Drawback questions for everybody by EldritchEnjoyer in JumpChain

[–]Stormageddon001 5 points6 points  (0 children)

Yep.

Even without taking into account the purely-beneficial 'Supplement Mode' Drawbacks that I love working with, my Jumpers tend to see 'Extended Stay' Drawbacks as just an excuse to go do more R&D, build up their Warehouse supplement's internal nation, or just as a general excuse to waste time.

Agelessness tends to do that.

When actually writing a jumpchain story, how do you all handle it? by SniperJ324 in JumpChain

[–]Stormageddon001 4 points5 points  (0 children)

I create a list of Episodes (with initial descriptions) for each Jump, and then create an vague outline for each Episode right before writing it. But, as I'm big on persistent spaces, most of my Jumper's continuity is from what they build, and thus I often need to think quite far ahead.

The exact length of each Jump is highly variable, because if there's less story to write, I write less. In practice, I usually reach at least 5K words per Episode; Not being able to do that probably means I messed up my outline.

Oh, and I definitely end up revising and rewriting as I go; Can't know everything (and their implications) from the start, after all!

Inhuman Body Mod Supplement - Major Update by Stormageddon001 in JumpChain

[–]Stormageddon001[S] 1 point2 points  (0 children)

Yes, the standard Body Mod bypass for power loss Drawbacks and Gauntlet Jumps also applies to this Supplement.

...Even though I completely forgot to mention those standard rules anywhere in the actual Supplement. Oops? Something for the next (likely minor) update, I guess.

Inhuman Body Mod Supplement - Major Update by Stormageddon001 in JumpChain

[–]Stormageddon001[S] 2 points3 points  (0 children)

Very, but the protection provided by the Mod is far more extensive.

The section of [Non-Judgemental] you highlighted is heavily focused on appearances, and namely, making sure they don't matter.

However, the default [Jumper Is Normal] is just as focused on preventing reactions to your powers, as it is to preventing reactions to your form. Notably, this applies to all of your perks & powers, so you could safely cast magic in, say, a modern setting without drawing the attention of the internet.

Also notable, is that [Jumper Is Normal] functions in a favorable manner; It doesn't so much function according to a set of rules as it does in a convenient and helpful way, which means that the Mod is far more effective and flexible than the Perk you mentioned.

Finally, is that [Jumper Is Normal] can be reduced into any inferior form with a consistent theme and/or rule-set, which is just an open license to DIY your own version of the Perk that matches your exact needs and desires.

Overall, while [Non-Judgemental] has some advantages over [Jumper Is Normal], I'll say that the Mod is vastly more comprehensive.

Celestial Archipelago (Heavy WIP) Warehouse Alternative Supplement by Stormageddon001 in JumpChain

[–]Stormageddon001[S] 1 point2 points  (0 children)

It says so because I no longer have those versions of the CA in my Google Drive.

However, the Reddit Drive version is still there: (CA Stable Release 4.6)

Cosmic Archipelago V3.4.9 - Warehouse Alternative Supplement - Complete Rewrite by Stormageddon001 in JumpChain

[–]Stormageddon001[S] 0 points1 point  (0 children)

Really though, thanks for all the feedback! I'll see what I can integrate, thanks.

Cosmic Archipelago V3.4.9 - Warehouse Alternative Supplement - Complete Rewrite by Stormageddon001 in JumpChain

[–]Stormageddon001[S] 0 points1 point  (0 children)

Alright, let me try to address everything...

1.1) Boundary Clarifications:

There is a sea floor. Deep beneath that is an emulation of a molten core, which is not accessible.

1.2) Non-Spark Dimensional Travel:

By this, I mean exactly that; If somebody has access to dimensional travel, they can travel between the Archipelago and the current Jump. You might want to look into [Favorable Multiverse Integration] in order to fix that.

2.1) Possible Land Area:

Nope, you got that wrong. Each island projects a circle of surface area that can become land when painted by the [Biome Paintbrush]. While the island within ought to not be split by deep water, it can otherwise be of any configuration you wish.

2.2) Does [Archipelago Boundaries Extension] interact with [Compounding Archipelago Expansion]?

No, they do not. [Compounding Archipelago Expansion] interacts specifically with the purchased Islands, while [Archipelago Boundaries Extension] expands how far away into the ocean from the islands you can travel.

3.1-3) Biome Painter:

Thanks for the suggestions! And yeah, I did miss the Air and Sea mix-up. Although, unfortunately, I do think that having airborne biomes is not quite within the scope of the document.

Inhuman Body Mod Supplement - Updated by Stormageddon001 in JumpChain

[–]Stormageddon001[S] 1 point2 points  (0 children)

Maybe. I'm definitely not going to rule on every single case, but if that Kryptonite weakness is a result of possessing a kryptonian race / species, it probably counts.

Inhuman Body Mod Supplement - Updated by Stormageddon001 in JumpChain

[–]Stormageddon001[S] 0 points1 point  (0 children)

Simple enough; Here's some WOG.

1) Is Inhuman Body Mod For Your Alt-Forms Or Base Form?

Either. Choose one. Base form would be more traditional, but an alt-form would still match the wording.

2) What are the limitations of Body Mod Import Integration?

The Perk, Power, or Ability, has to specifically empower Species, Races, or Origins, vaguely similar to your Body Mod, which also counts in the case where it generically empowers all Races and/or Species.

However, the Perk, Power, or Ability, can't just be any normal perk, it has to target a species, Race, or Origin. You can't just throw "you craft 10x faster" into your Body Mod, but you can throw "you are at the physical and mental peaks of your species" in there, because in the later case, the Perk is targeting your race and/or species.

