Lovens Posted September 5, 2025 Share Posted September 5, 2025 11 minutes ago, Waywarbler said: Is it random? The lunar grotto exists from the ocean leaking down into the caves, so it doesn't seem too strange for a whirlpool to drop you off into another lunar area (the "vault" in this case). If anything, the "egress" that you jump into to leave the vault feels more like a placeholder, especially since it drops you right on top of the sealed portal for some reason. Although maybe the vault is canonically above the archives? Yes yet we don't get into grotto from the ocean either. We get there by exploring the caves, and we get to the subsequent archives also through the caves while staying in the same shard. There is never any direct connection of Lunar Island and Grotto besides the trailer. It would make for a logical progression to access archives 2.0 by using the sealed portal in the archives since it has the same theme and similar designs, and is an artificially built area like a temple, not a random naturally occuring organic biome. Having it be accessed from the surface (and from the ocean nonetheless) makes as much sense to me as if they made us access AG arena through a random door in a pig house in the middle of a generic evergreen forest. 1 2 Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1834445 Share on other sites More sharing options...
Milordo Posted September 5, 2025 Share Posted September 5, 2025 (edited) 5 hours ago, Lovens said: Wow, this feels so random. Why is the entrance to the archive-like underground area located in the random waters and entered via a boat crash? Why not through something more fitting, I don't know...like this Sealed Portal that has no other purpose anyway? Or did they just forget this thing exists? Preach it brother! (or sister lol) 33 minutes ago, Waywarbler said: Is it random? The lunar grotto exists from the ocean leaking down into the caves, so it doesn't seem too strange for a whirlpool to drop you off into another lunar area (the "vault" in this case). If anything, the "egress" that you jump into to leave the vault feels more like a placeholder, especially since it drops you right on top of the sealed portal for some reason. Although maybe the vault is canonically above the archives? If we're talking about that, then lunar grotto itself is random since it's open glued to the main branch of the Caves when it should not be since being...a grotto you know. I get your explanation but I'm with lovens and objectively it is random. You could have lunar island all on the top left of the world and this giant whirlpool all on the bottom right. I'm also heavily more preocuppied about the gameplay and design aspect of it. Entering such "advanced" and difficult levels at 2 centimetres from the spawn (yes it can happen) feels very wrong and not rewarded. Explorations should be rewarded, not random blessed with RNG. I get it Don't Starve is a rogue-like but come on. I expressed it further on my post. 17 minutes ago, astareus said: This whirlpool is something the community have asked Klei to do, something like a downpour from the ocean to the caves, instead of only being the stairs. True! But not like this, not quite. 15 minutes ago, Lovens said: Yes yet we don't get into grotto from the ocean either. We get there by exploring the caves, and we get to the subsequent archives also through the caves while staying in the same shard. There is never any direct connection of Lunar Island and Grotto besides the trailer. It would make for a logical progression to access archives 2.0 by using the sealed portal in the archives since it has the same theme and similar designs, and is an artificially built area like a temple, not a random naturally occuring organic biome. Having it be accessed from the surface (and from the ocean nonetheless) makes as much sense to me as if they made us access AG arena through a random door in a pig house in the middle of a generic evergreen forest. THANKS! Potato cup for you. Edited September 5, 2025 by Milordo 1 Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1834448 Share on other sites More sharing options...
