What do you guys think about halving chicken egg and manure drop rates and giving cows +1 to 2 steaks?
I have 30 chickens in an R188 world and I get 0 to 2 manure a day. Not sure that that needs to go down. I get around 10 eggs so I suppose that could be reduced.
I have to say that I am a bit curious about the following:
We have seen Avernite post some world maps showing players by region. Nice.
What I'm curious about now is, how many players there are not by world region but by... MITE Release ?
For example, how many players still play the older releases such as say... R104 ? I know my private world is stuck at R170, so that is mainly what I play nowadays, albeit the new public server is attractive.
This kind of data would also help see the Main Branch vs Experimental Branch adoption rates, and see if one is massively more played than the other (like, 95% or more of all MITE players), or if they both have solid player bases. Most players that I've seen seem to prefer to play the "harder" Experimenal Branch, but my data set is, well, tiny, maybe even baised. So that kind of "all players" data could tell us if it's time to get back to only one branch again or not ?
IMHO, in any case, both of the branches have been there for quite a while now, and since neither of those branches seem to be "temporary", maybe it could be a good idea to fuse both of these branches into a new single branch combining both, the exac5t functionality to be used differing by some world-gen mode flag.
For example, to make things very simple, in the create world options screen, maybe the "Difficulty" setting could be between 2 choices:
- "Extreme" (using "main branch" functionality) or
After all, the 2 branches differ only by 2 things:
- Some (all?) of the basic flint tools recipes (aka "needing string or sinew to attach tool blade to tool handle")
- And the nature of the crafting furniture (a single crafting Table to craft them all vs Tool Benches according to material type).
In the long run, such a merge would probably end up being easier to maintain for Avernite, rather than having two completely separate code branches and having to add each and every new change to both branches all the time.
I've recently picked MITE back up, and it seems a bit easier than before. Maybe I've finally got the hang of the beginning! More likely I've just gotten lucky with a good seed. Had a few close calls, but survived my first blood moon (barely) and I've got a small pumpkin farm started, although it hasn't produced yet. I know a lot has changed (haven't played since April or May) but I do have a few questions, and I'm sure more will come. Here are the first few:
-How far apart do crops have to be to keep from getting blight? Is it the same for all crops? Even my precious pumpkins?
-Does anyone have tips for a good mushroom farm?
-How big should chicken farms be these days? anything I should be on the look out for, other than making a glass ceiling?
-My aspirational base design involves flowing water. Do buckets place source blocks now, or are they still temporary flows? Is there another way to manage source blocks?
-Is a swamp, once the trees are cleared out to cut down on wood spiders, a good biome for farming? Is there a better one? or do biomes not make a big difference in crop growth now?
-Also any other general wisdom the community has for the mid-game would be appreciated. Haven't made it this far since like R-70 something
Also, I've recently discovered what may be a new witch's curse... one of the draw backs of a swamp base...
"Clumsiness... Everything feels clumsy in your hands and crafting is difficult."
I've attached a photo for proof.
Last thing, Avernite, it would be awesome to get a death counter. Even just a /deaths command would work. Simply how many times I've died. Thanks!
-How far apart do crops have to be to keep from getting blight? Is it the same for all crops? Even my precious pumpkins?
Pumpkins are immune to blight so you can plant them as compact as you like, just make sure each stem has it's own '+' shaped area for where it's fruit will land, without overlapping, because the stem has chances to die at each attempt to grow the fruit: Planting in nice rows with 1 stem every 2 blocks would mean each stem has on average only 3/4 the normal odds of actually growing while the stems still die at the same rate. In other words, you'd lose 1/4.
Blight has been changed a lot:
- Blight has been reduced in both odds of "catching" and odds of "spreading" (about half of what it was before, I think);
- Crops that are planted in a line grow faster;
- Blight is not specific to each crop type anymore, and can spread to, and from, all types of crops (but still only wheat and the 3 veggies);
- Crops remain blighted only a short time before actually dying;
- Blood Moons will cause super-mega-blight, ruining almost your entire field.
