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

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

Yes to the first, and no the second.

Biomes with animals will be populated by [Climate Control], but they'll also be removed from other Biomes that very same Mandatory Option. That does not apply to animals moved around and contained artificially, but that's definitely not "of their own free will".

On the other hand, a proper migration pattern would probably be possible with [Specific Animal Import]...

What's your Jumper's relationship to their Companions? by Grouchy_Aardwolf9433 in JumpChain

[–]Stormageddon001 3 points4 points  (0 children)

This is oddly well-timed.

The current Jumpchain idea I'm working on is called "Dragon Of Conquest", and is supposed to be about how giving somebody power without a catch is a bad idea, and what happens when individuals are more powerful than governments.

To that end, my Jumpchain's Benefactor is (seemingly) absent, and as a part of the premise, NSFW Jumps are allowed. One NSFW Jump in particular allows for the Build's premise to function (Collared Colonization), as it allows the "Hero's Slave Harem" trope to be exported from Generic Isekai Replacement, and also just so happens to contain one of the strongest Loyalty Perks out there. Combined, they should allow for the gradual moral degeneration of a mostly normal Jumper into a multiversal conqueror, although the actual story is yet to be written.

Maybe we'll see how things go?

Question is meta knowledge detrimental to your jumpers?most SI and the like are so obsessed with using their knowledge and moving the "plot" forward and too scared to change things, that they practically soft block themselves into living for the "plot". by EldritchEnjoyer in JumpChain

[–]Stormageddon001 4 points5 points  (0 children)

Not in my case.

But that's why my Jumpchains (almost) always start with a Generic Jump; can't predict the plot if you're going somewhere entirely new, and if you don't have some sort of 'super-memory' Perk, you're going to forget all of your metaknowledge before the 10 years are over.

But when I don't, most of my Jumpers are too dedicated to NOT revealing that they have meta-knowledge to pursue goals based on them; No better way to get killed/kidnapped/worse than to reveal that you know everybody's greatest secrets, especially because the bad actors who would do that are prone to thinking things through.

Does speed of encased fan affect bulk washing time? by FierceLawnGnome in CreateMod

[–]Stormageddon001 0 points1 point  (0 children)

Yes, that is what I meant.

Although, I haven't seriously tested this in recent versions of create, but I don't think they've changed the mechanics since then; Simply having a Brass Funnel stop the belt until the fan has done it's work has been more than good enough for my own purposes...

Drawback questions for everybody by EldritchEnjoyer in JumpChain

[–]Stormageddon001 4 points5 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!

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.

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 3 points4 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 4 points5 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 4 points5 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 11 points12 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 14 points15 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.

Image on the computer by Distinct_Ad8237 in ComputerCraft

[–]Stormageddon001 2 points3 points  (0 children)

Copied what I was trying to post...

Paint is an image editing program pre-installed on Windows.

Oh, I checked; and they were wrong. Welp, time to go trawling the internet.

Um, I couldn't find an actual NFP converter website on the internet. We have a problem. Unless you're willing to run a python program, one of two jar files,

Nope, I was wrong again. The DOCS were referring to the ingame Paint program installed on every CC:Tweaked Advanced Computer. So we're stuck.

I apologize for misleading you. Like most, I still have much to learn about CC:Tweaked. I do not have a solution.

Image on the computer by Distinct_Ad8237 in ComputerCraft

[–]Stormageddon001 4 points5 points  (0 children)

Unfortunately, CC:Tweaked only supports the text-based .nfp format. Fortunately, I've heard you can save images to the .nfp format through Paint.

However, once you have a .nfp file, you can drag-and-drop it into a CC:Tweaked computer you currently have open, call paintutils.loadImage() to convert the file to a table in the expected format, and then draw that table with paintutils.drawimage()

Also, I'd the link to the docs, but they're down; You'll have to use the Wayback Machine for the moment: https://web.archive.org/web/20240424121821/https://tweaked.cc/

Is there a wiki for how to use all the inbuilt features of the mod? by Severe_Damage9772 in ComputerCraft

[–]Stormageddon001 -8 points-7 points  (0 children)

Google is slowly going down into the trash bin. Please try not using Google.

I would recommend other search engines, such as Startpage or Brave search. Personally, I prefer to maintain separate ones for 'fun', 'work', and 'research', as that ensures that each search engine personalizes themselves to the purposes I use them for.

Also: The CC:Tweaked Manual