Mike23Ua Posted September 5, 2025 Share Posted September 5, 2025 23 minutes ago, Lovens said: Yes yet we don't get into grotto from the ocean either. We get there by exploring the caves, and we get to the subsequent archives also through the caves while staying in the same shard. There is never any direct connection of Lunar Island and Grotto besides the trailer. It would make for a logical progression to access archives 2.0 by using the sealed portal in the archives since it has the same theme and similar designs, and is an artificially built area like a temple, not a random naturally occuring organic biome. Having it be accessed from the surface (and from the ocean nonetheless) makes as much sense to me as if they made us access AG arena through a random door in a pig house in the middle of a generic evergreen forest. The Lunar Grotto existing at all is how you explain the new location. That lore was established with the very first Return of Them update that saw a huge chunk of the moon break and crash into the ocean of DST. That “chunk of moon” is the Lunar Island, and its islets nearby, it’s also how the Lunar Grotto down inside the caves (the area with visible water leaks in the ceiling) exists at all.. Klei explained in the very beginning that Lunar stuff would cause strange mutations throughout the game world, they even have several animated sequences that show it in action dating back to when they first started doing RoT updates. Its how “RockJaw” Exists as a Shark that’s also half rock, And it’s how Wobster dens in the actual game look normal when NOT spawned near the lunar island stuff & become Crystalized when they ARE spawned near the Lunar Island stuff= https://dontstarve.fandom.com/wiki/Wobster https://dontstarve.wiki.gg/wiki/Lunar_Wobster this isn’t just something Klei came up with like “hehehe let’s do funny whirl pool that leads to new area” this is a concept they’ve been cooking for a long time that is finally being woven together to make sense. 2 Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1834455 Share on other sites More sharing options...
Ugur01 Posted September 5, 2025 Author Share Posted September 5, 2025 (edited) Mega Blight: HP, Damage etc. Spoiler SHADOWTHRALL_CENTIPEDE = { HEALTH = 2000, DAMAGE = 150, PLANAR_DAMAGE = 50, PLAYERDAMAGEPERCENT = 0.5, --Does not apply to planar! MOVESPEED = 5, RUNSPEED = 10, TURNSPEED = 1.5, MAX_SEGMENTS = 35 Loot table: This part is defined in the code for the head. There is no separate loot table for the body. I don't know exactly how they work. Spoiler SetSharedLootTable("shadowthrall_centipede_head", { { "dreadstone", 1.00 }, { "dreadstone", 1.00 }, { "dreadstone", 0.66 }, { "dreadstone", 0.34 }, { "dreadstone", 0.34 }, { "horrorfuel", 1.00 }, { "horrorfuel", 1.00 }, { "horrorfuel", 0.80 }, { "horrorfuel", 0.25 }, { "nightmarefuel", 1.00 }, { "nightmarefuel", 1.00 }, { "nightmarefuel", 1.00 }, { "nightmarefuel", 1.00 }, { "nightmarefuel", 0.80 }, { "nightmarefuel", 0.50 }, { "nightmarefuel", 0.25 }, { "nightmarefuel", 0.25 }, }) Edited September 6, 2025 by Ugur01 Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1834472 Share on other sites More sharing options...
Swiyss Posted September 6, 2025 Share Posted September 6, 2025 7 hours ago, Keknutui said: How did you kill her? I also wanna know how Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1834491 Share on other sites More sharing options...
Ugur01 Posted September 6, 2025 Author Share Posted September 6, 2025 (edited) 39 minutes ago, astareus said: I also wanna know how This is currently impossible Spoiler inst.components.health:SetInvincible(true) However can be killed with this code: Spoiler c_find("shadowthrall_centipede_controller").components.health:ForceKill() Edited September 6, 2025 by Ugur01 4 Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1834500 Share on other sites More sharing options...
Jenny 05 Justic Posted September 8, 2025 Share Posted September 8, 2025 On 9/6/2025 at 8:58 AM, Ugur01 said: inst.components.health:SetInvincible(true) c_find("shadowthrall_centipede_controller").components.health:ForceKill() c_spawn("sword_lunarplant").components.weapon.tough = true This code generates a weapon capable of killing it, adding a powerful attack component to the Brightshade Sword. On 9/6/2025 at 12:47 AM, Keknutui said: 你是怎么杀死她的? This code generates a weapon capable of killing it, adding a powerful attack component to the Brightshade Sword. c_spawn("sword_lunarplant").components.weapon.tough = true 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1834868 Share on other sites More sharing options...
