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Survival Mode Balance Changes #115
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Maybe add a fertilizer made from organic materials with a composter. Less powerful than bone meal, but easier to get. |
@medsal15 What might make more sense balance-wise is making the fertilizer an item that you would apply to the soil itself, rather than the plants. That way you could have things like soils that auto-bonemeal their crops over time, or soils that make the plants growing on them drop more crops when harvested, etc. Anyways, I'll go ahead and add that to a new issue for new features to add after updating to 1.9, as it's more of a feature thing than a balance change. |
Here's what I suggest:
I really hope you consider those suggestions, I am an old school fan of Minecraft and Minestrapp is one of the few mods that I think expand the game yet keep it vanilla enough while improving it. |
Definitely like the Claimerator idea, so I'll add that to the list! Dunno how soon that'll be done though -- preventing mob griefing in a localized area could get a little tricky to code, but we'll take a stab at it and see if we can get it to work. Increasing their range could cause some issues though -- currently, each claimerator claims exactly one chunk, so making it larger would cause issues like figuring out what happens when multiple claimerator claims overlap eachother, etc. What we'll probably end up doing is just making them slightly less expensive, since they're already a bit more difficult to obtain in survival multiplayer than we'd like. As for villagers, I've wanted to add our own villager trades for a while, but there's some Forge limitations that have been hindering it; specifically that fact that we can only add trades by coding in our own custom villagers, rather than adding trades to existing ones. That method would work for some trades, but for others we'd have to do weird stuff that clashes with Vanilla, like adding duplicate farmer villagers just to allow them to buy and sell Minestrapp crops. Supposedly there's some more villager hooks in Forge for 1.9 though, so we'll try looking into it again once we update to that. And yeah, I see your point on the base heart increase, but the main reason for that is to avoid unnecessary early-game tedium -- a skeleton in 1.9 on normal difficulty can knock you down to 1 heart in 2 hits if you start at 5, so it's nearly impossible to survive for more than a day unless you just bury yourself in the ground every night and sit there doing absolutely nothing until all the mobs have died the next morning. What I might consider instead is having the player start off with some sort of starter-armor that gives decent protection but very low durability -- that way they'd at least have a chance of survival before getting some form of shelter built, but the protection increase wouldn't last the whole game like the starting health increase would. Finally, I really like the tooltip idea, but I'm not sure if we can add extra tooltips and things to vanilla items without overwriting vanilla files, so we'll have to check on that first. One thing I've wanted to add for a while to sort of fill that wiki void is something called the Minechiridion. It'd basically be a book that starts out with no pages and can be accessed via a button on the player's inventory screen. The player could then find a new item called a Lost Page by either sifting Rubble or looting dungeon chests, which, when right clicked, would fill in a randomly selected page of the Minechiridion. Each page would contain all the information about one block or item -- how it is crafted, where it is naturally found, what it can be used for, what tools can be used to mine it, etc -- so by exploring the world and finding more pages the player would slowly unlock information about all of the blocks and items in the game and have access to those at any time. So far we haven't had time to start coding it yet, but if you have any suggestions on the mechanics before we start, we'd love to hear them -- it's an idea I haven't really seen in any other mods before, so feedback would definitely be useful. :) |
Regarding the starting armor thing - if that's what you got in mind you might as well just add leather armor to the vanilla bonus chest, that way the whole difficulty thing would be optional and no need for new game mechanics and new types of armor. Regarding tooltips - I think it should be possible to add tooltips to vanilla items in forge, I saw other mods do such things (think Hunger Overhaul). The Minechiridion idea is awesome, but instead of making the pages completely random I suggest making them as very rare drops from mobs and blocks, and of course some could be found in dungeon chests, as long as where they are found is related to what information they give you. That's about it, I'm glad you're taking interest in my ideas and I'll be glad to keep coming up with them and of course seeing them implemented. I'm looking forward to the mod items villager trades as this would be fantastic but again consider a game mechanic which allows villagers to follow you. |
Yeah, the bonus chest idea would probably be a good middleground on difficulty. I will probably plan on still adding the new armor set though -- leather armor lasts a pretty decently long time early in the game, so it could get overpowered adding a full set to the bonus chest. I'll also have to take a look at how hunger overhaul does their tooltips -- if they overwrite the vanilla food items to add their hunger mechanics that could be an issue, but otherwise it'd be a good place to start from in terms of code. I like the idea of having the pages be found in locations that relate to their respective blocks and items, but that could get difficult to do for things that are only crafted such as Furnaces, Bricks, Fences, etc. Going off of your "page-leveling" idea though, one option could be to just unlock each page as soon as you've obtained one of its respective item. The initial unlocked page would simply show an image of the block/item and its name, and further information would unlock as you obtain more of that item, such as recipes, uses, locations for obtaining it, block properties such as luminosity and blast-resistance, etc. The quantity of each block/item needed per level of info would have to vary based on the item, though, since otherwise things like Dirt would fill in all their information right at the start of the game while things like Beacons would be nearly impossible to completely fill in. And as for the Villager following thing, I like the idea, but unfortunately that one really isn't feasible. We'd have to overwrite the Villagers' basic AI class file, which would require a more complicated process for installing the mod and would make it incompatible with pretty much any mod that adds or alters villagers in any way. If we can find a way of doing it without overwriting vanilla files we'll try it, but I can't really guarantee when/if that would happen... |
I absolutely agree with your perspective on the page-leveling idea. I can see it looking like this - you get an item, you see a message saying "Page get! (Name)" and once you open this page, you see as you said the image and name plus basic information (especially if tooltips won't be possible) and then greyed out buttons of "Uses", "Recipes" and "Technical Information". When you hover over the buttons you see an overlay saying "Unlocked at - [GOAL]". Anyway regarding the villagers I think I saw a forge mod doing that, it definitely won't hurt trying. Though I would say Minstrappolation holds up enough on its own so keeping complete compatibility with other mods isn't very necessary in my opinion. If you're that eager on compatibility though, you could have 2 releases of Minestrappolation for each version - "Lite" and "Full". Lite being 100% compatible with other mods but limited features, full being 100% feature packed but limited compatibility. |
While Werty's working on updating to Forge 1.9, I'll be doing some survival gameplay testing.I'll be making a list here of balance changes to make after the 1.9 update, so if anyone has suggestions or comments from their own survival experiences, feel free to post them here.
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