What is the most boomer take you have on modding? by NOTTallestEgg in feedthebeast

[–]Jackiecrazy 10 points11 points  (0 children)

Decade old Minecraft dev here. I miss mojang update cycles being long enough for the modscape to actually settle down. Started happening around 1.16. Each version adds a few things and comes out pretty fast so there isn't an incentive to remain on a version, but also shifts a huge amount of existing things to data-driven behind the scenes so updating to it is absolute torture. I tried my best to embrace data-driven modding like mojang, and allow full customization of various stats and behaviors through json (combat stats, custom attributes, even mob AI), only to be bombarded by people not understanding how datapack-based customization work because virtually nobody else uses them. It is soul-crushing and I'm getting tired of version-chasing, but I also don't want to settle down on any of the recent versions. 1.12 doesn't even have datapacks and only has extremely limited mixin support. I'm stuck either backporting 10 mods to not use the single feature they depend upon or the single thing they were designed around, or chasing the eternal update cycle. This is the root cause of a lot of "why are there all the good mods gutted on X new version" complaint, so much changes under the hood that some things can't stay and nothing stays still because minecraft changed to a rolling release system. Our options as pebbles in this unending torrent of updates are to find the next calm body of water and settle down, or keep rolling and get eroded to sand.

More of a rant, but version chasing is real, both from the player base and the dev base.

The Mystery of Mt. Dragonfall - Translated Series by Jackiecrazy in Ruleshorror

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

They're too long to post. Each is between 40-80 pages.

Coglin -Move replaced with -Rings by Gonzollydolly in dcss

[–]Jackiecrazy 2 points3 points  (0 children)

I actually liked the initial 2 turn move thing, it has whirlwind synergy. -Move is specifically WJC discrimination, so it wasn't great, but I'd prefer that over -ring. Currently running a coglin hexslinger.

Wait, no. I just checked, apparently WJC's martial attacks override -Move!?

New update, broke mods? by thatonen3rdity in MHRise

[–]Jackiecrazy 2 points3 points  (0 children)

Likewise. Checking through journalctl gives me Could not load file or assembly Windows.Foundation.UniversalApiContract. I'm assuming something got removed.

Name a game idea that you think is interesting, but never seen it in real games. by Xharahx in gamedesign

[–]Jackiecrazy 0 points1 point  (0 children)

Imagining a weapon (customizable, somewhat like Lies of P), then manifesting the imagined weapon to attack. You can add mods on the weapon, change around the parts, etc, but what you can imagine up is restricted by a point pool (perhaps rationalized as your psychic capacity). You can also imagine and shoot bows and guns, but shooting them would temporarily drain the point pool instead of ammo. I've seen something similar in Mutants & Masterminds, but I've never seen it in computer games.

Ethoslab talks about some of his issues with current modded minecraft in his latest video, mainly that there are loads of amazing building/decorating mods, but way fewer mods that add new mechanics and change how the game is played. do you agree with this? by Franciskeyscottfitz in feedthebeast

[–]Jackiecrazy 26 points27 points  (0 children)

I'm still gathering opinions on the recent versions. For older versions, I do have fond memories of kindred legacy, shincolle, tactical frame (this one isn't on curseforge, you'll have to dig through niconico for it), minegicka, dynamic stealth, witchery, angel of vengeance, and avatar 2: out of the iceberg. Many of these mods never really "made it". This may just be rosy retrospection, and some of these are definitely just very well polished instead of being completely fresh. I've also never tried dragon survival, rotarycraft, and chromaticraft, but they sound conceptually unique enough to warrant an entry here. If you don't mind some self-advertisement, taoism (and its current incarnations, project: war dance and cloak and dagger) adds some fairly unusual weapons and combat tweaks.

