His current concept has way more meteors that actually impact the surface than we ever experience here on earth.
Regarding the possibility of the meteors causing a growing threat, I think dana's vision is more toward creating an atmospheric effect that reinforces the feeling of an otherworldly space environment.
Given enough time and meteor showers... eventually they would be a serious threat. I know the cycle is only 25 days... but if I live there several years (4 years = 100 days) the potential is that I won't have any dirt left to farm on because the meteors have blasted it all away. I'm not against that.... I think it would be a nice touch... but suffice it to say, the do have potential threat to them.
As to the Pern reference that nobody picked up on.... everyone of you, right now, go out and buy a copy of "The Dragonriders of Pern" and devour it. McCaffrey's amazing world with an eliptical orbit causing 40 year meteor showers every 200+/- years gives some incredible depth to what we're discussing. Microbes can always hitch a ride INSIDE a meteor, and who knows what affect they might have on local vegetation. (In Pern... the microbes spawn worms that DEVASTATE all organic matter. They're known as "Threads" in the series.)
Trust me.... Meteors are never innocent. Just ask Steve McQueen. (ROFL!!!!!) (Kudos to anyone who catches the reference WITHOUT going to google or IMDb.)
Also I'd like a quick confirmation from the alpha testers. Is everyone still available and willing to test Oct. 21? Not everyone has commented since I set a date so curious. My current list of 10 is:
Lezandria, zann10thousand, yubachu, Brizol, Rodabon, Endy123, BethelAbba, Alpiyidir for singleplayer
Yankeesrcool and his friend goblintom9 for recorded multiplayer
I have an appointment that afternoon, but after that, I have the whole weekend to play Gotta get the hype for the new update for Kerbal Space Program out of my system first though, if it's too amazing, your map might have some serious competition
Rollback Post to RevisionRollBack
I wrote about my adventures on the Alpha version of the OathBros/Caplex Build Team's map Space Expedition in my blog! (Discontinued)
For my experiences of the Beta versions of that same map, I started a YouTube series, which (due to prior knowledge from the Alpha) ended up being very fast paced and highly focused on showing off as much of the custom stuff as I can.
Also quick question: would it be cool to have a random chance to also mine up a couple new rare metals or gems while underground?
Rodabon, you think the nests are too big?
Also I'd like a quick confirmation from the alpha testers. Is everyone still available and willing to test Oct. 21? Not everyone has commented since I set a date so curious. My current list of 10 is:
Lezandria, zann10thousand, yubachu, Brizol, Rodabon, Endy123, BethelAbba, Alpiyidir for singleplayer
Yankeesrcool and his friend goblintom9 for recorded multiplayer
Adding drops to mining isn't a bad idea. You could wait and see how we feel progression is using the meteor drops and go from there or you could add that and just tweek the drops down if we feel it's too fast.
I don't think the nests are too big, but I like your idea of some variety, especially ones that are more in the ground and they crawl out of holes. Regarding respawning in the same place or moving around, I think the biggest consideration is destruction of the terrain/ player constructions and whether that's desirable and or can be minimized.
I can play in the afternoon on the 21's and most of the day the 22nd. The 23rd I'll be out.
Alright great, I'm glad a few people have time to get started over that weekend! I'll do my best to have it finished! Also, I'm not promising to have it done in time for you European or Asian chaps to play on the 21st. I'm EST and I may need that evening for some last testing. I will get it to you that evening though so everyone can play it in the morning at least.
Oh, and just for clarity since I few people seem confused: There is no limited access window to the map. Once you get the first pre-release you can play or test it as long as you want. Hopefully I've implemented enough features for it to be fun to just keep playing on.
Bethel, that is my vision as well. I want every new item to have a practical use otherwise it's just fluff. That's one reason I asked about skulls because I don't currently have a plan on how to make them useful like many other items I've created. The new metals will eventually have many uses and will be the base of many new things (particularly building new things for your ship), however, given the release date I can't promise everything will be amazingly useful in alpha pre-release. Many new items and crafting recipes will get added in the updates to your maps and you guys can tell me if some item stacks up and seems lackluster. I already have reduced the "trash" from normal vanilla minecraft with my recycler idea. You will be able to convert old weapons, armors, etc. back to some basic resources rather then just needing to throw them out. I was thinking a material conversion rate of 30%-50% to keep it from being overpowered for items with durability. A quick example: recycling leather boots or helmet gives you 2 leather, recycling pants gives you 3 leather, recycling chestplate gives you 4. The recycler is something I can keep adding to so let me know if you'd like a new addition when you start playing.
And for the new crafting I'm debating between auto-crafting and custom crafting table. I could pretty easily check a named dropper or something and let players craft in there, however, that requires too much player trial and error so I'd have to speel it out somewhere. Alternatively I could just have players need to drop a stack of the right number of each item in the synthesizer and it'll make something with the right numbers of items automatically. Thoughts/suggestions?
Space Expedition to EPIC 204:Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Given enough time and meteor showers...[SNIP] the potential is that I won't have any dirt left to farm on because the meteors have blasted it all away. I'm not against that.... I think it would be a nice touch... but suffice it to say, the do have potential threat to them.
I had thought of that. I'm wondering if dana has a way to create more dirt.
It's a RADICAL idea.... and one I wish MoJang would impliment.... but how about one of the RAREST of your new minerals being able to STORE..... STORE... a limited amount of levels of EXPERIENCE.... so that if you actually HAVE some of it, and can craft the bottle or whatever necessary.... you can store 1-3 levels of EXP (orbs?) and if you die, you don't feel like you've wasted hours and hours... only to have a stupid creeper eliminate 30+ levels of EXP.
Just a thought...... ya know.... one could always hope.
BTW: I love the recycler idea... and putting it at 30-50% is perfect. No more complete storage chests full of....
horse saddles.... oh please gag me if I ever see another one.