TheDistinguishe Posted September 10, 2025 Share Posted September 10, 2025 On 9/5/2025 at 6:50 PM, Lovens said: Wow, this feels so random. Why is the entrance to the archive-like underground area located in the random waters and entered via a boat crash? Why not through something more fitting, I don't know...like this Sealed Portal that has no other purpose anyway? Or did they just forget this thing exists? sorry if someone already replied this but the ocean is full of sunken chests with ancients loot, as someone who goes after them alot this makes perfect sense to me. also in lunar grotto theres water flowing from the ceiling and theres a bunch of other references to water like the fountain of knowledge 1 Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1835071 Share on other sites More sharing options...
Milordo Posted September 10, 2025 Share Posted September 10, 2025 Just a guess, but maybe Lovens didn't meant why the entrance is in the water, but why it's so random in the ocean, which they're correct. It shouldn't be at random at all, especially with that importance, gameplay and design. 2 Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1835072 Share on other sites More sharing options...
Ugur01 Posted September 10, 2025 Author Share Posted September 10, 2025 (edited) Boulderbough current loot table (Weighted) Spoiler local WEIGHTED_VINE_LOOT = { DEFAULT = { ["rocks"] = 20, ["redgem"] = 0.5, ["bluegem"] = 0.5, ["purplegem"] = 0.2, ["yellowgem"] = 0.02, ["orangegem"] = 0.02, ["greengem"] = 0.02, }, -- [[Biomes]] -- -- Forest ["FOREST_AREA"] = { ["rocks"] = 15, ["goldnugget"] = 10, ["flint"] = 10, ["nitre"] = 10, ["poop"] = 3, }, ["SAVANNA_AREA"] = { ["rocks"] = 10, ["poop"] = 20, }, ["DECIDUOUS_AREA"] = { ["rocks"] = 10, ["flint"] = 5, ["goldnugget"] = 3, ["poop"] = 5, }, ["MARSH_AREA"] = { ["rocks"] = 10, ["flint"] = 5, ["silk"] = 5, ["tentaclespots"] = 2, }, ["GRASS_AREA"] = { ["rocks"] = 10, ["flint"] = 5, }, ["ROCKY_AREA"] = { --["EMPTY"] = 30, ["rocks"] = 20, ["nitre"] = 15, ["flint"] = 15, ["goldnugget"] = 10, }, ["DESERT_AREA"] = { ["rocks"] = 10, ["boneshard"] = 10, }, ["MOON_AREA"] = { ["rocks"] = 5, ["flint"] = 5, ["moonglass"] = 5, ["moonrocknugget"] = 2.5, --["rock_avocado_fruit_sprout"] = 0.5, --["rock_avocado_fruit"] = 1, }, ["HERMIT_AREA"] = { ["rocks"] = 5, ["flint"] = 5, ["moonglass"] = 3, ["moonrocknugget"] = 1, ["slurtle_shellpieces"] = 3, --["rock_avocado_fruit_sprout"] = 0.5, --["rock_avocado_fruit"] = 1, }, ["GRAVE_AREA"] = { ["rocks"] = 5, ["flint"] = 3, --["scrapbook_page"] = 0.25, --["cookingrecipecard"] = 0.25, --["TRINKET"] = 1, }, ["MOONQUAY_AREA"] = { ["rocks"] = 5, ["poop"] = 20, ["cursed_monkey_token"] = 