The Feature Request / Suggestion Thread - LIMITED TIME ONLY

The place to talk about how BTW might be different
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FlowerChild
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by FlowerChild »

If I wasn't clear enough above by explicitly mentioning "me too" posts: please stop with the extended discussion of other people's suggestions.
casinodoug
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by casinodoug »

I would really enjoy a way for minecarts going threw the end portal to the over-world to work in some way.
currently minecart going from over-world to the end works fine but sending them back to the over-world just destroys them.
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dawnraider
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by dawnraider »

Sorry, late night and my brain was kind of turned off. Won't happen again.

To avoid decreasing signal to noise further, and because it's been irking me for a while (to clarify this is not just a suggesting thrown in, I actually have wondered this for years), I do find it odd that blaze powder is not a part of hardcore grinding. There was some limited discussion of it a long time ago, but I didn't ever see a definitive conclusion to that.
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FlowerChild
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by FlowerChild »

dawnraider wrote:I do find it odd that blaze powder is not a part of hardcore grinding. There was some limited discussion of it a long time ago, but I didn't ever see a definitive conclusion to that.
Hehe... I don't think I've ever reached a conclusion to that one internally either :)

The internal logic I use for the millstone is asking myself whether something is "organic". It's the dividing line which limits me from adding stuff like coal (yes I know that in chemistry terms coal actually is) or rock.

Now ask yourself "is a blaze rod organic?"

After your mind circles that little haiku for several thousand cycles, perhaps, like me you'll eventually scream "ENOUGH!" at the bloody scratch marks lining your walls and leave it for another time :)
Niyu
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Niyu »

Well, Coal actually is one of the things you can add to the millstone. That's how you make coal dust, isn't it?
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by RalphKastro »

Been a long time since I last posted here.

I think I remember a long time ago, there was a vMC snapshot that added some greater spread for fire, depending on the difficulty level, which made forest fires on Hard difficulty really scary and devastating, though I think they nerfed after some time.

Although I think the fire spread on the Hard mode was bit too much, I deeply miss having to worry about some serious fire damage from my forges or lightnings, specially the latter, as lightning property damage is something that for me has only happened once in a blue moon(I think I've been hit by lightning more times than I've had to put out a weather-related fire in a construction), and makes it so lightnings actually leave some scar marks on your forests.

The snapshot, for anybody interested: https://minecraft.gamepedia.com/12w34a
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by FlowerChild »

Niyu wrote:Well, Coal actually is one of the things you can add to the millstone. That's how you make coal dust, isn't it?
Ah yes, correct. I did add that at some point.
RalphKastro wrote: I think I remember a long time ago, there was a vMC snapshot that added some greater spread for fire, depending on the difficulty level, which made forest fires on Hard difficulty really scary and devastating, though I think they nerfed after some time.
I think that may have been a SMP performance issue as well. I can imagine the block updates for a large fire rapidly getting out of control.
Although I think the fire spread on the Hard mode was bit too much, I deeply miss having to worry about some serious fire damage from my forges or lightnings, specially the latter, as lightning property damage is something that for me has only happened once in a blue moon(I think I've been hit by lightning more times than I've had to put out a weather-related fire in a construction), and makes it so lightnings actually leave some scar marks on your forests.
That's a fair point in that lightning is rather self-nerfing at present. That just gave me an idea for something I might be able to do for that.
Veracity
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Veracity »

While we're talking about lightning, I feel like it loses its danger in the mid game. In the early game a major storm forces you to stay indoors because it gets so dark that mobs start spawning outside but once you've built yourself a nicely lit up walled homestead that ceases to be an issue and the player can just work outdoors in a storm with impunity.

I'd suggest that maybe lightning could start striking players who go outside while holding a metal tool or worse wearing metal armor, both of which are just very stupid things to do in a storm anyway. (Maybe this could be less of an issue for sfs tools since you've already established that the material dissipates electricity?)
VivaGabe!
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by VivaGabe! »

A walking stick that allows you to move faster over rough terrain, or boots that do the same.
RalphKastro
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by RalphKastro »

another small thing I'd like to suggest would be BTW themed achievements, mostly to serve as a guide for new players but also to hammer home the keystones of the tech progression as well as
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give a small signaling of tech points that affect hardercore spawn
Though I don't really know how hard it would be to implement custom achievements.
GeckoDragon
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by GeckoDragon »

-A way to mitigate the sheer hopelessness of hardcore spawning into a jungle, the initial death that lead me there may be my fault but spending the next 12 minutes or so groundhog day-ing at the hands of the jungle spiders seems completely out of my control.

