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  • Developer

Changes

  • Boulderbough’s vines will dig up loot relevant to the biome it’s in.
  • Updated the art of the Visionist’s Mask.
  • Updated the Giant Whirlpool animations.
  • Added a Beta Report to let players know when they’ve reached the last room currently available in the beta.

 

Bug Fixes

  • Fixed being able to plant Boulderbough’s on Docks.
  • Fixed forest ambience playing near the Vault and Archive Chandeliers.
  • Fixed forest ambience not playing near cave light openings.
  • Fixed crash when using Telelocator Staff or The Lazy Deserster.
  • Fixed crash when some boat items interacted with the pillars in the puzzle room.
  • Pillars in the puzzle room now properly block building placement.

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Link to comment
https://forums.kleientertainment.com/forums/topic/167851-game-update-688174/
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4 minutes ago, astareus said:

Does that mean that we're supposed to plant these in the ruins to get gems now?

  Evidently, yes!

Spoiler

 ["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,
    },

A personal favorite of mine are the cavern and mud turf biomes, because the loot they can dig up includes fossils!

Spoiler

    ["MUD_AREA"] = {
        ["rocks"]               = 20,
        ["fossil_piece"]        = 0.5,
        ["poop"]                = 5,
    },

Spoiler

 ["CAVERN_AREA"] = {
        ["rocks"]               = 50,
        ["fossil_piece"]        = 5,
        ["guano"]               = 3,
        ["thulecite_pieces"]    = 5,
        --["silk"]              = 5,
        --["boneshard"]         = 5,
    },

 

  • Like 17
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Just now, Maxil20 said:

  Evidently, yes!

  Hide contents

 ["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,
    },

A personal favorite of mine are the cavern and mud turf biomes, because the loot they can dig up includes fossils!

  Hide contents

    ["MUD_AREA"] = {
        ["rocks"]               = 20,
        ["fossil_piece"]        = 0.5,
        ["poop"]                = 5,
    },

  Hide contents

 ["CAVERN_AREA"] = {
        ["rocks"]               = 50,
        ["fossil_piece"]        = 5,
        ["guano"]               = 3,
        ["thulecite_pieces"]    = 5,
        --["silk"]              = 5,
        --["boneshard"]         = 5,
    },

 

Wow it was that easy to add fossils to the game. I wonder why it took them so long to do it renewably

  • Like 4
  • Wavey 1
  • Big Ups 1
6 minutes ago, V2C said:
  • Boulderbough’s vines will dig up loot relevant to the biome it’s in.

Boulderbough Vine Loot - Surface

Spoiler
Forest Biome 
(World Gen Layouts: Forest hunters, Befriend the pigs, Magic meadow, Hounded magic meadow)
rocks				33.33%
goldnugget			22.22%
flint				22.22%
nitre				22.22%

Savanna Biome
(World Gen Layouts: Great Plains, The hunters)
rocks				33.33%
poop				66.67%

Deciduous Biome
(World Gen Layouts: Speak to the king, Mole Colony Deciduous)
rocks				43.48%
flint				21.74%
goldnugget			13.04%
poop				21.74%

Marsh Biome
(World Gen Layouts: Squeltch)
rocks				66.67%
flint				33.33%
tentaclespots			0.00%

Grass Biome
(World Gen Layouts: Beeeees!, Killer bees!, Make a Beehat, Frogs and bugs, MooseBreedingTask, Make a pick)
rocks				66.67%
flint				33.33%

Rocky Biome
(World Gen Layouts: Dig that rock, Kill the spiders, Mole Colony Rocks)
rocks				44.44%
flint				33.33%
goldnugget			22.22%

Desert Biome
(World Gen Layouts: Lightning Bluff, Badlands)
rocks				100.00%
boneshards			0.00%

Moon Biome
(WorldGen Layouts: MoonIsland_IslandShards, MoonIsland_Beach, MoonIsland_Forest, MoonIsland_Baths, MoonIsland_Mine)
rocks				20.00%
flint				20.00%
moonglass			40.00%
moonrocknugget			20.00%
rock_avocado_fruit_sprout	0.00%
rock_avocado_fruit_sprout	0.00%

