secret_online's recent activity

  1. Comment on Tildes Minecraft - Season 3 Launch Day in ~games

    secret_online
    Link Parent
    Happy to join in if it happens to be at a time I'm online! Otherwise don't wait for me.

    Happy to join in if it happens to be at a time I'm online! Otherwise don't wait for me.

    1 vote
  2. Comment on Tildes Minecraft - Season 3 Launch Day in ~games

    secret_online
    Link Parent
    Eth and I don't have much in the way of redstone and quartz to spare right now, but I have delivered 5 stacks of dirt and 2 stacks of steak for you.

    Eth and I don't have much in the way of redstone and quartz to spare right now, but I have delivered 5 stacks of dirt and 2 stacks of steak for you.

    1 vote
  3. Comment on What's something you're "in too deep" on? in ~talk

    secret_online
    Link Parent
    I (also he/him) have been putting polish on my nails for the past 3 years (also lacquer, since it's easy for me to do at home on a weekend morning while watching YouTube), and there have been very...

    I (also he/him) have been putting polish on my nails for the past 3 years (also lacquer, since it's easy for me to do at home on a weekend morning while watching YouTube), and there have been very few occasions where I haven't had them painted since then.

    At the start it was definitely strange and I felt the exact thing you're talking about. I still remember how I felt the first time I went out in public with them done and how I'd constantly be checking them as if to confirm whether they were really mine or not. The next time I didn't as much, and soon after it was just normal for me. As mentioned earlier, my nails are basically always done now, and I would feel something was missing if I didn't. Pretty much exactly the opposite of how I started.

    2 votes
  4. Comment on Help me enjoy Baldur's Gate 3 in ~games

    secret_online
    Link Parent
    If you consume one, then later on there will be a high DC saving throw of a particular stat, or else your character will be forced to make a certain choice related to ceremorphosis. If you have...

    If you consume one, then later on there will be a high DC saving throw of a particular stat, or else your character will be forced to make a certain choice related to ceremorphosis. If you have not eaten any, then you will be able to make the choice freely without the influence of the dice. I'll put the required stat and consequence spoilered below, so you can choose whether to reveal it.

    The required stat

    Wisdom. I believe the DC is 21.

    The consequence

    If you fail the save, you will be forced into becoming a half-illithid.

    This transformation has a visual component, adding dark veins all over your character's face. You will not sprout tentacles, but some/most find it ugly AF. This transformation is reverted if you go for the "good" ending at the end of the game, so your character would look normal in the epilogue.

    It also unlocks some of the most powerful abilities in the game, which are an absolute blast to use. Effective crowd controls, huge buffs, the ability to fly; things like that.

    It sounds like the temptation and apprehension you're feeling is exactly what the writers were going for.

    2 votes
  5. Comment on Tildes Minecraft - Season 3 Launch Day in ~games

    secret_online
    (edited )
    Link Parent
    Glad to hear my modpack is treating you well! There are a couple of other mods that help with performance included which focus on different areas of the game. The main ones are Immediately Fast,...

    Glad to hear my modpack is treating you well! There are a couple of other mods that help with performance included which focus on different areas of the game. The main ones are Immediately Fast, FerriteCore, and Lithium. On the server side there's also Krypton and C2ME, but those aren't as relevant when playing on multiplayer.

    Also, whatever mod makes it so you can walk up full blocks like they're stairs -- how did I never think of looking for that before?

    That would be Accessible Step. The person who made it must be really cool ;D

    I started using a similar mod a couple of years ago, but then the person maintaining it stopped (they were pretty much done with Minecraft a year earlier, so fair enough. Maintaining mods for a game you no longer play is even more thankless than usual). So I decided it'd be a good idea to try and make that mod myself as an introduction to modding. This was right around the time that Mojang made the step height an attribute of entities, so the actual core of it is pretty simple and should stay the same for future updates. I've since done some automation around it, so the amount of work I need to do to keep it updated for new versions of the game is pretty low.

    2 votes
  6. Comment on Tildes Minecraft - Season 3 Launch Day in ~games

    secret_online
    (edited )
    Link
    Well, I suppose at this point we can call day 1 over, given that for most people it is already tomorrow, and there's only a couple of us for whom it is still today. Most of you will have seen...

    Well, I suppose at this point we can call day 1 over, given that for most people it is already tomorrow, and there's only a couple of us for whom it is still today. Most of you will have seen @Ethinolicbob online, who I've been playing this game with for half a decade now. We've got another server which is basically a shared singleplayer for us, but that doesn't have the sense of community this server does. Anyway, what did we get up to today?

