Recently a new feature called "Griefer Spawn Protection" has been introduced to DST which is supposed to keep the spawn safe from griefers.
Depending on the setting and the situation, players will gain the "spawnprotectionbuff" buff for 10-40 seconds which prevents aggressive mobs from targeting the player and allows them to walk through structures or other obstacles. The protection actually lasts for only 10 seconds, but it only starts to fade away over a time of 10 seconds after 30 seconds or if the player moves more than 1 pitchfork title away from the spawn.
If the "Griefer Spawn Protection" is set to 'Auto Detect', then the system checks the amount of hostile entities or the amount of blocker/structure entities nearby and triggers if one of the following conditions is fulfilled:
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There are more than 2 hostile entities 4 pitchfork titles or less away from the spawn
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There are 4 or more blockers/structures 1 pitchfork titles or less away from the spawn
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There are 16 or more blockers/structures 1.5 pitchfork titles or less away from the spawn
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There are 36 or more blockers/structures 3 pitchfork titles or less away from the spawn
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There are 52 or more blockers/structures 6 pitchfork titles or less away from the spawn
If none of these conditions is fulfilled then the player won't recieve any spawn protection at all.
Despite the protection it's still possible to wall up the spawn which will prevent most players from leaving the spawn alive:
12 Wardrobes (48x Boards and 36x Cut Grass) and 12 Fossil Fragments are required to build an impassable wall around the spawn. To prevent the "Griefer Spawn Protection" from triggering, simply build your wall a little bit more than 1.5 pitchfork titles away from the spawn to prevent condition 3 from triggering. Since we are using less than 36 structures for our wall, condition 4 also won't trigger and the player won't recieve a spawn protection, which prevents him from leaving the wall.
Notes:
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Entities like skeletons or Warly's Portable Crockpot do also count as blockers, so placing down a total of 4 dead players/Portable Crockpots or a total of 3 Spiders/Spider Dens will make players obtain the "Griefer Spawn Protection". Keep an eye on the spawn and clean all the available skeletons there over time to prevent players from obtaining the protection buff.
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Wortox can use his soul hop to escape
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Woodie has a chance to break the cage if he joins during Full Moon and turns into a Werebeaver or Weremoose
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Deerclops, Antlion or Bearger are able to break the barrier
Here's another example of a different designed wall:
This kind of wall does trigger the "Griefer Spawn Protection" which allows players to walk through structures and blockers, but not through mobs, in this case through Beefalos. By stuffing the spawn with Beefalos, players will in most cases become unable to move and to leave the spawn before the protection wears off.
Notes:
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Make sure to put enough mobs in the spawn to prevent players from leaving the area, you might need to use a voidgate to put the last ones inside
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If players are lucky enough they might be able to escape before the protection wears off
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Regular Walls are required to prevent the Beefalos from leaving while offscreen
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Wardrobes, End Tables, Fossils are required to prevent players from smashing the wall (blocking the player's vision might also be an option as they'll become unable to target the walls. Using 'force attack' will cause them to attack a beefalo which triggers the whole beefalo herd)
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Wortox can use his soul hop to escape
While Tentacle Traps will become much less effective, there's still hope for killing players via tentacles. Especially if they join during night since some players might just want to stay close to the spawn to avoid freezing or dying via darkness, or just because they are waiting for the base to come and to pick them up. And even if they don't take any damage at all, they might suffer from the sanity drain of the tentacles because the "ghost form" doesn't protect them against insanity.
The only way to avoid the "Griefer Spawn Protection" with tentacles is not to plant more than 2 tentacles at the spawn to avoid triggering condition 1. But even two tentacles right above the spawn can still do a great job by dealing a total of 136 damage to joining players.
Other than tentacles you can also use the following mobs to kill joining players:
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Ewecus: They'll spit their mucus at players and attack them twice before they become able to unstick themselves, dealing up to 125 damage.
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Hounds: While they can't attack protected players and do trigger the "Griefer Spawn Protection" in most cases, they will keep chasing protected players around until their protection wears off. But players can still escape if they use a Wormhole or Cave Entrance.
Less effective mobs are:
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Lureplant: Triggers "Griefer Spawn Protection" due to all the eyeplants, inactive during winter, burns easily during summer.
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Varg: The summoned hounds do not follow players around but protect the Varg only, triggers "Griefer Spawn Protection" due to all the summoned hounds
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Spider Queen: Quite slow & easy to escape, triggers "Griefer Spawn Protection" due to all the spiders she spawns
But then again, there are also other hostile mobs which do count as non-hostile and thus can't trigger condition 1 and one of them is the Merm:
Merms do not count as hostile mobs, but they start attacking everyone who comes too close to their Mermhouse (in this case: 2.5 pitchfork titles), dealing 30 damage per attack.
Notes:
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Merms do not respawn during Winter and their houses can burn during summer, make sure to keep them safe via Ice Flingomatics during summer
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Merms are neutral towards everyone if the King of the Merms is alive
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Merms are neutral towards Wurt
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Wortox can use his soul hop to escape if he reacts fast enough
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Wigfrid can survive the attack if she reacts fast enough and equips her Battle Helmet
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Don't forget to hammer the resulting skeletons, 4 skeletons might be enough to trigger the "Griefer Spawn Protection" which protects them against merms
Another non-hostile mob is the Killer Bee. While Killer Bees perform quite bad on their own since players can outrun them, they might become much more dangerous if combined with Anenemies:
Neither Killer Bees nor Anenemies do count as hostile. Killer Bees require you to run to avoid their damage, Anenemies require you to approach them carefully to avoid taking damage. Killer Bees and Anenemies can't damage each other which should make them a quite good team in terms of killing players. Also even if the "spawnprotectionbuff" does trigger, Anenemies will still attack the player even if they are supposed to be untargetable.
Notes:
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Killer Bees can fly away over time
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Abigail can finish all the bees with no effort
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Wigfrid might be able to survive the attack with her Battle Helmet
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Killer Bees are neutral towards Wormwood
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Wortox can use his soul hop to escape
Instead of Killer Bees you can also use walls to support the Anenemies by hiding them behind the walls. Most players will die before they notice all the Anenemies around the spawn.
While the newly introduced "Griefer Spawn Protection" does prevent players from generating cheap but highly effective Bone Shard Farms Tentacle Traps near the spawn, it is not enough to protect the main spawn against any kind of trap. It also does not grant any kind of protection for other kinds of spawns like Touch Stones or Cave Entrances.
Instead of planting your tentacles at the Florid Postern, you can still plant them at cave entrances/exits or Touch Stones since these spawns do not have any griefer protection at all. To bait players into your trap, simply use directional signs leading from the spawn to the next cave entrance and a sign right at the cave entrance and write down "base" on each of the signs, that should do the job in most cases.
As we can see, even with the "Griefer Spawn Protection" feature there are still possibilities to grief the spawn or any other spawn.
Disclaimer: This guide was not made to aid griefers at killing players but to demonstrate the inefficiency of the current "Griefer Spawn Protection" feature.
Please leave your comments here if you use or encounter one of these traps and share your experience about how effective they were in terms of killing joining players.