It's not intended as a reward man, or something you intentionally create, but as a negative consequence of your actions.
That's what always got me about this feature. It seems so uncharacteristic of your work in that it doesn't really accomplish that too well. Given both the rarity of it appearing and how easy it is to control it isn't really much of a threat yet the use for it is nearly a requirement for continued automation progression so it feels more like a reward seeing it than something to dread.
I got my first spot of Blight earlier today. Given the somewhat complex requirements for it's developmental stages... what's the benefit of having it? Should I just try to contain it around my beacon or is it worth letting it develop to stage four?
:edit:
Someone on the forums mentioned it as a useful tool for leveling jungles? Surely it has a more useful function?
There is a little secret something-something that it is good for but I'll leave it to you to experiment with it. Suffice to say it is very valuable.
I played an older version of it. It actually looks a ton easier now, with all those fruit trees everywhere. Those fruit trees are super productive, too much so. Well, just in general food is everywhere. In the videos they never seem to be hurting for food. One person seemed able to easily collect enough food for 3-4 people at early game.
What disappointed me the most was when they could craft beds and they worked. So the mini map means they don't need paths to not get lost. And the beds mean they don't needs paths/spare bases to stay safe. And smart moving I think can let you crawl up walls if I remember correctly.
The thirst mechanic is the one thing they don't seem to be able to skip or largely ignore yet.
I actually love TFC's mechanic of pre-chest/vessel, that the players store all resources around the base and between themselves. And that some surface objects like that rock cannot be moved until higher in the tech level. Its like those pesky big rocks in harvest moon you have to upgrade your tools to break. I think since things like the log piles can't store much, you need big bases pre-chest to keep large amounts of resources on base is pretty cool.
I think their food situation has to do largely with it being a server. I started my own single player world to check it out since it looks interesting and I've not had nearly as much luck. Crop growth time is appropriate to real life comparison within the context of the game's calendar which means it takes many, many days to grow even one cycle of crops. The fruit trees also only actually produce during one or two months of the year so the short burst of food is followed by a long fallow and they take very long to even grow large enough to produce. With the server running when they aren't playing it is probably allowing all of the plants to grow even though their hunger doesn't deplete.
My own experience has been the complete opposite playing single player. I've gone through about a week in game and my 30+ crops have only advanced about 1 stage and I've depleted the local wild food supply. I found a pig in my recent expedition to find copper which I lured back to keep for breeding but I may have to resort to slaughtering him to tide me over if I can't find more food in the next day or two.
I really like how food in it requires long term planning. Fruit trees only bear fruit at certain times of the year, crops take weeks to grow, and animals require months give birth and mature. If you aren't careful you may find yourself completely out of food in the middle of winter and leave you thinking it time to bring the ax down on one of your herd. This is a particularly tough decision because of the incredible value of breeding animals because of the massive meat drop rates if you can actually get a sustainable ranch and because animals are incredibly rare. The animal rarity is dependent in part on the climate so certain species might be hard to come by and animal spawn rates are very low. The one pig I found was on an entirely different island from my spawn which is itself several hundred blocks across.
Where BTW has you thinking how you feed yourself tomorrow TFC has you thinking how you will feed yourself next winter. In that regard it lives up to its roots in Dwarf Fortress. The first winter could make or break you.
So there's probably no way to fix it then right? Oh well, it's not that big of a deal, at least I won't have to worry about eating in that world hehe. Would it be shallow of me to just create a new world and add all the things I had and play from where I was? Thanks for the help.
Was the world originally on peaceful before the conversion? Maybe the difficulty is acting funny because of the old difficulty vs. the BTW restriction. You can try swapping it to see if the refreshed difficulty fixes it. It might be worth a shot trying to use the console commands to change it to creative and back for a similar reason.
Has the dung production rate been reduced in the past year or so? I've got a fed wolf in a dark room that hasn't done his business in a few MC days now. It's a 4 by 4 room which should allow him plenty of space. The floor is planks and I set the wolf on a glass block to prevent spawning inside. Or am I just unlucky?
