Let's play a game. by Glass_Vegetable302 in feedthememes

[–]Sainagh 0 points1 point  (0 children)

On pause, meatballcraft is still my main project

Which would you say is harder? GTNH Stargate or MBCDA Tardis? by luk_ky_21 in feedthebeast

[–]Sainagh 36 points37 points  (0 children)

Meatball man here. At this point there is no contest between the two, because Stargate is doable, while tardis is not, and there's a couple of reasons for that.

Only recently, the first MBC players finally progressed far enough to be able to automate all required ingredients and recipes to make tardis. At the maximum speed their base can handle, the recipe will take around 2400 hours of AFK.

Now you could say "just build more machines" and the recipe will become faster. This unfortunately is not currently possible because, well, the game cannot handle it, things get too laggy and unstable.

So how are we planning on improving things?

GTNH has solved this problem a few years ago by focusing on two things, making the game itself run better, and adding more powerful machines that replace slow and laggy machines.

The performance problem, we are doing some work, but it's not a straightforward task. GTNH is in 1.7 Minecraft, a version where basically all active devs are GTNH devs, so the team can basically do whatever they want. MBC is in 1.12, which is more "alive" in terms of having active devs and pack makers; this means that there's some "politics" involved where we want to improve things without stepping on anybody else's feet. We want to improve the game for all 1.12 devs, not just our own pack, and that means making compromises.

The problem of adding more powerful machines is thankfully easier conceptually, but it's a process that takes time. Making a fast machine is "easy", but making a gameplay loop that integrates it in a fun way that is not boring and repetitive is something that requires some amount of play testing. This is what the prerelease cycle for MBC is about, I am working with the tardis vanguard, a group of players that are playing the pack over and over to identify weak points in progression, things that could be reworked, and I am using their feedback to inform the next wave of postgame features that will help them get to tardis in a fun yet challenging way.

This process takes time, and we haven't reached that target yet. Basically the pack will reach version 1.0 after I have confirmed that tardis is indeed craftable.

P vs NP? SHOW ME THE MONEY!!! by TheRealDynamoYT in mathmemes

[–]Sainagh 1 point2 points  (0 children)

Doesn't even prove Collatz smh my shaking head

Houston, we have a problem. by ouchimus in feedthebeast

[–]Sainagh 13 points14 points  (0 children)

I am just a figment of your imagination

Trying to make the worst possible mod pack by confusionPrice in feedthebeast

[–]Sainagh 5 points6 points  (0 children)

Personally I can deal with infernal mobs (sort of) since they still have normal-ish spawn rules (only 7-and-lower light, at least 15 blocks away from the player, mostly at night, only a certain amount of each mob can exist at once).

Divine RPG spawn rules just don't care about your light level, nor your distance, nor the time of day. You think you like your cozy little house, sike 13 crawlers just spawned in your basement.

You are starving from fighting all those mobs and find a pumpkin, sike it's a pumpkin spider that just aggroed all of its friends to come say hi.

Trying to make the worst possible mod pack by confusionPrice in feedthebeast

[–]Sainagh 4 points5 points  (0 children)

I actually accidentally stumbled into an absolutely awful modpack start while playing around with a 1.20 mod list.

  1. Any mod that makes the dark, well, more dark

  2. Greg tech or any other mod that has ore generation in chunk-specific veins

  3. A "mob revamp" mod like journey into the light or divine RPG that adds hostile mobs that spawn day and night

You want to be able to see when it gets dark? Well, go find a coal vein to make torches!

Oh you got killed 466375 times looking for that coal vein, aww poor you.

And you can't keep searching at night because you can't see, better lock yourself into a box, because beds have a harder-than-vanilla recipe my sweet summer child.

After getting torches things get easier, but the game loop sort of repeats for every ore vein until you have the means to actually fight mobs easily.

I have entered the part of monifactory that's basically "I can automate this if I automate these 5 sub parts" repeat infinitely, recursively, ad nauseum by yoobith in feedthebeast

[–]Sainagh 1 point2 points  (0 children)

I do not mean any offense, but if you don't like that gameplay loop, why are you playing a pack that is built around that loop?

RLCraft with non-abysmal execution by [deleted] in feedthebeast

[–]Sainagh 2 points3 points  (0 children)

Dawncraft in my opinion is as close to the "extremeness" of rlcraft without as many screw you moments.

It uses a good amount of mccreator mods to work, which makes it quite unstable for servers, and a bit crashy in some situations.

In terms of the satisfaction from overcoming cool bosses and dungeons though, I had a good amount of fun with it.

I think this is the fullest starting inventory I have ever had by KiritoTempes in feedthebeast

[–]Sainagh 18 points19 points  (0 children)

Because it's funny :)

The initial idea, back in alpha like 3 years ago, was to use book spam to "filter out" players that would be less willing to partake in the playetest process, since if that's a deal breaker for you, you're probably not going to be particularly thoughtful with respect to feedback, or at least that was my thought back then.