It's a RADICAL idea.... and one I wish MoJang would impliment.... but how about one of the RAREST of your new minerals being able to STORE..... STORE... a limited amount of levels of EXPERIENCE.... so that if you actually HAVE some of it, and can craft the bottle or whatever necessary.... you can store 1-3 levels of EXP (orbs?) and if you die, you don't feel like you've wasted hours and hours... only to have a stupid creeper eliminate 30+ levels of EXP.
you know I already developed this exact system for Exiled map though I think only one player ever figured out how to use the ruin that did it. I really was a bit TOO secretive with that map, I learned my lesson this time. Sure, I'll put it in this map, good idea! So you know minecraft has an xp item (bottles o' enchanting). What my system did was convert levels above 10 into 3 bottles of xp. 3 bottle is balanced to be about 1 level if you are level 10. Not sure how I'll work it in but I'll figure something out.
thanks for the warning about dirt haha. Dirt is not directly renewable however, you can manufacture dirt in a roundabout way. You'll see. I'm combining some popular concepts from Exiled and Final Battleground here. However, I'm guessing you won't run short. there are many asteroids to harvest from and there will always be enormous dirt deposits underground because some of the asteroids are nearly 200 blocks deep with custom ore spawning and strata! Also, I've now decided the terrain-damaging kind of meteor will be a bit rarer. The "common" kind that falls isolated more frequently will be cosmetic and not do damage. Anyway testing meteors is tricky because I don't want them to start falling until you guys play so forced to test in test worlds.
PS: no one ever commented on my finding that cool real star system to base this in. Did you look it up? It's pretty cool!
Space Expedition to EPIC 204:Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Also, I've now decided the terrain-damaging kind of meteor will be a bit rarer. The "common" kind that falls isolated more frequently will be cosmetic and not do damage. Anyway testing meteors is tricky because I don't want them to start falling until you guys play so forced to test in test worlds.
PS: no one ever commented on my finding that cool real star system to base this in. Did you look it up? It's pretty cool!
Really.... any meteor that hits ground level, does damage. You really shouldn't deter that. Granted smaller meteors do less damage, but really, seriously... they should all do some amount of damage, even if it's just a bit.
Haven't had time to check anything out... but I'm equally sad that no one caught my Steve McQueen reference. It really was hysterically funny given the context. I guess 1950's B-grade horror Sci-Fi flicks are a dying genre in today's big budget blockbuster bonanza. :/
I did get the reference but couldn't recall if Steve was in The Andromeda Strain or The Comet but given the topic I assume it's the latter.
A lot of meteors that strike the earth do very little damage, at most they damage the equivalent of what would be one block in Minecraft. Of course our atmosphere is stronger than that around these asteroids.
dana I had heard about those systems. Searching for solar systems with planets has been a hot topic in recent years due to advances in understanding how to calculate for natural variance in hotter stars. I don't buy into the whole dyson sphere probabilities, must likely it's got a lot of junk in a plane around it.
I did get the reference but couldn't recall if Steve was in The Andromeda Strain or The Comet but given the topic I assume it's the latter.
A lot of meteors that strike the earth do very little damage, at most they damage the equivalent of what would be one block in Minecraft. Of course our atmosphere is stronger than that around these asteroids.
I did make the atmospheric variance reference very early on, to my credit.
As to Steve McQueen... his VERY FIRST acting role was in a 1950's B-budget sci-fi flick named "The Blob". This low budget flick looked as if the main villain was a pile of wiggling jello. Very comical, though not intended to be... and it all starts with a meteor falling and microbes finding a human host.
Very unfamiliar with 1950's B-grade sci-flicks tbh haha. I grew up without a lot of TV or games around and I'm just starting to catching up on many genres. Thanks for the book series recommendation Bethel! I love sci-fi and have been looking for more.
Rodabon, I don't really believe the Dyson Sphere idea either, but it's something that I've heard talked about in relation to the EPIC star system so I put it in the description. Anyway, Dyson Sphere is a really old concept from science fiction. For a long time people have thought if they ever see a star whose light alternates between being almost completely eclipsed and normal it would be evidence of this alien technology. It is rather unlikely that anything naturally massive enough to completely eclipse a star to an observer far away (like on earth) could maintain a stable orbit close enough to do it. So the hypothesis goes that if we ever see a repetitive eclipsing star pattern it might be evidence of an alien energy-harvesting technology like the Dyson Sphere. However, I think a dense comet and asteroid field, especially around a star this young, could explain the 65% dips in light level. It's why I chose the star system for the map!
Did a little more work on the map last night and addressed two major bug fixes, funny story those:
Speaking of meteors and probabilities I apparently miscalculated mine for the meteors! I have a counting variable that goes from 0-->20 and loops back so I can run certain things on a slower clock to minimize lag. Meteor storms were triggered if a random dropper/hopper output with 1/9 chance happened to fire at the same time the counting variable was between 0 and 2. I calculated the chance low enough to be about right. The hopper loop I was using was supposed too (at least in 1.8) have about 2/5 of a second per hopper so the clocks were misaligned and the time they aligned would then look pretty random. (I thought) I just recently installed the meteor system I was testing on the actual map but turned power on them to 0 so the terrain is safe as I build and I could just observe. I was struck by the fact that I never saw any meteor storms at all for several days and thought the probability must just be low. I logged out and came back an hour later. As soon as I entered the map I started getting meteor showers every 30 seconds or so. I checked the random circuit, it was happening EVERY time the 1/9 randomizer hit 9. Turns out hopper timings have changed and the two clocks were multiples of each other or something. Meaning when you logged in since hoppers take a while to start transferring items, the meteors would either never come, or come every 30 seconds or so. xD Fixed that in a jiffy! It was a funny bug and the sky was literally covered in falling meteors for a bit. Looks like Bethel's apocalypse scenario came true (at least in my test world). I am gonna try to test out a full year to catch things like this before I distribute the alpha pre-release as I work on the technical stuff.
