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worlds with killer bee field biome have a big advantage over worlds without it especially for long term worlds like megabases, and there's no way to make anything like it after hundreds and thousands of days, same for normal bee hives and hound mounds

let us craft these spawners in long term worlds to compensate low amount of these spawners on world gen, like how we already can multiply spiders with time

for example, killer bee hive and bee hive blueprints could be dropped by bee queen, and vargs could drop a blueprint for hound mounds, or some other way to create them for example leaving hounds near skeletons because hound mounds consist of bones and teeth, or varg claw that would be able to make mounds out of bones or simply dig them, just any way to get more of these spawners after the initial generation of the world

  • Like 16
  • Big Ups 1

I fully agree. There's more to this. There are so many non-renewable resources in the game and I'm so upset when they accidentally get lost. Spiky trees, merm houses, wobster mounds, sea stacks, slurtle mounds, beefalo, spilagmites, stalagmites, shattered spider nests, driftwood logs, driftwood trees, driftwood roots in waterlogged, alive mandrakes, moon quay monkey huts, monkey pirate boats, - all these things can't be placed by players and can also go fully extinct in the world, sometimes even without player's interaction. Pirate monkeys ram into wobster mounds and destroy them, giants or wildfire can destroy or set on fire trees and other burnable spawners, beefalo don't have a way respawn if they all got killed (can happen via frog rain or moose goose if you are unlucky). 

  • Like 4

No.

I don't care that you're spending 20000 days on the same world. Having to consider and plan around mob/structure extinction has always been a part of the game and it needs to stay.

if we let people have their way with this game literally everything would be craftable - even boulders.

  • Like 6
  • Wavey 2

Crafting/building natural spawners like bee or killer bee hives and hound mounds by hand with a blueprint would feel weird, but survivor's version of some of those things would be cool like we have with the bee box, I would really like a Killer bee box.  I liked your idea about hound mounds being created  in a certain natural looking situation though, what if  skeletons left too long in the desert turned into hound mounds?

Edited by Picklesaurus
  • Like 2
25 minutes ago, Well-met said:

No.

I don't care that you're spending 20000 days on the same world. Having to consider and plan around mob/structure extinction has always been a part of the game and it needs to stay.

if we let people have their way with this game literally everything would be craftable - even boulders.

So what, make it costly to make new spawners or structures. Make a bee hive cost 5 homecomb instead of one. Make a boulder cost 10 cut stone, lock them behind an endgame crafting station so beginners don't have access to them. If you don't want to craft them, nobody will force you to do it. Why do you care if others get what they want? 

It would be cool if Maxwell got something like that in his skill tree. After all, he shaped most of the Constant into the world we know. It would be fitting for his character. 

  • Like 2
  • Wavey 3

I did advocate before that Bee Queen while alive should start building new bee colonies, especially if those around are ruined. Replaced with maybe slightly more menacing hives and infesting trees or plants, maybe they become almost like bee traps to players.

Wobster mounds not having a way to return is a bit lame. I like wobsters for the healing food they're used in, but also annoyed that if mistakes were to happen with their dens it would need a rollback or to suffer it.

Hound mounds are just not necessary. Vargs exist to replace that and there are some very powerful farms people make with'em.

  • Like 2
  • Big Ups 1
1 hour ago, Well-met said:

No.

I don't care that you're spending 20000 days on the same world. Having to consider and plan around mob/structure extinction has always been a part of the game and it needs to stay.

if we let people have their way with this game literally everything would be craftable - even boulders.

I agree with the author, but also you have a point. If the spawner is generated in a reasonably difficult way, like raising a Tallbird to adult, then I'd able completely agree.

Boulder needs to care little pet rock until it grows Boulder.

Edited by SilverSpoon
  • Like 5

Wouldn't that make them renewable? The title is an oxymoron.

 

4 hours ago, Well-met said:

No.

I don't care that you're spending 20000 days on the same world. Having to consider and plan around mob/structure extinction has always been a part of the game and it needs to stay.

if we let people have their way with this game literally everything would be craftable - even boulders.

Apparently the big idea is to make every world a carbon copy of another. Remember that adding world seeds have also been suggested in order to eliminate randomness completely. x) Can't imagine how great DST would be without any unpredictability. No, wait.. that was sarcasm.

