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As Bearger's drops started to pile up on my endless server i made a insulated pack for myself and while it has just 6 inventory slots (where I store my food in it anyway) I got quite fond with it and noticed something rather strange about it.

Bearger will slap any regular backpack if has some food in it (be it fresh or rot) and take stuff from it, but he can slap as much as he wants the insulated pack and it won't give him any drops. Is this a unknown bug or a feature of the pack i didn't know about until now? :)

Oh, just remembered a weird incident with the insulated pack I couldn't explain. As it was winter dropped the insulated pack and put on the hibernation vest instead, and as i was minding my business in the base I hear the flingomatics that where set off (alert state or whatever that is) start beeping and see stuff burning. While the pack was in flingomatic range (at it had full ammo btw) the fire burned it, a few chests and some bushes. From what I saw it seemed like the backpack itself started the fire and there wasn't any fire around and I was alone. Sadly I regenerated the world and forgot to check out logs maybe someone joined the server and started burning stuff and I didn't notice the join/leave announcements. Will check in a sec maybe i got a backup or something. :(

And another thing: why tree guards don't spawn in the desert biome when taking down trees? Even for huge amounts like 2-3 times over 40 trees? When we had camp at the edge of the desert and had trees in the forest biome I would get them, but now when the trees are mostly in desert we didn't see any and we are at day 147. None, nada, zip, zero zilch!

Is this normal behavior or I'm missing something? Treeguards = Default

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This is a crazy theory, but did you ever drop the pack between summer and the fire incident? What if the backpack had started smoldering but couldn't because you wore it and code is weird like that and when you dropped it the smoldering resumed but didn't play the fx properly?

That is weird. Although hei, since Bearger takes food out of backpacks, I don't need to heal him via healing salves/honey poultices to keep him alive; he can eat the dragonpies himself from the backpack :p unless he doesn't do that whilst you're off-screen :[ then it's worth healing him yourself and lose the sanity for it.

Wait, why heal bearger, you ask? So he doesn't respawn next Summer! Leave him be in a random place and if you ever need Thick fur, just get a bunch of fur tufts by making him angry (steal his food) and then passify him via food when you're done with getting fur tufts. If you have a green amulet, you can craft 3 thick furs with just 45 fur tufts :)

4 hours ago, Arlesienne said:

Treeguards defend evergreens. poison birches and birchnutters - birch trees. Spiky trees are woefully unloved, alas. Unless you planted the former two, then I don't know. But it's worth trying out.

All where/are normal evergreens, no lumpy and no birchnuts. Will try with some forests biome patches and see if that helps.

3 hours ago, Mobbstar said:

This is a crazy theory, but did you ever drop the pack between summer and the fire incident? What if the backpack had started smoldering but couldn't because you wore it and code is weird like that and when you dropped it the smoldering resumed but didn't play the fx properly?

No, it was in the middle of the Winter when i dropped the backpack and switched to the vest as was doing stuff around the base and didn't need the "mobile ice box" with me.

52 minutes ago, EuedeAdodooedoe said:

That is weird. Although hei, since Bearger takes food out of backpacks, I don't need to heal him via healing salves/honey poultices to keep him alive; he can eat the dragonpies himself from the backpack :p unless he doesn't do that whilst you're off-screen :[ then it's worth healing him yourself and lose the sanity for it.

Wait, why heal bearger, you ask? So he doesn't respawn next Summer! Leave him be in a random place and if you ever need Thick fur, just get a bunch of fur tufts by making him angry (steal his food) and then passify him via food when you're done with getting fur tufts. If you have a green amulet, you can craft 3 thick furs with just 45 fur tufts :)

I think you meant Autumn, not Summer. :)

If you take his food 3 times or you have meat in your inventory, be it on your character or backpack, he will agro on sight. The only way to pacify him is to have something else attack him while you silently make your escape. If you don't kill him when he spawns in Autumn he will be active searching for food until the Autumn ends, then hibernate in Spring, wake up and active searching for food again in Summer, then hibernate some more in Winter and so on until you or something else kills him.