Also fixed the bug where squid wouldn't naturally spawn. I think i mentioned that one ages back--stubborn problem. After a lot of research I discovered it's beacuse void superflat has sea level too low for squid to spawn. So I unfortunately had to load the terrain out 5000 blocks and then change the preset to a water superflat one. Now squid spawn and so I have an easy way to trigger other water mob spawns and make them more common (works great!) but the map size is much larger then I liked. It's still 90 MB after compression which is not bad because it's just empty space, but once you unpackage it the map is 1.7 GB. It's a shame. But with the Elytra upgrades I plan to give the player I wanted to give the feeling of a near-infinite void as you flew out and explored later. If you ever do get out 5000 blocks you'll hit the worldborder. I'm really kind of annoyed that void superflat disabled squid spawning as they used to spawn in these worlds in 1.8. It now means you need giant map sizes to have squids spawning in void maps because you have to load out far enough the player will never see the real terrain. :/
I have begun work on the technical list, starting upgrading my random events circuits (because apparently they weren't random enough). Got a nice, elegant system now! While I'm working on ship modules and uses for the new items, do any of you technical guys want more automation tools? Some would be easy to add. Here's some ideas I had:
1. Seeds root in tilled soil if they drop onto it automatically
2. A craftable machine that breaks and collects the block above it
3. Automatic recycler (allow to interface with hoppers)
4. New mob AI behaviors that can be utilized. You know like villagers harvest and that can be used, so I could add a few more like that. (Example: silverfish chew dropped cobble and stone into gravel making the latter renewable)
Space Expedition to EPIC 204:Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
If you ever do get out 5000 blocks you'll hit the worldborder. I'm really kind of annoyed that void superflat disabled squid spawning as they used to spawn in these worlds in 1.8. It now means you need giant map sizes to have squids spawning in void maps because you have to load out far enough the player will never see the real terrain. :/
Yeah, when will Mojang learn and make a more option driven world generation template instead of all these separate world types where they decide that this map type doesn't need this function and completely locking it out. For the void map they could have made either a separate nbt tag to disable/enable sea generation or made a value in the sea level that told the game to disable it....for example -1.
Dan, you really do need to start with the first book in this long and very extensive series. By reading it in the original published order (not the recommended chronological order...) you get details and information that helps lay mysteries for the upcoming books.
Dragonflight is where it all starts.
Dragonquest is the second book in this series.
The White Dragon finishes the story first begun in Dragonflight.
From there, I honestly recommend Moretta: Dragon lady of Pern or Nerilka's Story. Both go backwards in Pern's history... and give much needed information for other stories that follow.
Nerilka is one of the few Sci-Fi books that ever made me cry. Just warning you.
I'm not much of a Fantasy reader, so I passed on these books for over a decade. When I finally gave them a shot.... I was blown away by the depth and complexity of the stories and characters. Anne McCaffery has given us a world as rich and deep as Tolkein's Middle Earth.... and that's not bragging. There are mysteries unexplained for many many books. The whole series takes place over 1000's of years. Expect it to be something of an amazing journey once you sit down to take it all in.
And seriously... start with Dragon Flight. It was the first book... and it's really the best one to set up.... and then from there.... unravel the mysteries of Pern.
We're getting a little off topic here, but Anne's style of writing just never appealed to me, it's been awhile since I've read some of her work, but as I recall a big reason was that I had a difficult time relating to her characters and their motives/reactions. Robert Jordan, Carol Berg, Brandon Sanderson, Orson Scott Card, Issac Asimov, Michael Stackpole have some of my favorite multi-book stories.
Honestly, it's my work thread and I don't mind as long as we bring it back after a few comments. You guys have only to gain by recommending good science fiction to me as I may use it to take inspiration for the map and make things more physical or realistic as a result. I like to have explanations for EVERYTHING when I craft a story or a new technology. It must come from my engineering training haha. I think I've read all those authors but Carol Berg so far. The Ender's Game series was one of my favorites when I was young--I really thought he did a good job displaying how "alien" different races will probably be. To the point that they would wonder if each other were truly intelligent and have trouble communicating. For instance, the Formics thought that their form of communication: "hive telepathy" would be the sign of intelligent life and since humans didn't possess it they saw us as lower animals. We always thought that aliens would be bound by our own limitations of speech and thus were looking for radio waves (which the formics didn't even need since they could communicate mind-to-mind). I would have loved to meet more species, but to my knowledge he only wrote about contact with 3. Great author! Did Robert Jordan write sci-fi? I'm more familiar with his fantasy (Wheel of Time is one of my favorite fantasy series)
Now to bring it back to my original questions as I work this week. Do you want me to give you guys better automation tools in addition to the new mechanics? There are a few bottlenecks in minecraft that limit how complex you can make redstone systems. I would find it quite fun to add some new redstone components if you guys want them.
For instance: a block breaker. I probably will introduce such features in updates and focus on the core list this week, but I was curious what you guys would think of having these extra tools. It would open up a lot of design options for machines and farms on the mechanistic side of minecraft which I think would fit the tone of this map pretty well. But it would be up to the player if they wanted to use them.
Small Update: Finally got some time to build with Zann last night. We worked on several custom dungeon areas, mainly the:
- Web Spider Forest
- Cavern Lake
Still a lot of work required and not sure if I'll be done with all the planned sites by pre-release time. Also not really sure what to do in the way of "loot". Most players like to find loot, but since this is a survival map and I already provided most everything through custom drops, not sure. In ruins containing the ancient writings I can add some special treasure items and old supplies from the whoever was there long ago. However, not sure what to do for monster-only dungeons like the spider nest. Anyone have thoughts? I guess I could have a stash of their rarer drops there, but like I said you can already get those through killing the spider variants and it kind of takes the fun out it being a "rare" drop if you find lots of it stashed at the nests. Alternatively I could just forget about the classic "loot chest" idea and have a Spider Queen in the nest. The reward would them be the custom spawners and the stuff that drops from killing the Spider Queen.
Space Expedition to EPIC 204:Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
A block breaker would be a really fun idea. Some sort of elevator or short range teleport technology would be nice too.
As for loot for dungeons/boss mobs I'm not sure. A couple different possible approaches come to mind.
Idea #1) Make these dungeons (custom sites) repopulate after a period of time, including the boss and make the boss mob/site the main source for a rare drop.
