting whatever you were doing. The food you were cooking will spoil, the boss fight or mob fighting will be interrupted, whatever you were harvesting will likely spoil or rot or stays unharvested, and your general work flow will be interrupted as well. I hate it the most when I'm working on a build and a moon storm forces me to interrupt, I have a full inv of items related to my current project and I have to dump them all on the spot and leave the build unfinished.

2) Engage with Wagstaff's minigame immediately to force the moonstorm happen in a different place. It doesn't always work (moonstorm has a chance to stay in the same biome), also requires you to abandon whatever you were occupied with, and takes away the time you could have been spending doing something you like. And I don't want to even think about approaching this post-scion where you can't spontaneously engage with the moonstorm minigame if you haven't visited Pearl's island and crafted the static restrainer beforehand. I can't imagine always carrying one one me just so I can move moonstorms to a different biome at will like I do now. 

Neither of the options are fun, and most importantly, leaving the base still has the risk of leaving some moongleams behind you, it's even worse if they spawn out of your field of view and ignite something offscreen without you noticing. If you avoid the base for the entire duration of moonstorm lingering on top of it (usually 5-6 days, sometimes longer) then you risk coming to a destroyed base that burnt offscreen (and flingos will definitely run out of fuel in the meantime as well).

To me the ideal solution would be to have an upgrade to flingomatic or endgame structure similar to it but slimmer, with small placement box, and with larger radius (like a lightning rod) that a) Entirely prevents ignition in its radius, i.e. not only things can't smolder, they can't be set on fire at all near it. Fire sources (Willow fireball, dwarf star, firepits and bonfires) should still be possible though but their fire spread shouldn't happen. b) Doesn't require any maintenance at all, similar to a lightning rod. I don't care if it costs 10 spark arcs or 10 CC shards or whatever. Ice Crystaleyezer could have been this structure, except it sucks and freezes players near it even in summer, which makes it unusable. And it still doesn't prevent ignition, only smoldering. 

It feels like Pyrokinetics Explained could be used to create a building like this...

Or upgrade the Lightning Rod.

Edited by SOS-Ouroboros-K
1 hour ago, Hungry French said:

Hahaha. ( evil laughter). 
May all the luraplants on the raft burn.

Technically, luraplants are not farms, as they do not reflect the essence of real farming. If you care, you get it. Just free meat) :geek:

Fig:哔哩哔哩专栏

On 06.08.2025 at 14:41, SilverSpoon said:

Стволы деревьев выше среднего уровня предотвращают тление, но не предотвращают пожары. Даже если они предотвращают тление, вам всё равно придётся использовать флинго, чтобы предотвратить пожары, вызванные лунными бурями, так что в настоящее время эффект предотвращения тления у стволов деревьев выше среднего уровня бесполезен.

Water balloons 

8 hours ago, SOS-Ouroboros-K said:

It feels like Pyrokinetics Explained could be used to create a building like this...

Not everyone plays Wicker or Maxwell all the time, and even when I do the last thing I want to carry on me is yet another book (I already carry rain book, sleepytime and often silviculture for wood farming. Maxwell carries codex umbra, that's even more books to clutter inv).
 

Quote

Or upgrade the Lightning Rod.

Last time I checked, lightning rods did not attract moongleams or extinguished fires caused by them. 

Edited by Lovens
1 hour ago, Lovens said:

Not everyone plays Wicker or Maxwell all the time, and even when I do the last thing I want to carry on me is yet another book (I already carry rain book, sleepytime and often silviculture for wood farming. Maxwell carries codex umbra, that's even more books to clutter inv).
 

Last time I checked, lightning rods did not attract moongleams or extinguished fires caused by them. 

We need some props to eliminate static electricity. Although it's absurd in itself that plants can be ignited by static electricity.
It's also strange that this electrical energy seems unable to be used by electrical appliances.

:spidercowers:

  • Like 2
21 hours ago, SOS-Ouroboros-K said:

We need some props to eliminate static electricity. Although it's absurd in itself that plants can be ignited by static electricity.
It's also strange that this electrical energy seems unable to be used by electrical appliances.

:spidercowers:

It's A Constant. Absurd is her 2nd name.

On 8/28/2025 at 3:22 PM, SilverSpoon said:

Nuh-uh! 

I don't wanna do that while the world starts wheezing every time player moves between shards.

I think the most annoying part would be the load times in my opinion, rather than lag. Then again, if you're using lureplant farms of all things, I wouldn't imagine time efficiency to be your biggest issue.

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