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Posted (edited)
2 hours ago, Thorfinn said:

It doesn't have to be interruption. It's just the easiest way to implement some amount of randomness. Something to distinguish this playthrough from the last one.

 

I agree and to say again, I am not against RNG I understand its importance in games. I am saying interruption.

Interruption is my entire thesis here, not RNG.

Which is more compelling? going to the RA to encounter mystery and RNG or having RNG interrupt your building plans? THAT is my point

EDIT: Regardling TP and drifters I am asking you if they are a major pillar to your game play experience because of the interuption factor. Not by extension of several layers deep but rather a major pillar to your game play experience where if they did NOT spawn in your base you would be disapointed near to the point of not playing the game, hopefully you can understand why I build that context given our conversation of Planet Crafter vs Vintage story. Because in that context the conversation was implicitly 'why  we play the game at all'. I am suggesting you do not play it becuase or near because drifters can spawn in your base

(CORRECTION: 

It has been my mistake to use the word 'random' in my examples. I am really focused on Interruptions. 

My bad for not being clear.)

Edited by CastIronFabric
Posted
2 hours ago, Thorfinn said:

Incidentally, the randomness in TPC is next to negligible. It's the same few minerals dotting the landscape, the major deposits are always in the exact same place, all the wrecks are identical playthrough to playthrough, animal life spawns in the exact same locations, etc. The Golden Crates are essentially identical. A 600% flower, a model, and a few things that vary depending on what stage of development you open it. So are the Blue ones. Early game run around picking up aluminum from meteorites. Later game run around petting animals in hopes of getting a DNA strand to make a meaningless change to your animals. Open portals and do procedurally-generated wrecks until you have all your trees at least 1200%, several lockers full of various colors of quartz, and more Terra Tokens than Sentinel Corp. Or until you get bored, whichever comes first.

It took me awhile to understand you are referring to The Planet Crafter.

It has been my mistake to use the word 'random' in my examples. I am really focused on Interruptions. 

My bad for not being clear.

 

Posted
24 minutes ago, CastIronFabric said:

Interruption is my entire thesis here, not RNG.

Could you give an example of what this might mean? The game randomly selects a plant to use in the place of reeds? Eagle ferns, or blueberry bushes or whatever? You have to go through the world harvesting random stuff to figure out how to make a basket?

Yes, the worldgen gives a superficial type of randomness. Superficial because you soon learn that, for example, setting up base in bauxite is inferior to just running into another, any other rock. Superficial because once you know how to navigate hilly terrain, all hilly terrain is the same. Superficial because once you understand the patterns of berry and crop spawning, it's just a matter of spending time traversing the higher-probability landforms.

What kind of randomness are you talking about that truly makes one playthrough distinct from the previous one?

Posted
10 minutes ago, Thorfinn said:

Could you give an example of what this might mean? The game randomly selects a plant to use in the place of reeds? Eagle ferns, or blueberry bushes or whatever? You have to go through the world harvesting random stuff to figure out how to make a basket?

Yes, the worldgen gives a superficial type of randomness. Superficial because you soon learn that, for example, setting up base in bauxite is inferior to just running into another, any other rock. Superficial because once you know how to navigate hilly terrain, all hilly terrain is the same. Superficial because once you understand the patterns of berry and crop spawning, it's just a matter of spending time traversing the higher-probability landforms.

What kind of randomness are you talking about that truly makes one playthrough distinct from the previous one?

I did in my main post. If asked I would just end up re-typing it.

If there is any of that example in my main post appears to not be talking about interuptions let me know and I will try to clarify

Posted (edited)

Oh, I've been kind of ignoring the references to the RA because it's scripted. You are suggesting that all that needs be done to keep things from being same-same is to, what, randomly pop higher level rusties into the place? Vary the combat stats of the immobilized eidolon, maybe even get rid of the "immobilized" part on a rare roll?

Dunno. The interruptions don't make much of a difference, but what you suggest seems like an autopilot mode. It's already dangerously close to that, but at least you still have to push the keys and run the mouse. You have at least a couple trivial decisions to make, like whether to set up base near a cave or not. How close to the forest. How you plant your woodlot so it can be used for cover. Etc.

[EDIT]

If I'm understanding your thesis, it is that the game would be better if the only randomness were in special locations?

