[Timing rodent b] Revisiting beacon theory
Posted: Fri Feb 03, 2017 7:38 pm
My gaming rig is borked and I am temporarily unable to play BTW. Instead, I am spelunking these forums and actually keeping a .txt log to myself of to-do lists when I return to my BTW glory. For example, I want to redesign my mechanical workshop room so that the layout isn't a jungle-gym of impassable gearboxes and axles with no ability to plunk down a conveniently placed work-chest for because of the redstone wiring rat's nest.
I am also reevaluating my terraforming intentions at my main OS base. With the changes to grass growth that gives premium value to surface-level real estate, even though I've always preferred to house subterranean animal farms with creeper-proofed blast shielding of what starts as cobble until my crucibles can allow me to remodel exclusively in stone brick (my favorite structural material, even when slabbing off to spawn-proof a netherfortress pre-groth) I now have to consider carefully how to place my large-volume-manual-harvest tree farm in my current SSP world where I only somewhat recently achieved crucible tech and harvested enough diamonds to have a full kit of all four diamond-tools equipped on my hotbar at the same time.
In considering way ahead toward beacon placement, it occurred to me to visit the original spoiler threads from back when beacons were newly implemented, the wiki pages on the subject, etc. Since the beacon-spoiler thread itself is not only locked, but the last post in it was FC rightly calling someone out for necroing after about 8 weeks, I'm posting my questions here.
As a general yes-no proposition to start, can we categorically say based on info directly from Overlord Flowerchild that the wiki's and other threads are known to be either complete, accurate, or both? The spoiler thread contained so much awesome-sounding flirtations of "you folks haven't scratched the surface yet" hinting and playful trolling that I'm not entirely sure. For example, previous to my current computer failure, I'd seen a handful of references to a Placenta-block beacon to impart fertility(?) that allowed for 4 chicks to hatch from a thrown chicken egg with 100% chance per throw. I have no clue how to obtain placenta blocks or placenta-material, though yet another mention made some kind of reference to piston placement with Hardcore Packing, or something.
And to be clear, I have a healthy sense of humor but am nevertheless somewhat easily trolled and gullible (a side effect of my autism, actually.)
I am neither explicitly pro-spoiler nor anti-spoiler. My joy and sense of accomplishment from playing BTW is harvesting a deep and abiding understanding of the game mechanics to create a fully terraformed Fortress of Automated Materials And Resource Stockpiling that is sensibly laid out, well organized, easily accessible and navigable even for someone who is a new visitor or an old visitor who hasn't logged in for months at a stretch and might be foggy on some finer details. Mastering and harnessing some OCD block-counting and symmetrical-placement concerns, such as with the geometric layouts of the sheep breeding and color-segregating system I have in mind to implement, is also part of my fun.
I will therefore neither demand that someone provide a spoiler that they themselves would prefer that I discover for myself, nor would I be unhappy if someone just dumped the info unceremoniously upon my plate for me to benefit from immediately. Further, nor will I insist on spoiler-splaining something to someone else when roles are reversed and I'm the visitor to a thread like this if it's communicated to me in a way that I can somewhat-autistically understand that they seek to avoid spoilers.
Are there not-yet-wiki-listed beacon types? Also, speaking specifically in recalling the orginal beacon spoiler thread, there was the overarching emphasis that all beacons have at least SOME drawback t them, however "subtle" it may have become. Given that the thread was only a few months old when it was locked, and the fact that BTW itself has continued to evolve since then whether on squashing bugs that would've prevented discovery or realization of some intended "drawbacks" on beacons, or even expansion of the beacon system entirely, I'm curious enough to post this thread and invite insights.
