Just as a by-the-way to all the people complaining about the difficulty of Hardcore Hunger and the other new changes, as FlowerChild has said multiple times, to survive you need to adjust your play style. I have been playing the same BTW 4.65 world for a few in-game weeks now, and I've got almost half a stack of Iron. I don't have any wheat, carrots or potatoes. Instead I have been farming Mushrooms and Chickens. (Mushroom Omelets for the win ). Start a Hemp farm. Capture a Chicken. Use excess seeds to feed said Chicken. Eat results. I started with one chicken, and I now have nine, and they're producing more eggs than my mushroom farm can keep up with.
Also, FC, thank you for this latest update It's made me stop and actually explore some mechanics of BTW and vMC that I've never had cause to before - as has been said over on the BTW forums, you really are making all the disparate elements of vMC into a cohesive whole, which I can imagine to be a complete nightmare. Thanks heaps for all your hard work man!
Rollback Post to RevisionRollBack
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
I brought some wolves to my base this morning in my current save and noticed something odd..
I brought them back through the nether, and their barks and sounds seemed much lower afterwards. I bred them together and their offspring sounded normal, so I um, gave the parents the axe (mmm wolfchops) just in case they were about to mutate into something horrible or somesuch..
They also made distressed sounds in the nether, but I assumed at the time that they had just managed to teleport into the walls or other wolfy silliness/bugginess.
Animals in the nether are just a bad idea, and I will be making additional changes to them in the future to drive that point home
Chickens were only really the first step there as those were the first animals you could transport (through eggs) to the nether before Mojang opened up portals to pretty much anything.
So yeah, probably wise that you beat suspicious sounding wolves to death with a shovel and then proceed to behead and burn the bodies before the additional changes go into effect
So yeah, probably wise that you beat suspicious sounding wolves to death with a shovel and then proceed to behead and burn the bodies before the additional changes go into effect
Ah, good to know. Better than Paranoia!
I have to say that I really love how there's all of these little details in the mod to be discovered. I always seem to be discovering some new fascinating interaction, feature, or gotcha (like "don't swim when badly injured!"). The attention to detail is truly amazing.
I have to say that I really love how there's all of these little details in the mod to be discovered. I always seem to be discovering some new fascinating interaction, feature, or gotcha (like "don't swim when badly injured!"). The attention to detail is truly amazing.
Thanks man
Yeah, I'm a huge fan of emergent gameplay (basically when sets of rules combine to create interesting and unanticipated results, which the older vanilla features used to provide a heck of a lot of room for), so I like to put a lot of thought into those kinds of little details that have a tendency to surprise you during play.
I'm not going to lie. The feeling you get when you find an inhabited village, especially when you've been looking for a little over a week, oh my gosh I haven't gotten this excited in Minecraft in such a long time!
(Also thank you Flower for helping me understand how milking cows work. I didn't say anything at the time but it was really helpful.)
I'm not going to lie. The feeling you get when you find an inhabited village, especially when you've been looking for a little over a week, oh my gosh I haven't gotten this excited in Minecraft in such a long time!
You're likely going to be slapping yourself once you realize there's a much easier way to go about it (ahem...Nether), but glad you found it so gratifying
(Also thank you Flower for helping me understand how milking cows work. I didn't say anything at the time but it was really helpful.)
No problem. Glad my detailing how udders function came in handy
Im curious FC. Aside from balance change to things already in effect, Is the mod as it stands close to what you would consider final, or is there a lot of really cool features heading our way. The really big and complex mechanisms like stoked hibachi systems, the seamless feel of the kiln being a structure that then provides function, and the massive windmills and watermills that force you to plan building layouts around, are all features that i truly enjoy and are the parts i enjoy best. Being able to get these things going with the obstacles the hardcore modes put in front of me make it all the more sweet when i am finished. Could we be looking forward to more features like these in the future? Maybe even things that get into strange ender magics? (i dont want like ridiculous magic crap, i mean like things that are kinda subtle and fitting, like beacons).
I have figured out what you have been hinting at with the nether and i no longer am concerned about abandoned villages. I found another potato in my zombie dungeon trap. And as a concern to the balance of the game, after spreading a bunch of torches over a wide area and chopping down some trees around my base, i feel almost too safe. The well lit style of branch mining that i use doesnt even give me the risk that caving presents, and is too efficient of an alternative to caving that i really dont think it is profitable to go into dark caves, since i get far more cobble using my method. I havent been in mortal danger since i transitioned into starting pottery and getting my steel things. Its started to feel kinda like playing on peaceful, except i have to eat a bunch of food. Im not sure what would fix this problem, or even if it should be fixed at all, but im interested to see hear what you think about it. Do you like being able to create a safe haven and being able to enjoy it after all the work that goes into it? Or do you think maybe there should be a way to make later game more challenging in some way?
Could we be looking forward to more features like these in the future? Maybe even things that get into strange ender magics?
No, probably not. I'd say I'm pretty much done with major additions of that kind.
Do you like being able to create a safe haven and being able to enjoy it after all the work that goes into it? Or do you think maybe there should be a way to make later game more challenging in some way?