[/EDIT]

Edited by Thorfinn
Posted
14 minutes ago, Thorfinn said:

You are suggesting that all that needs be done to keep things from being same-same is to, what, randomly pop higher level rusties into the place? Vary the combat stats of the immobilized eidolon, maybe even get rid of the "immobilized" part on a rare roll?

I tried this once in Skyrim, in that I installed a mod that overhauled the bandits and their hideouts. One change that it made to the hideouts, was making the number of bandits that could be lurking within random, so instead of just the vanilla minimums there could potentially be an army of bandits waiting inside, in places that you wouldn't expect them to spawn. It didn't take me very long at all to figure out that feature very much was not enjoyable, as it resulted in no way to really plan for what was inside.

I still have that mod; I just never fully enable it since I like the predictability of the set spawns. That predictability acts as a set of "rules", so that I can plan accordingly and then either have fun wiping out the bandits or getting my own rear paddled in the attempt. All the mod does for me in this case is swap the generic bandit classes into variants of ranged/melee/caster, though the vanilla variants can still spawn in the mix as well. Thus I can know exactly where the ranged bandits will be versus the casters and melee, but not know if the ranged bandit, for example, will be one that has more armor, is better at piercing armor, or remains invisible until attacking.

  • Like 1
Posted (edited)
6 minutes ago, LadyWYT said:

I tried this once in Skyrim, in that I installed a mod that overhauled the bandits and their hideouts. One change that it made to the hideouts, was making the number of bandits that could be lurking within random, so instead of just the vanilla minimums there could potentially be an army of bandits waiting inside, in places that you wouldn't expect them to spawn. It didn't take me very long at all to figure out that feature very much was not enjoyable, as it resulted in no way to really plan for what was inside.

I still have that mod; I just never fully enable it since I like the predictability of the set spawns. That predictability acts as a set of "rules", so that I can plan accordingly and then either have fun wiping out the bandits or getting my own rear paddled in the attempt. All the mod does for me in this case is swap the generic bandit classes into variants of ranged/melee/caster, though the vanilla variants can still spawn in the mix as well. Thus I can know exactly where the ranged bandits will be versus the casters and melee, but not know if the ranged bandit, for example, will be one that has more armor, is better at piercing armor, or remains invisible until attacking.

I do not know the context of what you guys are talking about but for the record I want to make clear my thesis is about interruption, not about random. I have made the mistake of using those two words interchangeably but my intent is to focus on interruption. 

For example, find a ruin, how much boney soil is there would be random. 

Digging and then all of the sudden out of nowhere a bear attacks you, that would be defined as interruption.

 

I understand that technically both are random but I want (for the purposes of this conversation) to focus on the type of RNG that causes rather large interruptions to your existing play loop in that moment.

Edited by CastIronFabric
Posted
2 hours ago, LadyWYT said:

I installed a mod that overhauled the bandits and their hideouts. One change that it made to the hideouts, was making the number of bandits that could be lurking within random, so instead of just the vanilla minimums there could potentially be an army of bandits waiting inside

I've always had a fondness for how 1e AD&D did the wilderness encounters.

"You encounter... (rolls dice) two elderly halflings gathering elderberries."

or

"You encounter... (rolls dice) eight furious adult black dragons. Roll a breath weapon save."

You cannot possibly prepare for the extreme outliers, because they are not survivable if you don't run or otherwise get away.

Tying back into the original thread, the game loses something if those encounters can only happen in certain designated parts of the world. That's more of a cage match game than a wilderness survival game.

  • Like 1
Posted
2 hours ago, CastIronFabric said:

I want (for the purposes of this conversation) to focus on the type of RNG that causes rather large interruptions to your existing play loop in that moment.

Gotcha. As I said to the good lady, I think the game loses something if it does not have any of the latter. Wandering monsters in AD&D are intended to distract you from focusing on the mission, and the difference between a good adventuring group and a bad and often dead adventuring group is how they deal with those interruptions.

  • Like 1
Posted (edited)
13 minutes ago, Thorfinn said:

Gotcha. As I said to the good lady, I think the game loses something if it does not have any of the latter. Wandering monsters in AD&D are intended to distract you from focusing on the mission, and the difference between a good adventuring group and a bad and often dead adventuring group is how they deal with those interruptions.

ok but for the purposes of this conversation lets all try (myself included) to focus the conversation on 'interruptions' and not just 'RNG'. The reason I say that is because the difference in general context would be unimportant however in this conversation its critical and its very easy to accidently get it off rails (and I am speaking to me as much as anyone else).

