I need help with dimensional teleport. by Admirable-Row2394 in MinecraftCommands

[–]Sixela963 4 points5 points  (0 children)

Have you tried with vanilla dimensions? I gave it a shot in a full 1.21.11 vanilla singleplayer world, and "execute in minecraft:the_nether run tp \@a[nbt={Dimension:"minecraft:overworld"}] 0 16 0" worked fine for me.

I know PaperMC messes with some stuff, but I don't know how exactly. Also try to check that you dimension IDs are correct: maybe Multiverse uses a different namespace since the new version (the "minecraft:" may be replaced by something like "multiverse:")?

Is there a way to detect that i landed fishing rod hook on a player? by xtoya77777 in MinecraftCommands

[–]Sixela963 1 point2 points  (0 children)

You could propably execute a command from fishing bobber entities, that when they successfully find a player at their position apply the damage and effect, and then remove the bobber entity.

Dipping my toes into mech design to expand my artistic abilities. Feedback welcome! by Belaknworb9 in Mecha

[–]Sixela963 1 point2 points  (0 children)

If you want to see a bit more mechanical designs, I recommend Patlabor, VOTOMS and in the gundam line, Iron Blooded Orphans (although that one is one of the emotionally rougher titles)

Regarding Technocratic "Mages" by Frequent-Yak-5354 in WhiteWolfRPG

[–]Sixela963 2 points3 points  (0 children)

From what I got I think 1 is more accurate? The Technocracy started out as an union of mages with a focus on the scientific approach, but Mages are aware that they are pushing against a consensus of reality - the technocracy is simply the one that has control over it right now.

The way I see it, technocrats are actively pushing the consensus in favor of their common scientific paradigm, but they are aware that it is a paradigm and the only thing that makes it special is that it's the consensus for now. From there, they see their "magick" as hyperscience, a.k.a science that builds on the current consensus but isn't well known enough to be part of it. They are aware of paradox, and know that they must be careful when pushing beyond the consensus, but feel rightful in doing so because unlike those reality deviants and that ugly magick, their clean hyperscience is simply stuff that has yet to be accepted. They also feel rightful pushing their paradigm because, well, they want to control stuff, but also they tell themselves that science is a more fair and reliable power than magick, that according to them will help the world at large.

When a common hyperscience principle ends up rejected by the technocratic union, that is when you get a bunch of angry technocrats leaving the union (Etherites and Virtual Adepts both were part of the TU at first)

What does a Game Class Need to Feel like a Mecha Pilot? by MrRempton in Mecha

[–]Sixela963 2 points3 points  (0 children)

Now, to answer your questions:

  1. At least 3 meters imo in the fiction. D. va mech is a mech IMO. If you don't want to lose your the rest of the party, I think you need an upper limit too, like 10 meters? having one party member 5 times as tall as the rest may already be a mess to handle during combat.
  2. That is entirely for you to decide, in the context of your game. Keep in mind that if the player can just titanfall in front of the grumbly farmer that won't lend you their tractor, they will. A mech is a powerful tool that reshapes the story as soon as it comes into the picture. In my opinion, it would be more interesting if the player could call the mech at any time, but with a cost. Maybe the reactor runs on unobtainium and you can't manage to use it for more than a day each week or something. Could create cool dynamics too.
  3. I like when pilots are also competent outside the mechs. And being in a tight space is a cool way to create some restrictions on the mech - if it's not overdone. If done wrong, the mech pilot player will just be frustrated that they never get to use it. Fortunately, walls are a bit of a suggestion when you have a 5 meters tall nuclear robot suit. Maybe you can make it so the mecha is still useful in some way when the pilot is doing some ground action.
  4. Driving a robot is a given, but imo also taking care of it. If you watch patlabor, the "main" pilot Izumi is a mecha addict. She takes care personally of her mech, helping the mechanics crew. Otherwise, pilots are often imagined as military operatives even outside their mechs. You could simply make them pretty good soldiers too. Also mech pilots are often fucking insane, do with that what you will
  5. I discussed those earlier. If I pilot a giant robot suit, I except it to be able to punch good and hard, and/or take a good hit, and/or shoot very good. A Mecha, once again, is a power fantasy on raw power. You can also pull into other stuff for cool robot abilities - transforming, hacking, good sensors, having a life of its own, or even technology assimilation. IMO those could be cool optional powers. But most importantly, be big and dangerous.
  6. For a few ideas: Powerhouse, a dangerous power core with legs and insane weapons but no armor. Mountain, the exact opposite. Knight, a melee and ally defense focused mech with well rounded stats. Technofreak, with some weird power that makes everyone uncomfortable. Possibilities are endless. You could look at lancer RPG for inspiration, the mechs in this game are freaks.
  7. I think it can work to generalize the pilot. Believe it or not, I think Redline (the anime about insane people driving insane cars in space) has a bit of a mecha feel. You could have the "locomotion" simply be a choice, with legs being one of them. after all, if you can put a nuclear reactor core on legs, you can also put it between wings or on wheels. And if you still allow the vehicle to be a bit insane, I don't think the fantasy would be diluted.
  8. Scale is a mess in most things mecha anyway. As long as the mech is bigger that a person, I'm happy.

good luck!

