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At some point after you have killed CC enough times and you have the Celestial Orb, you don't need the meteor showers anymore, and currently besides turning it off in the settings, there is no current solution to them. Which is not the greatest feeling having a mechanic that can destroy builds that has no counter. And eventually if you base long enough you will want to build in that general area, or if you get unluck and it's right next to an area that I want to build.

So, I've thought this since Pillars were introduced, but they should specifically work above ground in meteor shower range, and just like how it stops the heavy rocks post shadow rifts, it would stop the meteor showers from coming down and destroying anything. You could make it even harder and make it so ONLY dread stone pillars work to block is since they are the strongest form of pillars. This would be a great solution to a mechanic that currently has no in game solution.

  • Like 5
Just now, GimplyGoose said:

Maybe mechanically this would work out OK, but how is a pillar going to stop a meteor? It seems a bit too gamey to me. It makes sense in the caves because you can imagine that the pillars are providing structural support to the cave ceiling.

evidently this means we need to convince Wagstaff to make us a SAM turret

  • Like 3

I think meteor shower are essentially Alter launching an attack towards the surface. The most obvious example is when you complete the  Lunar Siphonator and angry Alter launches a meteor shower to destroy it.

It is not appropriate to use pillars to block meteorites, as there is no rock ceiling on the surface as a barrier.

In the game, you can build a space scanner to monitor when meteor showers will arrive. Perhaps we can also build scanners in DST to control meteor showers? The instrument emits signal interference, allowing us to attract or prevent meteor showers from appearing in certain areas.

In Oxygen Not Included, you can build a Space Scanner to monitor when meteor showers will arrive. Perhaps we can also build scanners in DST to control meteor showers? The instrument emits signal interference, allowing us to attract or prevent meteor showers from appearing in certain areas.

太空Scanner.png

  • Like 3
36 minutes ago, GimplyGoose said:

Maybe mechanically this would work out OK, but how is a pillar going to stop a meteor? It seems a bit too gamey to me. It makes sense in the caves because you can imagine that the pillars are providing structural support to the cave ceiling.

Oh I always assumed there was a platform at the top of the pillars that it creates

11 hours ago, BB Marioni said:

Why isn't turning things off in settings a legit option for people? It's part of the game's world customization and there is no true "default" or "this is how the game should be played" for this game. 

Solving problems through gameplay rather than a menu button means more gameplay. It can act as something to strive for as a motivator, "upkeeping costs" sometimes makes your control over the world feel more aesthetically pleasing or rewarding so to say and depending on how this meteor-preventer is designed it could mean only where you want meteors to stop it stops there only.
 
Not to mention of the drawbacks of turning it off in settings. Even if you arbitrarily decide for yourself to only allow yourself this setting off after a year and manually delete random items you deem would be it's cost, it's still a global change. And a little of a hassle to keep track of your debt manually I'd imagine, compared to simply getting that information from the game. Plus shutting the entire server on and off for any of this to happen, hassle.
 
I recently generated a world with meteor spawners set to the smallest setting before none. And yet I have three absolutely gigantic meteor fields surrounding my spawn. Bleeding outside it's biomes. I also set walrus to more but I only have one. And I'm sad that there is still no setting for turning down the amount of goose/moose nests which for some reason I had a record high amount of. Six of them all within a screen I think. Absolute cursed anti-how-I-want-to-play-world. And I can't do anything about it now but to cheat I guess. It just feels wrong and that's reason enough for me for anyone to voice an opinion.

Edited by user1464576869
  • Like 3
1 hour ago, user1464576869 said:

Solving problems through gameplay rather than a menu button means more gameplay. It can act as something to strive for as a motivator, "upkeeping costs" sometimes makes your control over the world feel more aesthetically pleasing or rewarding so to say and depending on how this meteor-preventer is designed it could mean only where you want meteors to stop it stops there only.
 
Not to mention of the drawbacks of turning it off in settings. Even if you arbitrarily decide for yourself to only allow yourself this setting off after a year and manually delete random items you deem would be it's cost, it's still a global change. And a little of a hassle to keep track of your debt manually I'd imagine, compared to simply getting that information from the game. Plus shutting the entire server on and off for any of this to happen, hassle.
 
I recently generated a world with meteor spawners set to the smallest setting before none. And yet I have three absolutely gigantic meteor fields surrounding my spawn. Bleeding outside it's biomes. I also set walrus to more but I only have one. And I'm sad that there is still no setting for turning down the amount of goose/moose nests which for some reason I had a record high amount of. Six of them all within a screen I think. Absolute cursed anti-how-I-want-to-play-world. And I can't do anything about it now but to cheat I guess. It just feels wrong and that's reason enough for me for anyone to voice an opinion.

This exactly, like imagine if Freezing in Winter had no thermal stones, it would just be an annoying mechanic where you have to sit at a fire all winter. Doesn't mean we should go "Hey lets turn off freezing in winter" it means that thermal stones should be added as a mechanic. 

I really don't know why peoples rebuttal to possible gameplay solutions to mechanics that have none in a purely default game are always to just turn them off in the settings. Like why does that matter to you, that is a solution for you but not for others... just strange feedback since ofc we know we can turn it off in the settings I wouldn't have made this post otherwise xD

  • Like 2
2 hours ago, user1464576869 said:

And I'm sad that there is still no setting for turning down the amount of goose/moose nests which for some reason I had a record high amount of. Six of them all within a screen I think.

Complete tangent, but it seems here you rolled the quad moose optional biome. That biome has 4 spawners, and they are all very close together. I myself have it next to my base, and I resorted to just using mass sculpture walls around the spawners to keep them away.

9 hours ago, Maxil20 said:

Complete tangent, but it seems here you rolled the quad moose optional biome. That biome has 4 spawners, and they are all very close together. I myself have it next to my base, and I resorted to just using mass sculpture walls around the spawners to keep them away.

Oh that explains a lot... I think I've somehow accidentally rolled that biome every single time in my life

Edited by user1464576869
On 4/24/2026 at 3:09 AM, Mr.Oshiro said:

I think meteor shower are essentially Alter launching an attack towards the surface. The most obvious example is when you complete the  Lunar Siphonator and angry Alter launches a meteor shower to destroy it.

It is not appropriate to use pillars to block meteorites, as there is no rock ceiling on the surface as a barrier.

In the game, you can build a space scanner to monitor when meteor showers will arrive. Perhaps we can also build scanners in DST to control meteor showers? The instrument emits signal interference, allowing us to attract or prevent meteor showers from appearing in certain areas.

In Oxygen Not Included, you can build a Space Scanner to monitor when meteor showers will arrive. Perhaps we can also build scanners in DST to control meteor showers? The instrument emits signal interference, allowing us to attract or prevent meteor showers from appearing in certain areas.

太空Scanner.png

or a scanner with bad-ass laser beams!  Shoots every meteor in an area it scans!

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