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Basically grass geckos, lureplants, friendly fruit fly, brightshades, grass gators and treeguards (most organic creatures), will now catch on-fire if affected by electric damage, especially moongleams during a moonstorm.  

77 members have voted

  1. 1. Should Klei remove organic creatures catching on fire?

    • Yes
      8
    • No
      69
  2. 2. Should Klei remove moongleams putting organic creatures on fire?

    • Yes
      51
    • No
      26
  3. 3. Should Klei add a setting in the menu to make electric damage not cause fires?

    • Yes
      47
    • No
      27


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16 minutes ago, Evelo said:

Yep. Just make it a toggle, problem solved! So many issues could be alleviated if we just add more toggles.

The problem with optional toggles is that people who toggle off X, Y & Z try to influence future updates to the game. If it were added anyway but then was NOT nerfed or removed but instead was an toggle you could switch on/off increase/decrease the intensity of- I wouldn’t have a problem with it.

But going off past updates: Pirate Raids got tuned to be near non-existent, Monkey Curse no longer persists through death forcing you to trade with Monkey Queen to reverse back, Wavey jones became less lethal etc etc…

the survival based features I would otherwise enjoy: get ripped from the game when people cry they’re too hard/annoying.

I’ll never forgive Klei for straight up deleting disease from the game, it may not have been the most loved feature ever: but it served its purpose of causing worlds to eventually deplete of resources.

Toggles are GOOD, Removing content without providing a toggle for it is BAD.

That said…. There’s a ingame Wagstaff note that claims Grass Geckos (along with several other mob types) are highly subject to Moonstorms.

And if I were a game developer: I’d take that ball and run with it- Mutating then into aggressive moon based monsters with new behaviors, give them long sharp clawed fingers, make them stand on two legs.. they could maybe sort of resemble the Pokémon “SandShrew”

Give them an animation to climb onto and cling on the side of building structures chewing on and damaging them (similar to how a Pigman who turns into a Werepig will swipe at walls)

This is DONT STARVE it’s not a idle base sitting simulator, give us more challenges that challenge our methods of survival.

Maybe even add an actual “creative mode” so we can place whatever we want, turf, mobs, chests full of loot or traps etc..

I can promise you a whole lot more people would not care if the game got more features that threatened their base structures if they could toggle those features off or go into creative mode to build whatever.

  • Like 3
  • Wavey 1
1 hour ago, astareus said:

~snip~

Expressing Opinions and reasonings for disliking this mechanic is exactly what people are doing. 

To be honest I think needing to put lureplants and grass geckos underground is a silly solution, especially for grass geckos the appeal of which is largely the automation. Why do these farms need nerfed?

I think Moongleams dealing damage is fine, and electrical attacks igniting plant mobs is neat, I don't think Moongleams Specifically should be able to cause it though, just make them deal generic damage.

Moongleams igniting plant mobs is niche in terms of the difficulty / challenge it brings to the game, random fire mechanics have already been done better in summer and thunder. However, the mechanic being niche does not mean it isn't annoying and frustrating in terms of burning down farms and forcing awkward cave solutions that defeat half the point anyway.

A toggle for the mechanic entirely would work, but really I don't see what would be lost by just tweaking moongleams slightly.

The Klaus example you gave had nothing to do with plant mobs lighting on fire from a moongleam, and correct me if im wrong, but that's the only thing anyone seems to want changed?

  • Like 4
2 hours ago, astareus said:

You know why I think like that? Idk. Just hear me out tho, I took 4 days to kill Klaus in a moonstorm because of those moongleams that kept electrocuting him and me in the process from the chain reaction. I had to play around the electrocution cooldown and with desert goggles since I didn't have the bs helm yet and a dreadstone armor. Not at any single point of that fight my mind came even close to thinking "why did they added this" or "wow this is stupid" or any attempt to question the addition. My thoughts were exactly "great, now I gotta deal with this until the end of the fight, and after that I'm never fighting anything in a moonstorm again". I adapted to it instead of coming to the forums and complaining that the fight got 2x harder.

Killing Klaus during electrocution from moon gleams is a fair challenge I don't question. If it was fun for you, I'm glad you experienced it. I would have moved the storm and fought it without those annoyances but you do you. I'm not here to come and tell you how to play or not to play the game, so please, kindly, do the same and mind your own playstyle. Nobody here is arguing in favor in removing this mechanic completely. I only ever asked for a toggle and that's my right to ask because I, as a paying customer of this game, just as you, deserve to have an option to adjust the game to my liking and not deal with mechanics that don't bring enjoyment to my gameplay. 