3, ["boneshard"] = 5, -- wires? }, -- Caves ["MUD_AREA"] = { ["rocks"] = 20, ["fossil_piece"] = 0.25, ["poop"] = 5, ["lightbulb"] = 3, ["slurtle_shellpieces"] = 5, ["wormlight"] = 2, }, ["CAVERN_AREA"] = { ["rocks"] = 35, ["goldnugget"] = 15, ["fossil_piece"] = 2, ["guano"] = 5, ["thulecite_pieces"] = 2.5, ["silk"] = 5, ["boneshard"] = 5, }, ["GUANO_AREA"] = { ["rocks"] = 10, ["flint"] = 10, ["goldnugget"] = 5, ["guano"] = 75, }, ["ROCKYLAND_AREA"] = { ["rocks"] = 10, ["flint"] = 10, ["goldnugget"] = 5, ["guano"] = 30, ["slurtle_shellpieces"] = 5, }, ["RUINS_ENTRANCE_AREA"] = { --E.g. lichenland and mud biomes leading to ruins ["rocks"] = 8, ["fossil_piece"] = 0.15, ["poop"] = 5, ["flint"] = 3, ["silk"] = 2, ["cutlichen"] = 10, ["thulecite_pieces"] = 5, ["redgem"] = 0.2, ["bluegem"] = 0.2, ["purplegem"] = 0.1, ["yellowgem"] = 0.02, ["orangegem"] = 0.02, ["greengem"] = 0.02, ["wormlight"] = 0.5, }, ["RUINS_AREA"] = { ["rocks"] = 5, ["flint"] = 3, ["thulecite_pieces"] = 10, ["redgem"] = 0.75, ["bluegem"] = 0.75, ["purplegem"] = 0.5, ["yellowgem"] = 0.2, ["orangegem"] = 0.2, ["greengem"] = 0.2, ["wormlight"] = 0.5, }, ["RUINS_EXTRA_AREA"] = { ["rocks"] = 5, ["flint"] = 3, ["thulecite_pieces"] = 12, ["redgem"] = 1, ["bluegem"] = 1, ["purplegem"] = 0.75, ["yellowgem"] = 0.3, ["orangegem"] = 0.3, ["greengem"] = 0.3, }, ["MOON_GROTTO_AREA"] = { ["rocks"] = 5, ["flint"] = 5, ["moonglass"] = 5, }, ["VENT_AREA"] = { --Aka the default, kinda ["rocks"] = 15, ["flint"] = 6, ["goldnugget"] = 2, ["redgem"] = 0.25, ["bluegem"] = 0.25, ["purplegem"] = 0.1, ["yellowgem"] = 0.02, ["orangegem"] = 0.02, ["greengem"] = 0.02, }, ["VENT_AREA_SHADOW_RIFT"] = { ["rocks"] = 10, ["flint"] = 10, ["goldnugget"] = 40, --["dreadstone"] = 5, ["redgem"] = 10, ["bluegem"] = 10, ["purplegem"] = 8, ["yellowgem"] = 7, ["orangegem"] = 7, ["greengem"] = 7, }, ["MUSHROOM_AREA"] = { ["rocks"] = 10, ["flint"] = 5, ["goldnugget"] = 2, --["red_mushroom"] = 5, --["blue_mushroom"] = 5, --["green_mushroom"] = 5, }, ["SINKHOLE_AREA"] = { ["rocks"] = 12, ["flint"] = 5, ["goldnugget"] = 3, ["nitre"] = 5, ["guano"] = 5, ["lightbulb"] = 5, }, ["MUD_MARSH_AREA"] = { ["rocks"] = 10, ["flint"] = 5, ["silk"] = 5, ["tentaclespots"] = 2, ["lightbulb"] = 5, }, ["EMPTY_AREA"] = { ["EMPTY"] = 1, } } How to calculate the chance to obtain an item in a weighted loot table: Chance to obtain Item (%) = ( Weight of Item / Sum of All Weights ) x 100 Edit: I think the ones with the -- symbol at the beginning are comment lines. They don't affect the chances. You can ignore them. Edited September 11, 2025 by Ugur01 3 2 2 Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1835202 Share on other sites More sharing options...
