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Showing results for tags 'rock'.
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Hello. I'm trying to check the type of a variable. If the player starts mining the rock with a golden tool, the rock will change it's LootTable to a better one. I already have most of the code done. I've already done it with trees, and it that works perfectly. The problem with rock is that I cannot check what type the rock is. With trees I can easily check the growth of it, and set the loot table according to that. With rocks, I tried setting a local variable in the top: local rocktype = "" And then in each initialization of rocks I would set the rocktype: local function rock1_fn() local inst = baserock_fn("rock", "rock", "full") if not TheWorld.ismastersim then return inst end rocktype = "rock1" inst.components.lootdropper:SetChanceLootTable('rock1') return inst end Although I now have a sneaking suspicion that this variable isn't as local as I thought, and that the last rock ever initialized is what sets the type of all the rocks, because everytime I mine a rock, it has the same type, no matter how it looks in game. And that type differs on each server I create. One time it drops gold. Another time it only drops rocks. So, if I'm right and that variable isn't as local as I thought, what can I do? Is there a good way to check what type of rock this is?
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I don't know if it would be possible for this to work but, I'm going to suggest it anyway. Maybe farming too much on one island slowly eats away at the fertility of the island. As you farm more and more, the slower everything grows on the island. Trees take longer to get to maximum size and switch to dead way faster. Grass, saplings, berries, and animals respawn slower and slower. Hostile and passive aggressive mobs become more hostile like spiders hunt during the day and tall-birds, pig men, and beefalo attack you on sight. This could even work for over harvesting of any resource. Cut down all the trees or harvest/dig up all the plants makes all the passive animals leave/respawn way slower since they need a certain habitat to house higher populations. Killing all the animals could have the same effect as over farming since there would be a lack of feces to fertilize the soil. The only way to reverse this would be to plant trees, stop harvesting berries, grass, logs, twigs, petals, and carrots, stop farming, don't kill animals. Basically, plant as much natural non-farming plants as you can, fertilize them and leave for like a month. Or this could make the island slowly change into a swamp biome since they are lacking in a lot of base resources and have those nasty tentacles. (I hate the swamps...)
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Ok, Im new to this game(It is awesome btw) just one thing makes me wonder though, I cant change any settings, I can only change blossom and audio settings but nothing else.
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Just an idea, maybe there could be a lava lake, forming from maybe a crack in the ground or maybe even a mini volcano. This lava could be farmed (bucket, new recipe?) but would empty after a few bucketfuls. After maybe a about 2-3 days the crack/volcano gushes out lava again, this would make a deep BOOM noise and make the ground shake a bit so you know. When this happens a few boulders are spewed out in the near proximity, this would also make people actually farm the lava, so they work for the boulders because they are rather rare in the later days. (Just an idea, these boulders would be slightly darker than the average boulder and could have the chance of dropping obsidian, or something similar, when mined). Also lava/obsidian could be used for new weapons/armour/alchemy overall new recipes. Sorry for the wall of text and leave some feedback on what you think!
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Not a problem!
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Im on day 50 something and im running into a problem where there are no more rocks/flint anywhere nearby.I know there are rock islands, and i have one close to my house, but i mined all of the boulders there and I'm running out of places to get flint. Problem: 1. My rock island was actually just a thin strip on my smallest island, yet it was the biggest rock area. (world generator problem here? perhaps requiring a certain amount of things to spawn in the world) 2. The other rock area is even smaller, and most of the space is taken up by tallbirds which killed me, (i had a respawn point) then chased me all the way back onto another island where they fell asleep. So not only do i have to deal with the crazy birds, but they take up all the space for any boulders! 3. the other islands have a few rocks, but it would take me 1-2 days to get there for only a few boulders. So if there are no more islands, I'm going to have to go all the way over there for only a few rocks. which won't fix the problem Suggestions: Perhaps making it so the rocks respawn on rock islands only. Maybe some sort of monster that spawns rocks some how? Perhaps a mound of dirt which you can dig up to find more rocks, and the dirt mounds would eventually regenerate, giving you more rocks. however it should be quite a few days before the dirt mounds respawn. Maybe this is just from one post, but i saw people asking for 2 rocks to be made into 1 flint. please dont do that. thats just making a way to make a limited resource item available with another limited resource item... that you find in the exact same place. Sorry if i type too much ._.
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I'm just curious, if I give Miner Hat to my Pig amigo - will it work on Pig forever or not?
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Boulders are typically not plentiful, making rocks a frustratingly rare resource. It's frustrating because a rock is something you'd think would be plentiful. The obvious and easiest solution is to just add more boulders around the game, but I also have some slightly more creative ideas 1. Add the ability to chisel a Rock into Flint with another rock (combine 2x Rock for 1x Flint) 2. Add in an obtainable form of sand and a machine to compress it into rocks... a machine of this sort would fit in perfectly with the game's theme. 3. Add a "Rock Farm" that uses Pebbles as seeds. Pebbles should be a refined material like Cut Stone made out of rocks. 4. Chiselable mountains. 5. Add in a Rock Golem/Rock Monster that can be defeated for large quantities of rocks, flint, and potentially other minerals like gold. Addendum: Another issue is that rocks are a finite resource. Suggestion 3 and 5 in that list could make it a renewable resource.