Testing 246: Creative Worlds!

Thank you!

I was able to get back to my Creative planet planet with no issues

1 - I was able to change my Home Beacon to the one on the creative planet. Once the planet goes offline I will be able to check what happens against the release notes. I will leave my character on the Creative planet when the planet expires as part of the test. I should end up with an option to go to Muntel.

2 - My portal between my creative planet and the one to @Stretchious planet was open and fully fueled when I got back to the planet.

3 - My portal to another location on the same planet was also open and fully fueled when I got to my base. In neither instance did I have to re-open the portal.

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Likely not a big deal, and maybe just something from the way testing environment is done but thought I would mention it just in case its a sign of an underlying issue.

While my creative world was locked I reclaimed the main beacon.
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It went through the appropriate steps (and no reclaim was available when I check on Dand, as expected)

But when the world was “unlocked” a little while ago for the extension, that beacon reappeared in the beacon list like it was an active beacon again.

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When I warped to the planet the reclaim had worked as there was no beacon at that location and none of the things I had placed are there.

It shows up as removed when I view it from the Places menu on my character
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But viewing the beacons list from the sanctum portal it appears it is still active now

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4 Likes

I think you will find this on Live as well. As long as you have a beacon saved in your beacon list (removed or not) the sanctum portal will list it as a valid destination.

My beacon list (opened in the sanctum):
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The sanctum warp blocks:
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Does it show the status correctly if you open the places list rather than the warp interface?

Yeah, its correct via places. I have not done much in the way of reclaims on live so did not know it was the same on live. It does seem like odd behavior though.

This is the greatest suggestion for creative that I’ve seen so far! I’ve been trying to think of a way to make creative worlds make actual logical sense as to why there’s certain planets where you’re just given superpowers and any blocks you want. This solves it perfectly! Add beds into the game and interacting with one takes you to the dream realm. It can be part of the initial tutorial crafting a bed and entering there. Not only does it work extremely well to separate the universes, it gives more visibility to them since that game mode can be introduced so early on. Seriously, James needs to see this. I will not be happy until he does.

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If specific biomes require specific tier planets, maybe now is a good time than ever to decouple biomes from tier.

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Is there any way to determine what biomes are on a test creative planet? If not I will just have to use @Clexarews post on biomes. I know I have a tier 4 blast planet

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Oh thank god! The farming bug is fixed then I presume? I’ll test on PS4 when it’s live!

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This works as advertised. I gave my daughters account “claim” permissions on my creative world and then set up a new beacon and was able to make it her home beacon.

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Then I added her to the blacklist and it booted her from the planet

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As expected, trying to go back shows she has no permissions for the planet

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Then looking at the options in the sanctum it offers the alternate home

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And was able to warp to the alternate home for free as noted.

5 Likes

Definitely not a good time for that. The biomes are specific to tiers because the biomes have varying “difficulty” to navigate. The reason T7 world’s have floating islands and huge spires and giant Swiss cheese caves, is because it’s supposed to be difficult to navigate and require a decent grapple to get around. The reason T1 world’s are mostly flatlands, desserts, and rolling hills, is because those are supposed to be easier to navigate. Decoupling the biomes from the tiers will ruin this system that, in my opinion, makes sense to have.

4 Likes

On a creative planet where you can fly there is no difference between navigating a tier one biome and a tier seven. No need to grapple when you can fly. So for creative planets I do not see any reason why the biomes have to stay locked to a particular tier of planet.

That is different than the public universe where you need starter planets for new players.

4 Likes

I guess in the context of creative world’s I could see splitting the biomes/tiers but as long as that’s strictly for creative and doesn’t change anything for survival I don’t see why you can’t have giant Swiss cheese caves on a T1 creative

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Yeah I think you should be able to have any biome on any tier in creative too. As @Kal-El said, you can fly.

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I’m not honestly sure why we have ‘tiers’ for creative worlds, other than as an artifact of the existing system.

Tbh I assumed that’s all it was. Because obviously the atmosphere colors are tied to the world type and world type is connected to the tiers. I figured tiers on creative were just indicating what atmosphere color/ world type you’d be getting without confusion

If the owner lets you, not sure why they wouldn’t but they could opt to have flying and invulnerability off (and can turn it off whenever, even while people are currently flying)

My thought was that some worlds that will have game arenas like dodge bombs may choose to have flying turned off (and possibly invulnerability depending on the game).

2 Likes

There are only the 6 atmosphere types. Also tied to tiers are:

  • Atmospheric damage levels
  • Block armor / damage requirements
  • Biomes
  • Plant types
  • Boulder types
  • Crop types
  • Creature levels
  • Ore types
  • Gem types
  • Drop rates

Anyways I’m probably forgetting something. I can’t imagine who would want atmosphere damage (and the attendant skill requirements) on creative and also materials don’t matter really at all. Nor drop rates.

Someone mentioned fancier creatures earlier I think, and of course biomes are a big topic. Until I started typing up this list I forgot about plant/boulder/crop types too.

So in live, there’s a fair amount of stuff tied to the tier. It would be nice to just configure this in creative but that doesn’t seem to be on the table for now and as the discussion has shown a lot of it is really tied together in the current way that worlds are generated.

Tiers 1-6 you can give yourself forged tools for 1-hit damage while building so that’s not a big issue the main ‘complaint’ left is shuffling around skill points.

As long as all of these remain tied to the planet tier, I can see why someone would accept the cons of a higher tier creative world.

I think the devs should consider the consequences of having this option to be used freely.
I suggest the option can be used to turn on or off only if there are no people on the planet (except the owner).
There should also be some kind of warning to notify people when they enter the planet whether the flying and invulnerability modes are turn off or on.

Maybe someone can test what happen if someone dies on creative planet, do they get a debuff from dying on creative planet?

There is a message saying they are on when you first go to a planet with them, not sure if it pops up every time the status changes though.

There is no death penalty on creative, I did test that.