Jump to content

Recommended Posts

1 hour ago, nimzowitsch10 said:

...boulderbough trees that noone uses.

I should start asking people if they've used boulderbough trees as a litmus test for if people have played the game recently or not, because if they had, they would not be saying this.

  • Like 11
  • Haha 2
1 minute ago, Maxil20 said:

I should start asking people if they've used boulderbough trees as a litmus test for if people have played the game recently or not, because if they had, they would not be saying this.

I’ve played the game ALOT, but that’s not the issue, the issue is that so many parts of the game are so incredibly obscure that most people never even stumble upon & find it.

Take myself for example: yesterday my entire play time with DST was spent clearing out spider nests that had over grown in my base, and in the middle of doing that, I had to manage to gather resources to survive Winter, after that I built a boat (mast, wheel, anchor) it took a laughably long amount of time just to get her the required resources to place on that boat.. and Then I finally set out to sea, I sailed around in a literally empty as heck ocean without so much as a fish jumping up out the water and splashing back down again. Until finally after a disappointingly long time sailing into nothingness, I finally reach a point of interest. A singular, empty X made of Ice with a hole in the center.

Now after looking this up on Wikipedia I discover it’s a boss fight arena for a sharkboi boss (Yay another raid boss!) but Imagine this experience as your first time playing DST… 

You spend literal hours gathering boat crafting ingredients, you spend another hour sailing a highly empty incredibly uninteresting ocean, then you reach an Icey X that you have no idea what to do with.

I don’t blame people for NOT knowing how to obtain or use things like boulderboughs, the game keeps so much information so obscure to the player that you spend more time reading wiki then you do playing.

My experience concluded with mining the celestial podium parts (the ones all found on the same island) and placing them onto a fissure, which opens up the crafting of Glass Cutters & Moonglass ax.

All that time, spent building a sword that kills spiders in 2 hits instead of a spears 3.

53 minutes ago, Mike23Ua said:

Snip

This is about your personal experience with discovering content, which is subjective from player to player and is entirely unrelated to how boulderboughs work in general. Boulderboughs are one of the most unique and interesting ways to obtain a wide variety of mineral resources while also being one of the ways that express using player creativity the most to farm those resources. I've seen them used on a casual level in the first autumn/year in general and scale up all the way up to being one of the main resources I have been farming on my endgame post rift world.

Edited by Maxil20
level, not legel....
  • Like 7
2 hours ago, Maxil20 said:

I should start asking people if they've used boulderbough trees as a litmus test for if people have played the game recently or not, because if they had, they would not be saying this.

I have played the game recently, but I haven't actually bothered with that biome except for one time when I stumbled upon it in a Klei server, and by the time the boulderbough had grown, the server had emptied out. What's so good about them?

Edited by DegenerateFurry

That sounds like a horrible idea. There are so many character mains that would want turn to express their opinions and things to be tweaked and changed especially if some aspects would be flopping harder than others. Best to take time with these, we don't wanna have another Wendy incident that would be causing massive delays... Tho ngl Walter got amazing changes from that. 

Come to think of it, Wendy Walter skilltree incident either gave them more time to develop more stuff or they just took extra time to chill during it.

  • Like 8
Just now, Frosty_Mentos said:

That sounds like a horrible idea. There are so many character mains that would want turn to express their opinions and things to be tweaked and changed especially if some aspects would be flopping harder than others. Best to take time with these, we don't wanna have another Wendy incident that would be causing massive delays... Tho ngl Walter got amazing changes from that. 

Come to think of it, Wendy Walter skilltree incident either gave them more time to develop more stuff or they just took extra time to chill during it.

Yeah, I think the lesson Klei should take away from that whole debacle is that longer betas equals more free playtesting and thus better skill trees. 

25 minutes ago, DegenerateFurry said:

I have played the game recently, but I haven't actually bothered with that biome except for one time when I stumbled upon it in a Klei server, and by the time the boulderbough had grown, the server had emptied out. What's so good about them?