Milordo Posted September 10, 2025 Share Posted September 10, 2025 (edited) 1 hour ago, Ugur01 said: Boulderbough current loot table (Weighted) Reveal hidden contents local WEIGHTED_VINE_LOOT = { DEFAULT = { ["rocks"] = 20, ["redgem"] = 0.5, ["bluegem"] = 0.5, ["purplegem"] = 0.2, ["yellowgem"] = 0.02, ["orangegem"] = 0.02, ["greengem"] = 0.02, }, -- [[Biomes]] -- -- Forest ["FOREST_AREA"] = { ["rocks"] = 15, ["goldnugget"] = 10, ["flint"] = 10, ["nitre"] = 10, ["poop"] = 3, }, ["SAVANNA_AREA"] = { ["rocks"] = 10, ["poop"] = 20, }, ["DECIDUOUS_AREA"] = { ["rocks"] = 10, ["flint"] = 5, ["goldnugget"] = 3, ["poop"] = 5, }, ["MARSH_AREA"] = { ["rocks"] = 10, ["flint"] = 5, ["silk"] = 5, ["tentaclespots"] = 2, }, ["GRASS_AREA"] = { ["rocks"] = 10, ["flint"] = 5, }, ["ROCKY_AREA"] = { --["EMPTY"] = 30, ["rocks"] = 20, ["nitre"] = 15, ["flint"] = 15, ["goldnugget"] = 10, }, ["DESERT_AREA"] = { ["rocks"] = 10, ["boneshard"] = 10, }, ["MOON_AREA"] = { ["rocks"] = 5, ["flint"] = 5, ["moonglass"] = 5, ["moonrocknugget"] = 2.5, --["rock_avocado_fruit_sprout"] = 0.5, --["rock_avocado_fruit"] = 1, }, ["HERMIT_AREA"] = { ["rocks"] = 5, ["flint"] = 5, ["moonglass"] = 3, ["moonrocknugget"] = 1, ["slurtle_shellpieces"] = 3, --["rock_avocado_fruit_sprout"] = 0.5, --["rock_avocado_fruit"] = 1, }, ["GRAVE_AREA"] = { ["rocks"] = 5, ["flint"] = 3, --["scrapbook_page"] = 0.25, --["cookingrecipecard"] = 0.25, --["TRINKET"] = 1, }, ["MOONQUAY_AREA"] = { ["rocks"] = 5, ["poop"] = 20, ["cursed_monkey_token"] = 3, ["boneshard"] = 5, -- wires? }, -- Caves ["MUD_AREA"] = { ["rocks"] = 20, ["fossil_piece"] = 0.25, ["poop"] = 5, ["lightbulb"] = 3, ["slurtle_shellpieces"] = 5, ["wormlight"] = 2, }, ["CAVERN_AREA"] = { ["rocks"] = 35, ["goldnugget"] = 15, ["fossil_piece"] = 2, ["guano"] = 5, ["thulecite_pieces"] = 2.5, ["silk"] = 5, ["boneshard"] = 5, }, ["GUANO_AREA"] = { ["rocks"] = 10, ["flint"] = 10, ["goldnugget"] = 5, ["guano"] = 75, }, ["ROCKYLAND_AREA"] = { ["rocks"] = 10, ["flint"] = 10, ["goldnugget"] = 5, ["guano"] = 30, ["slurtle_shellpieces"] = 5, }, ["RUINS_ENTRANCE_AREA"] = { --E.g. lichenland and mud biomes leading to ruins ["rocks"] = 8, ["fossil_piece"] = 0.15, ["poop"] = 5, ["flint"] = 3, ["silk"] = 2, ["cutlichen"] = 10, ["thulecite_pieces"] = 5, ["redgem"] = 0.2, ["bluegem"] = 0.2, ["purplegem"] = 0.1, ["yellowgem"] = 0.02, ["orangegem"] = 0.02, ["greengem"] = 0.02, ["wormlight"] = 0.5, }, ["RUINS_AREA"] = { ["rocks"] = 5, ["flint"] = 3, ["thulecite_pieces"] = 10, ["redgem"] = 0.75, ["bluegem"] = 0.75, ["purplegem"] = 0.5, ["yellowgem"] = 0.2, ["orangegem"] = 0.2, ["greengem"] = 0.2, ["wormlight"] = 0.5, }, ["RUINS_EXTRA_AREA"] = { ["rocks"] = 5, ["flint"] = 3, ["thulecite_pieces"] = 12, ["redgem"] = 1, ["bluegem"] = 1, ["purplegem"] = 0.75, ["yellowgem"] = 0.3, ["orangegem"] = 0.3, ["greengem"] = 0.3, }, ["MOON_GROTTO_AREA"] = { ["rocks"] = 5, ["flint"] = 5, ["moonglass"] = 5, }, ["VENT_AREA"] = { --Aka the default, kinda ["rocks"] = 15, ["flint"] = 6, ["goldnugget"] = 2, ["redgem"] = 0.25, ["bluegem"] = 0.25, ["purplegem"] = 0.1, ["yellowgem"] = 0.02, ["orangegem"] = 0.02, ["greengem"] = 