i love the terrain, i always try to build my home on planets like that one (normal trees, brown dirt, no funky colors, etc) but the're hard to find.
I think this is a great idea. I didn't like it when earlier in the game I would come across a large over hanging cliff that I would have to build a tower of dirt or tunnel through to get past because I like to keep my planets looking perfect.
Plant of the Kindergardeners... Sounds like a terrifying place filled with sippy-cups and carpet stains. I like the theme of the starter type planet. With the (possible) introduction of multiple homeworlds I would turn one into my 'vacation planet' Vierv-kotopia. Personally, I tend to think about building on brain planets since my character is supposed to be a scientist. Psh, I'm too lazy to use hookshots. Gravity bubble all the way.
i took some pictures of the new biome yesterday and posted them in the nightly findings thread here are some other screenshots
Although I seriously LOVE this idea (I wouldn't die every 5 mins and I'd probably use one of them as a Home Planet for a long time) I see one dangerous and quite annoying issue with it: Those Pines. If they are the same as they were in the Stable patch, they're the WORST WOOD-PROVIDING TREE, as all the wood they drop seems to come from that tiny exposed bit of trunk they have underneath; you'd have to cut down a dozen of these just to get the wood you'd get from just one normal tree. Unless, of course, this is being done on purpose to stimulate tree planting. And also, will this planet be devoid of major dungeons? Because those are a very, very important thing on a started planet, IMHO. In my first playthru, my starter planet had a USCM Prison and a Tech Pyramid; in the former I got a gun, which gave me great advantage against the Penguin UFO) and in the later I got a Double Jump tech as well as some Matter Blocks which were enough for a Makeshift breasplate (which made me nigh invulnerable against all monsters back then). IMHO, without those started dungeons, I would've had a much, much harder time. So, I hope that there is at least one major dungeon in those starter planets.
it seems as of now the staring planets are locked to having the basicly raining weather and Olny mines doungen
You seem to have more experience with these trees than I do as I haven't encountered them in the stable version, so I've got a question for ya: is it normal that they only drop one sapling? I ask this because that's what I'm experiencing in the nightly.
Today's diffs: Code: FILES ----- biomes\surface\garden\garden.undergroundparallax dungeons\missions\lunarbase\lunarbase-objects.png dungeons\missions\lunarbase\lunarbase-wires1.png dungeons\missions\lunarbase\lunarbase.png [NEW] items\materials\rock01.matitem [NEW] items\materials\rock01.png [NEW] items\materials\rock02.matitem [NEW] items\materials\rock02.png [NEW] items\materials\rock03.matitem [NEW] items\materials\rock03.png [NEW] items\materials\rock04.matitem [NEW] items\materials\rock04.png [NEW] items\materials\rock12.matitem [NEW] items\materials\rock12.png [NEW] items\materials\rock14.matitem [NEW] items\materials\rock14.png [NEW] items\materials\rock15.matitem [NEW] items\materials\rock15.png [NEW] items\materials\rock17.matitem [NEW] items\materials\rock17.png [NEW] items\materials\rock19.matitem [NEW] items\materials\rock19.png [NEW] items\materials\rock20.matitem [NEW] items\materials\rock20.png monsters\ground\moontant\moontant.monstertype npcs\main.lua objects\avian\bardoor2\bardoor2.png [NEW] objects\avian\bardoor3\bardoor3.frames [NEW] objects\avian\bardoor3\bardoor3.object [NEW] objects\avian\bardoor3\bardoor3.png [NEW] objects\avian\bardoor3\bardoor3icon.png objects\avian\birdgroundlantern\birdgroundlantern.png objects\avian\birdgroundlantern\birdgroundlanternicon.png objects\avian\birdgroundlantern\birdgroundlanternlit.png objects\generic\woodentalllantern\woodentalllantern.png objects\generic\woodentalllantern\woodentalllanternicon.png [NEW] objects\human\bunkercrate\bunkercrate.frames objects\human\bunkercrate\bunkercrate.object [NEW] objects\human\bunkercrate\bunkercrate.png objects\lunarbase\lunarbasecrate\lunarbasecrate.object objects\lunarbase\lunarbaselantern\lunarbaselantern.object objects\naturaldungeon\dirttrapdoor\dirttrapdoor.object