    So how much did I play on day 1 in total? Not much at all.

    6 votes
  7. Comment on Tildes Minecraft - Season 3 Launch Day in ~games

    secret_online
    (edited )
    Link Parent
    And here's my mod list, in pack form: https://modrinth.com/modpack/secrets-pack Some common keybinds This is mostly for those who haven't used some of these mods before. Some of these are custom...

    And here's my mod list, in pack form: https://modrinth.com/modpack/secrets-pack

    Some common keybinds

    This is mostly for those who haven't used some of these mods before. Some of these are custom to my pack and not the default for these mods, so it's also useful for those who have seen them before.

    • C: Zoom. Use the scroll wheel to change the zoominess.
      F7: Light level overlay
    • T: Tool for the current block you're looking at
    • Enter/Return: Chat
    • X+C: Tweakeroo config (configuration for anything with X in the shortcut, and so much more)
    • X+B: Fullbright
    • X+H: Hand restock
    • X+F: Freecam
    • X+R: Repair mode. Swaps damaged items into your hand until repaired. Will mess up your inventory.
    • X+T: Swap nearly broken tools for fresh ones.
    • Shift+X+T: Swap to correct tools for blocks. Can lead to "ghost blocks" on multiplayer, especially at higher pings.
    • X+G: Toogle movement while in freecam
    • Shift+X+F (and Shift+X+G): Fast left (and right) click (does multiple left clicks per tick, turn the number down or you'll be kicked for packet spam)
    • Ctrl+X+F (and Ctrl+X+G): Periodic left (and right) click. Use the config to change the period, but by default it's once per second.
    • Alt+X+F (and Alt+X+G): Hold left (and right) click.
    • M: Litematica
    • ,: World map (since M was taken)
    • M+C: Litematica config
    • M+J: Easy place mode
    • Middle mouse on a villager trade: Favourite
    • Mouse 5 in the villager trade menu: Trade all favourites
    • Mouse 5 in the world: Free look. Keeps your player's view constant according to the server, but allows you to rotate the camera on the client.
    1 vote
  8. Comment on Tildes Minecraft - Season 3 Launch Day in ~games

    secret_online
    Link
    Looking forward to seeing you all in-game soon! I'll probably spend the first while getting the basics (and by basics I mean trying to get some starter diamonds and giving up when my luck...

    Looking forward to seeing you all in-game soon! I'll probably spend the first while getting the basics (and by basics I mean trying to get some starter diamonds and giving up when my luck inevitably fails me), then help out with whatever starter community projects there are. Thanks to the wonder of timezones and the earth being round, I'll have plenty of time to be playing.

    I am sure I'll miss having Elytra, but this stage of the game wouldn't be as much fun if we all had them immediately.

    3 votes
  9. Comment on What programming/technical projects have you been working on? in ~comp

    secret_online
    Link
    I've done a lot of work on my Tiny Flowers mod for Minecraft. Maybe too much to the point where I haven't had a break this summer because I've just been working on this. I haven't published it...

    I've done a lot of work on my Tiny Flowers mod for Minecraft. Maybe too much to the point where I haven't had a break this summer because I've just been working on this. I haven't published it yet, since I'm considering waiting for version 26.1. Still, I am building it from 1.21.11 at the moment, so if you want to try it out (and do some bug hunting for me ;D) there are a couple of ways to get the .jar file.

    • If you have a GitHub account, you can get download the latest build.zip artifact from the workflow page. Just select the latest build, scroll down to artifacts, and download it.
    • Otherwise there's a fantastic service called nightly.link that allows you to download artifacts without being logged in. In this case, here's a link to the page with the latest build on it.

    There have been some minor changes since the last post, but the most recent one (as in from today) was making Eyeblossom behaviour configurable. Now any flower can have something in its definition to say "turn into this other tiny flower at day/night" and it will just work. I see this mostly being useful for mods that add Eyeblossom-like flowers that change based on the time of day, though it can also be used for fun. You could have a set of flowers that change themselves over time, though that would likely get stuck in a pretty rapid loop as a flower changing also notifies other nearby flowers to change too. This work also opens up the possibility for me to define other special behaviours for flowers for more special interactions later on.