The main selling point about boulderboughs are a growable minerals, ranging from nitre, to Thulecite, to fossil fragments, to moon rocks. The way you go about this is unique. In no particular order:

-Boulderboughs are pretty interesting to harvest. When chopped, the boulder on top will fall down and deal damage if you are close to it. You can choose to tank this damage, "kite" it with a "hard" armor piece + speed boosts and buying enough time from it "bouncing" off said armor piece to get away (the Thulecite crown is the one I see the most, but things like dreadstone helm works too), use mobs/bosses to take the damage without putting risk to you (Wurt's merms come to mind, as they are also very expendible) or use a ranged method of chopping to avoid the risk altogether (Winona's catapults/weather pains are nice for this).

-Apart from the guaranteed boulder loot you get from the resulting, well, boulder, you will also get 5 random resources via the vines the boulder grows, which are implied to be resources it digs up from the ground. These are very unique, as the loot is determined from the biome it's in, and not the turf. Uniquely, many of the more valuable tables are based in cave areas (specifically the shadow rift version of the fumarole where you have a much higher chance to get all 6 gems, and deep in the ruins where it nets you Thulecite fragments and lesser but still okay returns of all 6 gems), with an exception being on the lunar island on the surface (where you can dig up shards/moon rocks). This creates a gameplay diversion where you can either play it safe and simply use them for farming common resources like rocks/flint/nitre at your base (which it's still pretty nice for!), or attempt to clear out a safe zone in the more risky biomes to cultivate the boulderboughs and harvest them for more valuable loot. I really like that, as for once it gives incentive to return to these biomes with a replantable item than to do so for the Funzies.

-"Good" biomes I've seen are the mentioned ruins/fumarole/moon island for the mentioned resources above, the desert for easy access to bone shards, the cave spider sections of the caves for silk/fossil fragments, the guano biome for an unbelievable amount of guano for farm use, and placing them specifically in the AG arena for the highest return of ruins mats (in general, placing them anywhere in the ruins that isn't the lichen fields/monkey biomes will get you a good return on ruins mats, it's just that the AG arena has a mild bonus, which I think is Neat). 

-The accessibility of boulderboughs combined with how players are practically always requiring these mentioned resources keep them pretty relevant throughout the game and helps provide another avenue to tackle the problem based on scenarios. In my case, I've regrowth blocked most of my forests to avoid regrowth when building, so petrification has been pretty uncommon to benefit minerals from, and petrification is extremely unreliable to actually induce in tree setups (meteors unironically became my main source of minerals, which should say a lot...). As a result, I'm mostly using them to farm rocks/flint/nitre in massive quantities. Specifically I've been using them in my tree farm in the savannah, which turns out to be a really good way to also farm manure on the side (I'll probably use it for compost wraps to the side, since those are an expensive but neat way to induce max fertilizer values in farm plots with a few applications)

-Not so much related to the base game, but boulderboughs are also really nice in terms of modded support. Both the biome tables are accessible to add modded biomes to and you can even add custom loot items for the boulderboughs to set up (provided you set up sprites for those, of course!). Island adventures specifically added a few neat interactions with the boulderboughs digging up dubloons on the jungle biomes, for instance.

  • Like 5
  • Sanity 2
28 minutes ago, Maxil20 said:

The main selling point about boulderboughs are a growable minerals, ranging from nitre, to Thulecite, to fossil fragments, to moon rocks. The way you go about this is unique. In no particular order:

-Boulderboughs are pretty interesting to harvest. When chopped, the boulder on top will fall down and deal damage if you are close to it. You can choose to tank this damage, "kite" it with a "hard" armor piece + speed boosts and buying enough time from it "bouncing" off said armor piece to get away (the Thulecite crown is the one I see the most, but things like dreadstone helm works too), use mobs/bosses to take the damage without putting risk to you (Wurt's merms come to mind, as they are also very expendible) or use a ranged method of chopping to avoid the risk altogether (Winona's catapults/weather pains are nice for this).

-Apart from the guaranteed boulder loot you get from the resulting, well, boulder, you will also get 5 random resources via the vines the boulder grows, which are implied to be resources it digs up from the ground. These are very unique, as the loot is determined from the biome it's in, and not the turf. Uniquely, many of the more valuable tables are based in cave areas (specifically the shadow rift version of the fumarole where you have a much higher chance to get all 6 gems, and deep in the ruins where it nets you Thulecite fragments and lesser but still okay returns of all 6 gems), with an exception being on the lunar island on the surface (where you can dig up shards/moon rocks). This creates a gameplay diversion where you can either play it safe and simply use them for farming common resources like rocks/flint/nitre at your base (which it's still pretty nice for!), or attempt to clear out a safe zone in the more risky biomes to cultivate the boulderboughs and harvest them for more valuable loot. I really like that, as for once it gives incentive to return to these biomes with a replantable item than to do so for the Funzies.