Idea #2) Make something about the site unlock a technology advancement via discovering something that opens up a new recipe if you gather the materials and figure out how to craft it. Whether it's interacting with some natural feature that inspires the 'idea', some alien relic, perhaps just slaying the boss inspires the 'idea' due to seeing a special ability or function of their body, etc.
Regarding authors, Robert Jordan and Carol Berg's writings I was referring to aren't sci-fi in nature....but then Dragon Riders of Pern initially doesn't feel so sci-fi like at first either.
I am familiar with the work that danaphanous and his team has done, along with a few commenters here because of the 3 previous map releases. I am really excited to play this map after the full release. I have been skimming through all of the posts since I know most are ideas, suggestions and subject to change. I love most everything, but I do have a question:
Will there be a "safe zone" to build your base up after the meteor showers start hitting? I am wondering if there will be an area where meteors won't hit cause of a shield of some sort, or if maybe we build underground about 100-ish blocks?
I am all on board with what ever dangers there are, just as long as the time I spent collecting and building doesn't get destroyed if I use common sense.
In the beginning there is no "safe zone" and meteors can hit anywhere after the Spring, however, they are not very destructive and should be easy to protect against with some common sense. Right now meteors are only power level 1 and can't spread fires. So they can only destroy very soft blocks like crops, tree leaves, wood, dirt, gravel, sand, etc. Anything with the hardness of stone will be perfectly safe and the meteors will not damage it. I also plan to add a technical block called a shield generator that will put up a forcefield to a radius around itself against falling meteors eventually allowing players far along to build in the open without fear.
I have nerfed meteor rates a bit after my tests. I currently have meteor showers (an event where a lot fall) tuned to a very low probability. Right now the chance is at 1:729 every 4 seconds. I've playtested 2 days and it hasn't happened so far. More commonly you might see a single meteor fall but they really only break a few blocks so I don't think they'll be too annoying. Anyway that's what the early testers will help me with. Making sure things don't feel unfair or annoying.
UDPATE:
Random Generator Completed!
Designed my new random event system today to ensure I can trigger events with complete randomness. Attached it to the meteor shower events and spring shower generator and it is working great! Command blocks clock way too fast and since they ended up failing me at true randomness last attempt I went with good old-fashioned redstone. Four 1/9 chance hopper/dropper randomizers in series. They fire so infrequently it's honestly gonna be less lag then anything else I could do.
I have the following random classes:
Common event (every 36 seconds on average): example spring rainstorm shower generator
Daily rare event (every 5.4 minutes or so on average): example single falling meteors
Seasonally rare event (48.6 minutes on average): example meteor shower
Ultra-rare yearly event (7.2 hours on average): none currently programmed
When I say "on average", I'm talking about probability. These are completely random but if you play long enough and divide the number of times it happens by the time they might start to get close to these numbers. Anyway, that's the plain states of the randomized system. Probabilities can further be tweaked by only running events if ticks are in a certain range (time of day), or day is in a certain range (only during certain seasons). So it's pretty much a flexible system that is everything I'll ever need for random events! The spawning of my custom creatures has its own mechanisms which are much more complex, this is more for things like weather.
Hives Mostly Done!
I also did a bit of work on the Hive Spawning tonight, designed them all, and they work great once created. But ran into a problem with adding in the spawning algorithm. Rodabon saw this problem ahead of time. So...it's easy enough to clone these things in at random events and locations triggered by lots of things, however, I'm not really sure after testing if I want it to be truly random. A couple reasons:
1. Realized they could overwrite player builds if they can spawn anywhere/anytime (BAD).
2. Even if the random event is rare I get the problem that some seasons these things never spawn and others too many spawn.
So, here are some ideas I had:
1. There is a mode in clone where you only replace air which I could use. It would mean similar to termite hills the hive mounds would just kind of wrap around the existing terrain (including player stuff) and never delete solid blocks. It looks good but it means I have to spawn them entirely above ground. No tunnels as planned as that requires replacing solid blocks which could be player stuff. So...not as COOL as planned this way but it would work and would be the only way to make the spawning truly random. I can also fix the spawning problem by making the creation event common but only allowing up to maybe 3 to be formed each season and then shutting off the creation algorithm.
2. Forget about random and just make it look random. I can go and pick spots that these will appear. I could even pick several spots and select a few randomly for each new map. When the season for them starts they spawn in. Locations are permanent and the hive stays year-round but the spawner disappears during the seasons that the insect is dormant. This would make the spawning look the best and also allow for some permanent player farming of them.
Anyway, whenever I figure out which way I want to do it (and leaning towards #2 just for it being easier to implement) the hive system will pretty much be done. They are all designed and tested, ready to spawn in! Here's some pictures from my spawning tests in random areas of the map
Space Expedition to EPIC 204:Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Will there be a "safe zone" to build your base up after the meteor showers start hitting? I am wondering if there will be an area where meteors won't hit cause of a shield of some sort, or if maybe we build underground about 100-ish blocks?
It was my understanding from what I have read that the meteor's affect soft target items like wood, dirt, gravel or sand. If you build your home out of these, well, you'll be rebuilding a lot. But I took it that cobble / stone were harder materials (RE: One you can't mine with just your hands) and thus would withstand a meteor impact (unless perchance it's a BIG meteor.... is there a chance of such Dana?) and thus your home would be safe.
No meteors powerful enough to destroy stone are currently planned. I wanted to make it something players could design against without needing to use obsidian everywhere. I'm happy to put in a "hardcore" mode with extra stuff like that later though if some people want it.
Anyway, hope you guys are excited for this Weekend!
The first of the technical updates:
I'll get as far as I can and hopefully have a nice alpha prerelease by end of friday! I spent 3 weeks tweaking mobs, spawning, and drops, so I had to force myself to switch to the more critical items now, I can always improve/add to them later. When I quit I was in the middle of working on a random variants system. Once completed, the idea is that some of my custom creatures can spawn in several forms including "baby", "normal", and "variant". Example: Sort of like the baby zombie, normal Zombie, and husk/villager variants. I thought it might add some cosmetic variety which would be nice.
