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Ender Riens

Very Important Vintarian
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Ender Riens last won the day on August 5

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Community Answers

  1. Yes. There should be a mods folder in the server files, just throw your .zip files in there just like normal mods. Just make sure you have them installed as well.
  2. Tested it myself, doesn't work.
  3. You can access survival inventory by changing gamemode. "/gamemode 1" and "/gamemode 2" will let you switch between survival and creative. You'd have to switch to survival and then back (which gets you the crafting grid), but I don't think there's a way to get a survival inventory that persists through the switch to creative.
  4. 1. You should be able to put crocked turnips back into a barrel by simply right-click transferring. Otherwise, you can transfer between pots and crocks, though it doesn't really provide any use as the pot considers it already cooked and provides inaccurate sat values (unless creative mode just really doesn't like putting crocked vegetables into pots). It also interestingly enough started to duplicate the vegetables... I wouldn't be surprised if it's an unfinished test/creative-only feature, but try it yourself if you'd like. 2. Unless someone knows something I don't, from testing I believe once food goes into a bowl it is considered a meal and cannot be retrieved in any manner.
  5. To quote the wiki: "...boars (and sometimes sows) will attack players when in close range but will become passive after 10 generations." "...male sheep (and sometimes the females) always attack players when in close range, but they will stop doing so after 10 generations of breeding." The only domesticatable animal that will guaranteed not attack you are chickens. If your animals are just occasionally attacking you when you get too close, it is likely an intended feature. If your animals are constantly trying to attack you (i.e. chasing you), then it is likely a bug. "Neutral" animals, by definition, do not chase unless attacked as well. They may attack if you do not respect their space, but if they are not actively chasing you then they are still in a "neutral" state. An animal is only "aggressive" when it is actively pursuing you in an attempt to harm you (e.g. wolves, a provoked ram/boar, or a rooster that has decided to attack).
  6. Yeah, Forget-Me-Nots don't spawn in large groups, making them extremely hard to collect en masse. A simpler solution is to raise your beehives up one block with a fence (or block of choice) so they stand above the flowers but still get the flower effects. Then you can put almost any flower in your apiary (except the extremely tall ones) without issue. Also puts your hives closer to eye level.
  7. Not winter. Brand new world, first in-game month or two, none of the berries I plant are progressing. The wiki says "Berry Bushes flower only during Spring, Summer and Autumn. In Winter, their growth is completely halted, even if put in a greenhouse. It will constantly show 'Will Flower in 4 Days, weather permitting.' even if the weather is not permitting." The last sentence perfectly describes my problem, though it is currently not winter. The area I am in is relatively warm (30-39C). The only two explanations I can figure are: A) Berry bushes have a maximum heat tolerance I did not know about before (as far as I know, berries grow in any temperature or climate. Temp/climate only affects their generation). B) It's a bug.
  8. Your farmland is drying up. Water it again to replenish the nutrients you are losing. As far as I know there is no way for a farm tile to actually drop soil levels (medium to low, etc.), and you can always get the tile back to its max nutrients. Fallow tiles will still lose moisture even without a plant on it. I don't know how much or if you are watering your fallow tiles, but they are dropping in moisture and turning into dry farmland (the "low fertility" look you see). This will dock the effectiveness of the tile, but rewatering the tile enough will make it moist again and bring its effectiveness back up to normal.
  9. Ender Riens

    Class survey

    It's expected that they figure out what to fix before they get to any actual fixing, and I'm not suggesting to collect a bunch of short-answer opinions to figure out what to balance. That kind of method is extraordinarily inefficient to sift through and draw meaningful conclusions from. What I am suggesting is that this not be the only poll they do. While this poll means to (and can) figure out where problems lie, it has a hard time pointing out what the particular problems actually are (it only suggests them at best). You mention the issue is likely penalties, but it could be more than that, and guessing it's penalties is only an assumption backed up by design speculation. Class issues are more than likely a number of different things--potentially any combination of penalties being too harsh, penalties existing in the first place, bonuses not being influential enough, bonuses not being unique enough, class differences having little variety outside of passive stat changes, or a bunch more things outside of those potential issues. What the results of this poll gives is where the problem lies, but the solutions are nothing but conjecture (unless one genuinely is reading all of the feedback posted in this thread). A good designer can hazard a confident guess in what the issues actually are, and in most cases be correct--but the potential for missed problems or a half-working solution is large. We know what classes players do/don't feel like playing, but we don't know why they do/don't feel like playing them, which is information to be discovered via another poll, and information which will target more specifically what they should be changing. We know what classes might need changes, but we don't yet know for sure what changes should be made--the problem could be any of the aforementioned issues I listed, or more beyond that which I haven't thought of. Hell, if one of the issues even is something like penalties, it could lead to the entire class system being changed and improved if you figure out via polling that players find penalties in particular an issue. That being said, this poll is better than nothing. Any player feedback (even loose feedback like this) leading to design changes is, in most cases, a good thing.
  10. Ender Riens

