Jump to content

Recommended Posts

Not gonna be a very complex post, I just wanted to say I really like how Boulderboughs require you to set up farms in specific parts of the world and travel back and forth between them.

In similar sandbox games like Minecraft or Terraria, I am always setting up farms in specific spots around the world for mobs or plants that can only spawn/grow in one specific biome, requiring me to create infrastructure all around the world, to keep the farms safe and to have an easy time getting between them and my main base. In DST though, it's very rare that a resource has to be farmed in one specific area, the closest you'll get is going to the lunar grotto or ocean biomes to gain specific resources through active gameplay, but it's rarely (if ever) going to involve setting up a passive farm in that faraway spot to return to later. Most of the time if there IS a plant or a mob that spawns in a specific place, you're going to move it right to your base and never have to worry about going back unless you want extra.

Boulderboughs change this, though! You'll want to plant them in specific biomes, so you'll naturally need to set up roads or wormhole routes between them, along with some shade and warmth at the farm for the different seasons, giving a very similar experience to what I like about those other games. It's very nice! I hope to see more like it in the future :)

Edited by lowercase skye
  • Like 15
  • GL Happy 1

I love the design, and plan on making more underground outposts for different possible farms.

The new loot tables look great. Interesting options for bone shards, gems, moonstone, thulecite, and manure trees (for humor value).

  • Like 2

its very unique, tho the loot table still has a lot to be desired like... savana gives poop and rocks instead of... grass??? 

regardless, its a promising premise and once improved is gonna be like one of the best additions in the game in recent times

  • Big Ups 1
  • Spooky 1

And I want to add something to your discourse lowercase skye.

I appreciate it because it's also a small nerf to the meta base on the first level. I heavily despise that the game during development had more and more reasons to create only a big base on the first level on biomes like deciduos forest, normal forest, savanna, ecc.... leaving the other 4 levels, caves, ruins, ocean and lunar island, behind and baseless. Of course I do every run a base on each level, but only because I like it and I feel it's fair (expect ocean....ocean can **** off).

Plus it's so stupid that Klei themselves said since the start "We don't want players to do turtle gameplay. We'll disincentivize to stay always on base and move!" and then proceed through the years to add more things that incentivize turtle gameplay. I see it, everytime with my community, from new players to good ones. Klei being klei.

Edited by Milordo
  • Like 2
Just now, Edible Coal said:

yeah , just......please remove the curse trinket from the loot table.....

do they think people want them ?....

Lmao. Moon quay island. What a **** show of an update it was.

I'm guessing they did it only for standardisitation, like all other biomes, but without thinkin as a dev, it can come off as pure trolling xD

  • Like 1
Just now, Milordo said:

Lmao. Moon quay island. What a **** show of an update it was.

I'm guessing they did it only for standardisitation, like all other biomes, but without thinkin as a dev, it can come off as pure trolling xD

theres like 200 other things they can pick from, and they choose this

  • Haha 1
16 minutes ago, Edible Coal said:

theres like 200 other things they can pick from, and they choose this

You know what really would be cool to substitute cursed trinkets? Those small crustaceans. They're very cute and I would want them on my base.

  • Like 1
53 minutes ago, Milordo said:

I'm guessing they did it only for standardisitation, like all other biomes, but without thinkin as a dev, it can come off as pure trolling xD

They could just have made it for funsies too, like what happens when a molework picks up gunpowder.

  • Like 4
1 hour ago, Edible Coal said:

yeah , just......please remove the curse trinket from the loot table.....

do they think people want them ?....

Nah, this is too stupid and funny to remove. Besides, who would plant boulderboughs on Moonquay Island?

  • Like 1
  • Haha 1
7 hours ago, Milordo said:

Plus it's so stupid that Klei themselves said since the start "We don't want players to do turtle gameplay. We'll disincentivize to stay always on base and move!" and then proceed through the years to add more things that incentivize turtle gameplay. I see it, everytime with my community, from new players to good ones. Klei being klei.

Edited 7 hours ago by Milordo

Yeah really weird. They keep adding things like banana trees.

  • Like 1
16 minutes ago, Jakepeng99 said:

Yeah really weird. They keep adding things like banana trees.

