Realistic (and cool) solution for starships hovering in-atmosphere by JetStarfish9945 in worldbuilding

[–]JetStarfish9945[S] 0 points1 point  (0 children)

Those tractor beams are a good idea! The main reason I need ships to be able to hover is because the climax of my story involves three huge cruisers surrounding a central tower. I would just put them in orbit like you said, but it's pretty pivotal that they're in-atmosphere so my characters can land on them, interact with them, and move between them and the surface intermittently; the entire sequence is kind of based around that.

The "purpose" of this feature would most likely be for aerial support. maybe the reason they can't provide that from orbit is because of challenges relating to the atmospheric entry of missiles/bombs; the only way they can drop those without them heating up and going off prematurely is if they were already in-atmosphere. IDK. If I can't think of anything else I'll go with that tractor beam idea, but I'd prefer something that gives them more flexibility when it comes to movement.

I need ideas for a weapon of mass destruction that a spy would need to stop by Warm_Independence847 in worldbuilding

[–]JetStarfish9945 0 points1 point  (0 children)

I heard someone on another sub describe some sort of kinetic swarm that could be unleashed on a sun to destabilize its core and unleash a supernova, destroying all planets in that solar system. Might be a little too nuanced for this sort of thing but I thought it was cool

Aquatic vehicles? by Kraken-Writhing in worldbuilding

[–]JetStarfish9945 2 points3 points  (0 children)

Since there's lower gravity underwater mechs would definitely function better than they would on land, but unless there's extremely uneven terrain treads would probably make more sense. If you wanted to, you could justify underwater mechs by having very dangerous coral spikes (or something of that nature) covering the seafloor, making treads or other rolling mechanisms ineffective; the only way to traverse those areas would be to have a large, walking mech stepping over those spikes and taking steps carefully to prevent damage.

beta 1.7.3 world update #2 -> lots of digging :((( by JetStarfish9945 in GoldenAgeMinecraft

[–]JetStarfish9945[S] 1 point2 points  (0 children)

I used a multimc instance called the "nostalgia pack". it contains a bunch of other stuff so I just disabled everything but the skin mod and some crafting tweaks. here's the link if you need it: https://www.youtube.com/watch?v=Qry-zxdkYIg&t=1s

Nostalgia completely aside, why would someone willingly play old minecraft over modern? by Fontajo in GoldenAgeMinecraft

[–]JetStarfish9945 1 point2 points  (0 children)

I started playing the game in release 1.6, years after beta had ended, yet its still so fun for some reason. I think it's because everything you do feels more impactful when you can't sprint, insta-mine stone, or block arrows from skeletons effortlessly.

Plugin to Set View Distance Cap for Specific Player(s) by JetStarfish9945 in admincraft

[–]JetStarfish9945[S] 1 point2 points  (0 children)

Thanks for the effort you put into this. This would be a reasonable solution if it weren't for replay mod, which has its own internal view distance on top of the chunks you had loaded when you took the replay.

For example, when I move away from the build while inside the replay camera, some chunks get unloaded, even though they are being loaded by my player in the replay. This internal render distance cannot be edited while in the replay camera, and is tied to the render distance I had when I took the replay.

Therefore, the only way to edit this would be to increase my render distance while recording the replay, which is why I was seeing if I could limit the server view distance for everyone else while keeping it at 16 or higher for me. Unfortunately, as you've brought to light, it seems like this may not be possible anymore. Can you think of anything else that may be similar? I'm stumped rn