On that note, I do not think you prefer Vintage Story over Planet Crafters because of the 'interruptions' it provides which realistically only affects the first 5 hours of game play, outside of wolves to be fair.

I also think its extremely disingenuous for others to suggest 'well castiron I think this kind of game is not for you' when what I am talking about makes up most likely less than 5% of the game play and to be completely frank the VAST majority of players do not come here because they are hyper compelled to play 'interruption' simulator that this specific game would provide which again only happens in the first 5 hours of game play. They come here to explore and build. 

Also as a point of reflection, I am a big fan of cave diving as it is, I see that as 'planned randomness' I find monsters spawning in your area to be distracting, unpleasant and pointless in a way that should not even have a possible alteration to make it have a point and most importantly I would love to fully understand why someone would like that specific game play as it is and as it could be (again 'interruption' not just rng). Why do they insist that having monsters spawn on what would be a person 'deed' is critical game play that should never be changed. I see suggestions for all kinds of changes in general but that one specific change just seems to be universally rejected, despite the fact that is it likely the most bland part of the entire game.

 

Edited by CastIronFabric
Posted
17 minutes ago, Thorfinn said:

I've always had a fondness for how 1e AD&D did the wilderness encounters.

"You encounter... (rolls dice) two elderly halflings gathering elderberries."

or

"You encounter... (rolls dice) eight furious adult black dragons. Roll a breath weapon save."

You cannot possibly prepare for the extreme outliers, because they are not survivable if you don't run or otherwise get away.

Tying back into the original thread, the game loses something if those encounters can only happen in certain designated parts of the world. That's more of a cage match game than a wilderness survival game.

Very fair, but to split hairs, I'd rather an extreme outlier like the furious dragons be contained to a specific area of the world, and have a more manageable temporal storm, angry bear, or even just a high rift activity day as a general encounter. My reasoning for this, is that the latter are things that are very deadly if you get caught unprepared, but are also things that you could reasonably expect to survive by running away, hiding, or possessing extremely sharp combat skills. The dragons, however, would feel very unfair, because there's not likely to be another outcome aside from instant death.

 

Posted
2 minutes ago, LadyWYT said:

Very fair, but to split hairs, I'd rather an extreme outlier like the furious dragons be contained to a specific area of the world, and have a more manageable temporal storm, angry bear, or even just a high rift activity day as a general encounter. My reasoning for this, is that the latter are things that are very deadly if you get caught unprepared, but are also things that you could reasonably expect to survive by running away, hiding, or possessing extremely sharp combat skills. The dragons, however, would feel very unfair, because there's not likely to be another outcome aside from instant death.

 

again.

its not about randomness, its about 'interruptions'. 

You finally made it back to the town and you are sorting out your bill at the Inn, sorting your belonging and BAM the DM then magically rolls you out of what you are doing and pushes you into a 1 week adventure in some cave that you were magically transported too while you were trying to pay your bill.

 

thanks for understanding

Posted
34 minutes ago, CastIronFabric said:

I do not think you prefer Vintage Story over Planet Crafters because of the 'interruptions' it provides which realistically only affects the first 5 hours of game play, outside of wolves to be fair.

Not sure what settings you are playing on, but on Wilderness Survival the rusties don't stop spawning after 5 hours.

Planet Crafter is going for a different theme entirely, but heck, yes, I would love to have some Alien type beasties running around on the darkened wrecks and the Uranium Caves and whatnot, particularly early game when air is a big, big deal. Maybe not a lot of them, but something to change up the memorized and optimized looting paths, sign me up.

But I'll bite. Why is it I prefer VS to PC?

Posted
35 minutes ago, LadyWYT said:

The dragons, however, would feel very unfair, because there's not likely to be another outcome aside from instant death.

I like the dinosaur mods because they are instant death. They outrun you, they outfight you. You find cover or you die. Then you figure out a way to defeat them or you hole up and die of starvation. You figure out how to create a homestead and explore without ever being more than a stone's throw from cover. Even a small stand of trees can let you get away. Until you hear the snarl of the way-too-close cat.

Yeah, it's a completely different game than vanilla, but I like it all the same.

Posted (edited)
33 minutes ago, Thorfinn said:

Not sure what settings you are playing on, but on Wilderness Survival the rusties don't stop spawning after 5 hours.

