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Currently, a large issue with moongleams seems to be that even if you extinguish a fire, your plants still get hit by the shock and take some damage, leading to their eventual death after a while. The same applies to irreplaceable spawners such as bee hives and killer bee hives getting hit by charged moon glass.

I suggest to make plant-based mobs regen hp because you know, photosynthesis, wormwood does it, why can't gekkos and lureplants do the same? Bee hives and other spawners could also regen their hp because the bees would want to patch their home up if it gets damaged. This would both, be logical and improve gameplay

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1 hour ago, Terser said:

Currently, a large issue with moongleams seems to be that even if you extinguish a fire, your plants still get hit by the shock and take some damage, leading to their eventual death after a while. The same applies to irreplaceable spawners such as bee hives and killer bee hives getting hit by charged moon glass.

I suggest to make plant-based mobs regen hp because you know, photosynthesis, wormwood does it, why can't gekkos and lureplants do the same? Bee hives and other spawners could also regen their hp because the bees would want to patch their home up if it gets damaged. This would both, be logical and improve gameplay

100% agree.

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8 hours ago, Terser said:

В настоящее время серьёзной проблемой, связанной с лунным сиянием, является то, что даже если вы потушите огонь, ваши растения всё равно пострадают от шока и получат некоторый урон, что через некоторое время приведёт к их гибели. То же самое происходит с незаменимыми источниками появления существ, такими как пчелиные ульи и ульи пчёл-убийц, которые подвергаются воздействию заряженного лунного стекла.

Я предлагаю сделать так, чтобы у мобов растительного происхождения восстанавливалось здоровье, потому что, как известно, у полыни это происходит благодаря фотосинтезу. Почему бы гекконам и приманкам не делать то же самое? Ульи и другие места появления мобов также могли бы восстанавливать здоровье, потому что пчёлы захотели бы починить свой дом, если бы он был повреждён. Это было бы логично и улучшило бы игровой процесс

The game also has the ability to treat any creatures using hiney bandage and spider ointment.

10 hours ago, SilverSpoon said:

I agree with the author.

Well, Healing Salve and Honey Poultice work yet, but the fact that such micromanagement is not fun is another matter.

Not to mention you also can't see their health in vanilla game even if you want to heal them. I had to turn on the mod to see their health after we lost a killer bee hive to a changed moon rock explosion :( 

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9 minutes ago, Lovens said:

Not to mention you also can't see their health in vanilla game even if you want to heal them. I had to turn on the mod to see their health after we lost a killer bee hive to a changed moon rock explosion :( 

Playing on Xbox I NEVER heal my Spiders as Webber or my Merms as Wurt, you can’t tell how much health they have and if healing them will be wasting heals you could had saved for when they REALLY Needed it.

This is pretty much the #1 Defining Rule of the RogueLite/Roguelike Genre: Save the heals for when you really need them, there’s no need in drinking down a 55hp restoring potion, if you’ve only lost 20hp so far.

Wortox also shares this same problem, not being able to tell who needs healing the most I’ve literally healed someone who only lost a few hp & run out of heals to heal the guy limping around at 3hp before.

Health Bars should have an In-Game Toggle kinda similar to how you can press LT/RT while playing Fallguys to show or hide player names.

Doing it this way… we would visibly be able to see who or what needs healing, without all the on screen health bars for thousands of Merms and spiders obscuring view.

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21 hours ago, Mike23Ua said:

Playing on Xbox I NEVER heal my Spiders as Webber or my Merms as Wurt, you can’t tell how much health they have and if healing them will be wasting heals you could had saved for when they REALLY Needed it.

This is pretty much the #1 Defining Rule of the RogueLite/Roguelike Genre: Save the heals for when you really need them, there’s no need in drinking down a 55hp restoring potion, if you’ve only lost 20hp so far.

Wortox also shares this same problem, not being able to tell who needs healing the most I’ve literally healed someone who only lost a few hp & run out of heals to heal the guy limping around at 3hp before.

Health Bars should have an In-Game Toggle kinda similar to how you can press LT/RT while playing Fallguys to show or hide player names.

Doing it this way… we would visibly be able to see who or what needs healing, without all the on screen health bars for thousands of Merms and spiders obscuring view.

If such status indications go against the atmosphere of Don't Starve Together, it will be fine give mobs prefixes like "Hurt (75%~)", "Injured (50%~)", or "Dying (25%~)".

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On 9/3/2025 at 9:47 PM, Terser said:

Currently, a large issue with moongleams seems to be that even if you extinguish a fire, your plants still get hit by the shock and take some damage, leading to their eventual death after a while. The same applies to irreplaceable spawners such as bee hives and killer bee hives getting hit by charged moon glass.

I suggest to make plant-based mobs regen hp because you know, photosynthesis, wormwood does it, why can't gekkos and lureplants do the same? Bee hives and other spawners could also regen their hp because the bees would want to patch their home up if it gets damaged. This would both, be logical and improve gameplay

There's a good reason why things go extinct in this game. It's a commentary on real life how without proper care of the environment and sensible ecological caretaking, nature will suffer.

Anyway, you can always heal things with spider glands, but that's not fun. If things go extinct in your world, then maybe it's time for you to start a new one?

 

If you play a world for too many days, there's a good chance you're playing the game in an incorrect way. Most people just end their worlds before day 50. That's probably the best way to reduce stress. 

 

Why worry about worlds? It's better to just move on to the next one. It's inappropriate to be excessively attached to your creations anyway. Buddhist monks will spend weeks creating beautiful art from sand and will throw them into the rivers.
dC5jb20tMTYuanBn

 

We shouldn't overreact just because a beehive gets destroyed or if a snurtle home gets affected. Just start a new world. Be like the monks. Earthly possessions and digital possessions shouldn't tie us down

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9 hours ago, Brad Turner said:

There's a good reason why things go extinct in this game. It's a commentary on real life how without proper care of the environment and sensible ecological caretaking, nature will suffer.

Anyway, you can always heal things with spider glands, but that's not fun. If things go extinct in your world, then maybe it's time for you to start a new one?

 

If you play a world for too many days, there's a good chance you're playing the game in an incorrect way. Most people just end their worlds before day 50. That's probably the best way to reduce stress. 

 

Why worry about worlds? It's better to just move on to the next one. It's inappropriate to be excessively attached to your creations anyway. Buddhist monks will spend weeks creating beautiful art from sand and will throw them into the rivers.
dC5jb20tMTYuanBn

 

We shouldn't overreact just because a beehive gets destroyed or if a snurtle home gets affected. Just start a new world. Be like the monks. Earthly possessions and digital possessions shouldn't tie us down

is the post unironical or just a meme

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I like the idea of being able to deal a little bit of damage, retreat and come back later to continue doing damage, making things regenerate Hp when left alone would make this impossible. I am not afraid at all to say that even as a veteran player of the game I will retreat from a location, run away to safety, heal myself and then come back.. especially when trying to destroy stuff like Hound Mounds that are in problematic spawning locations, Etc.. This is pretty much the ONLY way I’m able to actually play the game as Wes, Unless I’m on a Beefalo 24/7 with him.

I purpose that instead of making them Regen HP that instead they work more like Catcoon Dens do: Aka when enough of them aren’t spawning in the area: New ones will spawn somewhere randomly in the biome they’re intended to spawn in. Obviously of course: Ignoring your base if you’ve covered the entire biome in Mega Base.

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