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Found 2 results

  1. Wilson, being a Gentleman Scientist, having experience experimenting with blood and animals etc., should be able to do deal with the Disease situation in DST. Disease in DST is very annoying to deal with properly, and is outright disabled in most megabase Worlds. With Wilson being able to remedy this, Disease as a proper game mechanic will only get stronger. p.s. This is just too on topic for the global situation for it to not happen. p.p.s. Wilson had better healing powers in The Forge; maybe he can do the same for plants, too!
  2. Disease has come into play nearly 4 years ago, first introduced at the start of A New Reign and didn't moved an inch since in the exception of adding more plants that can be affected like Lunar Saplings or Stone Fruit Bushes. This aged gameplay element changed players approach on plant farms with 3 distinct reactions : Do small farms (50 plants ~) and be very cautious about the time remaining before refreshing the farms Simply doesn't do farms with disease assignable plants and look for alternatives (geckos, twiggy trees, wild plants, marsh bush) Turn off the disease parameter in world setting During those years, some alternatives appeared like cures and tweaking mods or playing in endless to renewed plants, but now all these groups are quite equilibrated with no one being especially dominant as we all noticed on the forums, the plant disease is a very redundant topic and you can't do much but pick your side and stick to it. The only thing we can confirm is the result : players avoid the disease like pest on various ways ! In the exception of disabling it, the disease should be very proud of its job cause it's being done, but it haves multiple unfair and pointless characteristics in the design that must be corrected... so in addition of all the things going on for Don't Starve this year, I hope for a balanced disease rework. Let's begin with the most important thing, why introducing disease to DST is a good thing ? I think some numbers are requested here : A default survival map have around 700 grass (or ~500 for gecko maps + ~125 geckos), 700 saplings and 150 berry bushes or 75 juicy berry bushes on the surface, just remind that such statistics can be very different from a world to another depending of setpieces > or luck in general... Let's say we're about 1500 standard plants in a map (surface only), it's a lot and they're located on every spots of the map in different density and sort : forests have many saplings, savanna have most of the grass and you have a decent amount of berries in plains. This will fill every map completely and give you interest to your world. Now imagine if disease was not a thing, what's stopping from depleting the entire map ? Nothing : grab your shovel, get them all and replant the entire relocatable vegetation in a super tiny area, use your chests of rot to fertilize all the plants and protect the place with few Ice Flingomatic. When you need resources, just place a Lureplant and start farming with Wicker's books, collect chests of grass, twigs... and return later when you need more, repeat... At this point, the rest of the world is just made of trees, mushrooms and the plants resisting against your unlimited power like reeds, cactus... Of course if you're like me and I believe, most of us, you like having a good looking map so you will probably not go for this, but some players just don't care, they want grass, that's all. Then, disease appeared out of nowhere and decided to put an end to the world massacre, if you want resources, you have to be invested in your farms, just like most other things from the game. If you want to do the same storyline, then good luck, planting and refreshing hundreds of plant is tiresome when you have to do it more than one time... Consequently, you can still do cut-grass, twigs and berries farms but with a more reasonable size to make it profitable and not wasting too much effort, if you need more but you don't fell like expending your farms, look for wild plants, the rest of the map will probably stay intact and be thankful for this. This is why we have disease. I guess. However, disease have unnecessary consequences on some aspect of the game : To make it simple, the biggest issue with disease is the game immediately assuring you use plants for farms exclusively, this is terribly wrong. First thing, I personally don't have dig up plants cause it happens without asking for it. Some scenarios like Bearger, Wild Fires, Meteor Fields, Antlion, etc can force you to gather lot of plants with time. That's a small problem but it really annoy me, you just collected something you certainly don't needed at his moment and you have to carry on with it. Don't even think about replanting it somewhere else cause it will just get diseased one day or another and maybe affect more plants if you didn't paid attention. So, what can you do with these plants excluding farms ? Someone playing with the disease turned off will no doubt tells you : D E C O R A T I N G and this would be correct, a bush can be cool for ornamenting your roads and gardens in a base. The thing is, no one have the time to dig up all the plants you placed cuz it was cute. You will probably end up doing this the rest of your days before disease strike on this sapling you forgot in a corner and never harvested. never forgetti. It also get out of control when you play on public servers or play with friends, one player can't and don't have to take care of the plants of someone else who disconnected, but you still want to play, what should you do ? Quite the dilemma, hm ? On one hand the disease protects the map from being a no plant's land cause players should fear it, but on the other you can't use them for reasons the disease affects just to mess with you. How to rework the disease ? Disease needs to be fair in order to be something interesting/accepted by players and not affect creativity, not summed-up to a turn off option and bye. A good method would be to only affect crowded plants used for farming and ignore unexploited (decorative/uproot accidentality) plants. There's an extremely easy way to do it : when you plant something, the game will check the area on a X distance and count plants, if there's above Y plants, the disease timer will start for the plant and maybe do so for the Y plants surrounding and spread. This solution also makes each plant customisable to have an unique tolerance of density. Think of it, a grass farm is effective when you have a lot of plants in a restricted place and protected by a single Ice Flingomatic, this is what the disease should care about, but if we put in application this new method, we also unlock a more farming process where plants have more space between and ignore disease. Is this OP ? No, because just like Improved Farm cost more resources than Basic Farm, this method will require way more space. This farm have 100 grass The plants are as close as possible, thanks to Geometric Placement. It results in a very productive farm but the disease will obviously strike, so you be cautious and replant regularly, it's at your own risk. This one have 20 You have to play around the space between each plant to block the disease, which result in a less effective farm but you can count on it to be durable and cost you less effort, of course I did something more decorative than anything else, you should be capable of doing twice as best with a disease rework like this one. I hope the disease will be changed, with this solution or at least something to have more freedom with plants and not reduce disease to a pesky mechanism. You can tell me what you think of the idea and participate in the poll on how you deal with disease. Anyway, please take care of your plants and yourself.