The MM not being completely useless, but rather, making mining actually awesome... Iss one of the reasonss Floran would sstab for a sstable update right now. Indeed, upon going back to sstable, Floran finally entered the world of modding - there iss a nice mod that makess the MM upgradeable, ass it were. Floran iss not ssure why other mining toolss are being made non-repairable though. Relegate them to the uselessnessss previously held by the MM, ssure. No reason to adjust them further. Floran thinkss ssome meatss will be hipstertastic and want to use pickaxess to be ironic.
A little something I've spotted. There is a "Laser Mining Tool" at items\tools\miningtools\laserminer.miningtool -- but I'm not sure it is wired and works properly.
Today's diffs: mostly new stuff like the Sabertooth Helm, related to the Tar biome's new object/item set, and a Reed object set which can apparently be found in the Oasis biome. Code: FILES ----- dungeons\missions\glitchmissions\glitchmission1-objects.png dungeons\missions\glitchmissions\glitchmission1.dungeon dungeons\missions\glitchmissions\glitchmission1.png [NEW] items\armors\biome\tar\sabertoothhelm\head.png [NEW] items\armors\biome\tar\sabertoothhelm\headicon.png [NEW] items\armors\biome\tar\sabertoothhelm\mask.png [NEW] items\armors\biome\tar\sabertoothhelm\sabertoothhelm.head [NEW] items\armors\biome\tar\tar\bsleeve.png [NEW] items\armors\biome\tar\tar\chestf.png [NEW] items\armors\biome\tar\tar\chestm.png [NEW] items\armors\biome\tar\tar\fsleeve.png [NEW] items\armors\biome\tar\tar\head.png [NEW] items\armors\biome\tar\tar\icons.png [NEW] items\armors\biome\tar\tar\mask.png [NEW] items\armors\biome\tar\tar\pants.png [NEW] items\armors\biome\tar\tar\tar.chest [NEW] items\armors\biome\tar\tar\tar.head [NEW] items\armors\biome\tar\tar\tar.legs [NEW] items\armors\biome\tar\tarblob\head.png [NEW] items\armors\biome\tar\tarblob\icons.png [NEW] 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objects\minibiome\oasis\reedlamp1\reedlamp1lit.frames [NEW] objects\minibiome\oasis\reedlamp1\reedlamp1lit.png [NEW] objects\minibiome\tar\tarbed\icon.png [NEW] objects\minibiome\tar\tarbed\tarbed.frames [NEW] objects\minibiome\tar\tarbed\tarbed.object [NEW] objects\minibiome\tar\tarbed\tarbed.png [NEW] objects\minibiome\tar\tarbed\tarbedcover.png [NEW] objects\minibiome\tar\tarchair\icon.png [NEW] objects\minibiome\tar\tarchair\tarchair.frames [NEW] objects\minibiome\tar\tarchair\tarchair.object [NEW] objects\minibiome\tar\tarchair\tarchair.png [NEW] objects\minibiome\tar\tarconsole\icon.png [NEW] objects\minibiome\tar\tarconsole\tarconsole.frames [NEW] objects\minibiome\tar\tarconsole\tarconsole.object [NEW] objects\minibiome\tar\tarconsole\tarconsole.png [NEW] objects\minibiome\tar\tardoor\icon.png [NEW] objects\minibiome\tar\tardoor\tardoor.frames [NEW] objects\minibiome\tar\tardoor\tardoor.object [NEW] objects\minibiome\tar\tardoor\tardoor.png [NEW] objects\minibiome\tar\tarlight\icon.png [NEW] objects\minibiome\tar\tarlight\tarlight.frames [NEW] objects\minibiome\tar\tarlight\tarlight.object [NEW] objects\minibiome\tar\tarlight\tarlight.png [NEW] objects\minibiome\tar\tarman\icon.png [NEW] objects\minibiome\tar\tarman\tarman.frames [NEW] objects\minibiome\tar\tarman\tarman.object [NEW] objects\minibiome\tar\tarman\tarman.png DIFFS ----- dungeons\missions\glitchmissions\glitchmission1.dungeon 