Planet Crafter is going for a different theme entirely, but heck, yes, I would love to have some Alien type beasties running around on the darkened wrecks and the Uranium Caves and whatnot, particularly early game when air is a big, big deal. Maybe not a lot of them, but something to change up the memorized and optimized looting paths, sign me up.

But I'll bite. Why is it I prefer VS to PC?

1. In Vintage Story within about 5 hours you are going to have copper weapons, at that point even though monsters spawn on your deed they are not remotely close to a threat, they are more like flies.

Before your first 5 hours if a monster spawns in your home its something more important, after you get copper its really not a big deal.

Having played most likely 1000 hours and on multiplayer servers as well would you say my description there is fairly accurate or am I way off?

How about this idea: A simple craft and you can have a Deed Stake. You can only have one Deed Stake, without purchasing more from a trader. That Deed Stake will give you a 15x15 block 'safe zone'. In that zone storms do not happen and monsters do not spawn and in fact, botorns do not throw spears at you from the outside of that Deed area.

If you want to expand your deed you can by a deed expander from any merchant and it is an incremental cost, the larger expansion the more it costs.

Now here is what might be the best part. You can choose NOT to have a deed at all.

Even though I struggle to understand why anyone would want to be interrupted by drifters while planning out a house is beyond me this could be an intresting game play that could work for everyone.

let me guess...no way

 

2. Why do I bring up Planet Crafter or KSP: because, like I have said, in PC and KSP you still have the thrill of the task, its still a rush, its still a hurry and yet there is no interruptions. I believe rather strongly that the attraction to game play is really the cadence between input to reward and tasks ahead and as long as that cadence is good it really does not matter what is being done, however, interruptions conflicts with that cadence. 

3. I have no idea why you like VS more than PC but its NOT because you like drifters spawning in your base or have a great desire for TP storms. That much I am very confident in.

Edited by CastIronFabric
Posted

Personally, I don't have copper weapons. I wouldn't swear I've ever made a copper weapon. Yeah, rusties are not a threat after 5 hours, but neither are they a threat before 5 hours.

Re: Deed Stake, sure, why not? I doubt I would use one unless they were free, and maybe not even then, because rusties aren't a threat, and I spend almost no time at home anyway. Drop off stuff, harvest what is ready, grab more food, and hit the road.

The only urgency in Planet Crafter is running out of space food before you get your food growers going. At the highest difficulty, yeah, it can be a close thing. On normal, maybe you have problems your first time or two before you figure out what you are supposed to do, but after that, it's very similar to VS. If you want to starve, you really have to try.

As I've said at least a few times in discussions with you, I mostly don't care about spawns in my base because I'm rarely there. Frankly, I don't even care all that much about a base. Nothing there I can't recreate wherever I am. I have little homesteads with farms all over the place. Much more efficient than hauling everything to a central location.

Temporal storms? I increase the frequency to every 3-5 days, so that there is at least a decent chance of being able to make at least one Jonas device per playthrough.

Posted (edited)
9 hours ago, Thorfinn said:

Personally, I don't have copper weapons. I wouldn't swear I've ever made a copper weapon. Yeah, rusties are not a threat after 5 hours, but neither are they a threat before 5 hours.

Re: Deed Stake, sure, why not? I doubt I would use one unless they were free, and maybe not even then, because rusties aren't a threat, and I spend almost no time at home anyway. Drop off stuff, harvest what is ready, grab more food, and hit the road.

The only urgency in Planet Crafter is running out of space food before you get your food growers going. At the highest difficulty, yeah, it can be a close thing. On normal, maybe you have problems your first time or two before you figure out what you are supposed to do, but after that, it's very similar to VS. If you want to starve, you really have to try.

As I've said at least a few times in discussions with you, I mostly don't care about spawns in my base because I'm rarely there. Frankly, I don't even care all that much about a base. Nothing there I can't recreate wherever I am. I have little homesteads with farms all over the place. Much more efficient than hauling everything to a central location.

Temporal storms? I increase the frequency to every 3-5 days, so that there is at least a decent chance of being able to make at least one Jonas device per playthrough.

1. ok, you do not use cooper weapons and rusts are not a threat even before 5 hours, proving my underling point. I find it hard to believe that you prefer Vintage Story over Planet Crafters BECAUSE of drifters spawning in your base area or BECAUSE TP storms are mandatory. do you see my point yet? My underling point contains three features and ONLY three features in question (these are the only features I consider to be 'interuptions' in respect to what I am talking about). its exclusively only these three aspects. Perhaps I should have mentioned that from the start.

