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User:McClaw: Difference between revisions
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* Pine trees are an excellent source of sticks and wood, and getting rid of one removes the chance it will spawn a dropbear. (Very important if it's near your starting shelter.) | * Pine trees are an excellent source of sticks and wood, and getting rid of one removes the chance it will spawn a dropbear. (Very important if it's near your starting shelter.) | ||
* A growing tree will produce blocks of leaves to either side. Harvesting them (for sticks) from either side of a young tree is an easily renewed source. | * A growing tree will produce blocks of leaves to either side. Harvesting them (for sticks) from either side of a young tree is an easily renewed source. | ||
* A simple barrier against animals is a two block deep hole; on level ground it barely slows a passing Blockhead. Another is a door; give it the appearance you want by stacking a sample of the desired block | * A simple barrier against animals is a two block deep hole; on level ground it barely slows a passing Blockhead. Another is a door; give it the appearance you want by stacking a sample of the desired block as the top of a three-high column, remove the two below, place the door, then remove the top block. I also like to put a lantern on top of the result. | ||
* Use two barriers surrounding trigger plants (carrots for donkeys, apple trees for dodos, kelp for fish, pine trees for dropbears) to make a breeding farm. Keep track of it so you can nab their resources when you want. | * Use two barriers surrounding trigger plants (carrots for donkeys, apple trees for dodos, kelp for fish, pine trees for dropbears) to make a breeding farm. Keep track of it so you can nab their resources when you want. | ||
* A ridden donkey can jump a 2-3 high barrier, so you can make a corral surrounded by doors and planted with carrots. You'll probably have a donkey available when you want to ride. | * A ridden donkey can jump a 2-3 high barrier, so you can make a corral surrounded by doors and planted with carrots. You'll probably have a donkey available when you want to ride. | ||
* Make a fishing tank / kelp farm, a water tank three or more blocks wide and deep planted with kelp. If it isn't too big, the fish won't be able to resist your lure. | * Make a fishing tank / kelp farm, a water tank three or more blocks wide and deep planted with kelp. If it isn't too big (three wide), the fish won't be able to resist your lure. | ||
* Shark harvesting made easy: | * Shark harvesting made easy (depicted on the Shark page): | ||
** On the edge of a large, deep body of water, arrange a one-deep channel at least half a dozen blocks long. There should be no "steps" in the sea floor greater than one block high leading up to it (to make sure the sharks don't turn around). | ** On the edge of a large, deep body of water, arrange a one-deep channel at least half a dozen blocks long. There should be no "steps" in the sea floor greater than one block high leading up to it (to make sure the sharks don't turn around). | ||
** | ** Place a solid block level to the surface of the water, leaving a one-block high/wide channel underneath and into the trap. | ||
** Above that platform, arrange a back wall and ladder to another platform 8-9 blocks above the water. | ** Above that platform, arrange a back wall and ladder to another platform 8-9 blocks above the water. | ||
** Equip a Blockhead with a spade, a sword (iron preferred), and at least one block of sand. | ** Equip a Blockhead with a spade, a sword (iron preferred), and at least one block of sand. | ||
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** When a shark passes the lower platform into the trap, place the sand block to block the gap (next to the lower platform is easiest). | ** When a shark passes the lower platform into the trap, place the sand block to block the gap (next to the lower platform is easiest). | ||
** The trapped shark is now in one-deep water and can't flee, making it much easier to attack with the sword. (Or for small ones, catch in a bucket.) | ** The trapped shark is now in one-deep water and can't flee, making it much easier to attack with the sword. (Or for small ones, catch in a bucket.) | ||
** Once the shark is disposed of, use the spade to remove the sand and then send the Blockhead back up the ladder quick. | ** Once the shark is disposed of, use the spade to remove the sand and then send the Blockhead back up the ladder quick to avoid nearby sharks (if any). | ||
** Don't worry if the water "inside" the trap is under one block deep, that actually makes it easier for a Blockhead because it can stand and walk there instead of having to swim. But don't let it get too