  • Like 2
  • Spooky 1
5 hours ago, Well-met said:

Нет.

Мне всё равно, что вы проводите 20 000 дней в одном и том же мире. Необходимость учитывать и планировать исчезновение мобов/структур всегда была частью игры, и она должна остаться.

Если бы мы позволили людям делать в этой игре всё, что им заблагорассудится, то можно было бы создавать буквально всё — даже валуны.

The game already has a self-renewal function for plants, etc. ...
But in general, this could be changed by a separate mode for the mega base.

4 hours ago, Lovens said:

Ну и что с того, что создание новых спавнеров или построек будет стоить дорого? Пусть улей стоит 5 сотов, а не один. Пусть валун стоит 10 обтёсанных камней, и пусть они будут доступны только на поздней стадии игры, чтобы у новичков не было к ним доступа. Если вы не хотите их создавать, никто вас не заставит. Почему вас волнует, получат ли другие то, что хотят?

Было бы круто, если бы Максвелл получил что-то подобное в своём древе навыков. В конце концов, именно он превратил Константу в тот мир, который мы знаем. Это было бы уместно для его персонажа.

And when you intentionally don't use some content... Not even because of his weakness or uselessness. But because you don't like it, it can ruin the gameplay because you limit yourself...

For example, I don't like the way hammer and shovel work on the natural generation of buildings and plants. Or even an axe.  This deprives survival of its zest, and the existence of certain biomes of its uniqueness. 
But I understand that someone really likes to transfer everything from the map to their convenient, sweet base.

This idea feels uninventive. DST had some charm to me because of how you had to compensate for the lack of being able to build spawners. That's all I have to say about it, I suppose. Also this is a suggestion, there's a forum for that.

Edited by oregu
  • Like 2
  • Thanks 1

One of the things i really loved about the single player dont starve was how real and permanent the damage you did to the environment felt and how it has made me really sensitive toward preserving natural and non renewable sources in the game, it made each good world gen feel really valuable.

But aside from that, i also wouldnt mind seeing some dynamic and automatic world repopulation of non renewable resources (even if very slow).
things like spiders multiplying overtime and growing their territory through their simple yet multi staged reproduction system that you mentioned are really interesting and awesome and i would like to see similar behavior in more creatures.

Yet straight up crafting spawners just kills all the magic of looking around the world and trying to make a perfect setup or even dealing with scarcity that a world might provide.
it will just turn the game into smash all mob houses, destroy all nests and rob all resources and not be worried since you can just make a new one just next to your base and never have to even set foot out of your house into the barren wasteland you have left behind.
 

  • Like 9

A big part of the fun of megabasing is needing to work around those natural resources, like refraining from smashing down boulders or beehives for their resources early on so that you can incorporate them into builds later. A lot of the fun of it is how differently the early game goes whenever you have to always consider if something you destroy would be gone for good! So I'd personally find it sad if you could instead just make a new crafting station and rebuild all of that stuff on a perfect grid exactly as you want it.

Since killer bees in particular are very important for characters like Wortox or Willow, though, I would like it if killing Bee Queen caused more to sprout up around grassy biomes.

Edited by lowercase skye
  • Like 4

The original idea is asking for resource generators, but I do not see a problem with having holograms (no collision) that need to copy an existing thing for decorative uses.

There will still be value in having the real thing if it serves a functional purpose, and the holograms could have an occasional distortion or other effect (a base to project the image) to tell them apart and possibly make the original more desirable.

  • Like 1
1 hour ago, lowercase skye said:

A big part of the fun of megabasing is needing to work around those natural resources, like refraining from smashing down boulders or beehives for their resources early on so that you can incorporate them into builds later. A lot of the fun of it is how differently the early game goes whenever you have to always consider if something you destroy would be gone for good! So I'd personally find it sad if you could instead just make a new crafting station and rebuild all of that stuff on a perfect grid exactly as you want it.

