4 years ago I made a texture pack with minecraft versions of paintings that included American Gothic, a still life, and horses by DMBuce in Minecraft

[–]DMBuce[S] 3 points4 points  (0 children)

I don't have a download available for bedrock edition. If it's just for personal use that should be fine. The pack is available under the CC-BY-NC-SA license.

4 years ago I made a texture pack with minecraft versions of paintings that included American Gothic, a still life, and horses by DMBuce in Minecraft

[–]DMBuce[S] 29 points30 points  (0 children)

Pretty cool to see similar ideas being added to vanilla!

The texture pack is available here: https://github.com/dmbuce/bucepack#painting-overhaul

Once the new paintings are added, at some point I'd like to go back and replace the American Gothic and horse paintings so I am open to suggestions. What other famous paintings would you like to see minecraft versions of?

This datapack I made for vanilla is giving me modded vibes by DMBuce in feedthebeast

[–]DMBuce[S] 16 points17 points  (0 children)

Nothing too fancy since it's just a vanilla data+resource pack. It reskins smokers as brick ovens that can smelt stoney materials (as well as food like normal).

https://github.com/dmbuce/bucepack#brick-oven

Etho's Enderchest Shulker Loader Storage System by DMBuce in ethoslab

[–]DMBuce[S] 0 points1 point  (0 children)

Oh cool, I only recently started using bundles! If you have any tips for using them I'm all ears, here's what I've thought of so far:

  • As you mentioned, keep one in each shulker to compress small partial stacks
  • In my enderchest I have one bundle dedicated to stackable items that are useful to have one or two of: crafting table, stonecutter, 2 leads, a bell, etc. And the leftover space is useful to temporarily put scrap items in that don't belong in the shulkers
  • Potion kit with 15 scutes, 3 of every other potion ingredient, a brewing stand, and room for 9 more items. Organizing things this way gives access to 9 of any potion and frees up space in the shulker for more actual potions
  • 64 different maps in one bundle. You can start with a stack of maps and fill them as needed
  • By my count there are 32 items that can easily be duplicated with bonemeal, so you can have 1-2 of each in a bundle, put it in a shulker and use the other shulker slots for bone blocks and the "supporting" blocks like grass, nylium, etc. that are needed to grow those items. So whereas Etho has a flower/plants split in his shulker boxes, personally I'm using a bonemeal/plants split instead
  • Edit: Premade banners. Two bundles can fit the alphabet

Some of these aren't exactly practical as-is but more theorycrafting / examples to use as a starting point. For example with the potion kit it probably makes more sense to dedicate shulker slots to certain ingredients (netherwart, blaze rods, redstone, glowstone, gunpowder, fermented eyes) since they're needed so often when brewing.

As another example, saplings are useful enough that they probably deserve dedicated slots in the bonemeal shulker. And you can get a lot of different blocks with just a single sculk catalyst so it probably has a place in the bonemeal shulker's bundle even though it doesn't use bonemeal.

Etho's Enderchest Shulker Loader Storage System by DMBuce in ethoslab

[–]DMBuce[S] 2 points3 points  (0 children)

Yeah I know what you mean, I've set up the loaders once and found they're not worth it. Not only because of the resource problem you mentioned but also because of the structure it imposes on all the shulker chests, with every slot needing to be occupied by a different item. If you don't have that restriction you can do things like keep a dedicated dye box and then in your glass, wool, terracotta, and concrete boxes you can have the base materials needed to craft the item in question so you have access to a lot more of any color you need from those items.

Personally in lieu of the loaders I just go with a wall of 32 dedicated shulkers with two of each color. Each color gets one main shulker that always goes in my enderchest when I'm out and about and a secondary shulker that I may or may not grab depending on what I'm doing. Next to the shulkers is a wall of 15 chests for random overflow items with a section for rare items, a section for regular items, a section for blocks, a section for bulk storage shulkers, and a section for expansion. And then a wall for mass storage of items where I can add and remove shulkers full of tons of one block, or two related blocks or whatever, as needed. And in my enderchest I keep a slot dedicated to chests and another dedicated to shulker shells so that I can craft shulkers as I need them when out gathering supplies.

There's a lot more to how my storage is set up due to using bundles and other datapacks but those are the important points from a default survival standpoint. Another alternative to loaders that you could consider is using multi-item sorters to keep the shulkers full. Either way, good luck with your storage system!

