I have noticed that a lot of people publishing worlds to Community Content do not use Adventure Mode properly, or even simply leave their world in Creative. So I decided to write this short guide on Adventure Mode, and what it is for.
Adventure Mode is a gameplay mode, where certain game mechanics are changed (from Challenging or Creative) to make it easier to create “quest” or “puzzle” type maps.
The idea is that you build your map in Creative Mode, where you have the full creative freedom, and then switch the world to Adventure before publishing. To do so, go to “World Properties” screen and click the appropriate button.
You cannot start a world in adventure mode (that would make no sense), you can only switch an existing, suitably prepared world to it.
So what difference does the adventure mode make? Here you go:
In Adventure Mode, you cannot dig any block without a proper tool.
Dig planks with bare hands? Not in Adventure!
(from “Digital Time Bomb” map by Dave)
In challenging, you can dig anything (bar bedrock) with bare hands. It may be slow, but you can do it. Not so in adventure. Without a shovel you will not dig dirt or sand. Without a pickaxe you will not dig stone or minerals. Without axe you will not chop wood or leaves. They all behave like bedrock if you don’t have the right tool in hand.
Note that pickaxe will not dig sand, and shovel will not dig stone. Every block has a “digging method”, and this determines the required tool. You can check digging method for each block in Recipaedia. It will be either “shovel”, “quarry” or “hack”, meaning you need to use a shovel, pickaxe and axe, respectively.
What’s the point of this? If you want to confine the player (e.g. in a stone labyrinth), don’t give him a pickaxe! If you don’t want the player to destroy your adventure traps, wiring, doors etc., don’t give him any tools at all. And don’t give him materials to craft them, either :-)
In Adventure Mode, health does not automatically regenerate with time.
Auto health regeneration? Not in Adventure!
Any health lost will stay that way until you give the player something to eat, perhaps by placing a chest with some bacon.
What’s the point of this? So that players cannot “cheat” the adventure by waiting for a long time until their health regenerates. You may for example create a map where player needs to fall some distance, and this will reduce his health by a certain amount. Your adventure mechanics could rely on it. If the health was regenerating, you wouldn’t be able to do that.
3. Signs can have Web Links
In Adventure Mode, signs which have URLs assigned to them will open a browser window when clicked.
In all other modes, including Challenging and Creative, they behave as normal signs (i.e. show sign editing dialog when clicked). You can edit your link in there.
What’s the point of this? If your adventure has a story, and it’s too complicated to convey with signs, you can create a webpage for each sign, and link it up using the URL field. Player will be able to click on the sign, and will be directed to the page you linked. You can put anything you want there – pictures, stories, videos, hints, maps. URL signs have a familiar blue color and are underlined, so they immediately look like links.
4. Adventure Restart
Uniquely to adventure mode, player can restart the world at any time (by going to game menu and clicking Restart Adventure). This will reload the world back to the state it was when you last switched the mode to Adventure, when creating your world. Everything will be restored, exactly. Blocks. Items. Locations of animals. Time of day. Weather. Health. Dead bodies. State of the furnaces. Inventories. Fluids. Everything.
How it works internally? When you switch game mode to adventure, a snapshot of the world is taken. This snapshot is used when restarting.
When a player dies in your adventure, there are two options: respawn the player (the default), or restart the map. You can switch between them in World Options screen by changing Adventure Respawn setting:
Should it restart or respawn on player’s death?
- “Allowed” will make the player respawn at his last sleeping position, the same way as in Challenging. The world will not be restored. Anything that player dug/killed etc. before his death will remain. This is the default.
- “Not Allowed” will reload the entire world from the snapshot when the player dies, effectively making the player start from scratch.
5. Don’t let the player wander into the open world
If you let the player wander out of your build, he will get lost and never complete your adventure/quest or get caught in your fancy traps. If you give him some tools, he’ll be able to make more of them using the resources out there, and weapons as well. The game will simply degrade into an open sandbox, the same you get in challenging mode.
What should you do? Confine the player, build walls around your adventure, and don’t give him the tools to break them and get out. Guide the player towards the interesting bits of your build, perhaps by using corridors. Otherwise it’s likely he won’t find them, and will get bored quickly. The world in Survivalcraft is massive.
6. Use electrics for logic
If you want certain door to open only when player visited some other place, or lava to stream down on player’s head when he takes a wrong step – use electrics!
Part of inner workings of a 100-LED display animating funky images using colored diodes (by SCRAFTER)
Electricity can be a complicated thing, and it’s outside of scope of this post to give details on it. Maybe later I’ll write a guide, or maybe someone else will. Some people created amazing builds made of thousands of elements that are really pushing the system. I am glad I put some thought into performance of electricity code, otherwise it wouldn’t be possible on the phones :-)
But in many cases it’s very simple really: placing a button next to a door (on the hinges’ side) will automatically wire it and cause it to open/close the door when pressed. Hardly difficult :-)
What should you do? Experiment and learn how to use electrics in your adventures. Without them you are pretty limited in what you can make.
As always, I am open to suggestions, hopefully from seasoned adventure builders :-) What else could be done to make creating adventures easier? Especially valuable are small, easy changes that make a big impact. I know that having pistons (or the equivalent) would be a big boost, but they are a complicated thing to make. So I can’t add them overnight.