Mr.Oshiro Posted September 12, 2025 Share Posted September 12, 2025 In the latest update, the developers added withered ferns, along with jet holes scattered throughout the entire area. I believe that the high temperature can better highlight the harsh environment of this area. After entering the Fumarole biome, if players don't have any heatstroke prevention items, they will quickly overheat. There are many cooling methods for DST now, and I hope they can be used in more situations, not just in summer. 16 Link to comment https://forums.kleientertainment.com/forums/topic/167970-fumarole-biome-should-be-a-scorching-area/ Share on other sites More sharing options...
PunkShark Posted September 12, 2025 Share Posted September 12, 2025 The biome already heats you up when you're nearby the fumaroles ^^ 8 Link to comment https://forums.kleientertainment.com/forums/topic/167970-fumarole-biome-should-be-a-scorching-area/#findComment-1835547 Share on other sites More sharing options...
Jakepeng99 Posted September 12, 2025 Share Posted September 12, 2025 2 hours ago, Mr.Oshiro said: In the latest update, the developers added withered ferns, along with jet holes scattered throughout the entire area. I believe that the high temperature can better highlight the harsh environment of this area. After entering the Fumarole biome, if players don't have any heatstroke prevention items, they will quickly overheat. There are many cooling methods for DST now, and I hope they can be used in more situations, not just in summer. It would be cool if the fumarole biome was the transition to the lava caves biome 1 2 Link to comment https://forums.kleientertainment.com/forums/topic/167970-fumarole-biome-should-be-a-scorching-area/#findComment-1835567 Share on other sites More sharing options...
Mr.Oshiro Posted September 13, 2025 Author Share Posted September 13, 2025 8 hours ago, PunkShark said: The biome already heats you up when you're nearby the fumaroles ^^ I know, but it's still far from enough. At present, it only makes your temperature slowly change, but as a fumarole, it should have the ability to make your temperature rise rapidly, rather than like a large bonfire. Therefore, the entire biome should be scorching hot, a place that requires players to explore by using cooling items reasonably, and staying away from the blowhole cannot solve the problem. 5 Link to comment https://forums.kleientertainment.com/forums/topic/167970-fumarole-biome-should-be-a-scorching-area/#findComment-1835605 Share on other sites More sharing options...
Mike23Ua Posted September 13, 2025 Share Posted September 13, 2025 (edited) 25 minutes ago, Mr.Oshiro said: I know, but it's still far from enough. At present, it only makes your temperature slowly change, but as a fumarole, it should have the ability to make your temperature rise rapidly, rather than like a large bonfire. Therefore, the entire biome should be scorching hot, a place that requires players to explore by using cooling items reasonably, and staying away from the blowhole cannot solve the problem. More than most likely: this biome is small… constrained and extremely lacking in Content. I can’t play in Betas so I do not actually know the size and content of the new biome.. but I’m willing to bet it doesn’t have enough content to warrant such gameplay. For comparison sake: the Forgotten Knowledges update added- Molebats, Mushgnomes, Trees that when chopped blew exploding spores toward you, a floor room puzzle, robot sentry centipedes.. I mean in my mind that was the PEAK content update for this game. I understand fully what you’re wanting: But it’s better suited for a larger more content rich update. Edited September 13, 2025 by Mike23Ua 2 Link to comment https://forums.kleientertainment.com/forums/topic/167970-fumarole-biome-should-be-a-scorching-area/#findComment-1835607 Share on other sites More sharing options...
Milordo Posted September 13, 2025 Share Posted September 13, 2025 6 hours ago, Mike23Ua said: For comparison sake: the Forgotten Knowledges update added- Molebats, Mushgnomes, Trees that when chopped blew exploding spores toward you, a floor room puzzle, robot sentry centipedes.. I mean in my mind that was the PEAK content update for this game. Based and true Link to comment https://forums.kleientertainment.com/forums/topic/167970-fumarole-biome-should-be-a-scorching-area/#findComment-1835626 Share on other sites More sharing options...
bjanmanjs Posted September 13, 2025 Share Posted September 13, 2025 If overheating underground be brought back as a threat (it still is in singleplayer Reign of Giants, during summer), I think that would be a good time to create a distinction between items that only protect from sunlight, such as the straw hat or eyebrella, and items that provide protection from heat of any origin, such as the ice cube or perhaps the floral shirt, since it would be rather unimmersive to be able to use an umbrella pointed towards the ceiling to protect from heat that is not coming from above. 2 Link to comment https://forums.kleientertainment.com/forums/topic/167970-fumarole-biome-should-be-a-scorching-area/#findComment-1835647 Share on other sites More sharing options...