objects\naturaldungeon\dirttrapdoor\dirttrapdoor.png objects\ship\apexshiplight\apexshiplightbroken.object terrain\surface\lowhillssurface.terrain tiles\materials\heavyironbars.material DIFFS ----- biomes\surface\garden\garden.undergroundparallax 2c2 < "image" : "gardensunderground.png?brightness=-65", --- > "image" : "gardenunderground.png?brightness=-65", monsters\ground\moontant\moontant.monstertype 147c147 < "baseMaxHealth" : 64, --- > "baseMaxHealth" : 48, npcs\main.lua 452a453,470 > function setFacingDirection(direction) > if entity.onGround() then > entity.setFacingDirection(direction) > end > end > > -------------------------------------------------------------------------------- > function moveX(direction, changeFacing) > if changeFacing ~= false then setFacingDirection(direction) end > > if direction < 0 then > entity.moveLeft() > elseif direction > 0 then > entity.moveRight() > end > end > > -------------------------------------------------------------------------------- 459a478 > entity.setRunning(options.run) 530c549 < if entity.isJumping() or (not entity.onGround() and self.pathing.jumpHoldTimer ~= nil) then --- > if entity.jumping() or (not entity.onGround() and self.pathing.jumpHoldTimer ~= nil) then 540c559 < entity.move(delta[1], options.run) --- > moveX(delta[1]) 585c604 < entity.move(direction, options.run) --- > moveX(direction) 606c625 < entity.move(delta[1], options.run) --- > moveX(delta[1]) 618c637 < entity.move(delta[1], options.run) --- > moveX(delta[1]) objects\human\bunkercrate\bunkercrate.object 22,23c22,24 < "leftImage" : "bunkercrateleft.png:default", < "rightImage" : "bunkercrateright.png:default", --- > "image" : "bunkercrate.png:<color>", > "direction" : "left", > "flipImages" : true, 31a33,36 > }, > { > "image" : "bunkercrate.png:<color>", > "direction" : "right", 32a38,44 > "imagePosition" : [-8, 0], > "frames" : 1, > "animationCycle" : 0.5, > > "spaceScan" : 0.1, > "anchors" : [ "bottom" ], > "collision" : "platform" objects\lunarbase\lunarbasecrate\lunarbasecrate.object 31,32c31,32 < "openSounds" : [ "/sfx/objects/locker_open.wav" ], < "closeSounds" : [ "/sfx/objects/locker_close.wav" ], --- > "openSounds" : [ "/sfx/objects/metalbox_open.wav" ], > "closeSounds" : [ "/sfx/objects/metalbox_close.wav" ], objects\lunarbase\lunarbaselantern\lunarbaselantern.object 76c76,79 < "inboundNodes" : [ [0, 0] ] --- > "inboundNodes" : [ [0, 0] ], > > "onSounds" : [ "/sfx/objects/tinywallswitch.wav" ], > "offSounds" : [ "/sfx/objects/tinywallswitch.wav" ] objects\naturaldungeon\dirttrapdoor\dirttrapdoor.object 36c36 < "spaces" : [ [-2, -1], [-1, -1], [0, -1], [1, -1], [2, -1], [-2, 0], [-1, 0], [0, 0], [1, 0], [2, 0], [-2, 1], [-1, 1], [0, 1], [1, 1], [2, 1] ], --- > "spaces" : [ [-2, -1], [-1, -1], [0, -1], [1, -1], [2, -1], [3, -1], [4, -1], [5, -1], [6, -1], [7, -1], [-2, 0], [-1, 0], [0, 0], [1, 0], [2, 0], [3, 0], [4, 0], [5, 0], [6, 0], [7, 0], [-2, 1], [-1, 1], [0, 1], [1, 1], [2, 1], [3, 1], [4, 1], [5, 1], [6, 1], [7, 1] ], 45c45 < "spaces" : [ [-2, -1], [-1, -1], [0, -1], [1, -1], [2, -1], [-2, 0], [-1, 0], [0, 0], [1, 0], [2, 0], [-2, 1], [-1, 1], [0, 1], [1, 1], [2, 1] ], --- > "spaces" : [ [-2, -1], [-1, -1], [0, -1], [1, -1], [2, -1], [3, -1], [4, -1], [5, -1], [6, -1], [7, -1], [-2, 0], [-1, 0], [0, 0], [1, 0], [2, 0], [3, 0], [4, 0], [5, 0], [6, 0], [7, 0], [-2, 1], [-1, 1], [0, 1], [1, 1], [2, 1], [3, 1], [4, 1], [5, 1], [6, 1], [7, 1] ], objects\ship\apexshiplight\apexshiplightbroken.object 5c5 < "lightColor" : [175, 175, 175], --- > "lightColor" : [170, 170, 170], 7,8c7,8 < "flickerPeriod" : 0.4, < "flickerMinIntensity" : -2, --- > "flickerPeriod" : 0, > "flickerMinIntensity" : 0.25, 10c10 < "flickerPeriodVariance" : 0.4, --- > "flickerPeriodVariance" : 0.8, terrain\surface\lowhillssurface.terrain 17c17 < "yClamp" : [-1, 1], --- > "yClamp" : [0, 1], tiles\materials\heavyironbars.material 18,19c18,19 < "lightTransparent" : false, < "occludesBelow" : true, --- > "lightTransparent" : true, > "occludesBelow" : false,
Please change ore rarity / sparsity, especially on lower tier planets. Last time I played on nightly (early this week) you'd have to dig super low to find any, and that is a huge deterrent. Having to dig quite deep and spend 90% of your time mining for basic ores gets very tedious.