    But by far the biggest news is something I mentioned in the previous thread. Since flowers can now be defined by other mods using data and resource packs, I wanted to make a way to make those packs easily. Mods can include data and resource packs without much hassle, so why not make a website that creates mods for my mod? Well, I've now made that site. There are a couple of features I think are pretty cool:

    • The first one is more obvious. You can either upload an icon for the mod, or you can nave the site generate one for you. If you upload a different icon using the input underneath, then it will create an icon for you based on the style of the main Tiny Flowers icon. You can also upload textures for each of the 4 flowers on the grass block, and change the colour that's used to shade the background (btw, if you use Svelte, svelte-awesome-color-picker is, in fact, pretty awesome).
    • The second one is a couple of clicks away, and is also to do with image generation. One part of making the original Tiny Flowers mod I found difficult was making the textures for each of the flowers, so I wanted to make that process smoother. If you go to the Block Textures part of a flower definition, add a texture, and change the texture type to "Create from template" then there'll be 5 colour pickers. As you change them it will make the block texture for you. And if you upload an item texture at the top of the flower definition, then it will extract the colours from that texture and add them as buttons to the colour picker so you don't even need to copy over hex values to get the right colours.

    I'm actually really happy with how this all turned out. It has been a bit of an obsession, and I haven't been able to do anything else really, but there's been some good learning.

  10. Comment on Jet Lag Season 16: Hide + Seek United Kingdom | Trailer in ~hobbies

    secret_online
    Link Parent
    Whoops, I forgot to do my commentary and podcast comment for episode 1, so I guess I'm doing a double feature. Episode 1 spoilers This is one of the best Jet Lag episodes created so far. It does...

    Whoops, I forgot to do my commentary and podcast comment for episode 1, so I guess I'm doing a double feature.

    Episode 1 spoilers

    This is one of the best Jet Lag episodes created so far. It does an excellent job of explaining the concept of the game and introducing things as they come up. This is one to use to introduce people to the show at large.

    This is such a long run, big congratulations to Adam. I would say I don't know how this compares to others in the season, but by the point I'm writing this comment I've already seen episode 2 and will be watching episode 3 in an hour. Obviously transit connections are less frequent than the main lines in Japan, but even accounting for that this feels long. I wouldn't immediately say it's game winning, but it certainly feels like a contender.

    Since Adam's was the first run, he actually had more time to choose his hiding spot. He reached out to Tom Scott for some recommendations, and then continued looking around. He narrowed it down to Scarborough and a small town near the Welsh border that he could use to border hop for the same country question. Funnily enough, it ended up being in one of the small gaps left by the other questions pretty late into the game, so if he had gone there then the seekers would have needed to double back and he'd have had even more time. There were two major factors that made Adam choose Scarborough: the fact that it'd just be too obvious for Adam to go to Wales, and that message to Tom Scott. Initially Adam didn't see it, but it was listed in Tom's recommendations.

    The seekers didn't make too many mistakes in this one, mostly just the detour through Hull. They did explain the reasoning for this on the podcast. Adam couldn't have reached most of the stations along the back half of that loop during his hiding period, and there were very few on the Scarborough end that he could have gone to. So it made more sense to the seekers that they go anti-clockwise in order to cover more stations. The curse of the jammed door struck again, leading to a bit more lost time.

    Episode 2 spoilers

    Oh Ben, my precious Ben. I don't have much to say about this one, it's all rather self-evident unfortunately.

    Ben's hope was that by putting himself between two major transport hubs, the seekers would eliminate one of them and stop looking along that line. Unfortunately, it also happened to place him right in the middle of some rather effective radar questions.

    Side anecdote: apparently Hebden Bridge is the lesbian capital of England with a higher-than-average proportion of lesbians living there. They came to the conclusion that it's likely because it was an accepting place to be out during the 70s, which then led to people moving there. My watching buddy pointed out a rather prominent rainbow flag as Ben was walking down the street, so it seem like that legacy is continuing.

    The endgame for this one was apparently quite painful, especially with the curse. That curse was designed to be an even more annoying Gambler's Feet, and it was incredibly effective at that. There was a lot of cut footage of Adam and Sam walking around because it just wasn't interesting and the round was effectively already over as there was no way Ben was going to survive another 5 hours or so.

    3 votes
  11. Comment on Tildes Minecraft - Get hyped countdown thread in ~games

    secret_online
    Link Parent
    Happy to help out with this! I don't really have a plan for this season yet, so I'll probably just help out with whatever community projects are going on.

    Happy to help out with this! I don't really have a plan for this season yet, so I'll probably just help out with whatever community projects are going on.

  12. Comment on Help me enjoy Baldur's Gate 3 in ~games

    secret_online
    Link
    I've been playing BG3 since early access and have a few hundred hours in it so far. I love the atmosphere, story, music, and all the rest too. One playthorough was co-op, and I have another much...

