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wildforester

Vintarian
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Everything posted by wildforester

  1. Candle clocks!
  2. Bronze is fun, don’t rush. Anyway, I’d go for the tin, it’s better than bismuth bronze in durability and is fewer resources to collect (helps with the math and storage).
  3. Is the ground granite all the way through? Also cassiterite is rare even at ultra high readings, you may have to make branching tunnels to prospect for tin. Use the node search mode to determine if tin is nearby every 8 or so blocks.
  4. This is a thing in the game! It was added in 1.20, searching wooden roof in the guide may get you the recipe, it seems they went under the radar of new additions
  5. I’ve found the issue of bowtorns to be minimal. My base however is on the side of a massive hill. But for regular bases, a 2 high fence is a very easy way to protect against bowtorns and is frankly a great way to deal with drifters as well.
  6. Well lit would be above light level 7, torches output 14 light, light propagates in a diamond shape. If you’re on 1.20.8 rc.1 that could be why drifters are spawning, that update has seemingly broken spawning checks like light.
  7. I could see dirt sides as dampening changes in temperature. The earth does have a massive thermal mass and it could, while not upping temperature, extend seasons in a sense.
  8. Agreed, but this could provide a bonus as well instead of fully nullifying temperature. Anyway, I do not believe this would fully remove the challenge of seasons, the greenhouse could get too hot in the summers.
  9. The /kill command should work otherwise you could hit the trader and have them kill you (though I do not know if they’ll forever be hostile) or wait and starve to death
  10. Hi, since I’m newer to the game and don’t know all there is to know with commands or debugging options, are there any debug options that show entity path finding or spawn validity for a location? I haven’t found the wiki page especially helpful due to it listing and not saying.
  11. If the changes listed are all there is, this iteration shouldn't be negatively affected. The changes only talk of rebalancing spawning, not changing spawning logic. I may get that downloaded for my next tests if the rumors of it setting rift activity to very high are fixed. I've seen that floating around...
  12. With my tinkering in the other post, here's an update to the trap that should plug any theoretical leaks. If anyone uses it and an enemy spawns, let me know and say where. ActiveAggressionAllEnemyTrapV1.3.json
  13. Cheesing is bound to happen and with the newer storms being more of a deathtrap than ever for those who aren't as confident I believe such is fine. Ofc I'm not forcing you to use these methods of spawn prevention or cheesing at all (Though I am open to contributions to the knowledge). Either way, an interesting tidbit, only shivers will spawn on top of ladders. But this can be prevented by surrounding ladder openings with space-taking blocks. Until a drifter immediately proves me wrong...
  14. I believe this mechanic is for increasing temporal stability while underground, could be useful if a story location is unstable or you’re mining a large area. It should hurt the player. Don’t know anything about it canceling storms though…
  15. I was experimenting today with ways to prevent drifters and other new enemies from spawning during Temporal Storms and made a few interesting observations/notes. For blocks that drifters cannot spawn on, there's another attempt just above said block. Fences cannot be spawned on top of (excluding iron fences as they seem to use a different base than other fences). Doors prevent spawning within themselves but can be spawned on top of -- that could make a spawning platform design that drops directly into water. But the main concept I've tested is this: A layer of sticks plus fences 2 blocks above prevent the spawning of drifters (the fences aren't necessary if done underground/you don't care about enemies spawning above you). The player stands on the layer of sticks. (By the way, even though stick layers can be placed on paths, it'd appear to do nothing). Of course, the spawning logic of the enemies is tedious to test so more testing is needed, as always.
  16. Double header drifters look like they have the usual front head but slashed open, and a backwards facing head.
  17. I saw in a passing comment a while back that the server queue should have a chat, and well, that does sound pretty nice. Currently the queue feels a little bland, a position in a list with nothing to do and no indication of when you've gotten in. If there's one thing I'd like to see with the queue, it'd be a sound effect (or a notification) for when you get into the game, that'd prevent having to switch back and forth while waiting to get into the server. But other than that, something like a chat, or a simple game would be fun to have.
  18. Anyway, I've made a few small tweaks, I'm happy with it now. If anyone tries it out and a drifter spawns in with you, let me know. I tried to squash that issue with this revision.ActiveAggressionAllEnemyTrapV1.2.json
  19. Seems fences work just fine Fences and walls probably extend from the same block in code, I'm guessing you've either been experiencing clipping or stabs. Their eye height is ~1.8
  20. I’ll have to see whether walls block the projectiles, currently it’s all fence to allow greater visibility to the outside
  21. I haven't gotten any count on the loot... but since boiler rooms are now 1/4 as effective in 1.20.5 and I've seen (though now I can't find it) that storms may preference one enemy over the other on random. It should be fair bonus.
  22. The tower is there to allow drawing in bowtorns, in the case of a drifter/shiver getting in it probably would be a good hidey place. The gap between the outside of the pit and fences hasn't caused any issues for me, shivers and drifters seem to enjoy dropping in, though as seen in the video bowtorns, aren't too thrilled with it (which is why there are trapdoors in the corners, to make them think they can cut the corner). The gap between the fence and the inside of the farm is also fine, though stones can get through. It's not very common. Items can't fall through because their hitbox is too large for the gap, that's why your farm isn't losing items to the gap. As for bowtorn projectiles, in previous testing on a different varient I had bowtorns shooting through the walls. I suspect the hitbox of their projectile is too small and occasionally can pass through the fence. Walls won't make a difference there since they're the same thickness. But bowtorn projectiles shouldn't be an issue as the bowtorns will hold off fire untill they have a clean line of fire. One thing to be careful of is their stab attack. If you get too close, they can stab through the walls. That's why in the video I stand on the inner edge of the path.
  23. I went with the last idea I mentioned, so here's what could possibly be the first bowtorn compatible trap. It's heavily based off this design (really smart how they only allow bodies to go through so you can collect the drops before the bodies decompose. I simply modified it to work with the shivers and prevent crawling drifters from getting into the center part). 8mb.video-Jfa-vutxdyYM (online-video-cutter.com) (1).mp4 8mb.video-fPT-zgGD3e2c.mp4 Schematic (If I exported it correctly): ActiveAggressionAllEnemyTrap.json Should note I just finished this and haven't gotten around to testing it in an actual temporal storm (due to the creative world). If drifters and what not spawn in the center adding grass clumps should stop that.
  24. If the AI changes yeah, stuff will break. Anyway only way I think this concept could be continued is to find some really complicated layout of locks and drops and streams and what not that force the bowtorn toward the player. That or having them run up ladders while far from the player and getting pushed over while up high enough not to be scared. I just though of using rafts as well, sink them in the water streams as I imagine the walking logic can’t deal with going up other entities… I think the current best method would either be to make a tunnel that the player can run about and collect all the bowtorns with for bringing to the killing chamber or climbing up a ladder to encourage the bowtorns to come into the killing chamber (their standing range is spherical so going up will make them come closer because they really like staying within shooting range of the player). Those are my ideas right now.
  25. Sorry, is it cheesing enemy AI that worries you? I’m having trouble making sense of that sentence…
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