Rochambeau wrote:- players can't place chests, furnaces and beds in the wild but only in a room -> motivation to build a house, or at least dig a cave
- only one chest/bed/furnace per 27 blocks of room (3x3x3) -> motivation to build bigger houses with multiple rooms
- health regenerates quicker at home
- hunger grows slower at home
- eating at home doubles the effect
- farming is only possible within a 15 block radius around a house/barn (hoes only work there)
- ?
Brian Gaucher wrote:Another idea that should be possible to implement.
Multiple furnace levels.
Level one, can burn simple stuff (sticks), and smelt maybe tin. One output slot
Level two, can burn planks, and coal, and smelt iron. But it must be encased in a cobblestone shell. Two output slot
Level three, can burn wood. Smelts copper. Must be encased in stone blocks. Two output slot, two input
Level four, can burn coal blocks, smelts almost everything, must be encased in stone. Three output slots, two input
Level five, can burn anything (lava bucket), smelts everthing. Must be encased in iron, which is encased by stone. Four output slots, two input. Could also require a metal chest above it, and require a lava node below it.
Unfortunately my requirements level 1-3 can be done in a cave. But maybe each level requires a sub-level nearby, and also require a similar level chest to be placed nearby.
Termos wrote:I'm not a fan of placing arbitrary restrictions in order to make player do things. I prefer mechanics that encourage rather than enforce.
For example, having mobs that steal stuff.
Very much agree.Termos wrote:I'm not a fan of placing arbitrary restrictions in order to make player do things. I prefer mechanics that encourage rather than enforce.
Astrobe wrote:I'm experimenting with something like that: travelers are attracted (meaning: spawn) by tables, chairs and wood (floor) in a well-lit environment (but not too well, there must be a roof). If you feed them bread, they drop something that cannot be obtained by other means (in my case, Mese) then disappear. The bigger your inn, the larger your income because NPCs spawn on the floor (just aligning chairs and tables won't do, you have to space them out to be maximize your chances).
Astrobe wrote:In multiplayer, it's wise to build full rooms with locked doors and protections otherwise other players can get the reward while you are away.
Astrobe wrote: In survival, they also have to be protected from monsters. In singleplayer non-survival, you still have to make sure they don't wander away.
Astrobe wrote:depend on the quality of the furniture (wood/stone/metal).
Well...that is difficult to tell. Rarity of material doesn't say much about how well something is built. An algorithm can't really decide that.
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