![]() Oasis crate - Magic Conch (for fast trip to ocean sides), Ancient Chisel (25% faster mining), and Bast Statue that Neo mentioned for arenasįrozen crate - an alternate source of Ice Skates (again for Terraspark Boots) ![]() Ocean crate - flippers (for Frog Gear (>_< I'm french canadian ) and Water Walking Boots (for Terraspark Boots) ^_^ I like giving credit where it is due!Īs for the use of fishing up the new crates - they will let you counter bad luck finding some things ^_^ Oh TY mentioned the one tile fishing hole back on page 6 but I couldn't for the life of me remember the original post or poster Also, ocean crates have a high priority so fishing in, say, the ice biome will only yield ocean crates if the ice fishing spot is within the ocean boundary so the solution is to make sure ice fishing is not within that boundary. The first is that desert blocks (and to a lesser degree jungle) that are in the ocean area are not counted as part of the set of desert/jungle outside the ocean boundary so this stops one from precisely bounding the desert- although an overlapping of hallow/jungle/desert still works. In the little bit of time allocated to this, I’ve been trying to use an build like but incorporating the ocean into it but have run into problems. and approach pinpoints the beginning and ending boundaries of the biomes so no overlap at all. i.e., it uses a single block to set the beginning of a biome but is not careful about defining the end. The difference is that pakratt’s approach overlaps biomes and uses the priority of one biome overriding another. Though standing over the non-ocean part of the pond and tossing the bobber to the ocean got me shrimps etc, standing in a Ocean/Crimson area and tossing the bobber out to the non-ocean part of the pond didn't save me from endless Ocean crates. So this may not be new for veteran fishermen, but I found out that while Ocean fish are dependent on where the bobber is, the crate is dependent on where the player is in, or so I thought. I thought it might be worth sharing since it's really simple and the only thing you need to be careful is to not put biomes in the Ocean Messed up the crate priority at first but I managed to get all the crates for this one. I made my new fishing spot at the edge of the ocean, with mushrooms, based on PapaBear's 1.4 complex ver2. I just registered to drop by and comment on how fishing complexes are awesome and I love all the inventive (and pretty!) ponds here.īeing an entirely noob builder that just copied the original design a while ago, I couldn't figure out how to keep all the biomes with the new requirements on my own until I saw all these inspiring builds. If I can additionally get biome management down in the spot the player stands while trading with the NPC, I should have have perfect trades, but need see if the happiness cap even makes this necessary. I am tackling this problem in a second attempt by teleporting an NPC and his best friend from a holding cell into a double house near base, so that the proximity to neighbours and neighbours the NPC likes is optimized. I have returned to this thread because of a project I am working on, where I try to optimize NPC happiness for sales. Furthermore, if the goal is to have as few fishing spots as necessary, making a fishing spot at the border between surface and sky, with a 1000 tile pool for salmon near the ocean, and another fishing spot at the border between underground and caverns near the dungeon will cover all the fish in the game. , scroll to the bottom of the page, and click on the "Load 1 more image" to see.ĭisregarding the constraint that all the fishing biomes need to be very close together, there is no reason why any of the biomes in your build need to overlap.
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