Hermitcraft – Roofs, Bells and Tracks… Lots to do!

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33 thoughts on “Hermitcraft – Roofs, Bells and Tracks… Lots to do!”

  1. Tango, you are correct that filament printers do not have the detail for GOOD minis… the ULTIMATE (currently) for that task is the phrozen sonic 8k mini which has resolution close to a human hair… but by the time you have everything to start off, plus replacement expendables you are looking at $1000 but it has a small print area with that 8k display which is why it has such high resolution. The filament printers are best for new users, and prototyping due to lower cost for use. They are also great for making tools and other things where strength is more important than "quality".

    You can also use acetone vapors to smooth the edges of PLA filament. It will lower detail, but it does a decent job of removing print layers as it melts the surface layer of the plastic.

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  2. Lmao, you think Arizona weather is crazy? Here in Wisconsin, we don’t know if it’s gonna be above 50 or below freezing… we still don’t know if we’re gonna get hit with snow, because it was only a couple years back we got hit with over 30” of snow mid April, lmao…

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  3. Make a player specific key card for each hermit and put it in there starter deck and they can only use it 5 times a day or whatever to revive a key to play. Each time they use it a iron nugget goes in a hopper etc and after 5 times it locks the key issue single. And have a 24 hour clock to drain all nuggets once a day.

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  4. To add to the many suggestions. For a warden level why not lean into temp blindness? Make a large semi open room made of dark blocks and skulk to camouflage the wardens. Build up some crumbled walls, something to try and hide behind or run into blind.
    You could hide single snow balls around to "help" them so it's not too hard. Could make a one block wide crack in the floor at times with honey blocks in bottom. Wardens should avoid the honey so they won't get stuck but a scared hermit may fall in while fleeing.
    Pop a few sensors by chests or just around to draw in any near by wondering wardens, that way even just a few down there would begin to close in on the sound the longer a player is in there.

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  5. For the invokers someone could create a add-on name tag that makes the bell ignore them, like the "silence me" name tag the server is running. With the Wardens maybe have some on restricted paths that run on different y levels to the player to where they act more like mobile turrets, what is the range on their sonic shriek?

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  6. @2:49:14 "This is exactly what I'm talking about, just smaller scale."

    That sounds like quitter talk to me, build you're whole starter house again as a part of decked out; populate it with a pair of sapphic witches that kill you.

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  7. What if you did an abandoned camp on each level, and there was a journal you could find at each that formed a quest in the dungeon if you found all four?

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  8. Also: for the evoker issue with beast sense, is their outline distinct or could you just trap and silence other mobs behind the walls as decoys? Would be easier than having to bus in extra evokers to do the same thing.

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  9. Can't you just put the key dispenser on a timer in the Hermits section? So each hermit has the opportunity to push their own button once every X hours. The dispenser can obviously still be one universal location but each hermit would have their own button. I hope that makes sense. Who am I kidding there's nobody reading this.

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  10. Hahhaa, I Always love the "hockey or field hockey" question! here (In Australia) field hockey and even roller hockey are FAR more common than ice hockey! 🤣

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  11. Wardens will be interesting. One of the tricky parts beyond spacing them out to get the right mix of blindness is that if a player aggros a warden (and it can happen by smell not just by sound), that warden will remember them for a certain period of time and as soon as they come back into blast range (like on the way out or on an alternate nearby path) the warden will be blasting them as soon as they’re in range, even through walls.

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  12. For the talking of the card recipe to other hermits why don't you have it so a hermit finds the recipe and then had to put the ingredients in a box in the shop and they get it once that one is done the recipe changes for the next one so it's different for each hermit so they can't exchange that knowledge and it means first come first serve for each one so they will be battling for it

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  13. Tango, if you go for a ravager den with a dedicated ravager, then you could use one of the rooms behind the ship. This way these rooms have some threat as well and maybe it fits with the pirates lore.

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  14. 2:06:45 in the dead end could be another hermit space. For the minimal flavour , sculk, drip stone and amethyst patches. Also small lava pockets. Small tid bits of the other styles you have to tie them together. I sorta did like the idea of a wolf cave too.
    Great work Tango, you inspired me to start developing mini games on my realm.

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  15. Broken portal with solidified lava pouring out of it, as if a lava pool flowed out of it, and the incantation on the stone finally gave out and exploded the portal (so a slightly bigger portal than normal). Maybe a portal chunk stuck in the roof, as if embedded there. And at the base, some lava and magma blocks.

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  16. 2 IDEAS

    1. Put 1 single block of Pink Glazed Terracotta in one the the cave rooms, and put a sign next to it saying "Point of Interest", the Hermits, viewers and us stream watchers would love it, and then the Hermits could talking about running through the 'Pink Terracotta room'.

    2. Don't know if this has been suggested, but if you're worried about them knowing where the Evokers are, just don't allow anyone to possess a Beast sense card for the first 2 weeks or so, or however long is needed for them to naturally find out where they are through playing.

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  17. Maybe you can drop the evokers into the dungeon when they are needed and then move them back up out of the dungeon with a bubble column when they cubby hole closes. That way they don't show up with beast sense unless they are active.
    I mean, moving them with a minecart seems way too much work, but maybe just moving them up and down could be done simply?

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