0.02, }, ["VENT_AREA_SHADOW_RIFT"] = { ["rocks"] = 10, ["flint"] = 10, ["goldnugget"] = 40, --["dreadstone"] = 5, ["redgem"] = 10, ["bluegem"] = 10, ["purplegem"] = 8, ["yellowgem"] = 7, ["orangegem"] = 7, ["greengem"] = 7, }, ["MUSHROOM_AREA"] = { ["rocks"] = 10, ["flint"] = 5, ["goldnugget"] = 2, --["red_mushroom"] = 5, --["blue_mushroom"] = 5, --["green_mushroom"] = 5, }, ["SINKHOLE_AREA"] = { ["rocks"] = 12, ["flint"] = 5, ["goldnugget"] = 3, ["nitre"] = 5, ["guano"] = 5, ["lightbulb"] = 5, }, ["MUD_MARSH_AREA"] = { ["rocks"] = 10, ["flint"] = 5, ["silk"] = 5, ["tentaclespots"] = 2, ["lightbulb"] = 5, }, ["EMPTY_AREA"] = { ["EMPTY"] = 1, } } How to calculate the chance to obtain an item in a weighted loot table: Chance to obtain Item (%) = ( Weight of Item / Sum of All Weights ) x 100 I'm shocked there are zero cut grass and zero twigs in the current loot table. Especially on the first biomes of the first level like savanna, forest and pianure. Absolute bonkers. It's one of those things that if you play the videogame comes to mind immediately, while as a dev you could forget. Edited September 10, 2025 by Milordo 2 Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1835208 Share on other sites More sharing options...
Ugur01 Posted September 11, 2025 Author Share Posted September 11, 2025 Accessing the new archive area with personal floater Archive secret entrance swimming.mp4 10 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1835274 Share on other sites More sharing options...
Cruvimaster Posted September 11, 2025 Share Posted September 11, 2025 On 9/5/2025 at 8:47 PM, Ugur01 said: Mega Blight: HP, Damage etc. Reveal hidden contents SHADOWTHRALL_CENTIPEDE = { HEALTH = 2000, DAMAGE = 150, PLANAR_DAMAGE = 50, PLAYERDAMAGEPERCENT = 0.5, --Does not apply to planar! MOVESPEED = 5, RUNSPEED = 10, TURNSPEED = 1.5, MAX_SEGMENTS = 35 Loot table: This part is defined in the code for the head. There is no separate loot table for the body. I don't know exactly how they work. Reveal hidden contents SetSharedLootTable("shadowthrall_centipede_head", { { "dreadstone", 1.00 }, { "dreadstone", 1.00 }, { "dreadstone", 0.66 }, { "dreadstone", 0.34 }, { "dreadstone", 0.34 }, { "horrorfuel", 1.00 }, { "horrorfuel", 1.00 }, { "horrorfuel", 0.80 }, { "horrorfuel", 0.25 }, { "nightmarefuel", 1.00 }, { "nightmarefuel", 1.00 }, { "nightmarefuel", 1.00 }, { "nightmarefuel", 1.00 }, { "nightmarefuel", 0.80 }, { "nightmarefuel", 0.50 }, { "nightmarefuel", 0.25 }, { "nightmarefuel", 0.25 }, }) There are more efficient ways to get Dreadstone/Pure Horror. I think this loot is kind of bad. Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1835313 Share on other sites More sharing options...
Ugur01 Posted September 11, 2025 Author Share Posted September 11, 2025 43 minutes ago, Cruvimaster said: There are more efficient ways to get Dreadstone/Pure Horror. I think this loot is kind of bad. I think this table shows the loot per segment. The creature can extend up to 35 segments. Someone here mentioned obtaining 70 dreadstones. 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1835316 Share on other sites More sharing options...
