BrandonReese wrote:A good strategy would be to build up a simple house with some supplies you might need if you die and cannot recover your bones.
I just pushed an update so leaves drop sticks, sticks can be crafted into wood planks, and leaves can be crafted into sticks. I also added stone and steel picks and axes to some of the stuff found in villages.
BrandonReese wrote:I just pushed an update so leaves drop sticks, sticks can be crafted into wood planks, and leaves can be crafted into sticks. I also added
stone and steel picks and axes to some of the stuff found in villages.
Sane wrote:Imho there is a problem though with the experience gained by digging.Red experience orbs pile up faster than I can get rid of them.+ Spoiler: this contains details on how experience is awarded.
FreeLikeGNU wrote:Sane wrote:Imho there is a problem though with the experience gained by digging.Red experience orbs pile up faster than I can get rid of them.+ Spoiler: this contains details on how experience is awarded.
I've found a similar situation, not sure if it also has to do with digging:
+ Spoiler
FreeLikeGNU wrote:another couple issues I found:
* placing two tools in the workbench shows a single improved tool but then all tools in the workbench and target disappear.
BrandonReese wrote:Just pushed an update for the for the mining / building experience formula. Under this new formula at 100,000 nodes you will receive 17 experience per 100 and will have accumulated almost 9000 experience. Does that seem a little more reasonable?
FreeLikeGNU wrote:placing two tools in the workbench shows a single improved tool but then all tools in the workbench and target disappear.
FreeLikeGNU wrote:items left in a workbench disappear immediately upon leaving the workbench hud.
Sane wrote:FreeLikeGNU wrote:placing two tools in the workbench shows a single improved tool but then all tools in the workbench and target disappear.
I think this is intended.
When you start you can't craft good tools. Beeing able to repair the tools beyond your ability would defy the purpose of the skills.FreeLikeGNU wrote:items left in a workbench disappear immediately upon leaving the workbench hud.
Although I think it's a bug I kind of like it.
This forces you to build a secure place around the workbench because otherwise if you are attaced while crafting you have to decide between survival and keeping the stuff.
Sane wrote:BrandonReese wrote:Just pushed an update for the for the mining / building experience formula. Under this new formula at 100,000 nodes you will receive 17 experience per 100 and will have accumulated almost 9000 experience. Does that seem a little more reasonable?
I don't get why experience should increase with the the amount of digged nodes. Killing the hundredth mob does not increase the xp gained. So why should the hundredth dig? If there has to be a variation why not make it relate to the distance from 0,0,0?
BrandonReese wrote:Sane wrote:BrandonReese wrote:Just pushed an update for the for the mining / building experience formula. Under this new formula at 100,000 nodes you will receive 17 experience per 100 and will have accumulated almost 9000 experience. Does that seem a little more reasonable?
I don't get why experience should increase with the the amount of digged nodes. Killing the hundredth mob does not increase the xp gained. So why should the hundredth dig? If there has to be a variation why not make it relate to the distance from 0,0,0?
Mining and building isn't any different at 0,0,0 than it is in any other area on the map. Mobs get stronger farther away from 0,0,0. This isn't set in stone, there will probably be more changes to this formula as I continue to try to balance the game.
FreeLikeGNU wrote:Sane wrote:FreeLikeGNU wrote:placing two tools in the workbench shows a single improved tool but then all tools in the workbench and target disappear.
I think this is intended.
When you start you can't craft good tools. Beeing able to repair the tools beyond your ability would defy the purpose of the skills.FreeLikeGNU wrote:items left in a workbench disappear immediately upon leaving the workbench hud.
Although I think it's a bug I kind of like it.
This forces you to build a secure place around the workbench because otherwise if you are attaced while crafting you have to decide between survival and keeping the stuff.
If its intended, thats fine, then there should not be an output shown, nor should items be destroyed, yes?
FreeLikeGNU wrote:placing two tools in the workbench shows a single improved tool but then all tools in the workbench and target disappear.
...
If its intended, thats fine, then there should not be an output shown, nor should items be destroyed, yes?
Sane wrote:Please excuse my prying. It's just that this rising xp thing just contrardicts all real experience I have with gaming. If the amount of xp awarded ever changed, for the same thing being done repeatedly, it always has been lowered rather the risen. It also contradicts RL, you learn most the first few times you do things.
BrandonReese wrote:Sane wrote:Please excuse my prying. It's just that this rising xp thing just contrardicts all real experience I have with gaming. If the amount of xp awarded ever changed, for the same thing being done repeatedly, it always has been lowered rather the risen. It also contradicts RL, you learn most the first few times you do things.
I go back and forth between how mining and building should be rewarded. On one hand it's an accomplishment, on the other hand the repetition should have a lower reward after time. Maybe a hybrid of the two. Keep increasing the exp the more you mine/build but extend the time between awarding xp.
Mugnoz wrote:- (for Sokomine) the smelter's furnace in the main village permit now to smelt ingnot on request (great!) but is also an infinite surce of coal lump.. if you give to he 1 coal lump you can 'steal' 99x coal lump from his furnace.
Mugnoz wrote:- bows do not throw arrows..
Mugnoz wrote:- one of my doors can be open but cannot be close because another player build a wall near the door ( 3 block away) and now I lose my ownership on the door !?
A question too: the doors in village cannot be opened if closed and owned by a player.. my doors (farm out of village) can be opened from anyone.. can i do somethings?
2015-09-08 14:42:31: ERROR[main]: ServerError: Lua: Runtime error from mod 'mg' in callback environment_OnGenerated(): ...u/.minetest/games/adventuretest/mods/mg/dungeons.lua:114: bad argument #2 to 'random' (interval is empty)
2015-09-08 14:42:31: ERROR[main]: stack traceback:
2015-09-08 14:42:31: ERROR[main]: [C]: in function 'random'
2015-09-08 14:42:31: ERROR[main]: ...u/.minetest/games/adventuretest/mods/mg/dungeons.lua:114: in function '?'
2015-09-08 14:42:31: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:355: in function </usr/share/minetest/builtin/game/register.lua:335>
eduardomezencio wrote:Is this happening to others? It happens to me when playing adventuretest for just a couple of minutes, always2015-09-08 14:42:31: ERROR[main]: ServerError: Lua: Runtime error from mod 'mg' in callback environment_OnGenerated(): ...u/.minetest/games/adventuretest/mods/mg/dungeons.lua:114: bad argument #2 to 'random' (interval is empty)
2015-09-08 14:42:31: ERROR[main]: stack traceback:
2015-09-08 14:42:31: ERROR[main]: [C]: in function 'random'
2015-09-08 14:42:31: ERROR[main]: ...u/.minetest/games/adventuretest/mods/mg/dungeons.lua:114: in function '?'
2015-09-08 14:42:31: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:355: in function </usr/share/minetest/builtin/game/register.lua:335>
BrandonReese wrote:I haven't come across this yet, I will look into it and see what I can figure out.
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