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Bennett Harnisch

Vintarian
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Everything posted by Bennett Harnisch

  1. Actually, the reason I would think to gate them is to preserve a niche for the skeps, so that players will progress from skeps to bee boxes rather than "skipping" skeps. Other than the small amount of clay, skeps are practically infinite already. The point of bee boxes is just to give the player more progression to pursue, and the increased quality of life of not having to trim a forest of reeds each time you harvest your hives provides the motivation to pursue that progression. I'm quite enjoying vanilla still, haven't done any modded playthroughs, but from other games I too have seen mods undermine games by introducing too much quality of life or power creeping the player too far. In any case, if the bee boxes as proposed are too easy, you could introduce any number of mechanics to beekeeping to force the player to think more about their apiary or force them to work a little harder. I think bee boxes are a logical extension that the vanilla game will probably introduce at some point, so it's good to think about and talk about what that should look like
  2. It didn't make sense that you couldn't make them out of iron or steel, and spears were previously balanced around the damage of bronze spears. Wouldn't it make more sense that this was done to change greenhouses? Currently, you can climb a mountain, mine the glacier, and build an ice greenhouse that will never melt no matter how warm the place you build it is. It was a neat little trick people do to save glass, but it was silly. No, obviously this was done to add more depth to the mechanical power system. It makes sense that you can't just keep increasing the speed of the system without eventually exceeding the limits of the wooden parts. Also, as the dev blog stated, the plan is for higher tier mechanical parts to be introduced which will let you push beyond these limits. Nobody is forcing anyone to update, if you don't want to change your gearboxes, nobody is ruining your build. Also, I would say adding large windmills and water wheels is definitely some kind of compensation. Your post is total nonsense. This game has a great community, for the most part, which doesn't need histrionic pessimism like this.
  3. Probably makes sense to put it behind a certain tier of nails, like iron nails, if they don't want people to be able to craft them in the copper or bronze ages.
  4. Serious proposal for beekeeping expansion, adding two items to the game: Bee box - Higher-tech alternative to skeps. Crafted with planks, and consists of two interactable "frames". Once placed, the player must fill the frames by re-investing a small amount of beeswax to act as a foundation for the bees to build on (this also means players can't skip making skeps, and skeps would still be the only way to transport live bees). Once the frames are populated and harvestable, interacting with them will harvest the honeycomb from that frame, and the process can begin again. Bees will still have a chance to swarm and attack, as normal. Smoker - High tech beekeeping tool. Crafted from metal plates and a bellows (I believe bellows are already planned for a future update to the forge). Must be fueled with dry grass and ignited. Once ignited, it will begin releasing a thin trail of smoke particles from the spout. When held and used, it will emit puffs of large smoke particles. Upon touching a skep or bee box, the smoke will guarantee(?) that the bees will not swarm if you harvest from that block within a short period of time. Also worth saying, there could be a special set of late game beekeeping clothing/armor, which would make the player immune to bee swarm damage while worn. I've seen the Nadiyan beekeeper set in the handbook, but I have no idea if it is actually attainable or functional.
  5. Just as a follow-up, after updating to a later version the archive generated successfully and the waypoint appeared on the map. This issue should not affect 1.20+.
  6. I am also having this issue, and my world was generated on 1.19.8. It says "No location found on this map". I'm kind of at a loss, I don't want to use commands to generate it unless I can be sure it's where it was supposed to generate on my world seed originally.
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