-"Good" biomes I've seen are the mentioned ruins/fumarole/moon island for the mentioned resources above, the desert for easy access to bone shards, the cave spider sections of the caves for silk/fossil fragments, the guano biome for an unbelievable amount of guano for farm use, and placing them specifically in the AG arena for the highest return of ruins mats (in general, placing them anywhere in the ruins that isn't the lichen fields/monkey biomes will get you a good return on ruins mats, it's just that the AG arena has a mild bonus, which I think is Neat). 

-The accessibility of boulderboughs combined with how players are practically always requiring these mentioned resources keep them pretty relevant throughout the game and helps provide another avenue to tackle the problem based on scenarios. In my case, I've regrowth blocked most of my forests to avoid regrowth when building, so petrification has been pretty uncommon to benefit minerals from, and petrification is extremely unreliable to actually induce in tree setups (meteors unironically became my main source of minerals, which should say a lot...). As a result, I'm mostly using them to farm rocks/flint/nitre in massive quantities. Specifically I've been using them in my tree farm in the savannah, which turns out to be a really good way to also farm manure on the side (I'll probably use it for compost wraps to the side, since those are an expensive but neat way to induce max fertilizer values in farm plots with a few applications)

-Not so much related to the base game, but boulderboughs are also really nice in terms of modded support. Both the biome tables are accessible to add modded biomes to and you can even add custom loot items for the boulderboughs to set up (provided you set up sprites for those, of course!). Island adventures specifically added a few neat interactions with the boulderboughs digging up dubloons on the jungle biomes, for instance.

Wow, I had absolutely no idea they were that involved. I thought they were just a way to get extra rocks with the occasional red/blue gem or gold nugget. Do you happen to know if the grave section of the AG arena benefits from the extra bonus, or is it just the square bit with the pillars where AG spawns? 

19 hours ago, Maxil20 said:

The main selling point about boulderboughs are a growable minerals, ranging from nitre, to Thulecite, to fossil fragments, to moon rocks. The way you go about this is unique. In no particular order:

-Boulderboughs are pretty interesting to harvest. When chopped, the boulder on top will fall down and deal damage if you are close to it. You can choose to tank this damage, "kite" it with a "hard" armor piece + speed boosts and buying enough time from it "bouncing" off said armor piece to get away (the Thulecite crown is the one I see the most, but things like dreadstone helm works too), use mobs/bosses to take the damage without putting risk to you (Wurt's merms come to mind, as they are also very expendible) or use a ranged method of chopping to avoid the risk altogether (Winona's catapults/weather pains are nice for this).

-Apart from the guaranteed boulder loot you get from the resulting, well, boulder, you will also get 5 random resources via the vines the boulder grows, which are implied to be resources it digs up from the ground. These are very unique, as the loot is determined from the biome it's in, and not the turf. Uniquely, many of the more valuable tables are based in cave areas (specifically the shadow rift version of the fumarole where you have a much higher chance to get all 6 gems, and deep in the ruins where it nets you Thulecite fragments and lesser but still okay returns of all 6 gems), with an exception being on the lunar island on the surface (where you can dig up shards/moon rocks). This creates a gameplay diversion where you can either play it safe and simply use them for farming common resources like rocks/flint/nitre at your base (which it's still pretty nice for!), or attempt to clear out a safe zone in the more risky biomes to cultivate the boulderboughs and harvest them for more valuable loot. I really like that, as for once it gives incentive to return to these biomes with a replantable item than to do so for the Funzies.

-"Good" biomes I've seen are the mentioned ruins/fumarole/moon island for the mentioned resources above, the desert for easy access to bone shards, the cave spider sections of the caves for silk/fossil fragments, the guano biome for an unbelievable amount of guano for farm use, and placing them specifically in the AG arena for the highest return of ruins mats (in general, placing them anywhere in the ruins that isn't the lichen fields/monkey biomes will get you a good return on ruins mats, it's just that the AG arena has a mild bonus, which I think is Neat). 