I think at a certain point the game should transition into more or less "normal" play, so yes, I think that once you're established, feeling safe in your base is just fine. Of course, this is barring any accidents which throw you back into the wild through Hardcore Spawn.
As for eating all the time: that really shouldn't be the case with top tier food items like Hearty Stew. If you've yet to automate for its production, that probably explains why you're feeling that way.
No, probably not. I'd say I'm pretty much done with major additions of that kind.
*snip*
Thanks for responding. I dont really think it needs these things, but i would have liked them if they became a thing.
Also, since i posted a few minutes ago, i had an idea. In my base i have a bed in my "bedroom" both of which i have purely for the aesthetic of them. I kinda feel a little like there should be some point to beds, but i dont think i should have the power to magically turn it to daytime and avoid the dangers of night. What if the bed became some sort of place to retreat to after being severely wounded after winning or running from a fight, but not like a magic healing altar thing (more of a cot to throw yourself on until you can properly stand again). Since people on the verge of death dont just get better by having a full belly of food being able to walk away from a serious injury doesnt make a lot of sense, but it would be too harsh to prevent healing from injured states because if you were crippled and couldnt heal that would be a death sentence and would be drawn out and anti-fun. What if hardcore hunger were tweaked to prevent a player from being able to heal back to full from an extremely injured state. Instead they would have to heal up to "Hurt" to hobble back home and recover for a few seconds (not affecting the day/night cycle). This would encourage players to be vigilant and pay close attention to their surroundings, instead of being able to simply react to threats after they have become a problem. You could blend it into hardcore hunger even further by making it add a noteable amount of fat to use.
I am not going to pretend i dont see any of the problems with this idea, cheif among them that you dont like beds as a feature. But apart from that there are issues like players could simply carry a bed around in their pockets which doesnt make a lot of sense. another being that it would discourage exploration because it would make you further from your bed than you would feel comfortable, though It might just encourage people to create more outposts and expedition sites, maybe even alternate bases in order to have safe places to rest (not sleep). It would make the mod dramatically more difficult earlier by making it harder to recover while being assaulted by zombies or some such, and this time frame is already VERY difficult for people new to the mod, so that might turn some people off the mod. (but who cares, right?) There are certain to be both benefits and drawbacks that i havent thought of yet...
Don't mistake this for a lecture. I know good and well that you know more about these kinds of things than i do, hell some of your solutions to things are just brilliant. I just wanted to throw you something i thought of that might be something you could consider and find a way to make work, or just move on and work on other things instead. Just spitballin' some of the ADHD thoughts runnin' through my head xD Dont EVER change your fundamental opinions on the mod on account of someone like me, and keep up the good work broski!
EDIT: Crap!!! how do i hide my quotes xD. im not used to the forums yet...
Stop sprinting and jumping everywhere and it will go down slower. Hunger depletion is based on activity.
Build stairs into your mines instead of jumping up from bedrock. Consider how heavy your armor is and the impact it has on hunger gain. Work on acquiring higher level foods which will last you longer.
So yes, it does make gameplay more interesting in requiring the player to think more about what they're doing, build to facilitate low energy consumption, and pursue various in-game goals in order to make surviving easier.
Stop sprinting and jumping everywhere and it will go down slower. Hunger depletion is based on activity.
Build stairs into your mines instead of jumping up from bedrock. Consider how heavy your armor is and the impact it has on hunger gain. Work on acquiring higher level foods which will last you longer.
So yes, it does make gameplay more interesting in requiring the player to think more about what they're doing, build to facilitate low energy consumption, and pursue various in-game goals in order to make surviving easier.
As for realism: whatever.
Along this line of thought, could there be dirt or grass "slabs" so that i could keep the aesthetic of a grassy hill, but without having to jump up all the way? kinda trivial, but why not?
Along this line of thought, could there be dirt or grass "slabs" so that i could keep the aesthetic of a grassy hill, but without having to jump up all the way? kinda trivial, but why not?
It's already in the mod, and the grass bit was far from trivial to implement.
It's already in the mod, and the grass bit was far from trivial to implement.
yeah, i figured that out, sorry. i also kinda assumed that grass would be difficult because of the spreading mechanic, i wasnt implying it was trivially easy, i meant that what i was asking for it for was trivial. Y'know... "i gotta make things pretty".
Also, FC, thank you for this latest update It's made me stop and actually explore some mechanics of BTW and vMC that I've never had cause to before - as has been said over on the BTW forums, you really are making all the disparate elements of vMC into a cohesive whole, which I can imagine to be a complete nightmare. Thanks heaps for all your hard work man!
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
They also made distressed sounds in the nether, but I assumed at the time that they had just managed to teleport into the walls or other wolfy silliness/bugginess.
Dogs just do not like the nether. True for all animals by the way.
Except for chickens. Chickens like the nether so much they can hardly contain their excitement.
http://www.sargunste....php?f=3&t=6030
Animals in the nether are just a bad idea, and I will be making additional changes to them in the future to drive that point home
Chickens were only really the first step there as those were the first animals you could transport (through eggs) to the nether before Mojang opened up portals to pretty much anything.