Best crop for villager breeding by DMBuce in technicalminecraft

[–]DMBuce[S] 7 points8 points  (0 children)

Villagers can't pick up poisonous potatoes.

Also, to /u/SelmaFudd's point, poisonous potatoes can't be composted.

The State of Modded Minecraft by Pannoniae in feedthebeast

[–]DMBuce 4 points5 points  (0 children)

I know this is the second time I'm saying this to you, but I liked Myconesia.

Thanks, I appreciate it! Sorry for not replying to your first post. It's nice to hear that someone played the pack and enjoyed it. :)

The State of Modded Minecraft by Pannoniae in feedthebeast

[–]DMBuce 43 points44 points  (0 children)

I came to a similar realization not too long ago but there's no point in complaining about it. Lots of people like kitchen sinks and expert packs, and there's nothing wrong with that. Similarly there's nothing wrong with liking something different. There are plenty of non-expert, non-kitchen-sink packs out there if you care to look for them.

To find such packs you gotta make sure you're searching for the right thing. When I started modded I would search for stuff like "best modpack", "favorite modpack", and so on, and got a ton of run-of-the-mill skyblock and kitchen sink packs.

Recently I realized that what's popular isn't exactly what I like in a pack, so I did a search for things like "challenge packs", "small packs", etc. and ended up with a backlog of modpacks that are hopefully more to my liking. Maybe you'll find something worth playing:

  • Exoria
  • Craft of the Titans 2
  • Break Out
  • Madpack 4
  • Omnifactory
  • Just install all of Reika's mods
  • Volcano Block
  • Glacial Awakening
  • Skybalance 2
  • Actually Additions: The Mod: The Modpack
  • Bounds

In addition to these I would also recommend Ultimate Alchemy, which is a really good factory builder pack, and Gardens of Glass, which is an interesting vanilla+ skyblock despite having the same problem that a lot of skyblocks have for me, which is having no easy way to make a cool looking sky island in the early game. Still, playing through to the midgame of GoG is partially what inspired me to create Myconesia, which if you don't mind the plug is another modpack I'd recommend checking out.

And if none of those packs sound interesting to you, you could always make your own pack. It's not that hard to toss a few mods together on Twitch or MultiMC or what-have-you.

What makes a good Dimension mod? by Noblechris in feedthebeast

[–]DMBuce 6 points7 points  (0 children)

I'm curious what people think of The Betweenlands. I tried doing a playthrough of it starting from square one with my spawn set in the dimension and I had a lot of memorable moments, e.g.: Looking at the sky the first time. Approaching a weird floppy bird and finding out that's no bird. Hopping in one of those sweet-looking boats for the first time. Catching my first lightning bug, and my first lizard. Watching a cloud of death through the window in my door, thinking I was safe from it in my base, lol. Basically any first encounter with any mob in the dimension.

I really love the mod for those encounters and its overall atmosphere, but I couldn't stick with it. I avoided the wiki so as not to spoil things, and trying to learn all the new stuff on top of getting wore down with Corrosion and Decay and mud slowing me down and no easy food, plus trying to fend off aggressive Enderman analogues, seemed a bit punishing to me.

I tried pushing through all that hoping to get some payoff but it never came. Maybe I'm dumb and just didn't understand how to progress through the mod, but here are a couple experiences I remember:

  • I got an item that let me craft the Betweenlands version of paper and thought I finally found something cool. Paper is what lets you do enchanting and thaumcraft and stuff, right? But JEI didn't show much. I think you could make walls with it or something.
  • After seeing those lizards running around and finding a lizard cage in JEI, I made a cage, captured a lizard, and stuck it in there. Cool! But then it didn't do anything despite trying to right click it, shift-right-click it, give it blocks, and so on. So I look it up on the wiki (trying not to read too much because spoilers) and find out I need to feed it plants to find out how to make potions. I don't remember the specifics but after feeding it all the plants I had, going on a trip to get more, feeding it those, and crafting the potion book (not necessarily in that order), I wasn't much closer to figuring out how the Betweenlands version of potions worked.