Quote

I think that you guys should adapt your already established mega-base to updates instead of the opposite happening, because moongleams burning organic creatures is the exact intention of design made by Klei.

And even if you think this is unintended because is too niche and random to happen, then it isn't as big of a problem as you seem to be presenting. There ARE ways to deal with it, even if flingos won't work, you can make a cave setup with lureplants in there, or put them far far into the ocean. The problem is that you don't wanna deal with the harsh reality in front of you, and instead want the game to change a specific interaction because YOU don't THINK it is appropriate for your own niche (having a mega-base) needs.

That is objectively wrong.

Because some people have lureplants in like 5 kitchens around their world and even sometimes 2 or 3 gecko pens.

And I think that all the current solutions are flawed and not solve the issue, especially including the suggestions to move frequently used farms into the caves (they won't work there as I untended them to if I do that). There are several posts and topics explaining exactly why. Besides there's still an argument about the scenarios that bring way too much fire destruction to the world in seasons outside of Summer and Autumn which has nothing to do with bases at all. 
 

Quote

The reason I want this to be kept in the game is that it is intended. What if someone wants a moongleam to do electrical damage? Then you're just nerfing their experience to benefit your experience. The reason why I think that this shouldn't be changed and should rather be a setting is because your needs are the exception, not the opposite.

Then they will have a moongleam do electrical damage. If it's a toggle in the settings, and it's on by default, nothing will change for casual players who play with default settings. I'm not affecting anybody else's experience by asking an option to turn off it for those who don't like it. 

 

Quote

And the reason why I'm talking about this is because this mindset of "it affects me personally, so it should be changed" is a dangerous mindset. It's an idea that gets very close to "Don't add anything that messes with our base, or i'll threat leaving the game forever, giving the steam negative reviews, threatening the public image of a developer etc.." And that has happened in the past, that's why I'm mentioning it.

If you don't agree with something that Klei added, re-evaluate your issue first, and if it really is an unintended feature or a bug, then just report it. If you reeally disagree with it and think it shouldn't be in the game, then please express your opinions with reasoning behind it instead of just complaining that the game got harder at one specific scenario because of an intended feature.

dev adds (a = b). if (a = b) happens and my base burns, then only discuss solutions if there are none.

You know what's an even worse mindset? Defending a mechanic that you know ruins the enjoyment of some people only because you think they deserve to be "punished" or "suffer some consequences after doing X in the game". I don't want to be punished or suffer. I want to play the game, hang out with my friends and have adventures together, and I want to enjoy all of it. I want to challenge myself with things that are fair challenges in my book and if I like to add some additional challenges (like play in an empty world with no resources in it, or set hounds to max, or to rush the ruins scienceless, or only survive off the food I find in the ocean) - I will go ahead and challenge myself and not sit here on the forums telling that everybody should experience the same challenge mandatorily with no option to turn it off because it's fun for me. 

 

  • Like 5
  • Big Ups 1

I dont really think electric damage igniting plants is worth keeping around for anything more than novelty value, but I an *extremely* unconvinced that it should be changed because moongleams might uncontrollably ignite a base. The solution is not to leave the extremely optional moonstorm active for any longer than you need to. It’s hazardous. Thats the point. 

 

(i hate moonstorms because moongleams are out to kill me. I dont think adding a very improbable chance of igniting my base - which affects all kinds of players to be clear - should change anything).

  • Thanks 2
1 hour ago, hyoton123 said:

I dont really think electric damage igniting plants is worth keeping around for anything more than novelty value, but I an *extremely* unconvinced that it should be changed because moongleams might uncontrollably ignite a base. The solution is not to leave the extremely optional moonstorm active for any longer than you need to. It’s hazardous. Thats the point. 

 

(i hate moonstorms because moongleams are out to kill me. I dont think adding a very improbable chance of igniting my base - which affects all kinds of players to be clear - should change anything).

I’ve said this more times than I can count: if Moonstorm lacks sufficient downsides and the balance is off, then we should be looking for a far more balanced and fitting downside, instead of screwing in “base arson,” the mharshest, most harmful panishment in the game,  into an existing system that has been working fine for four years, grafted onto like a booby trap.

Let me be clear, base destruction something in game as also works vandalism against players. This is a truth that no one can deny anymore. This game has always encouraged building, was designed so that players pour time, effort, and creativity into it, and it has even been run in a way that encourages buying skins for that purpose. In spite of, shoving a base destruction something without consideration, is, frankly griefing from devs.

I’ll emphasize this again and again: there’s a reason base destruction is the most popular form of griefing.

