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Craftbook Cauldron Recipes

Aesi

Legacy Supporter 3
Joined
Jan 17, 2011
Angusward said:
Those are all supposed to be rare and difficult to get. Leave them as they are.

Oh yeah definitely worth your time to use like 3 stacks of dirt, 2 saplings to make a stack of grass. And definitely worth 2 Iron blocks to make 1 Lapis block.
Retard.

There's no point sitting there for hours to get some basic building blocks. Using cauldrons is pointless now.
 

samsoccerboyz

Legacy Supporter 5
Joined
Mar 18, 2011
dustger89 said:
Angusward said:
Those are all supposed to be rare and difficult to get. Leave them as they are.

Oh yeah definitely worth your time to use like 3 stacks of dirt, 2 saplings to make a stack of grass. And definitely worth 2 Iron blocks to make 1 Lapis block.
Retard.

There's no point sitting there for hours to get some basic building blocks. Using cauldrons is pointless now.
Although I agree with you calling someone is a retard is not how to convince people. Rare blocks are hard to find so digging for a half hour nets you X amount of lapis dirt and saplings are easy to get for a block Impossible to get. The recipes need re-working to be more balanced.
 

Doreagarde

Legacy Supporter 5
Joined
Jan 21, 2011
Location
Canada
Time needed to mine the actual blocks is our primary concern. Say it takes 5 minutes of mining to get rare block X: is it not then "balanced" to have a player need at least 5 minutes worth of mining to get common blocks enough to make the same rare block? How disheartening would it be for a team of players to spend hours mining a stack of glowstone in the depths of Hell, only to find that some player was able to synthesize one from 30 minutes worth of clay and obsidian in the safety of the Sanctum World?

Through the cauldron system, we offer you a choice that would be otherwise unavailable: search diligently for the blocks you want directly, or spend extra time mining easily found blocks to get the blocks you want indirectly.
 

Angusward

Gold
Joined
Jan 24, 2011
We're looking at a version of risk vs. reward here; You take the risk, you can more easily get the things you want and make a higher profit.

I was thinking on the details of an "Alchemyst" class which would take this ideal to an extreme. Using cauldrons and workbenches, a max level alchemyst would be capable of synthesizing ANY player obtainable block out of cobble. The downside of course is that it would take massive amounts of cobble and time in order to make even a small number of rare blocks, but what production there is can be done in near total safety. Naturally, this class will be balancing hell and if not approximately right in the first test may unbalance the economy, but yeah, I think it would be cool.
 

Doreagarde

Legacy Supporter 5
Joined
Jan 21, 2011
Location
Canada
It's more of a time-to-block converter (no real risk in making cobble into gold, like you said ;) ), but you get the idea. You'll find that Kainzo has posted an outline of an Alchemist specialist in the "Heroes plug-in" outline quite some time ago. We have an excellent coding team taking care of balance, but make no mistake, the cauldron will never be a substitute for mining these rare items in the regular way, nor was it ever intended to.
 

Aesi

Legacy Supporter 3
Joined
Jan 17, 2011
Doreagarde said:
Time needed to mine the actual blocks is our primary concern. Say it takes 5 minutes of mining to get rare block X: is it not then "balanced" to have a player need at least 5 minutes worth of mining to get common blocks enough to make the same rare block? How disheartening would it be for a team of players to spend hours mining a stack of glowstone in the depths of Hell, only to find that some player was able to synthesize one from 30 minutes worth of clay and obsidian in the safety of the Sanctum World?

Through the cauldron system, we offer you a choice that would be otherwise unavailable: search diligently for the blocks you want directly, or spend extra time mining easily found blocks to get the blocks you want indirectly.
I agree with glowstone being unable to be made. But when it comes to blocks that dont matter much, no use other than its texture, that it should be easier to get. Stuff like snow dirt, grass, mossy cobble, ice, etc. should not take so long and take so much effort to make. With the little amount of outcome right now for almost every block its just pointless.
 

Angusward

Gold
Joined
Jan 24, 2011
The glowstone will all be gone someday soon; After all, when it's broken, it is decreased in number by 8; that is, if you break 9, you'll get one back. this is forever, you know?
 

s3nse

Legacy Supporter 4
Joined
Jan 13, 2011
dustger89 said:
Doreagarde said:
Time needed to mine the actual blocks is our primary concern. Say it takes 5 minutes of mining to get rare block X: is it not then "balanced" to have a player need at least 5 minutes worth of mining to get common blocks enough to make the same rare block? How disheartening would it be for a team of players to spend hours mining a stack of glowstone in the depths of Hell, only to find that some player was able to synthesize one from 30 minutes worth of clay and obsidian in the safety of the Sanctum World?

Through the cauldron system, we offer you a choice that would be otherwise unavailable: search diligently for the blocks you want directly, or spend extra time mining easily found blocks to get the blocks you want indirectly.
I agree with glowstone being unable to be made. But when it comes to blocks that dont matter much, no use other than its texture, that it should be easier to get. Stuff like snow dirt, grass, mossy cobble, ice, etc. should not take so long and take so much effort to make. With the little amount of outcome right now for almost every block its just pointless.

How are those blocks that don't matter much? First off, you assume that these blocks have no practical function, which is entirely inaccurate for some of them.

But let's just say that you were right and that these blocks were completely useless. You shouldn't consider them "inferior" simply because they have little or no use. Some people consider aesthetics more important than function. Just as some blocks should be rarer and harder to obtain because they have better function, so should some blocks be rarer and harder to obtain because they have a nicer aesthetic appeal and texture. Using rare blocks such as mossy and lapiz. Architects get a nice, inexplicable feeling from being able to acquire such blocks with difficulty and then use them in their structures.

Besides, if these blocks are so worthless why are you so upset with them being to difficult to obtain?
 

Aesi

Legacy Supporter 3
Joined
Jan 17, 2011
s3nse said:
Besides, if these blocks are so worthless why are you so upset with them being to difficult to obtain?

I never said worthless, I said that they have no use, as in a function other than decoration. As is, I'm not using cauldrons cause its a massive waste of time, but I dont see why with as many people as we have, that stuff like mossy cobblestone should be so hard to get for decoration. Nerfing the outcomes from 4 or 5 to 1 is stupid, at least bring it back to 2.
 

DagothAgahnim

Legacy Supporter 5
Joined
Jan 9, 2011
Kainzo has reduced the number you get, I have not updated the signs or guide because we will soon be changing ALL of the recipes.

Also, red flowers need OFF STATE redstone torches unless kain changed it, so you have to wire your cauldron correctly to turn them off to get roses. I like it actually, it was unintentional but makes it harder.

I'll update this post once we make a final decision on all the changes.
 
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