I giggled a bit. Thanks, kyleruler! Your characterizations are always fun to read!
That'll be a very interesting place to see a dwarven city bloom!
If you're tired of making huge buildings, don't make huge buildings. Make them smaller. Mine are usually just big enough to serve their purpose (and also I'm incredibly lazy).
Adding your name to the list!
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Also, Kyle: I meant to mention to you that you can use Minecraft Improvements if you want something a bit more challenging for the neanderthals (and a bit more realistic to evolution and growth and things).
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Dwarf Fortress. The life work of a pair of brothers. It's a huge, sprawling game where you start out with 7 dwarves and do whateveryou want. OR play in Adventure mode and die a lot.it's in ASCII but you can get tile packs so it is easier to play. HUGE community.
the double exclamation points on both sides denotes that the object is on fire.
Decided to try the Elven challenge on an Amplified world. Below the spoiler is the results!
Spawned in a beautiful area-- as always, when Amplified is your world setting. Sort of. Sometimes the spawn can just be messy. I got stuck with a really nice spawn-- and I mean a spawn good for Elven, too, because I can grow giant trees.
Anyway I started on the challenge and had a little bit of trouble because Elves are vegetarians. Seeds do not seem to drop from ferns as much as they do from grass for me. Beautiful waterfall fantasy scenery though, am I right?
In the background of this picture you can see the platform to my house. This farm, though, was literally killing me. No food for days. It looked really good though with that little waterfall thing, so I went with it.
Here's another screenshot from basically the same vantage point. After many deaths at the hands of hunger I am the victor-- take that, NATURE! Wait, shouldn't I be working WITH nature? Ah, whatever.
I think i'll make these buildings sort of dutch-colony style... except floating on platforms in the air. I really like the bridges, though, those are nice. Also, in case you didn't know, I have to build all of my homes in the air for the elven challenge-- more specifically, not touching the ground-- and so i'm just going to make all my buildings float.
These images were from a night of half-a-heart exploration. I think something's wrong with my mob spawning because I did not encounter one monster from my home to here except the one skeleton that killed me and the two spiders I beat to death with my fists afterwards.
Pretty, though, right? I can't wait to mess around with the terraforming in this area. I'm thinking of a giant elven castle built into the side of the mountain with waterfalls flowing through it.
No one ever said the Well had to be functional... or not leaky.
Anyway here's the results of today's play session. A really nice looking house, farm, and well. I also put a little desk inside of my house because that was one of my decorations in the original design. I'd really like to add some more color, too, so when I get iron I think there will be a lot more leaves to add some green and maybe some other wood types. I'm right next to a Forest Biome, so that'll be good for wood types. Maybe Birch?
Ultimate results: About an hour or two of playtime, and half of the first stage complete. Is that bad?
... I feel really bad now. It's mentioned somewhere (either in the guidelines or helpful hints) that you can break rules if things become un-fun for you. This challenge isn't exactly meant to be a horrible nightmare. ^^;
You may find Pam's Harvestcraft helpful. It contains a new bread recipe (plus other vegan ones) that gives you 1 bread per 1 wheat/grain.
Perhaps I should add that all challengers can smelt enough iron to make a bucket to the overall guidelines?
Also: the general idea with elves is that the floor of the buildings shouldn't touch the ground. You can have them in trees, on stilts, whatever you need to do to have the floor not touch the ground (don't ask me why. It's just an elvish thing)
I'll edit some of the rules to be more clear and I'll add your name to the list!
Thanks, Pineapple!
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
It's fine-- the challenge makes it more fun. I would feel like it was too easy otherwise. Also, I may use some mods but I tend to go totally vanilla for some reason. It just feels natural.
The Elven homes I made all floaty because Amplified terrain reminds me of the "Hallelujah Mountains" in Avatar. I thought it'd be pretty cool to have floating platform houses-- but I am going to make some more creative stiltlike/tree-based buildings, too.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/29/2013
Posts:
81
Member Details
So after a long time away I've come back to the challenge. So it seems a modded one has been made. Well time to give the werewolves a go.