- completely finished designing/testing the new mobs, drops, and spawning.
Here is my new worklist in order of priority, I'll get as far as I can this week:
#1: make uses for the couple dozen new material drops, either intrinsically or in new crafting recipes
#2: enable biosuit upgrades (improving armor rating and elytra and jetpack upgrades)
#3: ship modules: synthesizer, recycler, scanner, computer/VR interface, medical bay
(All those 3 kind of blend together as they all use a mixture of new and old items to create)
#4: make brief intro to orient the player and set up the game scoreboards
#5: expand biosuit dialogue system: need to give enough hints you can figure out the new crafting, comment on creatures/environment, areas found...
#6: add gravity differences to asteroids
#7: Life Catalogue and VR computer room: (holodeck)
#8: dungeons/ruins: this is lowest in priority for alpha and may not be finished even the immediate area, there are a lot of ideas/areas I had in mind but not enough time to finish them all.
Anything I mentioned that I've missed?
Today I accomplished:
- completed emergency medical module: where you respawn with a message and brief effects/animation after death
- completed synthesizer system: I now have a new kind of block called a synthesizer that the game checks the inventory of for certain combinations of items. To make it easy on the player to master, all recipes are shapeless and all items of the same kind can just be stacked. The product will appear in the middle of the block inventory if you put a valid combination of items into it. Example: 9 shards = 1 ingot
- completed computer VR interface: right now it only transports you to an empty room but the interface and transport sound effect is done
- Added 6 recipes to synthesizer: 4 ingot recipes so you can store the new metals in a more compact and useful form for crafting, 2 new custom potion recipes,
- Added 4 biosuit armor upgrade recipes to the synthesizer: in this game you can't put on your own armor as you have to wear your environmental suit, however you can use the synthesizer to craft upgrades for the unit if you find the right materials. Right now I have the ability to increase your armor rating up to 8 using natural materials you can find during seasons.
- added adventure mode when in ship (so it can't be disassembled)
what do you guys think of holographic nametag-type displays for labels in the ship as opposed to signs? I thought they looked more futuristic personally. I'm going for the compact and efficient style for the landing pod as that's usually how it's done for space travel:
Space Expedition to EPIC 204:Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Given enough time and meteor showers... eventually they would be a serious threat. I know the cycle is only 25 days... but if I live there several years (4 years = 100 days) the potential is that I won't have any dirt left to farm on because the meteors have blasted it all away. I'm not against that.... I think it would be a nice touch... but suffice it to say, the do have potential threat to them.
As to the Pern reference that nobody picked up on.... everyone of you, right now, go out and buy a copy of "The Dragonriders of Pern" and devour it. McCaffrey's amazing world with an eliptical orbit causing 40 year meteor showers every 200+/- years gives some incredible depth to what we're discussing. Microbes can always hitch a ride INSIDE a meteor, and who knows what affect they might have on local vegetation. (In Pern... the microbes spawn worms that DEVASTATE all organic matter. They're known as "Threads" in the series.)
Trust me.... Meteors are never innocent. Just ask Steve McQueen. (ROFL!!!!!) (Kudos to anyone who catches the reference WITHOUT going to google or IMDb.)
I have an appointment that afternoon, but after that, I have the whole weekend to play Gotta get the hype for the new update for Kerbal Space Program out of my system first though, if it's too amazing, your map might have some serious competition
I wrote about my adventures on the Alpha version of the OathBros/Caplex Build Team's map Space Expedition in my blog! (Discontinued)
For my experiences of the Beta versions of that same map, I started a YouTube series, which (due to prior knowledge from the Alpha) ended up being very fast paced and highly focused on showing off as much of the custom stuff as I can.
Adding drops to mining isn't a bad idea. You could wait and see how we feel progression is using the meteor drops and go from there or you could add that and just tweek the drops down if we feel it's too fast.
I don't think the nests are too big, but I like your idea of some variety, especially ones that are more in the ground and they crawl out of holes. Regarding respawning in the same place or moving around, I think the biggest consideration is destruction of the terrain/ player constructions and whether that's desirable and or can be minimized.
I can play in the afternoon on the 21's and most of the day the 22nd. The 23rd I'll be out.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Alright great, I'm glad a few people have time to get started over that weekend! I'll do my best to have it finished! Also, I'm not promising to have it done in time for you European or Asian chaps to play on the 21st. I'm EST and I may need that evening for some last testing. I will get it to you that evening though so everyone can play it in the morning at least.
Oh, and just for clarity since I few people seem confused: There is no limited access window to the map. Once you get the first pre-release you can play or test it as long as you want. Hopefully I've implemented enough features for it to be fun to just keep playing on.
Bethel, that is my vision as well. I want every new item to have a practical use otherwise it's just fluff. That's one reason I asked about skulls because I don't currently have a plan on how to make them useful like many other items I've created. The new metals will eventually have many uses and will be the base of many new things (particularly building new things for your ship), however, given the release date I can't promise everything will be amazingly useful in alpha pre-release. Many new items and crafting recipes will get added in the updates to your maps and you guys can tell me if some item stacks up and seems lackluster. I already have reduced the "trash" from normal vanilla minecraft with my recycler idea. You will be able to convert old weapons, armors, etc. back to some basic resources rather then just needing to throw them out. I was thinking a material conversion rate of 30%-50% to keep it from being overpowered for items with durability. A quick example: recycling leather boots or helmet gives you 2 leather, recycling pants gives you 3 leather, recycling chestplate gives you 4. The recycler is something I can keep adding to so let me know if you'd like a new addition when you start playing.
And for the new crafting I'm debating between auto-crafting and custom crafting table. I could pretty easily check a named dropper or something and let players craft in there, however, that requires too much player trial and error so I'd have to speel it out somewhere. Alternatively I could just have players need to drop a stack of the right number of each item in the synthesizer and it'll make something with the right numbers of items automatically. Thoughts/suggestions?
Download and play my new Survival Map!