 

Boulderbough Vine Loot - Caves

Spoiler
Mud Biome
(World Gen Layouts: MudWorld, MudCave, MudLights, MudPit, ToadStoolTask1, ToadStoolTask3)
rocks				78.43%
fossil_piece			1.96%
poop				19.61%
		
Cavern Biome
(World Gen Layouts: SpillagmiteCaverns)
rocks				79.37%
fossil_piece			7.94%
guano				4.76%
thulecite_piece			7.94%
silk				0.00%
boneshard			0.00%
		
Guano Biome
(World Gen Layouts: BigBatCave, RockyLand, ToadStoolTask2, BatCloister)
rocks				10.00%
flint				10.00%
goldnugget			5.00%
guano				75.00%

Ruins Biome
(World Gen Layouts: LichenLand, Residential, Military, Sacred, TheLabyrinth, SacredAltar, AtriumMaze, MoreAltars, CaveJungle, MilitaryPits, MuddySacred, Residential2, Residential3)
rocks				24.27%
flint				14.56%
thulecite_pieces		48.54%
redgem				3.64%
bluegem				3.64%
purplegem			2.43%
yellowgem			0.97%
orangegem			0.97%
greengem			0.97%

Vent Biome
(World Gen Layouts: CentipedeCaveTask, CentipedeCaveIslandTask)
rocks				57.12%
flint				30.46%
goldnugget			7.62%
redgem				1.90%
bluegem				1.90%
purplegem			0.76%
yellowgem			0.08%
orangegem			0.08%
greengem			0.08%
		
Vent Biome - Shadow Rifts Active
(World Gen Layouts: CentipedeCaveTask, CentipedeCaveIslandTask)
rocks				9.17%
flint				9.17%
goldnugget			36.70%
dreadstone			0.00%
redgem				9.17%
bluegem				9.17%
purplegem			7.34%
yellowgem			6.42%
orangegem			6.42%
greengem			6.42%

Mushroom Biome
(World Gen Layouts: RedForest, GreenForest, BlueForest, FungalNoiseForest, FungalNoiseMeadow)
rocks				62.50%
flint				31.25%
goldnugget			6.25%
red_mushroom			0.00%
blue_mushroom			0.00%
green_mushroom			0.00%
		
Sinkhole Biome
(World Gen Layouts: UndergroundForest, PleasantSinkhole, RabbitTown, RabbitCity, SpiderLand, RabbitSpiderWar)
rocks				40.00%
flint				16.67%
goldnugget			10.00%
nitre				16.67%
guano				16.67%

Marsh Biome
(World Gen Layouts: SwampySinkhole, CaveSwamp)
rocks				66.67%
flint				33.33%
tentaclespots			0.00%

 

Boulderbough Vine Loot - Any Biomes Not Listed Above

Spoiler
Default
(World Gen Layouts: Any Layouts Not Listed Above)
rocks				94.07%
redgem				2.35%
bluegem				2.35%
purplegem			0.94%
yellowgem			0.09%
orangegem			0.09%
greengem			0.09%

 

Note:
- Any loot with a 0% chance means it was commented out in the code.  So, it currently doesn't drop, but may possibly return in the future?
- There is an extra loot modifier that's currently unused.  It appears to add silk to the loot pool if the Boulderbough is on web creep.
- The loot tables above are per Boulderbough Vine.  So, the loot is currently rolled 5 times.

  • Like 20
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20 minutes ago, Maxil20 said:

they can dig up includes fossils

OH MY GOODNESS GRACIOUS 

 

Edit about my thoughts on the boulderbough: I'm really happy to have something feel so don't starve in a sense that it has a plentiful amount of mechanics that interconnect with other things, even if something small. I like this a lot, I hope we can get more stuff with just a juicy amount of mechanics tied to it 

Edited by qwp18
  • Like 7
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  • Big Ups 2
1 hour ago, Maxil20 said:

  Evidently, yes!

  Reveal hidden contents

 ["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,
    },

A personal favorite of mine are the cavern and mud turf biomes, because the loot they can dig up includes fossils!