739c739,745 < "brush" : [ [ "clear" ], [ "object", "largecastledoor" ] ] --- > "brush" : [ [ "clear" ], [ "object", "largecastledoor", { "direction" : "left" } ] ] > }, > > { > "value" : [179, 138, 89, 255], > "comment" : "largecastledoor", > "brush" : [ [ "clear" ], [ "object", "largecastledoor", { "direction" : "right" } ] ] objects\glitch\medievalcandle\medievalcandle.object 37d36 < objects\glitch\royalcandles\royalcandles.frames 7c7 < [ "default.0", "default.1", "default.2", "default.off" ] --- > [ "default.1", "default.2", "default.3", "default.off" ] 12c12,13 < "default.default" : "default.off" --- > "default.default" : "default.off", > "default.on" : "default.1" objects\glitch\royalcandles\royalcandles.object 27a28 > "lightPosition" : [0, 4], 37d37 < 41,43c41,51 < "frames" : 3, < "animationCycle" : 0.5, < --- > "animationPosition" : [-8, 0], > "direction" : "left", > "flipImages" : true, > "spaceScan" : 0.1, > "fgAnchors" : [ [-1, -1], [0, -1] ] > }, > { > "image" : "royalcandles.png:<color>.<frame>", > "imagePosition" : [-8, 0], > "animationPosition" : [-8, 0], > "direction" : "right", 49c57,64 < "soundEffect" : "/sfx/objects/oillantern.wav" --- > "animation" : "royalcandles.animation", > "animationParts" : { > "bg" : "royalcandles.png", > "fg" : "royalcandleslit.png" > }, > > "scripts" : [ "/objects/wired/light/light.lua" ], > "scriptDelta" : 60, 50a66 > "inboundNodes" : [ [0, 0] ]
I'm worried about the other part of the starbound fan base that is hating the game because of long time to make this update (I think it good to have a long waiting time because the longer we wait the better the update)
Perhaps instead of a "Pickaxe" or heck, ANY 'stone age' tool, why not something akin to 'ammunition'-style power cells that the user can craft. Create a powercell out of wood and feed it to the matter manipulator and it gets more efficiency to act as an Axe. A "stone" power cell would tear through stone faster. Copper powering the copper ores. Durability would represent how much 'power' the cell has (like axe durability) to actually dig until it breaks and you have to craft a new one. No idea if the Matter Manipulator is currently coded to support this, but it'd be cool
Personally, i think it'd be neat if the matter manipulator couldn't harvest ores, so you'd have to use a pickaxe/drill for them.
And what if we keep the pickaxes like they are, make the MM much more efficient BUT make it consume uranium (like battery cells or something). It would keep these tools usefull while giving you a much more powerful device later on .
No, I don't want drills destroying ores, the latter sounds better, kind of like Landmark, you can mine dirt and stone but you can't touch ores at all. (I hope I didn't sound rude I apologize If I did )
they have some thing like that in the game this min! i got it before, but a copper pickaxe is better, still yet again.
Well, guys, I'm going to throw my two cents. I liked pickaxes the way they were before and turning them into rare breakable items feels kind of weird. Instead of becoming breakable, they could be an alternative way of mining with different speed/mining power than their counterpart. I know that they might look weird for some people, not looking techy at all, but you are supposed to work your way up from being in a half-destroyed spaceship where the only thing that works properly is a wacky AI.
