SilverSpoon Posted August 28, 2025 Share Posted August 28, 2025 (edited) 21 hours ago, Hollow soul 3 said: 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. This will angry a ton of people, but tbh, I think wild bees and killer bees should not spawn Souls or Embers. I think it is not good for their difficulty to change so extremely depending on MAP generation RNG of the beehive and beehive biome. Of course, I wouldn't mind improving their Souls/Embers efficiency or increasing bee capacity of BeeBox to compensate. Edited August 28, 2025 by SilverSpoon Link to comment https://forums.kleientertainment.com/forums/topic/167718-let-us-craft-nonrenewable-spawners/page/2/#findComment-1833214 Share on other sites More sharing options...
ShadowDuelist Posted August 28, 2025 Share Posted August 28, 2025 (edited) Killer bee box could be crafted with 4 boards, 1 honeycomb and 1 pepper. (I originally thought it should be 2 honeycombs to make it more expensive but tbh that would just make it easier to dupe honeycombs) It could produce little or no honey, but will respawn killer bees almost as fast as the real nests (I’d make it slightly slower so the real ones are still better) I think it’s a fair compromise if you want to farm stingers, souls or embers and do not have a killer bee biome, or it got destroyed. As for hound mounds I’d say meh, we already have vargs that will mass produce hounds if that’s what you are after, and getting vargs in the late game is super common. Edited August 28, 2025 by ShadowDuelist 2 Link to comment https://forums.kleientertainment.com/forums/topic/167718-let-us-craft-nonrenewable-spawners/page/2/#findComment-1833219 Share on other sites More sharing options...
Mike23Ua Posted August 28, 2025 Share Posted August 28, 2025 (edited) On 8/26/2025 at 2:16 PM, 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. While true: I think the route Klei will eventually go down will be the route that overtime: Everything renews. Boulders Renew in Meteor Showers by the way… Volt Goats Renew if a hunt ends in a certain area while it’s raining. Catcoon nests renew if they have all been destroyed over so many days. Even Mushroom rings now renew! personally: Everything should just auto renew if there’s space for it to do so (aka the player hasn’t built a base over its spawn) Merms can swim in from shore, set up shacks. Swamp Tentacle can just renew over time at swamp without needing to use Wicker to renew them. (This doubles as making tentacle spikes more readily available) Bee Hive holes could renew into fresh hives or even if left alone long enough: Turn Killer Hives. Hound Mounds can just form naturally over time same as Catcoon dens now do.. It prevents the game world from becoming empty wastelands of vast empty space. Klei lacked the Technology back in 2013 for the game to do this.. but it’s 2025 now- Surely TWELVE YEARS later they have better tech? Edited August 28, 2025 by Mike23Ua 1 Link to comment https://forums.kleientertainment.com/forums/topic/167718-let-us-craft-nonrenewable-spawners/page/2/#findComment-1833233 Share on other sites More sharing options...
Maxil20 Posted August 29, 2025 Share Posted August 29, 2025 (edited) Couple notes about resource renewability as someone who played a ton of DS/DST and prefers how DST handles resources: A. Resource destruction in DS works because you only have one player in the world, and chances are if something gets destroyed forever it's typically your mistake/choice, and rarely occurs by accident due to only having one player. This works much less effectively in DST, where a world has potentially 6+ players of varying skill level going around the map, making it a lot more likely for resources to be destroyed by said varying skilled players and also greatly increasing the chance for accidental mistakes, which works much less effectively when it impacts someone else that isn't the person who caused it. B. The entire existence of DS's Wooden thing in every DLC technically means that no resource is nonrenewable in DS, and the risk of losing something of value is far less consequential. If you ever make a mistake or plan to reap the benefits of destroying nonrenewable resources/structures, you can store those items in another DLC and hop in the world you were smashing. I used to mass smash the hamlet cities for resources because while they technically don't come back, the consequences of doing so stopped mattering when I used the teleportato to get a brand new hamlet world 5 minutes later. This also has the benefit of meaning that getting poor worldgen when you start can only be a minor setback at best compared to a permanent issue that you are stuck with for the entire rest of the game. By the time you end up getting worldgen a player would consider ideal, you more than likely have all the resources you could need and can keep said nonrenewable structures intact easily. In DST, this is not the case. Something that you either lack or smash that lacks a regrowth component permanently stains the world, and you can't attempt to hop for better worldgen because the only way to reset a world is to entirely erase a player's progress unless they do shard swapping. This isn't me trying to say that losing something valuable like a volt goat herd should be without consequence (I personally like how renewing of some various mobs is tied to specific seasons, such as the renewal of goats being specifically a spring-only activity, meaning if you kill off your goats you won't be able to get new ones for quite awhile), but having something be downright impossible to renew, especially mobs, feels very bad in a one world context. I don't really like the idea of crafting natural items since I do admittedly think that feels a bit silly, but I am absolutely down for the idea of them either respawning via world regrowth and/or having a method of being able to renew the things in question through various ingame mechanics. I'm a bit more neutral or so on things like boulders, since those admittedly are specifically asthetic structures that don't have any real advantages other than being cool decor/neat merits. The only one I would personally like to have a way to make more of is Planted mandrakes. I miss being able to make mandrake gardens with the excess you got from hopping or trawling in SW waters... On 8/26/2025 at 8:00 PM, Captain_Rage said: 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. I'm not sure why this would be a problem. Even in games like Minecraft/Terraria where sharing world sees is one of the core features of the game, I guarantee that most players very rarely want to actually use set seeds (Apart from the latter to activate the special ones) that isn't for speedrunning purposes/showing cool worldgen hiccups. Heck, Don't Starve (and Together) both support world sees because the random world generator relies on a seed to work, and it's totally possible with a little bit of coding knowledge to use this to create near identical worlds (some very minor details are off, but the world shape/biome generation are identical). I myself don't see any consequence of it. After all, most people are probably gonna ignore it in the first place and it literally doesn't impact them whatsoever, and the players that do care about it get a funny tool to use to share cool seeds with their friends who also might like this! Edited August 29, 2025 by Maxil20 Why does pressing CTRL instantly push a post??? 9 Link to comment https://forums.kleientertainment.com/forums/topic/167718-let-us-craft-nonrenewable-spawners/page/2/#findComment-1833258 Share on other sites More sharing options...