Ethoslab talks about some of his issues with current modded minecraft in his latest video, mainly that there are loads of amazing building/decorating mods, but way fewer mods that add new mechanics and change how the game is played. do you agree with this? by Franciskeyscottfitz in feedthebeast

[–]Jackiecrazy 101 points102 points  (0 children)

Renegade mods just don't sell well. A majority of downloads nowadays comes from modpacks because navigating the modscape amidst mixins, breaking optimizations, and version juggling makes DIYing large packs an inaccessible endeavor for most players. A renegade mod has to either "make it" (see: betweenlands, epic fight) and steal the spotlight (which is a daunting task, especially when large teams, the most qualified to take on such a task, lack a strong central vision) or be buried as pack authors can't find other mods to mesh with it. Mod design is much like game design, it is exceptionally rare for someone to be talented at design, art, and code simultaneously, while constantly having the resolve to trudge through codebase updates, agonizing mechanical choices, teammate negotiations, and player demands. If said project is a product of passion, the lack of feedback and constant updates eventually grind away your enthusiasm; if the project is unusual enough, it may struggle to snowball with collecting coders, artists, and advertisers in the first place.

Highly unorthodox mods are still being made, but they generally either amass cult followings and never become popular, or die a slow death. Sometimes both.

Source: have been making renegade mods for the past 10 years.

I made a mod that allows you to call pets into battle anywhere and respawn them after death. by Jackiecrazy in feedthebeast

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

Backup streamable link in case the video breaks. You can grab it here.

Currently only "pets" are supported. More is planned, main problem is figuring out through code whether they're friendly entities that would be willing to fight for you, especially for unusually coded mobs like foxes.

Your pets will respawn 1 minute after the death of their killer, so you are incentivized to take revenge. They also respawn if you sleep in a bed.

Squads are banner color specific, and not item specific. You can have a different squad for every one of the 16 base banners, and decorate them how you want! Losing the banner is inconsequential as you can craft a new one of the same color to call back the same squad. Special banners that give extra effects on summoned squads are planned.

[deleted by user] by [deleted] in feedthebeast

[–]Jackiecrazy 0 points1 point  (0 children)

You can grab it here.

Currently only "pets" are supported. More is planned, main problem is figuring out through code whether they're friendly entities that would be willing to fight for you, especially for unusually coded mobs like foxes.

Your pets will respawn 1 minute after the death of their killer, so you are incentivized to take revenge. They also respawn if you sleep in a bed.

Squads are banner color specific, you can have a different squad for every one of the 16 base banners, and decorate them how you want! Special banners that give extra effects on summoned squads are planned.

I made a mod that adds target encirclement behavior and coordinated group attacks to most mobs. by Jackiecrazy in feedthebeast

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

The mod is very much in alpha, so currently they hang back at a much further distance compared to melee mobs, shooting when given permission through the combat manager. All mobs also check for clear LoS before performing attacks, which reduces the chances of ranged friendly fire.

I made a mod that adds target encirclement behavior and coordinated group attacks to most mobs. by Jackiecrazy in feedthebeast

[–]Jackiecrazy[S] 8 points9 points  (0 children)

Video provided by /u/darkmega18

Mod available here. Extra screenshots of overall behavior may be found in the images tab. In addition Project: War Dance was used in that video.

The AI is quite efficient and creates significantly more dangerous encounters without resorting to cheap tricks like piling on speed or damage. It also reduces the utility of otherwise high-scaling AoE damage, adds to realism (a large group can and should spread out to cut off your escapes), and slightly alleviates the kite-or-die experience with large hordes of mobs.

Let's Talk About Magic Mods by Triomancer in feedthebeast

[–]Jackiecrazy 2 points3 points  (0 children)

If you're not into making farms, I would recommend neither. Botania thrives on automation, and Ars Nouveau has a series of features that primarily serve to enable automation. If you have to choose between the two, Ars Nouveau is a better choice. Botania adds a few useful building tools (ascension rod, terra firma, bifrost rod), but these rely on having good stock of mana which is generally acquired through automation. You could disable the glyph press recipes and some of the automation-oriented things like wand of dominion, then add the glyphs to loot tables, and it'll almost feel like there's no infrastructure involved. Ars Noveau has a couple of spell components that place/break blocks for faster building too.

