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Basically as the title says, do you think that twiggy trees need to be changed?

I personally think that a buff wouldn't hurt at all. It's annoying that they need to be planted so far away from each other. They were meant to be an  alternative for saplings, but it doesn't mean they had to be worse. I know that they have their pluses like growing in winter but I'd rather they had a smaller twig drop radius and didn't grow in winter. I also like their design so much and it's a pity that they are not that useful. Maybe I can't use them properly lol. I'd like to hear your thoughts.

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They are an alternative to saplings. They give you more twigs for less time spent harvesting, while saplings can be more compact and are what Wickerbottom uses in her farms. If you were to buff them they would not be an alternative to saplings, they would be better.

The only change twiggy trees and juicy berries need is to just spawn as uncommon things instead of completely replacing the regular versions. I get the idea the developers had for making worlds feature one of them, but instead of making worlds feel more varied it just makes some worlds better than others. Juicy berries feel like they're balanced around being an uncommon thing there's not many of in the world, but worlds just have a chance to be entirely juicy berries. 

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I'd say grass gekos are on average more debilitating, being the only alt resource that I'm kinda iffy on. Since they tend to spawn next to hounds and tallbirds and you know, die.

Become rot.
Then you don't have grass tufts.

Twiggy trees have the complication that its easy to make optimal twiggy tree farms after a world starts due to world renewal, no need to check the caves for them, but that doesn't make them bad, as their good sides simply easy to transplant.

They're fine, the hate for them is definitely overblown imo. People say they slow down your early game, but in my experience it doesn't change much, and in some cases can actually speed up the early game since you're harvesting wood for a science machine and twigs at the same time. That being said, a reduction to how many hits they take to fell could be nice. Something like 4/8/12 or 3/5/10 if Klei really wants people to like them. They really have no business being as sturdy as a regular tree when they're basically just overgrown sapling.

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My main sources of twigs are junky fences (Junk Yard) and the mob below. Otherwise, I prefer sapling because of the shadow reaper.


image.png.dc7770ed0a10dd436ef67d5c6294bf0d.png



At my base, I don't even have saplings or twiggy trees anymore.

image.png.873aacc66b80f20544b74f9b5fc76709.png




 

8 hours ago, Mike23Ua said:

Why do I prefer twiggy trees vs regular saplings? One word…

Brightshades.

image.png.a0b6da2f2fc54da833422c7dddb5a452.png

Edited by Cruvimaster
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  • GL Happy 1

Its kinda a moot point if you can get to your first pickaxe a lot of the time since twiggy trees are easily sidestepped by walking into a cave for 5 seconds most of the time. Usually every resource you need to get started is sitting next to the cave staircases.

Its more that things that make the worlds hop in potential more annoying is unfortunate for public worlds tend to be disfavored, IE, people get annoyed and quit if things look too inconvenient for late joiners since public worlds depend on people rotating in and out to keep them alive. It would be better if certain constants were enforced for the starting biome specifically around the florid postern where even if the world at large was based on an unconventional resource. Certain resources make late joining players experience less frustrating, since work you can do with your bare hands tends to be more livable than "I'll guess I'll die" of suddenly needing a tool to even get to owning a second torch in that world.

You could say we would just use this to cheese the system and get both resources, but we already do that, you can get grass geckos from grass tufts and twiggy trees from a single tree you propagate from world renewal/the caves. It would just make what we already do a bi-directional possibility instead of one direction being lost potential and a temporary setback.

Outside of the first biome, there really isn't a problem with one resource or the other, I've had good runs with both and usually they become obsolete as you master the world, but there also isn't much sense with putting unworkable resources at the start of the game.

Edited by Walrusst
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2 hours ago, Well-met said:

The problem isn't the twiggy trees, its the weird ressource rng pick that locks stuff away for no reason.

Especially since you can get more twiggy trees and gekkos in worlds with saplings and grass tufts, but not the other way around. Gekkos are especially hated by me personally, as they actively delete grass tufts from the world.

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If only we had a faster than world renewal way to make grass tutfs. Given grass is a source of grass seeds its kinda one of the big omissions of all time.

Not even as like a wormwood skill, just like, this is the one thing it would be nice to be able to make starters for with growth formula and some grass.

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