This challenge is perfect though I can add in Elder Scrolls lore into my posts!
Day 1: I've been driven from the town... Those fools they never should of messed with Hircine's will. However it's clear that us lycanthropes aren't welcome in the towns and village's. I've located another group of those given the gift and I shall try to make contact with them.
This small cave next to the rocky outcropping will be perfect for shelter from the Daedra that roam at night,
This isn't that small of a cave... I must advise the pack not to attempt to go down there.
Ahh! Curse the nine! Who let a Daedra into the cave!
Hmm I do remember these. I used to enjoy these orange foods. That was a long time ago though. Maybe we can lure some local wildlife into pens with it though.
Welcome back, Shadow!! What mods are you playing with?
(Three cheers for lore!)
Also: Please be sure to at least glance over the information in the spoilers. A lot of it is aimed at being helpful stuff (and are things I'm figuring out as I play the challenge for myself)
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/29/2013
Posts:
81
Member Details
Yeah I'll look at the spoilers but for the mods I'm just playing with the FTB Horizons: Daybreaker pack. It's got a lot of new lesser known mods in it so i'll try and incorporate them into the build. Though I think I might put witchery in the pack so I can actually be a werewolf.
Sounds cool! Can't wait to hear all about your progress (remember that buildings are the main focus of this challenge so it would be wonderful if people came up with builds that help incorporate mods in a more fluid way than just stitching it all together haphazardly)!!
Now, on to my challenge. I wound up abandoning (though not deleting) the neanderthals I had started in vanilla because given that this challenge is about mods I wanted to do a race that incorporated them better. At first, I wanted to try pirates (and still do) but was discouraged because it is so dang hard to find a freaking ocean (which is why I added some tips on finding one in the helpful hints spoiler after figuring out the key to it). Thus, I wound up settling on the Human challenge (again).
Please note that the area I'm building in is not spawn. You don't have to build in spawn if you don't want to. I've been creating my worlds with cheats enabled because I'm the challenge creator and I can (I'll remove the guideline against cheats later). I flew around for a while and finally settled on a nicely placed plains biome with a village...
So the picture chain starts with a bit of exploration. I had found the village and built my house nearby so I decided it would be good to go around looking for various fruit, nut, and spice trees as well as gardens (thanks, harvestcraft). When I explored, I came across several trees being, well, silly.
Avocado/Cherry tree
Nutmeg/Cherry tree
Nutmeg/Pear tree
Not shown: Grapefruit tree trying to hide among birch and oak trees on the edge of a swamp (grapefruit is supposed to be a tropical tree)
So, after chopping several trees down for wood I had more than enough saplings and fruit to get an orchard going.
Everything was going well. Me and my new friends were having a great time trading and helping each other (they gave me food, I protected them from hoards of zombies). It was a night like any other when a flood of green exploding ***holes like no other came and forced me to move my home farther away.
Having nowhere else to go, I harvested all the food I could find and moved farther away (though still in range) from the village of flesh-colored Squidwards and started a wheat farm fit for, well, 3 cottages of people.
I also took care to re-build my house after deconstructing it. Before I knew it, it was the end of another day.
The second house went up with no trouble. The only thing I had a problem with was deciding on a wood scheme, so I hopped into creative to make sure my plan would work before wasting precious resources.
The next task on the agenda was securing a nearby water source (you may craft a bucket to assist you).
My orchard was growing in size fast. Just in time for the settlers to arrive.
My inventory after harvest.
It was another great day.
Before long, the third house was up, thus completing the first stage!
...annndd that's it! Thanks for reading!
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
So far, IC2 has been tedious and resource intensive, but overall still fun. Has an easy to follow tech progression so that's nice.
As far as that progression goes, I'm thinking I'll start with a basic automatic power generator (water or wind) and build any of the machines needed to make on of those. I've used redstone because a lot of the very basic recipes call for it, but not in any kind of redstone system.
