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Hello!

I have not seen a single person who believes Tidey-hidey holes (dust moth houses) are a optimal or even efficient method of farming thulecite. I do believe for many it is a very safe, yet slow and time consuming method of collecting thulecite, and as a result is barely used. While dust moth homes were already poor sources of renewable thulecite, another method of farming thulecite was introduced: boulderbough trees.

While each Boulder bough trees only drop 2.3 thulecite fragments on average compared to the 4.8 from a dust moth home, other factors make them very superior in every way:

  • Not stuck in a extremely awkward location (to find dust moth dens you must go to the already out of the way blue mush biome, travel longer into a lunar mush sub-biome, travel a labyrinth of the archive and you can't place bridges... because... yeah)
  • Boulder boughs grow next to one another, unlike dust moths which can be minutes away
  • Boulder boughs grow thulecite in a biome already with a pseudoscience machine, very convenient for crafting thul items!
  • Boulder boughs also grow ruins gems
    • also rocks and other fun goodies
  • Boulder boughs can be multiplied past their original number

There is not much of a reason to focus on dust moths anymore, but with the archive re-interest with this update why not give them a touch up? If players could craft more Tidey-hidey holes from the portation fragments obtained that would allow for a dedicated high-scale thulecite generation for the endgame. The use of portation fragments requires that players continue to engage with content within the archive and maintains interest in returning to the area outside of the dust moths. Having portation orb fragments be used for several different crafts would also be amazing to change player decision making in how they engage with the loot, compared to some recent boss loot which often is only one drop.

Thank you for your time!

  • Like 6
Posted (edited)

While I agree with you, Klei doesn't seem very enthusiastic about creature regeneration. Things like Marotter Den, Wobster Mound, and Sea Weed that players have long been hoping for can't regenerate once they're destroyed. These requests come up every now and then, but Klei hasn't put them on the agenda. I've been yearning for craftable creature dens for ages.

Edited by Jenny 05 Justic
  • Like 3

im convinced that they only added dust moths to explain how the ancients made thulecite lol

10 hours ago, Pumking7 said:
  •  sub-biome, travel a labyrinth of the archive and you can't place bridges... because... yeah)

also not being able to put bridges in archive or labyrinth is probably cuz Klei maybe intended for them to have walls but yk game engine stuff not allowing walls idk tho

  • Like 1
  • Thanks 1
15 hours ago, Jakepeng99 said:

They are extremely outclassed but making them on the surface doesnt feel right.

This is very right! I was very sleepy last night and forgot to mention that they should not leave their houses unless in caves. We need more reasons to remain in caves and want to sustain a base down there.

9 hours ago, Draggofroot said:

also not being able to put bridges in archive or labyrinth is probably cuz Klei maybe intended for them to have walls but yk game engine stuff not allowing walls idk tho

Huh, I never thought about it that way thank you! I always thought the "charm" of tediously running through a labyrinth was supposed to be kept (despite places like the archive and atrium being more tedious than anything after the first time). I think in old versions of don't starve singleplayer they experimented with putting walls in the caves. From the videos I've seen it looks very jarring and claustrophobic so I at least prefer this much more.

14 hours ago, Jenny 05 Justic said:

While I agree with you, Klei doesn't seem very enthusiastic about creature regeneration. Things like Marotter Den, Wobster Mound, and Sea Weed that players have long been hoping for can't regenerate once they're destroyed. These requests come up every now and then, but Klei hasn't put them on the agenda. I've been yearning for craftable creature dens for ages.

This is why its very important to engage and offer feedback during these beta periods as Klei is often way more receptive during these periods. There have been ideas directly ported over from the Klei forums due to users persistence in the betas on why they should be (often easily) implemented into the game. It genuinely does suck how creature dens are often unrenewable until they "need" to be touched up on like catcoon dens in year of the catcoon, but slurtle and cave spider dens are yet to be touched up on after 10 years of DST. 

With the introduction of more archive content it feels appropriate that Klei can at least consider dust moths as they work toward finalizing how sanctum and archive resets will work.

  • Like 1
38 minutes ago, Pumking7 said:

Huh, I never thought about it that way thank you! I always thought the "charm" of tediously running through a labyrinth was supposed to be kept (despite places like the archive and atrium being more tedious than anything after the first time). I think in old versions of don't starve singleplayer they experimented with putting walls in the caves. From the videos I've seen it looks very jarring and claustrophobic so I at least prefer this much more.

thanks!!!! :>>

38 minutes ago, Pumking7 said:

This is why its very important to engage and offer feedback during these beta periods as Klei is often way more receptive during these periods. There have been ideas directly ported over from the Klei forums due to users persistence in the betas on why they should be (often easily) implemented into the game. It genuinely does suck how creature dens are often unrenewable until they "need" to be touched up on like catcoon dens in year of the catcoon, but slurtle and cave spider dens are yet to be touched up on after 10 years of DST. 

With the introduction of more archive content it feels appropriate that Klei can at least consider dust moths as they work toward finalizing how sanctum and archive resets will work.

 

15 hours ago, Jenny 05 Justic said:

While I agree with you, Klei doesn't seem very enthusiastic about creature regeneration. Things like Marotter Den, Wobster Mound, and Sea Weed that players have long been hoping for can't regenerate once they're destroyed. These requests come up every now and then, but Klei hasn't put them on the agenda. I've been yearning for craftable creature dens for ages.

I'd rather keep creature regen off, its important messaging that once a creature goes extinct, theres no way for you to bring it back, which is maybe why klei decided to not do anything about it in the first place

  • Sanity 1
17 hours ago, Pumking7 said:

This is very right! I was very sleepy last night and forgot to mention that they should not leave their houses unless in caves. We need more reasons to remain in caves and want to sustain a base down there.

They could be required to either be in the mud biomes, or ruins. Idk. Since otherwise people would just make them at cave enterances.

 

Anywhere rhat can have a nightmare cycle

  • Like 1

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