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Question About Flooring


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First off, hello everyone. I've been playing DST for over 70 hours now, and finally decided to join in on the forum-conversations. I've been lurking for a few weeks now, but can't seem to find the answer to a question about flooring. Basically, I was just wondering if different flooring (carpet, wood, etc) has different effects? I would assume that maybe it helps with the summer heat for example, but can't find any solid information. 

Anyway, sorry if this question was asked before. Hope to run into some of you online!

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1 hour ago, Teen1dol said:

First off, hello everyone. I've been playing DST for over 70 hours now, and finally decided to join in on the forum-conversations. I've been lurking for a few weeks now, but can't seem to find the answer to a question about flooring. Basically, I was just wondering if different flooring (carpet, wood, etc) has different effects? I would assume that maybe it helps with the summer heat for example, but can't find any solid information. 

Anyway, sorry if this question was asked before. Hope to run into some of you online!

Scaled Flooring slows down the spreading of fire.

All man made flooring cannot have eyeplants spawn on it, as well as some non manmade flooring.

And turfs have different bird types which can land on them. That's pretty much it.

1 hour ago, AnonymousKoala said:

Scaled Flooring slows down the spreading of fire.

Aaaah, very interesting. I'll definitely need to invest in trying these out. I had a sweet set up that completely erupted into flames in the summer. I thought maybe the flooring had something to do with it, but I guess not. Thanks!

3 minutes ago, Teen1dol said:

Aaaah, very interesting. I'll definitely need to invest in trying these out. I had a sweet set up that completely erupted into flames in the summer. I thought maybe the flooring had something to do with it, but I guess not. Thanks!

Lureplants/Ice Flingomatics.

Lureplants have the highest priority to smolder, and there's a cooldown on smoldering whenever something starts smoldering in summer.

In the singleplayer its even better since they self extinguish for 3 times, but in DST they don't do that. 

Ice Flingomatics works because they keep things from withering in the heat and extinguish fires(warning: they also do that to campfires/torches/etc.).

Or you can use the Summer Base method(requires a way of extinguishing stuff though). Smaller base, located far from your normal one, you go to during summer. The game only runs what's close enough to you, so doing this nothing happens to your base during summer, or you go to the caves during summer, and that also works(as long as ALL players are far from the base)

I _think_ the deal is, that when the game starts making things smoulder, it will start with the eyeplants.  This means that they are more likely to go up in flames than anything else, so if you have eyeplants nearby, your berry bushes are safe, because the game prioritizes the eyeplants?

I think?

Anyway, I do the summer base method.  Home away from giants.  Often I'm THERE when the giants show up, but then I can ditch them by running to my _original_ base.   Although the Dragonfly was really polite that one time--after I came back there at the beginning of fall, my summer base was completely untouched...down to the extremely burnable drying racks!  Good manners, that bug.
(Obviously I'm talking singleplayer, 'cos in Together the Dragonfly stays in one place.  Heh.)

...Notorious

12 minutes ago, cezarica said:

I saw Lureplants mentioned like 2-3 times already as an "alternative" to Flingomatic. When they start to smolder means you must get away from the base cos if you stay longer the base will get on fire or what?

in singleplayer they self extinguish for 3 times and after 3 actually burn. I think at least, not sure if they burn after the 3 or when it hits 3.

In DST they don't self extinguish. So you place them a fair distance away, they burn, you plant another one. Theoretically one can even use a flingo focused on a lureplant instead of the base, so for the price of just 1 flingo you have a more effective method. 

8 minutes ago, cezarica said:

You didn't quite answered my question and now I'm more confused. You use it as an alarm signal or what? If they don't self extinguish and catch fire then wouldn't the fire spread out from them to other stuff in the base?

Fire spreads if the burning thing is close enough to other flamable things. If it isn't close enough, only it burns. 

They still have the highest priority. So they burn, and then things around that are more valuable won't burn, because of the smoldering cooldown(one thing starts smoldering, timer rests).

Add an ice flingomatic and you can re-use that lureplant since flingo will extinguish it. So instead of covering up with flingos, just have a single 1 and a lureplant. 

Alright, let's see if I got this.

In my base I plant the lureplant on some flooring where eyeplants won't spawn to protect chests or whatnot, and in summer as soon as I see that the lureplant starts smoldering i throw a water balloon to extinguish it thus reset the timer and nothing else will catch fire?

10 minutes ago, cezarica said:

Alright, let's see if I got this.

In my base I plant the lureplant on some flooring where eyeplants won't spawn to protect chests or whatnot, and in summer as soon as I see that the lureplant starts smoldering i throw a water balloon to extinguish it thus reset the timer and nothing else will catch fire?

Basically, yeah.

If it smolders, timer resets. It doesn't need to be extinguished even for the timer to reset, but if it burns too close to things who are flamable, they'll start burning too without affecting the timer. 

On 12/06/2016 at 7:09 AM, AnonymousKoala said:

Scaled Flooring slows down the spreading of fire.

All man made flooring cannot have eyeplants spawn on it, as well as some non manmade flooring.

And turfs have different bird types which can land on them. That's pretty much it.

Doest the new disease mechanic have something to do with what turf the plant is on? i didn't dig through the code but when my grass was going diseased, i replaced the grass turf with the savanna turf and it stopped going diseased. I think it might be done so new players will have sources of familiar grass in the savanna biome or as some sort of micromanagement, hope it is removed at some point, seems kinda pointless to have the disease at all if it can be countered with such a simple tactic. 

Additionally, i also removed some of the savanna turf during the disease and ONLY on places where it was removed did the grass tufts become diseased, and it did so quickly, all the other grass remained well into the next year. 

3 minutes ago, Haroldman said:

Doest the new disease mechanic have something to do with what turf the plant is on? i didn't dig through the code but when my grass was going diseased, i replaced the grass turf with the savanna turf and it stopped going diseased. I think it might be done so new players will have sources of familiar grass in the savanna biome or as some sort of micromanagement, hope it is removed at some point, seems kinda pointless to have the disease at all if it can be countered with such a simple tactic. 

Additionally, i also removed some of the savanna turf during the disease and ONLY on places where it was removed did the grass tufts become diseased, and it did so quickly, all the other grass remained well into the next year. 

Only for grass tufts.

For the others the trick is using the other ways to acquire these resources. AKA berrybush2, thorny bush, and maybe something for that i forgot.

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