-The accessibility of boulderboughs combined with how players are practically always requiring these mentioned resources keep them pretty relevant throughout the game and helps provide another avenue to tackle the problem based on scenarios. In my case, I've regrowth blocked most of my forests to avoid regrowth when building, so petrification has been pretty uncommon to benefit minerals from, and petrification is extremely unreliable to actually induce in tree setups (meteors unironically became my main source of minerals, which should say a lot...). As a result, I'm mostly using them to farm rocks/flint/nitre in massive quantities. Specifically I've been using them in my tree farm in the savannah, which turns out to be a really good way to also farm manure on the side (I'll probably use it for compost wraps to the side, since those are an expensive but neat way to induce max fertilizer values in farm plots with a few applications)

-Not so much related to the base game, but boulderboughs are also really nice in terms of modded support. Both the biome tables are accessible to add modded biomes to and you can even add custom loot items for the boulderboughs to set up (provided you set up sprites for those, of course!). Island adventures specifically added a few neat interactions with the boulderboughs digging up dubloons on the jungle biomes, for instance.

i heard it give the best ruin gems and items when planted in its original biome during rifts ,i tried planting and got only rocks n gold, not a single green/yellow gem or thulecite 

19 hours ago, DegenerateFurry said:

Wow, I had absolutely no idea they were that involved. I thought they were just a way to get extra rocks with the occasional red/blue gem or gold nugget. Do you happen to know if the grave section of the AG arena benefits from the extra bonus, or is it just the square bit with the pillars where AG spawns? 

They're really good. Plant them in the fumarole to grow during shadow rifts. In the vicinity of a pillar of course

1 hour ago, Naifxoxo said:

i heard it give the best ruin gems and items when planted in its original biome during rifts ,i tried planting and got only rocks n gold, not a single green/yellow gem or thulecite 

There are two issues I can think of as to why this is the case:

A.  You planted the boulderboughs when the rift was at its max state, the rift closed, and the boulderboughs grew afterwards while the rift was still closed. The loot the boulderboughs will generate specifically is only checked when it grows, not when it's planted. This normally doesn't matter because every other biome won't change it's criteria when it's planted compared to where it grows, but it does for the fumarole since it has the mentioned closed/open rift states.

B. You planted the boulderboughs in the retrofitted fumarole biome. The biome unfortunately had (and still technically has...) a lot of quirks when it got initially added, and one I remember people talking about is how biome effects (like the heat) didn't properly apply to the biome. If that's the case then that also means the biome loot tables didn't carry over and that "biome" basically pulls from a loot table that is used as a failsafe.

20 hours ago, DegenerateFurry said:

Do you happen to know if the grave section of the AG arena benefits from the extra bonus, or is it just the square bit with the pillars where AG spawns? 

I... Actually don't know. It's a bit difficult to test (both tables are the exact same in terms of what items they offer, the difference is the AG one has higher chances for the mentioned ruins items), and I would just play it safe and plant within the arena square, since there isn't a ton of risk in doing so as the only items that get destroyed are if they are placed in the dead center of the arena when the ruins regenerate. AG might be a bit more tricky with the clutter, but I imagine if you're refighting it that shouldn't be a serious concern if you're a little careful (or could just harvest prior, of course!)

  • Like 2

Me and my friends olant boulderboughs in every world we have since it was released. 

Source of rare gems, source of minerals in base, sometimes source of specific items like tentacle spots, etc. also the boulder dropping damaged bosses when they destroy the tree XD

On 3/3/2026 at 5:39 PM, nimzowitsch10 said:

boulderbough trees that noone uses.

What? the strongest rock source/plant in the game and no one uses it? Baffling. I'd appreciate if you didn't project how you play onto others. 

image.png.08f79c0e91cdc5350b23afedc561ffdc.png

On 3/3/2026 at 6:50 PM, DegenerateFurry said:

post-game stuff barely anyone ever reaches

Same with you. Part of the reasons why these updates are happening is because people have actually begged klei to add end game content. 

  • Thanks 1

Wouldnt it be cool if Klei added hamlet and shipwrecked as a dlc for dst, and also updated all the old biomes and finished the riff content and msde it good next update?

Wouldnt it be cool if they added back the gorge and forge tommorrow

1 hour ago, Seero said:

Same with you. Part of the reasons why these updates are happening is because people have actually begged klei to add end game content. 