Edited by SilverSpoon
  • Like 1
5 hours ago, astareus said:

那是客观上的错误。

In previous posts, some people have already shown the losses they suffered. Does it take more people to be affected to prove it? No, discussing problems is for solving them, not to use others' experiences to prove one's own correctness.

5 hours ago, astareus said:

我认为不应该改变它,而应该作为一个设置,因为你的需求是例外,而不是相反。

Before your post was published, someone had already suggested "not cancelled, but new Settings have been added."

5 hours ago, astareus said:

我谈论这个的原因是因为这种“这对我个人有影响,所以应该改变”的心态是一种危险的心态。这是一个非常接近于“不要添加任何会改变我们基础的东西,否则我会威胁永远离开游戏,给Steam留下负面评价,威胁开发者公众形象等”的想法。在过去,确实发生过这种情况,这就是为什么我要提到它。

In other posts, I saw that people had come up with at least three methods, but I didn't see a large-scale threat of "negative reviews". It seems that you are merely committing what you call "nerfing their experience to benefit your experience". Don't you think it's too straw man to think of others as "negative reviews users"?Calm down.

  • Like 1
23 hours ago, astareus said:

I'm actually very impressed by how many people just leave the moonstorms on. Like why? What's the benefit of this?

Not going into the caves for lightbulbs. My pc is better now, but I dreaded having to do this task for my lanterns.

7 hours ago, Evelo said:

Да. Просто сделайте его переключателем, и проблема решена! Многие проблемы можно было бы решить, просто добавив больше переключателей.

Klei will just delete it... We already had a cool Disease that was just deleted...

  • Sad 1
On 9/3/2025 at 3:40 PM, SilverSpoon said:

I’ve said this more times than I can count: if Moonstorm lacks sufficient downsides and the balance is off, then we should be looking for a far more balanced and fitting downside, instead of screwing in “base arson,” the mharshest, most harmful panishment in the game,  into an existing system that has been working fine for four years, grafted onto like a booby trap.

The moongleams already try to kill the player and other mobs (relevant here, grass geicos). I dont think moonstorms need to be more punishing but it makes no difference if they are. Literally they are entirely, 100% within the players control.

 

And look at it from a design perspective. A natural hazard that forces players out from the comfort from their base is exactly what it should do. Base destruction and player death are exactly the kind of threat you should be threatened with. It’s WAD.

On 9/3/2025 at 6:40 PM, Hungry French said:

Klei will just delete it... We already had a cool Disease that was just deleted...

OH GOD DO NOT BRING BACK DISEASE

  • Like 2
4 hours ago, Hungry French said:

Transplanting bushes, grass and twigs are too op...

Unless you are doing something automated (e.g. action queue while you go afk) or want Grass Gekkos it's not? You get more than enough of these materials for survival by picking them up along the way. All it does is provide convenience if staying around the area for longer periods of time (more basing options) and often the materials gathered at base tend to go towards less essential things.

A better case for this is Pig Houses. Because there are fewer of them and you have to cover more distance to reach them all, it can be beneficial to move a few that are less convenient to get to for resources, especially if you want to do something like kill werepigs on a full moon.

4 hours ago, Popian said:

Если только вы не делаете что-то автоматически (например, ставите задачу в очередь, пока не в сети) или не хотите получить травяных гекконов, то зачем вам это? Вы и так получите более чем достаточно этих материалов для выживания, собирая их по пути. Это лишь обеспечивает удобство, если вы находитесь в этом районе в течение длительного времени (больше вариантов для базы), и часто материалы, собранные на базе, идут на менее важные вещи.

В этом случае лучше подойдут «Дома свиней». Поскольку их меньше и вам придётся преодолеть большее расстояние, чтобы добраться до них всех, может быть полезно переместить несколько менее удобных для доступа ресурсов, особенно если вы хотите сделать что-то вроде убийства оборотней-свиней в полнолуние.

Then, you spend a huge amount of time collecting along the way. That's why 99.9% of players transplant their plants to the base. ( Not counting boss rushers )

Polls should be removed. This is effectively bullying the Klei team into getting their way.

It's coercion. You guys are coercing the development team because you're unhappy with a fantastic survival feature. 

 

I think that instead of complaining, you should be praising the dev team. This is really negative and I'm only for positive vibes only. 

You shouldn't try to change the devs mind with this poll-bullying and consensus style aggression just because you're unhappy with brand new content. 

 

Maybe just take a break from the game? And if you don't like it after your break, just leave a good review on steam, remove from library and play other games. Just move on. 

 

Klei is doing a great job and this criticism isn't constructive. Feedback should only be good vibes.