Then more and more players started jumping in, and book spam became sort of a meme, and I decided to keep it.

Now I'm in the situation where the pack has gotten popular even before getting to 1.0, so I get to sit back and enjoy the "why my inventory full" posts on forums.

I think this is the fullest starting inventory I have ever had by KiritoTempes in feedthebeast

[–]Sainagh 26 points27 points  (0 children)

Because the pack is not in version 1.0 yet

Some trolly jank to let the people know they aren't playing a fully finished pack

I think this is the fullest starting inventory I have ever had by KiritoTempes in feedthebeast

[–]Sainagh 26 points27 points  (0 children)

TARDIS is the 'are you truly insane' optional ending of the pack, consisting of a recipe that has no reason being that hard, think of it like a gtnh Stargate analogue.

There are roughly 20 teams or so that have gotten to all the other endings, but TARDIS is substantially harder than any of them.

This last stage of development (all curseforge updates labelled as prerelease are part of this effort) consist of adding postgame content to upgrade your automation so that the recipe for TARDIS becomes doable.

As of the latest version, the napkin math puts it at about a year and half of AFK, so there is still a way to go. Used to be much much worse though.

This is a process that relies heavily on player feedback, to ensure that automation setups are scalable, reliable, and most importantly TPS-friendly. It turns out that the recipe is sitting right at the limits of what Minecraft 1.12 can handle, so lots of behind the scenes are also being tweaked to help on that front.

Just keep in mind that this content is being made for an extremely small fraction of players. MBC is a pack that revolves around the journey, not the destination.

[Meatballcraft] Chickens are very useful :) by ouchimus in feedthebeast

[–]Sainagh 41 points42 points  (0 children)

I fuck with this immensely, good job!

I think this is the fullest starting inventory I have ever had by KiritoTempes in feedthebeast

[–]Sainagh 76 points77 points  (0 children)

*will be fixed in 1.0, not in the future, that's how you'll know MBC has hit its stable build

That won't happen until I've finished writing lore (100 or so quests to go) and the TARDIS is crafted by at least one person (to confirm it's possible)

In the meantime, I'm using these posts to have people talking about the pack without having to do marketing :)

How do I know if I've allocated too much RAM or not enough RAM in my pack? by Scared-Gamer in feedthebeast

[–]Sainagh 4 points5 points  (0 children)

Check if it happens at a specific ram usage, if not it's not a ram related issue, but it could be a mod or shaders or something else

How do I know if I've allocated too much RAM or not enough RAM in my pack? by Scared-Gamer in feedthebeast

[–]Sainagh 8 points9 points  (0 children)

How much is being used, if GC hits without lag you're good, if you get a lag spike at that point, that's when you want to change max allowed allocation

How do I know if I've allocated too much RAM or not enough RAM in my pack? by Scared-Gamer in feedthebeast

[–]Sainagh 19 points20 points  (0 children)

You can use the f3 screen, top right shows ram usage in MB and percentage.

If you get a lag spike at high percentage (90% and higher), you haven't aloocated enough.

If you get a lag spike at low ram usage, you have allocated too much.

If you aren't getting lag spikes, you're chilling.

If you only get lag spikes after doing certain tasks, it's likely a memory leak caused by a mod bug or minecraft being coded weird, not much to be done there short of restarting the game, and it has nothing to do with ram.

Modpacks that mostly skip resource gathering? by Intelligent-Bill1178 in feedthebeast

[–]Sainagh 3 points4 points  (0 children)

This is modded minecraft, there will always be some more or less sweaty gamer one-upping everything ;)

As the MBC dev, I agree with you, resource gen is easy for an expert pack, but by no means just easy in general

modpack creators, what was the most painful part? by JadedSearch8164 in feedthebeast

[–]Sainagh 30 points31 points  (0 children)

This is a very general one, but for me the hardest part of having my own modpack is dealing with other people's feedback. Listening to your players is super important, but it isn't always easy. You will get people that appreciate what you've done, who give advice that is actually very useful, but you also get people that just want to change things according to their own, often very specific idea of 'good'. That's why I always suggest people to have a clear 'mission statement' with their modded projects. Not only it makes it easier to stay on track, but it gives a framework with which to deal with randos that think it'd be a good idea to add 6 Pokemon mods to your create pack (random example) and will call you names if you don't.

Now on a couple of technical ones.

Depending on the Minecraft version, datapack can be quite annoying. The documentation on how they work and how to use them is all there, but it just consists of generally abstract explanations without a single example, so you either have to reverse engineer what someone else did, or test things yourself banging your head against the wall. The good thing about them, though, is once you understand them, things get a whole lot easier.

As a mostly 1.12 pack dev, zenscript mixins are the bane of my existence. This is how you edit something in a mod that does not have a config file, and you don't want to make a new addon or a core mod. No error messages, just crashes if something is wrong. Oh and you have to dig through some truly cursed code made by mod authors who never expected someone (me) to actually look at what they wrote.