Ben wrote:What you might consider is going from "sunlight is lethal" to "the surface is lethal", meaning you'd get hurt just the same during the night.
FaceDeer wrote:Ben wrote:What you might consider is going from "sunlight is lethal" to "the surface is lethal", meaning you'd get hurt just the same during the night.
I was thinking it'd be more fun having a window of opportunity where one can scurry out onto the surface to scavenge and harvest surface-specific materials, then burrow back underground again to hide from the coming of the dawn.
For night time danger there's always monsters. Can't have a post apocalypse without horrible mutants lurking in the shadows. :)
FaceDeer wrote:For night time danger there's always monsters. Can't have a post apocalypse without horrible mutants lurking in the shadows. :)
Don wrote:[…]
Are you going to check for air for 3 or 4 nodes above? That way you can have bright lights in your house and not get a sunburn. Or is there a better way?
Ben wrote:That went quicker than expected: Sunburn :-D
eduardomezencio wrote:Could you create a git repository for the mod, please? […] just post the link for it then, please :)
eduardomezencio wrote:And just one more thing (sorry for being an arse and asking so much), but it would also be nice to change tha name of your repo in github to bewarethedark instead of minetest-bewarethedark, so that when the user clones it, the name for the created folder is already correct.
Lessaloploth wrote:What if the night was an "entity" trying to kill the player? As time goes on, the darkness gets aggressive. It starts off slow, just damaging you when you're in the darkness. Then, torches may start to go out. You go home and think, "Huh... I thought I put a torch here.". Then the torches start going out more, and darkness gets more unforgiving and nights grow longer as the "entity" tries to kill you.
I think this may be a good idea because it naturally ramps the difficulty in a predictable fashion, and progresses with the player to give them some challenge, and doesn't make it so the player is totally immune once they make an underground base.
Don wrote:@Ben - I made a torch for a game I am making. It has 3 stages. After x amount of time it changes to a dimmer torch then a torch that is burnt out.
If you want I can make it a mod.
Ben wrote:Two quick thoughts on this:
1) The popular Goblins mod has goblins (surprise!) that, at the time of this writing, do not attack the player. However, they do knock out torches! That's one kind of "evil entity trying to kill you" ;-)
2) There's an idea about torch decay floating around. I first heard of it in Minecraft, where it was never implemented, however. I'm not sure if anyone has written anything for Minetest; I can't find anything. So I've tentitavely put it on my own ToDo list ;-)
Don wrote:I put the torches in their own mod. Understand that this is not a finished project. It mostly looks ok. https://github.com/DonBatman/mytorches
Don wrote:[…]There is actually 4 stages not 3 like I said earlier. That means a torch lasts 6 hours plus 2 hours of a burnt out torch.
Blehmeh98 wrote:A great way to troll someone with this mod would be to knock out the torches behind them while they are mining, knock out the torches in their house when they have run out of coal, etc.
Gerald wrote:I like the idea and the implementation seems good.
Gerald wrote:I noticed the sanity changes quick, while i think of insanity as an slowly increasing problem, which is hardly cured, so i changed the damage in the config (nice feature!). The problem is that the "real damage" is as bad as the "sanity damage". If there is a healing hunger or armor mod insanity is not deadly anymore. Could you add a possibility to scale or set the "real damage" or a "instakill" option, which means a player dies immediatly if he has no sanity.
Gerald wrote:I am thinking of a mod nonreturnable extinguishing torches. (I think, it is easy enough to be my first real mod.)
It could be an interristing combination with the charcoal mod.
Gerald wrote:I wondered the sanity is not reset on respawn.
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