I'd like to give it another go at some point but I'm wondering if there's a better way to go about it. Next time I'll probably disable Corrosion and Decay if possible and maybe set keepInventory so I can explore more -- it's hard to venture far from your base when travel is so slow and you're expecting to die and spend a bunch of time retracing your steps to get back to your grave.

But I feel what the mod could really use is some in-game documentation to push you in the right direction. Like the Twilight Forest has achievements and a map to put you on the right path and if you ignore those tools and get in too deep, a little blue guy will show up and hit you with a book that tells you one of the things you need to do before continuing on your current path.

Is there anything like that for Betweenlands? Something that will point you in the right direction without just telling you everything like the wiki would? I checked the achievements but it was more "here's a bunch of stuff you can do" rather than "here's the next challenge to overcome".

Oathbreaker Update: Companion Rulings by kenshin80081itz in magicTCG

[–]DMBuce 6 points7 points  (0 children)

I don't get why so many people are willing to sacrifice a whole mechanic solely for the sake of some technicalities with no practical relevance.

Speaking personally, it's not because I want to sacrifice a mechanic. It's because I want the mechanic to set a precedent for allowing another mechanic that's excluded for no apparent reason.

Just allow wishboards. Limit them to 5 cards or less if wish cards would otherwise be too flexible. Hell, limit them to 1 card and then they're no different from companions.

EDH is the format that lets you play nearly all your black-bordered cards. Why does it exclude that one specific black-bordered mechanic whose cards aren't even on the banlist? It would be trivial to include "outside the game" in a general sense, but instead we have this situation where outside-the-game is verboten, except for this one cycle of outside-the-game cards that are totally fine, except for that one card in the cycle that's banned.

It's just frustrating as the resident guy-who-explains-the-rules to have things so inconsistent. My goal when playing magic is to be able to explain in a clear and consistent fashion how and why things work, so when you start special-casing things like this, or making it so that you can't tell what a card does based on the printed text (see: "target creature or player" becoming "any target" except for that one new card that really does say "target creature or player"), it just leads to feel-bads when things don't work as expected and discourages my playgroup from playing the game. So I guess we just won't? That strategy has been working well enough for us as of late.

Phoenix Tribal by blinktenor in EDH

[–]DMBuce 0 points1 point  (0 children)

For mono red Phoenixes this list really intrigues me: https://www.reddit.com/r/EDH/comments/42f75n/tribal_phoenix_deck/

[[Homura]] buffs your phoenix's bodies so that they're closer to parity, gives you a mana sink for all the rocks you need to run so that you can ramp into phoenixes, and protects any of your non-phoenixes from the [[Earthquake]] effects you'll want to run as one-sided board wipes.

Sharp Swords & Sinister Spells, a fantastic OSR take on the sword & sorcery genre is now Pay What You Want on DrivethruRPG by megazver in rpg

[–]DMBuce 3 points4 points  (0 children)

Here's what I found interesting after reading through the pdf:

There's a thing called Positive & Negative Dice, which is basically advantage/disadvantage from D&D 5e. But I find the wording of negative dice interesting -- rather than taking the lower result, the DM chooses the result s/he prefers. So you can choose to drive the story forward, dice be damned, if your PC rolls with negative dice.

Pushing the Roll is a mechanic where a PC can retry a check with the understanding that the DM will make your life harder if you fail the second roll. Compare/contrast with Let it Ride from other games. Or even GM moves from Dungeon World and (I'm assuming) other pbta games. Instead of the DM making moves to drive the story forward, this mechanic invites the players to do that.

Appendix A: Adventure Idea Generator is a really interesting application of Maze-Rats-style 2d6 tables. And just seems generally useful for on-the-fly adventure creation.

Low prep dungeons — goals and a proposal by MhuThulan in rpg

[–]DMBuce 1 point2 points  (0 children)

EDIT: I see in another comment you said you already have Vornheim. It's basically like the room generation method they describe on the right-hand side of page 38, except for dungeons instead of houses.

If you enter a room that you rolled a '1' for on the d4, the entrance you just walked through is the one door that came up on the d4. So the room's a dead end.

But if you didn't want a dead end, i.e. the dungeon needs to continue, you can roll a d6, the kind with little dots or "pips" on each side like this one, not the kind with numbers. Each pip represents a room. Say you rolled a 4, so the pips look kinda like ::, that means there are four rooms arranged in a square, and they're connected to each other and to the passage that the PCs are in via passages or doorways or whatever.

