The Feature Request / Suggestion Thread - LIMITED TIME ONLY

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Thordan Ssoa
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Thordan Ssoa »

The mechanic casinodoug is referring to is that blocks of concentrated hellfire would, given time, convert into a lava sourceblock when placed near existing lava. Could be used to automate the production of obsidian, or perhaps just to use lava to decorate with.
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ko_teknik
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by ko_teknik »

Thordan Ssoa wrote:The mechanic casinodoug is referring to is that blocks of concentrated hellfire would, given time, convert into a lava sourceblock when placed near existing lava. Could be used to automate the production of obsidian, or perhaps just to use lava to decorate with.
Actually if you put redstone under lava near watter, you will get obsidian block... i believe it was mentioned long time ago...for me its a bug.

-

I miss a feature that i wanna be long time...

We will be able to move mobs with a rope / leather necklace so we can move herd more easily ! So we will able to grab chicken with hand only (Zelda :p) but we cant push cow with hand. Cow will be like a block. So maybe with leahter strap we will able to transport some block without destroying it... i don't how exactly but if we have to move chests its verry annoying actually.
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Thordan Ssoa
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Thordan Ssoa »

ko_teknik wrote:
Thordan Ssoa wrote:The mechanic casinodoug is referring to is that blocks of concentrated hellfire would, given time, convert into a lava sourceblock when placed near existing lava. Could be used to automate the production of obsidian, or perhaps just to use lava to decorate with.
Actually if you put redstone under lava near watter, you will get obsidian block... i believe it was mentioned long time ago...for me its a bug.
That's not quite what I'm talking about. The specific feature is from an old sub mod, Better with Renewables, where you could do what I'm talking about above. The redstone to obsidian bug was a vanilla thing
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emptychild
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by emptychild »

One thing that has been surprisingly tedious is re-baiting a fishing rod. Could casting a non-baited rod with bait in the hotbar automatically bait the rod? Similar to how the bow uses arrows from the hotbar without notching each arrow.

Oh god... if he makes us equip each arrow individually I am so sorry.
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magikeh
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by magikeh »

RezDev wrote:*I've always wanted a BTW-style Craftguide-like system for keeping track of recipes in-game, as opposed to tabbing out to the wiki or wherever
Uristqwerty has a released version of CraftGuide which is still compatible with BTW (I use it in my current play because I have so many segfaults in my brain)
RezDev wrote: but never really liked just creating an item that unlocks all of the recipes at once. Something that unlocks progressively somehow and helps incorporate other aspects of the mod (like filters and buoyancy) would be neat. There's just so much to remember in this game it can get a bit tricky. :)
Maybe it would be worthwhile to speak with Uristqwerty about forking his mod and adding this additional mod specific functionality. :D love the idea of 'writing out' discovered recipes though!
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Epsilon »

I really like to build huge themed halls around my nether portals, even tho the game doesn't force me to. But as there is a mechanic requiering other particular blocks around for one to funktion (Enchantment Table, Infernal Enchanter), there might be an oportunity to further expand uppon this concept. For Example with nether portals requiering lapis blocks around.

Also I thought about portals requiering some kind of energy to stay open, or to bring things through. Thus giving the option to automate then beeing opened and closed, and further emphasize the use of (e.g.) lapis blocks around portals to 'stabilaze' them and lower the cost of keeping them opened.


I hope I haven't missed someone posting similar things...
Frantiq
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Frantiq »

magikeh wrote:
RezDev wrote:*I've always wanted a BTW-style Craftguide-like system for keeping track of recipes in-game, as opposed to tabbing out to the wiki or wherever
Uristqwerty has a released version of CraftGuide which is still compatible with BTW (I use it in my current play because I have so many segfaults in my brain)
RezDev wrote: but never really liked just creating an item that unlocks all of the recipes at once. Something that unlocks progressively somehow and helps incorporate other aspects of the mod (like filters and buoyancy) would be neat. There's just so much to remember in this game it can get a bit tricky. :)
Maybe it would be worthwhile to speak with Uristqwerty about forking his mod and adding this additional mod specific functionality. :D love the idea of 'writing out' discovered recipes though!
I love CraftGuide, but it always bothers me that it's an accessible way to look at a compass or clock without actually having the items.