Basically, you should plant crops in rows, but put not make each row touch each other row. Yes, you will get SOME Blight, but it will remain a reasonable amount.
Since the growth rate also gets the standard vanilla bonus for amount of "being surrounded by farmland", the ideal "farmlands" are like this:
- Early farms: WHEAT: 3 wide and very long non-manured farmland field, plant only in the middle row. The other rows remain empty. If you are" super" early, and thus don't have lots of metal, you can convert only the central row to farmland at first, but your wheat will grow half as fast. Most important, check your farm often. FIRST FEW VEGGIES: 3 wide and very long, single row, same as wheat, but plant veggies completely isolated from each other (i.e. surrounded by empty farmland). Plant right after a blood moon and MANURE only the spots with the veggies. If you are right after a blood moon and the next special moon is a blue moon, or you are starting to have LOTS of veggies, then you can plant like wheat, in complete rows.
- Later big farms: Find a nice really big and very shallow lake (only 1 deep ideally). Put down stripes of farmland fields: each 7 wide, as long as you can, with only 1 line of water in between each stripe. Put wooden slabs ABOVE the water, and around he stripes. Each stripe is good for 3 rows of wheat or veggies.
-Does anyone have tips for a good mushroom farm?
Brown mushrooms are easy: anywhere in any underground tunnels and caves. They grow even better than in vanilla for some reason.
Red mushrooms need a lot more work but typically you'd need to have access to a forest or swamp biome.
- Early red shrooms farm: plant 1 or 2 red shroom under each tree, always to the same '"side" of the trunk, let's say "north" or "away from shelter". You simply don't harvest those. When trees are in a compact bunch, you plant only 1, and when tres are more widely separated, you plant 2, on opposite sides of the trunk.
- Later shrooms farm: terraform flatten a wide area. Plant trees every 5 blocks, keeping only normal trees and cutting down again giant trees (and their extraneous leaves) and replant sapling until you get a nice canopy. Plant 2 red shrooms under each tree on both sides of the trunk.
If there aren't a lot of trees around, you'd have to get more creative. For example, build a huge roof of snow blocks with a hole every 4 blocks and a Leaves block placed in the hole. The important thing to know is that red shrooms will grow only in a very small range of light levels.
-How big should chicken farms be these days? anything I should be on the look out for, other than making a glass ceiling?
Well, I have a tiny chicken farm with 10 chickens in it and it already provides lots of eggs, but bigger is better. I all depends on what kind of food you want. A 20x20 farm sure is more than big enough to give enough eggs for 1 player to stop worrying about food.
But with chickens the real trick is to start SUPER TINY AND SUPER EARLY and then expand later.
- Securing chickens: find a spot with flowing water. You'll need to use blocks to be able to be able to turn on/off the water flow, then you dig a 2 deep hole, push a chicken in there, then put a slab on top of the chicken, then let the water flow above that. During blood moons, zombie go aggro even against chickens, so that water flow makes sure they won't dig to the chicken. The chicken WILL get sick, but that is easily fixed: just let it out and feed it enough seeds and water bowls.
- Primitive "only until the next blood moon" chicken farm: place 4 slabs on ground 1 block apart from each other. Dig 2 deep the 5x5 area under the slabs. Plant a couple Tall Grass (obtained by breaking Grass blocks that are right Tall Grass) in order to speed up grass propagation. Add chickens.
- Pre-pickaxe early chicken farm: Away from trees (because wood spiders). Find a tiny 2-deep pond. Put rows of slabs at ground level every 2 blocks to prevent spiders from getting in. If you're low on wood, pillar up gravel to be able to put slabs every 2 blocks instead (each slab completely floating isolated from the other slabs), that will double up as your gravel grinding. Square off the pond and use the dirt to make the center of the pond only 1 deep and fill up the rest in order to give the chickens some flat area on which grass will grow for them to feed. 6+ blocks away from the pond, fence it all off (square shape) and put enough torches around. Add 2+ chickens. Later, you can expand if you wish but remember always fence or wall off 6 blocks away from the animals enclosures, otherwise zombies will eat all your animals at next blood moon.