I personally support the relegation of pickaxes to temporary items you find out in the world specifically because of point #2. There are so many of these crafty voxel games that have pickaxes as your go-to source for mining that it's a bit crazy. I was pleasantly surprised when I was given a ranged laser-thing the first time I booted up the game, and then a tad disappointed when it was instantly outclassed by a tool I taped together out of some twigs and a pile of rocks I'd found. That's not to say pickaxes don't have a place. I saw someone mention the Glitch up above... This could be pretty cool, especially if you extend it to pickaxes. After all, the Glitch are stuck in the iron age, but that doesn't mean they can't make some quality pickaxes, right? The ability to buy them as temporary upgrades could be balanced by either a rarity of vendors selling them (as with some shops already out in the world), or making the pixel cost of them be a bit exorbitant. I dunno, that's just my two cents. As always, keep up the good work, guys.
Honestly, I'm fine with the current stable release's handling of ore and materials. Just make those gears take longer to mine everything, and for our terraformation needs, we'd resort to MM's and Stone Pickaxes.
Glad to see they're moving toward the MM being the general mining tool. People used to scream post after post that the MM was useless when it was outclassed by a stone pickaxe. Balancing can be tough though. I do really dig the idea of pickaxes being a specialty tool for quick bursts.
However, I won't mind fighting many a rare red-glowing monsters as long as I can get a blue-tier weapon and 1,500~1,000,000 Pix to make up for making those pickaxes being bought at certain prices!
^ This person is on to something. Although I think the MM and Drills should both be mid-game and end-game. Maybe the MM has larger radius but drills have better speed. Why not? It makes sense. There could even be specific ores you can't mine without an ore-specific drill or MM upgrade (but having both as an option but either one hard to get, maybe even one requiring the ore itself), just to keep things interesting and partially realistic (maybe they are super-hard or super-brittle and need very special tools to extract). But eventually the MM should be upgradeable to the fullest (and possibly a monster-drill with a completely different capacity than the MM? Like a mining mech-suit, maybe?). All of these things should also be buildable. Why would a tool ever be a rare drop? That makes very little sense. Tools don't just exist in the universe, they have to be created by Someone. And on that note, why would pickaxes not be your early tools? It would actually make sense to go through all of the pickaxe types by tier 2 or 3 (whenever it is you get the robotics kit, I forgot) because at that point your technology develops to where you should have things like drills. Then maybe those drills help you build the things necessary to upgrade your MM. A good balance would be a loose-requirement to have to swap between drills and MM to mine various ores in tiers until one or both are fully upgraded at the end. And of course you could throw in some nostalgic pickaxe-resembling drills as a rare and powerful drop for those who might still want to use those. You could simply state in the item description that it's not a REAL pickaxe and that it shoots lasers or something. Allowing Pickaxes to be early-game and then balancing both MM and Drills would give quite a bit more depth to tiers and ore-mining. You'd give the player both versatility and choice. It would essentially redefine what tiers mean to the player, giving them mining sub-tiers. As described in the update, the question now is simply - why give the player only the option to use the MM and occasionally find a better but rarely useful tool that doesn't even make any sense lore-wise? It'd make more sense to just balance things to make sense with the story..... You crashed your ship. The first thing anyone could do in that circumstance is build pickaxes until they get the materials they need to get elecitricy, build some drills, and eventually upgrade their space-tools to capacity. Just some friendly suggestions.
@AstralGhost: I totally agree. The only reason why a tool would be a rare drop and non-repairable, is if it was imbued with magic or it was made with explosives. (But as that's not really in the spirit of the game, I totally oppose non- repairables/craftables.) Drilling Mech for the win!
Drilling mechs, mining laser tanks (be powered by excess core fragments if we don't mind. One 6 x 30 One Hit KO blast is worth 10 CF's)
Other way around, its weird to have something as primitive as pickaxes and drills when you have something like a matter manipulator around.
As much as I played both versions, the MM's role (being a nerfed device) is being a last-ditch effort until you crafted proper tools, and at some point hopefully: supercharge or kit out the Manipulator. However, as we go further, we are not content at the MM's power, hence we resorted to stronger pickaxes until we researched about drills, or (mod) craft a mining laser until we officially have the option to outpower everything else with MM