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Everything posted by Ari
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Yes, I'm familiar with that part of the wiki and already use those commands, but the specific ones I'm asking about are the ones that don't have commands. Does anyone know if it's possible to simply copy a settings file from a single-player world onto a server? Will that work? Has anyone done it? Or do the devs possibly have other world config commands that aren't documented in the wiki?
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I'm making a new multiplayer server and I can't figure out how to adjust some of the world config options. Most of them can be changed after the server is created using commands, then I can delete the world and let it regenerate with the new settings. However, some of the options available for single-player worlds don't appear to have associated commands, or at least they're not in the wiki. Is there a way to do this, either with commands or by modifying the files? I want to adjust: Global ore deposit spawn rate (I want to increase it) Polar-equator distance (I want to shorten it) Starting climate (I want to set it to warm) Allow underground farming Thanks.
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That's the whole thing though, it really is about luck. if you look at the replies in this thread that becomes clear. Some players are saying "there isn't enough, I've been searching for hour after hour and found nothing" and other players are saying "it's not that rare, I found loads of it really easily, you must not be looking hard enough." It's not a question of looking hard enough, it's the fact that different worlds have wildly different mineral generations. In some worlds I spawn in a limestone biome. In others I can spend a dozen hours searching and not find a single bit. It's not necessarily that the game needs "more" of these stones, it's just that they need to spawn more consistently in every game world, because right now it seems to be feast or famine.
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Just a heads up, I wouldn't quite call it a "bug", but when we updated from 1.12.3 to 1.12.6 we started noticing a lot of frame lag on the server, and we've all had similar experiences in single-player worlds. A lot of frame drops, brief freezes, etc. I no longer get the block-breaking lag in my jungle world, which is great, but now the overall frame rate just seems a lot lower. I had assumed it was just me, but when my patrons started making the same complaints, I figured I'd better let you know. For now we'll try lowering our video settings and see if that helps.
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The issues is that it's fully luck-dependent. Yes, sometimes you just have to explore for a short while to find the stones you need. In some worlds you can wander for 10+ hours and not find it. Making it necessary to explore a bit is great, but it's *too* random, to the point where sometimes it seems like entire worlds can generate with no chalk/limestone. And since it can take a long time to figure out whether you have easy access or not, it gets really frustrating when you realize you've wasted half a real-life day searching for something that simply doesn't exist (speaking from experience). I don't necessarily think it should be in every biome, but there should be a higher chance than there currently is of it spawning in each area, for sure.
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This has always been a problem, honestly. I've complained about it in the past, spending hour after hour exploring only to come up empty. It's caused me to burn out on the game several times and need a long break before coming back. I believe the developers' solution was to add lime to traders' inventories sometimes. So instead of spending a ridiculous number of hours searching for limestone or chalk, you spend a ridiculous number of hours searching for a commodities trader who has lime in stock and desperately grinding or searching for gears to trade for it. I agree that it should be much more common than it is. I do think limestone is more common now than it once was, but you might still have to search 10,000+ blocks to find it, depending on luck. I do think there are certain types of stone that might have a limestone layer underneath (basalt is one of them for sure, not sure about others). I find it most useful to explore around mountains and cliffs, since you can see "under" the top layers easily since they're sticking out above ground. I don't know if the developers will ever make these stones more common (I doubt it, since most of the changes they make are to make the game grindier and more difficult, not easier), but I think it's possible to manually modify the game files to make them more common, or make them available really cheaply from NPC traders.
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The thing is, it's a sandbox game. By definition, it doesn't have an end goal. You do what you want. That type of gameplay isn't for everyone, but keep in mind that there are many different reasons why people play games. Some people want a goal to work towards. Some people want to master a skill and overcome a challenge. Some people want to collect things. Some people want to explore and discover secrets. And some people just want a fun creative space to build in. All of these gameplay styles are equally valid, and not every game has to offer all of them. I would say that someone who gets bored in a game that requires you to make your own goals probably would be more interested in other types of games. Personally, I enjoy the sandbox nature of the gameplay of VS. I set my own goals and enjoy reaching them, and that's what's best for me. I'm happiest when additions to the game give me more sandbox toys to play with, like new building blocks and automation tools (which are gradually being added), or more ways to make the game feel immersive, like the new weather and smithing systems. I wouldn't be upset if the developer decided to add more goals and quests and such, because it wouldn't do me any harm, but I don't require it, either, and I think they are definitely not obligated to add it. All that said, I don't know if the dev is planning on adding more progression/story-based content or not. If so, cool. But if not, also cool. I think it's important to keep in mind why these games are called "sandbox" games. Kids don't play in a sandbox to win or unlock achievements or complete quests, they play because they want to build a castle or dig a hole or whatever else their imagination can come up with. So if you find yourself becoming bored without preset goals, you might be happier with a different type of game. Anyway, that's just my two cents. I wouldn't mind at all if more progression, goals, and story were added to the game, but I also don't expect it, and I am the type of player that is very happy with a pure sandbox, left to my own devices. It's all relative.
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Cool. Thanks for the answer! And that's a tricky problem, good luck with that! I'm sure however you solve it will work fine.
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Starting to think about updating to the latest version. Will the mod work on 1.12? Or will I need to hold off on adding it to my server? Thanks!
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It's also useless to do this, as every time I've seen any of these "you can only buy it from another trader" situations, it always costs more to buy the item than you get from selling it.
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Awesome, thanks, that's very helpful! By the way, are there restrictions on weather where the crops can grow as well? I'm messing around in a creative test world and I got some cabbage to grow, but the parsnips wouldn't grow at all even after many game days. They're still at stage 1.
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Great, thanks. Maybe I will mod the hare file (maybe some of the other animals too) for a desert challenge run so they can spawn (at least occasionally) in hotter/drier areas, and make that my strategy for survival: live off cactus fruit while I race around finding soil in ruins, and hope I can get something to spawn soon enough that I can use their meat to keep me going until I can get some seeds to grow... Would be difficult, but maybe possible! Or maybe I'll make the hyenas able to spawn in these areas. Meat, but not nutritious meat, and they will fight back, so it's a proper challenge to obtain... I'm full of ideas now!
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Is there anywhere I can find info about the spawn conditions for the different animals? Is it based specifically on biomes (temperature/humidity)? Or on other factors? I remember seeing something about hares spawning on grass blocks with tall grass growing on them. Can that happen anywhere? I'm still fiddling with possibilities for challenging survival scenarios on the new worldgen and I'm trying to see if there's a way to actually survive in a superhot/superarid world. No animals spawn there by default and no edible plants other than cactus fruit - but if I gathered together a lot of soil from ruins and laid it down in a single area, is it possible I could get hares and chickens to spawn there? Or is it truly impossible to survive in these worlds (since even seeds found in loot vessels won't grow fast enough to avoid starvation)?
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Whoa that is weird. I did not see that when I posted the issue, but when I try to post a new one now, I do see them. O_o
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I.. How do you use a template? GitHub is a terrifying monster for those of us who are not programmers, you know.
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I discovered the "gotta go fast" issue while playing around on 1.11.13 yesterday and realized I hadn't updated this mod in a while. Now I'm hesitant to update at all because it's so fun to zip around the map at high speeds. (Of course I will update, I need to be able to pick up and carry the new blocks. ) Thanks for all the work you put into this! I think I'm going to start a new series soon with a challenge world... Love playing with the new world gen options.
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GitHub terrifies me but I've just tried adding an issue there. I couldn't figure out how to add labels, though. Not sure if that's the best/most efficient place to post issues or if I'd be better off writing here on the forum.
- 26 replies