So yeah, probably wise that you beat suspicious sounding wolves to death with a shovel and then proceed to behead and burn the bodies before the additional changes go into effect
So they weren't going to mutate into ghasts or something like that? I'm almost disappointed heh..
Okay, that's piqued my interest... I have a couple extra chickens .. maybe I'll bring one to the nether later today, heh.
Ah, good to know. Better than Paranoia!
I have to say that I really love how there's all of these little details in the mod to be discovered. I always seem to be discovering some new fascinating interaction, feature, or gotcha (like "don't swim when badly injured!"). The attention to detail is truly amazing.
Thanks man
Yeah, I'm a huge fan of emergent gameplay (basically when sets of rules combine to create interesting and unanticipated results, which the older vanilla features used to provide a heck of a lot of room for), so I like to put a lot of thought into those kinds of little details that have a tendency to surprise you during play.
(Also thank you Flower for helping me understand how milking cows work. I didn't say anything at the time but it was really helpful.)
You're likely going to be slapping yourself once you realize there's a much easier way to go about it (ahem...Nether), but glad you found it so gratifying
No problem. Glad my detailing how udders function came in handy
I have figured out what you have been hinting at with the nether and i no longer am concerned about abandoned villages. I found another potato in my zombie dungeon trap. And as a concern to the balance of the game, after spreading a bunch of torches over a wide area and chopping down some trees around my base, i feel almost too safe. The well lit style of branch mining that i use doesnt even give me the risk that caving presents, and is too efficient of an alternative to caving that i really dont think it is profitable to go into dark caves, since i get far more cobble using my method. I havent been in mortal danger since i transitioned into starting pottery and getting my steel things. Its started to feel kinda like playing on peaceful, except i have to eat a bunch of food. Im not sure what would fix this problem, or even if it should be fixed at all, but im interested to see hear what you think about it. Do you like being able to create a safe haven and being able to enjoy it after all the work that goes into it? Or do you think maybe there should be a way to make later game more challenging in some way?
No, probably not. I'd say I'm pretty much done with major additions of that kind.
I think at a certain point the game should transition into more or less "normal" play, so yes, I think that once you're established, feeling safe in your base is just fine. Of course, this is barring any accidents which throw you back into the wild through Hardcore Spawn.
As for eating all the time: that really shouldn't be the case with top tier food items like Hearty Stew. If you've yet to automate for its production, that probably explains why you're feeling that way.
Thanks for responding. I dont really think it needs these things, but i would have liked them if they became a thing.
Also, since i posted a few minutes ago, i had an idea. In my base i have a bed in my "bedroom" both of which i have purely for the aesthetic of them. I kinda feel a little like there should be some point to beds, but i dont think i should have the power to magically turn it to daytime and avoid the dangers of night. What if the bed became some sort of place to retreat to after being severely wounded after winning or running from a fight, but not like a magic healing altar thing (more of a cot to throw yourself on until you can properly stand again). Since people on the verge of death dont just get better by having a full belly of food being able to walk away from a serious injury doesnt make a lot of sense, but it would be too harsh to prevent healing from injured states because if you were crippled and couldnt heal that would be a death sentence and would be drawn out and anti-fun. What if hardcore hunger were tweaked to prevent a player from being able to heal back to full from an extremely injured state. Instead they would have to heal up to "Hurt" to hobble back home and recover for a few seconds (not affecting the day/night cycle). This would encourage players to be vigilant and pay close attention to their surroundings, instead of being able to simply react to threats after they have become a problem. You could blend it into hardcore hunger even further by making it add a noteable amount of fat to use.
I am not going to pretend i dont see any of the problems with this idea, cheif among them that you dont like beds as a feature. But apart from that there are issues like players could simply carry a bed around in their pockets which doesnt make a lot of sense. another being that it would discourage exploration because it would make you further from your bed than you would feel comfortable, though It might just encourage people to create more outposts and expedition sites, maybe even alternate bases in order to have safe places to rest (not sleep). It would make the mod dramatically more difficult earlier by making it harder to recover while being assaulted by zombies or some such, and this time frame is already VERY difficult for people new to the mod, so that might turn some people off the mod. (but who cares, right?) There are certain to be both benefits and drawbacks that i havent thought of yet...
Don't mistake this for a lecture. I know good and well that you know more about these kinds of things than i do, hell some of your solutions to things are just brilliant. I just wanted to throw you something i thought of that might be something you could consider and find a way to make work, or just move on and work on other things instead. Just spitballin' some of the ADHD thoughts runnin' through my head xD Dont EVER change your fundamental opinions on the mod on account of someone like me, and keep up the good work broski!
EDIT: Crap!!! how do i hide my quotes xD. im not used to the forums yet...
Build stairs into your mines instead of jumping up from bedrock. Consider how heavy your armor is and the impact it has on hunger gain. Work on acquiring higher level foods which will last you longer.
So yes, it does make gameplay more interesting in requiring the player to think more about what they're doing, build to facilitate low energy consumption, and pursue various in-game goals in order to make surviving easier.
As for realism: whatever.
It's already in the mod, and the grass bit was far from trivial to implement.