  Reveal hidden contents

    ["MUD_AREA"] = {
        ["rocks"]               = 20,
        ["fossil_piece"]        = 0.5,
        ["poop"]                = 5,
    },

  Reveal hidden contents

 ["CAVERN_AREA"] = {
        ["rocks"]               = 50,
        ["fossil_piece"]        = 5,
        ["guano"]               = 3,
        ["thulecite_pieces"]    = 5,
        --["silk"]              = 5,
        --["boneshard"]         = 5,
    },

 

I agree ;>

{6A47CDA6-8D3E-47F2-8191-82215F59F9A7}.png

  • Like 16
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7 minutes ago, Instant-Noodles said:

Boulderbough Vine Loot - Surface

  Reveal hidden contents
Forest Biome 
(World Gen Layouts: Forest hunters, Befriend the pigs, Magic meadow, Hounded magic meadow)
rocks				33.33%
goldnugget			22.22%
flint				22.22%
nitre				22.22%

Savanna Biome
(World Gen Layouts: Great Plains, The hunters)
rocks				33.33%
poop				66.67%

Deciduous Biome
(World Gen Layouts: Speak to the king, Mole Colony Deciduous)
rocks				43.48%
flint				21.74%
goldnugget			13.04%
poop				21.74%

Marsh Biome
(World Gen Layouts: Squeltch)
rocks				66.67%
flint				33.33%
tentaclespots			0.00%

Grass Biome
(World Gen Layouts: Beeeees!, Killer bees!, Make a Beehat, Frogs and bugs, MooseBreedingTask, Make a pick)
rocks				66.67%
flint				33.33%

Rocky Biome
(World Gen Layouts: Dig that rock, Kill the spiders, Mole Colony Rocks)
rocks				44.44%
flint				33.33%
goldnugget			22.22%

Desert Biome
(World Gen Layouts: Lightning Bluff, Badlands)
rocks				100.00%
boneshards			0.00%

Moon Biome
(WorldGen Layouts: MoonIsland_IslandShards, MoonIsland_Beach, MoonIsland_Forest, MoonIsland_Baths, MoonIsland_Mine)
rocks				20.00%
flint				20.00%
moonglass			40.00%
moonrocknugget			20.00%
rock_avocado_fruit_sprout	0.00%
rock_avocado_fruit_sprout	0.00%

 

Boulderbough Vine Loot - Caves

  Reveal hidden contents
Mud Biome
(World Gen Layouts: MudWorld, MudCave, MudLights, MudPit, ToadStoolTask1, ToadStoolTask3)
rocks				78.43%
fossil_piece			1.96%
poop				19.61%
		
Cavern Biome
(World Gen Layouts: SpillagmiteCaverns)
rocks				79.37%
fossil_piece			7.94%
guano				4.76%
thulecite_piece			7.94%
silk				0.00%
boneshard			0.00%
		
Guano Biome
(World Gen Layouts: BigBatCave, RockyLand, ToadStoolTask2, BatCloister)
rocks				10.00%
flint				10.00%
goldnugget			5.00%
guano				75.00%

Ruins Biome
(World Gen Layouts: LichenLand, Residential, Military, Sacred, TheLabyrinth, SacredAltar, AtriumMaze, MoreAltars, CaveJungle, MilitaryPits, MuddySacred, Residential2, Residential3)
rocks				24.27%
flint				14.56%
thulecite_pieces		48.54%
redgem				3.64%
bluegem				3.64%
purplegem			2.43%
yellowgem			0.97%
orangegem			0.97%
greengem			0.97%

Vent Biome
(World Gen Layouts: CentipedeCaveTask, CentipedeCaveIslandTask)
rocks				57.12%
flint				30.46%
goldnugget			7.62%
redgem				1.90%
bluegem				1.90%
purplegem			0.76%
yellowgem			0.08%
orangegem			0.08%
greengem			0.08%
		
Vent Biome - Shadow Rifts Active
(World Gen Layouts: CentipedeCaveTask, CentipedeCaveIslandTask)
rocks				9.17%
flint				9.17%
goldnugget			36.70%
dreadstone			0.00%
redgem				9.17%
bluegem				9.17%
purplegem			7.34%
yellowgem			6.42%
orangegem			6.42%
greengem			6.42%

