Exploration
Plants keep spawning after you block the vents? Check the tall grass
A vent barricade does not cover every reported source of new plants. In Gibby's current-demo thread, the accepted October 13 reply by somewhat silly identifies tall grass as another source and recommends clearing it early. That player says barricades stop vent spawns; Historian remains unconvinced the seals work consistently.
Treat this as a useful route-clearing hypothesis from a player, rather than a promise that blocking every nearby vent makes a room safe. No verified spawn radius, timer or enemy-cap number is supplied.
Your next check
Barricades cover one reported source
- 01Inspect the vent and confirm the barricade action
- 02Check accessible tall grass along the route
- 03Clear a short area, then observe new enemies
- 04No permanent safe-room or spawn-cap guarantee
On this page
Three observations to keep separate
| Observation | What it means for your next check |
|---|---|
| Plants appear despite nearby vent barricades | Inspect nearby tall grass and adjoining rooms; the vent may not be the only source. |
| The accepted reply names tall grass | Clear an accessible patch before treating the route as settled, then watch whether enemies keep appearing. |
| Players disagree about sealed vents | Keep the uncertainty in your report; do not assume either guaranteed protection or a confirmed broken barricade. |
Try a short clearing loop before extending your base
- Choose a retreat and a short route you can retrace. Deal with an immediate attack before trying to reorganize the room.
- Inspect the open vents that actually connect to the area. Baercub's demo account reports using plant stalks to barricade them; verify that the intended action completes.
- Check for tall grass along the route and in accessible adjoining rooms. The accepted Steam reply recommends clearing it proactively, rather than only fighting enemies after they appear.
- Return to the same route and note where the next plant appears. Record whether the location still has grass, an open vent or another connection.
- Extend the cleared area gradually if the route remains manageable. Keep a way back instead of committing to a large room because its first few seconds seemed quiet.
This sequence helps distinguish conditions in your own run. It is not a controlled test of the spawning system and does not establish a permanently safe zone.
What clearing does not prove
Somewhat silly also describes an enemy cap that increases over time, but supplies no values or reproducible timing. Do not plan around a fixed maximum enemy count. Gibby initially asks whether corridor spawns, collapsed walls or an adjacent vent explain the problem; those questions are not confirmed mechanics.
Algae cleaning and tall-grass removal are not interchangeable evidence. An older Reddit comment speculates about green algae preventing growth, while the more recent accepted reply specifically names tall grass. After loading a save, separately check the reported cleaning-state problem.
Broken vents also have an official falling-through-world warning. Do not enter a damaged vent merely to investigate a possible spawn source.
If the room still becomes overrun
Retreat along your known route and use another resting-room candidate. In Pr1vateLime's demo video around 24:58–25:11, vent intrusions interrupt the attempt to sleep and prompt a move to a sealed room. That is one creator's outcome, not proof every sealed room is safe.
For a useful report, include the installed version, the affected room or landmark, the vegetation you removed and where enemies appeared afterward. Screenshots or a short clip can describe the conditions better than an unsupported spawn-rate estimate.
Sources & version
Current public-demo community observations and developer notes. Player reports are attributed to their original author and scenario; this site does not claim its own gameplay test. A reading date does not establish a new patch or a universal result.
- Gibby: Longer playthroughs result in too many plants spawning — full current thread, accepted somewhat silly reply October 13, Historian disagreement and later question
- Baercub: Dandelion Void Demo — stalk barricades, adjoining vegetation and room observations
Pr1vateLime — current demo, vent trouble and moving rooms around 24:58–25:11; build not identified
Representative official camping poster, not a video frame. No player loads before Play.
- Official v47.85ed — broken-vent falling issue remains known
Official Steam news: October 13 Demo Patch v47.85ed is the latest official patch read in our October 16 check. It is a version reference, not proof of the build installed in every player video or older report. The parent game's future release is outside these guides.