Maxil20 Posted September 13, 2025 Share Posted September 13, 2025 (edited) 16 hours ago, Mr.Oshiro said: At present, it only makes your temperature slowly change, but as a fumarole, it should have the ability to make your temperature rise rapidly, rather than like a large bonfire. The reason it cant rise your temperature quickly is because the caves innately still have 240 120 summer insulation, which heavily bodies the fumaroles. They are already as powerful as scaled furnaces, and being near them when the world temperature is below 35 (where summer insulation is negated) will quickly result in overheating issues from the sheer amount in the biome. I had to exercise caution when I was going through the biome in mid-late autumn because it was cool enough at that point to prevent the summer insulation from working and the fumaroles are dense enough where you cant really avoid them through general movement in the area. 4 hours ago, bjanmanjs said: If overheating underground be brought back as a threat (it still is in singleplayer Reign of Giants, during summer), Summer issues in the caves from DS are a heavily overrated problem. The mentioned 240 insulation works winders already, and heading to the ruins, an area considered perma night in DS, gives you an additional 120 insulation. I never had issues in DS where using a thermal stone icebox and/or one luxury fan would be enough to prevent issues for the entire summer. Edited September 13, 2025 by Maxil20 Apparently the 240 summer insulation isn’t present in DST, but the passive insulation from night still applies and you get 120 insulation, oops! 1 Link to comment https://forums.kleientertainment.com/forums/topic/167970-fumarole-biome-should-be-a-scorching-area/#findComment-1835660 Share on other sites More sharing options...
Mr.Oshiro Posted September 13, 2025 Author Share Posted September 13, 2025 (edited) 1 hour ago, Maxil20 said: The reason it cant rise your temperature quickly is because the caves innately still have 240 summer insulation, which heavily bodies the fumaroles. They are already as powerful as scaled furnaces, and being near them when the world temperature is below 35 (where summer insulation is negated) will quickly result in overheating issues from the sheer amount in the biome. I had to exercise caution when I was going through the biome in mid-late autumn because it was cool enough at that point to prevent the summer insulation from working and the fumaroles are dense enough where you cant really avoid them through general movement in the area. This is definitely an oversight, fumaroles are only treated as ordinary heat sources. When the world temperature exceeds 35 in summer, the heat source will be suppressed, and coupled with the fact that caves are always seen as nighttime, strange things happen. In summer, you can pass through biome without using any heatstroke prevention items. It is difficult to raise your body temperature through the fumaroles, and once you move away from them, the temperature will quickly drop. In other seasons, it becomes difficult to explore due to ineffective heatstroke prevention items. I think the world temperature and fumaroles of this biome need special settings,and temperature restrictions on warmth or insulation items need to be lifted. Currently, wearing Hibearnation Vest and Beefalo Hat in summer don't affect your cooling at all (feather fan is an exception). Edited September 13, 2025 by Mr.Oshiro 2 Link to comment https://forums.kleientertainment.com/forums/topic/167970-fumarole-biome-should-be-a-scorching-area/#findComment-1835665 Share on other sites More sharing options...
Mike23Ua Posted September 13, 2025 Share Posted September 13, 2025 But again as I said there isn’t enough content here to warrant needing to use insulation gear. And no I’m not being mean about it, Lunar Island has the Hot Springs, and it’s a huge island with living carrot rats, mutated shattered spiders, SALADMANDER who actually change color when hot.. The new biome in comparison: Is empty. Link to comment https://forums.kleientertainment.com/forums/topic/167970-fumarole-biome-should-be-a-scorching-area/#findComment-1835670 Share on other sites More sharing options...