Mushroom Biome
(World Gen Layouts: RedForest, GreenForest, BlueForest, FungalNoiseForest, FungalNoiseMeadow)
rocks				62.50%
flint				31.25%
goldnugget			6.25%
red_mushroom			0.00%
blue_mushroom			0.00%
green_mushroom			0.00%
		
Sinkhole Biome
(World Gen Layouts: UndergroundForest, PleasantSinkhole, RabbitTown, RabbitCity, SpiderLand, RabbitSpiderWar)
rocks				40.00%
flint				16.67%
goldnugget			10.00%
nitre				16.67%
guano				16.67%

Marsh Biome
(World Gen Layouts: SwampySinkhole, CaveSwamp)
rocks				66.67%
flint				33.33%
tentaclespots			0.00%

 

Boulderbough Vine Loot - Any Biomes Not Listed Above

  Reveal hidden contents
Default
(World Gen Layouts: Any Layouts Not Listed Above)
rocks				94.07%
redgem				2.35%
bluegem				2.35%
purplegem			0.94%
yellowgem			0.09%
orangegem			0.09%
greengem			0.09%

 

Note:
- Any loot with a 0% chance means it was commented out in the code.  So, it currently doesn't drop, but may possibly return in the future?
- There is an extra loot modifier that's currently unused.  It appears to add silk to the loot pool if the Boulderbough is on web creep.
- The loot tables above are per Boulderbough Vine.  So, the loot is currently rolled 5 times.

Okay… but why is Grass, Grass Tufts, & Twigs or Saplings not in ANY of these loot pool table chances?

Like in real life if I take a shovel to the grass in my yard I’m going to dig up dirt, twigs or underground vines, rocks and clumps of grass from both above & under the dirt I dug.

This seems like a really good way to guarantee that these items never go completely obsolete in long played worlds.

even IF Klei were to add something as devastating as bringing back disease.. this just sounds like the most obvious of loot that they should drop.

And on a side note: I’d also like to be able to place them on the open ocean for a chance at things like driftwood oar.

Just seems like a cool thing that could reward the player with resources based on where they are placed.

  • Big Ups 1

Does replacing turf by digging them up change the biome?

23 minutes ago, Instant-Noodles said:

Boulderbough Vine Loot - Surface

  Reveal hidden contents
Forest Biome 
(World Gen Layouts: Forest hunters, Befriend the pigs, Magic meadow, Hounded magic meadow)
rocks				33.33%
goldnugget			22.22%
flint				22.22%
nitre				22.22%

Savanna Biome
(World Gen Layouts: Great Plains, The hunters)
rocks				33.33%
poop				66.67%

Deciduous Biome
(World Gen Layouts: Speak to the king, Mole Colony Deciduous)
rocks				43.48%
flint				21.74%
goldnugget			13.04%
poop				21.74%

Marsh Biome
(World Gen Layouts: Squeltch)
rocks				66.67%
flint				33.33%
tentaclespots			0.00%

Grass Biome
(World Gen Layouts: Beeeees!, Killer bees!, Make a Beehat, Frogs and bugs, MooseBreedingTask, Make a pick)
rocks				66.67%
flint				33.33%

Rocky Biome
(World Gen Layouts: Dig that rock, Kill the spiders, Mole Colony Rocks)
rocks				44.44%
flint				33.33%
goldnugget			22.22%

Desert Biome
(World Gen Layouts: Lightning Bluff, Badlands)
rocks				100.00%
boneshards			0.00%

Moon Biome
(WorldGen Layouts: MoonIsland_IslandShards, MoonIsland_Beach, MoonIsland_Forest, MoonIsland_Baths, MoonIsland_Mine)
rocks				20.00%
flint				20.00%
moonglass			40.00%
moonrocknugget			20.00%
rock_avocado_fruit_sprout	0.00%
rock_avocado_fruit_sprout	0.00%

 

Boulderbough Vine Loot - Caves

  Reveal hidden contents
Mud Biome
(World Gen Layouts: MudWorld, MudCave, MudLights, MudPit, ToadStoolTask1, ToadStoolTask3)
rocks				78.43%
fossil_piece			1.96%
poop				19.61%
		