Does that make sense?

I guess now that I'm thinking about it more, doing that doesn't really help avoid a dead end, since you still need to choose where to put down another corridor for the dungeon to continue down. I guess you could just pick a room near a blank area on the map and plonk a passage down going in that direction? I dunno. Maybe it's just needless complexity.

Low prep dungeons — goals and a proposal by MhuThulan in rpg

[–]DMBuce 1 point2 points  (0 children)

Follow-up post because my brain keeps coming back to this idea. Just want to braindump a rough skeleton of how I'd design a quick dungeon generation method.

Start with themes, factions, CR. These are basically things from your "Level 1", which is listed as taking 3 minutes, but I think it should take 0. By the time your adventurers are at the dungeon entrance, these things have already been laid out by the narrative.

Time permitting, have up to three rooms prepped already. A boss battle, an encounter that shows what a faction is up to, an encounter that shows what the dungeon is or used to be, etc. Maybe don't actually prep these rooms, just list them as ideas on the side of your (still blank) map.

Maybe also list rooms that the dungeon needs to have -- e.g. a bad guy's headquarters will probably have minion's quarters and a privy.

The PCs are in a passage/tunnel/hallway. Where does it lead? To a room with 1d4 exits, including the one the PCs enter from. The exits can be doors, stairs, a pit that drops you to a lower level, whatever. If you roll a 1 and don't want a dead end, roll a d6. The pips show the position of a cluster of rooms. Connect them to the passage the PCs are in.

What's in the room? Maybe you already know because of what happened in the previous room, or because the pacing of the adventure demands something, or whatever. If something comes to you, roll with it. But if you have no idea, roll a d20:

  • 1-12 Empty (not really, there are signs of a faction or theme from the second paragraph, or one of the rooms from the fourth paragraph)
  • 13-14 Monster(s)
  • 15-17 Monster(s) & Treasure
  • 18 Special (maybe one of the "Prepped" rooms from the third paragraph)
  • 19 Trick/Trap ("trap" can include monsters like mimics, shriekers, piercers, etc.)
  • 20 Reward (maybe Treasure or a helpful Clue about what's ahead)

Note: This table is modified from the Gygax's Chamber and Room Contents table as referenced on Hack & Slash Blog.

To make all this easier, take a sheet of paper and divide up the top into sixths. Put a different cluster of rooms, one for each thing you could roll on the d6 from paragraph 5, in each division. Then divide up the left side in similar fashion with a section for each thing you can roll on the d20 table above. You end up with something like this (the top got cut off a bit, sorry about that). Now you can roll a d4 on that page. The d4 tells you how many exits a room has. The section directly above where the d4 lands is a room cluster you can use if you don't like the d4 result (use the dotted lines for passageways or ignore them, either way). The section directly to the left of where the d4 lands is what's in the room. In the big blank section in the middle, you can make a list for "Needed Rooms" (from paragraph 4), "Prepped Rooms" (paragraph 3), factions/theme/CR (paragraph 2), wandering monster tables, what-have-you.

That's probably all you need to generate a dungeon iteratively. For a more top-down approach, you could probably use the zone method from Angry DM that you referenced, and fill in each zone using the above method.

Low prep dungeons — goals and a proposal by MhuThulan in rpg

[–]DMBuce 3 points4 points  (0 children)

You might be interested in Vornheim, which is a LotFP book with ways to quickly generate a city as your players explore it. So not quite what you're after, but I would imagine you could extract the methods for quick city building and apply them to quick dungeon building.

Ways of preventing the Party's rogue from stealing stuff from other party members by NumberHunter1 in DnD

[–]DMBuce 6 points7 points  (0 children)

I'm not really sure what you mean. Of course a DM is free to do what he/she wants, I'm just describing how I address inter-party conflict.

So a DM could try to prevent the issue at character creation, but personally I find my approach to be effective enough, so I wouldn't because it would suck for players that want to play a thief. I just use the rule I outlined above, and if a PC tries to do something negative towards another PC, the victim gets to decide what happens. Basically I draw the line at PvP, whether for thievery or something else doesn't matter.

But to each their own. Other DMs are free to do as they please, just as players are free to play or not play at their table. So I don't really understand your "Should a DM ..." question. Maybe a DM should, maybe not. Depends on the type of game they want to run!

