Maxil20

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About Maxil20

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  1. In DS, there’s a considerable amount of variety with turf options. You have ROG/SW/HAM to find new turf, and customize your builds with a large amount of variety. Turf is the foundation of a base, and having a lot of ways to make it whatever you want is a nice thing for a bit of personality to a build. In DST however, your options are significantly more limited. You have three different turf options that were not in ROG, and 2/3rds of these were only introduced in return of them (the other being scaled flooring, added in A New Reign). The lack of variety makes a lot of bases look similar to each other with their turf types, especially given how manmade turf is also important to stop world regrowth. A way to help improve this is to simply add more turf types, preferably new manmade ones. Hamlet had a good amount variety with what you could make, and the recipes were extremely reasonable (grass was usually a base compared to boards, and the second ingredient was usually something like rocks or nitre). It would be nice to spiffy up with some new manmade turf, especially since the events had some really neat options you can’t obtain ingame. Alternatively, another method that seems reasonable is to simply add new skins for turf itself. There’s a lot of options for it (having skins for cobblestones, for instance, would be neat to see), and it would help improve variety while not adding new recipes for turf. The main limit here is how difficult it would be to add/code a skinned turf, but it seems doable given how some skins already directly impact some items, such as fences. I think it would be nice to see, especially given how many possibilities there are for turf and how it can already impact a huge part of the creative community with just the addition of 2-3 turf types.
  2. Honestly most of the seasons have something that forces you to play in a way that’s fun the first time and not so much 2000+ days in. Fall The only season that has nothing related to the weather getting in your way by a significant amount. Rain happens, but I’ve never had issues of it being a torrent like spring, and unlike spring you can’t get frogs from it. Fire hounds, which means having one die in a decorative area by a mob is going to have huge consequences if something is flammable in there. It’s still manageable though, since you get 30 seconds in advance. Winter You better hope you have zero plans for building or turf digging for the next 2 hours once autumn ends, otherwise those plans will be massively more difficult (unless you use a mod, which while I don’t use I know of people who use it just to remove the white blanket, since it’s a massive strain on the eyes and another issue of winter in general). The natural season of Deerclops, who will make you regret forgetting a timer, and also the fact this is the only time you can get it’s eyeball for crafting so you really can’t miss it either. Pretty much the entire existence of pengulls, the bane of land edge wall decor. Spring The entirety of moose goose arriving and destroying mobs + walls within an 8 meter radius, also not mentioning the fact that these spawned moose goose’s can move away from the nest and smack things far further then they normally can. They also can cause desyncs in rain cycles because of how the eggs trigger a lightning bolt when they spawn. Lureplants can spawn, gobbling up items you left on natural turf and are one of the primary reasons I don’t use much natural turf (the other being world regrowth). Frog rain, which is easily one of my least favorite mechanics in the game. Aside from forcing you to annoyingly move and drop items if you don’t these guys are capable of wanting to lick everything alive. I’ve lost clockworks from this, and I really like keeping clockworks around for the late game, since they do look neat and they are some fun endgame decor. Lightning strikes, and while it’s entirely possible to divert these with the good ranges of the lightning rod is not enough to prevent the random road strikes, and if you forget you can potentially lose stacks of flammable items. They are also pretty infamous for ruining goat pens when you don’t notice it. Summer You are practically restricted to caves or the oasis, especially if you don’t plan on playing with flingos or the reliability of lureplants. Antlion’s sinkholes can cause major issues, especially in the oasis itself. Thankfully it is one of the few issues that you can dispatch pretty easily, so that’s something. If you decide to use the oasis you have to deal with the sandstorm, which is harassing and not having them will massively cripple any oasis activity. Fire hounds are boosted in this season by 50%, raising their total to 75% of all of the hounds to be fire hounds. (Fun fact, this is the only time in the game where the elemental hound chance is augmented in some way, by default it’s 50% past day 100+). This makes them a far greater risk, but if it’s summer you probably are not near anything important anyways, and it synergies well with darts. I think I got most of my issues down. In general, 3/4 of the seasons have problems that while are not too are still a massive block in some ways or another. If I had to choose, it would probably be summer. I can’t stand the constant fear of smoldering incidents hitting something important and having it entirely go ablaze. Spring is definitely my main gripe one, but that’s mainly because I have had poor experiences with it quite a bit, especially with lureplants.
  3. Winter's Feast Table

    If you had a table precrafted before a bug patch where they allowed them to remain if you crafted them and you never placed a table down and made a new one afterwards, the item is fully lost. You will have to wait for winters feast to craft new ones again.
  4. Bolt Chests

    It actually is more profitable to buy some chests for getting spools then buying the some character skin sets themselves, though. For instance, Woodie’s individual triumphant/rose/guest of honor skins cost 5 dollars, and that’s exactly how much the forge weapons chest costs. Unraveling them all will give you the spools to weave the skin head and other items, and you will still have spools remaining. It’s minor since it’s only one skin set and the multiple one is cheaper, but it’s still pretty interesting IMO.
  5. carrat don't give the red packet to me

    Problem is, the carrat won’t give the gold bag if the inventory the carrat goes into is a backpack : P
  6. Normal penguins on a lunar island

