Beelance Improvements #1695
Replies: 9 comments 21 replies
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Another idea I've had was to remove the 100% success rate from some of the crossbreeds. The element of chance introduced a bit of a challenge back in the days of 1.12, and while with Forestry, it was sometimes quite painful to get the bees you wanted reliably (as even breeding Forest/Forest could give you a non-Forest bee because of recessive traits and Mendelian inheritance, for example), I feel that with Resourceful Bees, the pain is MUCH much more manageable, and a more intriguing gate than just leaving it up to time once. |
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I like the idea of limiting the number of the ones available in the wild significantly to 4/5 variants (plus maybe a nether/end -undergarden?- one) and making the higher tier bees only available via crossbreed or even mutation, which is a fun mechanic the mod itself doesn't use much. Reducing the amount of randomness from worldgen is really good, since having to travel thousands of blocks to maybe find a bee you want is frustrating at best, and breeding them can be a fun mechanic, especially since RB already covers the mechanic fairly in depth. Having the more expensive bees only available via tier up and with some work behind them is also pretty fair, and it would allow us to maybe introduce even weirder bee variations on our part |
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PR #1705 should cover 1. Now to formally chart everything for 2 and 3! |
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What do people think about 3? Restructuring the breeding tree for 2 is a pretty big project, but if there is consensus that moving to outputting chunks for those bees who's products have them is a good plan, that seems like it can be done pretty quickly. |
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Capturing the biome/breeding suggestions Max had here so they don't get lost. Starting to chart this out a bit is the next step for Item 2:
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i really like this complete overhaul of bees, all the 3 points are very exciting! i do wanna add some more insights as to why the current bee production isn't beelanced enough though. in a T4 apiary a bee produces 2 comb blocks, thats 18 combs per cycle, if you use 2 of the same bees in the apiary. where as if you use 2 t4 hives and spam 32 of same bees, you get 32 combs per cycle(although the cycle is a little bit longer). which is way more output that a t4 apiary. breeding 32 bees is very easy with a TIAB and an apiary breeder. as T1 apiary is way cheaper now, getting the breeder is also very easy. this encourages people( like me XD) to stay at lower levels and spam more bees, instead of working towards a better apiary. |
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one more idea for incentivizing apiaries i had was, if we could remove or increase the cap of 1 unique bee per apiary condition of it. that would make it way more efficient in terms of resource gathering, and you wont need to spam more of them. it could be too OP if we totally remove the cap, but increasing it would be a neat balance, maybe 2 or 4 bees per apiary. we do need a lot of certain resources cough uranium * cough* and there are not many renewable ways to generate them. im hoping against hope tat this is possible with configs, let me know if it isnt :D |
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What if instead of ingots we change with chunks? Bees in "early-game" is too expensive and in "end-game" is useless. |
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Work has started on 2 and 3 with PR #2000! |
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Three primary suggestions stemming from a Discord discussion:
If we want to move forward with this, it can move to an Issue for tracking purposes.
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