Edit: fixed quote
Last edited by Frantiq on Mon Feb 05, 2018 4:24 pm, edited 1 time in total.
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Gilberreke »

FlowerChild wrote:
andreinawolf wrote:I'd love a block that has a similar look to the enchanting table but when you right click it you read the book stored inside. When the block is placed it wouldn't have a book and you'd insert the book into it like a jukebox. To get the book back you break the block.
Is that idea coming from another mod or something? It's not really the kind of feature I'd normally implement, but it also really sounds like the kind of thing someone must have done at some point.
That idea is actually quite original. I don't know of any mod that does it. IIRC, there's a mod that had lecterns at one point, that allowed you to sorta display books, but not really (and visually it was less interesting than what he describes). Most other mods tend to go for giving you "book binders" that you can put multiple books in and carry on your person, or they go for expanded signage that let you write and format your signs better and make them bigger.
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AddyBaha
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by AddyBaha »

Currently you can grow mushrooms on mushroom-stem-blocks but not on mushroom-head-blocks.
Would be cool if you make this behaviour consistent by
- either not allowing growing mushrooms on stems or
- allowing growing mushrooms on heads

Both would be fine by me.

edit:
nvm. the stem I accidentaly put a mushroom on was just dark enough - you can't place mushrooms on stems, my bad
Last edited by AddyBaha on Mon Feb 05, 2018 4:03 pm, edited 1 time in total.
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by MisterFister »

MisterFister wrote:I like ko_teknik's idea of a wheat block that acts as an animal-feed version of a cake block.

Generally, I have no idea what to do with multiple chests of surplus slimeballs, and cisterns seem to be a very iron-expensive-in-early-game decorative block. I know of no good use for them other than to smelt them down in the crucible.

I always scratch my head when I peer out into a thunderstorm and see fires spawned by lightning; since it's also raining, the lighting-causes-fire mechanic seems odd to me. Is there some possibility of thundersnow? Or other possible disaster than could flow from a lightning strike? As things stand, I have no idea why someone would want to make a lightning rod.

And someone mentioned a sound-dampening block to muffle netherrack grinding noises? Yes, please.
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FlowerChild
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by FlowerChild »

MisterFister wrote: and cisterns seem to be a very iron-expensive-in-early-game decorative block. I know of no good use for them other than to smelt them down in the crucible.
On the contrary, they're progression dependent scalable loot (same reason I added the dead weight to blacksmith houses, or the dormant soulforge to nether fortresses). Early game, finding 7 iron ingots would completely break progression. Mid-game it's a nice little reward that makes looting witch huts worthwhile. The Crucible winds up gating the value of that kind of loot so that POIs remain relevant for longer in the progression.

Will reiterate once again though: I'm not interested in suggestions about providing use to "useless" features. If you didn't see that bit, please scroll back and read it before posting further suggestions.
As things stand, I have no idea why someone would want to make a lightning rod.
To protect exposed entities. Lightning can destroy windmills, water wheels, and livestock.
Frantiq wrote:I love CraftGuide,
I've never useed CraftGuide itself, but after trying recent vanilla releases, and a bunch of other crafting games over the years that used menu-driven crafting (7 Days, YLands, etc.), I'm really not a fan of the style, so I wouldn't be up for including anything along those lines in BTW.

Using a wiki isn't great for immersion, but man, I find that digging through menus just totally breaks the connection the player has with crafting in older versions of MC.
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Frantiq »

RezDev wrote:Something that unlocks progressively somehow and helps incorporate other aspects of the mod (like filters and buoyancy) would be neat.
FlowerChild wrote: Using a wiki isn't great for immersion, but man, I find that digging through menus just totally breaks the connection the player has with crafting in older versions of MC.
I hope it's not dirty to mention forge mods, but the best implementation of in-game documentation I've seen in MC is Botania's "Lexica Botania". That's one of the only mods I've used where I didn't feel like I needed my second monitor as dedicated wiki space. The item is a basic built-in wiki with entries sorted by category. The catch is, it gates some entries behind in-game events (like picking up a certain item, or crafting something), so it doesn't spoil what's coming next until the player needs to know about it. That also helps make it clear what's necessary to progress, since you're only seeing stuff the game thinks is at your level. It has been a few years since I played it, so I might be flubbing some of the details, but you get the gist.