    I've been playing BG3 since early access and have a few hundred hours in it so far. I love the atmosphere, story, music, and all the rest too. One playthorough was co-op, and I have another much slower co-op game where we play about 1-2 hours a week because that's just when we have time to play, and a couple of singleplayer ones in there too.

    But this time I felt constantly stressed about getting the "right" outcome, picking the "right" dialogue, getting the "right build....

    The game is, for the most part, extremely forgiving when it comes to choices in dialogue. With maybe two exceptions, it will be incredibly obvious what the "bad" option is. Otherwise, let yourself be surprised. Unless you completely and utterly screw it up, it will be alright in the end. And if you do, well isn't that an interesting story you've just told. And if you really don't like it, just reload.

    On that last point, save scumming is ok. I tend to roll with the punches and go with whatever happens, but ultimately it's a singleplayer game. Nobody will judge you except yourself, so any pain experienced is self-inflicted. Save (F5 to quick save) before every fight, save before dialogues that feels like they're important, and use those saves if you feel terrible about what happened. I'd say don't lean on them like a crutch, but they're a safety net.

    As for your build, again the game is reasonably forgiving. Like in normal D&D some classes have different power curves, and party composition definitely matters. Have a front-liner or two, some who can heal is great, and someone with range.

    If you've met a certain skeletal someone (which can be as early as the first few hours of the game), you can change any character's class and points around at any time for such a low cost. If you haven't met them, have a poke around under the chapel near the start.there are a couple of secret doors.

    Like the characters but not the way they play? Just change them. In fact some of the origin characters are funny when you change them to something other than their original class.

    So I am asking--how to you play this game to maximize your enjoyment?

    I love exploring. Poking my head into every corner, and seeing what's there. If there's a point on the map where my characters haven't set foot, I will walk to it and see what's there. If there's a fight, I'll do a little bit of prep in terms of positioning, then initiate the fight on my terms.

    Also the game seems to be pushing you not to advance time with long rests, but that's actually a trap. Your, uh, condition only advances at predefined points in the story and usually with an explicit choice in dialogue. My general philosophy is to do a short rest after every fight, and a long rest whenever I'm out of short rests or spell slots, whichever comes first. There is plenty of food if you're looting most containers, so you don't need to worry about that.

    How much did you rely on wikis or our guides?

    On my first playthrough, not at all. I did not want to know what was coming. I wanted to be surprised, to get things wrong, and to try and make right if I messed it up.

    On later playthroughs, I now know the world, the characters, the stories, and basically everything I need to know. I'll check the wiki for specific details, but I don't use any guide materials as I am now my own guide.

    Are there mods out that you recommend?

    Honestly, there isn't much that I'd consider necessary to have a good time. The game is pretty good on its own. Is there anything in particular you're looking for?

    What attitude so you bring when playing that makes the game enjoyable for you?

    I'm here to be taken on a ride. If something happens that changes the direction, then well I guess we're going that way now.

    Help me love this game, I really want to!

    I want you to too. BG3 is such a special game made with lots of love and I cried at the end not because it's a teary ending, but because damn I'm so glad I live in a time when games like this exist.

    One final offer, timezone shenanigans dependent, but I can offer my services as a co-op partner. I can bring advice and try my best to answer questions without spoiling any future story beats. If we do play together, it will still be your playthrough, I'll follow your lead. This is something I've done before for someone else already, and if it would interest you, flick me a DM on Tildes. Otherwise also happy to answer questions here too.

    24 votes
  13. Comment on What programming/technical projects have you been working on? in ~comp

    secret_online
    Link
    My continued rewrite on my Tiny Flowers mod for Minecraft is going well. I have all of the main functionality done, the rendering is mostly ok (there are some slight lighting differences, but it's...

    My continued rewrite on my Tiny Flowers mod for Minecraft is going well. I have all of the main functionality done, the rendering is mostly ok (there are some slight lighting differences, but it's ok for now). I'm now on to the optional extras stage.