-Do buckets place source blocks now, or are they still temporary flows? Is there another way to manage source blocks?
Control + Right-click a Water or Lava Bucket + 100 XPs = place water/lava source block. Not sure but I think you must target a pure-air block.
Otherwise the liquid flow is temporary. WAY simpler than before.
Earlier I suggested two things:
- This 100 XPs kind of thing turned into a bucket enchantment, because because able to place sources anywhere and anyway you want is a huge bonus.
- Water spreading naturally if there are 3 sources blocks at the same level, even diagonally. Would allow Castle Moats and Water Roads, but always starting from existing water, without needing bajillions XPs.
But that is only dreaming :-)
-Is a swamp, once the trees are cleared out to cut down on wood spiders, a good biome for farming? Is there a better one? or do biomes not make a big difference in crop growth now?
Biomes definitely make a big difference.
Things grow super slow in Cold biomes.
The wetter a biome is, the more blight it has, too, but that is much more secondary since blight was cut down during the moonth, but is beyind extreme at blood moon, so time to grow, and thus biome temperature, really is the only factor you should look at.
- Very Cold: Taiga, Icy Plains,
- Cold: Extreme Hills, and near Rivers, Ocean (including shores).
- Temperate: Plains, Forests.
- Hot: Swamps, Jungles.
- Very Hot: Deserts.
Swamps are an early farming nightmare for one very simple reason: Slimes ! These guys will destroy tons and tons of your crops. Basically, you're forced to properly wall off everything. Early on, that is a massive investment in resources, right at a time when you don't have many blocks or food or good tools to work with.
IMHO the best biome for growing crops is desert. Hot = fast crops growth (not pumpkins though), and Dry = less blight. However, it can be lots of work to "import" all the needed dirt from elsewhere. However, desert lakes are often "perfectly" shallow, only 1 deep, so it's easier to make stripes of irrigated farmland. Bonus: it doesn't rain in deserts - rain is so annoying. Not much wood around, but you can use cactus to make "external walls".
However, desert is more for when you set yourself up properly at a final spot (ideally, you take possession of an NPC village and wall it off), than for an early farm.
So Plains is probably the best biome to start farming early. Tons of seeds around in order to grow wheat very easily.
There was some kind of weird crater right at spawn, so yes maybe the region file containing the spawn area is corrupted.
You can backup and rename player files in order to make some tests, even though I doubt it is the player files which are corrupt, it could lead to some insight. Ask the players where they were in the game world the FIRST time it happened. Then checking which region files are accessed (read access timestamp, not write/modify) most recently can help locate the problem. But it's probably safer and faster for you to just go back to a working backup rather than try to find each and every corrupted region file. However, going per region will prevent players that did not have problems from losing anything (if they are setup elsewhere).
When I spawned, there was some weird looking square shaped "crater" right at spawn, as if a madman had been digging part of a chunk or two semi-randomly. So yeah maybe it got corrupted.
Ouatcheur, New Avernia having crash issues today. Working to resolve. Website is still up but server is down, as you've noted.
Avernite, the crash happened for another separate player which makes me think perhaps there is a world corruption or similar.
Can you advise me on whether this can be fixed or I should attempt to reset from backup?
Edit: Anyone, I post server notices on the discord, see website for invite.
Sounds like a chunk corruption problem if there's missing blocks near spawn. In that case I would recommend restoring a backup. Otherwise you could edit the server.properties file and set "enable-mapping=false".
Atlernatively, you can also restore only the region file(s) at spawn instead of the whole thing.