Yeah, you mean banana bushes? That's another good example. 

Even reeds, the portable ones. Monkeytails things.

10 hours ago, Wigfridge2137 said:

 

Tbh its only worth to put them for gems thulecite and fossils. All other materials that can be farmed with them have easier options to mass farm.

 

I disagree with this sentiment. Methods like bone shards/moon rocks/general rock minerals offer rates that are worthwhile to seek out and use. Heck, I’ve been having good success farming manure from the savannah trees at around the same rates I could get from other setups, alongside the guaranteed rocks/flint/nitre, and that’s in an endgame context where you want to mass farm.

I’m sure people will use things like the ruins and the like as the “””meta””” picks to where to “””best””” put the trees, but there is solid value to place the tree in many other biomes. I think its totally flexible if you are low on a resource and the boulderbough tree can cover it.

8 hours ago, Milordo said:

I heavily despise that the game during development had more and more reasons to create only a big base on the first level on biomes like deciduos forest, normal forest, savanna, ecc.... leaving the other 4 levels, caves, ruins, ocean and lunar island, behind and baseless.

I’ve at least seen people run cave/ruin bases to some success ever since ANR. Caves have a good amount of benefits to basing in them, and they’ve only become more appealing with options like the enlightened crown and pillars. Really, the biggest issue I see with caves is a lot of “unbreakable” obstacles in addition to the super stringy nature of a significant amount of biomes in the caves. It makes it very unappealing to base in most of the biomes, and it’s why it’s usually my “least” favorite to try. The ones I’ve seen/try to use are the ones that don’t have as strong of issues (mainly the cave entrances, fungal forests, the mud area, cave swamps, and the “main” ruins). 
 

Lunar is another option I have seen run, but I think the biggest issue is going there makes you so far away/disconnected from anywhere else, even more so than the caves. I’ve really only seen it run if you’re a teleport character or the world has exceptional generation and generated a middle lunar island with a “ring” of the biomes all around.

I think the main problem for people is it requires leaving out of their comfort zone, which is difficult for a lot of people (especially new players, you probably don’t want to make a ruins base if you don’t know the basics yet…), but I would say most areas have equal opportunity for good base ideas. It just requires you to be a little more creative!

  • Like 2

Yeah I agree, I like these trees a lot too! Im already thinking about setting up groups of boulderboughs in many cave biomes, specially ruins and grotto. I think that having some of these trees on ruins will be pretty good, with each visit you can farm it to get some extra loot.

I would like to see more uses for it on the surface tho (so far, atleast from what I've been testing, it only has special drops in lunar and desert biomes, moonglass/moonrock and bone shards respectively).

I think that for example, boulderboughs having a chance for cactus in deserts, and scraps if its near the junkyard, could be HUGE. Also, maybe a chance for ice if its winter or something?

But at the same time I can understand Klei wanting to keep Boulderboughs as a "cave thing" mostly, caves really needed something that makes its biomes more useful. I mean its so good that it makes me want to base in caves again

Edited by kroban
1 hour ago, Maxil20 said:

It just requires you to be a little more creative!

Hmnnnn, no. I get all of what you said, and it's cool and all. I never wanted to implicit that people never do bases on those locations, but it's obvious it's ultra rare and there are a lot of reasons of which are designs and balancing. Balance always have a big influence of the game, on all of us. Being creative doesn't save it. For example, after the glass cutter and glass axe change, I've seen the idea floating around (it started even way before, we know it) of making items from ancient pseudoscience station being prototyable. What do you think it will happen? Come on.

Banana bushes do induce some turtling, I suppose... but I still prefer it to having to go all the way to Moon Quay or the Ruins for a couple of nanners. That being said, maybe they could make them biome specific as well, sort of like how Boulderboughs are?

  • Like 2
21 minutes ago, Beetrice said:

Banana bushes do induce some turtling, I suppose... but I still prefer it to having to go all the way to Moon Quay or the Ruins for a couple of nanners. That being said, maybe they could make them biome specific as well, sort of like how Boulderboughs are?

You mean banana bushes should be able to be only placed in specific biomes?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...