Every even stage I'm planning on upgrading how energy is generated and odd stages I'll add a new tool specific to IC2. That should mean I'm building new machines ever stage. Haven't looked through the entire mod so I'm not sure what the end goal should be.
The charter continues to progress nicely. Recently hired an inventor to ease the process of settling the island and making it a profitable venture. He chose a spot overlooking the entire island. Immediately, he set upon building a weird structure so as not to sap our coal supply, but instead generate energy automatically through the power of wind.
Later he invited up to his workshop to show me what he's got going. He explained what all these machines did, but it flew right over my head. Basically, it all makes his work easier.
As more people arrive, we're having to build more houses to accommodate to the increase in population. So far we have two more houses built with a third in the works.
With the number of resources being pulled in by our settlers we've had to build a structure dedicated to storing all the resources and tools we've obtained.
One of the members has suggested we build a common area for everyone to eat and get to know each other. By unanimous decision, the building was approved and built with room to expand should the charter need it. It should go a long way towards building unity as we all sit down and break bread together.
Here's a close up of the wind contraption the inventor made with some kind of rope coming off it. He asked that no one touch the rope as it's pushing large amounts of energy through it and could be detrimental to our health.
Thought I should mention that a wind mill structure is required later in the challenge in stage 6 (meaning you have to make a building from which the blades protrude). If you want you can meet this requirement early by just adding a structure around the weird rope thing protruding from that ingenious contraption so the people won't suffer electric shock as easily. Perhaps I should move this over to the tech challenge rather than have it as part of the core. Beware, though: After a while the blades break and you have to make new ones. The higher the tier, the more space required for the blades (which is why you may find yourself adding more rope so the weird energy contraption thingy can go higher and collect even more energy). Iron lasts longer than wood, and I don't remember the rest of the tier progression. Just look up "blade" in NEI and you'll get a better idea on where I'm going with this.
Your progression idea sounds interesting. I may play around with that idea. As far as I know, the end goal of IndustrialCraft is to just have a lot of really cool technology (and the quantum and nano suits). When I was setting up a pack to mess around with in regular survival, I just watched spotlights on all the main mods in the pack and jotted down things I wanted to mess around with that seemed fun (examples for IC2 in spoiler)
Macerator (double ore yield)
Mining drill
Electric tree tap(?)
Extractor
Renewable energies
Recycler
Compressor
Nano suit
Quantum suit
Electric Jetpack
Night Vision goggles
Solar helmet
Electric wrench
Electric boat(?)
Tool boxes
This is where Galacticraft comes in. IC2 doesn't really have an end goal (which is concerning), but Galacticraft helps add an end goal (get to space). Though you can technically reach space within maybe a Minecraft month, I like spreading it out some by meeting some goals with IC2 and having fun before getting prepped and ready for space.
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Um, Monarch? I might be able to test it out with some mods from July... um... well, basically the 3rd/2nd/2 and a half??? week of July. I'm not sure how to say it =P Thing is, my laptop just crashes with Mekanism and if there is like 20+ mods, Minecraft is just nope. So I have to:
1. Manage to beta test in a week
2. Find a less CPU intensive modpack to use for this.
You are fine playing vanilla. i made that because I don't want more than 2 people testing this challenge in vanilla when it's meant to be modded. If your computer can't handle the demand of mods, don't make it. All help is appreciated (and I like seeing people post pictures and things of what they've built). Like I said, 2 vanilla testers is plenty and can help me see where there are parts of Core that I need to change. I just don't want, like, 5 out of 8 players doing vanilla, for example, because that's not helping me get the rest of it finished.
Thanks again for being a tester, Kyle!
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
I giggled a bit. Thanks, kyleruler! Your characterizations are always fun to read!
That'll be a very interesting place to see a dwarven city bloom!
If you're tired of making huge buildings, don't make huge buildings. Make them smaller. Mine are usually just big enough to serve their purpose (and also I'm incredibly lazy).
