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Moleworm and flint-catastrophe


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Well, in old, many days passed server, newly join guys have hard time to find out flints or rocky biome or meteor biome to make some tools for further advance.

 

I always suggest them to find out some grassland/rocky/meteor biome to get flints, and suggest guys who join in fresh server not to pick much flints (just 2 to 3 are enough) in the ground you meet.

 

But after RoG contents updates, a new filthy culprit that competes with players is added - yeah moleworm.

 

Even though I have no interest in leftover flints of grassland biome, that evil moleworms within my range of interaction (interaction between world and player only occurs in certain range around) rise up from ground and consume flints around grassland and even in some rocky or mosaic biome, make me a buggy decision to kill them and spread that flints around ground again for newbies. Also, there would be moleworms that I couldn't catch the sight of consuming and leaving them without strikes too.

 

Well this kind of problem is not a matter of cake for short-time, limited player servers. But when playing in old, long-run, expanded number of player server, this could be a considering matter for newbies I guess.

 

How's your opinion?

 

 

 

 

@Zinglon, they can actually be a blessing... after collecting rocks/minerals/ice, they store them in their moleworm holes. If you dig them out, you can retrieve them plus additional stuff as incentive... so you get the rocks that they collect plus more... after you dig up their hole, they will make another hole, which you can dig up again and more rocks will be harvested from them...

 

  • Dig up hole ==> rocks + additional rocks ==> Living moleworm ==> new moleworm hole ==> Dig up hole ==> more rocks
  • Dig up hole ==> rocks + additional rocks XXX Dead Wormhole ==> no new moleworm hole :T

Oh, they store things they collect into their holes. I wasn't get that point.

 

 

@Zinglon, they can actually be a blessing... after collecting rocks/minerals/ice, they store them in their moleworm holes. If you dig them out, you can retrieve them plus additional stuff as incentive... so you get the rocks that they collect plus more... after you dig up their hole, they will make another hole, which you can dig up again and more rocks will be harvested from them...

 

  • Dig up hole ==> rocks + additional rocks ==> Living moleworm ==> new moleworm hole ==> Dig up hole ==> more rocks
  • Dig up hole ==> rocks + additional rocks XXX Dead Wormhole ==> no new moleworm hole :T

 

 

You can use them to make a mineral (rocks, nitre, gold, flint) farm.

 

https://youtu.be/tar_1Qu35so?t=1m30s

 

But it's nice that you were worried about the newcomers not getting flint. It IS a legit worry. Maybe leave a shovel near the moleworms. That way, newbs can dig 'em up and hopefully get some flint.

I had this problem before. The solution is to have flint to the most in  the options menu and to have meteors on the most as well preferably if you are planning to have a long, long world.

I see what you mean, though. This shouldn't be a problem that can be fixed by changing default settings.

Another reason for my seed-growing feature to be implemented in the game. My idea was that seeds dropped by birds would turn into something that is commonly found in that particular biome so that the world wouldn't go full of rot and so that stuff in biomes that is non-renewable would become reneable and Summer's and griefers' burning of your world's resources wouldn't bother you anymore as much. This would include flints turning from seeds after a period of time since the seed is dropped (stacked seeds wouldn't do this, however). That way flint, carrots, berry bushes, grass tufts and saplings would be easy to get again from certain biomes and would make much more logical sense in the game.

Also, moleworms being able to dig under rocky turf is pure game logic. I just can't even...

Perhaps there's a mod which can generate flint near the player upon arrival.

I know that we shouldn't really be using mods to fix common problems, but it's the best we have so far.

For now the starting item mod seems like the most reliable way of dealing with this.

first: not every flint can be reached by a moleworm

 

2nd: see this as a drawback or disadvantage compaired to a much bigger advantage: every day/evening at least one morsel for no risk

 

and you can use a moleworm to hide your gems gold and other stuff. just kidnapp it and put it somewhere, where you wish on the next evening and give him all your valuable minerals XD

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