Since killer bees in particular are very important for characters like Wortox or Willow, though, I would like it if killing Bee Queen caused more to sprout up around grassy biomes.

just dont use them if you dont like the idea, everyone wins

  • Potato Cup 1

I see where some people are coming from in some of their replies, and I can agree that straight up crafting all the spawners by any character takes away from the uniqueness of the world and makes it for a weird feature. Although Webber could get an ability to craft other spider nest types in his skill tree (using resources that make sense for these spawners) since he can already make the regular spider dens. For the rest of the spawners it could be just made so they regenerate naturally if they were destroyed or damaged. Why do Waterlogged spider nests and Catcoon dens regrow but Slurtle mounds and Wobster mounds are lost forever? Why do splumonkey pods regenerate but powder monkey homes are gone forever once destroyed? Do underground monkeys have more advanced house building technologies or what? Seems like an oversight to me. Why can we obtain free new boats in the form of boat kits and archaic boats, but the ones spawned with the monkey raids disappear when unloaded (having them stay would solve the issue of yellow colored boats being limited to 3-4 per world)? Why can we repopulate volt goats via hunts but not beefalo? Why can we plant almost all kinds of regular trees and even exotic trees but not spiky trees (and if for some reason we can't plant them, why don't they just regrow naturally like lumpy trees, for example)? 

There could be several obscure mechanics implemented into the game similar to growing seaweeds via sea sprout starters on full moon. Say, maybe if you abandon a bee box in the wilderness, have no other structures built near it and don't harvest it for at least one in-game year, it will turn into a regular bee hive eventually. Make it so if you plant 6 evil flowers near it, it turns into a killer bee hive instead. Antlion boulders dropped into water via pinch & whinch could stack until they start sticking out of the water and turning into a sea stack. Wobster mounds could just regrow naturally roughly in the same place when destroyed, like catcoon dens, if the spawner point is not blocked by boats or docks. Spiky trees could drop a spiky tree seed or just regrow naturally if chopped or burnt. Driftwood trees could be made by planting a regular tree on any beach type of turf on the tiles adjacent to water, and then turn into driftwood over time (similar to tree petrification). Similar to that, overtime they could form dritwood logs from leftover wood on the shore tiles, and logs dropped in water could also turn into driftwood after a long while. Beefalo herds could be made renewable by making a summer hunt in the savanna biome spawn a wild beefalo instead of a Koalefant (similar how in spring we can spawn a volt goat in Oasis desert). 

There are so many possibilities of making these things renewable and still not via direct crafting. I agree that straight up crafting, say, a wobster mound, and have it placeable as a structure would be both game-breaking and disrupting the world immersion. But a lot of these mechanics would make sense - if not for the spawners then at least for some plants and animals. 

  • Like 6
13 hours ago, Well-met said:

No.

I don't care that you're spending 20000 days on the same world. Having to consider and plan around mob/structure extinction has always been a part of the game and it needs to stay.

if we let people have their way with this game literally everything would be craftable - even boulders.

World regrowth and tree petrification are still things I really hated when making the switch to DST. I still have an instinctual aversion from picking flowers because of Singleplayer. The world could use more "extinctable" stuff, I'd like an option to make even more things possible to make extinct.

19 hours ago, Frosty_Mentos said:

I did advocate before that Bee Queen while alive should start building new bee colonies, especially if those around are ruined. Replaced with maybe slightly more menacing hives and infesting trees or plants, maybe they become almost like bee traps to players.

Wobster mounds not having a way to return is a bit lame. I like wobsters for the healing food they're used in, but also annoyed that if mistakes were to happen with their dens it would need a rollback or to suffer it.

Hound mounds are just not necessary. Vargs exist to replace that and there are some very powerful farms people make with'em.

I like this idea of mobs periodically creating new dens on their own more than making players build them themself This alreay happens with spider where the spider queen will despawn and leave a spider den in its place. My idea for wobsters would be you can leave it by a sea stack and over time it will create a home if left alone. Also have significantly more seastacks by the land for this purpose. Letting bee queen make new hives while fighting her also makes the fight more interesting and makes honeycombs more renewable, it's two birds with one stone. I like the idea of hounds making their own mounds when multiple hounds nearby eachother are left offscreen. If you simply run away from a hound wave, you'll be punished (or rewarded, however you wanna look at) with a hound mound where hounds used to be.

Doesn't that make the world feel more alive?