Space Expedition to EPIC 204: Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
I had thought of that. I'm wondering if dana has a way to create more dirt.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
It's a RADICAL idea.... and one I wish MoJang would impliment.... but how about one of the RAREST of your new minerals being able to STORE..... STORE... a limited amount of levels of EXPERIENCE.... so that if you actually HAVE some of it, and can craft the bottle or whatever necessary.... you can store 1-3 levels of EXP (orbs?) and if you die, you don't feel like you've wasted hours and hours... only to have a stupid creeper eliminate 30+ levels of EXP.
Just a thought...... ya know.... one could always hope.
BTW: I love the recycler idea... and putting it at 30-50% is perfect. No more complete storage chests full of....
horse saddles.... oh please gag me if I ever see another one.
you know I already developed this exact system for Exiled map though I think only one player ever figured out how to use the ruin that did it. I really was a bit TOO secretive with that map, I learned my lesson this time. Sure, I'll put it in this map, good idea! So you know minecraft has an xp item (bottles o' enchanting). What my system did was convert levels above 10 into 3 bottles of xp. 3 bottle is balanced to be about 1 level if you are level 10. Not sure how I'll work it in but I'll figure something out.
thanks for the warning about dirt haha. Dirt is not directly renewable however, you can manufacture dirt in a roundabout way. You'll see. I'm combining some popular concepts from Exiled and Final Battleground here. However, I'm guessing you won't run short. there are many asteroids to harvest from and there will always be enormous dirt deposits underground because some of the asteroids are nearly 200 blocks deep with custom ore spawning and strata! Also, I've now decided the terrain-damaging kind of meteor will be a bit rarer. The "common" kind that falls isolated more frequently will be cosmetic and not do damage. Anyway testing meteors is tricky because I don't want them to start falling until you guys play so forced to test in test worlds.
PS: no one ever commented on my finding that cool real star system to base this in. Did you look it up? It's pretty cool!
Download and play my new Survival Map!
Space Expedition to EPIC 204: Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Really.... any meteor that hits ground level, does damage. You really shouldn't deter that. Granted smaller meteors do less damage, but really, seriously... they should all do some amount of damage, even if it's just a bit.
Haven't had time to check anything out... but I'm equally sad that no one caught my Steve McQueen reference. It really was hysterically funny given the context. I guess 1950's B-grade horror Sci-Fi flicks are a dying genre in today's big budget blockbuster bonanza. :/
I did get the reference but couldn't recall if Steve was in The Andromeda Strain or The Comet but given the topic I assume it's the latter.
A lot of meteors that strike the earth do very little damage, at most they damage the equivalent of what would be one block in Minecraft. Of course our atmosphere is stronger than that around these asteroids.
dana I had heard about those systems. Searching for solar systems with planets has been a hot topic in recent years due to advances in understanding how to calculate for natural variance in hotter stars. I don't buy into the whole dyson sphere probabilities, must likely it's got a lot of junk in a plane around it.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
I did make the atmospheric variance reference very early on, to my credit.
As to Steve McQueen... his VERY FIRST acting role was in a 1950's B-budget sci-fi flick named "The Blob". This low budget flick looked as if the main villain was a pile of wiggling jello. Very comical, though not intended to be... and it all starts with a meteor falling and microbes finding a human host.
Very unfamiliar with 1950's B-grade sci-flicks tbh haha. I grew up without a lot of TV or games around and I'm just starting to catching up on many genres. Thanks for the book series recommendation Bethel! I love sci-fi and have been looking for more.
Rodabon, I don't really believe the Dyson Sphere idea either, but it's something that I've heard talked about in relation to the EPIC star system so I put it in the description. Anyway, Dyson Sphere is a really old concept from science fiction. For a long time people have thought if they ever see a star whose light alternates between being almost completely eclipsed and normal it would be evidence of this alien technology. It is rather unlikely that anything naturally massive enough to completely eclipse a star to an observer far away (like on earth) could maintain a stable orbit close enough to do it. So the hypothesis goes that if we ever see a repetitive eclipsing star pattern it might be evidence of an alien energy-harvesting technology like the Dyson Sphere. However, I think a dense comet and asteroid field, especially around a star this young, could explain the 65% dips in light level. It's why I chose the star system for the map!
Did a little more work on the map last night and addressed two major bug fixes, funny story those:
Also fixed the bug where squid wouldn't naturally spawn. I think i mentioned that one ages back--stubborn problem. After a lot of research I discovered it's beacuse void superflat has sea level too low for squid to spawn. So I unfortunately had to load the terrain out 5000 blocks and then change the preset to a water superflat one. Now squid spawn and so I have an easy way to trigger other water mob spawns and make them more common (works great!) but the map size is much larger then I liked. It's still 90 MB after compression which is not bad because it's just empty space, but once you unpackage it the map is 1.7 GB. It's a shame. But with the Elytra upgrades I plan to give the player I wanted to give the feeling of a near-infinite void as you flew out and explored later. If you ever do get out 5000 blocks you'll hit the worldborder. I'm really kind of annoyed that void superflat disabled squid spawning as they used to spawn in these worlds in 1.8. It now means you need giant map sizes to have squids spawning in void maps because you have to load out far enough the player will never see the real terrain. :/
I have begun work on the technical list, starting upgrading my random events circuits (because apparently they weren't random enough). Got a nice, elegant system now! While I'm working on ship modules and uses for the new items, do any of you technical guys want more automation tools? Some would be easy to add. Here's some ideas I had:
1. Seeds root in tilled soil if they drop onto it automatically
2. A craftable machine that breaks and collects the block above it
3. Automatic recycler (allow to interface with hoppers)
4. New mob AI behaviors that can be utilized. You know like villagers harvest and that can be used, so I could add a few more like that. (Example: silverfish chew dropped cobble and stone into gravel making the latter renewable)
Download and play my new Survival Map!