Thanks, but I've read it before. I've skimmed through it again since you've reminded me looking for some additional insight but as much detail as in there it is largely relating to the spread and recovery once an outbreak occurs. I'm really interested in ways to contain it in the first place which seems to be possible from what I've read but no one seems to have a definite way of doing it.
I plan to bridge across a large body of water towards a taiga biome in the hopes of getting some wolves. Once that is finished I'll put my portal on that side of the water. There is a nice hill where I can prominently display my dark temple. I can hope that anything uninvited that comes through the portal likes hats. Perhaps even that would solve my other problem... or make it dreadfully worse...
I've started throwing skeleton bows away. I can't burn them or repair combine them like I would in vanilla. I do get so many. What do people with mob towers do with them all?
Last I've seen then can be harvested for their string and sticks in the cauldron.
Has anyone made progress on Hardcore Nothing to Worry About? I quickly approaching the first nether visit and I am not sure yet where to put my portal. I'm stockpiling eggs in the event that I light a fireworks display with my portal location.
The only hint (that may or may not be relevant) was FC mentioned having a lot of bats appearing through his nether portal which might indicate keeping it in darkness might help.
I'm debating between a shrine to the portal on top of a snowy hill near my base or off raised over some water on stilts. (Something akin to Kurast from Diablo 2 might be fitting a design :P) Either way they are a reasonable distance from either of my main animal pens but I'm not sure if either is enough based on some rumors I've read.
Yup, that's totally understandable. Just thought I'd mention it as something to keep in mind once you get to glowstone.
Also, there's always the option of putting some torches behind glass or what have you underwater even in the early game.
I've considered that and thought it might also be a good way to go about collecting some of the deep clay while at it but I haven't wanted to go about doing the whole excavation to make it work and eat away my limited supply of torches. I just have a small region that I'm interested in safeguarding so I was considering this as a possible quick solution that wouldn't distract me from more pressing matters for very long. That and a sea wall would be a unique addition to my landscape that I've never had a reason to consider before.
I have another project that has moved up in priority (having realized that the padding recipe has recently changed) so this will probably be postponed until later. Glowstone may end up an option soon enough anyway.
While I won't get into specifics (I never do ), one additional tidbit worth noting is that squid spawning is now also restricted based on lighting as of a few releases ago.
I am aware but with the change to jack-o-lanterns my underwater lighting options are limited and complicated (at this point in play). I also figure I've got way more sand and gravel than I will need for some time.
Has anyone done an extensive study on squid spawning? I know they are supposed to spawn in large bodies of water (stated as 5x5x5 in the change logs) but is this a strict rule like ghasts? I've been thinking of taking a section of my ocean and dropping sand/gravel pillars in a 5x5 grid to stop the spawns and lay a sea wall to isolate the outside so that I can use the water for early game automation. Can anyone confirm this will work?
I suspect they ran into the same issue that the XBLIG vox games faced: the hard drive access for the Xbox is incredibly slow and it is easily bogged down by large save files so they limited the map size for performance. I wouldn't bet on map size changes unless Microsoft want to get involved with a console update to solve the issue.
You are comparing apples to snow mobiles though. This is an arcade game is is not limited on space the same way an Xbox Indie Game is.
It has nothing to do with space, it has everything to do with data access within the framework of the disk API. Poor data management in the API slows everything down which would be the same for Arcade and XBLIG.
I suspect it is a hard drive issue. I know for FortressCraft the world size is limited due to slow access to the map file limiting performance. It stands to reason that the performance limits would be the same for Minecraft map loading.
0
That's what always got me about this feature. It seems so uncharacteristic of your work in that it doesn't really accomplish that too well. Given both the rarity of it appearing and how easy it is to control it isn't really much of a threat yet the use for it is nearly a requirement for continued automation progression so it feels more like a reward seeing it than something to dread.
0
There is a little secret something-something that it is good for but I'll leave it to you to experiment with it. Suffice to say it is very valuable.