bjanmanjs Posted September 14, 2025 Share Posted September 14, 2025 1 hour ago, Maxil20 said: The reason it cant rise your temperature quickly is because the caves innately still have 240 summer insulation, which heavily bodies the fumaroles. The free 240 bonus to both summer and winter insulation for being in the caves actually doesn't exist in DST,[1][2] but since the caves in DST are considered to be permanent night by the temperature component,[3] being in them does provide 120 free summer insulation at all times.[2] On 9/13/2025 at 10:55 AM, Maxil20 said: Summer issues in the caves from DS are a heavily overrated problem. The mentioned 240 insulation works winders already, and heading to the ruins, an area considered perma night in DS, gives you an additional 120 insulation. I never had issues in DS where using a thermal stone icebox and/or one luxury fan would be enough to prevent issues for the entire summer. Indeed. A great thing about these bonuses is that they also affect the thermal stone, resulting in it having a constant summer insulation of 480 in the ruins, along with a constant winter insulation of 360 in both the caves and ruins.[4] Sources: Spoiler Spoiler DST's GetInsulation function on lines 228-265 of scripts\components\temperature.lua provides bonus summer insulation for dusk and night, but unlike in DS: RoG, it doesn't do anything for being in a cave: Spoiler function Temperature:GetInsulation() local winterInsulation = self.inherentinsulation local summerInsulation = self.inherentsummerinsulation if self.inst.components.inventory ~= nil then for k, v in pairs(self.inst.components.inventory.equipslots) do if v.components.insulator ~= nil then local insulationValue, insulationType = v.components.insulator:GetInsulation() if insulationType == SEASONS.WINTER then winterInsulation = winterInsulation + insulationValue elseif insulationType == SEASONS.SUMMER then summerInsulation = summerInsulation + insulationValue else print(v, " has invalid insulation type: ", insulationType) end end end end if self.inst.components.beard ~= nil then --Beards help winterInsulation but hurt summerInsulation winterInsulation = winterInsulation + self.inst.components.beard:GetInsulation() summerInsulation = summerInsulation - self.inst.components.beard:GetInsulation() end if self.sheltered then summerInsulation = summerInsulation + self.shelterinsulation end if TheWorld.state.isdusk then summerInsulation = summerInsulation + TUNING.DUSK_INSULATION_BONUS elseif TheWorld.state.isnight then summerInsulation = summerInsulation + TUNING.NIGHT_INSULATION_BONUS end return math.max(0, winterInsulation), math.max(0, summerInsulation) end For comparison, here is DS: RoG's version of the GetInsulation function, located on lines 112-156 of data\DLC0001\scripts\components\temperature.lua: Spoiler function Temperature:GetInsulation() local winterInsulation = self.inherentinsulation local summerInsulation = self.inherentsummerinsulation if self.inst.components.inventory then for k,v in pairs (self.inst.components.inventory.equipslots) do if v.components.insulator then local insulationValue, insulationType = v.components.insulator:GetInsulation() if insulationType == "WINTER" then winterInsulation = winterInsulation + insulationValue elseif insulationType == "SUMMER" then summerInsulation = summerInsulation + insulationValue if self.sheltered then summerInsulation = summerInsulation + self.shelterinsulation end else print(v, " has invalid insulation type: ", insulationType) end end end end if self.inst.components.beard then --Beards help winterInsulation but hurt summerInsulation winterInsulation = winterInsulation + self.inst.components.beard:GetInsulation() summerInsulation = summerInsulation - self.inst.components.beard:GetInsulation() end if GetWorld():IsCave() then summerInsulation = summerInsulation + TUNING.CAVE_INSULATION_BONUS winterInsulation = winterInsulation + TUNING.CAVE_INSULATION_BONUS end if GetClock():IsDusk() then summerInsulation = summerInsulation + TUNING.DUSK_INSULATION_BONUS elseif GetClock():IsNight() then summerInsulation = summerInsulation + TUNING.NIGHT_INSULATION_BONUS end if winterInsulation < 0 then winterInsulation = 0 end if summerInsulation < 0 then summerInsulation = 0 end return winterInsulation, summerInsulation end Spoiler You can use this command while in the caves in DST to see your winter and summer insulation, respectively: c_announce(ThePlayer.components.temperature:GetDebugString()) Spoiler Use this command while in the caves in DST during the day: c_announce(TheWorld.state.isnight) This is the same check that the temperature component does when deciding whether or not to give the night insulation bonus.[1] Spoiler Create a DS: RoG world. You can use this command to spawn a thermal stone and print its winter and summer insulation, respectively, to the log: print(c_spawn("heatrock").components.temperature:GetInsulation()) c_gonext("cave_entrance")c_give("pickaxe") Enter the cave. print(c_spawn("heatrock").components.temperature:GetInsulation()) c_gonext("cave_entrance")c_give("minerhat")c_supergodmode() Enter the ruins. print(c_spawn("heatrock").components.temperature:GetInsulation()) 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/167970-fumarole-biome-should-be-a-scorching-area/#findComment-1835800 Share on other sites More sharing options...
Maxil20 Posted September 14, 2025 Share Posted September 14, 2025 33 minutes ago, bjanmanjs said: Indeed. A great thing about these bonuses is that they also affect the thermal stone, resulting in it having a constant summer insulation of 480 in the ruins, along with a constant winter insulation of 360 in both the caves and ruins.[4] Dang, I didn’t know the bonuses impacted the stone as well. Thanks for the sources to showcase the points, I appreciate it a lot as someone who likes accurate things and ways to prove them! 1 Link to comment https://forums.kleientertainment.com/forums/topic/167970-fumarole-biome-should-be-a-scorching-area/#findComment-1835802 Share on other sites More sharing options...
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