Edited by oregu
  • Like 2

Currently, we can create some structures for mobs (Rabbit Hutch, Pig House, Craftsmerm House, Spider Eggs, Bee Box). Creating a structure for Killer Bees is currently desirable for those who play as Wortox or Wigfrid. A structure for Walrus Camp would be of interest to Wanda.

  • Like 1
3 hours ago, Cruvimaster said:

Creating a structure for Killer Bees is currently desirable for those who play as Wortox or Wigfrid.

crazy thought - don't destroy the nests then, and put precautions to avoid environmental destruction.

3 hours ago, Cruvimaster said:

A structure for Walrus Camp would be of interest to Wanda.

uh....

Just now, Well-met said:

crazy thought - don't destroy the nests then, and put precautions to avoid environmental destruction.

The problem isn't the destruction, but rather having killer bees on the map. Killer bees are a random biome. If we can have normal bees in the base, why are you against killer bees?

4 minutes ago, Well-met said:

uh....

I'm sure Klei will never implement this. Don't worry.

  • Like 1
1 minute ago, Cruvimaster said:

The problem isn't the destruction, but rather having killer bees on the map. Killer bees are a random biome. If we can have normal bees in the base, why are you against killer bees?

because it makes no sense to craft something thats an active danger to 95% characters.

If you want to farm your killer bees then suck it up and go to that biome.

  • Like 1
8 minutes ago, Well-met said:

because it makes no sense to craft something thats an active danger to 95% characters.

If you want to farm your killer bees then suck it up and go to that biome.

You can place spiders in your base, but you can't create killer bees? Okay, then. Just a note: I don't play Wortox or Wigfrid, and I don't see anything absurd about the number of mobs the game already allows players to create.

Maybe you're in a phase where you object to everything I post. It doesn't matter either way.



image.png.7e89799af8a99bbfc0327cd629af6a66.png

Edited by Cruvimaster
  • Like 2

I like the idea, but I think it would kill the fun of the game for me with the killer bees specifically. Wouldn't hate if they restored slowly if they all get destroyed, and around bee queen sounds pretty logical. If you give me the ability to over produce them, I would plant a handful by every boss and spread throughout the world for a super breezy wortox run. It would optimize away a lot of the fun.

Edited by Hollow soul 3
  • Big Ups 1
  • GL Happy 1

I recently thought of suggestions for adding the following trading items to Wandering Trader:
Exchange Grass, etc. for Grass Tuft
Exchange Twigs, etc. others for Sapling
Exchange Shell Bell, Barnacles, Cookie Cutter Shell, etc. for Sea Sprout Starter
Exchange Shell Bell, Wobster, Cookie Cutter Shell, etc. for Wobster Mound
Exchange Slurper Pelt, Slimy Salve, Tentacle Spots, etc. for Slurtle Mound.

Of course, some objects that may have special functions, such as the regeneration of Killer Bee Hive, can be subject to high restrictions.

 

and……

More regenerative methods are actually more reasonable for dst.
First of all, as a sandbox game, using corresponding regeneration methods to obtain and stockpile materials is itself a common and suitable gameplay direction.   Just as we can see achievements like Tree Hugger and Super Sustainable.   terraria has also been attempting to develop the sky Island gameplay recently - a gameplay where players obtain resources from scratch entirely through mechanisms.   For sandbox games, it is best to allow players to choose to be producers as much as possible rather than being forced to be predators.   This can also reach a wider player base.
Secondly, as a world with a long history in the background of dst, it is reasonable that the vast majority of objects within it - especially biological groups - have restorative or reproductive capabilities.
Thirdly, game characters as human beings (or similar intelligent creatures) should also be capable of discovering, learning and utilizing various regeneration mechanisms in the environment.   Just like now in the game, players can learn to build Pig House, Rabbit Hutch, Bee Box, and plant Knobbly Tree Nut,  Marble Bean.   This is actually an ability that one should naturally possess.
Oh, there are also additional ones like Banana Bush, Monkeytails, Palmcone Sprout, Fossil Fragments, etc.   In fact, these regeneration approaches have indirectly improved the quality of life of many players.   It can be said that players can choose not to use it, but there is no reason for the game to refuse to provide such functions.

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