Cavern Biome
(World Gen Layouts: SpillagmiteCaverns)
rocks				79.37%
fossil_piece			7.94%
guano				4.76%
thulecite_piece			7.94%
silk				0.00%
boneshard			0.00%
		
Guano Biome
(World Gen Layouts: BigBatCave, RockyLand, ToadStoolTask2, BatCloister)
rocks				10.00%
flint				10.00%
goldnugget			5.00%
guano				75.00%

Ruins Biome
(World Gen Layouts: LichenLand, Residential, Military, Sacred, TheLabyrinth, SacredAltar, AtriumMaze, MoreAltars, CaveJungle, MilitaryPits, MuddySacred, Residential2, Residential3)
rocks				24.27%
flint				14.56%
thulecite_pieces		48.54%
redgem				3.64%
bluegem				3.64%
purplegem			2.43%
yellowgem			0.97%
orangegem			0.97%
greengem			0.97%

Vent Biome
(World Gen Layouts: CentipedeCaveTask, CentipedeCaveIslandTask)
rocks				57.12%
flint				30.46%
goldnugget			7.62%
redgem				1.90%
bluegem				1.90%
purplegem			0.76%
yellowgem			0.08%
orangegem			0.08%
greengem			0.08%
		
Vent Biome - Shadow Rifts Active
(World Gen Layouts: CentipedeCaveTask, CentipedeCaveIslandTask)
rocks				9.17%
flint				9.17%
goldnugget			36.70%
dreadstone			0.00%
redgem				9.17%
bluegem				9.17%
purplegem			7.34%
yellowgem			6.42%
orangegem			6.42%
greengem			6.42%

Mushroom Biome
(World Gen Layouts: RedForest, GreenForest, BlueForest, FungalNoiseForest, FungalNoiseMeadow)
rocks				62.50%
flint				31.25%
goldnugget			6.25%
red_mushroom			0.00%
blue_mushroom			0.00%
green_mushroom			0.00%
		
Sinkhole Biome
(World Gen Layouts: UndergroundForest, PleasantSinkhole, RabbitTown, RabbitCity, SpiderLand, RabbitSpiderWar)
rocks				40.00%
flint				16.67%
goldnugget			10.00%
nitre				16.67%
guano				16.67%

Marsh Biome
(World Gen Layouts: SwampySinkhole, CaveSwamp)
rocks				66.67%
flint				33.33%
tentaclespots			0.00%

 

Boulderbough Vine Loot - Any Biomes Not Listed Above

  Reveal hidden contents
Default
(World Gen Layouts: Any Layouts Not Listed Above)
rocks				94.07%
redgem				2.35%
bluegem				2.35%
purplegem			0.94%
yellowgem			0.09%
orangegem			0.09%
greengem			0.09%

 

Note:
- Any loot with a 0% chance means it was commented out in the code.  So, it currently doesn't drop, but may possibly return in the future?
- There is an extra loot modifier that's currently unused.  It appears to add silk to the loot pool if the Boulderbough is on web creep.
- The loot tables above are per Boulderbough Vine.  So, the loot is currently rolled 5 times.

 

  • Sanity 1
  • Big Ups 1
40 minutes ago, Instant-Noodles said:

Boulderbough Vine Loot - Surface

  Hide contents
Forest Biome 
(World Gen Layouts: Forest hunters, Befriend the pigs, Magic meadow, Hounded magic meadow)
rocks				33.33%
goldnugget			22.22%
flint				22.22%
nitre				22.22%

Savanna Biome
(World Gen Layouts: Great Plains, The hunters)
rocks				33.33%
poop				66.67%

Deciduous Biome
(World Gen Layouts: Speak to the king, Mole Colony Deciduous)
rocks				43.48%
flint				21.74%
goldnugget			13.04%
poop				21.74%

Marsh Biome
(World Gen Layouts: Squeltch)
rocks				66.67%
flint				33.33%
tentaclespots			0.00%

Grass Biome
(World Gen Layouts: Beeeees!, Killer bees!, Make a Beehat, Frogs and bugs, MooseBreedingTask, Make a pick)
rocks				66.67%
flint				33.33%

