-
Posts
3381 -
Joined
-
Last visited
-
Days Won
77
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Maelstrom
-
It's probably more of a player frustration mechanic to motivate advancing to an actual door that doesn't break. Personally, I used the gate equivalent until I had a saw to make proper doors. Looks like I'll continue that practice after I've upgraded to 1.15.x (looks like x.3 is the final release).
-
It's not a case of checking success against a static percentage each time a leaf block is harvested. The percentage chance of success steadily increases until success is guaranteed. For example, the first block harvested is 0% the second block harvested could be 4%, then 8%, 12%, 16%, 20%, etc. A random check against that increasing percentage for each harvested block will mean that eventually a seed will drop. The only random part is when will it drop, no longer if. As with everything, it depends on the parameters set by the devs, but it could make it easier for them to tweak seed generation and even provide a default initial success to 100% to guarantee a seed drop regardless of the scarcity of leaves on a tree (but that could be exploited too.)
-
Another option is have an increasing percentage chance per leaf block broken. When a seed drops the percentage resets to zero. Once the percentage equals or exceeds 100, a seed is guaranteed to drop. The percentage increase can then be set uniquely for each tree making some harder to obtain than others. The first leaf could be set to 100% to guarantee at least one seed drops. For instance: a pine tree having 100 leaf blocks has a seed bearing percent of 4%. After the first seed drops, the counter is reset to 0 yielding no seed. Next leaf block goes to 4% then 8% and so on until either a seed drops or leaves are not harvested anymore. In our fictitious pine tree it may yield as much as 8 or 10 but at least 4 or 5 if the original drop percentage is 100.
-
Sounds like a restart, but at the risk of opening old wounds... What does worse from there look like?
-
Glad I didn't give up on this start. I serendipitously built my initial highlands home literally on top of a vein of rich hemetite! Managed to find enough tin to create a bronze pick and anvil (plus a little left over). Mined over two stacks of iron chunks to smelt before relocating to a more preferable location. Still interested in hearing the horrors of bad starts (and if/how circumstances changed).
-
I don't think that's necessary at this point in development. Take a look at the roadmap to see what is currently planned for implementation. Remember that there's 1 full time coder and 1 part time coder to do all the work.
-
All of these also needs to be considered carefully as it may present an unfun factor to most players. Maybe these pests become a more prominent problem after copper or bronze age since there's enough existing chores to accomplish in the stone and early copper ages. It should definitely be optional.
-
Additionally, helve hammers can create the numerous copper, bronze, silver and gold plates for lanterns.
-
Maybe add poisonous spiders as well? I routinely have to eradicate black widows from my living area.
-
Agreed. ALL trees should drop AT LEAST 1 seed so that the tree can be replaced without reproduction/propagation. But that goes against nature. ALL living things seek to increase their population, some are just really picky about what it takes to thrive. To mimic that real world experience the devs could keep the seed drop rate to slightly over 1 per tree for the ones that they don't want to see massive forests. Creating a declining population of trees only discourages players from trying to utilize the bright shiny new block just introduced. Seems counter-productive to me and potentially chase off players.
-
Could have spent that time doing some other quick and easy feature that would be more appreciated (like an initial quick, easy tool repair mechanic?)
-
Something I forgot to mention. IRL wind that has a significant impact on someone is very rare - hurricane, tornado or even wind storms are not very common events. Still don't understand why it was so important to implement this feature at this time.
-
I'm flummoxed why wind should be an effect that affects player at all. Yeah, IRL wind can push someone around; but there's lots of things in life that just should not be added to a game.
-
With my limited knowledge of programming, every seed would have be checked regularly to see if it changes state or not. This would likely expand to all the trees visited to see if they would drop a seed. Confining your idea to only player planted trees would keep the game from getting bogged down in processing all of the individual trees and seeds. Of course, the devs (or mod makers) could show how ignorant I am (which would be appreciated).
-
Sounds like escaping spawn on 2b2t. I'll admit that would have been a restart for me (until I get more experience playing the game).
-
Waypoints can be added to maps by right clicking on the big map (m key). Waypoints will show up on the mini-map as well.
-
You may want to check out the Expanded Foods mod. I don't know if jerky is in there or not. If you play vanilla, the closest thing to jerky is throwing meat on a firepit and cook. This is the only option for bush meat in vanilla.
-
Thinking of this from the coding perspective... Would this be for ALL trees in world? If so, I would think that the burden on servers could be quite demanding. I like the mechanic you describe, maybe constrain it to only player planted trees?
-
Few negative impressions after playing 1.15 (up to .1)
Maelstrom replied to heptagonrus's topic in Discussion
Drop rate of seeds still needs to be greater than 1 per tree, otherwise there's a diminishing supply of wood. -
I'd settle for boats and massive lakes (aka oceans?) first.
-
Hunted Animals turns into Monsters in unstable Areas ...
Maelstrom replied to RobinHood's topic in Suggestions
I like the idea of a mundane critter converting into monsters in temporal unstable areas or during temporal storms. Increases the emphasis on survival. -
I had a false start on a full sized world where I had enough reeds to craft 1 or 2 baskets for inventory expansion before nightfall. Quit that world and rerolled a new one.
-
Wondering what's the worst start you've seen? I just started my second play through and got a seemingly pretty lousy start. Full disclosure: my first world was customized to nerf more challenging aspects of the game (passive mobs, no temporal issues) as a primer in learning the necessary survival skills so this is my first "legit" play through. So this apparent lousy start - Spawned in a warm climate and there was almost no flint (3 pieces and tons of shale, granite, andesite). By the time I founded my dirt shack close to sunset on day 2 I had a whopping 25 flint to my name. Made knives and an axe which was broken chopping brush for sticks (which wasn't plentiful) and chopping a modest tree for 4 or 5 logs (couldn't even chop firewood due to broken axe). Nothing but low fertility soil for hundreds of blocks radius, almost no food the first day (only found 3 berry bushes with 1 yielding berries to eat); thankfully I harvested a handful of reed roots and cooked them that night when I was starving. By the time I found medium fertility soil, I had seen a couple of chickens and rabbits, no pigs and no sheep/goats. Found plenty of flax, rice and other grains, but only two spots of turnips yielding 5 edible tubers. Want to hear how good I have it by how hard you've had it.
-
Or crafting a block and powering it with an easily obtained object.