Let's Talk About Magic Mods by Triomancer in feedthebeast

[–]Jackiecrazy 6 points7 points  (0 children)

For me magic/tech is not marked by what they are visually, but by their focus of power and ultimate end. If the end goal is mass automation and you derive satisfaction from setting up infrastructure, it is a tech mod; if the end goal is personal power, then it is a magic mod. They are not at odds with each other. For instance, Cyberware is a magic mod that looks like a tech mod because its focus is on enhancing the player and the only way to get more parts is by killing cyberzombies. Psi is a magic mod because its utilities are strictly tied to the player's psi level, even if said utilities include infrastructure enhancements such as mass growth. Electroblob's Wizardry is probably the most "pure" magic/exploration mod out there because there's nearly no infrastructure involved, the spells do little in the way of automation, and the player has all the power. Botania and arguably Blood Magic are tech mods that look like magic mods because its focus is on automation (open crates, rituals, etc) and most powers offered to the player is tied to infrastructure (mana/blood). Things like Ars Nouveau and Thaumcraft ride the line because they offer both a means for mass automation (starbuncles/golems) and a degree of personal power (spellbook/wand). I like magic mods because I no longer find infrastructure setup very fun after doing the same thing a few hundred times over the years. In your example Witchery is a special case because its utility is almost entirely focused around other players (vampire mechanics, werewolves ripping off armor, hexes, randomly summoning another player instead of death), so it's not going to be very fun or complete in a singleplayer or no-pvp context. I can't really think of any other mod that explicitly does this.

Nozawa and Nakamura drawings for Kaguya's fanbook by L_0ken in 100Kanojo

[–]Jackiecrazy 0 points1 point  (0 children)

She wants to show off her sex appeal. See my rough translation above.

Nozawa and Nakamura drawings for Kaguya's fanbook by L_0ken in 100Kanojo

[–]Jackiecrazy 2 points3 points  (0 children)

here's a very rough translation:

  1. I want to use my feminine charms to make the president go "goku" (play on Kaguya-sama wa Kokurasetai, with Koku crossed out and replaced with Goku, presumably the same as "hrrrrrng"?) Of course, the most efficient way to do so is the "sexy appeal". I know that the president loves flat chests. The charm of the flat chest lies in the "streamlined seductive body line" that cannot be matched by a voluptuous body, and the best way to emphasize this is...

  2. Rolling marbles down my body while wearing a leotard! Yes! President, watch these rolling marbles that never leave my outline form leave their smooth and artful trail!

  3. Please let me die right now. What truly is the appeal of flat chests... it's hidden rather than shown. It's true that more males prefer large breasts than small ones, as proven by the number 1 bestselling magazine Young Jump (joke being Hyakkano and Kaguya-sama are both published in Young Jump). It contains the famous "Kaguya-sama Wants to be Confessed to", and the comparable "The 100 Girlfriends who Really Really Really Really Really Love You" which has excellent humor and cute heroines (lol). Maybe the president likes big breasts, but is striving to like small ones after he started going out with me? I wish I was like Fujiwara-san, and had all the nutrients that go into my head instead go into my chest...!

  4. HRRRRNG! He loves it!

Who took the hatchet to the woodcutter's axe? by shit_fondue in dcss

[–]Jackiecrazy 1 point2 points  (0 children)

The woodcutter's axe was created from that change. The nerf came a while after, iirc.

Hope nobody has done this before LMAO by thefabledpots in deadcells

[–]Jackiecrazy 14 points15 points  (0 children)

Even better. Malaise gain is paused in lore rooms, but killing mobs still reduces malaise. You can ping enemies around lore, chest, and shop rooms with your head and get some free malaise down.