Space Expedition to EPIC 204: Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Yeah, when will Mojang learn and make a more option driven world generation template instead of all these separate world types where they decide that this map type doesn't need this function and completely locking it out. For the void map they could have made either a separate nbt tag to disable/enable sea generation or made a value in the sea level that told the game to disable it....for example -1.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Dan, you really do need to start with the first book in this long and very extensive series. By reading it in the original published order (not the recommended chronological order...) you get details and information that helps lay mysteries for the upcoming books.
Dragonflight is where it all starts.
Dragonquest is the second book in this series.
The White Dragon finishes the story first begun in Dragonflight.
From there, I honestly recommend Moretta: Dragon lady of Pern or Nerilka's Story. Both go backwards in Pern's history... and give much needed information for other stories that follow.
Nerilka is one of the few Sci-Fi books that ever made me cry. Just warning you.
I'm not much of a Fantasy reader, so I passed on these books for over a decade. When I finally gave them a shot.... I was blown away by the depth and complexity of the stories and characters. Anne McCaffery has given us a world as rich and deep as Tolkein's Middle Earth.... and that's not bragging. There are mysteries unexplained for many many books. The whole series takes place over 1000's of years. Expect it to be something of an amazing journey once you sit down to take it all in.
And seriously... start with Dragon Flight. It was the first book... and it's really the best one to set up.... and then from there.... unravel the mysteries of Pern.
We're getting a little off topic here, but Anne's style of writing just never appealed to me, it's been awhile since I've read some of her work, but as I recall a big reason was that I had a difficult time relating to her characters and their motives/reactions. Robert Jordan, Carol Berg, Brandon Sanderson, Orson Scott Card, Issac Asimov, Michael Stackpole have some of my favorite multi-book stories.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Honestly, it's my work thread and I don't mind as long as we bring it back after a few comments. You guys have only to gain by recommending good science fiction to me as I may use it to take inspiration for the map and make things more physical or realistic as a result. I like to have explanations for EVERYTHING when I craft a story or a new technology. It must come from my engineering training haha. I think I've read all those authors but Carol Berg so far. The Ender's Game series was one of my favorites when I was young--I really thought he did a good job displaying how "alien" different races will probably be. To the point that they would wonder if each other were truly intelligent and have trouble communicating. For instance, the Formics thought that their form of communication: "hive telepathy" would be the sign of intelligent life and since humans didn't possess it they saw us as lower animals. We always thought that aliens would be bound by our own limitations of speech and thus were looking for radio waves (which the formics didn't even need since they could communicate mind-to-mind). I would have loved to meet more species, but to my knowledge he only wrote about contact with 3. Great author! Did Robert Jordan write sci-fi? I'm more familiar with his fantasy (Wheel of Time is one of my favorite fantasy series)
Now to bring it back to my original questions as I work this week. Do you want me to give you guys better automation tools in addition to the new mechanics? There are a few bottlenecks in minecraft that limit how complex you can make redstone systems. I would find it quite fun to add some new redstone components if you guys want them.
For instance: a block breaker. I probably will introduce such features in updates and focus on the core list this week, but I was curious what you guys would think of having these extra tools. It would open up a lot of design options for machines and farms on the mechanistic side of minecraft which I think would fit the tone of this map pretty well. But it would be up to the player if they wanted to use them.
Small Update: Finally got some time to build with Zann last night. We worked on several custom dungeon areas, mainly the:
- Web Spider Forest
- Cavern Lake
Still a lot of work required and not sure if I'll be done with all the planned sites by pre-release time. Also not really sure what to do in the way of "loot". Most players like to find loot, but since this is a survival map and I already provided most everything through custom drops, not sure. In ruins containing the ancient writings I can add some special treasure items and old supplies from the whoever was there long ago. However, not sure what to do for monster-only dungeons like the spider nest. Anyone have thoughts? I guess I could have a stash of their rarer drops there, but like I said you can already get those through killing the spider variants and it kind of takes the fun out it being a "rare" drop if you find lots of it stashed at the nests. Alternatively I could just forget about the classic "loot chest" idea and have a Spider Queen in the nest. The reward would them be the custom spawners and the stuff that drops from killing the Spider Queen.
Download and play my new Survival Map!
Space Expedition to EPIC 204: Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
A block breaker would be a really fun idea. Some sort of elevator or short range teleport technology would be nice too.
As for loot for dungeons/boss mobs I'm not sure. A couple different possible approaches come to mind.
Idea #1) Make these dungeons (custom sites) repopulate after a period of time, including the boss and make the boss mob/site the main source for a rare drop.
Idea #2) Make something about the site unlock a technology advancement via discovering something that opens up a new recipe if you gather the materials and figure out how to craft it. Whether it's interacting with some natural feature that inspires the 'idea', some alien relic, perhaps just slaying the boss inspires the 'idea' due to seeing a special ability or function of their body, etc.
Regarding authors, Robert Jordan and Carol Berg's writings I was referring to aren't sci-fi in nature....but then Dragon Riders of Pern initially doesn't feel so sci-fi like at first either.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Hello everyone,
I am familiar with the work that danaphanous and his team has done, along with a few commenters here because of the 3 previous map releases. I am really excited to play this map after the full release. I have been skimming through all of the posts since I know most are ideas, suggestions and subject to change. I love most everything, but I do have a question:
Will there be a "safe zone" to build your base up after the meteor showers start hitting? I am wondering if there will be an area where meteors won't hit cause of a shield of some sort, or if maybe we build underground about 100-ish blocks?
I am all on board with what ever dangers there are, just as long as the time I spent collecting and building doesn't get destroyed if I use common sense.
hey good to hear from you again TeeHeeMod!
In the beginning there is no "safe zone" and meteors can hit anywhere after the Spring, however, they are not very destructive and should be easy to protect against with some common sense. Right now meteors are only power level 1 and can't spread fires. So they can only destroy very soft blocks like crops, tree leaves, wood, dirt, gravel, sand, etc. Anything with the hardness of stone will be perfectly safe and the meteors will not damage it. I also plan to add a technical block called a shield generator that will put up a forcefield to a radius around itself against falling meteors eventually allowing players far along to build in the open without fear.
