Golems: great idea, not great implementation. READ ON

Why do my two golems fight each other if I run war party? It is hilarious to watch and thankfully they don’t damage each other. Even thralls will attack the golem. I literally have to tell them to attack nothing, or they will not harvest only keep hitting each other - which means if I’m running and a npc aggroes then they will not even defend while I have my back turned.

So why does the repair hammer not repair golems? Atleast add some lore, such as it’s not the golem itself but the spell construct taking damage.

If you refuse to let us repair damage, atleast make it where golems do not take any cleave damage from the player!

Why do I randomly see golems with 38,000/14,000 hp. Or 17,488/11,000 hp? Their hp is buggy.

Their movement is very buggy. They often just moonslide stutterstep towards resource locations.

So if we’re on the idea of a golem harvesting for us, let it harvest when not following the player - it only has a small inventory anyways so it won’t be like an infinite farm. We will have to clear the inventory periodically but it would be nice to have a golem parked outside harvesting lumber. Perhaps limit to one golem of each resource type for passive harvest.

Can we get a golem that collects putrid meat from the player, thralls and other base cooking / thrall pot benches and deposits them into compost?

Can we get a golem that collects fat grubs and deposits them into fish traps? You’ve opened a world of base automation possibilities with this patch and I’d like to see these features.

Scratch the putrid meat golem idea, I’d like you to introduce a hot maid thrall that you can knock out and train to collect all the putrid meat lying around the base :joy:

Cheers all, please keep this topic bumped!

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