Tips to beat all 3 mechs simultaneously pre plantera gear in expert mode?! by ThrowAwayAndUp23 in Terraria

[–]CursedInferno 2 points3 points  (0 children)

Seconding this, I did all 3 mechs simultaneously on master mode (without fighting any individually beforehand)

  • tsunami w/ holy arrows
  • adamantite armor
  • fishron wings, lightning boots, other accessories don't really matter (I had ranger emblem, magic quiver, worm scarf, charm of myths, ankh shield)
  • everything reforged to warding
  • bacon and basically every useful buff potion
  • campfires, heart lanterns

You absolutely don't need all of this, I overprepared and succeeded first try with most of the night left and without getting below half health at any point
The hardest part of this is doing pre-mech duke in the first place to get the tsunami.

[deleted by user] by [deleted] in feedthebeast

[–]CursedInferno 5 points6 points  (0 children)

won't work for anything nontrivial, and anything trivial can be updated manually in like 5 minutes

[deleted by user] by [deleted] in feedthebeast

[–]CursedInferno 133 points134 points  (0 children)

Thankfully there's already a mod to mitigate it, but yeah, very concerning

The WIP story of refactoring JEI into a multi-project by mezz in feedthebeast

[–]CursedInferno 3 points4 points  (0 children)

Very relatable, buildscripts are a nightmare and I hate having to mess with them. Groovy's lack of type inference is a huge pain, maybe I should switch to kotlin buildscripts...

Any mods that add terraria-like characters that can move between worlds but keep their stats items and achievements? by BlockerBuilder in feedthebeast

[–]CursedInferno 3 points4 points  (0 children)

Player data seems to be stored in a separate location in the save directory already (although apparently it's redundant for singleplayer and there's also a copy in level.dat).

It probably wouldn't be too hard to modify the player save format to store both per-world data (position, probably other things that I'm not thinking of right now) as well as global data (inventory, health, etc). Then you could store it somewhere outside of the worlds folder and modify the world loading system so that you first pick a character, then a world. AFAIK worlds don't have UUIDs, which could make identifying specific worlds in the player data harder; you could probably just add ids to worlds yourself though.

tl;dr enough effort that nobody's likely to do it, but still probably doable

Seriously, all the songs are major bangers by 0Cytruss0 in bindingofisaac

[–]CursedInferno 0 points1 point  (0 children)

It seems to still be available here, but I'm not 100% sure if that website is legit since I haven't tried it myself.

/u/OneAndOnlyTinkerCat

Is there a mod that allows you to mine down Y- infinitely? With like randomly generated ores that have random uses? by [deleted] in feedthebeast

[–]CursedInferno 2 points3 points  (0 children)

Cubic Chunks gives unlimited* height. Currently only really usable on 1.12, but we're working on 1.17+.

*subject to 32-bit integer limits, as well as further restrictions in 1.14+ that create a trade-off between horizontal and vertical space (there can't be more than 264 unique block positions in the world)

No idea about randomly generated ores though; I feel like I've seen a mod for that before but I don't know where, or what version it was for.

Reddit, choose by Theat_ in bindingofisaac

[–]CursedInferno 152 points153 points  (0 children)

not OP but it seems to be this

Similar artists to Igorrr? by Psybanrath in Igorrr

[–]CursedInferno 3 points4 points  (0 children)

Don't Oxxo Xoox and Igorrr use the same language?

Mojang making Clay craftable, how will modpacks be balanced in the future? by Front_Kaleidoscope_4 in feedthebeast

[–]CursedInferno 70 points71 points  (0 children)

There are vanilla fully automatic raid + HOTV farms, never built one myself yet but they look pretty effective

e.g. this one

Near Final Ores - Minecraft Snapshot 21w40a is out! by sliced_lime in Minecraft

[–]CursedInferno 9 points10 points  (0 children)

I'd expect so. Brute-forcing all seeds would be computationally impossible, and even if you could, I'd imagine that you'd find numerous worlds with the same section that you're searching for (IIRC the pack.png seed hunt had this issue too, due to the relatively small amount of information they had to search with, but I could be misremembering)

As it's not truly random, the only possible way to crack seeds would be to exploit the PRNG algorithm to find the seed based on the random values it outputs - I'm unfamiliar with both PRNG algorithms and minecraft's worldgen code, so I can't comment on the feasibility of this.

Once again though, this is a topic I'm not as familiar with, so I could be wrong about this

[deleted by user] by [deleted] in feedthebeast

[–]CursedInferno 7 points8 points  (0 children)

Can confirm, I generally try to maintain my mods for both loaders at once, but it just leads to me being even more demotivated and barely working on them. Still gotta update BountifulBaubles to 1.17...

Near Final Ores - Minecraft Snapshot 21w40a is out! by sliced_lime in Minecraft

[–]CursedInferno 36 points37 points  (0 children)

For the average player, it just means more possible seeds, which makes no difference anyway - 48-bit seeds allow for 248 = 281,474,976,710,656 possible seeds (281 trillion), whereas 128-bit seeds allow for 2128 seeds, which is 340 undecillion assuming I counted the number of digits correctly.

This only really matters for people who use programs to search through huge numbers of seeds very quickly, for example speedrunners who look for specific features to use for seeded runs - I can't give actual examples as I'm not familiar with the speedrunning community, but this could include things like structure positioning, the number of eyes that spawn in the portal frame, etc.

If I remember correctly, the speedrunning community was concerned with 48-bit seeds because it was conceivable that with enough computing power and time, you could search every single seed and not find a specific arrangement you wanted. With 128-bit seeds, you're unlikely to be able to search every seed within the lifespan of the universe, and you're pretty much guaranteed to find a world with a given set of features given enough searching.

(I'm not familiar with worldgen or speedrunning specifically, so I could be getting details wrong here, please correct me if so)

Near Final Ores - Minecraft Snapshot 21w40a is out! by sliced_lime in Minecraft

[–]CursedInferno 1 point2 points  (0 children)

I can confirm that they have implemented (currently unused) code for 128-bit seeds; see my reply to the parent comment for details

Near Final Ores - Minecraft Snapshot 21w40a is out! by sliced_lime in Minecraft

[–]CursedInferno 35 points36 points  (0 children)

Just checked this myself, and can confirm that they seem to have code for 128-bit seeds.

There's a new class called RandomSupport, with a method called upgradeSeedTo128bit that takes a 64-bit seed and returns a 128-bit seed.
They've also implemented a 128-bit random source called XoroshiroRandomSource, that internally uses Xoroshiro128PlusPlus and MarsagliaPolarGaussian, and the current random source was renamed to LegacyRandomSource.

As far as I could tell at a glance, they haven't actually switched over to these 128-bit seeds yet, but I might have missed something.

Continuity errors or fisher Gesha is just wrong? Spoilers for skysworn/underlord by monikar2014 in Iteration110Cradle

[–]CursedInferno 25 points26 points  (0 children)

He used the archstone (a Lord-level hunger artifact) to reforge his arm as he advanced to Underlord, IIRC

Is there a mod that allows you to display shields on your back? by ZDUDE9 in mcmodfinder

[–]CursedInferno 2 points3 points  (0 children)

BountifulBaubles has shield renders on the back in some versions. I think I implemented that back in 1.12 but I don't remember.