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About Lbphero

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  1. I have recently been playing the Adventure Mode mod a lot, and I think y'all should too! Now pardon me while i ramble on about it and how much I enjoy it. adventure mode as a whole scratches the DST itch so well for me because it is essentially just surviving 5 times in a row with a specific goal in mind each time, and then you get a funny little cutscene that doesn't actually make any sense. New features in an old environment Almost every time I play adventure mode nowadays, I tame a beefalo along the way, since the Beefalo Bell allows for the player to take their cow throughout worlds now. Of course the beefalo is useful in the conventional way of simply allowing you to explore the map incredibly fast, proving useful in adventure mode. But there are also strange little interactions that I find in the way of interaction with Bishops. Ridden Beefalo, at basic saddle speed, are capable of kiting bishops with a 2-3 hit pattern, which is something that otherwise would be impossible to do! I just find that very neat, since it's almost like it's encouraging me to tame beefalo as a singleplayer option to what would otherwise be an incredibly multiplayer centric task. Virtually unheard of in vanilla DST, frankly! Me and Marmle V, after a day of playing! Charlies pretty fun. A feature specific to the Adventure mode Mod, is that of the about-to-exit chests that spawn once you construct the teleportato completely. These almost always come with a few extra enemies to face, gotta stay on your toes! I think this + the default setting of keeping your entire inventory each worldhop makes for much more fun gameplay than the original. In my singleplayer gameplay, it comes off as a last minute reward for working through the absolute pile of clockworks at the teleportato base, and in multiplayer comes off as a kind of 'balancing' act for players who have kind of been straggling for that chapter in terms of supplies. Another relatively new feature, Boats, are featured somewhat prominently in the Archipelago chapter. The fun-ness of this can vary wildly, but a lot of the time I really enjoy them. The previously mentioned about-to-exit chests and such make for pretty good ways to allow players to skip the majority of the grind for boat materials that one would typically find in regular DST gameplay. Also, the islands typically form in a specific way that I can't really describe, which once you've done adventure mode at least once, you'll recognize and have a way easier time navigating the ocean with. In my experience, if you get it as anything but the first chapter, it can serve as a pretty neat respite/relaxing gameplay compared to how wild and dangerous the rest of the chapters can get. Just plain old features Small shoutout to how the divining rod actually makes different noise depending on how close you are to the subject. Even if you aren't actually going from "blue beep" to "orange beep" to "red beep", the rod still makes different pitches of noise, which makes locating way easier if you know what you're doing. In default settings the amount of defense around all of the pieces is ramped up a fair bit since it's multiplayer, but even in default settings at least the teleportato base is rather well guarded. I like this a lot since it can make the player think for a bit about how to approach each piece. If you have a beefalo, you can use it's beefiness and speed to navigate your way through a lot of the warfare, sometimes even without fighting. If you're willow, wurt, or webber, you can end up using your given minions to your advantage, if you're woodie you can moose out which is pretty dang fun, the list goes on. I just really like it!! conclusion god i love adventure mode mod
  2. Previous to the Year of the Beefalo update, they never did this. This is incredibly inconvenient and should be fixed as soon as possible.
  3. The height of space biomes on other asteroids is incredibly restrictive with large engine rockets, in such a way that is nearly impossible to circumvent at times. this can be fixed by just increasing the size of the space biome at the top of asteroids, for more breathing room for larger rockets to land.
  4. as you feed it food [as in, anything that has a kcal value], resin builds up inside it. Once you feed it enough, it oozes out that resin so duplicants can collect it. It eats a lot, so setting up operations on it's home asteroid and forming a large food production scheme is recommended.
  5. aren't there a few already? Just in much smaller number since theres less space for them to be spread out in. I recall a pwater geyser on my radiation asteroid when there hadn't been one last run. Also - please....gassy moo reproduction in some way, i'm crossing my fingers!
  6. I never said this was super enticing gameplay or how it has to be, i already stated that i am very open to things changing...i literally just wanted to clarify that things all over the world don't burn if you're near them...they only burn if they're loaded, which is about a screen + a bit more you can technically just flingo what is important and then stay away from everything else to protect what you can see... I have many times, both by just joining pubs that had already gotten to summer or just making a new world by's really not as weighted in winters favor as you think, especially just starting out and considering caves...
  7. i'm not against changing random fires, outside of a short term server (~1 year of gameplay) its really annoying and hardly a challenge, thats why I would like it to be removed, not because it doesn't happen in real life. I literally just wanted to point out the way that smoldering works ingame as i thought that the OP thought it worked in a way that it doesn't really.
  8. nice update, but p...please...gassy moo dying...