And randomness breeds fun! I have no idea if you play Magic the Gathering at all, but one of the things the lead desiger, Mark Rosewater, reguarly pushes is the fact that due to it's nature as a card game and the limit of 4 of a particular card in your deck, you simply never get the exactly same games - Even more so in the Commander format, where you have a 100 card deck, with no duplicates allowed.FlowerChild wrote: Well, 2 thoughts on that. First, pretty much every resource in Minecraft is random. The more rare the resource is, the more apparent that becomes, but technically (as far as I know anyways), you could also get extremely unlucky and say never be able to find coal in a world.
So basically, ANYTHING in the mod that is dependent on rare resources can run into trouble like this in a particular seed, from wolves, to lapis, to mossy cobble. Sometimes you'll have tons of one, and sometimes none of another.
Of course, the more random factors the mod is dependent upon, the more likely this is to balance out in the long run. You'll have a bitch of a time finding wolves, but have plentiful lapis, or whatever, whereas on another play through, you'll have the opposite situation.
Now, I'm not willing to rule rare resources out of the mod completely. I think they're an important part of what makes the tech-progression interesting and a part of what also encourages exploration of the world around you.
And it;'s really true - I've not found much laps in my worlds with my branch mine, but i got incredibly lucky with diamond - enough to have a full set of tools within a few minecraft nights. No wolves, but a slime spawning chunk right next to my spawn point. So on and so forth, making my progression through the tech tree quite unique to previous times.
That does sound like pretty much exact what i was hoping to hear. I do hope that whatever the farming option is, it's still on the slow side - Simply so that if you do uncover another dungeon, it'll keep the "Oh, sweet!" factor, but without the sting of "...and this is probably the last i'll see for a while".FlowerChild wrote:My thought on it is that having to do these kinds of things is the most fun the first time that you have to do it in a world, but that once you have, the player shouldn't necessarily be limited in how many of a particular item they should be able to produce. This is kinda the way wolves work right now (ignoring the temporary thing I just did for wood and tanning for a moment). Once you find a couple, there's no need to continue searching as you have a continuing source of dung. It's almost like you've discovered the "dung tech" and you're done with it.
I'm thinking I'd like the mossy cobble to work in a similar fashion. You'd still be required to track down that first dungeon, but once you did, you'd be able to farm the cobble to your heart's content. Anyways, as I said, it's something I've been considering as well, so it'll likely be coming to the mod in the next few versions.
I look forward to seeing your solution, dood!
(Also, Recettear is vunderful)