Note to Avernite: maybe add a command, only for multiplayer server admins, to display the current region file name. That would help fix these kind of issues on a per-region basis without revealing the exact XYZ coordinates.
But with zero animals around, starting can be a nightmare.
A few ideas:
- Current Day displayed along with the hour in the server selection screen.
Because I logged in the morning but.. right during the storm day, right before a blood moon ! Can you say OUCH ?
- Whenever a new player logs in for the first time, he enters not directly in the game, but in a kind of "waiting room" screen that is similar to the "death screen", but no red tint (or any other tint color for that matter). The player can wait there as long as he wants before actually logging in and starting playing. Player can turn the camera around, but not actually move (or even see himself). Basically, each player can be sure to start playing at a "right" time. Day 1 can be way too horrible otherwise. And it's way less boring to be able to look around a bit, than waiting for 6AM to come in the server select screen.
- Whenever a new player actually start playing in the world for the first time (not the "waiting room" but actual play), but it is not the first player ever in that world, then a few animals will always immediately spawn near spawn, and maybe also a reasonable amount of tall grass will try to "grow back", no matter what time it is. Otherwise it's zero string + zero sinew = making the experimental branch TOO though to even be able to start properly!
- Alternatively, if there are not enough animals around spawn anymore, then start player with a single Wooden Bowl.
A spider? A creeper?
WOW
That's really cool !
What do you guys think about halving chicken egg and manure drop rates and giving cows +1 to 2 steaks?
I have 30 chickens in an R188 world and I get 0 to 2 manure a day. Not sure that that needs to go down. I get around 10 eggs so I suppose that could be reduced.
Good idea, LOL
ahh..
I can't pick up too many emeralds with one hand
(T A T)
The Sound Files download from here may also have solved it for you.
I am just using an older Minecraft launcher and that solves the problem as well
Me and my nephew we also had trouble with the old launcher. We switched to the TITAN launcher.
Maybe a link to a copy of the executable of the old launcher could be added in the PuraVidaServer files web page ?
I have to say that I am a bit curious about the following:
We have seen Avernite post some world maps showing players by region. Nice.
What I'm curious about now is, how many players there are not by world region but by... MITE Release ?
For example, how many players still play the older releases such as say... R104 ? I know my private world is stuck at R170, so that is mainly what I play nowadays, albeit the new public server is attractive.
This kind of data would also help see the Main Branch vs Experimental Branch adoption rates, and see if one is massively more played than the other (like, 95% or more of all MITE players), or if they both have solid player bases. Most players that I've seen seem to prefer to play the "harder" Experimenal Branch, but my data set is, well, tiny, maybe even baised. So that kind of "all players" data could tell us if it's time to get back to only one branch again or not ?
IMHO, in any case, both of the branches have been there for quite a while now, and since neither of those branches seem to be "temporary", maybe it could be a good idea to fuse both of these branches into a new single branch combining both, the exac5t functionality to be used differing by some world-gen mode flag.
For example, to make things very simple, in the create world options screen, maybe the "Difficulty" setting could be between 2 choices:
- "Extreme" (using "main branch" functionality) or
- "More Extreme" (using "experimental branch" functionality).
After all, the 2 branches differ only by 2 things:
- Some (all?) of the basic flint tools recipes (aka "needing string or sinew to attach tool blade to tool handle")
- And the nature of the crafting furniture (a single crafting Table to craft them all vs Tool Benches according to material type).
In the long run, such a merge would probably end up being easier to maintain for Avernite, rather than having two completely separate code branches and having to add each and every new change to both branches all the time.
Sorry this video took forever to make
I've recently picked MITE back up, and it seems a bit easier than before. Maybe I've finally got the hang of the beginning! More likely I've just gotten lucky with a good seed. Had a few close calls, but survived my first blood moon (barely) and I've got a small pumpkin farm started, although it hasn't produced yet. I know a lot has changed (haven't played since April or May) but I do have a few questions, and I'm sure more will come. Here are the first few:
-How far apart do crops have to be to keep from getting blight? Is it the same for all crops? Even my precious pumpkins?