Adding your name to the list!
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Also, Kyle: I meant to mention to you that you can use Minecraft Improvements if you want something a bit more challenging for the neanderthals (and a bit more realistic to evolution and growth and things).
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
fixed that for you......unless you've never played Dwarf Fortress.
I didn't quite see a need in extra exclamation points where they're not needed, so I left them out. Should I bold that word?
Thanks for stopping by, maul!
And, no. I've never played dwarf fortress. What's it about?
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Dwarf Fortress. The life work of a pair of brothers. It's a huge, sprawling game where you start out with 7 dwarves and do whateveryou want. OR play in Adventure mode and die a lot.it's in ASCII but you can get tile packs so it is easier to play. HUGE community.
the double exclamation points on both sides denotes that the object is on fire.
http://dfstories.com/wp-content/uploads/sites/2/2013/04/Learning_curve.jpg
http://1d4chan.org/images/thumb/1/14/Dorf_Fortress.jpg/180px-Dorf_Fortress.jpg
http://dwarffortresswiki.org/index.php/File:FunComic.png
http://dwarffortresswiki.org/index.php/Fun
Sweet! I'll have to check it out!
Ahhhh. I'm fine with regular grammar. I'm not that evil... >:D
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Update: Starting over as human. Lots of blocks messed up by thaumcraft and some effects stuck around even after the block was gone. Cheers!
Using IC2
Stage 1:
Landed on the shores of an island and immediately set forth building homes for settlers arriving to the new charter.
Set up a farm to so as to eat and such.
You may find switching to Ars Magica more benificial. I'm looking forward to seeing your progress! Please let me know how you handle mod progression!
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Decided to try the Elven challenge on an Amplified world. Below the spoiler is the results!
Spawned in a beautiful area-- as always, when Amplified is your world setting. Sort of. Sometimes the spawn can just be messy. I got stuck with a really nice spawn-- and I mean a spawn good for Elven, too, because I can grow giant trees.
Anyway I started on the challenge and had a little bit of trouble because Elves are vegetarians. Seeds do not seem to drop from ferns as much as they do from grass for me. Beautiful waterfall fantasy scenery though, am I right?
In the background of this picture you can see the platform to my house. This farm, though, was literally killing me. No food for days. It looked really good though with that little waterfall thing, so I went with it.
Here's another screenshot from basically the same vantage point. After many deaths at the hands of hunger I am the victor-- take that, NATURE! Wait, shouldn't I be working WITH nature? Ah, whatever.
I think i'll make these buildings sort of dutch-colony style... except floating on platforms in the air. I really like the bridges, though, those are nice. Also, in case you didn't know, I have to build all of my homes in the air for the elven challenge-- more specifically, not touching the ground-- and so i'm just going to make all my buildings float.
These images were from a night of half-a-heart exploration. I think something's wrong with my mob spawning because I did not encounter one monster from my home to here except the one skeleton that killed me and the two spiders I beat to death with my fists afterwards.
Pretty, though, right? I can't wait to mess around with the terraforming in this area. I'm thinking of a giant elven castle built into the side of the mountain with waterfalls flowing through it.
No one ever said the Well had to be functional... or not leaky.
Anyway here's the results of today's play session. A really nice looking house, farm, and well. I also put a little desk inside of my house because that was one of my decorations in the original design. I'd really like to add some more color, too, so when I get iron I think there will be a lot more leaves to add some green and maybe some other wood types. I'm right next to a Forest Biome, so that'll be good for wood types. Maybe Birch?
Ultimate results: About an hour or two of playtime, and half of the first stage complete. Is that bad?
artist, writer, content producer.
... I feel really bad now. It's mentioned somewhere (either in the guidelines or helpful hints) that you can break rules if things become un-fun for you. This challenge isn't exactly meant to be a horrible nightmare. ^^;
You may find Pam's Harvestcraft helpful. It contains a new bread recipe (plus other vegan ones) that gives you 1 bread per 1 wheat/grain.
