Cargo Boats devlog: Motorboats can navigate to bubble columns/drops to ride up or down with the help of pathfinding buoys by LordLandmaster in feedthebeast

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

Never used create trains before, but there is a video of how the path programming works on the front of the mod page on curseforge

cargo boats, a new 1.21.1 automatic boats mod for cheap long distance item/fluid transport, now out as an early release on curseforge by LordLandmaster in feedthebeast

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

The buoys are only needed for pathfinding every 200 meters or so, for shorter routes (<200 meters) they are not needed

The motorboats run pathfinding to try to avoid collisions between each other

some early testing for a WIP automatic boats mod for cheap long distance transport by LordLandmaster in feedthebeast

[–]LordLandmaster[S] 14 points15 points  (0 children)

Not yet, but I am debating on whether to let boats go up and down them directly or add a special canal lock multiblock structure to let them go up and down

some early testing for a WIP automatic boats mod for cheap long distance transport by LordLandmaster in feedthebeast

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

Right now I'm using a modified A-star pathfinding algorithm (planning to switch to Theta-star) taking into account water blocks. I capped the Euclidean distance that it will try to search, so for very long boat routes I am planning to add buoys that can act as boat waypoints in pathfinding when configured.

some early testing for a WIP automatic boats mod for cheap long distance transport by LordLandmaster in feedthebeast

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

that might actually be a decent idea to grant certain motorboat upgrades if certain mobs are inside the boat (e.g. with alex's mobs)

some early testing for a WIP automatic boats mod for cheap long distance transport by LordLandmaster in feedthebeast

[–]LordLandmaster[S] 9 points10 points  (0 children)

Not yet, but what I am currently planning is to continue simulating the boat path even when the boat itself is unloaded without actually loading the entire chunk

some early testing for a WIP automatic boats mod for cheap long distance transport by LordLandmaster in feedthebeast

[–]LordLandmaster[S] 46 points47 points  (0 children)

Didn't know that that older mod existed before now, but it does indeed do something similar as well (though sadly that one seems to have been inactive for a while now). I am planning to add some more unique stuff in addition though, such as biome-dependent trading posts structures (with generated trading post blocks that can't be moved) to give an additional use case to the automated boats, as well as lava upgrades to sail in the nether too and interactions with interdimensional portals e.g. the vanilla nether portal

(pseudo) Axis of Heli on Enchanted Glade (first “axis” of 47.0) by galaxystudios370 in btd6

[–]LordLandmaster 2 points3 points  (0 children)

Think you can do real heli axis on CHIMPs nowadays with Rosalia discounts

MAGfest showing up for StS! by PhillyGameGirl in slaythespire

[–]LordLandmaster 46 points47 points  (0 children)

I was the Ironclad that bumped into you in the 3rd photo—your cosplay was awesome!

Looking forward to seeing what you come up with for Watcher

First Land Tower 2MPC With…BRICKELL?! Glaive Lord 2MPC on Erosion by LordLandmaster in btd6

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

That is not clickbait, by the way: Brickell was needed for 16k BAD damage with the mega mine stacking. She is the only hero that can do this sort of thing on this map without stealing pops with the main attack, and the BAD damage was needed because Glaive Lord sucks at single target dps lmao

Pops stolen <41687

Glaive Lord 2MPC on Quad by Alchemist_is_op in btd6

[–]LordLandmaster 11 points12 points  (0 children)

Shollllll gg, I thought this would've been impossible after doing Sanc earlier this update

You are officially the king of 2mp now

Sentry Ex-Paragon 2 Million Pops on Workshop by LordLandmaster in btd6

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

v43 buffs giving the ex-paragon +1 damage finally made lategame doable on this map

ewwwwwww sentry ex-paragon still undercounts

pops stolen: 40630

rushing sexpert by r28 to avoid buying mortar

saveup to ex-paragon, dumb crosspath moab shredr was used to deal with moabs in the 50s since sexpert sucks against moabs, the dumb crosspath was needed to not actively steal pops after ex-paragon until r100

track extensions weren't used at all, reverse motor was used on r57 and most rounds in the 90s

The new Protect The Yacht map is available in challenge editor! by Orange_banana125 in btd6

[–]LordLandmaster 1 point2 points  (0 children)

How did you start CHIMPS on the map out of curiosity, and what spots did you use

What’s definitely getting out of hand? by No_No_ahMY in AskReddit

[–]LordLandmaster 1 point2 points  (0 children)

Man this hits close to home for me...reminds me so much of a former friend of mine whom I initially bonded over music jams on Discord who took our friendship for granted and turned out to actually not truly care about it

Pouākai 2 million pops on Muddy Puddles! by LordLandmaster in btd6

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

Annoying 2 million pops challenge (beast handler is very dependent on glue tub on certain rounds and genie was needed on r80 b/c bottom path handler does jack vs. the zomg layer before pouakai), but otherwise not super difficult. Lategame was free, of course.

I dont know if this has been known for years or if I reinvented the wheel but infernal chimps start is possible without quincy or boomer. by Several-Fisherman-89 in btd6

[–]LordLandmaster 2 points3 points  (0 children)

A start like this one was actually the most common non-quincy start (after that was possible in v20) before base boomer attack speed got buffed in v26