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Mountain tasks, with the exception of "Kill the spiders", are exceptionally flat and offer very little incentive to return or set up there.  Tallbirds are quite rare most of the time, rocks are permanently depleted leaving vast swathes of blank tiles--and though gekkos were a welcome addition, they already populate other, more valuable terrain, like the desert.

I think a decent solution for improving the viability of mountains as a place people might want to go to or even set up in, would be to make a certain number of rocks in each rocky-turf zone that reveal a gap or fissure in the ground when fully mined that leads down into the caves.  Unlike (and sort of like) a sinkhole, these would be dusk-and-night childspawners for various underground creatures like cave spiders and maybe a rare child slurper.  Also unlike a sinkhole, these could be used to enter the caves, but not exit (although including a crafting recipe to set something up like the original rope exit from the single player game might be cool).

This would both allow a Rocky biome to have many entrances to the caves available, and to create some different or interesting options for fauna after its primary resources have been extracted

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I think this has merit.  It could also allow some of the underground only items to be present on games that choose to not enable caves, by just disabling the ability to enter the fissures.

The only thing I would worry about with something like this is that you could possibly benefit too much from having isolated spawning of cave creatures.  It would have to be tested and what spawn timers weighed such that it just didn't make it better to stay on the surface over going into the caves.

Other than that, I would love to see more interesting features in the different zones and this should be feasible with minimal additional resources and development time.

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