There could be some interesting ways to implement progress-sensitive documentation in BTW. I think giving documentation in the early game would defeat a lot of the fun of figuring out the basic mechanics for yourself. So, a documentation item could be given on getting your first iron pick, or maybe on first travel to the nether. Or, it could be extremely ambiguous on topics until it's clear the player should already know the mechanic in question. Such as not having an entry on Hardcore Hoofsies until the player hits a cow. That way, it can reflect and document the player's own learning, rather than supplanting experimentation altogether.
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Veracity »

The item is a basic built-in wiki with entries sorted by category. The catch is, it gates some entries behind in-game events (like picking up a certain item, or crafting something), so it doesn't spoil what's coming next until the player needs to know about it. That also helps make it clear what's necessary to progress, since you're only seeing stuff the game thinks is at your level. It has been a few years since I played it, so I might be flubbing some of the details, but you get the gist.
This sounds pretty similar to the approach that the BTW research bench addon took to providing in-game documentation. I don't think it's being maintained anymore but I remember thinking it was a neat idea at the time.
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Stormweaver »

FlowerChild wrote:I've never useed CraftGuide itself, but after trying recent vanilla releases, and a bunch of other crafting games over the years that used menu-driven crafting (7 Days, YLands, etc.), I'm really not a fan of the style, so I wouldn't be up for including anything along those lines in BTW.

Using a wiki isn't great for immersion, but man, I find that digging through menus just totally breaks the connection the player has with crafting in older versions of MC.
Ages back I sketched out an idea for an add-on, with the idea that having a bit of work invested in the idea might encourage me to, you know, sit down and learn how to make an add-on. Obviously it didn't happen, because, you know, laziness. I only mention this because it was supposed to be an alternative to craftguide-styled mods, and I kinda felt it fit the theme.

The general idea was that some items (sticks, flint, coal, lapis) when right-clicked onto a wall would create an engraving or picture that hints at some facet of BTW. Nothing particularly fancy, but after a fair bit of madly scribbling on walls someone playing the mod, otherwise blind, might be able to figure out a way forward. Thinking about it now, making the picture context dependant (golden dung creates first-few-days survival hints, lapis hints at the magical stuff, engraving into quartz hints at some of the nether stuff) or at least predictable enough that a player knows what to look for when they get stuck, and it'd probably work nicely. Not to mention the aesthetics provided by the scrawls of a madman all over your cave walls.

Main problem is it'd be kinda heavy on the art side of things. At least with craftguide it's just a UI containing icons and stuff that already exist. Oh well.
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by kazerima »

Are slimeballs on the table for items to get storage methods? Prior to the changes to bouncing deadly mini-slimes I had a few double-chests worth of slimeballs sitting around just from living near a swamp biome.

On the subject of recipe unlocking, you could include books with crafting recipes already written in them among the loot for abandoned villages/mineshafts. A recent game I've been playing called NEO Scavenger has small scraps of paper that can be found that have crafting recipes found on them.
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by RezDev »

FlowerChild wrote:I've never useed CraftGuide itself, but after trying recent vanilla releases, and a bunch of other crafting games over the years that used menu-driven crafting (7 Days, YLands, etc.), I'm really not a fan of the style, so I wouldn't be up for including anything along those lines in BTW.

Using a wiki isn't great for immersion, but man, I find that digging through menus just totally breaks the connection the player has with crafting in older versions of MC.
Hey, man, totally cool. Thanks for thinking on it.
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RezDev
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by RezDev »

Veracity wrote:This sounds pretty similar to the approach that the BTW research bench addon took to providing in-game documentation. I don't think it's being maintained anymore but I remember thinking it was a neat idea at the time.
Yes, I'm aware of this add-on, as I used to help Six with writing and editing the descriptions in it. It's unfortunate that he hasn't been around in a while.
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RezDev
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by RezDev »

Some thoughts on aesthetic additions:

Obviously we can go off the rails here with suggestions for building blocks in a building game, but as long as we can still make add-ons like Yhetti's deco mod, some of the more esoteric stuff can be added by ambitious community members.

