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World generation options imbalanced/unusable


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Hi,

 

I've got a problem with gears so I thought adding more clockwork creatures in the world generation overview would make sense.

 

There are two options, more and lots, however both of them completely break the game experience since it spawns WAY to many of them. More spawns one clockwork monster for every screen, lots spawns multiple in a screen.

 

I was hoping there was some kind of middle ground, where you could double/quadruple the clockwork count instead of flooding the game even on the lowest higher setting

That is a pretty big change I've noticed, it could do with a bit of a middle ground.

 

As an alternative solution though, consider searching for the desert if you want gears.  Tumbleweeds have a chance to give you gears, so once you find the desert you'll have an infinite supply.  You won't get gears all the time, but tumbleweeds give sticks and grass which are needed for just about everything anyway so you don't have to worry about wasting time.

This was always my biggest gripe as well.

 

Want a little more Beefalo? Here's a Beefalo every 5 feet.

 

Want more Clockwork areas to spawn? How about we just make a clockwork army clutter your world.

 

That's basically the logic behind any of the "more" inputs for worldgen.

 

Not that I'm really complaining or criticizing, it's just that I think it would be better if they were still confined to their natural spawn areas. 

 

"More" options, creates more Clockwork areas during worldgen for example. More beefalo spawn exclusively in the plains/fields(?). More rocks just makes more rocks in the rocks biomes. Etc.

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