I have nerfed meteor rates a bit after my tests. I currently have meteor showers (an event where a lot fall) tuned to a very low probability. Right now the chance is at 1:729 every 4 seconds. I've playtested 2 days and it hasn't happened so far. More commonly you might see a single meteor fall but they really only break a few blocks so I don't think they'll be too annoying. Anyway that's what the early testers will help me with. Making sure things don't feel unfair or annoying.
UDPATE:
Random Generator Completed!
Designed my new random event system today to ensure I can trigger events with complete randomness. Attached it to the meteor shower events and spring shower generator and it is working great! Command blocks clock way too fast and since they ended up failing me at true randomness last attempt I went with good old-fashioned redstone. Four 1/9 chance hopper/dropper randomizers in series. They fire so infrequently it's honestly gonna be less lag then anything else I could do.
I have the following random classes:
Common event (every 36 seconds on average): example spring rainstorm shower generator
Daily rare event (every 5.4 minutes or so on average): example single falling meteors
Seasonally rare event (48.6 minutes on average): example meteor shower
Ultra-rare yearly event (7.2 hours on average): none currently programmed
When I say "on average", I'm talking about probability. These are completely random but if you play long enough and divide the number of times it happens by the time they might start to get close to these numbers. Anyway, that's the plain states of the randomized system. Probabilities can further be tweaked by only running events if ticks are in a certain range (time of day), or day is in a certain range (only during certain seasons). So it's pretty much a flexible system that is everything I'll ever need for random events! The spawning of my custom creatures has its own mechanisms which are much more complex, this is more for things like weather.
Hives Mostly Done!
I also did a bit of work on the Hive Spawning tonight, designed them all, and they work great once created. But ran into a problem with adding in the spawning algorithm. Rodabon saw this problem ahead of time. So...it's easy enough to clone these things in at random events and locations triggered by lots of things, however, I'm not really sure after testing if I want it to be truly random. A couple reasons:
1. Realized they could overwrite player builds if they can spawn anywhere/anytime (BAD).
2. Even if the random event is rare I get the problem that some seasons these things never spawn and others too many spawn.
So, here are some ideas I had:
2. Forget about random and just make it look random. I can go and pick spots that these will appear. I could even pick several spots and select a few randomly for each new map. When the season for them starts they spawn in. Locations are permanent and the hive stays year-round but the spawner disappears during the seasons that the insect is dormant. This would make the spawning look the best and also allow for some permanent player farming of them.
Anyway, whenever I figure out which way I want to do it (and leaning towards #2 just for it being easier to implement) the hive system will pretty much be done. They are all designed and tested, ready to spawn in! Here's some pictures from my spawning tests in random areas of the map
Download and play my new Survival Map!
Space Expedition to EPIC 204: Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
It was my understanding from what I have read that the meteor's affect soft target items like wood, dirt, gravel or sand. If you build your home out of these, well, you'll be rebuilding a lot. But I took it that cobble / stone were harder materials (RE: One you can't mine with just your hands) and thus would withstand a meteor impact (unless perchance it's a BIG meteor.... is there a chance of such Dana?) and thus your home would be safe.
That's my take on it anyway.
No meteors powerful enough to destroy stone are currently planned. I wanted to make it something players could design against without needing to use obsidian everywhere. I'm happy to put in a "hardcore" mode with extra stuff like that later though if some people want it.
Anyway, hope you guys are excited for this Weekend!
The first of the technical updates:
I'll get as far as I can and hopefully have a nice alpha prerelease by end of friday! I spent 3 weeks tweaking mobs, spawning, and drops, so I had to force myself to switch to the more critical items now, I can always improve/add to them later. When I quit I was in the middle of working on a random variants system. Once completed, the idea is that some of my custom creatures can spawn in several forms including "baby", "normal", and "variant". Example: Sort of like the baby zombie, normal Zombie, and husk/villager variants. I thought it might add some cosmetic variety which would be nice.
- completely finished designing/testing the new mobs, drops, and spawning.
Here is my new worklist in order of priority, I'll get as far as I can this week:
#1: make uses for the couple dozen new material drops, either intrinsically or in new crafting recipes
#2: enable biosuit upgrades (improving armor rating and elytra and jetpack upgrades)
#3: ship modules: synthesizer, recycler, scanner, computer/VR interface, medical bay
(All those 3 kind of blend together as they all use a mixture of new and old items to create)
#4: make brief intro to orient the player and set up the game scoreboards
#5: expand biosuit dialogue system: need to give enough hints you can figure out the new crafting, comment on creatures/environment, areas found...
#6: add gravity differences to asteroids
#7: Life Catalogue and VR computer room: (holodeck)
#8: dungeons/ruins: this is lowest in priority for alpha and may not be finished even the immediate area, there are a lot of ideas/areas I had in mind but not enough time to finish them all.
Anything I mentioned that I've missed?
Today I accomplished:
- completed emergency medical module: where you respawn with a message and brief effects/animation after death
- completed synthesizer system: I now have a new kind of block called a synthesizer that the game checks the inventory of for certain combinations of items. To make it easy on the player to master, all recipes are shapeless and all items of the same kind can just be stacked. The product will appear in the middle of the block inventory if you put a valid combination of items into it. Example: 9 shards = 1 ingot
- completed computer VR interface: right now it only transports you to an empty room but the interface and transport sound effect is done
- Added 6 recipes to synthesizer: 4 ingot recipes so you can store the new metals in a more compact and useful form for crafting, 2 new custom potion recipes,
- Added 4 biosuit armor upgrade recipes to the synthesizer: in this game you can't put on your own armor as you have to wear your environmental suit, however you can use the synthesizer to craft upgrades for the unit if you find the right materials. Right now I have the ability to increase your armor rating up to 8 using natural materials you can find during seasons.
- added adventure mode when in ship (so it can't be disassembled)
what do you guys think of holographic nametag-type displays for labels in the ship as opposed to signs? I thought they looked more futuristic personally. I'm going for the compact and efficient style for the landing pod as that's usually how it's done for space travel:
Download and play my new Survival Map!
Space Expedition to EPIC 204: Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!