Rocky Biome
(World Gen Layouts: Dig that rock, Kill the spiders, Mole Colony Rocks)
rocks				44.44%
flint				33.33%
goldnugget			22.22%

Desert Biome
(World Gen Layouts: Lightning Bluff, Badlands)
rocks				100.00%
boneshards			0.00%

Moon Biome
(WorldGen Layouts: MoonIsland_IslandShards, MoonIsland_Beach, MoonIsland_Forest, MoonIsland_Baths, MoonIsland_Mine)
rocks				20.00%
flint				20.00%
moonglass			40.00%
moonrocknugget			20.00%
rock_avocado_fruit_sprout	0.00%
rock_avocado_fruit_sprout	0.00%

 

Boulderbough Vine Loot - Caves

  Hide contents
Mud Biome
(World Gen Layouts: MudWorld, MudCave, MudLights, MudPit, ToadStoolTask1, ToadStoolTask3)
rocks				78.43%
fossil_piece			1.96%
poop				19.61%
		
Cavern Biome
(World Gen Layouts: SpillagmiteCaverns)
rocks				79.37%
fossil_piece			7.94%
guano				4.76%
thulecite_piece			7.94%
silk				0.00%
boneshard			0.00%
		
Guano Biome
(World Gen Layouts: BigBatCave, RockyLand, ToadStoolTask2, BatCloister)
rocks				10.00%
flint				10.00%
goldnugget			5.00%
guano				75.00%

Ruins Biome
(World Gen Layouts: LichenLand, Residential, Military, Sacred, TheLabyrinth, SacredAltar, AtriumMaze, MoreAltars, CaveJungle, MilitaryPits, MuddySacred, Residential2, Residential3)
rocks				24.27%
flint				14.56%
thulecite_pieces		48.54%
redgem				3.64%
bluegem				3.64%
purplegem			2.43%
yellowgem			0.97%
orangegem			0.97%
greengem			0.97%

Vent Biome
(World Gen Layouts: CentipedeCaveTask, CentipedeCaveIslandTask)
rocks				57.12%
flint				30.46%
goldnugget			7.62%
redgem				1.90%
bluegem				1.90%
purplegem			0.76%
yellowgem			0.08%
orangegem			0.08%
greengem			0.08%
		
Vent Biome - Shadow Rifts Active
(World Gen Layouts: CentipedeCaveTask, CentipedeCaveIslandTask)
rocks				9.17%
flint				9.17%
goldnugget			36.70%
dreadstone			0.00%
redgem				9.17%
bluegem				9.17%
purplegem			7.34%
yellowgem			6.42%
orangegem			6.42%
greengem			6.42%

Mushroom Biome
(World Gen Layouts: RedForest, GreenForest, BlueForest, FungalNoiseForest, FungalNoiseMeadow)
rocks				62.50%
flint				31.25%
goldnugget			6.25%
red_mushroom			0.00%
blue_mushroom			0.00%
green_mushroom			0.00%
		
Sinkhole Biome
(World Gen Layouts: UndergroundForest, PleasantSinkhole, RabbitTown, RabbitCity, SpiderLand, RabbitSpiderWar)
rocks				40.00%
flint				16.67%
goldnugget			10.00%
nitre				16.67%
guano				16.67%

Marsh Biome
(World Gen Layouts: SwampySinkhole, CaveSwamp)
rocks				66.67%
flint				33.33%
tentaclespots			0.00%

 

Boulderbough Vine Loot - Any Biomes Not Listed Above

  Reveal hidden contents
Default
(World Gen Layouts: Any Layouts Not Listed Above)
rocks				94.07%
redgem				2.35%
bluegem				2.35%
purplegem			0.94%
yellowgem			0.09%
orangegem			0.09%
greengem			0.09%

 

Note:
- Any loot with a 0% chance means it was commented out in the code.  So, it currently doesn't drop, but may possibly return in the future?
- There is an extra loot modifier that's currently unused.  It appears to add silk to the loot pool if the Boulderbough is on web creep.
- The loot tables above are per Boulderbough Vine.  So, the loot is currently rolled 5 times.