Cruvimaster Posted September 11, 2025 Share Posted September 11, 2025 (edited) 30 minutes ago, Ugur01 said: I think this table shows the loot per segment. The creature can extend up to 35 segments. Someone here mentioned obtaining 70 dreadstones. I tested it here and that's it. Loot is good. Between 20 and 30 dreadstones Edited September 11, 2025 by Cruvimaster Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1835320 Share on other sites More sharing options...
Milordo Posted September 11, 2025 Share Posted September 11, 2025 1 hour ago, Cruvimaster said: There are more efficient ways to get Dreadstone/Pure Horror. I think this loot is kind of bad. ----> 31 minutes ago, Cruvimaster said: I tested it here and that's it. Loot is good. Between 20 and 30 dreadstones Character development. 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1835326 Share on other sites More sharing options...
Cruvimaster Posted September 14, 2025 Share Posted September 14, 2025 On 9/10/2025 at 7:38 PM, Ugur01 said: Boulderbough current loot table (Weighted) Hide contents local WEIGHTED_VINE_LOOT = { DEFAULT = { ["rocks"] = 20, ["redgem"] = 0.5, ["bluegem"] = 0.5, ["purplegem"] = 0.2, ["yellowgem"] = 0.02, ["orangegem"] = 0.02, ["greengem"] = 0.02, }, -- [[Biomes]] -- -- Forest ["FOREST_AREA"] = { ["rocks"] = 15, ["goldnugget"] = 10, ["flint"] = 10, ["nitre"] = 10, ["poop"] = 3, }, ["SAVANNA_AREA"] = { ["rocks"] = 10, ["poop"] = 20, }, ["DECIDUOUS_AREA"] = { ["rocks"] = 10, ["flint"] = 5, ["goldnugget"] = 3, ["poop"] = 5, }, ["MARSH_AREA"] = { ["rocks"] = 10, ["flint"] = 5, ["silk"] = 5, ["tentaclespots"] = 2, }, ["GRASS_AREA"] = { ["rocks"] = 10, ["flint"] = 5, }, ["ROCKY_AREA"] = { --["EMPTY"] = 30, ["rocks"] = 20, ["nitre"] = 15, ["flint"] = 15, ["goldnugget"] = 10, }, ["DESERT_AREA"] = { ["rocks"] = 10, ["boneshard"] = 10, }, ["MOON_AREA"] = { ["rocks"] = 5, ["flint"] = 5, ["moonglass"] = 5, ["moonrocknugget"] = 2.5, --["rock_avocado_fruit_sprout"] = 0.5, --["rock_avocado_fruit"] = 1, }, ["HERMIT_AREA"] = { ["rocks"] = 5, ["flint"] = 5, ["moonglass"] = 3, ["moonrocknugget"] = 1, ["slurtle_shellpieces"] = 3, --["rock_avocado_fruit_sprout"] = 0.5, --["rock_avocado_fruit"] = 1, }, ["GRAVE_AREA"] = { ["rocks"] = 5, ["flint"] = 3, --["scrapbook_page"] = 0.25, --["cookingrecipecard"] = 0.25, --["TRINKET"] = 1, }, ["MOONQUAY_AREA"] = { ["rocks"] = 5, ["poop"] = 20, ["cursed_monkey_token"] = 3, ["boneshard"] = 5, -- wires? }, -- Caves ["MUD_AREA"] = { ["rocks"] = 20, ["fossil_piece"] = 0.25, ["poop"] = 5, ["lightbulb"] = 3, ["slurtle_shellpieces"] = 5, ["wormlight"] = 2, }, ["CAVERN_AREA"] = { ["rocks"] = 35, ["goldnugget"] = 15, ["fossil_piece"] = 2, ["guano"] = 5, ["thulecite_pieces"] = 2.5, ["silk"] = 5, ["boneshard"] = 5, }, ["GUANO_AREA"] = { ["rocks"] = 10, ["flint"] = 10, ["goldnugget"] = 