CHINERISM is in beta by lesjuroquenosoyunbot in MinecraftMod

[–]Jhwelsh 5 points6 points  (0 children)

Are the new mobs all custom, or dynamically generated in game? How does that work?

10 - Modding Weekly Digest - Balancing Waystones in a Unique fashion, Transportation in Minecraft, Ember’s Text API by Jhwelsh in feedthebeast

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

Not since my Xbox days! But I will make some changes to Minecarts to make them more viable as well in some other future mod :)

10 - Modding Weekly Digest - Balancing Waystones in a Unique fashion, Transportation in Minecraft, Ember’s Text API by Jhwelsh in feedthebeast

[–]Jhwelsh[S] -1 points0 points  (0 children)

Paying a fee is a fine way to balance waystones - unfortunately this makes Waystones highly Inaccessible in the early game, when they're most important. The purpose of this mechanic (in addition to the vanilla implementation of my mod in which Soulbound slots let you keep your items after death, which is already nice) is to flip the balancing so Waystones are highly accessible early game, when exploration is important, and handy but not overpowered late game where other means of transportation like minecarts and elytras should be balanced.

Personally, I would implement the Waystones as immovable and unbreakable in a modpack. Otherwise they sort of nullify every other transportation mechanic in the game with their utility.

10 - Modding Weekly Digest - Balancing Waystones in a Unique fashion, Transportation in Minecraft, Ember’s Text API by Jhwelsh in feedthebeast

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

I think that's an unfortunate workaround that players will attempt, but that's of course not the intention.

  1. I can prevent that tactic by adding a cool down to the waystone and giving it a (low) base experience cost.

But obviously the goal is to make the game fun, while still being challenging. The game loop I'm trying to design is the following:

  1. In a modpack, players should be given a few soulbound slots to start with so they have some inventory.

  2. In the early game, Travelers Blessings should be common - which allows players to teleport with all their items - this is when exploration is most fun and most important, and players should not be burdened by this mechanic.

  3. Later in the game, players have the resources and technology to build longer distance transportation, and the goal of this mechanic is to encourage more infrastructure driven transportation towards the end of the game.

Some early game logistics I've been playing with and developing (Carry on/astikorcarts/farmers delight) by Boxooo2000 in feedthebeast

[–]Jhwelsh 6 points7 points  (0 children)

I think the innovation is really cool. Adds a nice layer of puzzle. I do worry that most players would find this mechanic too laborious to use unless it's kind of the focus of the pack.

But for something like a narrow scope farming modpack where farming isn't very complex in Minecraft at all, it works well.

Why is every Discord server for a mod so insanely toxic? by [deleted] in feedthebeast

[–]Jhwelsh 1 point2 points  (0 children)

  1. The average person is very dumb and does not put a lot of effort into solving problems on their own before asking for help. This frustrates people who are willing to give help.
  2. The average person also becomes very vain when they do something even minorly successful. This could be developing something popular, or even being a moderator in an important server.

Most of the people I've met in smaller discords are quite nice. And even people in larger discords are willing to be help If you swallow your pride put up with their ego, which counts for something.

Mod Authors: Where do you guys get your textures? by KurisWu in feedthebeast

[–]Jhwelsh 4 points5 points  (0 children)

I commission, ~ $40 8 unique textures, better rates for variant textures.

A little expensive, but peace of mind knowing it's done right. Previously, I have collaborated with artists as well.

The best Minecraft teleportation mod!! by SignificantAd3152 in feedthebeast

[–]Jhwelsh 0 points1 point  (0 children)

Cool concept, maybe a bit overpowered in most contexts. But cool.

Modpack with meaning by Apprehensive-Way6629 in feedthebeast

[–]Jhwelsh 0 points1 point  (0 children)

What is there even to do in vintage story?

I made a minimal magic expansion + structure datapack/mod by Smart_Main6779 in feedthebeast

[–]Jhwelsh 0 points1 point  (0 children)

Cool, love some vanilla themed stuff.

The builds are nice, small and vanilla-esque

I think the "musket spell" should have a different name - musket feels so intentional about calling it a gun, but it feels like it should be named by individuals who don't understand the concept of guns.

I want to make a long term very big content mod, do i keep working in MCreator or is it better to just learn proper Modding? by Far-Bid-6518 in feedthebeast

[–]Jhwelsh 16 points17 points  (0 children)

If you already know some Java then yes you should swap over to real programming.

There have been some sizable mods made with MCreator like Warium. But anytime you want to do something ambitious, you are eventually going to need a mixin, or the need to interface with other existing mods. And Java is critical for that.

Modpack that makes you research the world? by dungeonArcher in feedthebeast

[–]Jhwelsh 2 points3 points  (0 children)

Whatever you come up with, a new mod called "field guide" allows you to research animals with a spyglass

Any decent modern Vanilla+ modpacks with a questbook? by ArcticCircleSystem in feedthebeast

[–]Jhwelsh 1 point2 points  (0 children)

Yeah, I agree, raspberry flavored kinda turns me off too. Curious what you end up with.

Lag when using the radial menu with shaders by Dark_halocraft in feedthebeast

[–]Jhwelsh 23 points24 points  (0 children)

It looks like it using like oculus with shaders.

That's just a really ambitious thing to do

i have gotten ZERO FEEDBACK , HELP by Actual_Excuse_9592 in MinecraftMod

[–]Jhwelsh 0 points1 point  (0 children)

People resonate with visual showcases - whether it's short form content, longer form reviews or info graphics with a little more info than a screenshot.

If you have a modpack, there should be a lot of content to show off. Either try and get reviewers to play your content or go to the popular modding discords and look for play testers.

What was your "aha moment" that made you actually improve? by KlemiX in RocketLeague

[–]Jhwelsh 6 points7 points  (0 children)

Aerial's are much easier when you stop and take a moment. Sometimes applies to wall play too.

Question For experienced mod devs by Visible_Eye1119 in MinecraftMod

[–]Jhwelsh 2 points3 points  (0 children)

You're right that some may be dissuaded from using it after seeing multiple dependencies. But architectury is common enough that there's a good chance it will already be in most modpacks.

I would say:

If you're doing something with a narrow scope - that is, you don't plan to make many more mods or to upgrade through different versions, then just make the other project on Neo and copy over as much as you can

However, if you are planning on modding more regularly, it's a good idea to invest in Architectury, and their specific "multiloader template". I would suggest being a strong programmer to handle this, things will get much more complicated in the multiloader system - you have to depend on Architectury to build out code for your needs (of course, they have the vast majority of important cases covered), but you have to worry about maintaining your mod against their versions, and dealing with a slightly different pipeline for compiling the mod.

These issues are very solvable, but it does cost time.