A. monster spawns in bases

B. TP storms mandatory

C. animals attacking you in the forest

So in the context of VS vs PC I find it hard to believe that the REASON you like VS more the PC is specifically because of those three aspects of the game

2. ok, so having Deeds and having the point of Deeds is to not have monster spawns or TP storms is a reasonable idea, yes?

3. I do not agree, I get the same 'speed run' feeling while playing PC as I do playing VS in early game, not mid or late game but definitively early game and I am sticking with my view that this is not subjective.

 

Edited by CastIronFabric
Posted

I'm probably a bad example because for me it's all about novelty and challenge. That's why I do self-challenges like, "Can the RA be done with day 1 equipment?" (A: Yes, at least up through 1.21. Flint spears might have been nerfed too much in 1.22 for a hack like me to do it.) Temporal storms are a lot like super-alloy meteor storms in that there's no point to participating in them except to get materials you don't need. The major difference is temporal storms give loot that is very rare any other way, i.e., locust nests and sawblades, while super-alloy is trivial once you get autominers. Super-alloy storms are purely, "I'm bored."

But it's a good question. Do I like AD&D wandering encounters for the almost loot-free nature of the encounter itself, just the challenge of killing or otherwise dealing with the manticore, or because it breaks up the tedium of traveling to the dungeon? Probably a little from column A, a little from column B. Random (particularly where creature attacks, defenses, etc. are all selected by the DM, or procedurally generated) gives me the chance to encounter creatures that don't get used in dungeons.

I don't think I've ever thought your Deeds concept was a bad idea, just one I probably would not use, so would prefer other things being worked on first. Are there really no mods that do something like that?

Posted (edited)
2 hours ago, Thorfinn said:

I'm probably a bad example because for me it's all about novelty and challenge. That's why I do self-challenges like, "Can the RA be done with day 1 equipment?" (A: Yes, at least up through 1.21. Flint spears might have been nerfed too much in 1.22 for a hack like me to do it.) Temporal storms are a lot like super-alloy meteor storms in that there's no point to participating in them except to get materials you don't need. The major difference is temporal storms give loot that is very rare any other way, i.e., locust nests and sawblades, while super-alloy is trivial once you get autominers. Super-alloy storms are purely, "I'm bored."

But it's a good question. Do I like AD&D wandering encounters for the almost loot-free nature of the encounter itself, just the challenge of killing or otherwise dealing with the manticore, or because it breaks up the tedium of traveling to the dungeon? Probably a little from column A, a little from column B. Random (particularly where creature attacks, defenses, etc. are all selected by the DM, or procedurally generated) gives me the chance to encounter creatures that don't get used in dungeons.

I don't think I've ever thought your Deeds concept was a bad idea, just one I probably would not use, so would prefer other things being worked on first. Are there really no mods that do something like that?

1. I approve of the approach of 'going to the danger' rather than the danger coming to your base. aka..RA, so I very much approve of a approach to adventure like the RA provides.

2. So you are saying one of the major compelling reasons you like VS over PC is because monsters spawn around your base and interrupt your work even though they really do not impact your game play and are more of an annoyance like ants? Maybe I misunderstand but to be frank, if you are making that assertion I do not believe it. I have never seen in video or on multiplayer anyone ever do anything other than basically 'hold on a second let me smash these guys and we will get back to what we are doing' as nothing more than a distraction.

3. wandering  encounters is NOT the same 'interruptions' I am speaking of in my mind. When you hit that trail you are ready, you are set, you are planning for an attack. When you are building a home, your mind is in deep on the design of the house, you are thinking of where what goes your head is in a different space which is why I am trying to illustrate the difference clearly with great difficulty

Regarding mods for the solution of deeds to be frank, I just rather set all hostiles to passive and I am all set. I am just blueskying how I think game design should work even though I personally have a way around it. I also completely refuse to have TP instability telling me where I can and can not build, I aint having any of that on my own personal game

Edited by CastIronFabric
Posted (edited)
1 hour ago, CastIronFabric said:

2. So you are saying one of the major compelling reasons you like VS over PC is because monsters spawn around your base and interrupt your work even though they really do not impact your game play and are more of an annoyance like ants? Maybe I misunderstand but to be frank, if you are making that assertion I do not believe it. I have never seen in video or on multiplayer anyone ever do anything other than basically 'hold on a second let me smash these guys and we will get back to what we are doing' as nothing more than a distraction.

