Botania

Botania

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Suggestions on Dandelifon's capacity

kangzaig opened this issue · 6 comments

commented

Mod Loader

Forge

Minecraft Version

1.12.2-1.19

Botania version

1.12.2-1.19

Modloader version

forge

Modpack info

No response

The latest.log file

suggest

Issue description

Dandelifon's production capacity is too tight, and linear production capacity cannot play the role that life game should have. Dandelifon is reduced to a useless toy. It is suggested to modify the cell block to make it expensive, but try to ensure that it can still be mass produced, and modify to improve the mana output of multiple cell settlement.

Steps to reproduce

No response

Other information

No response

commented

In actual use, one Dandelineon can be used to produce cell blocks, and the other Dandelineon can accept cell blocks, which makes the linear output of life particularly ridiculous. It is also recommended to modify it properly, so that the long-lived cells can obtain higher income.

commented

Every flower should have its place and uniqueness.

commented

one Dandelineon can be used to produce cell blocks, and the other Dandelineon can accept cell blocks

The documentation says that cells in range of multiple dandelifeons die immediately I suppose you could break and replace dandelifeons so you only have one active at a time

This may be a feasible way,[https://www.bilibili.com/video/BV1yP411j7aV].This may be a feasible approach. In fact, it is not important. The important thing is that Dandelineon, as an expensive and interesting flower, has a very low ability to produce mana. The amount of production of mana increases linearly with time, which hides the necessity of life game. I hope to increase the reward of longevity and the price of cell block, so that the challenge of Dandelineon can have a higher use significance.

commented

Hi, thanks for taking an interest!

Good news: it turns out that someone else has had similar complaints recently, and a patch has been submitted to change the behavior!

The details of the patch are as follows:

  1. Cells in overlapping Dandelifeon regions still die, BUT
  2. Cells in Dandelifeons who are spaced exactly 25 blocks apart can affect each other.
  3. Multiple Dandlifeons run at the same tick speed, so you can treat neighboring regions as one big region.
  4. When a Dandelifeon eats a cell block, it only clears the blocks in its own region. Other regions are unaffected.
  5. However, when a cell block crosses a region boundary (ex. as a Glider), it loses ¾ of its mana value!

This way, if you are smart about placing Dandelifeons, you can get mana for "free." However, extracting "maximum" (100 cycles worth) of mana per iteration is still quite difficult!

The patch is still being reviewed, but it will hopefully be merged soon.

I hope this information is to your satisfaction! Have fun!

commented

one Dandelineon can be used to produce cell blocks, and the other Dandelineon can accept cell blocks

The documentation says that cells in range of multiple dandelifeons die immediately
I suppose you could break and replace dandelifeons so you only have one active at a time

commented

Hi, thanks for taking an interest!

Good news: it turns out that someone else has had similar complaints recently, and a patch has been submitted to change the behavior!

The details of the patch are as follows:

  1. Cells in overlapping Dandelifeon regions still die, BUT
  2. Cells in Dandelifeons who are spaced exactly 25 blocks apart can affect each other.
  3. Multiple Dandlifeons run at the same tick speed, so you can treat neighboring regions as one big region.
  4. When a Dandelifeon eats a cell block, it only clears the blocks in its own region. Other regions are unaffected.
  5. However, when a cell block crosses a region boundary (ex. as a Glider), it loses ¾ of its mana value!

This way, if you are smart about placing Dandelifeons, you can get mana for "free." However, extracting "maximum" (100 cycles worth) of mana per iteration is still quite difficult!

The patch is still being reviewed, but it will hopefully be merged soon.

I hope this information is to your satisfaction! Have fun!

Hi, thanks for taking an interest!

Good news: it turns out that someone else has had similar complaints recently, and a patch has been submitted to change the behavior!

The details of the patch are as follows:

  1. Cells in overlapping Dandelifeon regions still die, BUT
  2. Cells in Dandelifeons who are spaced exactly 25 blocks apart can affect each other.
  3. Multiple Dandlifeons run at the same tick speed, so you can treat neighboring regions as one big region.
  4. When a Dandelifeon eats a cell block, it only clears the blocks in its own region. Other regions are unaffected.
  5. However, when a cell block crosses a region boundary (ex. as a Glider), it loses ¾ of its mana value!

This way, if you are smart about placing Dandelifeons, you can get mana for "free." However, extracting "maximum" (100 cycles worth) of mana per iteration is still quite difficult!

The patch is still being reviewed, but it will hopefully be merged soon.

I hope this information is to your satisfaction! Have fun!

Yes, I think this is very good, and it will be very difficult to produce long-lived cells based on this method. Have you considered appropriately increasing the magic production volume produced by the settlement of long-lived cells?For example, using the appropriate algorithm, cells with 100 lifespan can produce thousands of times as long as cells with 1 lifespan, and the cost of cell squares is appropriately increased.