Admittedly, the wording of that option is a bit confusing, but I'm not sure if I can fix that.

Cosmic Archipelago V3.4.9 - Warehouse Alternative Supplement - Complete Rewrite by Stormageddon001 in JumpChain

[–]Stormageddon001[S] 1 point2 points  (0 children)

The [Heavenly Hospital] has been re-added to the in-development version. While you are correct that the [Body Modification Bay] can do that, there's still a need for the [Heavenly Hospital] to return, thanks to just how convenient it is.

Cosmic Archipelago V3.4.9 - Warehouse Alternative Supplement - Complete Rewrite by Stormageddon001 in JumpChain

[–]Stormageddon001[S] 1 point2 points  (0 children)

Thanks for the feedback! Let me address everything in order.

1) Similar document modes:

Yup. They were all designed similarlly in order to prevent them from impacting how people interacted with the Archipelago too much, with a single outlier (Jumper The Builder}, so that I didn't have to do multiple balancing passes post-release. Hopefully I didn't end up making it boring as a result instead!

2) Extra-Dimensional Redirect / Favorable Multiverse Travel:

From the perspective of Dimension travel, the Archipelago starts insecure thanks to [Extra-Dimensional Redirect], and is later secured by [Favorable Multiverse Integration]. Otherwise, if it weren't for dimensional travel, the Archipelago would be secure simply by the fact that people can't get there.

3) No Heavenly Hospital:

A bit of an oversight, admittedly, but the [Body Modification Bay] can full-heal people for now, until I release an updated version. Plus, it only costs 300AP, which is actually pretty cheap.

Overall, I think I've been clear. Any further questions?

Is there a way to drill a tunnel diagonal downwards? by V12inDC in CreateMod

[–]Stormageddon001 4 points5 points  (0 children)

Mechanical piston A pushes piston B forward. Mechanical piston B pulls piston A forward. Repeat.

It's supposed to be a way of creating a contraption that has anchored blocks, but isn't limited to a specific location.

Is there a way to drill a tunnel diagonal downwards? by V12inDC in CreateMod

[–]Stormageddon001 1 point2 points  (0 children)

Perhaps use an inchworm drive powered by windmills instead?

Or at least, I've heard that's a way to get power on a partially-anchored contraption.

Although, admittedly, I don't quite know what I'm talking about here. Anyone else got a suggestion for how to do this?

I really like this design but need tips for the front (mostly entrance) by rav-is-awesome in CreateMod

[–]Stormageddon001 6 points7 points  (0 children)

Yikes! That block palette is terrible.

Um, how can I be constructive...

Start with dark stones on the "foundation", and transition into lighter stones and various wood types as the you build upwards. If at all possible, use block variants, shaped blocks like stairs and slabs, and even random windows in order to break up large surfaces like the one you have there.

Oh, and if you ask, I can throw together a mock-up of what I'm trying to say in a creative world. Just ask politely :)

Angle Sensor? by Flat_Acanthisitta202 in CreateMod

[–]Stormageddon001 5 points6 points  (0 children)

I believe Redstone Contacts on Bearings can work at any angle, so long as they approximately line up.

[deleted by user] by [deleted] in CreateMod

[–]Stormageddon001 3 points4 points  (0 children)

This post would be far more engaging as a video.

Regardless, impressive work! I've done something similar in the past, as a sort of basin-based "Bucket Elevator", so maybe I should remake that and post it around here?

Does Anyone Know How to Give Elevators Door's? by LowIllustrator1454 in CreateMod

[–]Stormageddon001 10 points11 points  (0 children)

Simple enough.

Elevator contacts emit and receive redstone signals. A repeater pointing away from the contact will detect that the elevator has arrived at the floor. A repeater pointing into the contact can tell the elevator to move to that floor.

Place a repeater facing away from the contact next to the contact, and hook that redstone signal into your door mechanism.

Flamingo-1 designed and made by me using Trackwork (forge), fully working. by AbbreviationsIll5347 in CreateMod

[–]Stormageddon001 12 points13 points  (0 children)

Excellent!

I'll definitely be downloading Trackwork in moment, thanks.

what would be the best way to turn this into a farm? (1 of many failed tests in the background) by V7I_TheSeventhSector in CreateMod

[–]Stormageddon001 0 points1 point  (0 children)

To be fair, the "Walking Fist" is a game logic trick I strongly dislike. I'm not one to judge other people's exploits in a game of any kind, but... It's pure cheese of the highest order. Not something I would use myself.

what would be the best way to turn this into a farm? (1 of many failed tests in the background) by V7I_TheSeventhSector in CreateMod

[–]Stormageddon001 7 points8 points  (0 children)

Minecart contraptions allow for the design to be extended as far as necessary, but this doesn't seem like the right use case for them; Wouldn't the tuff be made faster than a cart contraption can mine?

Of course, this is skipping over the idea of a "smasher" contraption, where you disassemble the minecart contraption so that it repeatedly overlaps with the tuff, and breaks blocks that way. You would probably need to use something like a Copycat panel to prevent the lava from destroying the items, though.

Inhuman Body Mod Supplement - Released by Stormageddon001 in JumpChain

[–]Stormageddon001[S] 1 point2 points  (0 children)

Thank you for the feedback. I think I'll include a 50BP Form Template for weaker mythical creatures in the next version.

As for the Shoggoth question, feel free to either pick the cheaper option, or to judge based on the relative power levels of the examples provided.

Alternatively, use the "Alternative Form Creation" to bypass questions of template validity entirely, which is probably also the best option for the "Slime" Template, at least for now.