Damn thats crazy, as a Walter main I think i'll be making good use of those chances for the moonglass and thul pieces!

  • Like 1
34 minutes ago, lowercase skye said:

Honestly the most exciting thing about this is that the game now finally has a proper biome system!! I bet this'll make so many mod ideas way easier to implement.

I was thinking about this since I noticed this in the code!

I think the one suggestion I'd make is to move the table categorizing what each map task translates to what biome/area, to a more global table (currently it's in tree_rock_data.lua), when as you say, it could be used to determine biomes so we could have this somewhere else unrelated to rock trees.

Then, adding a little bit extra functionality so that modders can add entries for their custom map tasks, would be amazing!

  • Like 4
34 minutes ago, Turbanik said:

Unfortunately no, from what I've checked there's smth more than just turf

Even if you change the turf of a biome when you pause the game and pull up the map it shows the intended original turf, this is probably how the new loot cache thingy tells what biome it’s in.

10 minutes ago, Mike23Ua said:

Even if you change the turf of a biome when you pause the game and pull up the map it shows the intended original turf

Sounds like a bug, possibly an xbox-specific one, I know the map can be buggy on console versions from my experience playing on Switch. The map properly updates turf on PC even if another player is changing the turf outside of your view distance.

  • Like 1
2 hours ago, Dingle said:

Does replacing turf by digging them up change the biome?

Nope, it won't.  The Biome is determined by the Map Layout used to create the region during World Generation. 

Basically, during World Gen, each region of the map is created using a layout.  Each of those layouts has a code name.  If you don't see that layout listed under the biome in my loot table above, then it won't be considered to be a part of that biome.  Re-turfing the ground won't ever change that.

For example, here is a graphic of the surface shard of a freshly generated world from this patch.  Each world gen map region is outlined with its layout code name in the center. 

EDIT: Looks like the forums now shrinks image attachments with large dimensions, so you won't be able to enlarge the graphic below to read the text.  So, I've also uploaded the graphic to Imgur (which should let you see it at its original 3400x3400 resolution): https://i.imgur.com/D9Y7SS5.jpeg

_forest.png.e4857033cc71ade03c56ef55e792f1cc.png

Edited by Instant-Noodles
  • Like 21
  • Thanks 2
  • Big Ups 4
  • GL Happy 1
Just now, astareus said:

Is this working? I didn't see a beta report on my world.

I did see it, did you update the game? Or maybe create a new world. Whirlpool would look differently since it was changed. There should be smth like a map on the ground in the final room after the puzzle

Also, about the whirlpool. It looks better than before since it's not just a flat spinning texture. Tho it would be nice if it was still improved. I know it's still beta and stuff. For example some pieces are slightly jittering, and some depth is missing. Maybe some details? Maybe it would be better if it was in a style of those whirlpools that crabby hermit creates when relocating? But yeah, still better than a flat texture. It's just not enough whirlpooly like

  • Like 3
1 hour ago, Instant-Noodles said:

Nope, it won't.  The Biome is determined by the Map Layout used to create the region during World Generation. 

Basically, during World Gen, each region of the map is created using a layout.  Each of those layouts has a code name.  If you don't see that layout listed under the biome in my loot table above, then it won't be considered to be a part of that biome.  Re-turfing the ground won't ever change that.

For example, here is a graphic of the surface shard of a freshly generated world from this patch.  Each world gen map region is outlined with its layout code name in the center. 

EDIT: Looks like the forums now shrinks image attachments with large dimensions, so you won't be able to enlarge the graphic below to read the text.  So, I've also uploaded the graphic to Imgur (which should let you see it at its original 3400x3400 resolution): https://i.imgur.com/D9Y7SS5.jpeg

_forest.png.e4857033cc71ade03c56ef55e792f1cc.png

This is so cool, it holds so much possibility for dynamic things to happen, hopefully this will make the world feel even more lively in the future with different biome specific events or something like a mob that walks around and changes its behavior based on the biome it is, or maybe a mob that could infect the biome it is in and you have to defeat it to free that biome from their influence or you could want it to influence an specific biome because it brings some sort of upside... so so interesting. 