I dunno. what they actually say is true objectively

Also late game content could have been in another form than just terraria progression.

Edited by Jakepeng99
7 hours ago, Jakepeng99 said:

Also late game content could have been in another form than just terraria progression.

Seriously what the ****. I am really hoping klei knows how to listen to community feedback because I can only be scared of what'll happen to the game if they listen to nonsense like this. Terraria progression? Are you ******* kidding me? Do you even play this game?

  • GL Happy 1

Imagine if they delete all skilltrees next update

Would be the greatest update in DST history. The game needs a massive update that will get people hooked again, not these decoration updates and boulderbough trees that noone need.

 

7 hours ago, Seero said:

Серьезно, что за ****. Я очень надеюсь, что в Klei умеют прислушиваться к отзывам сообщества, потому что меня пугает только одно: что будет с игрой, если они прислушаются к такой ерунде. Прогресс в Terraria? Вы ******* издеваетесь? Вы вообще играете в эту игру?

What do you think ? The game is already in such a BAD state that it can't get any worse. 

On 3/4/2026 at 3:35 AM, Mike23Ua said:

I’ve played the game ALOT, but that’s not the issue, the issue is that so many parts of the game are so incredibly obscure that most people never even stumble upon & find it.

Take myself for example: yesterday my entire play time with DST was spent clearing out spider nests that had over grown in my base, and in the middle of doing that, I had to manage to gather resources to survive Winter, after that I built a boat (mast, wheel, anchor) it took a laughably long amount of time just to get her the required resources to place on that boat.. and Then I finally set out to sea, I sailed around in a literally empty as heck ocean without so much as a fish jumping up out the water and splashing back down again. Until finally after a disappointingly long time sailing into nothingness, I finally reach a point of interest. A singular, empty X made of Ice with a hole in the center.

Now after looking this up on Wikipedia I discover it’s a boss fight arena for a sharkboi boss (Yay another raid boss!) but Imagine this experience as your first time playing DST…

You spend literal hours gathering boat crafting ingredients, you spend another hour sailing a highly empty incredibly uninteresting ocean, then you reach an Icey X that you have no idea what to do with.

I don’t blame people for NOT knowing how to obtain or use things like boulderboughs, the game keeps so much information so obscure to the player that you spend more time reading wiki then you do playing.

My experience concluded with mining the celestial podium parts (the ones all found on the same island) and placing them onto a fissure, which opens up the crafting of Glass Cutters & Moonglass ax.

All that time, spent building a sword that kills spiders in 2 hits instead of a spears 3.

Sharkboy is the first unique duo boss since the introduction of Malbatross... Not raid at all 

14 hours ago, Jakepeng99 said:

Было бы здорово, если бы Клей добавил в дополнение к DST деревню и потерпевший кораблекрушение корабль, а также обновил все старые биомы, доработал риффы и сделал их достойными следующего обновления.

Было бы круто, если бы завтра они вернули ущелье и кузницу

Не знаю. то, что они на самом деле говорят, объективно соответствует действительности

Кроме того, контент для поздней игры мог быть представлен не только в виде развития в Террарии.

No. DST doesn't deserve to be cope-pasted two more DLSs.

Edited by Hungry French

 

1 hour ago, Hungry French said:

The game needs a massive update that will get people hooked again, not these [...] boulderbough trees that noone need.

 

 

Why are people so against boulderboughts? Its just a new way to get renewable resources. 

 

Would be like if when the moon quay update relased people went "the docks and cannon are cool but man, I wish they didn't add monkeytails and banana bushes cuz no one will use em"

Edited by Ev1l
  • Like 1
10 hours ago, Seero said:

Seriously what the ****. I am really hoping klei knows how to listen to community feedback because I can only be scared of what'll happen to the game if they listen to nonsense like this. Terraria progression? Are you ******* kidding me? Do you even play this game?

Bro what’s with the extreme volatile response?💀

It’s been something people have compared it to a lot because it is similar. Riffs were always compared to Terraria’s hard mode since they were announced in the roadmap.

Beating a boss, your world changes, you get new gear which purpously outclasses your old gear. Compared to the core dst progression which mainly just gives you new options since all gear is balanced around durability and resources.

Riffs progress very differently since the new gear you get outclasses most items since it’s both cheaper and stronger.

  • Shopcat 1

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...