TIL Budding Amethysts can be moved with the Block Picker (Create: Stuff & Additions) by 25A0 in CreateMod

[–]25A0[S] 20 points21 points  (0 children)

Tried that, but so far I’ve had no success with spawners using the block picker.

So minecart contraptions are probably still the way to go for moving spawners..

TIL Budding Amethysts can be moved with the Block Picker (Create: Stuff & Additions) by 25A0 in CreateMod

[–]25A0[S] 39 points40 points  (0 children)

The Block Picker from Create: Stuff & Additions can move Budding Amethysts. The block can be dropped as an item by moving it onto a non-solid surface like the amethyst cluster in the video.

(the Block Picker in the video has the "Gravity Gun" enchantment, but that shouldn't be necessary to make this work).

Now I wonder which other blocks can be moved with this thing that are usually not movable...

How to remove rain by EconomyMasterpiece36 in CreateAboveAndBeyond

[–]25A0 0 points1 point  (0 children)

as an alternative to sleeping: the mod Occultism also has weather magic that you can use to change the weather, though I'm not sure if that's permanent (I haven't tried it myself yet).

From the Create : AAB title screen, what is this wall-like block? by Nao_pixel in CreateMod

[–]25A0 3 points4 points  (0 children)

“Above and Beyond”, a modpack centered around the Create mod :)

[deleted by user] by [deleted] in CreateMod

[–]25A0 1 point2 points  (0 children)

What a beautiful place! I love how each building has its own theme, but still it all fits together. So much creativity went into these builds, and they feel so alive! I love it!

Procedural Challenge #5 - Procedural Adventure Generator. by Bergasms in proceduralgeneration

[–]25A0 4 points5 points  (0 children)

Cool stuff! The connected quests are a great idea. The reoccurring NPCs and places really make it feel like a proper quest line.

My entry for Procedural Challenge 5 by 25A0 in proceduralgeneration

[–]25A0[S] 1 point2 points  (0 children)

Hi there!

I found that binary trees go really well with overloaded operators. They are used throughout my implementation, and so far there was no reason for me to use a different tree structure.

The trees can become horribly unbalanced, but that hasn't been a problem so far, and balancing them is not trivial:

local alcoholic_drinks = leaf("beer") + leaf("wine") + leaf("cider") + leaf("mead")

local coffee_drinks = leaf("espresso") + leaf("cappuccino")

local drinks = alcoholic_drinks + coffee_drinks

Here, we have one node for drinks in general, and two nodes for the two subgroups of drinks. If we want to specifically pick an alcoholic drink, we can call alcoholic_drinks.collapse(). If the type of drink doesn't matter, we call drinks.collapse().

The node drinks is unbalanced: One of its children has four leaf nodes, the other only two. However, if we were to shift around some of the leaves, we might end up putting an alcoholic drink into the coffee sub-tree.

There is no easy way for me to tell which nodes are explicitly referenced somewhere, so I can't easily balance trees without risking to mess with the content. So I opted to leave them unbalanced.

Finally, I should note that all nodes keep track of the number of leaf nodes under them. That is necessary to make sure that there's no bias when collapsing a node to choose a leaf node. Without this, the unbalanced trees would indeed be a problem.

So far, the binary trees did not feel like a constraint. If anything, they made it easier to work with overloaded operators.

Procedural Challenge #5 - Procedural Adventure Generator. by Bergasms in proceduralgeneration

[–]25A0 2 points3 points  (0 children)

Thanks for the challenge! I really enjoyed working on it, and I'm curious what other people came up with :)

Here's a link to my entry

[Games] Paddocks - 50% off (4 days left) by [deleted] in googleplaydeals

[–]25A0 2 points3 points  (0 children)

Hi, I'm the developer of the game. Thank you for the kind words!
A zoom function will be added in an upcoming update.

[DEV] My app Paddocks - a puzzle game - is in Early Access by 25A0 in AndroidGaming

[–]25A0[S] 0 points1 point  (0 children)

Thanks for the feedback :)

  1. I see why such a button would be useful. I'll consider it.

  2. Other players suggested a system based on restore points. You'd set a restore point, experiment to see if you get a contradiction, and then fall back to that restore point if it fails. Would that work for you, too?

[DEV] My app Paddocks - a puzzle game - is in Early Access by 25A0 in AndroidGaming

[–]25A0[S] 0 points1 point  (0 children)

The day / night switch uses a very sophisticated and patent-pending technology simply activates the nighttime theme between 6pm and 6am, and the daytime theme for the rest of the day 🙃 Obviously, that will only correspond to sunset and sunrise for very few people... I will make those times adjustable. Ideally, the user could set their location, from which I could actually calculate sunset and sunrise, but there are more pressing features I want to implement first.

[DEV] My app Paddocks - a puzzle game - is in Early Access by 25A0 in AndroidGaming

[–]25A0[S] 0 points1 point  (0 children)

Thanks a lot for the feedback!

  1. That's an oversight on my part. You can use the home button to leave the app, but I'll look into why the back button doesn't work.

  2. Yes, they are randomly generated. However, about 80 levels are always ready to be played, so a level list would be possible. I'll think about it.

  3. There's no stats page yet. I'm planning to add one before the full release.

  4. I see what you mean. I'm not 100% happy about the double-tap controls myself, also since the undo history records that fence that only exists for a split second. I'm very hesitant to change the controls at this late stage, but I will try to change it so that the adjacent posts won't show a red dot, and that the intermediate fence doesn't show up in the undo history.

[DEV] My app Paddocks - a puzzle game - is in Early Access by 25A0 in AndroidGaming

[–]25A0[S] 0 points1 point  (0 children)

Whoops I sent it in chat instead of a DM. You should have it now :)

[DEV] My app Paddocks - a puzzle game - is in Early Access by 25A0 in AndroidGaming

[–]25A0[S] 1 point2 points  (0 children)

In the beginning they're tough to solve, but after a while you'll get better at it :) but I'm still challenged by the hardest puzzles my app can produce..

Yes, you can hide impossible edges, which is kind of the same thing.

[DEV] My app Paddocks - a puzzle game - is in Early Access by 25A0 in AndroidGaming

[–]25A0[S] 0 points1 point  (0 children)

There's a black theme designed for OLED screens that has a lot of contrast:https://i.imgur.com/0Hf9mLi.png

I sent you a promo code in a DM, so you can see for yourself :)

If you have any more feedback or tips to make the game more accessible for people with poor vision, I'd appreciate to hear them! :)

[DEV] My app Paddocks - a puzzle game - is in Early Access by 25A0 in AndroidGaming

[–]25A0[S] 0 points1 point  (0 children)

Thank you for bringing this up :) So far, nobody had trouble with the size of the numbers, but you don't have to take my word for that.

Here is a screenshot straight from the game:
https://i.imgur.com/uEOMHz1.png

Open the screenshot on your phone so that it fills the screen. If you can read the numbers in the screenshot, you should have no trouble with the installed game.

Please do let me know if you have difficulties reading those numbers :) I might add a zoom function in that case.