-The Ability to automatically make cake, pumpkin pie, and cookies. A minor part of the tech tree that bottlenecks at the crafting grid before the final baking stage, which if i'm recalling is something you're trying to move away from. This is less for the survival aspect and more for the automation challenges of the late game.
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Gilberreke
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Gilberreke »

Could we get a small change to furnaces so that if you accidentally add the fuel first, then the item, it still cooks? Right now, if you add fuel first, those first few ticks mean the item doesn't get cooked in the end. Feels a bit finicky.
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TheGatesofLogic
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by TheGatesofLogic »

Honestly, if there's one aesthetic block I'd like to see, it's glass sub-blocks.
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Fret
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Fret »

I feel like nether wart should get some more love. Right now it is kinda lame to farm, you plant nether wart and get more nether wart in return. And it grows fairly quickly too. I think I farmed it only twice in my world and still have stacks laying around. This is really sad, since it is the base ingredient for potions and the only nether crop. A more interesting nether wart farm would make for a more interesting nether base.
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by EtherealWrath »

HC spawning should also advance to dawn in SMP mode.
(only for a "true" HCS event, not soul mating, repeated deaths, or beacon respawns)

Fixes the cycle of death from HCS-ing at night, makes it consistant with SSP- and hopefully leads to a few more people killing each other.
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by grimper12341 »

A beacon that increases overworld mob spawn rates. On SMP spawn rates are quite variable, which makes gathering iron in the late game difficult.
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dawnraider
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by dawnraider »

Cobblestone walls are not affected by hardcore movement, which gets somewhat jarring while building with them, constantly switching between walking speeds while traversing buildings in construction.
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by EtherealWrath »

A few names don't quite fit as well as the rest;

Redstone Latch renamed to Redstone Motus
(Latin for motion)

Getting 'Food Poisoning' from a jungle spider feels off- 'Jungle Fever' might fit better?
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Wyr3d
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Wyr3d »

Village spawns have already been nerfed with abandoned villages, but some of the larger village spawns provide a significant boost in terms of shelter, materials, and tools over a normal spawn, with blacksmiths providing two free furnaces, and free lighting, and libraries providing a free workbench and books. Not sure if you want to take another look at that or not, but maybe they could be more run down, or the boosts could be limited.

I recently spawned on an island with a cave and zombie spawner. It was a simple task to turn this into a rotten flesh generator. Fishing isn't supposed to be a "sustainable" food source in BTW but in this instance it was more productive than a chicken farm. After a while, it felt "cheaty" - like I had skipped over the "survival" part of early game progression. Normally I would not have stayed on that island, as I would have starved to death. I would have been forced to the mainland.

I'm not sure how frequent village/mob spawner spawns are but I figured I should mention this if it's problem.
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TheGatesofLogic
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by TheGatesofLogic »

While building stuff on the server we thought about building a rather large aqueduct for a project, but after realizing the screw recipe requires 6 iron ingots each we scrapped the idea entirely. It seems to me screws are way too expensive for any reasonably sized projects. Perhaps change the recipe to require nuggets instead of ingots?
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by Fret »

First of all, I just want to say I really love BTW man, even if you think all the ideas on the following list stupid. None of it is meant to be a negative and complain, just the thoughts of only one player. Sorry for the wall of text, but I tried to make it as readable and clear as possible.

- Blocks of Wicker are overpriced I feel. I takes 36 sugarcane to just craft 1 block. That makes it ‘the most expensive’ block in the game. Nr. 2 is SFS block at 16 and nr. 3 is Coil of Rope at 13.5 hemp. In comparison the Block of Wicker is super expensive. This really discourages building with it and thus discourages building sugarcane farm that, besides sugar and paper, can also provide the player with building blocks. The problem is amplified because wicker blocks are required for crafting wool blocks. So it also discourages the use of Wool Blocks and thus sheep farms and the farms required for the different paints. Now of course this is all just for decorative blocks, but I have noticed in my own games that wanting to build with specific blocks/colours can be a strong motivator to build a farm. This should be especially true for wool blocks, since they provide such a broad colour palette.
If I remember correctly wicker was nerfed, from 4 to 9 sugarcane, because you felt it was too exploity in the early game. So I suggest the following change: make the recipe for wicker blocks the ‘normal price’ of 9 sugarcane, and change the crafting recipe for wicker to require wicker blocks, just as glass panes are crafted (so 2x3 wicker blocks would create 16 wicker).