shallow or sharks won't enter. | ** Don't worry if the water "inside" the trap is under one block deep, that actually makes it easier for a Blockhead because it can stand and walk there instead of having to swim. But don't let it get too shallow or sharks won't enter. And don't let kelp grow, it can "snare" a Blockhead's actions. | ||
* I like to organize my tools in baskets along with at least one stack of each of their common harvesting products or commonly useful items. (Spade with dirt, flint, and clay; machete with stick, trapdoor; axe with wood, ladder, and gem pickaxe; pickaxe with stone, coal, and gold pickaxe.) These are swapped in and out from a basket at the bottom of the inventory into the two slots above. Other items / special combo baskets are stored in the next basket up, while the upper inventory is used for special tasks and random pick-up. | * I like to organize my tools in baskets along with at least one stack of each of their common harvesting products or commonly useful items. (Spade with dirt, flint, and clay; machete with stick, trapdoor; axe with wood, ladder, and gem pickaxe; pickaxe with stone, coal, and gold pickaxe.) These are swapped in and out from a basket at the bottom of the inventory into the two slots above. Other items / special combo baskets are stored in the next basket up, while the upper inventory is used for special tasks and random pick-up. | ||
* There's a tip above that can help you keep your Blockhead's inventory organized: If you expect it to pick up an item, place at least one in the desired slot before going harvesting. And if you expect to pick up more than one stack of something (such as stone when mining with a steel pickaxe), "seed" more than one inventory slot with said item. | * There's a tip above that can help you keep your Blockhead's inventory organized: If you expect it to pick up an item, place at least one in the desired slot before going harvesting. And if you expect to pick up more than one stack of something (such as stone when mining with a steel pickaxe), "seed" more than one inventory slot with said item. | ||
* Mining ores (except for iron) is more productive when using a gold pickaxe to do most of the work (all but the last few of the needed 32 strokes) and finishing with a gem pickaxe. It not only produces the occasional bonus (including 10x the ore), but gives | * Mining ores (except for iron) is more productive when using a gold pickaxe to do most of the work (all but the last few of the needed 32 strokes) and finishing with a gem pickaxe. It not only produces the occasional bonus (including 10x the ore), but gives you time to switch over to the gem pickaxe and abort just before harvesting. (Count to 30 and switch.) The gem pickaxe will give the multiplier only if it makes the final stroke; it doesn't care about the rest. (Why not iron ore? Because it demands twice the strokes to harvest.) | ||
* Diagonal tunnels are highly efficient for travel. A Blockhead travels horizontally about as fast as it does on a level surface, and vertically probably faster than on a ladder. It's also not difficult to make cross- or side-tunnels with a minimum of disruption -- and no trapdoors! | * Diagonal tunnels are highly efficient for travel. A Blockhead travels horizontally about as fast as it does on a level surface, and vertically probably faster than on a ladder. It's also not difficult to make cross- or side-tunnels with a minimum of disruption -- and no trapdoors, just short ladders! | ||
* Digging a (mostly) horizontal tunnel through the dirt across the top of the bedrock makes for a good way to find most of the clay (more valuable than flint in the long run) and buried golden chests. It also leaves a travel route to go from shelter to shelter without risking bad environments or dropbears. | * Digging a (mostly) horizontal tunnel through the dirt across the top of the bedrock makes for a good way to find most of the clay (more valuable than flint in the long run) and buried golden chests. It also leaves a travel route to go from shelter to shelter without risking bad environments or dropbears. | ||
* Speaking of golden chests, why make wooden ones when you have (emptied) golden ones? Well, sometimes you want to be able to differentiate them. | * Speaking of golden chests, why make wooden ones when you have (emptied) golden ones? Well, sometimes you want to be able to differentiate them. | ||
