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If a moongleam spawns and decides to roam near your grass gekko pen, it will not cause a simple fire that can be harmlessly put out by a flingo. First, it will strike all of your gekkos for 10 damage each, simultaneously. Then, after that unavoidable damage, it will light them on fire, causing any extra 8-12 damage per second as long as the fire lasts. This should only be a couple seconds of fire damage... unless, the flingo misses, as it very frequently will do because of how fast gekkos are, allowing them to take the full brunt of the damage for as long as the fire lasts, along with some extra damage if two overlap for long enough to count as being on top of each other's flames. This issue is exasperated by the fact that, if the player is too far away, moongleams love to imprint on mobs that are commonly used to startle gekkos, like pigs and bunnymen. At least it's not as much of a problem for lureplants, since they're stationary and don't need a mob to startle them...

...Is what I would have said, if lureplants weren't just as bad. Since you're always going to plant several in a small space together, your group getting set on fire are ALL going to be trading fire damage with each other and multiplying it by whatever amount are close enough together. In a small test, one moongleam shocking a lureplant is enough to take its health down by 50 before a flingo can react. Not a problem on its own, but if you let that happen just a few times, especially if a moongleam lingers in the spot for more than one shock, it's going to eat away at their health like no one's business. And remember, lureplants burn to ash whenever they reach 0 health while on fire, destroying them forever, and there's no way to track this health in the vanilla game.

No, flingos are not a solution. Flingos do not work, they are horribly inconsistent for this task, and do not retroactively heal away the damage these things are 100% guaranteed to take.
No, scaled flooring is not a solution. They do not prevent fires from moongleams, at all. They do not stop a fire from happening from a moongleam. That is not the mechanics at play. A shock will still set your entire herd on fire.
No, moving the moonstorm from your base is not a solution. To do this you will have to spend time within the moonstorm, where it is fully up to RNG if a moongleam/restrained static spawns in the wrong spot or not.
No, playing without moonstorms is not a solution. I do not play with moonstorms constantly on anymore, but there are several points where the game prompts you to use enlightened shards, which you need to do the moonstorm event to summon the Celestial Champion to get more. I find it doubtful that the possibility of losing an entire herd of grass gekkos or lureplant farm is an intended part of the CC's summoning cost

The only "solution" we have right now is to build these farms far from base or in the caves, which defeats the purpose of a passive source of grass! It won't be passive! It will be functionally much the same as if you just had a regular grass farm and harvested it with a scythe. It will only actually work when you enter that cave to make it work on purpose.

 

I have decided to make this thread as a proper explanation of the mechanics at play, as the prior one (focusing on plant-based mobs in general, not just moonstorms) has gotten so long that it is hard to actually read through for anyone wanting to understand or discuss the topic. I hope this is acceptable.

Edited by lowercase skye
  • Like 12
  • Thanks 1
  • Wavey 1

Silly question but have you tried dropping a late game, rift locked item like the Umbralla down to “dome” off and protect the area?

I don’t know if it’s even capable of doing that but I thought the entire purpose of having Lunar & Shadow Rifts: Was to get items to help you deal with the opposite faction?

Edited by Mike23Ua
4 minutes ago, Mike23Ua said:

Silly question but have you tried dropping a late game, rift locked item like the Umbralla down to “dome” off and protect the area?

this doesnt help or stop moongleams from spawning or stop moonstorms from spawning

  • Sad 1
6 minutes ago, Primalflower said:

this doesnt help or stop moongleams from spawning or stop moonstorms from spawning

But it probably should though right? Being a Rift locked item you have to open the opposite factions rift to obtain & all that.

34 minutes ago, lowercase skye said:

image.png.9c9f677a4db46dc94cc1a4610239dacd.png

If a moongleam spawns and decides to roam near your grass gekko pen, it will not cause a simple fire that can be harmlessly put out by a flingo. First, it will strike all of your gekkos for 10 damage each, simultaneously. Then, after that unavoidable damage, it will light them on fire, causing any extra 8-12 damage per second as long as the fire lasts. This should only be a couple seconds of fire damage... unless, the flingo misses, as it very frequently will do because of how fast gekkos are, allowing them to take the full brunt of the damage for as long as the fire lasts, along with some extra damage if two overlap for long enough to count as being on top of each other's flames. This issue is exasperated by the fact that, if the player is too far away, moongleams love to imprint on mobs that are commonly used to startle gekkos, like pigs and bunnymen. At least it's not as much of a problem for lureplants, since they're stationary and don't need a mob to startle them...

