Okay, if torches are going to be limited in their burn time, and will need to be relit after they die, do torches need to be lit when first placed?
If so, than that requires iron to make a flint before you can even light a torch.
If not, why do you even need a flint? You could just knock down the torch an then put them back up. Kinda defeats the purpose of a relight IMHO.
Unless the torches will be premanently placed. Which I think might add to their being worth less. Disposable torches. Not too excited about that though.
Just a thought.
I have a feeling to prevent that kind of abuse of drop and replace, the dead torch will have its own ID. Then whenever it is re-lit, it switches to the lit torch ID. So if you pick up a dead torch, it stays as a dead torch.
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Welcome to my ice cream store! We got four flavors: Vannila, Chocolate, Strawberry, and AIDS. New Mob Idea
I don't think the recipe should require glass. Sand is pretty rare in some maps.
I have two recipe ideas:
Yields one (1) lantern.
Yields four (4) lanterns.
The represents some hell element. Notch mentioned the idea maybe having to go into hell in order to make lanterns. I think this is a bit too complicated for people who just want an infinite light source.
The torch and cobblestone recipe can be completed by new players who have done some exploring and mining. (They would need wood for sticks and a workbench for the pick-axe to get the cobblestone and coal for the torch.) It's just enough more work than a torch without giving too much in return for too little. Also, it can be quickly completed by a traveler who is away from their workbench, just like a torch.
I also think lanterns and torches should emit the same amount of light at the same strength.
If previously placed torches turn into lanterns, what's to stop us from simply making like a hundred 4 by 4 walls or something and just smacking torches on it like crazy October 16-30. Everything turns to lanterns and then I have more than enough lanterns for a while. Grab them all off my lantern walls and store them in a big chest labeled "Lanterns." Will lanterns possibly have a "Once knocked down, they're destroyed" feature?
I realize I'll have to make some in the future again, but then again I have a few hundred coal lying around. It's not like it's hard to find I sneeze and find coal.
I don't like exploiting features. I'm here to have fun and that ruins it for me. I like having to work to make my caves well lit. I like fumbling around in the dark to throw torches on walls only to see a zombie and a creeper a few blocks away. I'm just asking about game mechanics and all.
Still relatively easy while still being rather expensive. Makes 4 lanterns.
More costly but gives off more light so less are needed at greater depth than the stone ones.
Even more costly. Still makes 4 lanterns but again the radius/brightness is increased meaning that there are fewer needed to make lower levels "safe"
This way you can have a permanent light source very early to make your home "safe" and as you go deeper they become less convenient, forcing you to switch to the iron ones. You could even make it so the stone ones are not enough to make the lowest levels "safe" even if they are placed next to each other.
On another note I would love to see the mobs behave differently in different lighting. Photophobic enemies and photophillic animals.
Here's the huge problem as it stands now. If it takes Iron to make a lantern, no ones going to use it, because there's already a source of light which takes far less materials (but more than the torch), lights up the place as much as a lantern, and is infinite: Logs of wood.
Simply put, I'd rather take some flint and steel, and a stack of logs with me to light up the places. It doesn't take much of an effort really. You dig a hole thats surrounded in blocks that can't be lit, then you light that log. There you go, you got yourself a lantern.
Really, the change seems silly in light of this. Either this method is going to have to go away, by having trees eventually go out when they're on fire, which is going to add yet another thing to 'maintain', that is my fireplace plus all the torches I'm going to set up... or there's going to have to be a new way to create 'firewood' blocks which is just as hard as a lantern to make, so we can make fireplaces without having to constantly relight them.
Overall, I'm just going to light trees on fire to light my new worlds houses, unless they change this behavior, because iron is already used for damn near everything useful. I can't support making enough lanterns to light my main mineshift, and make/extend a railroad system constantly. It's going to slow down an already slow at the start game to a snails pace.
If you can't find coal before nightfall on the first day, then you're forced to sit on your hands until day comes back, or play on peaceful until you find coal, which isn't in the spirit of the game I believe. This considerably slows down the game at the start. Now we're going to have to find steel (which is rare when you're first starting out) just to be 'safe'.
This also puts a huge hamper on farms and tree farms. Underground farms will be incredibly difficult to maintain - above surface ones will only grow during the day time, which means new farms after this patch are going to require a considerable iron investment to maintain maximum efficiency, or any efficiency at all (for the underground varieties). This is compounded that the whole "light the log for everlasting fire" trick won't work for farms, because tree farms have a nasty habit of breaking glass to their sides, which means that ittl more often than not break a glass encased fire and set EVERYTHING on fire.
The game is meant to be fun, but hard. Hard is good. But bringing in maintenance by taxing an already taxed resource is not the way, assuming that it DOES take iron.
Either make it require another resource (something between the rarity of coal and iron), fix the infinite log on fire trick (and make a new type of wood that can be set on fire infinitely, and make this be the same rarity, or use the same material as above), or just ditch the torches going out idea, and keep in the lanterns just for looks.
Maybe make it so that torches only go out on 'hard' difficulty. Maybe make a new difficulty aptly named 'Hell'.
We'll see how this works out when the release comes, but if it does require iron to make lanterns, and you don't start with flint and steel, and the torches don't last a long time. . . I don't see myself making a "new world" any time soon, just because it won't be fun to have the game slow down even more than it already was at the start.
There should be lanterns and electicity and the lanterns would look like this
Everyone is throwing out ideas hat involve lantersn looking much like this but if you think of a lantern and how a typical lantern looks... How would it be placed on a wall? I think we will finally have a light source we can put on the ceiling :.D
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In the land of the blind, the one-eyed platypus is king.
I think that the material we need for lanterns will only be found in hell, BUT it will be abundant in hell. This would make sense because we will most likely have to craft hell portals and even though we have to work our way up to it, it won't be hard to make.
EDIT: Also, slime could be used as the material, but only if slimes spawn on a certain biome. I remember they used to be more prevalent than AIDS but now they're an endangered species. :tongue.gif:
Gah, I don't like the look of this. I would stick to Alpha if torches were changed to be limited. I love the simplicity of mining, and imagine how easy it would be to get lost of your torches kept dying. And everyone who is doing all of these really complex recipes, you realise noobies and new games can get none of these for days and days on end? Is that days without light? And how do you dig for these materials without light to dig by?
I think there should be an option for 'Classic Lighting' (Alpha style, torches infinite, no more complexity than that) and 'New Lighting' (one of the suggestions in this topic).