But that's just it. It's something different. Something to change up what is otherwise a slog through monotonous, sometimes insipid, gray sameness. It's the monotony I don't like. Come up with a different means of ameliorating that, and I'm good. Encounters have just the go-to because, so far as I know, it's always the go-to. Kind of like boss battles. It's hard to come up with a truly different paradigm.

 

1 hour ago, CastIronFabric said:

3. wandering  encounters is NOT the same 'interruptions' I am speaking of in my mind. When you hit that trail you are ready, you are set, you are planning for an attack. When you are building a home, your mind is in deep on the design of the house, you are thinking of where what goes your head is in a different space which is why I am trying to illustrate the difference clearly with great difficulty

Right. I got that. That's why I said my playstyle is sufficiently different than yours that it really isn't an issue for me. I don't agonize over building a place to hold my stuff, because that's all it is to me. A place to hold my stuff. Quite often it doesn't even have walls around it or a roof over it. Just a bunch of chests scattered about the ground. I couldn't care less about building something aesthetically pleasing because I suck at it, and, frankly, don't much care what other people think of my admittedly slapdash homesteads. They serve the purpose I want. That's all I am looking for.

How could you possibly interrupt that, in any meaningful sense?

Edited by Thorfinn
Posted
18 minutes ago, Thorfinn said:

But that's just it. It's something different. Something to change up what is otherwise a slog through monotonous, sometimes insipid, gray sameness. It's the monotony I don't like. Come up with a different means of ameliorating that, and I'm good. Encounters have just the go-to because, so far as I know, it's always the go-to. Kind of like boss battles. It's hard to come up with a truly different paradigm.

 

Right. I got that. That's why I said my playstyle is sufficiently different than yours that it really isn't an issue for me. I don't agonize over building a place to hold my stuff, because that's all it is to me. A place to hold my stuff. Quite often it doesn't even have walls around it or a roof over it. Just a bunch of chests scattered about the ground. I couldn't care less about building something aesthetically pleasing because I suck at it, and, frankly, don't much care what other people think of my admittedly slapdash homesteads. They serve the purpose I want. That's all I am looking for.

How could you possibly interrupt that, in any meaningful sense?

On the first quote: I just do not believe you that feature we have described (monsters spawning in your base area and lighting distracting you) in this game huge motivator for you compared to other games. sorry I am not going to buy that at any price, I am immutable on that so moving on.

On the second quote: I am trying to explain to you that random encounters while traveling in D&D is fundamentally not what I am talking about because its actually NOT an interruption in the way I am describing it.

 

Posted

1. How could drifters spawning in my "base" bother me in the slightest when I am not there? Can't you imagine a playstyle which does not involve a lot of twiddling your thumbs? That's mostly sprinting?

2. What does scattering chests around the grounds in VS have to do with D&D?

Posted (edited)
37 minutes ago, Thorfinn said:

1. How could drifters spawning in my "base" bother me in the slightest when I am not there? Can't you imagine a playstyle which does not involve a lot of twiddling your thumbs? That's mostly sprinting?

2. What does scattering chests around the grounds in VS have to do with D&D?

1. I did not say 'bother you'. try again. I literally said the exact opposite for 'bother'. you are saying its a major ATTRACTION 

I think I am nearly done interacting with you on this. EDIT: I am saying this to be as honest as I can and as non-rude as I can but I think we are done, I am sorry but this is not going to go well so lets cut it off now.

Edited by CastIronFabric
Posted

I don't understand problem here. It's about having easier way to disable enemy spawning inside a player camp?

When i do a building project with a lot of chiseling i often pause time so I'm not interrupted by nights as i can spend hour deciding on few voxels of block. It's also pause hunger and i think spawning too, as i never have something spawn on my project. All so i can fully focus on creative side. I just have a rule that i never use it for resource gathering.

 

Posted
9 minutes ago, Ravensblade said:

I don't understand problem here. It's about having easier way to disable enemy spawning inside a player camp?

When i do a building project with a lot of chiseling i often pause time so I'm not interrupted by nights as i can spend hour deciding on few voxels of block. It's also pause hunger and i think spawning too, as i never have something spawn on my project. All so i can fully focus on creative side. I just have a rule that i never use it for resource gathering.

 

its not really a conversation about 'I cant find ways around it' (which I can) its a conversation about game design.

Regardless, I can not delete the thread and I would if I could.

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