    Class survey

    Be very careful with this kind of user research. Questions like "what is the best," "what is the worst," are too vague and can lead to misleading assumptions or have drama-fueled answers. 45% of people prefer Commoner, but why? Do they not like the debuffs of other classes? Do other classes simply not feel unique enough? Or are the class buffs not strong enough to warrant preference? Maybe your problem is that most classes are defined by stat changes, and not actual tangible differences (like class-specific recipes), resulting in classes not feeling very visibly different, so players aren't pushed towards class differences (and settle on a neutral-ground class)? There are hundreds of reasons that people may think a certain class is good or bad, and these reasons vary from person to person. These survey questions are not specific enough and do not provide much valuable player input in terms of making balance changes (outside of obvious outliers like Clockmaker). Even just changing the questions to a "what classes do you think are good/bad" allows you to collect info specific to each class instead of specific to the singular "best"/"worst" class (a very controversial and muddy question). It turns the question from mutually inclusive (all options affect a choice) to mutually exclusive (other options do not affect any singular choice), which is much more valuable and clear information from a user research perspective and which leads to better design changes. Be careful about using potentially charged/unclear/invaluable questions to make design decisions. They may be good for figuring out what you should target, but you need to ask more specific things to figure out what you should change. E.g. you know players largely believe Clockmaker is bad, but you don't necessarily know why. Make another poll and ask specific questions about the class and its modifiers to understand the particular why before making any changes, otherwise you're just shooting in the dark and making assumptions. This current data set leads to nothing but assumptions, as it is prone to bias (being mutually inclusive) and there isn't any specific information about the whys.
  11. Yes, display cases and shelves will be your best bet for mineral displays. Display cases in particular work very well, and can hold anything a shelf can hold (minus clay items). Most every mineral/ore in-game can fit on a shelf or display, as far as I know.
  12. I personally use lategame winters to prospect (more prospecting never hurts) and find translocators, though if you don't really feel like traveling anywhere then you remove a lot of options. Considering you're lategame and have already done most things, I'd recommend giving some hopper/chute automation a try if you haven't already, or try larger-scale automation if you have. If you are truly endgame and out of things to do, then I've personally found microblock/multiblock chiseling to be somewhat entertaining, if sculpting is your thing. You could also peruse all the fancy craftable clothing you can make out of fabric and dyes.
  13. Ender Riens

    Cassava?

    I am currently in the process of doing testing like this for a climate guide, and Jane Dee is correct. Cassava spawns in hot and dry areas, commonly those that spawn savannahs. They will usually spawn in climates that are Very Hot or above (around 32C+) and more commonly in areas with less rainfall, as they will not normally spawn in jungles. The lower rainfall you get, the less likely jungle climates are to spawn and the more common savannahs and deserts are, which are your target biomes for finding Cassava. The plant itself can spawn on a variety of terrain (including sand), meaning they can spawn in barren deserts as well as savannahs. If you see Saguaro or Acacia, you are in the right place, as these two also almost exclusively spawn in these climates. Your golden range is Scorching Hot (around 36C+) and rainfall between Very Rare and Common.
  14. I've heard a couple people in various places say that berries make surviving hunger too easy, though it is fair to point out that the nutrition system naturally encourages players to eat other things. It is 100% valid to believe berries are fine as they are, though it's impossible to appease both sides of the matter. It would be much better to keep berries "broken" to some than nerf them and make them "bad" to others.
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