5, ["guano"] = 75, }, ["ROCKYLAND_AREA"] = { ["rocks"] = 10, ["flint"] = 10, ["goldnugget"] = 5, ["guano"] = 30, ["slurtle_shellpieces"] = 5, }, ["RUINS_ENTRANCE_AREA"] = { --E.g. lichenland and mud biomes leading to ruins ["rocks"] = 8, ["fossil_piece"] = 0.15, ["poop"] = 5, ["flint"] = 3, ["silk"] = 2, ["cutlichen"] = 10, ["thulecite_pieces"] = 5, ["redgem"] = 0.2, ["bluegem"] = 0.2, ["purplegem"] = 0.1, ["yellowgem"] = 0.02, ["orangegem"] = 0.02, ["greengem"] = 0.02, ["wormlight"] = 0.5, }, ["RUINS_AREA"] = { ["rocks"] = 5, ["flint"] = 3, ["thulecite_pieces"] = 10, ["redgem"] = 0.75, ["bluegem"] = 0.75, ["purplegem"] = 0.5, ["yellowgem"] = 0.2, ["orangegem"] = 0.2, ["greengem"] = 0.2, ["wormlight"] = 0.5, }, ["RUINS_EXTRA_AREA"] = { ["rocks"] = 5, ["flint"] = 3, ["thulecite_pieces"] = 12, ["redgem"] = 1, ["bluegem"] = 1, ["purplegem"] = 0.75, ["yellowgem"] = 0.3, ["orangegem"] = 0.3, ["greengem"] = 0.3, }, ["MOON_GROTTO_AREA"] = { ["rocks"] = 5, ["flint"] = 5, ["moonglass"] = 5, }, ["VENT_AREA"] = { --Aka the default, kinda ["rocks"] = 15, ["flint"] = 6, ["goldnugget"] = 2, ["redgem"] = 0.25, ["bluegem"] = 0.25, ["purplegem"] = 0.1, ["yellowgem"] = 0.02, ["orangegem"] = 0.02, ["greengem"] = 0.02, }, ["VENT_AREA_SHADOW_RIFT"] = { ["rocks"] = 10, ["flint"] = 10, ["goldnugget"] = 40, --["dreadstone"] = 5, ["redgem"] = 10, ["bluegem"] = 10, ["purplegem"] = 8, ["yellowgem"] = 7, ["orangegem"] = 7, ["greengem"] = 7, }, ["MUSHROOM_AREA"] = { ["rocks"] = 10, ["flint"] = 5, ["goldnugget"] = 2, --["red_mushroom"] = 5, --["blue_mushroom"] = 5, --["green_mushroom"] = 5, }, ["SINKHOLE_AREA"] = { ["rocks"] = 12, ["flint"] = 5, ["goldnugget"] = 3, ["nitre"] = 5, ["guano"] = 5, ["lightbulb"] = 5, }, ["MUD_MARSH_AREA"] = { ["rocks"] = 10, ["flint"] = 5, ["silk"] = 5, ["tentaclespots"] = 2, ["lightbulb"] = 5, }, ["EMPTY_AREA"] = { ["EMPTY"] = 1, } } How to calculate the chance to obtain an item in a weighted loot table: Chance to obtain Item (%) = ( Weight of Item / Sum of All Weights ) x 100 Edit: I think the ones with the -- symbol at the beginning are comment lines. They don't affect the chances. You can ignore them. What location would be "RUINS_EXTRA_AREA"? Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1835785 Share on other sites More sharing options...
Ugur01 Posted September 14, 2025 Author Share Posted September 14, 2025 5 hours ago, Cruvimaster said: What location would be "RUINS_EXTRA_AREA"? Spoiler -- RUINS_EXTRA_AREA ["RuinedGuarden"] = "RUINS_EXTRA_AREA", Ruined Guarden. It doesn’t sound familiar. Maybe ancient guardian and labyrinth 1 Link to comment https://forums.kleientertainment.com/forums/topic/167834-new-update-things/page/2/#findComment-1835806 Share on other sites More sharing options...
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