Jump to content

AdrianNumbers

Vintarian
  • Posts

    80
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by AdrianNumbers

  1. The thing is in most (if not all) games where mushrooms are present devs forget or ignore the fact that mycelinium is the actual body of mushroom and that they can be huge in area they take (they are actually the biggest individual organisms to ever live on our planet well it might depend on definicion of "biggest" because im not sure if they are heaviest ,trees like seqouia might beat then here but in area taken there is no competition for mushrooms). So i would like to propose new way to spawn and propagate mushrooms . Mycelinium would be type of dirt block that can spawn mushroom tops but any tops present would deacrese chance for or prevent spawn of others in area around them. Spread of mycelinium could be based on algorythm similar to conway's game of life with rules like : 1. If block of mycelinium have less than 3 others in spaces adjusted to it it tries to spawn new. Otherwise it becomes "inactive". 2. There is bigger chance to spawn new mycelinium in direction where it points away from others chances could be also influenced by light level , presence of trees , adjusted blocks like types of soil or air , moisture and/or presence of water source , rain frequency. 3. It dies if its exposed directly to sunlight for too long. 4. For mycelinium spawn means change adjusted soil block into another mycelinium block. Its spread should be slow as to not overwhelm game engine. As for generation i would imagine it as world generator first marks some vertical chunks as spawns of mycelinium (similar to slime chunks in Minecraft) then as you aproach them lets say 3 chunks away) makes simple 2d generation (flat soil plane) acording to the same or similar rules to normal spread , runs it for 40 or 50 generations (the size of this could be bigger than one chunk like 3x3 for example) and then when you arive at those chunks it checks if mycelinium can spawn on surface blocks (they need to be soil and so on). Tops would be then generated with small chance on each mycelinium block with random stage of growth. If you find mycelinium you can dig it out as such with shovel (could need holding shift if you want to preserve mycelinium and holding shift would make it take longer to dig that block) but it will turn into normal soil block after few days (it dies) . Also mycelinium could be a semi hidden property of soil , no information on hud and texture change on grass surface of soil but visible on clear soil and in item info after diging it out. With all of this we get immersive way to generate and farm mushrooms that can give rise to nice organic patterns in forests.
  2. Well devs could also add new type of leaves block that have the same texture as normal ones but 100% seed drop if broken directly and 20% if you chop the whole tree and set in world generation that each tree generates with a certain number of those leaves depending on rarity of said tree (for example for ebony 1 to 3 of them in each tree) at the same time lower the chance for seed from other leaves to prevent cases with to much seeds from single tree. With this we get a guarantee that with enought patience player can propagate all types of trees but we also prevent it from becoming to easy and seed amout from geting out of hand while also leaving a chance that player can be unlucky and miss those leaves entirely. Numbers can ofcourse be changed to ballance it better. I also have no idea how world gen would handle it in forests. I also like the idea with longer growth time for rarer trees.
  3. I was doing some chisel work when i thought it would have been awesome to have similar guidence system like with knapping or Clay working. I imagine it as we make one chiseled block like we do now and then we can "copy" it as design (it could show in our hand book) . Later when looking with chisel in hand on a block that can be chiseled and pressing "f" apart from option that we already have there would be book icon that after you press it would show all your designs (i think it would be best if they could be grouped in folders) and here is a question how much "power" you want those designs to have . I figured that fully copying like in Minecraft's mod chisel and bits is to much since its not yet in the game (considering that on creative we can copy them) and would break immersion. I thought of 3 possibilities : 1. They only hold the shape and ignore materials so you can use each design on any chiselable block but if you want to have multi material blocks you would need to change voxels yourself ( the ones that you want to be different material ofc) 2. They would be locked to blocks with the same materials used in original block and show you where you need to change voxels or just stright up do it themselves. 3. Just both 1and 2 as modes you can freely chose from. As an addition i think it would be even better if those designs would be an profile file so we could use them on any save or server kinda like blueprints in factorio. I think this solution would make it much less frustrating to chisel blocks on survival and maybe even open some new ways to craft things like stone coffin and grate blocks.
  4. Since a lot of actions demands empty hand , we could add a toggleable option that would lock the first slot of hotbar so its always empty ( apart from when player put something there). It could also work with additional hotbar slot that can be selected but cannot be filled in any way. Or make hotbar selection toggleable as a whole so you would have configurable button (in game controlls) that lets you hide currently selected item (hotbar slot) like in some rpg's , also maybe traders wouldn't like it if you aproach them with weapon/tool in hand XD.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.