cybers2001 Posted August 29, 2025 Share Posted August 29, 2025 Tbh, why can't this be resolved with a mod? Players be so particular about stylizing every facet of their world, yet are averse to installing server mods for some reason. 2 Link to comment https://forums.kleientertainment.com/forums/topic/167718-let-us-craft-nonrenewable-spawners/page/2/#findComment-1833272 Share on other sites More sharing options...
Mike23Ua Posted August 29, 2025 Share Posted August 29, 2025 36 minutes ago, cybers2001 said: Tbh, why can't this be resolved with a mod? Players be so particular about stylizing every facet of their world, yet are averse to installing server mods for some reason. Because Xbox, PlayStation & Nintendo Switch don’t have access to mods? it needs to be something Klei considers officially. Because as it stands right now: The only way to renew Merms if all their shacks are destroyed is to switch to Wurt and build her special huts. 1 Link to comment https://forums.kleientertainment.com/forums/topic/167718-let-us-craft-nonrenewable-spawners/page/2/#findComment-1833275 Share on other sites More sharing options...
cybers2001 Posted August 29, 2025 Share Posted August 29, 2025 50 minutes ago, Mike23Ua said: Because Xbox, PlayStation & Nintendo Switch don’t have access to mods? it needs to be something Klei considers officially. Because as it stands right now: The only way to renew Merms if all their shacks are destroyed is to switch to Wurt and build her special huts. Well then you’re outta luck, I guess. There’s lots of superfluous content that gets introduced via mods. Seems like a huge waste of the devs’ time to cater to every decorative whim. 2 Link to comment https://forums.kleientertainment.com/forums/topic/167718-let-us-craft-nonrenewable-spawners/page/2/#findComment-1833277 Share on other sites More sharing options...
Mike23Ua Posted August 29, 2025 Share Posted August 29, 2025 10 minutes ago, cybers2001 said: Well then you’re outta luck, I guess. There’s lots of superfluous content that gets introduced via mods. Seems like a huge waste of the devs’ time to cater to every decorative whim. It’s not just for decorative purposes, You have no idea how many people I’ve played with who have opted to start fresh worlds just because a ring of mushrooms got burned down. Catcoons Dens renewing isn’t just for base decor, their stumps can be rummaged and the cat itself can be traded with, or killed for its resources. Link to comment https://forums.kleientertainment.com/forums/topic/167718-let-us-craft-nonrenewable-spawners/page/2/#findComment-1833278 Share on other sites More sharing options...
Edible Coal Posted August 29, 2025 Share Posted August 29, 2025 16 minutes ago, Mike23Ua said: It’s not just for decorative purposes, You have no idea how many people I’ve played with who have opted to start fresh worlds just because a ring of mushrooms got burned down. i would like to meet that person 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/167718-let-us-craft-nonrenewable-spawners/page/2/#findComment-1833280 Share on other sites More sharing options...
Hollow soul 3 Posted September 1, 2025 Share Posted September 1, 2025 On 8/28/2025 at 3:10 PM, SilverSpoon said: This will angry a ton of people, but tbh, I think wild bees and killer bees should not spawn Souls or Embers. I think it is not good for their difficulty to change so extremely depending on MAP generation RNG of the beehive and beehive biome. Of course, I wouldn't mind improving their Souls/Embers efficiency or increasing bee capacity of BeeBox to compensate. eh, half his skills are already pretty useless. Might as well kill the other half for console players. PC meta shifts to spiders, console crashes, and nothing's fixed. I think it would make people very reasonably mad unless there was a massive buff or rework to balance. After you memorize the wiki and learn a few farms, the difficulty is only based on map generation. Link to comment https://forums.kleientertainment.com/forums/topic/167718-let-us-craft-nonrenewable-spawners/page/2/#findComment-1833702 Share on other sites More sharing options...
nicolas103 Posted September 2, 2025 Share Posted September 2, 2025 (edited) I honestly wish a lot more could be renewable. However, I do think that just getting a Crafting Station to do so is really lame, tbh, but we already have a station to make almost every turf, and there are ways to make stuff like Ruins Tables, Vases, Etc, so i guess its really not out of the question. Specifically i wish Boulders were "craftable" because i almost always use them in my base, and just ignoring a boulder for like 100 days is like cringe af. An idea i had for this was to bring the small boulders from Antlions Earthquakes to the surface, and like plant them in the ground where we want them. Sort of like Marble. Or another idea would be like leaving a hound wave in an area you want them to setup their mounds. Could even make use of those firecrackers here so it isn't punishing if you accidentally miss an offscreen hound or something. I'd prefer renewability being a little more interactive is all. Edited September 2, 2025 by nicolas103 Removed a 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/167718-let-us-craft-nonrenewable-spawners/page/2/#findComment-1833723 Share on other sites More sharing options...
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