    • Adding all of the tiny flower types to the Creative menu was actually much harder than I thought it was going to be. Mostly because I wanted to have the tiny flowers appear in the order the original ones do, which means collecting all of the original blocks before adding them. The way this works is by listening to an event that is called for each tab in the menu and modifying that one tab.
      • The first issue was that my mod's tab might come before other mods, in which case anything after won't be added to the menu because my tab has already been. I fixed this by adding in a mixin that sorts my tab to the end of the list when running the event. Of course it's possible some other mod does the same, so let's just hope they don't add any flowers.
      • The second issue is that I didn't know what order my event callback would run in relation to other mods, since this same event is used by other mods to add items to the menu in the first place. Luckily there was an intended solution for this one, which is to add a new phase to the event. There's a method you can call to make certain phases go after others, so I just made mine go after the default phase.
    • Adding a new flower type can be done entirely in JSON now, but it's a bit of a pain to make them all (there's quite a few to define models for rendering). To test this, during which I found a few bugs, I made a mod that contains just JSON that defines a new flower made from dirt. It works quite nicely.
    • I've added a new crafting recipe type for Suspicious Stew that allows you to combine many Tiny Flowers together, so you can have up to 6 different potion effects in a single bowl, or 1 potion effect for a longer duration, or something in-between.
    • One of my pet peeves from v1 of the mod was that the Tiny Wither Roses couldn't be placed on Soul Sand/Soil. So I added a field to the definition to have a list of block IDs and tags that a Tiny Flower can be placed on. So now Tiny Wither Roses can be placed on nether blocks, Tiny Cactus Flowers can be placed on more things (though not as much as the full block), and any flowers types added by other mods can have their own placement restrictions.
      • This required far more code than I thought it would, and had so many little edge cases. At one stage, I had the restriction in place for most tiny flowers, except for anything like Pink Petals or Wildflowers that were already segmentable. They couldn't be placed on their own, but if some flowers had already been placed then they'd slot right in. You could then remove that original flower to be left with something that looks illegal.

    My current side task is making a website where you can select the basic models, upload some textures, and it will spit out a .jar file that you can either directly use as a mod, or extract to get the files out to include somewhere else. I'd like to have a couple of integration mods ready to go when I release v2.0.0, in part to show how it can be done. I want to lower the barrier of entry to adding integration for my mod, and I think this will be the highest value thing I can do. Plus I have done a little web project for a while.

    I don't know whether I'll be releasing v2 for 1.21.11 or wait until 26.1. It is a breaking change and there isn't an easy upgrade path to take, so I'm tempted to wait since most modded worlds stay on a single version. On the other hand, I like it when people get to use the things I've made. It's not a now decision, anyway.

  14. Comment on Tildes Minecraft - Get hyped countdown thread in ~games

    secret_online
    Link Parent
    There's a version of Litematica for 1.21.11 released on Modrinth already, in case you hadn't seen it.

    There's a version of Litematica for 1.21.11 released on Modrinth already, in case you hadn't seen it.

    3 votes
  15. Comment on Tildes Minecraft - Get hyped countdown thread in ~games

    secret_online
    Link Parent
    The Modrinth launcher is probably the most user friendly one out thereat the moment. If you need more complexity then Prism is good, but it's definitely built for people who already know what they...

    The Modrinth launcher is probably the most user friendly one out thereat the moment. If you need more complexity then Prism is good, but it's definitely built for people who already know what they want.

    The collection you linked is an OK start. Really, just find something interesting, try it out, and maybe change some things if you feel like it. Fabric modding has a different feel to Forge, and so it's not uncommon to see lots of smaller mods doing the job that one big mod might do with Forge. There are a couple of pretty common mod packs that do a lot of the basics (by which I mean whatever Optifine did when it was more popular).The big ones are Fabulously Optimized and Additive, with the former being more of an all-in-one experience and the latter being much more suited to tinkering around with. From there, just find some shaders and resource packs you like and don't make your computer cry too much, and you'll be well on your way.

    3 votes
  16. Comment on Tildes Minecraft - Get hyped countdown thread in ~games

    secret_online
    Link Parent
    I've been using Voxy (and previously Bobby) because it plays much nicer with the game's lighting engine than Distant Horizons, meaning distant things don't feel flat. Plus it changes the level of...

    I've been using Voxy (and previously Bobby) because it plays much nicer with the game's lighting engine than Distant Horizons, meaning distant things don't feel flat. Plus it changes the level of detail based on how much of the screen is being taken up, so distant things still look good when using spyglasses or zoom hotkeys.

    As Tea pointed out, there's no server side support, so it will only cache chunks you've visited and won't update that cache until you visit them again. I'm ok with this trade-off, personally, and have made it part of my personal modpack that I use pretty much everywhere.

    7 votes
  17. Comment on What programming/technical projects have you been working on? in ~comp

    secret_online
    Link
    As is tradition, as soon as I finish up work for the year, my brain goes "you should be writing code". It's been nearly a year since I released my Tiny Flowers mod for Minecraft, and it has one...

