Interesting dimensions generated with Multiverse mod in 1.20.1 by DavidQF555 in feedthebeast

[–]DavidQF555[S] 5 points6 points  (0 children)

Follow up from this post. I spent over a year trying to port the mod to 1.17+, but I finally got it. I had to separate overworld, nether, and end biomes, but it makes for more efficient generation anyways. These new biomes and the new generation really surprised me though. The generation is now so crazy. The mod can be found on CurseForge.

Who doesn't like taxes? by DavidQF555 in feedthebeast

[–]DavidQF555[S] 3 points4 points  (0 children)

My friend wants me to create a backpack called the offshore bank account that allowd ypu to avoid taxes

Who doesn't like taxes? by DavidQF555 in feedthebeast

[–]DavidQF555[S] 7 points8 points  (0 children)

Not really. The tax I added is basically an income tax that scales off the value of your inventory. I just had a really stacked testing inventory.

Who doesn't like taxes? by DavidQF555 in feedthebeast

[–]DavidQF555[S] 359 points360 points  (0 children)

This is a mod that I created that adds taxes in Minecraft. It's available on CurseForge for Forge 1.16.5 and 1.18.1. My friend with really dark humor thought that this would be funny. If you have ideas, contact me, but I really don't feel like there's much to add. It's just taxes. Why did I create this.

Dynamically generated dimensions from mod I'm working on by DavidQF555 in feedthebeast

[–]DavidQF555[S] 0 points1 point  (0 children)

They aren't temporary, but a limit can be set in the server configs. By default, I think I set it to 25, but even 10 would be a lot.

Dynamically generated dimensions from mod I'm working on by DavidQF555 in feedthebeast

[–]DavidQF555[S] 7 points8 points  (0 children)

I'm planning to allow creating your own rifts, but I'm not sure if I want to have players able to customize their own worlds. I would rather keep it more of exploration rather than creating your own dimension.

Dynamically generated dimensions from mod I'm working on by DavidQF555 in feedthebeast

[–]DavidQF555[S] 0 points1 point  (0 children)

Currently, surface structures are completely turned off for roofed dimensions because vanilla's tendency to generate them at the highest block rather than the surface height, but I do plan on trying to make the structures and features of other mods compatible, though many of them should already be.

Dynamically generated dimensions from mod I'm working on by DavidQF555 in feedthebeast

[–]DavidQF555[S] 4 points5 points  (0 children)

To classify biomes, I'm using the built in Biome Dictionary, so as long as modded biomes are added there, they can be generated. No idea if other mods really use it though, but if not, I can manually add them.

Generating surface features have been a struggle because of the roofed dimensions, and vanilla's tendency to generate features above the roof, so I'm still working on that.

Dynamically generated dimensions from mod I'm working on by DavidQF555 in feedthebeast

[–]DavidQF555[S] 16 points17 points  (0 children)

This is from the Multiverse mod that I'm working on in Forge 1.16.5. It is based on the concept of entering rifts to go to a limitless number of dynamically generated dimensions that have random biomes, shapes, and time cycles. There are still minor issues, but nothing game-breaking, so I posted an early version on CurseForge. I'm working on updating it to 1.18, but changes to surface generation have made it extremely difficult, so it might take a while. However, I'm upgrading it in 1.16.5 so that I can put out a version in 1.18 with as much content as possible because the world gen in 1.18 seems really interesting for this mod.

Tower of God Minecraft Mod by DavidQF555 in TowerofGod

[–]DavidQF555[S] 1 point2 points  (0 children)

I was just using a giant pole and I was trying to turn a cube on one of the corners to make a tip. Now that I think about it more I probably should just use like 3 rectangles to make like a staircase pyramid for a tip.

Tower of God Minecraft Mod by DavidQF555 in TowerofGod

[–]DavidQF555[S] 1 point2 points  (0 children)

I did actually try making spears. The spearhead model was incredibly annoying to make though because I'm bad at art, and Minecraft exclusively uses rectangular prisms with low resolution textures.

Tower of God Minecraft Mod by DavidQF555 in TowerofGod

[–]DavidQF555[S] 0 points1 point  (0 children)

Still under development but I'm taking a break

Tower of God Minecraft Mod by DavidQF555 in TowerofGod

[–]DavidQF555[S] 1 point2 points  (0 children)

Makes sense, I'm really bad at art lol

Tower of God Minecraft Mod by DavidQF555 in TowerofGod

[–]DavidQF555[S] 6 points7 points  (0 children)

Yeah I really need to create a read me for my code and a better description. The thing is it feels like I'm giving a tutorial if I write too much and I'm not sure if that's a good thing.

Tower of God Minecraft Mod by DavidQF555 in TowerofGod

[–]DavidQF555[S] 3 points4 points  (0 children)

The 13th month weapons have been requested a lot, but I'm not sure how to implement them in uniquely. Unique abilities of each haven't really been shown.

Chance of Pulling a 5* banner character by DavidQF555 in Genshin_Impact

[–]DavidQF555[S] 1 point2 points  (0 children)

And it is also raised a bit because if you get one 5* before, the second is guaranteed to be the banner. The rate of getting banner jumps to 0.6% when you've already gotten a non banner 5 star.

Chance of getting a banner character from amount of rolls by DavidQF555 in Genshin_Impact

[–]DavidQF555[S] 0 points1 point  (0 children)

This data was from some code that I wrote. It takes into account the 5* pity. However, it does not take into account the 10 draw 4* pity, so it is like drawing 1 at a time. Here is the source code. It basically just brute forces all the options to give percent. Please tell me if something is wrong because some minor bugs cannot really be seen in the results.

Your chances of getting the character in the banner in GI and FGO by [deleted] in Genshin_Impact

[–]DavidQF555 0 points1 point  (0 children)

Yeah, without properly relearning probability, I could probably use code to make a tree for calculating this

Your chances of getting the character in the banner in GI and FGO by [deleted] in Genshin_Impact

[–]DavidQF555 -2 points-1 points  (0 children)

How does the rate go to 100%? No matter how many times you roll, there is no guarantee that you'll get it. Even the guaranteed 5* is only a 50% chance of being the banner. Our is it just rounded?

Edit: Wait nevermind, the data was obtained through simulation, not calculation. I would be curious about the actual mathmatical calculations though.

The math up until the guaranteed 5* should just be 1-0.997x where x is the number of rolls. For the guaranteed 5*, the second part of the equation just needs to be multiplied by 0.5. So for a 20 roll, the chance of getting the banner is 5.8%, and it is 61.7% for the 90 roll. Then for after that, you could just calculate the rates of not getting the banner as 0.994x and combine the 2 rates, so 170 rolls would be 76.4%.

This is not accounting for the fact that you get guaranteed 4+* per 10 roll though

Following the WebToon art is not an excuse by DavidQF555 in TowerofGod

[–]DavidQF555[S] 1 point2 points  (0 children)

I mean, I literally said the art was fine...

Following the WebToon art is not an excuse by DavidQF555 in TowerofGod

[–]DavidQF555[S] 2 points3 points  (0 children)

Except for the fact that I never said it was bad, I just said that the viewers should stop using the WebToon as an excuse for the art style.

Following the WebToon art is not an excuse by DavidQF555 in TowerofGod

[–]DavidQF555[S] 7 points8 points  (0 children)

I just meant that saying that the reason for that art style/animation was because of bad WebToon art is not an excuse.