...Is what I would have said, if lureplants weren't just as bad. Since you're always going to plant several in a small space together, your group getting set on fire are ALL going to be trading fire damage with each other and multiplying it by whatever amount are close enough together. In a small test, one moongleam shocking a lureplant is enough to take its health down by 50 before a flingo can react. Not a problem on its own, but if you let that happen just a few times, especially if a moongleam lingers in the spot for more than one shock, it's going to eat away at their health like no one's business. And remember, lureplants burn to ash whenever they reach 0 health while on fire, destroying them forever, and there's no way to track this health in the vanilla game.

No, flingos are not a solution. Flingos do not work, they are horribly inconsistent for this task, and do not retroactively heal away the damage these things are 100% guaranteed to take.
No, scaled flooring is not a solution. They do not prevent fires from moongleams, at all. They do not stop a fire from happening from a moongleam. That is not the mechanics at play. A shock will still set your entire herd on fire.
No, moving the moonstorm from your base is not a solution. To do this you will have to spend time within the moonstorm, where it is fully up to RNG if a moongleam/restrained static spawns in the wrong spot or not.
No, playing without moonstorms is not a solution. I do not play with moonstorms constantly on anymore, but there are several points where the game prompts you to use enlightened shards, which you need to do the moonstorm event to summon the Celestial Champion to get more. I find it doubtful that the possibility of losing an entire herd of grass gekkos or lureplant farm is an intended part of the CC's summoning cost

The only "solution" we have right now is to build these farms far from base or in the caves, which defeats the purpose of a passive source of grass! It won't be passive! It will be functionally much the same as if you just had a regular grass farm and harvested it with a scythe. It will only actually work when you enter that cave to make it work on purpose.

 

I have decided to make this thread as a proper explanation of the mechanics at play, as the prior one (focusing on plant-based mobs in general, not just moonstorms) has gotten so long that it is hard to actually read through for anyone wanting to understand or discuss the topic. I hope this is acceptable.

Thanks for making this a separate post, this topic certainly needs more attention. I'm so tired of everyone saying "just use flingo". Everyone who says that knows how they work in theory but in practice they failed me so many times that I can't call it a reliable fire extinguisher I can always count on.

In your design it's even harder to use flingo since I don't see any doors so by the time you react and teleport inside to turn it on, the herd will be dead already. Flingos take too long to turn on on their own when they detect a fire. 

2 minutes ago, Mike23Ua said:

But it probably should though right? Being a Rift locked item you have to open the opposite factions rift to obtain & all that.

Umbralla does not provide any fire protection, and neither does it protect from moongleams zapping mobs and players. Insulation clothing (rain coat/rain hat/eyebrella) work as moongleam protection on players only but obviously can't be equipped on mobs. Lightning rods don't do anything either. 

  • Like 7

i hope that this gets addressed but not as a world settings change, just as a global moongleams dont do electric damage entirely change

Just now, Ridley said:

Is avoiding the area affected by the moonstorm until is moves elsewhere an option?

no 

  • Like 2
Just now, Primalflower said:

i hope that this gets addressed but not as a world settings change, just as a global moongleams dont do electric damage entirely change

no 

The moongleams are loaded off screen and zap unloaded creatures?

@lowercase skye Thank you this thread. Without trolls, my thread would have been about one-sixth as long.

11 hours ago, Ridley said:

Is avoiding the area affected by the moonstorm until is moves elsewhere an option?

You have to wait 40 minutes in real time for Moonstorm to move, but which is ridiculous inconvenient.

Edited by SilverSpoon
  • Like 3
  • GL Happy 1
16 hours ago, Ridley said:

Is avoiding the area affected by the moonstorm until is moves elsewhere an option?

If you like waiting upwards of 5 days for the moonstorm to pass, then sure. For everyone else who doesnt want to lose access to their base for 40 minutes, its a pretty bad solution.

  • Like 6
17 hours ago, Ridley said:

The moongleams are loaded off screen and zap unloaded creatures?

No, they can only spawn around players who are considered inside a moonstorm, within a radius, and can only spawn in points considered inside the moonstorm (but then they can move outside of it). Still not a solution though.

  • Like 2
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What if you could put hats on grass gekkos? Then you could just put warbis hats on them all to protect them from being shocked.

Edited by GimplyGoose
Spelling mistake
  • Like 1

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