Perhaps I should add that all challengers can smelt enough iron to make a bucket to the overall guidelines?
Also: the general idea with elves is that the floor of the buildings shouldn't touch the ground. You can have them in trees, on stilts, whatever you need to do to have the floor not touch the ground (don't ask me why. It's just an elvish thing)
I'll edit some of the rules to be more clear and I'll add your name to the list!
Thanks, Pineapple!
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
It's fine-- the challenge makes it more fun. I would feel like it was too easy otherwise. Also, I may use some mods but I tend to go totally vanilla for some reason. It just feels natural.
The Elven homes I made all floaty because Amplified terrain reminds me of the "Hallelujah Mountains" in Avatar. I thought it'd be pretty cool to have floating platform houses-- but I am going to make some more creative stiltlike/tree-based buildings, too.
artist, writer, content producer.
Alright, then. Can't wait to see the ultimate end result!
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
So after a long time away I've come back to the challenge. So it seems a modded one has been made. Well time to give the werewolves a go.
This challenge is perfect though I can add in Elder Scrolls lore into my posts!
This small cave next to the rocky outcropping will be perfect for shelter from the Daedra that roam at night,
This isn't that small of a cave... I must advise the pack not to attempt to go down there.
Ahh! Curse the nine! Who let a Daedra into the cave!
Hmm I do remember these. I used to enjoy these orange foods. That was a long time ago though. Maybe we can lure some local wildlife into pens with it though.
Welcome back, Shadow!! What mods are you playing with?
(Three cheers for lore!)
Also: Please be sure to at least glance over the information in the spoilers. A lot of it is aimed at being helpful stuff (and are things I'm figuring out as I play the challenge for myself)
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Yeah I'll look at the spoilers but for the mods I'm just playing with the FTB Horizons: Daybreaker pack. It's got a lot of new lesser known mods in it so i'll try and incorporate them into the build. Though I think I might put witchery in the pack so I can actually be a werewolf.
Sounds cool! Can't wait to hear all about your progress (remember that buildings are the main focus of this challenge so it would be wonderful if people came up with builds that help incorporate mods in a more fluid way than just stitching it all together haphazardly)!!
Now, on to my challenge. I wound up abandoning (though not deleting) the neanderthals I had started in vanilla because given that this challenge is about mods I wanted to do a race that incorporated them better. At first, I wanted to try pirates (and still do) but was discouraged because it is so dang hard to find a freaking ocean (which is why I added some tips on finding one in the helpful hints spoiler after figuring out the key to it). Thus, I wound up settling on the Human challenge (again).
Please note that the area I'm building in is not spawn. You don't have to build in spawn if you don't want to. I've been creating my worlds with cheats enabled because I'm the challenge creator and I can (I'll remove the guideline against cheats later). I flew around for a while and finally settled on a nicely placed plains biome with a village...
Avocado/Cherry tree
Nutmeg/Cherry tree
Nutmeg/Pear tree
Not shown: Grapefruit tree trying to hide among birch and oak trees on the edge of a swamp (grapefruit is supposed to be a tropical tree)
So, after chopping several trees down for wood I had more than enough saplings and fruit to get an orchard going.
Everything was going well. Me and my new friends were having a great time trading and helping each other (they gave me food, I protected them from hoards of zombies). It was a night like any other when a flood of green exploding ***holes like no other came and forced me to move my home farther away.
Having nowhere else to go, I harvested all the food I could find and moved farther away (though still in range) from the village of flesh-colored Squidwards and started a wheat farm fit for, well, 3 cottages of people.
I also took care to re-build my house after deconstructing it. Before I knew it, it was the end of another day.
The second house went up with no trouble. The only thing I had a problem with was deciding on a wood scheme, so I hopped into creative to make sure my plan would work before wasting precious resources.
The next task on the agenda was securing a nearby water source (you may craft a bucket to assist you).