  • Like 2
2 hours ago, Brad Turner said:

Polls should be removed. This is effectively bullying the Klei team into getting their way.

It's coercion. You guys are coercing the development team because you're unhappy with a fantastic survival feature. 

/../

You shouldn't try to change the devs mind with this poll-bullying and consensus style aggression just because you're unhappy with brand new content. 

I don't get the unhinged spam either. There are four identical threads with exactly the same copy-paste posts and lousy arguments. If somebody says something else or has a slightly different opinion they get attacked. Heaven forbid if somebody writes that they love the chaotic and ephemeral nature that played a huge part in what made Don't Starve Together fun in the first place. One post in the suggestion forum ought to be enough but apparently the way to go is to gang up to try to force some agenda by turning the forums into an echo chamber to catch the attention of the developers.

  • Like 1
3 hours ago, Brad Turner said:

I think that instead of complaining, you should be praising the dev team. This is really negative and I'm only for positive vibes only. 

You shouldn't try to change the devs mind with this poll-bullying and consensus style aggression just because you're unhappy with brand new content. 

Klei is doing a great job and this criticism isn't constructive. Feedback should only be good vibes.

40 minutes ago, Captain_Rage said:

I don't get the unhinged spam either. There are four identical threads with exactly the same copy-paste posts and lousy arguments. If somebody says something else or has a slightly different opinion they get attacked. Heaven forbid if somebody writes that they love the chaotic and ephemeral nature that played a huge part in what made Don't Starve Together fun in the first place. One post in the suggestion forum ought to be enough but apparently the way to go is to gang up to try to force some agenda by turning the forums into an echo chamber to catch the attention of the developers.

Do both you notice that this poll thread was started by who is in approve of Moonstorm causing fires, and to be fair, that it was slanderous to those who are opposed to it?

Also, Rage-Baiter get attacked not because you have different opinion, but because you are Rage-Baiter. If you made that first post in this thread and you think so, please have a parent read your first post in this thread. If you are not prepared to get attacked, please learn the courtesy to not attack people.

Edited by SilverSpoon

No, no, no... you consistently spam the same thing about how sad you are that a moongleam set a Lureplant on fire while you were playing. In an earlier post you mentioned that instead of igniting entities on fire moongleams could have a more "meaningful" downside, yet you have not mentioned any. What tradeoff do you suggest for keeping full moons on? :d Recurring full moons eliminates the need for light sources on the surface completely. Darkness and evading it is a core tenet in the game. Hence there should be a drawback when eliminating the need for light. Right? Now, please tell us what you consider a reasonable balance change.

18 minutes ago, Captain_Rage said:

No, no, no... you consistently spam the same thing about how sad you are that a moongleam set a Lureplant on fire while you were playing. In an earlier post you mentioned that instead of igniting entities on fire moongleams could have a more "meaningful" downside, yet you have not mentioned any. What tradeoff do you suggest for keeping full moons on? :d Recurring full moons eliminates the need for light sources on the surface completely. Darkness and evading it is a core tenet in the game. Hence there should be a drawback when eliminating the need for light. Right? Now, please tell us what you consider a reasonable balance change.

I already suggested that not just once but twice, when second time, even told you directly the in this thread.

On 9/3/2025 at 7:51 PM, SilverSpoon said:

You have already known,  because you ware there, my suggestion that "if a permanent full moon needs an additional downside, we should consider options that are actually commensurate rather than resorting to base arson, for example temporarily disabling structures in Moonstorm like to flooding in Shipwrecked." 

Edited by SilverSpoon
  • Like 1

Sorry, I honestly didn't see any suggestion amidst all the spam. Yes, that is a nice suggestion. I think recurring full moons warrants a more harsh downside considering it renders light sources completely redundant. Of course some items acts both as a light source and have other functions, but not having to keep or plan a light to stave off darkness feels off in DST.

If it were to disable buildings reverting the change should require about as much effort as having to maintain a light.

  • Like 1

It makes sense to remove electric fire not cause it impacts megabasers in this weird way but like. It doesn't make sense fundamentally to how DST is designed. I get that sometimes there are funny details with things in DST that are "Did You Know" video worthy but details like those are not supposedly are for people's detriment. Fire is a really dangerous part of the game thats not to be taken lightly because it can potentially destroy hours of work. This is why DST Summer, a season that makes everything possibly catch on fire, is probably the worst season ever added to DS as a whole (i'd say design decision too but i don't wanna be too harsh). Not cause its difficult to deal with or anything, but the tedium of having to deal with fireproofing everything feels like more effort than you're supposed to put in.