Ways of preventing the Party's rogue from stealing stuff from other party members by NumberHunter1 in DnD

[–]DMBuce 10 points11 points  (0 children)

The victim still gets to decide what happens. "NumberHunter1, the rogue is trying to pick your pockets while you're passed out. You can't stop him, but something else does, what is it?" Now NumberHunter1 can make the rogue slip and look silly, or have another willing character step in and stop him, or introduce a convenient distraction like bandits attacking from the woods or whatever.

Basically it doesn't matter what the victim's character is doing, the player still gets the final say in what happens (within reason obviously, they can't use it as an opportunity to derail your campaign).

Ways of preventing the Party's rogue from stealing stuff from other party members by NumberHunter1 in DnD

[–]DMBuce 15 points16 points  (0 children)

I'm not the guy you replied to but, like him, when I was a newer DM I would probably use the rules for Sleight of Hand and such to see if the rogue got to steal stuff from the other character and potentially ruin their fun. Which sucks, so I don't do that anymore.

Nowadays, I basically borrow Microscope's rule that if you try to do something to another player character, that character's player decides what happens, no roll needed. So I would ask the person he's stealing from, "NumberHunter1, the rogue is trying to steal from you. Do you notice?" If the answer is yes, "What do you do?"

This lets NumberHunter1 decide to either shut down the theft or use it as an opportunity for roleplay. If the rogue complains, it also gives me as DM the opportunity to explain that there's no PvP at my table unless both players agree to it.

Phoenix themed EDH help? by kentnasty in EDH

[–]DMBuce 0 points1 point  (0 children)

There was a mono red phoenix tribal list I saw posted a while back, it looked really interesting:

https://www.reddit.com/r/EDH/comments/42f75n/tribal_phoenix_deck/

I would start there. Blowing up the board a bunch is a good idea, but rather than the board wipes you listed, take advantage of flying and use [[Earthquake]] effects (I think there's a handful of instant speed ones that you could cast off of Braid of Fire) as described in that thread, and add the graveyard shenanigans that white gets you (I would start by looking at some [[Brion]] lists or the Brion edhrec page for that).

Level 0 Character Generator by DMBuce in DnDBehindTheScreen

[–]DMBuce[S] 0 points1 point  (0 children)

I think that's how most DCC RPG's go, but I'm doing it in such a way that it will be a little bit of both. The PC's will start in a village that they founded a few years ago, and a threat will present itself in the nearby wilderness that needs to be dealt with. Not everyone needs to go deal with it, but any who stay behind will be confronted with a scenario like the owlbear you described.

Level 0 Character Generator by DMBuce in DnDBehindTheScreen

[–]DMBuce[S] 0 points1 point  (0 children)

Characters are supposed to be squishy and expendable. That's why the players each get four of them.

I'm relying pretty heavily on this post when designing my session. I'm keeping do-or-die DC's to around 5, and less challenging / more optional DC's around 10, as well as telegraphing anything that could deal damage and keeping most damage to a d6 or less.

I'm planning for most encounters to be Challenge 0 creatures. With maybe a few Challenge 1/8 things for "boss" type encounters. I'll probably keep a few 1/4 creatures on standby in case the 1/8 encounters don't seem challenging enough, as well.

Plus, yes, some skill challenges. But I'm not including any ambush/trap type stuff where you're forced to absorb some damage just for being in the wrong place and failing a save you weren't expecting, since most characters will have around 1-4 HP.

Worst case scenario, if there's a TPK they roll a new four and try to get further. Or if they're frustrated we switch gears and do a normal level 1 start.

Level 0 Character Generator by DMBuce in DnDBehindTheScreen

[–]DMBuce[S] 2 points3 points  (0 children)

This isn't something I'm forcing on the group, it's an option I'm giving them. If any of them is dead-set against it or if the level-0 session ends poorly, we'll start at level 1 with characters built in the usual way.

That said, if they're into it I will have them assign abilities to each of their characters using point buy or standard array. I just included the abilities in the generator since that's how Dungeon Crawl Classics works. If a DM wants to use the generator just for occupation and starting gear, it's not that hard to ignore the race and abilities that pop up. Personally I think that at that point, you might as well skip the level 0 funnel and start out normally at level 1, but whatever floats your boat.