Honestly I wouldn't bother him when he sleeps cos he's a pain in the ass with his yawn and will put you to sleep then kill you. Used like 15-20 blow darts from previous campaigns of McTusk confrontations and hit him 2-3 times then ran away like crazy 2-3 screens before he would react then return and repeat, but it's a pain and not worth the effort nor the resources.

I found a nice trick for newbies to take it out without much of a fuss and basically next to zero effort: as soon as you hear his "announcements" go to swamp and when he spawns drop 1 rot on each tentacle you see and make a trail to next one and so on. As long as you don't have any meat on you, nor pick his for 3 times, he will passively follow you around and will go to the next rot you dropped if was in his sight.

Easy tentacles loot (minus the monster meat) plus his fur tufts (just don't get in the way when he is slamming the ground to get some unnecessarily damage) and when he dies you get his loot. :D

2 hours ago, cezarica said:

All where/are normal evergreens, no lumpy and no birchnuts. Will try with some forests biome patches and see if that helps.

No, it was in the middle of the Winter when i dropped the backpack and switched to the vest as was doing stuff around the base and didn't need the "mobile ice box" with me.

I think you meant Autumn, not Summer. :)

If you take his food 3 times or you have meat in your inventory, be it on your character or backpack, he will agro on sight. The only way to pacify him is to have something else attack him while you silently make your escape. If you don't kill him when he spawns in Autumn he will be active searching for food until the Autumn ends, then hibernate in Spring, wake up and active searching for food again in Summer, then hibernate some more in Winter and so on until you or something else kills him.

Honestly I wouldn't bother him when he sleeps cos he's a pain in the ass with his yawn and will put you to sleep then kill you. Used like 15-20 blow darts from previous campaigns of McTusk confrontations and hit him 2-3 times then ran away like crazy 2-3 screens before he would react then return and repeat, but it's a pain and not worth the effort nor the resources.

I found a nice trick for newbies to take it out without much of a fuss and basically next to zero effort: as soon as you hear his "announcements" go to swamp and when he spawns drop 1 rot on each tentacle you see and make a trail to next one and so on. As long as you don't have any meat on you, nor pick his for 3 times, he will passively follow you around and will go to the next rot you dropped if was in his sight.

Easy tentacles loot (minus the monster meat) plus his fur tufts (just don't get in the way when he is slamming the ground to get some unnecessarily damage) and when he dies you get his loot. :D

No, I'm surprised there are pros who still don't know Bearger and Deerclops spawn mechanics in DST; once you hear their first groans, that's it - they will spawn there. Their growls/groans don't follow a particular player. They simply locate themselves near a player once it's time for them and then they will spawn in that place, regardless of where the player to whom the growl/groan started next to. So you could be in base, hear bearger, go to the other end of the map, come back and he would be in your base.

1 hour ago, EuedeAdodooedoe said:

No, I'm surprised there are pros who still don't know Bearger and Deerclops spawn mechanics in DST; once you hear their first groans, that's it - they will spawn there. Their growls/groans don't follow a particular player. They simply locate themselves near a player once it's time for them and then they will spawn in that place, regardless of where the player to whom the growl/groan started next to. So you could be in base, hear bearger, go to the other end of the map, come back and he would be in your base.

That's not what the code says.

components/beargerspawner.lua|DoWarningSound(): growls can be heard at the current location of chosen target player.
components/beargerspawner.lua|ReleaseHassler(): bearger spawns at distance 40 units from current location of chosen target player.

But yes, if you hear the sound and move only 40 units from the base, he can spawn right in the middle of the base.
If you heard the growl and went to the other end of the map but weren't the chosen target player, it didn't matter, he spawned next to the other player (who stayed near the base).

3 hours ago, Muche said:

That's not what the code says.

components/beargerspawner.lua|DoWarningSound(): growls can be heard at the current location of chosen target player.
components/beargerspawner.lua|ReleaseHassler(): bearger spawns at distance 40 units from current location of chosen target player.