    As is tradition, as soon as I finish up work for the year, my brain goes "you should be writing code". It's been nearly a year since I released my Tiny Flowers mod for Minecraft, and it has one major issue that I knew about from the start that I want to change.

    The issue is the block state explosion. The game has two ways of storing data about blocks, the simplest of which are block states. My little garden blocks had 4 slots that could have 20+ different values in each and the block could be rotated one of 4 ways, and the game had to enumerate and build block models for each of these combinations. Also, these combinations were constant and couldn't be expanded upon by other mods.

    My plan with V2 of the mod was to use a block entity instead, which is an entirely different system for storing data about a block, and use a data pack to define all of the flower types. The latter point would mean that other mods could define their own tiny flower variants and it would just work. I've done most of the rewrite now, I just have the hardest part left: rendering.

    That system of enumerating every possibility was extremely convenient to use, as it took advantage of an existing system in the game, but now I don't really know what to do. There are pages on the Fabric wiki and docs (Fabric being the mod loader I'm using), but I don't know enough yet to know what I need to know from them. It also seems like the way the game wants you to do custom rendering is changing at the same time, so I don't even know what the best practice is here.

    Ideally, I'd have something similar to the block state system but on the fly, where I can go "I want this model, this model, and this model all together with these textures" and use existing game code. I don't know if that exists or how to find it if it does, but that's what these kinds of projects are all about: doing something you haven't done before to learn how to do it.

    6 votes
  18. Comment on The Berkshire mystery: Where exactly is "Berk"? in ~humanities

    secret_online
    Link
    I find it fitting that a place whose name is pronounced like "bark" is a woodland.

    I find it fitting that a place whose name is pronounced like "bark" is a woodland.

    5 votes
  19. Comment on Jet Lag Season 16: Hide + Seek United Kingdom | Trailer in ~hobbies

    secret_online
    Link
    On the game design episode of the podcast there were a couple of changes noted. There wasn't anything too spoilery that won't be covered naturally in the first couple of episodes, but I'll still...

    On the game design episode of the podcast there were a couple of changes noted. There wasn't anything too spoilery that won't be covered naturally in the first couple of episodes, but I'll still put them in a details section just in case.

    Game design notes

    The hiding period has been increased to 4.5 hours. They don't really go into why, but I assume this is due to train frequency. They should be able to move pretty far with that, so it'll be interesting to see what kinds of spots they end up in.

    There is a change to the veto rules: vetoing a question now completely blocks it. The seekers can no longer ask again for double the cost. This was a pretty common comment on the game design, and they've been pretty resistant to audience suggestions in the past (probably for the better). They do briefly explain why it was there in the first place, which is to prevent situations where it would be literally impossible to find someone, but this hasn't happened in practice.

    But probably the most impactful change is what they're calling "time traps". They're something in the hider deck like everything else, and have a time value associated with them. When you play a time trap, you choose a station to lay it on. It doesn't have to be nearby, it can be across the country. If the seekers decide to go through a station with a time trap, then the time gets added to the hider's run length. The time also increases by 10 minutes every hour.

    They discuss some interesting strategy from the hider's side (which I was thinking of as I was listening), where the hider could use the traps to try and block the seekers, or even fake them out by placing the traps in a different direction. They could even place it on their home station to get a guaranteed time bonus. There's also some decision making as a seeker, as you have to judge what information you're getting from the placement, but also whether you go straight through or go around a particularly large trap.

    There are also some new curses. They are joined with a few others in the expansion for the home game, which is available for purchase on the Nebula store. Any cards in the expansion that refer to distances are doubled, with one in each of correct and customary units. Most of the episode is spent going over a selection of their favourites and putting them on a tier list of sorts. There are a couple mentioned that appear in the season, so I won't be commenting on them here. You can either listen to the podcast yourself, or wait to see them being used.

    5 votes
  20. Comment on Tildes Minecraft: What do you want to see in the next season? in ~games

    secret_online
    Link Parent
    I should also be able to offer the services of secret_offline. At some point I want to set up a system to allow them to be requested at a particular place (like sending a message in-game with a...

    I'll likely be offering my AFK services this season.

    Definitely gonna need you for some of this!

    I should also be able to offer the services of secret_offline. At some point I want to set up a system to allow them to be requested at a particular place (like sending a message in-game with a location and they go there), but every time I've thought about it I realise how much work it'll actually be and I stop thinking about it. Until then, I'm happy to walk them to various locations.

    1 vote