- Redstone Latches. I am not a 100% on this one and they are probably one of the hardest items to balance in the game, but here goes. I feel the RS latches are a bit pricy at 3 gold nuggets. I would appreciate a price of 2 gold nuggets and maybe a higher RS cost. I understand we need to feel the pressure to advance and build a gold farm. However right now, I feel that there is a lot of room to build small automation in the pre-gold farm mid game, but that it’s just unaffordable. With gearboxes, pistons and item dispensers costing gold, any build costs gold. The gold income from mining is very meagre, so temples become your main gold source, but because they depend on world generation, they have a sort of slot machine feel to them.
This is a building game and right now the midgame gold cost feels very prohibitive to building and automating.

- Signs have a kind of unique function within the game. They allow the player to place written text in the world. This makes them enormously powerful. Normally the player needs to build with blocks to communicate within the world. For example, building a landmark in an arrow shape. This forces the player to be creative, however signs allow to player to bypass this creativity. To better reflect the function and power of signs, the crafting recipe should require saw technology, paper, ink sacs and maybe even a soul urn.

- Written Books are somehow in between signs and maps. They are not placed within the world but they allow for storing information in the form of language. I quite like their current crafting recipe, but they should, like maps, also require soul urns. (Yes, I am aware no one else uses them. I do and I feel they do serve a function in the game.)

- Paper feels like an industrial product, but it doesn’t require any automation or ‘industrial blocks’ to create. It only requires a crafting table to create. So I suggest that sugarcane that is milled will, instead of sugar, turn into ‘Sugarcane Fibre’, which can be used to craft paper, or can be milled again to get sugar. This change, may look a bit pointless, but would make milling a bit more interesting, would require more production capacity and would further emphasize the industrial nature of the mod. (I’ve seen too many let’s plays of people that play the up till the end with only one millstone and it’s just so aggravating.)

- Signs in different writing systems. Right now signs only allow you to write in the Latin alphabet and no other writing systems. To most players this is no issue whatsoever. However, I would like to be able to write in Chinese as well. And maybe other people in other scripts. I don’t know anything about the technological difficulties behind this. I can imagine that designing and testing such a functionality in a script you are not familiar with, would be impossible. I don’t know. I just know that most writing systems do exist in Unicode. So, if you think it’s too hard to implement this, I think that’s completely fair. But maybe it’s doable, again I don’t know, and in that case it would make for a more inclusive experience.

- Packing, unpacking and storage blocks. I really like the recent introduction of new storage blocks, however I do share your concern of their impact on storage and the movement of large amounts of resources between bases. Some of the most powerful storage blocks right now are probably: Redstone Block, Block of Bone, Block of Rotten Flesh, Block of Wicker, Coil of Rope and Iron Block, since they are the resources you probably want to move around large amounts of. To adjust for their power and maybe allow for potential other storage blocks (like the often suggested Wheat and Coal Blocks).
I suggest the following: Remove the crafting and un-crafting recipes for 3x3 storage blocks and only allow them to be created with Hardcore Packing. Also introduce unpacking methods for every storage block. For example, smelting Iron Blocks in a Crucible, untangling a coil of rope on a Turning Table, using a saw, etc. These changes would require the player to build ‘packing and unpacking machines’ at every base they plan to move large amounts of resources to or from. It would also create a trade-off between ‘deep-storage’, with no easy access but little required storage space, and ‘ready-storage’, with easy access but requiring more storage space. Downside is of course that it would basically make Block Dispensers required tech for all this, but I feel that is doable now that the anvil is moved forward in the tech tree.

- The Lvl 2 Enchantment Table recipe could be changed to no longer require sfs. It would still be an anvil recipe. This would allow for a bit more progression in the tech tree.

Edit: Forgot the last one. Could we get a (splash) potion to mellow out neutral mobs? I don’t mean to affect hunting, but if you want to move your animals from one pit/pen to another one, the moment you break/place one block, the all go loco. If we could get a way to shortly drug them out, so as to do make small changes to their environment unhindered that would be really nice.
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FlowerChild
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Re: The Feature Request / Suggestion Thread - LIMITED TIME O

Post by FlowerChild »

Ok, that'll do :)

Thanks for participating guys. Early on in this thread there were a number of decent ideas that came up, and I have a good sheet of notes on the best of them. We're obviously just hitting the dregs now, so I'll shut this down before I wind up doing permanent damage to my face or palm.
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