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I honestly expected this to be added at some point but we still cant choose if we start with juicy berries or normal ones? With all the world customizing we can do this feels like a no brainer.

Im not sure if the beta is the right place to discuss this but... yeah.

Im just so tired of restarting worlds over and over again just to get juicy berries or get rid of twiggy tree start.

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3 hours ago, HowlVoid said:

I honestly expected this to be added at some point but we still cant choose if we start with juicy berries or normal ones? With all the world customizing we can do this feels like a no brainer.

Im not sure if the beta is the right place to discuss this but... yeah.

Im just so tired of restarting worlds over and over again just to get juicy berries or get rid of twiggy tree start.

You can choose to get saplings and regular berries, I guess you can’t do it the other way round.

Developers want to diversify the initial resources, but this system is not yet perfect.
When this design first joined the game, there could only be one type of initial resource, and the other type would all fall ill due to "not adapting to this world". This was quickly opposed by players, so the developers made a partial compromise by allowing the world to have two types of resources at the same time. The problem is that they did not unify the quantity of the three types of resources.
Twiggy Trees are always the most abundant, even if your world is a classic resource, their regeneration quantity can be as high as that of mutated resources.
Grass Gekkos can be generated by mutating.
Juicy berries... They can only be regenerated by the world.
It's time for developers to reconsider the design of the initial resources.

Unused Diseased Twiggy Tree model.undefined  多汁浆果

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On 12/11/2025 at 1:14 AM, Well-met said:

what if we just get rid of this weird rng chooser system and instead have all of them available in a world

I heavily disagree. I do very like the concept, it's just another thing that Klei added by a big rush of inspiration/creativity and forgot immediately 1 minute after and then added in the long long long list of needed balance, eugh..... 

It's clearly the same rng chooser nature of various rogue-likes like Isaac, with its different level variations for example

BasementCellarBurning Basement

and Don't Starve is after all a rogue-like to this day.

What Klei wanted to do probably was very big and now remains in its very very early stages.

On 12/11/2025 at 6:19 AM, Mr.Oshiro said:

Developers want to diversify the initial resources, but this system is not yet perfect.
When this design first joined the game, there could only be one type of initial resource, and the other type would all fall ill due to "not adapting to this world". This was quickly opposed by players, so the developers made a partial compromise by allowing the world to have two types of resources at the same time. The problem is that they did not unify the quantity of the three types of resources.
Twiggy Trees are always the most abundant, even if your world is a classic resource, their regeneration quantity can be as high as that of mutated resources.
Grass Gekkos can be generated by mutating.
Juicy berries... They can only be regenerated by the world.
It's time for developers to reconsider the design of the initial resources.

Wow, I didn't knew all of this, annnddd proves my point exactly.

Edited by Milordo

The reason why they removed disease was because the develepers felt the solutions were too cut and dry. It was an endless chase of ones own tail, every fix they could think of would amount to the same middle man of an item being needed. So what kind of value was this adding to the game other than a "fetch" quest.

The game has long shifted to appeal to more of an endgame midset. We have light-terraforming, endgame quests, a "hard" mode, and even furniture that server a decorative function. The only purpose of the rng start is for "variery" with the only slight outlier being juicy berries giving a smoother start for beginners (which if they rely on juicy then theyll probably be dead by winter anyways). 

You can already get rid of houndwaves and summer fires, it doesnt set any new bars for making the game "easier" if this was a toggle. It would just save people from restarting a world for hours just to get a specific start. 

2 hours ago, Debruh said:

They still can, I'm pretty sure. Had a tuft of grass into a gecko while I was picking grass a while ago

Not what I was talking about.

Mutating means using the Lunar Experiment on grass to make a gecko. (which unfortunately isn't possible)

Picking grass and it changing into a gecko isn't renewable, since grass tufts aren't renewable.

 

❤️Proceed

Edited by Reiko24
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