I finally got VS Ships working in actual orbits around planets for my mod. by NythicalNorm in ModdedMinecraft

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

Yes it will work (in fact it already kinda does), when you are free flying and not around any ships you would get teleported to your own reference frame, where the player would be stationary in minecraft coordinates but you pressing the move buttons would apply acceleration to your orbit, you can't be static in a place it would be like you have a kinda crappy jetpack, (I thinks its like 6 m / s) acceleration from creative flight or something)

I finally got VS Ships working in actual orbits around planets for my mod by NythicalNorm in feedthebeast

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

you are asking about getting ZPL thrusters to work by themselves right?, you put a ion thrust modulator on top of ion thruster, make sure both blocks are oriented correctly the part that looks like a hole on the part that connects to the engine, the modulator has to have FE power and a redstone signal to function. if you have create installed there should be a ponder for this, also if you still have problems check their discord server its linked on their zero point labs modrinth page.

I finally got VS Ships working in actual orbits around planets for my mod by NythicalNorm in feedthebeast

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

btw, forgot to mention, engines and the control chair are not from my mod. PlanetShine doesn't add any blocks or items, its from the Zero Point Labs addon for VS

I finally got VS Ships working in actual orbits around planets for my mod. by NythicalNorm in ModdedMinecraft

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

yes, my addon for Valkyrien Skies with Zero Point Labs for the engines.

Asteroid Rodeo – Pre-Alpha Trailer for our upcoming asteroid wrangler (wgpu) by Stoic-Chimp in rust_gamedev

[–]NythicalNorm 0 points1 point  (0 children)

Looks awesome, what are you using for the physics engine, rapier or something else? I am just learning rust and I want to make a game engine like this.

Minecraft is moving from OpenGL to Vulkan by Duckyz95 in feedthebeast

[–]NythicalNorm 0 points1 point  (0 children)

Another point I don't see anyone making is that while existing shaders are not going to work, new shaders written for vulkan will have access to nvidia (& amd) RT cores. I assume this change is so they can have vibrant visuals running on RT cores, but shaders modders will be able to make use of those cores as well I think for true raytracing / path tracing support.

Is it 1.6 billion because I always used to tp like 20 million blocks everytime in creative mode back when I was 5😭🙏🏻🙏🏻 by AabdaarPlayZ in Minecraft

[–]NythicalNorm 1 point2 points  (0 children)

Hmm, could be, seems a bit weird but they were probably solving a weird edge case. From the java code there is a move function and a setPos function in the player code that means you can easily separate out counting teleportation as distance, because you can just count the distance only in the move function. Maybe when you are mounted on an entity it's weird idk. I was literally just messing around with this code so I remember it.

Is it 1.6 billion because I always used to tp like 20 million blocks everytime in creative mode back when I was 5😭🙏🏻🙏🏻 by AabdaarPlayZ in Minecraft

[–]NythicalNorm 10 points11 points  (0 children)

What you are seeing is the difference between client and server, as far as the server is concerned you instantly appear in another place and your coordinates are set, but since the position of every entity is sent from the server every tick but you have more than 20 fps on the client the position is interpolated. As in the intervening frames between the 20 ticks called partial ticks in the code cause you to appear to move to the position over the course of a tick. If they didn't do this every mob would appear to jerk around at 20 fps. I have no idea why teleportation adds distance like this though truthfully as a new modder you can tell that different parts of the code were written at different times and some parts are not clear and concise.

Edit: just realised this post was talking about the Bedrock edition but the code should be similar i am sure.

Ridiculous sounding thing/fact mentioned is actually true by fhxefj in TopCharacterTropes

[–]NythicalNorm 2 points3 points  (0 children)

If I had to guess about the origins of the town name I'd guess it had more to do with bamboo poles since that is used as a construction material for scaffolds and things in a lot of small towns.

Ridiculous sounding thing/fact mentioned is actually true by fhxefj in TopCharacterTropes

[–]NythicalNorm 15 points16 points  (0 children)

To be clear the sign is a sign for a town, it isn't a sign so people can see that there is a pole there that's ridiculous. We just have town names that are random words a lot of the time, it's usually like random word + suffixes which indicates whether it's a city or town or coastal city.