But yes, if you hear the sound and move only 40 units from the base, he can spawn right in the middle of the base.
If you heard the growl and went to the other end of the map but weren't the chosen target player, it didn't matter, he spawned next to the other player (who stayed near the base).

In case of the Deerclops, he will aim whoever has more structures in their vicinity, Am I right?

44 minutes ago, EuedeAdodooedoe said:

Whaaaaaat? I thought thatvwas changed in an update. So, if there's 4 players in a base, Bearger/Deerclops growls/groans, we all go far away from base, Bearger/Deerclops will spawn near us?

According to my records, beargerspawner.lua and deerclopsspawner.lua haven't changed in quite a while.
Yes, they will.

44 minutes ago, spiderdian said:

In case of the Deerclops, he will aim whoever has more structures in their vicinity, Am I right?

It seems deerclops prefers to pick the first player with at least 4 structures nearby them.

39 minutes ago, Muche said:

According to my records, beargerspawner.lua and deerclopsspawner.lua haven't changed in quite a while.
Yes, they will.

It seems deerclops prefers to pick the first player with at least 4 structures nearby them.

This is why the mechanics are broken; this one time me and 2 others were fighting D-fly in the middle of winter. A newbie was at portal near some structures I placed down for new players to keep themselves alive with. Then deerclops went after the newbie just because he was near some structures and we weren't cause we were fighting dragonfly. This is some ********, man.

27 minutes ago, EuedeAdodooedoe said:

This is why the mechanics are broken; this one time me and 2 others were fighting D-fly in the middle of winter. A newbie was at portal near some structures I placed down for new players to keep themselves alive with. Then deerclops went after the newbie just because he was near some structures and we weren't cause we were fighting dragonfly. This is some ********, man.

Technically, deerclops only wants to destroy some structures and will leave after that. It's just that players are usually not happy about that and will interfere, thus angering the deerclops.

16 hours ago, t1morino88eex said:

A little bit offtopic, I remember playing on your server while it was a survival one. After you've put it on endless it's been really breezy in there and I just can't get myself to join it so many hundreds of days into the world.

Hi, put the server to endless cos got fed up with newbies die and reset the server every single day for like the past month or so. Me and a friend who play often had plans to go caves spelunking and defeat the ancient guardian, and without any base to prepare ourselves it was just an impossible task. Besides, we reset the world like 2-3 days ago and right now are at day 190. :)

@EuedeAdodooedoe I know how to tackle all giants and merely mentioned that newbie way cos remembered i accidentally discovered it once and felt it's worth the mention. I also feel Muche explained the stuff nicely and no need to repeat the same again. :p

Now back on topic.

Two days ago i despawned myself and switched from Wolfgang back to Woodie but since was almost the end of my play time I didn't had a chance to cut many trees, but last night when i got home and logged in it happened to be a full moon so in beaver form started chopping woods and ... SURPRISE! Not one, but two tree guards have spawned from the same desert forest of like 40-60 trees I cut at least like 3-4 times in the past and no tree guard has ever spawned.

What's going on? I know there's a small chance, but I once was at our caves base and we had a small forest next and as soon as I cut like 2-3 trees 4 tall size tree guards had spawned!. Yeah, you read it right 4!

Good news is that apparently (and I hope I'm not wrong) when i did the world regeneration it didn't erase the log file so will make some time today and look in maybe will find the incident day and maybe i find something in it. Will get back with this if I do.

@Muche I see, though Deerclops still targetting like day 2 players in the first place; don't you think that's a tad bit stretching it and unfair? Cause there's no way to deal with him unless you drop off armour and a weapon or resources to craft both as well as a science machine at least for the newbie unless they're Wigfrid. AND they have to be relatively professional to deal with him. It's just that with him targetting newbies due to being next to structures means there is no way, especially in the kind of scenario we were in, to deal with deerclops and it's pretty much guaranteed destruction of all the structures there.