-Does anyone have tips for a good mushroom farm?
-How big should chicken farms be these days? anything I should be on the look out for, other than making a glass ceiling?
-My aspirational base design involves flowing water. Do buckets place source blocks now, or are they still temporary flows? Is there another way to manage source blocks?
-Is a swamp, once the trees are cleared out to cut down on wood spiders, a good biome for farming? Is there a better one? or do biomes not make a big difference in crop growth now?
-Also any other general wisdom the community has for the mid-game would be appreciated. Haven't made it this far since like R-70 something
Also, I've recently discovered what may be a new witch's curse... one of the draw backs of a swamp base...
"Clumsiness... Everything feels clumsy in your hands and crafting is difficult."
I've attached a photo for proof.
Last thing, Avernite, it would be awesome to get a death counter. Even just a /deaths command would work. Simply how many times I've died. Thanks!
-How far apart do crops have to be to keep from getting blight? Is it the same for all crops? Even my precious pumpkins?
Pumpkins are immune to blight so you can plant them as compact as you like, just make sure each stem has it's own '+' shaped area for where it's fruit will land, without overlapping, because the stem has chances to die at each attempt to grow the fruit: Planting in nice rows with 1 stem every 2 blocks would mean each stem has on average only 3/4 the normal odds of actually growing while the stems still die at the same rate. In other words, you'd lose 1/4.
Blight has been changed a lot:
- Blight has been reduced in both odds of "catching" and odds of "spreading" (about half of what it was before, I think);
- Crops that are planted in a line grow faster;
- Blight is not specific to each crop type anymore, and can spread to, and from, all types of crops (but still only wheat and the 3 veggies);
- Crops remain blighted only a short time before actually dying;
- Blood Moons will cause super-mega-blight, ruining almost your entire field.
Basically, you should plant crops in rows, but put not make each row touch each other row. Yes, you will get SOME Blight, but it will remain a reasonable amount.
Since the growth rate also gets the standard vanilla bonus for amount of "being surrounded by farmland", the ideal "farmlands" are like this:
- Early farms: WHEAT: 3 wide and very long non-manured farmland field, plant only in the middle row. The other rows remain empty. If you are" super" early, and thus don't have lots of metal, you can convert only the central row to farmland at first, but your wheat will grow half as fast. Most important, check your farm often. FIRST FEW VEGGIES: 3 wide and very long, single row, same as wheat, but plant veggies completely isolated from each other (i.e. surrounded by empty farmland). Plant right after a blood moon and MANURE only the spots with the veggies. If you are right after a blood moon and the next special moon is a blue moon, or you are starting to have LOTS of veggies, then you can plant like wheat, in complete rows.
- Later big farms: Find a nice really big and very shallow lake (only 1 deep ideally). Put down stripes of farmland fields: each 7 wide, as long as you can, with only 1 line of water in between each stripe. Put wooden slabs ABOVE the water, and around he stripes. Each stripe is good for 3 rows of wheat or veggies.
-Does anyone have tips for a good mushroom farm?
Brown mushrooms are easy: anywhere in any underground tunnels and caves. They grow even better than in vanilla for some reason.
Red mushrooms need a lot more work but typically you'd need to have access to a forest or swamp biome.
- Early red shrooms farm: plant 1 or 2 red shroom under each tree, always to the same '"side" of the trunk, let's say "north" or "away from shelter". You simply don't harvest those. When trees are in a compact bunch, you plant only 1, and when tres are more widely separated, you plant 2, on opposite sides of the trunk.
- Later shrooms farm: terraform flatten a wide area. Plant trees every 5 blocks, keeping only normal trees and cutting down again giant trees (and their extraneous leaves) and replant sapling until you get a nice canopy. Plant 2 red shrooms under each tree on both sides of the trunk.