For me, just some things for intuitive consistency, and some things from the newer versions of vanilla:

From BTW:

Tier 2 and 3 strata as their own blocks, with subtypes

Bloodwood as its own texture

Someone mentioned SFS bars--a SFS door would be cool, too

And a pass-through to check that the stone and wood building blocks have all of the logical sub-types

"Backported" from Vanilla

Hay bale

Doors and trapdoors for the individual wood types

Terracotta and glazed terracotta

Stained glass and panes

Carpet

Banners

Colored beds

-With all of these colored things, a reliable way to farm dye would be cool, via different plants and flowers, or something else

Some extras

Milk storage block

Storage blocks for some more of the mob drops, for inventory management and building shambling horrors of desiccated mob parts


Again, thanks for listening to our feedback.
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Mason11987 »

RezDev wrote: -With all of these colored things, a reliable way to farm dye would be cool, via different plants and flowers, or something else
Red, Yellow, Green, White, and Black dye can be farmed reliably, the only thing you can't get is lapis so you're missing the dyes from that.
technophobia
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by technophobia »

First, thanks for continuing the work, I love BTW, I've spent more hours playing this game than pretty much anything else but EQ.

Only two things that I'd really enjoy, some kind of chunk loader block/machine so you could keep your main base in the Nether loaded like original spawn is in the Over world, and though it might be too difficult, I wish there were ores in the Nether as well. I tend to do almost all my movement between nether portals in the nether by tunneling, and it would be pretty cool to occasionally find something useful to mine besides just nether rack and nether quartz.
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Gilberreke
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Gilberreke »

technophobia wrote:it might be too difficult, I wish there were ores in the Nether as well. I tend to do almost all my movement between nether portals in the nether by tunneling, and it would be pretty cool to occasionally find something useful to mine besides just nether rack and nether quartz.
I second this, but I doubt much can be done. I'd love to see a bit more variety myself. I spend a lot of time on the surface in the nether, instead of tunneling and I'd love to see a few nether biomes. Same with overworld underground, I'd love to see some thematic caves like maybe jungle caves, etc. Problem there is that it'd mess with worlds. Ores should be do-able, but I'm not sure how much interest that adds to the nether. It's stunning how much strata does to make the underground more interesting though, definitely one of my favorite features.

Which ore do you think would be a good candidate to show up in the nether? It's fairly easy to mine there, so probably something quite rare, but not important to progress. Some rare emerald veins maybe? Not sure how much interest that adds.
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by EtherealWrath »

Anything for the nether would have to involve a fair bit of risk vs reward. Tunneling is one of the safest things to do in the nether that comes with its own set of rewards. You'll want to have something thats dangerous and/or tricky to collect. (Blaze rods are a good example; very useful to have, but you'll probably die trying).

The two things I could think of would be giving the pigmen the chance to spawn with golden tools and sometimes armour. A piggy with a chestplate would be a very high value target (pre-goldfarm)- well worth the risks of an assassination attempt.

The other would be bigger glowstone deposits to sometimes appear over the lava oceans (4-9x bigger than normal).
An observation from playing on server- the glowstone over the lava sea rarely get exploited, its easier to range further afield and grab the safer deposits. A bigger payoff might entice a few people to build the mining platforms and deal with the ghast fire coming from any/every direction. (or at least die trying)
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by FlowerChild »

Gilberreke wrote: I second this, but I doubt much can be done. I'd love to see a bit more variety myself. I spend a lot of time on the surface in the nether, instead of tunneling and I'd love to see a few nether biomes. Same with overworld underground, I'd love to see some thematic caves like maybe jungle caves, etc. Problem there is that it'd mess with worlds. Ores should be do-able, but I'm not sure how much interest that adds to the nether. It's stunning how much strata does to make the underground more interesting though, definitely one of my favorite features.

Which ore do you think would be a good candidate to show up in the nether? It's fairly easy to mine there, so probably something quite rare, but not important to progress. Some rare emerald veins maybe? Not sure how much interest that adds.
Dude... please don't try to drive the conversation like this. If I wish for additional information from players, I'll ask for it. If I wish to say something is technically difficult or feasible, I will do so.

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jackatthekilns
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by jackatthekilns »

So I was just staring out of my base into a gloom night and a spider came into view. the eyes alone were visible for a few moments before the body. This was one of the most creepy and terrifying thing I've seen. I don't know how, but please find ways of adding in this kind of experience. We always say that in BTW everything is trying to kill you, Its times like these that it really feels like it.
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chaoticneutral
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by chaoticneutral »

On lapis scarcity and coloured dyes: what about Prussian blue? Coal powder, nitre, potash and iron in a crucible. I think that, as an interesting off-result, people would use blue things to sign they're so wealthy they waste iron painting stuff. (Plus that "there's iron here to grab!" feel in anarchy...)
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