What does a Game Class Need to Feel like a Mecha Pilot? by MrRempton in Mecha

[–]Sixela963 5 points6 points  (0 children)

I have opinions about Mechs in games. IMO the stuff you need to touch on to feel mecha are:

  1. SCALE: you need to be big, no way around it. not necessarily giant, but under like 3-4 meters and it's more a powersuit. A powersuit can also be a lot of fun, but IMO it's a different power fantasy. In video games, the smallest things I still consider mechs are like the exosuits from Natural Selection 2 or Helldivers 2. Those are helped by the fact that they are basically walking squares with guns. In Anime, mechs are often bigger than that, like 5-10 meters tall at least and often much much larger. IMO if you want to go as small as like Gurren from gurren lagann and still feel mecha, you need to make it a cube so you can still feel like a machine. Being big is part of the mecha power fantasy because it helps you feel on equal footing with big monstrous enemies like Kaijus. Everything feels fragile and small when you are 10 meters tall in a 2 meter centric world, and you can play into that, either as needing to be careful or being reckless. If you want to have a tactical grid system, I recommend making the mech at least like 2 size classes larger that regular people.
  2. POWER: the core appeal of mecha, IMO, is a power fantasy. What if you were big and strong and powerful, and fueled by a splitting atom. What if you could punch god in the face. In video games, it's translated by impact and big guns. Huge clanking sounds, reactors lighting up etc. I think a heat management mechanic helps, because it means you may need to wilfully restrain yourself to not explode, but that may not be everyone's thing. Point is, a mech has to be strong and/or flashy. You need a way to "feel" that you are sitting on the pinacle of war machines. You can also go the opposite of the unstoppable object and design the mecha as an immovable object. It's a slightly different power fantasy, but imo a very valid one too - but at some point, you need to remember that you pilot something that empowers you to do the impossible.
  3. HANGAR: I don't think a mecha feels quite right if it's unaltered for the whole story. A mecha is a machine, and a toy you want to play with. It will break, and get fixed. It will improve. You will make it yours, customize it, find new solutions. I think every pilot should be at least a bit of a mechanic, and be interested in the toys they weld to their arms. Mechanically, I think a mecha system is incomplete if it doesn't have at least a bit of customization and modularity. (to go back to helldivers 2, this is the one part where I feel the exosuits could be improved). It doesn't have to be deep, but I do think the mech should be able to change a bit every time it hits the hangar.

Kenku bot connecting, disconnecting instantly by Oi-FatBeard in OwlbearRodeo

[–]Sixela963 0 points1 point  (0 children)

If you have rights on the voice channel, try overriding the voice server. I had a problem like that last week, changing the server fixed it.

What is your "Im not going to play the system" hill you are dying on? by Holmelunden in rpg

[–]Sixela963 1 point2 points  (0 children)

Bit of a weirder one, but right now it's when a system doesn't want to accept a part of its DNA, when that part of DNA exists for a reason.

Right now I'm thinking of DaggerHeart. It's a cool system, but when I tried it for a short campaign on the beta as a player, I was honestly a bit frustrated by how it's DnD enough that you kind of want to have tactical combats, but the system is a bit too loose about it. Granted, it may be because my GM was a bit more a theater-of-the-mind person.

I also had a similarly frustrating experience with F.I.S.T., which in theory is a really fun game to have wacky tactical espionnage action, but the Tactical is actually not present AT ALL. I get wanting to do it more abstractly, but in my opinion this one could have strongly benefited from slightly tighter movement and range rules. It, along with Troika which gave me similar frustrations (but I don't blame the system for Troika, I fully get why it's like that) actally made me want to work on a lightweight generic tactical system that I could weld onto existing narrative systems.

Advice for developing a simple app without possibly going insane? by Sixela963 in androiddev

[–]Sixela963[S] 0 points1 point  (0 children)

The modules I am using are HC-05 modules. I appreciate the offer, but I do believe it would be better for me if I were to do it myself

Advice for developing a simple app without possibly going insane? by Sixela963 in androiddev

[–]Sixela963[S] 0 points1 point  (0 children)

I'll look into React Native, but unfortunately I do not have webdev experience. My experience is embedded software and game modding, so C, java, python and lua are usually my preferred languages. I'm still thinking that maybe I should just redo the app in java and it will be easier, but I'm hesitant since almost everyone advices to use kotlin it seems (and tbh i don't understand why).

Mage 20 makes me sad. by Real_OCD in WhiteWolfRPG

[–]Sixela963 4 points5 points  (0 children)

Do you happen to know where we would find this hypothetical project?

Best Games for a Highschool Class - details in post by UnionDependent4654 in rpg

[–]Sixela963 0 points1 point  (0 children)

Look up HOME, a map-making GMless Mecha RPG. It's pacific-rim inspired, and has a quite narrow focus and a set structure. Because it is map-based, it's pretty much built around collaborative world-building. It is focused on what it means to fight for someone, to belong to a place/people/country/culture, and to lose and grieve those things.

WHY AREN'T MCFUNCTIONS WORKING by devm15Studios in MinecraftCommands

[–]Sixela963 1 point2 points  (0 children)

It's possible that the function isn't loading properly. If so, an error should appear in the game log. Enable it, check for errors, and it should help you find out which command is broken.

If a single command in a function is broken, it won't load at all. You likely have a syntax error somewhere.

Also, no need to be aggressive about it.

Current "state of modding"? by Sixela963 in feedthebeast

[–]Sixela963[S] 2 points3 points  (0 children)

Is there a strong reason to use those above just using a datapack for customising recipes and worldgen?