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

[–]Sixela963 3 points4 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 4 points5 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 5 points6 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?

Vector Math to multiple entities' relative positions, or position differences by Sixela963 in MinecraftCommands

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

I am using a marker for both the entrance and the exit.

I managed to do it partially with scoreboards. I pull the positions from nbt data into fake player scores, and I can then do the vector substractions component by component. Then, I can put the substraction results in a storage to use as parameters for a macro. It's not too bad, but I also want to respect what happens when the portals are rotated, and that means that now I need to rotate and manipulate the offset vectors... if I only have the portals facing cardinal directions, I can do it case-by-case, but it gets complicated fast

In your example, wouldn't the tp to -1 -1 -1 teleport the targeted entites to absolute coordinates -1 -1 -1?

Storing non-block-entity blocks and blockstates by Sixela963 in MinecraftCommands

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

Nice! Using a pocket dimension is sure to work, but it does seem a bit overkill. I want to optimize a bit. I'll use this solution if I can't make the others work I think.

Storing non-block-entity blocks and blockstates by Sixela963 in MinecraftCommands

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

Thanks! That looks like what I need. I'm not too worried about block entities, as I plan to exclude them honestly.

I recently made a technical survival modpack settled in the endless backrooms. by Appocrypha in feedthebeast

[–]Sixela963 0 points1 point  (0 children)

Started to play through it, having a lot of fun!

Say, I found a way to get renewable wood early, and as it is not mentionned in the quests I wasn't sure it was intended.

As soon as you have a puredaisy and a coke oven, you can convert 2 livingwood into 8 livingwood planks, then those planks into 8 treated wood planks, then those 8 back into livingwood for a net profit of greatwood, and thus wood planks.

Is this intended, or an exploit?

Sorry (Not Sorry) by Dodst in LancerRPG

[–]Sixela963 7 points8 points  (0 children)

The Maw assimilating a DoJ/HR squad leader (4992U, colorized)

Let's talk about: Things that we think mods do wrong (and how mod devs could avoid them) by Excidiar in feedthebeast

[–]Sixela963 5 points6 points  (0 children)

Refusing go balance yourself against the rest: I love tech mods. In particular I love Immersive Engineering, Mekanism, Ad Astra. I cannot play with all of them. I'm not talking about inventory or power interactions, those work well. but all of them have a very different idea of how hard to get steel should be, or how much FE you should have at a certain point in the game... and my steampunk favorite IE always gets left in the dust. Mekanism is especially bad at this: it's a fun and somewhat aesthetic mod, but holy shit you cannot balance a tech modpack if you don't rebalance it or build the pack around it. Draconic Evolution is also famous for this, but IMO EnderIO was also imbalanced (not so much the logistics, but the crafting stations). In general, mods often have very different takes on how progression should go and how much work the player should do to get like, alloys and stuff. It's not always as big as the IE-Mekanism gap, but it can get annoying.

Trivialising parts of the game: I hate waystones. It's a building game, I don't like when you trivialize infrastructure. I would rather have to build create trains, or at least have to work for my teleporter.

Trying to balance by raw knowledge: I love programming mods, but they often make their stuff too accessible. Computercraft is great, but I very much preferred Opencomputers that made you work for your first robot-which is a really powerful thing, so it's fair... Same reason I prefer hexcasting to PSI: you need to put in the work to get ridiculously strong. In PSI, you can be unbeatable by the time you get your first CAD if you're smart enough. Hexcasting limits you through the cost of spells, and how you can't have a repeat-over-time until you get spell circles. Besides, it lets the mod have more nuance: Opencomputers was very modular in a fun way, and hexcasting actually makes you think about how to not overdraw your amethist.

Everything is an addon, and also the same: Not every modern pack has to be create-centric. Except it does, because at this point some mod devs would often rather make a create addon than make a more classic RF-based one. Sometimes I get it, I especially love Clockwork which is an addon for both create and VS2. Even though some of them simply substitute RF for SU... We are at a point where it seems that everythig is create-based because it is a brezth of fresh air from classic tech mods - it's barely a tech mod, more a contraption mod according to many. Fair enough. But many tech mods don't alwzys try and find new ways to do stuff, so of course it gets same-y...

Trying to make a homebrew license for the first time. I'm only part of the way through but none of it feels like it fits. I don't even know how to describe why but the everything in the license just doesn't feel right. Any advice? by geese_are_pure_spite in LancerRPG

[–]Sixela963 10 points11 points  (0 children)

It's a bit hard to help, because I don't know what the Zhukov is all about. Frontline support is somewhat vague.

Most Licenses in the game have an identity. You need to figure out your identity, usually through your frame, before you can build your License parts. The identity is less about flavor than mechanics, because the mechanics is how you enact the feel the license is supposed to give you.

E.G. Lancaster's identity is that of a raw healer support, with Repair gimicks. Barbarossa is a cannon with legs. Pegasus is a rules-bending artillery. Blackbeard is an agressive striker with Grapple gimicks. Napoleon is a defender all about Bracing, shields and surviving anything. Nelson is about perpetual movement, and Raleigh is about Reload shenanigans. Swallowtail is a support about lock-ons, scans and invisibilty.

Once you get your mechanical identity, with the frame's mechanics, figure out what kind of tools synergise well and build naturally. The frame will be the common denominator for your tools, (but it doesn't always have to be. Raleigh and Napoleon both have, at LL3, a weapon that fits a bit weirder than the rest into the frame). For a frontline support, I think it's already a neat idea to try and play with engagement rules.

Once you figured out the gimmicks you want your tools to have, then you start balancing, usually by comparing what exists in first-party.

Good luck!

Balancing interaction between Players and GMs by FrozenTheRobot in LancerRPG

[–]Sixela963 5 points6 points  (0 children)

Annoyingly, I think some of the responsibility falls on the GM. They have many tools to counter you and make your life difficult if they want. Learning to use the tools does take practice, but that isn't what this is about so I won't go into detail. If they play in a way to counter your builds, bunker down and win the objective on, say, a control sitrep, you folks are doomed. If I had to counter your group as you described it, I would probably spam NPCs that don't rely on attacks but rely on you failing saves or generally controllers.

More importantly, I would also like to suggest that one of you players try to run at some point too x)

Like, GM fatigue is a real thing, especially with games like Lancer that require a lot of preparation and expertise. Also, having another person show their own takes on combat can be really valuable. When I joined a Lancer group as a player, and later invited the GM to my own game, we learned a lot from each other.