asperg Posted April 23 Share Posted April 23 i was gonna kill bq in 3 seconds and then i saw them axing the thing. my dissapointment is immeasurable and my day is ruined. another thing, can you guys make it so the taser circuit DOSEN'T burn brightshades? itd be fine if it wasnt spreading to my plants which they spawned on. i love the taser circuit so please! 1 Link to comment https://forums.kleientertainment.com/forums/topic/171101-suggestion-increase-brightshade-staff-priority-for-possesed-chassises-theyd-rather-use-an-axe/ Share on other sites More sharing options...
flamboyant wolf Posted April 23 Share Posted April 23 The electric circuit / brightshade interaction is really unfortunate. It's kinda funny with stuff like treeguards, but with brightshades it just makes using the circuit after opening lunar rifts too much hassle/risk outside of specific controlled situations, between the risk of losing out of brightshade husks, or burning down all the plants around(flingos help with the latter, but you still run the risk of losing husks and brightshades freezing all the time messes with the rhythm of the fight which can end up detrimental). It gets especially bad with lunar alignment, cause you cannot change possesed chassis' circuits without disabling them, so you just have to not use electrification circuits on them when lunar rifts are open, lest every brightshade encounter will end up in flames. Link to comment https://forums.kleientertainment.com/forums/topic/171101-suggestion-increase-brightshade-staff-priority-for-possesed-chassises-theyd-rather-use-an-axe/#findComment-1863861 Share on other sites More sharing options...
Kvetevk Posted April 23 Share Posted April 23 It's funny, because lava pool farms for brightshades doesn't burn them but only damages them, but every other source of fire like torches burns them and their loot. 2 Link to comment https://forums.kleientertainment.com/forums/topic/171101-suggestion-increase-brightshade-staff-priority-for-possesed-chassises-theyd-rather-use-an-axe/#findComment-1863862 Share on other sites More sharing options...
Edible Coal Posted April 23 Share Posted April 23 3 minutes ago, Kvetevk said: It's funny, because lava pool farms for brightshades doesn't burn them but only damages them, but every other source of fire like torches burns them and their loot. shhhhhhhh 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/171101-suggestion-increase-brightshade-staff-priority-for-possesed-chassises-theyd-rather-use-an-axe/#findComment-1863863 Share on other sites More sharing options...
OrangeNibble Posted April 23 Share Posted April 23 The electric circuit shouldn't be setting things on fire, i.m.o. Link to comment https://forums.kleientertainment.com/forums/topic/171101-suggestion-increase-brightshade-staff-priority-for-possesed-chassises-theyd-rather-use-an-axe/#findComment-1863925 Share on other sites More sharing options...
doritosdamafia Posted April 23 Share Posted April 23 3 minutes ago, OrangeNibble said: The electric circuit shouldn't be setting things on fire, i.m.o. it's because electric damage got a "rework" to be more consistent, and now they also have the same property of lightining to set plants/wood things on fire Link to comment https://forums.kleientertainment.com/forums/topic/171101-suggestion-increase-brightshade-staff-priority-for-possesed-chassises-theyd-rather-use-an-axe/#findComment-1863926 Share on other sites More sharing options...
OrangeNibble Posted April 27 Share Posted April 27 Bump on the electric circuit shouldn't be setting plants on fire. Link to comment https://forums.kleientertainment.com/forums/topic/171101-suggestion-increase-brightshade-staff-priority-for-possesed-chassises-theyd-rather-use-an-axe/#findComment-1864831 Share on other sites More sharing options...
Pig and beefalo Posted April 28 Share Posted April 28 On 4/23/2026 at 6:02 PM, asperg said: another thing, can you guys make it so the taser circuit DOSEN'T burn brightshades? itd be fine if it wasnt spreading to my plants which they spawned on. i love the taser circuit so please! Perhaps another switchable microcurrent mode could be added to Electrification circuits, similar to T.I.N.G.L.E. nodes, which do not ignite and cause no harm Link to comment https://forums.kleientertainment.com/forums/topic/171101-suggestion-increase-brightshade-staff-priority-for-possesed-chassises-theyd-rather-use-an-axe/#findComment-1865001 Share on other sites More sharing options...
OrangeNibble Posted April 28 Share Posted April 28 2 hours ago, Pig and beefalo said: Perhaps another switchable microcurrent mode could be added to Electrification circuits, similar to T.I.N.G.L.E. nodes, which do not ignite and cause no harm Couldn't it just not ignite? I don't see why it hast to ignite... Link to comment https://forums.kleientertainment.com/forums/topic/171101-suggestion-increase-brightshade-staff-priority-for-possesed-chassises-theyd-rather-use-an-axe/#findComment-1865015 Share on other sites More sharing options...
Pig and beefalo Posted April 28 Share Posted April 28 37 minutes ago, OrangeNibble said: Couldn't it just not ignite? I don't see why it hast to ignite... Of course I hope it won't ignite, but klei is unlikely to allow such a change that they consider "too strong", just as ingredients can't be stuffed into Polar Bearger bin, even if this thing is described as a "portable fridge". Link to comment https://forums.kleientertainment.com/forums/topic/171101-suggestion-increase-brightshade-staff-priority-for-possesed-chassises-theyd-rather-use-an-axe/#findComment-1865018 Share on other sites More sharing options...
OrangeNibble Posted April 28 Share Posted April 28 7 minutes ago, Pig and beefalo said: Of course I hope it won't ignite, but klei is unlikely to allow such a change that they consider "too strong", just as ingredients can't be stuffed into Polar Bearger bin, even if this thing is described as a "portable fridge". It doesn't sound too strong? Like honestly the game balance is strange... merms and catapults destroy everything, but you think electric damage not burning things would be too strong? Link to comment https://forums.kleientertainment.com/forums/topic/171101-suggestion-increase-brightshade-staff-priority-for-possesed-chassises-theyd-rather-use-an-axe/#findComment-1865019 Share on other sites More sharing options...
Pig and beefalo Posted April 28 Share Posted April 28 18 minutes ago, OrangeNibble said: It doesn't sound too strong? Like honestly the game balance is strange... merms and catapults destroy everything, but you think electric damage not burning things would be too strong? The feature of igniting plants is clearly deliberately designed by them. They would think that players like this mechanism rather than hate it, but many of these mechanisms simply cannot stand up to scrutiny and often seem to be forcibly set up for certain needs or to cover up some flaws. Still take "Polar Bearger bin" as an example. In fact, when Wally checks it, he would say -- "This will keep my ingredients fresh." but it's obvious that this thing can't hold the ingredients. I suspect this is forcing the player to cook. But even if you know, what can you do? They seldom even take the initiative to communicate with these players who offer suggestions, unless the suggestions put forward by the players happen to align with their plans. Link to comment https://forums.kleientertainment.com/forums/topic/171101-suggestion-increase-brightshade-staff-priority-for-possesed-chassises-theyd-rather-use-an-axe/#findComment-1865022 Share on other sites More sharing options...
doritosdamafia Posted April 28 Share Posted April 28 4 hours ago, OrangeNibble said: Couldn't it just not ignite? I don't see why it hast to ignite... klei changed lightning damage to be more consistent among weapons, probably they will not make a exception to wx circuit Link to comment https://forums.kleientertainment.com/forums/topic/171101-suggestion-increase-brightshade-staff-priority-for-possesed-chassises-theyd-rather-use-an-axe/#findComment-1865057 Share on other sites More sharing options...
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