    The reason this occurs is if pengulls spawn on any turf on the lunar island that’s not moonrock turf. As a result walking on the stone beach will spawn normal pengulls, while walking on the lunar mainland will spawn the moonrock ones. A similar thing occurs if you dig up the moonrock turf as well. I’m not sure how intentional or not it is, but it is how it currently works.
  7. That’s not true at all. All of the gems have a 5% chance of dropping separately, with the exception being red at 25%. It’s how you can get multiples of the “good” gems. As for a blue gem drop, I honestly would like to see one. A lot of people say it will create more of a mess, but in all honesty I am don’t see that being the case. At worst you get a new drop 25% of the time that a moleworm can take and an earthquake can break already, and moleworms are exceptional for clearing most ruins drops that are not nightmare fuel which people probably want anyways.
  8. [Game Update] - 388775

    Thanks for this fix! It was really annoying, and I’m happy it got patched
  9. In the game, there’s a condition in the files for regrowth to never spawn within 20 units of a player or structure. This rule is respected by the regrowth types for both “regrowthmanager” (the renewal of carrots/flowers and the like), and desolation regrowth. However, in the case for plant and endless regrowth, this doesn’t respect it at all. It is quite possible to have random endless regrowth plants spawn on top of structures, and plant regrowth makes it exceedingly difficult to keep an area with structures sufficiently clear. To give a good example of this, I was doing a bunnymen clearing in the forest for decor. This is what the build used to look like: This was the build after ~1000 days later. While I did change the turf around, none of these trees were planted by me, and should not have spawned due to the standard regrowth rules.
  10. Honey itself single handily covers those pretty well too. 8 honey (the daily amount) heals 24 HP, and 2 taffy + 2 honey heals 68.8 hunger and 30 sanity. I wouldn’t really recommend honey as the food you should always bring to boss fights, but for day to day activities you should be alright with some simple honey now and then.
  11. I guess that works out, but harvesting for me has always been a laborious task. It takes a good amount of time to harvest crops, especially if it’s farmplots. It’s certainly easier with multiple people/Wormwood powers, and anyone can get the hang of it. I was mainly referring to rare crops with that statement (peppers/dragonfruit), and not other crops themselves. Even if you are guaranteed one seed you still don’t gain anything from it and that happens for 50% of the crops, so 2/3rds of the harvest is snackraficed away to the bird to maintain the crop at minimum. Wormwood can tolerate it since all you really need is a bigger field, but in farm plots it’s especially bad, since even with 120 farm plots you are really only guaranteed to get a stack of what you wanted.
  12. I think a lot of people undervalue any crop that is not dragonfruit. Many of the crops can give good hunger and heal for 20 HP cooked (eggplants/potatoes and pomegranates are fantastic examples of this), and people waste them by using them as crock pot filler, not realizing how strong they are normally. I especially like how that’s completely relevant in Hamlet as well, where pomegranates and eggplants are incredibly cheap while dragonfruit anything is significantly more expensive. The problem I have with potato grinding, and farm crops in general, is just that: they are farm crops. That means that no matter how you farm them, you must plant the seeds, wait for the seeds to grow, and recycle them through a bird or constantly pick up crop seeds from birds to make up for seeds if you are doing gamble harvesting. It’s especially painful as anyone but Wormwood since farmplots can take a long time to set up due to their resources, and even as Wormwood you can’t leave the crops out for extended periods of time, otherwise they grow increasingly spoiled. Even if you do make farming worthwhile (which is 100% possible, especially with Wicker/Wormwood) it just takes so long to cycle all of the seeds per harvest since all of them need the gathering animation. This is especially noticeable when comparing it to something like honey, which you can simply harvest and utilize immediately without having to do the process of replanting with random or everyone’s favorite bird lottery in order to hoard rarer seeds. In short, it’s not my cup of tea. You can make it work, but you need to put in some constant effort in order to get the rewards you want.
  13. Might as well be called the temporary bases thread : P I don’t base build for the first ~300 days, so I just make a small manmade turf square and drop items on it to call it a “base”. As a result, my base looked something like this: And here’s a bonus screenshot of my incredibly messy FW arena before I picked it up on day ~2000 as well, because it pretty much speaks for itself.
  14. Bats O_O

    I usually use the bunnymen setup. I usually don’t prefer the hutches being around however, so I box them in and smash the houses afterward. The current bunnymen pen I use usually looks like this: The lureplant + Flingo is simply there for summer smoldering, but you can get the general idea from its simplicity. I thought of a method to simply warp the bats away from the cave sinkhole to somewhere far away (lunar island, for instance) to get rid of them entirely. Sadly, they despawn after awhile, so it doesn’t really work too well (I wish I knew that after using almost a stack of purple gems...)
  15. Shadow Pieces trinkets

    That’s very bad. If you don’t know, you need to successfully assemble a clockwork in order to get the corresponding chess trinket to even start dropping from tumbleweeds. If you didn’t have the others it in the world, it’s actually impossible to get them. You pretty much have to console spawn the bishop and knight. It sucks, but that’s the only real way. As for this only occurring with mods, this is actually possible without them. It’s only occurred to my friends and never myself, but they didn’t use any server mods and one of them was on the PS4 edition. It’s extremely rare, but it’s completely possible for a world to generate without those clockworks.