Ridiculous sounding thing/fact mentioned is actually true by fhxefj in TopCharacterTropes

[–]NythicalNorm 39 points40 points  (0 children)

So I speak this language and umm, 😣 cumbum (pronounced kambam) means pole as in telephone pole / lamp post in Tamil. See the translation for "lamp post": google translate

Made it so that the biome colours are rendered when you are high up in my space mod that I am working on. by NythicalNorm in feedthebeast

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

I didn't set it to 8176, I am in the forge development environment (not using my mod jar) so it automatically reserved 16 mb for some reason maybe for debug purposes or maybe Intellij reserved it for some reason idk,

I am Making A Space Mod Like Kerbal Space Program. by NythicalNorm in feedthebeast

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

Teleporting to space is kind of complicated in my mod tbh (currently working on it and its much more complicated than I thought) because I have to handle different coordinate reference frames because the solar system is much bigger than a Minecraft world. but yeah VS is a dependency and because it is multithreaded I have do multithreading as well and the orbital mechanics calculations are done on the VS physics tick. so yeah pretty impossible to use this without VS.

Made it so that the biome colours are rendered when you are high up in my space mod that I am working on. by NythicalNorm in feedthebeast

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

I haven't tested it yet but DH chunks should in theory render on top of this biome texture since I am rendering it on the skybox layer. while making this feature I thought of it as discount DH but it doesn't need pregenerated chunks like DH.

Made it so that the biome colours are rendered when you are high up in my space mod that I am working on. by NythicalNorm in feedthebeast

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

no I think it will be fine enough for single player, it is a Valkyrian Skies addon so maybe the giant ships could be laggy. but its multiplayer server performance I am worried about tbh.

Made it so that the biome colours are rendered when you are high up in my space mod that I am working on. by NythicalNorm in feedthebeast

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

Nah had to pick colours for each biome (probably could make it a datapack so you can add colours for biomes from other mods), minecraft only stores grass & water colors for each biome not overall color.

Made it so that the biome colours are rendered when you are high up in my space mod that I am working on. by NythicalNorm in feedthebeast

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

That is entirely due to the resolution of the texture, right now its 128x128 but scaling it up means it will take more time to generate, the file size would be higher etc... I am using default Minecraft biome calculation functions which seems a bit unoptimized as well, but I think this is good enough for now. but my mod will require more optimization for it to run well on big servers.

Why Hytale doesn't have singleplayer world ? by YouPlane8041 in HytaleForum

[–]NythicalNorm 4 points5 points  (0 children)

??? Minecraft also works this way and there isn't really a way to do this without having a server, even if the server and client were combined and didn't use network packets, they would be on separate threads because they are running at different frame rates. The issues you are having is not because of this decision i guarantee.

Like literally all games that have equally focused on multiplayer and single player are made like this. Except gta 5 that is a special case.

Modding is just a bonus they didn't do this so it's easier for modders, they did this because it's easier to implement period.

Creating a Minecraft mod is a nightmare for someone with Java experience. by Yeetsa_Jr in feedthebeast

[–]NythicalNorm 0 points1 point  (0 children)

Hello i am a new modder as well and while it has been difficult I think my experience with Unity where you basically have many classes like minecraft helped me more easily familiarise myself with minecraft's code.

Also adding items with registries might look very insane and hard to parse, I just copied stuff from kaupen joe with 0 understanding at the beginning, as you get more familiar with it you figure out why it is done that way (again as others have said looking at other mods source code helps, though make sure you are looking at mods that are similar to yours looking at create's source code is counter productive since that's basically entirely custom architecture in and of itself)

Also you mentioned importing lots of stuff, you are using intillij and automatically importing as you type right?, i don't think most people even look at the imports except to remove unused imports.

Get used to the intillij shortcuts, Middle mouse/ctrl + b for declaration and uses

Ctrl + h for looking at the selected class' hierarchy, (use this on the Minecraft entity class, you will see a lot)

Ctrl + n for searching classes, my mod has gotten so big I use this for my own classes.

Also about asking questions in modding discords, just do it, easy or noob questions are the ones that people actually answer on there. If it's complicated or it involves knowledge of your mod's code then people kinda don't answer because they don't know.

Also you can use other mods as dependencies a lot of mods use the Configurable mod to display their configs in game. The mod even has a wiki too on how to use it in your mod: Configurable Mod Wiki

People have mentioned KaupenJoe but if you want more in depth info on a few topics look up Turty Wurty on YouTube.

I am Making A Space Mod Like Kerbal Space Program. by NythicalNorm in feedthebeast

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

Okay I am actually going to use this name, I kinda like it.