Now onto my rant about summer, I think a lot of people are seeing this coming... especially megabasers:

You're pretty much forced have a compact base during summers if you wanna be efficient, you have to be constantly vigilant and carry a watering can on you at all times. Things with short burn times often give you less than 5 seconds to put out the fire when it ignites, which is absurd. So you practically have to look for fires before they even happen with watering cans. Want to decorate with small items that happen to be flammable? Think again before doing this, because you might not like what may become of it. Sometimes you dont even notice things have burned up until way after they are gone because of short burn times, and its sad. It's just like the world suddenly takes things away from you. The amount of micromanaging you have to do in summer is nowhere near the other seasons. Either that or you forfeit a lot of time (or resources, though rot and flingo mats are super easy to come by the later on you are in a world) to constantly fuel flingomatics on the off chance they fling one to five snowballs at random fires across the whole season. I don't really like the belief that a season could be much harder than the others for such a simple reason. Seasons can be difficult in their own ways, sure, but why does it have to be so mentally taxing in summer and so easy in autumn? You can say "go to the caves in summer" but that's running away from the problem rather than dealing with it. And understandably, not everyone wants to be in caves for the majority of a season. You can also say "use rain rituals" but I'm not going to take you seriously either, because thats like me saying "this boss fight is completely unreasonable and unfair" and you say "switch to the character that conviniently counters each bad part of the fight (like naughty wortox for AFW. Not saying AFW is unfair or anything, this is just for sake of example)." What about for literally everyone else playing another character that has to pick someone to be a bookreader now just cause summer is that bad? I think having to change your character is like the ultimate sacrifice, and it doesn't feel great that it has to come to that. And of course, lastly you say "just disable wildfires in the settings" yeah, fair enough. But I don't know if this is somehow better or worse than the caves argument in the sense that you're completely forfeiting the challenge of summer by doing that. Summer without wildfires feels more empty challenge-wise than any other season because of that. Summer needs better challenges in general. Lastly, you can say "use ice crystalleyesers" but you have to enable rifts for that, and you're practically making a world-altering decision doing that. Putting aside the fact you have to kill tons of bosses simply for dealing with a season threat, if you are to put that much dedication into putting ice crystalleyers onto each part of your base, Ice crystalleyers hurt you whenever you're near them unless you have a thermal stone. Creating another winter is somehow the solution you have for Summer? Be for real. You have to disable and enable them, which is also management, even if to a lesser degree. Now your new summer challenge is the thing that supposedly helps you. Lastly, not only do ice crystalleyers look less appealing and are bigger than flingomatics. Not many people know the range it covers. They also don't fight active fires, so in that sense you probably still want flingos or carry a watering can around just in case anyway. There's so many solutions for wildfires (and moonstorm fires, at that), but none of them feel good or are foolproof. I don't know if that's better or worse than not having any solutions at all...

Anyways, sorry if you find the rant about summer to be unrelated, especially if you somehow disagree but that's what the whole "moonstorm debacle" reminds me of; Wildfires pt. 2.

Edited by oregu
  • Like 3
On 9/3/2025 at 6:13 AM, astareus said:

EDIT: Here's my solution to the brightshades, while some people decided to complain and cry to Klei (and then they added the spritz), I made this super cool design the community made that prevents brightshades in a circular area, and the brightshades get permamently frozen in there. (you can see the brightshade at the top, permanently frozen by the crystaleyezer and then berry bushes and twigs pen area)

I remember this when were talked about the decorative value of Berry Bushes in the base-design thread, but right now it’s impossible to protect plants that way. (I’ve long knew I could prevent Brightshaded by placing Deadly Brightshades outside my base, otherwise my crops are always in danger.)

The Crystaleyezer can keep Brightshades frozen, but it can’t stop fire. Moongleam ignites Brightshades, and the burn DoT stacks each time they catch fire even with an Ice Flingomatic, so eventually killing them.

Seriously, even once, someone please explain this to me: how does the game get even one nanoangstrom more fun or more good by introducing an invulnerable, non-toggleable base-destruction stuff for certain builds?

image.jpeg.9075ee9330b6c81b257fe30a5a3ff6b8.jpeg 

Edited by SilverSpoon
  • Like 1

If walking up to the moongleam to lure it away is too much to ask, a way to add robustness to the build is to surround plants mobs with Bunnymen/W.A.R.B.I.S.-equipped targets with just enough dead space in between so that the plant mobs can't get shocked if the moongleam gets tethered to any of the targets.

It may look ugly if you want 100% coverage, but I imagine 2-4 well-placed targets on a screen would significantly reduce the risk.

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