I am also reevaluating my terraforming intentions at my main OS base. With the changes to grass growth that gives premium value to surface-level real estate, even though I've always preferred to house subterranean animal farms with creeper-proofed blast shielding of what starts as cobble until my crucibles can allow me to remodel exclusively in stone brick (my favorite structural material, even when slabbing off to spawn-proof a netherfortress pre-groth) I now have to consider carefully how to place my large-volume-manual-harvest tree farm in my current SSP world where I only somewhat recently achieved crucible tech and harvested enough diamonds to have a full kit of all four diamond-tools equipped on my hotbar at the same time.
In considering way ahead toward beacon placement, it occurred to me to visit the original spoiler threads from back when beacons were newly implemented, the wiki pages on the subject, etc. Since the beacon-spoiler thread itself is not only locked, but the last post in it was FC rightly calling someone out for necroing after about 8 weeks, I'm posting my questions here.
As a general yes-no proposition to start, can we categorically say based on info directly from Overlord Flowerchild that the wiki's and other threads are known to be either complete, accurate, or both? The spoiler thread contained so much awesome-sounding flirtations of "you folks haven't scratched the surface yet" hinting and playful trolling that I'm not entirely sure. For example, previous to my current computer failure, I'd seen a handful of references to a Placenta-block beacon to impart fertility(?) that allowed for 4 chicks to hatch from a thrown chicken egg with 100% chance per throw. I have no clue how to obtain placenta blocks or placenta-material, though yet another mention made some kind of reference to piston placement with Hardcore Packing, or something.
And to be clear, I have a healthy sense of humor but am nevertheless somewhat easily trolled and gullible (a side effect of my autism, actually.)
I am neither explicitly pro-spoiler nor anti-spoiler. My joy and sense of accomplishment from playing BTW is harvesting a deep and abiding understanding of the game mechanics to create a fully terraformed Fortress of Automated Materials And Resource Stockpiling that is sensibly laid out, well organized, easily accessible and navigable even for someone who is a new visitor or an old visitor who hasn't logged in for months at a stretch and might be foggy on some finer details. Mastering and harnessing some OCD block-counting and symmetrical-placement concerns, such as with the geometric layouts of the sheep breeding and color-segregating system I have in mind to implement, is also part of my fun.
I will therefore neither demand that someone provide a spoiler that they themselves would prefer that I discover for myself, nor would I be unhappy if someone just dumped the info unceremoniously upon my plate for me to benefit from immediately. Further, nor will I insist on spoiler-splaining something to someone else when roles are reversed and I'm the visitor to a thread like this if it's communicated to me in a way that I can somewhat-autistically understand that they seek to avoid spoilers.
Are there not-yet-wiki-listed beacon types? Also, speaking specifically in recalling the orginal beacon spoiler thread, there was the overarching emphasis that all beacons have at least SOME drawback t them, however "subtle" it may have become. Given that the thread was only a few months old when it was locked, and the fact that BTW itself has continued to evolve since then whether on squashing bugs that would've prevented discovery or realization of some intended "drawbacks" on beacons, or even expansion of the beacon system entirely, I'm curious enough to post this thread and invite insights.
Note to FC and moderators:
Show
I don't know if necroing is something that creates a back-end hassle with respect to managing the forums themselves (eating up server space or something? I'm honestly ignorant to forum management) but my hope as the OP here with this thread is to leave it open for something of a long haul. I know that I myself oscillate between periods of high-traffic visiting / reading / lurking / posting here, offset by periods where my offline life prevents gaming and internetting in general, and I have to assume this holds true for other great minds in the BTW enclave as well. Indeed, my own recent observation here is that there's a handful of numerous pillars of the community who are active currently, and I hope to avail myself of the wisdom of people who might not find this thread until months down the line. (Aside: this is why I carry to these forums the convention I am familiar with from the Kerbal Space Program forums of indicating in the post title itself the mod version I'm working with, so that future archeological digs through previous forum threads can illuminate whether version changes might've rendered a question or answer moot.) For all of these rather long-winded reasons, my humble request is that future necros of this thread be tolerated AS LONG AS allowing that would not impose in some way that I might be ignorant to as someone who has never maintained or moderated a forum board.