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* Use the "watch video" option for free Time Crystals (off the Pause menu) as often as they're available. It's faster than mining the darn things and cheaper than paying for them. (Based on the least efficient pricing, watching an ad is worth about $0.10.) And check frequently; you may only get a few per check, but there might be more waiting just a minute later. | * Use the "watch video" option for free Time Crystals (off the Pause menu) as often as they're available. It's faster than mining the darn things and cheaper than paying for them. (Based on the least efficient pricing, watching an ad is worth about $0.10.) And check frequently; you may only get a few per check, but there might be more waiting just a minute later. | ||
* You don't need to leave ladders behind, but be careful how you remove them. It may be slow, but picking them up after passing them (three horizontally, four vertically) means you'll have more later. They can also provide a "skyhook" in open air (but only vertically once you're no longer adjacent to a solid block, and then you have to place them again going back down). | * You don't need to leave ladders behind, but be careful how you remove them. It may be slow, but picking them up after passing them (three horizontally, four vertically) means you'll have more later. They can also provide a "skyhook" in open air (but only vertically once you're no longer adjacent to a solid block, and then you have to place them again going back down). | ||
* One of my habits when circumnavigating is to carry some reinforced platforms and use these to build the floor for small, aerial shelters at the top of the poles. Ladders up the pole, a trapdoor at the top, at least three platforms to either side, simple walls and roof (and trapdoor in the center for roof access, another of my preferences) with a lantern inside and there's space for setting out a bed or chests. | * One of my habits when circumnavigating is to carry some reinforced platforms and use these to build the floor for small, aerial shelters at the top of the poles. Ladders up the pole, a trapdoor at the top, at least three platforms to either side, simple walls and roof (and trapdoor in the center for roof access, another of my preferences) with a lantern inside and there's space for setting out a bed or chests -- or crafting surfaces for resupply. | ||
* Another is to have a stash of useful things in that carried chest I mentioned above. Ladders, lanterns, wood, crafting surfaces (or at least a Workbench)... I've heard some players load a full set of crafting surfaces and stay mobile. | * Another is to have a stash of useful things in that carried chest I mentioned above. Ladders, lanterns, wood, crafting surfaces (or at least a Workbench)... I've heard some players load a full set of crafting surfaces and stay mobile. | ||
* The simplest, unimproved Portal can be used as a teleportation destination, they're made for only 100 time crystals and one stone, and they can be picked up for re-use. Carry one to mark a "save point" in case you find something you want to come back to later (such as your progress if you need to head "home" to resupply). | * The simplest, unimproved Portal can be used as a teleportation destination, they're made for only 100 time crystals and one stone, and they can be picked up for re-use. Carry one to mark a "save point" in case you find something you want to come back to later (such as your progress if you need to head "home" to resupply). | ||
* When a Blockhead is traveling, one of the things I like it to carry is a bed, usually the best available. Set out a few blocks for safety/shelter, a lantern for environment, and the bed will quickly restore a Blockhead's energy. | * When a Blockhead is traveling, one of the things I like it to carry is a bed, usually the best available. Set out a few blocks for safety/shelter, a lantern for environment, and the bed will quickly restore a Blockhead's energy. | ||
* Speaking of which, a golden bed is almost as good as coffee. It's incredibly quick and requires preparation only once for repeated uses. Coffee is faster and gives a temporary action boost, but has to be recreated for each use. That said, I prefer coffee to revive a tired Blockhead when it can take advantage of any "midnight sun." | * Speaking of which, a golden bed is almost as good as coffee. It's incredibly quick and requires preparation only once for repeated uses. Coffee is faster and gives a temporary action boost, but has to be recreated for each use. That said, I prefer coffee to revive a tired Blockhead when it can take advantage of any "midnight sun." | ||
* Remember, Blockhead's don't die from their injuries, they just move very slowly. So if you really need or want to, force that fall, walk across that magma, hike through a pitch-black forest, or swim that ocean. | * Remember, Blockhead's don't die from their injuries, they just move very slowly. So if you really need or want to, force that fall, walk across that magma, hike through a pitch-black forest, or swim that ocean. But make sure your Blockhead has a stash of food to recover when the work's done. |