PC V2.6 EXP

Simple solution, change jar of honey to honeycomb and remove the jar refund. Done!
This raises a point that a lot of people don't seem to be able to actually engage with in good faith (Not directed at you Dan)

>Jars were removed to make water and food abstract resources that don't need containers. Great cool.

>Dew collectors were introduced to introduce completely artificial scarcity of water now that it was an abstract resource. Dumb not cool. Actually bordering on malice quite frankly. Intelligence insulting at minimum.

>this had the effect of creating a survival game in which there were rivers everywhere but my character could not physically figure out how to store some of that water for future uses. Super dumb, Super not cool. Antithetical to the theme of a survival game IMO.

Solutions:

>Say ■■■■ it and just add jars back. Easy, previously accepted mechanic few people disliked but has quirks and imperfections.

>Try to balance immersive water collection (i.e being able to take water from a river) with water scarcity (this would require extensive reworks to the fuel economy of the game or massive lore changes to implement reasons the water in rivers was not drinkable after processing): A LOT of work that could have a lot of knock on effects and would likely require 309 revisions to get right.

>Keep water abstract but remove 100% of water scarcity by basically just allowing water to appear in your inventory by pressing E on rivers.

I think TFP picked the easiest and smartest path there. Not necessarily the one that would have resulted in the best end outcome but certainly the one that maintains water scarcity while not having to overhaul half the game to maintain scarcity and abstraction. My main point being that now they will have to do some minor work to re-abstract some of the resources like honey so that they don't involve jars because it goes against the game's visual language to have the honey NOT return a jar but it IS dumb to have jars appear from thin air from tree stumps and apiaries.
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Can someone please explain to me why pve players are so obsessed with jars?
in pvp players are more concerned with building defense strategy and damage balance.
Jars never seem to come up as an issue but the way some of you make out on jars its like your being raided.
Can someone please explain why PVP players think anyone gives a ■■■■ about PVP when the game is absolutely OVERWHELMED by PVE players lmao. I cannot fathom wasting your time PVPing a game that has such ■■■■ PVP mechanics for 13 years. Can't you play literally any other survival PVP game and get a vastly better experience? PVP has never been well treated by the devs in this game.
 
@faatal
I like that they added the jars as fuel for the dew collector. Joel once mentioned a jar-breaking feature. Has this feature been considered? When the player takes damage from zombies or falls, they receive a "jar-breaking" debuff, which causes a random number of jars and drinks to break in their inventory. Something similar is implemented in this mod:
I have not heard any talk of jar breaking recently.
 
Can someone please explain to me why pve players are so obsessed with jars?
in pvp players are more concerned with building defense strategy and damage balance.
Jars never seem to come up as an issue but the way some of you make out on jars its like your being raided.
Maybe some are but not me. Without jars I just created a lil pool and got a filter in my headgear or used vitamins to preven getting sick whil drinking from it, with the jar system i use that same pool to just refill the jars and cook it. Untill I get to the smoothies ofcourse, then water doesn't bother me at all anymore.

But just wondering, you don't need drinks in PvP? Can imagine you don't need to bother with thirst, sickness or any of that if you get killed all the time but the better players still need to hydrate every once in a while I gues?
 
@faatal I've been testing random gen maps for a few hours (a few minutes each) in this exp (2.6 b10). This is my feedback:

All I can say is that the changes added to the tiles and district conditions made the generator way more flexible and it shows: You can create a 2k map with 4 TRADERS! Which was impossible before. There are some quirks and issues with elevation in some places, but they are -most of the time- minor. Still testing on that area.

There are several things that are needed and -in my opinion- are a must have for a good generator going forward:

1- The ability to set how the map borders end: Two options, Mountains or Water.

2- The ability to set or force a number of towns into a map I noticed that some seeds in 2.6, like FGY (all caps no spaces, just 3 letters) or NASA (same, 4 letters) for 2k maps just have no towns, so the option, (set to "many") is useless in those (and many other) cases. Of course that requires a more flexible set of Tiles, with smaller ones that are more cost-effective and can populate very small areas and with a good gameplay feeling.

3- The ability to force a number of traders into a map (within reason) , like minimum of five maximum of whatever per map size: (requires even more flexibility to tiles, but yeah).
It would be cool and I reiterate the need for killable and destroyable traders, with wandering traders that inherit every single ongoing quest for every player on the server in real time plus an updated location and also it would be a must to be sure that they don't stand for boolsheet exploits of the kind: " I built my base on top of you and you are my trader now" but instead delete exploiters with gameplay ( they refuse to give quests or sell anything to players with landclaims nearby or they outright delete player-made blocks each night in an area with a warning, unless they pay X fee or they could even try to kill the player or hire goons to do the job (that exploit could -in a way- compel another player to kill the trader as an strategic move to make him spawn somewhere else.... humans Imma right? but fun!)

4- Craters, Rivers, Lakes, and Cracks are bad. Extremely bad. Why? because they lack variety. Only 1 crater with tunned elevation, only 1 river, only a couple of lakes (may also be 1 with tunned elevation lol), cracks? you guessed it. Just the one. With. Tunned. Elevation.
They need more variety. How many? Ok, I would say that 3 different ones per 1 square km would be the absolutely best end to this discussion. So we really need exactly 30-31 of each for endless variety, as 10k is the norm for "populated" servers.

Thanks for the TL,DR patience.

Have a great day!
1 could be an option someday as I do want to add more options.
2 Elevation or biome edges are the main thing stopping towns. Reducing mountain settings does help. I may try making towns more aggressive with cutting into terrain someday or as an option.
3 Similar issue as 2 as they mostly want town gateways, but maybe falling back as wilderness traders would work.
4 Yes, they are minimal and mediocre and we do want to replace them and add more. We have a joke about the river stamp looking like a certain body part. I looked at some changing the stamps last year, but to many other things to spend time on. Someday.
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I don't know if this is new (2.6) or even if it's a bug, but does anyone know if water should allow you to jump safely from the top of a bridge and splash into the river below?

I tried it today and I hit the bottom of the river immediately breaking a leg. It was, however, shallow water (2 blocks) but I'm curious to know if anyone can confirm if this could work (no fall damage) with deeper lakes/rivers, like it does with straw blocks. :unsure:
Water should rapidly slow your falling velocity, but if shallow water, you would still hit the bottom with force.
 
But just wondering, you don't need drinks in PvP? Can imagine you don't need to bother with thirst, sickness or any of that if you get killed all the time but the better players still need to hydrate every once in a while I gues?
thirst management is important in pvp its just not the priority of importance pve players make it out to be. On pvp, players will just raid or kill someone if they need water that bad.
 
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