ZenRaids
Use light perimeter to prevent monsters from spawning inside your base. Control raid trigger conditions. Control raids per biome so that some biomes can be more forgiving than others. Set min number o
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模組介紹 作者原文
ZenRaids
Raids:
- Set the conditions for raids per biome. By default, no raids are allowed in the Meadows.
- Set the number of players that must be online for raids to activate.
- Set the key conditions for activating a given raid, both global and per player conditions supported.
- Fix Ashlands raids not having per player conditions set in vanilla.
- Option to disable per-player "known items" trigger condition for PlayerEvents raid configuration.
Spawn Protection:
- Use an interactive light perimeter to prevent monsters from spawning inside your base.
Therefore, you have two options:
- Illuminate your castle to keep the monsters from randomly spawning inside your base.
- Have a dimly lit castle and reduce the chance of raids but increase the chance of random spawns inside your base.
- In Vanilla a workbench can suppress spawns in your base. But what if it was fire instead? Think about that...
- Instead, lit fire sources prevent spawns. Keep the torches lit!
- Torches are interactive, you can see the radius of their light field perimeter.
- ZenSign can help you quickly and easily locate fuel for them.
- Fireplace pieces that produce fire keep monsters from spawning, but only if lit. This gives a reason to gamify torch fueling. ZenHoverItem will show you how many game days of fuel is left on a fireplace.
Why?
For many lighting torches is a boring chore.
However, putting fuel into fires is boring in vanilla because there is no reward for it other than light. While light is important, it is something you can make due with the bare minimum. Or just sleep through the darkness. Any decent gamer will optimize the resource cost of the torch materials + fuel + cost + and time to fuel vs. doing other more "fun" things. There is no real penalty for a dim castle other than dimness. Resource hoarding takes priority most of the time in a game about survival and resource management.
However, if the penalty for not lighting torches is being interrupted by monsters attacking you while you are trying to walk around your base then you are confronted with a challenge, and now you must decide: Keep the castle dimly lit and save resources but run the risk of monster spawns or spend resources and time to keep the base secure from invaders? Every time you light one, you know you are achieving a positive reward of no monster surprise attacking you. Therefore, making your base more secure. Positive reinforcement makes you consider how to best organize torch layout for quick refueling. Where you stash your fuel matters. (Use ZenSign to easily locate fuel) Plus, then you need to consider what type of torches to place? Iron torches last way longer than wooden torches and only burn resin, but they cost iron. Coal braziers use bronze and can last a long time and uses easy to get coal. But they create smoke and don't work in the rain. Bonfires work in the rain and light up a huge area, but they cost a Surtling Core and burn wood quickly, Etc... How much fuel do you have? What type of fuel do you have? How large is the area you are trying to protect? etc. Different torches have different light radius and therefore protection radius. You don't end up with tons of resin doing nothing. Wood can light a fire but it burns fast!
Coal light sources suddenly have value due to their increased efficiency of wood usage. 1 wood = 1 coal. However, 1 coal can burn for 10 game days! 1 wood can only burn for 2.5 days. However, coal takes longer to make than wood, more steps involved. But it's available everywhere. Resin is not.
In the new scenario coal has a value other than smelting ore. It also acts as a fuel sink to protect your base against monsters. This improves the game's resource economy balance. More gamification and more things to consider in a resource management game.
Consider the table below. Light range, capacity, game days of protection, and fuel availability all matter. Additionally, depending on how and where you design your base, rain and smoke
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