If there aren't a lot of trees around, you'd have to get more creative. For example, build a huge roof of snow blocks with a hole every 4 blocks and a Leaves block placed in the hole. The important thing to know is that red shrooms will grow only in a very small range of light levels.
-How big should chicken farms be these days? anything I should be on the look out for, other than making a glass ceiling?
Well, I have a tiny chicken farm with 10 chickens in it and it already provides lots of eggs, but bigger is better. I all depends on what kind of food you want. A 20x20 farm sure is more than big enough to give enough eggs for 1 player to stop worrying about food.
But with chickens the real trick is to start SUPER TINY AND SUPER EARLY and then expand later.
- Securing chickens: find a spot with flowing water. You'll need to use blocks to be able to be able to turn on/off the water flow, then you dig a 2 deep hole, push a chicken in there, then put a slab on top of the chicken, then let the water flow above that. During blood moons, zombie go aggro even against chickens, so that water flow makes sure they won't dig to the chicken. The chicken WILL get sick, but that is easily fixed: just let it out and feed it enough seeds and water bowls.
- Primitive "only until the next blood moon" chicken farm: place 4 slabs on ground 1 block apart from each other. Dig 2 deep the 5x5 area under the slabs. Plant a couple Tall Grass (obtained by breaking Grass blocks that are right Tall Grass) in order to speed up grass propagation. Add chickens.
- Pre-pickaxe early chicken farm: Away from trees (because wood spiders). Find a tiny 2-deep pond. Put rows of slabs at ground level every 2 blocks to prevent spiders from getting in. If you're low on wood, pillar up gravel to be able to put slabs every 2 blocks instead (each slab completely floating isolated from the other slabs), that will double up as your gravel grinding. Square off the pond and use the dirt to make the center of the pond only 1 deep and fill up the rest in order to give the chickens some flat area on which grass will grow for them to feed. 6+ blocks away from the pond, fence it all off (square shape) and put enough torches around. Add 2+ chickens. Later, you can expand if you wish but remember always fence or wall off 6 blocks away from the animals enclosures, otherwise zombies will eat all your animals at next blood moon.
-Do buckets place source blocks now, or are they still temporary flows? Is there another way to manage source blocks?
Control + Right-click a Water or Lava Bucket + 100 XPs = place water/lava source block. Not sure but I think you must target a pure-air block.
Otherwise the liquid flow is temporary. WAY simpler than before.
Earlier I suggested two things:
- This 100 XPs kind of thing turned into a bucket enchantment, because because able to place sources anywhere and anyway you want is a huge bonus.
- Water spreading naturally if there are 3 sources blocks at the same level, even diagonally. Would allow Castle Moats and Water Roads, but always starting from existing water, without needing bajillions XPs.
But that is only dreaming :-)
-Is a swamp, once the trees are cleared out to cut down on wood spiders, a good biome for farming? Is there a better one? or do biomes not make a big difference in crop growth now?
Biomes definitely make a big difference.
Things grow super slow in Cold biomes.
The wetter a biome is, the more blight it has, too, but that is much more secondary since blight was cut down during the moonth, but is beyind extreme at blood moon, so time to grow, and thus biome temperature, really is the only factor you should look at.
- Very Cold: Taiga, Icy Plains,
- Cold: Extreme Hills, and near Rivers, Ocean (including shores).
- Temperate: Plains, Forests.
- Hot: Swamps, Jungles.
- Very Hot: Deserts.
Swamps are an early farming nightmare for one very simple reason: Slimes ! These guys will destroy tons and tons of your crops. Basically, you're forced to properly wall off everything. Early on, that is a massive investment in resources, right at a time when you don't have many blocks or food or good tools to work with.