My orchard was growing in size fast. Just in time for the settlers to arrive.
My inventory after harvest.
It was another great day.
Before long, the third house was up, thus completing the first stage!
...annndd that's it! Thanks for reading!
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
So far, IC2 has been tedious and resource intensive, but overall still fun. Has an easy to follow tech progression so that's nice.
As far as that progression goes, I'm thinking I'll start with a basic automatic power generator (water or wind) and build any of the machines needed to make on of those. I've used redstone because a lot of the very basic recipes call for it, but not in any kind of redstone system.
Every even stage I'm planning on upgrading how energy is generated and odd stages I'll add a new tool specific to IC2. That should mean I'm building new machines ever stage. Haven't looked through the entire mod so I'm not sure what the end goal should be.
The charter continues to progress nicely. Recently hired an inventor to ease the process of settling the island and making it a profitable venture. He chose a spot overlooking the entire island. Immediately, he set upon building a weird structure so as not to sap our coal supply, but instead generate energy automatically through the power of wind.
Later he invited up to his workshop to show me what he's got going. He explained what all these machines did, but it flew right over my head. Basically, it all makes his work easier.
As more people arrive, we're having to build more houses to accommodate to the increase in population. So far we have two more houses built with a third in the works.
With the number of resources being pulled in by our settlers we've had to build a structure dedicated to storing all the resources and tools we've obtained.
One of the members has suggested we build a common area for everyone to eat and get to know each other. By unanimous decision, the building was approved and built with room to expand should the charter need it. It should go a long way towards building unity as we all sit down and break bread together.
Here's a close up of the wind contraption the inventor made with some kind of rope coming off it. He asked that no one touch the rope as it's pushing large amounts of energy through it and could be detrimental to our health.
Thought I should mention that a wind mill structure is required later in the challenge in stage 6 (meaning you have to make a building from which the blades protrude). If you want you can meet this requirement early by just adding a structure around the weird rope thing protruding from that ingenious contraption so the people won't suffer electric shock as easily. Perhaps I should move this over to the tech challenge rather than have it as part of the core. Beware, though: After a while the blades break and you have to make new ones. The higher the tier, the more space required for the blades (which is why you may find yourself adding more rope so the weird energy contraption thingy can go higher and collect even more energy). Iron lasts longer than wood, and I don't remember the rest of the tier progression. Just look up "blade" in NEI and you'll get a better idea on where I'm going with this.
Your progression idea sounds interesting. I may play around with that idea. As far as I know, the end goal of IndustrialCraft is to just have a lot of really cool technology (and the quantum and nano suits). When I was setting up a pack to mess around with in regular survival, I just watched spotlights on all the main mods in the pack and jotted down things I wanted to mess around with that seemed fun (examples for IC2 in spoiler)
This is where Galacticraft comes in. IC2 doesn't really have an end goal (which is concerning), but Galacticraft helps add an end goal (get to space). Though you can technically reach space within maybe a Minecraft month, I like spreading it out some by meeting some goals with IC2 and having fun before getting prepped and ready for space.
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Um, Monarch? I might be able to test it out with some mods from July... um... well, basically the 3rd/2nd/2 and a half??? week of July. I'm not sure how to say it =P Thing is, my laptop just crashes with Mekanism and if there is like 20+ mods, Minecraft is just nope. So I have to:
1. Manage to beta test in a week
2. Find a less CPU intensive modpack to use for this.
Just wanted to let everyone know.
You are fine playing vanilla. i made that because I don't want more than 2 people testing this challenge in vanilla when it's meant to be modded. If your computer can't handle the demand of mods, don't make it. All help is appreciated (and I like seeing people post pictures and things of what they've built). Like I said, 2 vanilla testers is plenty and can help me see where there are parts of Core that I need to change. I just don't want, like, 5 out of 8 players doing vanilla, for example, because that's not helping me get the rest of it finished.
Thanks again for being a tester, Kyle!
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.