2
I think their food situation has to do largely with it being a server. I started my own single player world to check it out since it looks interesting and I've not had nearly as much luck. Crop growth time is appropriate to real life comparison within the context of the game's calendar which means it takes many, many days to grow even one cycle of crops. The fruit trees also only actually produce during one or two months of the year so the short burst of food is followed by a long fallow and they take very long to even grow large enough to produce. With the server running when they aren't playing it is probably allowing all of the plants to grow even though their hunger doesn't deplete.
My own experience has been the complete opposite playing single player. I've gone through about a week in game and my 30+ crops have only advanced about 1 stage and I've depleted the local wild food supply. I found a pig in my recent expedition to find copper which I lured back to keep for breeding but I may have to resort to slaughtering him to tide me over if I can't find more food in the next day or two.
I really like how food in it requires long term planning. Fruit trees only bear fruit at certain times of the year, crops take weeks to grow, and animals require months give birth and mature. If you aren't careful you may find yourself completely out of food in the middle of winter and leave you thinking it time to bring the ax down on one of your herd. This is a particularly tough decision because of the incredible value of breeding animals because of the massive meat drop rates if you can actually get a sustainable ranch and because animals are incredibly rare. The animal rarity is dependent in part on the climate so certain species might be hard to come by and animal spawn rates are very low. The one pig I found was on an entirely different island from my spawn which is itself several hundred blocks across.
Where BTW has you thinking how you feed yourself tomorrow TFC has you thinking how you will feed yourself next winter. In that regard it lives up to its roots in Dwarf Fortress. The first winter could make or break you.
0
Was the world originally on peaceful before the conversion? Maybe the difficulty is acting funny because of the old difficulty vs. the BTW restriction. You can try swapping it to see if the refreshed difficulty fixes it. It might be worth a shot trying to use the console commands to change it to creative and back for a similar reason.
I figured as such. I'll be sure to treat his constipation upon the first creation of a block dispenser. Thanks for the reply.
0
0
Thanks, but I've read it before. I've skimmed through it again since you've reminded me looking for some additional insight but as much detail as in there it is largely relating to the spread and recovery once an outbreak occurs. I'm really interested in ways to contain it in the first place which seems to be possible from what I've read but no one seems to have a definite way of doing it.
I plan to bridge across a large body of water towards a taiga biome in the hopes of getting some wolves. Once that is finished I'll put my portal on that side of the water. There is a nice hill where I can prominently display my dark temple. I can hope that anything uninvited that comes through the portal likes hats. Perhaps even that would solve my other problem... or make it dreadfully worse...
0
Last I've seen then can be harvested for their string and sticks in the cauldron.
0
The only hint (that may or may not be relevant) was FC mentioned having a lot of bats appearing through his nether portal which might indicate keeping it in darkness might help.
I'm debating between a shrine to the portal on top of a snowy hill near my base or off raised over some water on stilts. (Something akin to Kurast from Diablo 2 might be fitting a design :P) Either way they are a reasonable distance from either of my main animal pens but I'm not sure if either is enough based on some rumors I've read.
0
I've considered that and thought it might also be a good way to go about collecting some of the deep clay while at it but I haven't wanted to go about doing the whole excavation to make it work and eat away my limited supply of torches. I just have a small region that I'm interested in safeguarding so I was considering this as a possible quick solution that wouldn't distract me from more pressing matters for very long. That and a sea wall would be a unique addition to my landscape that I've never had a reason to consider before.
I have another project that has moved up in priority (having realized that the padding recipe has recently changed) so this will probably be postponed until later. Glowstone may end up an option soon enough anyway.
0
I am aware but with the change to jack-o-lanterns my underwater lighting options are limited and complicated (at this point in play). I also figure I've got way more sand and gravel than I will need for some time.
0
0
1
It has nothing to do with space, it has everything to do with data access within the framework of the disk API. Poor data management in the API slows everything down which would be the same for Arcade and XBLIG.
1
0