(this scenario is my story)

6 hours ago, EuedeAdodooedoe said:

@Muche I see, though Deerclops still targetting like day 2 players in the first place; don't you think that's a tad bit stretching it and unfair? Cause there's no way to deal with him unless you drop off armour and a weapon or resources to craft both as well as a science machine at least for the newbie unless they're Wigfrid. AND they have to be relatively professional to deal with him. It's just that with him targetting newbies due to being next to structures means there is no way, especially in the kind of scenario we were in, to deal with deerclops and it's pretty much guaranteed destruction of all the structures there.

If someone was a Day 2 player, and got Deerclops to spawn near them, this mean they're in someone else's base, so....Why bother with the destruction?

Deerclops doesn't despawn until spring, so it spawning in another place other than the planned isn't a big deal

 

If you wanted to guarantee it will target you, you could simply wall all your place and build as many stuff as possible

5 minutes ago, spiderdian said:

If someone was a Day 2 player, and got Deerclops to spawn near them, this mean they're in someone else's base, so....Why bother with the destruction?

Deerclops doesn't despawn until spring, so it spawning in another place other than the planned isn't a big deal

 

If you wanted to guarantee it will target you, you could simply wall all your place and build as many stuff as possible

Did you read my tragic story yet?

6 hours ago, EuedeAdodooedoe said:

@Muche I see, though Deerclops still targetting like day 2 players in the first place; don't you think that's a tad bit stretching it and unfair? Cause there's no way to deal with him unless you drop off armour and a weapon or resources to craft both as well as a science machine at least for the newbie unless they're Wigfrid. AND they have to be relatively professional to deal with him. It's just that with him targetting newbies due to being next to structures means there is no way, especially in the kind of scenario we were in, to deal with deerclops and it's pretty much guaranteed destruction of all the structures there.

He is not targeting day 2 players. He is primarily targeting structures next to them. Unless those players attack him, he will not kill them. Thus the solution could be to have multiple bases, not one megabase, so the loss of one won't mean that much.
If you want to make sure he spawns next to you, tell them to get out of base, and have at least 4 structures next to you so he picks you and ignores them.

Btw, if a new player joins in the middle of winter, they will have a tough time to survive anyways.

36 minutes ago, Muche said:

He is not targeting day 2 players. He is primarily targeting structures next to them. Unless those players attack him, he will not kill them. Thus the solution could be to have multiple bases, not one megabase, so the loss of one won't mean that much.
If you want to make sure he spawns next to you, tell them to get out of base, and have at least 4 structures next to you so he picks you and ignores them.

Btw, if a new player joins in the middle of winter, they will have a tough time to survive anyways.

No, that wasn't a "mega base" where the newbie was at; they were at the portal, where I had placed down a few structures for the sake of their survival. The newbie exited once Deerclops started going after them, though I would guess Deerclops spawned there anyway as once I came over there the next time, every structure there was gone.

I left nothing but a few straw hats, winter hats and axes there for newcomers, so there isn't anything really they could fight the Deerclops with, even as experienced players to stop things from being destroyed. And really, does Deerclops not go after players when he has nothing to wreck?

Edit: Btw, the wiki states (although this might not be true/might be changed now in DST):

" It usually does not immediately target the player upon arrival, having an "aggro distance" toward any mob it gets close to. The Deerclops first tries to target the closest structure to the player at time of being spawned; if no structure is close enough to the player, then the player is targeted instead (although this tends to be rare). "

So, if the newbie stayed there, let the Deerclops destroy all structures, they would STILL be attacked, which is dumb. I think a better mechanic would be if the game would check whether the player with most structures around them has survived a certain amount of days (e.g. 20) and if not, move on to the player who is next on the list in terms of structures nearby.

Been very busy at work last few days and when got home couldn't find the mood to look into the log files i found on the server for the day of the above mentioned incident, BUT instead I saw it happen again last night. Yey!

It was in the middle of the winter with no fire source near a feather that was most likely found in a tumbleweed and was left behind. When i passed next to it on my way to do something it started smoldering and eventually catch fire and burn leaving ash behind, so definitely something its wrong as this shouldn't have happened.

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