IMHO the best biome for growing crops is desert. Hot = fast crops growth (not pumpkins though), and Dry = less blight. However, it can be lots of work to "import" all the needed dirt from elsewhere. However, desert lakes are often "perfectly" shallow, only 1 deep, so it's easier to make stripes of irrigated farmland. Bonus: it doesn't rain in deserts - rain is so annoying. Not much wood around, but you can use cactus to make "external walls".
However, desert is more for when you set yourself up properly at a final spot (ideally, you take possession of an NPC village and wall it off), than for an early farm.
So Plains is probably the best biome to start farming early. Tons of seeds around in order to grow wheat very easily.
Avernite. I'm having an issue with a new player trying to connect to the server.
Every time he tries to connect the server crashes.
Crash report:
https://pastebin.com/9mu4jPWR
Just updated to R192 and it works fine in solo play.
About half an hour ago, I tried to login on New Avernia (mite.chronnis.com) for the 1st time.
Played ok, gathering some seeds, for, what, about 1 minute? Then the server crashed and then I get "Can't Reach Server".
http://downforeveryoneorjustme.com/mite.chronnis.com
says that the website is working ok.
So.... what should I do ?
Ouatcheur, New Avernia having crash issues today. Working to resolve. Website is still up but server is down, as you've noted.
Avernite, the crash happened for another separate player which makes me think perhaps there is a world corruption or similar.
Can you advise me on whether this can be fixed or I should attempt to reset from backup?
Edit: Anyone, I post server notices on the discord, see website for invite.
There was some kind of weird crater right at spawn, so yes maybe the region file containing the spawn area is corrupted.
You can backup and rename player files in order to make some tests, even though I doubt it is the player files which are corrupt, it could lead to some insight. Ask the players where they were in the game world the FIRST time it happened. Then checking which region files are accessed (read access timestamp, not write/modify) most recently can help locate the problem. But it's probably safer and faster for you to just go back to a working backup rather than try to find each and every corrupted region file. However, going per region will prevent players that did not have problems from losing anything (if they are setup elsewhere).
When I spawned, there was some weird looking square shaped "crater" right at spawn, as if a madman had been digging part of a chunk or two semi-randomly. So yeah maybe it got corrupted.
Sounds like a chunk corruption problem if there's missing blocks near spawn. In that case I would recommend restoring a backup. Otherwise you could edit the server.properties file and set "enable-mapping=false".
Alright I've found the 'land feature' described by Ouatcheur and confirmed that it is the cause of crashes.
I've had to revert the server to the 10-2 backup but it should be back online. See discord for addtional info.
Thanks all.
Atlernatively, you can also restore only the region file(s) at spawn instead of the whole thing.
Note to Avernite: maybe add a command, only for multiplayer server admins, to display the current region file name. That would help fix these kind of issues on a per-region basis without revealing the exact XYZ coordinates.
Thanks for fixing the server.
But with zero animals around, starting can be a nightmare.
A few ideas:
- Current Day displayed along with the hour in the server selection screen.
Because I logged in the morning but.. right during the storm day, right before a blood moon ! Can you say OUCH ?
- Whenever a new player logs in for the first time, he enters not directly in the game, but in a kind of "waiting room" screen that is similar to the "death screen", but no red tint (or any other tint color for that matter). The player can wait there as long as he wants before actually logging in and starting playing. Player can turn the camera around, but not actually move (or even see himself). Basically, each player can be sure to start playing at a "right" time. Day 1 can be way too horrible otherwise. And it's way less boring to be able to look around a bit, than waiting for 6AM to come in the server select screen.
- Whenever a new player actually start playing in the world for the first time (not the "waiting room" but actual play), but it is not the first player ever in that world, then a few animals will always immediately spawn near spawn, and maybe also a reasonable amount of tall grass will try to "grow back", no matter what time it is. Otherwise it's zero string + zero sinew = making the experimental branch TOO though to even be able to start properly!
- Alternatively, if there are not enough animals around spawn anymore, then start player with a single Wooden Bowl.