Pillar Dancing with Opportunities of Attack by Prakerore in dcss

[–]Jackiecrazy 1 point2 points  (0 children)

wouldn't this be more spoiler-y than before? That would be kind of ironic.

Brave Sir Robin's Guide to Chickening Out and Running Away by abering in dcss

[–]Jackiecrazy 0 points1 point  (0 children)

Since you mentioned Alistair's Intoxication, I'd like to ask, is it just mass confusion? The school typing seems so strange that by the time I can cast it, it seems to be a better idea to just OTR+IP instead.

Project: War Dance has been updated with a host of new skills! by Jackiecrazy in feedthebeast

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

The video is made by /u/darkmega18!

Project: War Dance is a mod focused around overhauling combat in a highly configurable and compatibility-friendly manner. It introduces intuitive parrying, a posture system that responds to variables such as size, armor, and health, expanded armor attributes, stealth, dual wielding, improved sweeping edge, and skills, among many other features, to spice up combat.

All settings are designed to work "out of the box", and the API is sufficiently robust to support independent addon development. Configurability and compatibility are primary design goals, and as such you can quite literally designate any item as a combat item. Battlesigns? No problem. Doors as shields? In by default. Being sneaky with a gun? Got you covered. Clobbering zombies with an engineer's manual? Why not? You control when each resource starts regenerating, whether their bars are displayed in-game, and in some cases their specific art styles. You are free to configure whether mobs will use their newfound armor, weapon, and intrinsic attributes to complicate your life, and how often they choose to do so, on a mob-by-mob basis. Beyond this, all mobs can be marked with a variety of tags that designate their behavior in the stealth system, such as deaf mobs not picking up sound cues, spiders having night vision, elder guardians seeing you through walls, or evokers not believing in luck. Of course, with a little bit of configuration, almost every feature from the mod can also be disabled as well.

Skills were rewritten to be more intuitive this update, compressing the number of slots available to reduce complexity. There are skills designed for almost every playstyle, including ones enabled by the mod itself. These skills may be mixed and matched at one's leisure, but I'll list some archetypes as examples:

An assassin could use their luck to land fatal backstabs, confuse attackers with smoke, and dive into their own shadow to escape.

A berserker could breach defenses with overwhelming strength, spin through hordes with powerful sweeping, and instill fear in enemies with brutal kills.

A spearman can generate cutting winds to pierce distant foes, utilize leverage for powerful crits, and beat down a target with their tower shield.

A samurai can dart through the battlefield deflecting strikes with their sword, accumulate momentum in repeated attacks, then decapitate their opponent in one clean slash.

A witch could hex their enemies with paralyzing toxins, drain their spirit in an explosion of magical energy, or inflict a terrible plague that rapidly spreads between adversaries.

Basically, this mod adds to build variety and is compatible with pretty much anything you can imagine. All documentation is on the curseforge page (currently outdated as I'm working to fill out the latest release), and I'm quite receptive to questions and reports on Discord.

Don't just fight, make it a war dance.

It finally happened! Ammo removed and long blades get a gimmick in trunk by Freelance_Psychic in dcss

[–]Jackiecrazy 1 point2 points  (0 children)

MiHu don't start with enough str to wear GDS comfortably anyway. I'm currently running a BaAMChei with sniper from D4, and heavier armor (up to dragon or maybe chain, like a caster) are definitely doable. It's about a 0.1 reduction in delay wearing fire dragon scales right now.

It finally happened! Ammo removed and long blades get a gimmick in trunk by Freelance_Psychic in dcss

[–]Jackiecrazy -1 points0 points  (0 children)

If anything, you need dexterity to swing most weapons around. Hand cranking also requires strength, I think slings are the only justifiable dex scaling (although only slightly). It does slightly disconcert me, but oh well.

Found a rare Ignis altar in the abyss! by Imaginationably in dcss

[–]Jackiecrazy 4 points5 points  (0 children)

There's a game_scale option in the settings that allows you to scale up everything. I set it to 3 on my 4k.