The only sad thing is that there seems to be so little ocean specific biomes, ocean seem mostly affected by the biomes coming from lunar or main island. Maybe it is because its harder to make biomes on the ocean or makes little sense since there are no markers in the water that could tell in which biome the players stands in other than knowing that the water is deeper the darkers/wavier it looks. Still, Im really impressed by this biome mechanic, Klei is making me dream with future possibilities. 😁

Edited by Picklesaurus
  • Like 4
  • Thanks 1

Wow! The new trees are becoming more cool than ever for me!

5 hours ago, qwp18 said:

OH MY GOODNESS GRACIOUS 

Edit about my thoughts on the boulderbough: I'm really happy to have something feel so don't starve in a sense that it has a plentiful amount of mechanics that interconnect with other things, even if something small. I like this a lot, I hope we can get more stuff with just a juicy amount of mechanics tied to it 

Yes! EXACTLY! Woooo!

5 hours ago, Instant-Noodles said:

Boulderbough Vine Loot - Caves

  Hide contents
Mud Biome
(World Gen Layouts: MudWorld, MudCave, MudLights, MudPit, ToadStoolTask1, ToadStoolTask3)
rocks				78.43%
fossil_piece			1.96%
poop				19.61%
		
Cavern Biome
(World Gen Layouts: SpillagmiteCaverns)
rocks				79.37%
fossil_piece			7.94%
guano				4.76%
thulecite_piece			7.94%
silk				0.00%
boneshard			0.00%
		
Guano Biome
(World Gen Layouts: BigBatCave, RockyLand, ToadStoolTask2, BatCloister)
rocks				10.00%
flint				10.00%
goldnugget			5.00%
guano				75.00%

Ruins Biome
(World Gen Layouts: LichenLand, Residential, Military, Sacred, TheLabyrinth, SacredAltar, AtriumMaze, MoreAltars, CaveJungle, MilitaryPits, MuddySacred, Residential2, Residential3)
rocks				24.27%
flint				14.56%
thulecite_pieces		48.54%
redgem				3.64%
bluegem				3.64%
purplegem			2.43%
yellowgem			0.97%
orangegem			0.97%
greengem			0.97%

Vent Biome
(World Gen Layouts: CentipedeCaveTask, CentipedeCaveIslandTask)
rocks				57.12%
flint				30.46%
goldnugget			7.62%
redgem				1.90%
bluegem				1.90%
purplegem			0.76%
yellowgem			0.08%
orangegem			0.08%
greengem			0.08%
		
Vent Biome - Shadow Rifts Active
(World Gen Layouts: CentipedeCaveTask, CentipedeCaveIslandTask)
rocks				9.17%
flint				9.17%
goldnugget			36.70%
dreadstone			0.00%
redgem				9.17%
bluegem				9.17%
purplegem			7.34%
yellowgem			6.42%
orangegem			6.42%
greengem			6.42%

Mushroom Biome
(World Gen Layouts: RedForest, GreenForest, BlueForest, FungalNoiseForest, FungalNoiseMeadow)
rocks				62.50%
flint				31.25%
goldnugget			6.25%
red_mushroom			0.00%
blue_mushroom			0.00%
green_mushroom			0.00%
		
Sinkhole Biome
(World Gen Layouts: UndergroundForest, PleasantSinkhole, RabbitTown, RabbitCity, SpiderLand, RabbitSpiderWar)
rocks				40.00%
flint				16.67%
goldnugget			10.00%
nitre				16.67%
guano				16.67%

Marsh Biome
(World Gen Layouts: SwampySinkhole, CaveSwamp)
rocks				66.67%
flint				33.33%
tentaclespots			0.00%

 

Wait wait wait, the Spillagmite Caverns drop thulecite too???? This confirms 100% it's an old biome of the Ruins from orginal DS. It's literally a SIGN. It seems almost like the Spillagmite Caverns biome should be pushed to the Ruins and the new biome as an entrance to introduce perfectly these new strange trees!!! 🙃    @astareus

 

Klei will you do something about Ruins generation with this new biome? Are we finally addressing this?

  • Like 1

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