I failed to parse this earlier and just assumed “all doors, all metals” lol. Then the release came …
It seems odd to leave these out. Maybe they didn’t get the same adjustment since they’re made differently, requiring alloys instead of bars. There are several “any metal” recipes with bars but I don’t know of any recipe that accepts “any alloy”.
I have no idea how much more complicated that might make the change.
Super bummed about not seeing the color number anymore in request basket especially since I just set up a numbered color storage spending lots of time on it. I had a request basket in my area to help quickly know what number to go to. Now I have to run around for the odd colors. That stinks!! Especially now trying to sort gleambow loot!!
Disregard previous question if seen, realized I read it wrong, and it is even better news than I thought originally - so now failing to reach it altogether will increase the timer. Also good to know that if a timer gets too low, killing the Gleamtrunks will keep it from increasing if trying to get it back up again. Thanks devs!!
yeah hopefully it doesn’t mean the timers will go down from only killing gleamtrunks, though. He just said that they won’t increase.
Also curious, if I get to a meteor and lose it and kill the gleamtrunks after, will that have the same effect as killing the gleamtrunks while the meteor is still active?
Previously if you added multiple instances to a decoration node and gave them the same constraintType the game would look at the first instance and load it up just fine. It would take the second and load it up usually fine but maybe less than the density/threshold you specified. It would take the third and not load it at all unless (as far as my testing went) the density value was greater than the previous two densities.
Now you can use whatever densities you want because it will look at all of the instance nodes randomly which gives you a better chance of getting all of the multiple types to spawn.
For the second bullet I think it just means that higher densities won’t necessarily butt out lower density objects until you hit an overall density value of 1.0 on the decoration node. Although I’ve had trouble using densities over -0.7. A density of 1.0 would mean that every block of the given constraint types would have an instance spawned on it (afaik). So instead of a forest, for example, you’d just have a massively fat continuous tree