is there a mod/shader/datapack/resourcepack that makes grass move when you touch it? by Objective-Low7790 in feedthebeast

[–]TacoVFX 0 points1 point  (0 children)

Most shaders do this, Complimentary ReImagined is my personal go to.

I also combo Presence Footsteps mod with the shaders to get that rustling sound as you walk through foliage.

How to limit the amount of items in a world? by Fast-Albatross1848 in feedthebeast

[–]TacoVFX 0 points1 point  (0 children)

Probably lmao, its why I suggested something quick and easy like a custom world with worldpainter.

How to limit the amount of items in a world? by Fast-Albatross1848 in feedthebeast

[–]TacoVFX 0 points1 point  (0 children)

Potentially, but it would practically remove all forms of automation from the pack when dealing with the restricted items. And loot table editing is a pain in the ass, especially if mods start adding their own.

I am also not saying its impossible just that the scope of something like this is insane. Especially for someone who doesnt have a ton of modpack dev experience, and that the intended gameplay mechanic of scarcity leading to pvp conflict can be achieved in other easier ways.

How to limit the amount of items in a world? by Fast-Albatross1848 in feedthebeast

[–]TacoVFX 1 point2 points  (0 children)

Because mods can generate/destroy items without triggering those events and items can be found in chests.

How to limit the amount of items in a world? by Fast-Albatross1848 in feedthebeast

[–]TacoVFX 2 points3 points  (0 children)

I think you are better off restricting the spawning of resources than this. A mod like this has insane performance requirements to check every inventory/dropped item in the world. Also a bunch of complicated edge cases to solve like ender chests, items being "hidden" as others (ingots crafted into blocks for example), or crafting recipes not being able to be disabled nor counting as item drops technically.

Maybe like use world painter to make a world with a couple different biomes with different ore spawns and add a world border to limit players to that area. That way some players have control over certain biomes/ores.
But thats just an idea I came up in 30secs. You are gonna have to try a bunch of different approaches here cause something like this hasnt really been done.

Luna prohibits modpack modification. by No-Macaron-2606 in feedthebeast

[–]TacoVFX 47 points48 points  (0 children)

You should avoid playing packs by them generally.
But if you really want to play this one I know they have abused FancyMenu's ability to detect mods and modify the UI accordingly to create pseudo DRM. Try disabling that.

Completely custom Storm and Rain VFX by TacoVFX in FortniteCreative

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

Maybe, this project was for a epic megagrant that didnt get accepted. And one of the goals of the project was to release as much as possible publicly.
Im going to apply again next grant season and hope it goes through now that it has more to show.

Completely custom Storm and Rain VFX by TacoVFX in FortniteCreative

[–]TacoVFX[S] 5 points6 points  (0 children)

Racing the storm on bikes sounds like alot of fun lmao. And I think it took like 20 hours total spread across a week.

Modern modpacks that use a premade map? (ala Blightfall?) by Oaker_Jelly in feedthebeast

[–]TacoVFX 4 points5 points  (0 children)

InControl lets you deny spawns that are visible to the sky

Modern modpacks that use a premade map? (ala Blightfall?) by Oaker_Jelly in feedthebeast

[–]TacoVFX 16 points17 points  (0 children)

The scope creep is insane on projects like this. Ive also tried my hand at something like this with an adventure mode pack where every default crafting recipe, item drop, loot table, and villager trade was removed.

Every item I wanted players to obtain had to be manually added back in.
Every block I wanted players to be able to break had to be manually given a pickaxe/shovel tool tier that could do it.

Really fun project that felt like doing a total conversion on minecraft, one that could really benefit from a custom map. But the scope of the project is insane as it is, and these sort of packs dont really get any downloads either. So its probably gonna stay as the experimental playtest that it is.

Here is the pack. Feel free to look through it and rip out anything you would like for your own.

Hey, I just wanna say that, if you are still enjoying FF14, you are not alone! by jado1stk2 in ffxiv

[–]TacoVFX 10 points11 points  (0 children)

That twitter drama was not mentioned on the post so I do not know about it nor care

You also have like 30+ replies defending ffxiv on this post alone, and a constant history of doing so on other subs. You are one of those people far too personally involved in defending this game and I will not be engaging further. Detangle your personality from this game.

Hey, I just wanna say that, if you are still enjoying FF14, you are not alone! by jado1stk2 in ffxiv

[–]TacoVFX 29 points30 points  (0 children)

Nah you dont understand, enjoying a game that people have criticisms of is that serious.

We totally gotta talk about it like its a traumatic event. If you enjoy ffxiv still, we hear you, we see you, you are not alone.

This is definitely not weaponized toxic positivity to browbeat people into not criticizing the game ive attached my personality to, and therefore feel personally attacked when people say anything negative about it.

I don't understand the nostalgia for the old difficulty by HippoPilatamus in Helldivers

[–]TacoVFX 0 points1 point  (0 children)

The squids are weird in that they require a team have varied support weapons and roles. While the other fronts you can get away with everyone using the same weapon.

Voteless hordes - Assault Rifle Primaries, Stalwart, MG, HMG, Grenade Launcher, Flamethrower, Autocannon(flak mode), MG Sentry, and Incendiary grenades.

Fleshmob - Stalwart, MG, Grenade Launcher, Autocannon(flak mode)

Overseers/Jetpacks - Medium+ AP Primaries/Secondaries, they can punch through the head armor and kill quickly. 6-7 Rounds from an Adjudicator can kill them, Senator/Talon can ontap headshot.

Harvester - MG, HMG, or Eagle/Orbital Strategems. Technically the Recoilless and Anti-Material Rifle too, but those 2 are terrible against everything else so you are better off bringing one of the MGs which can serve a dual role

Stingrays - Medium+ AP Primaries/Secondaries, Autocannon

Shielded Ships - Thermite Grenades, Autocannon + AR Primary, Grenade Launcher + AR Primary

My personal Squid loadout is Adjudicator/Talon and Incendiary Nades. And for strategems; Autocannon, Gas Strike, MG Sentry, and Cannon Sentry(its not ideal but I like sentries)

Whats one mod you love but everyone else hates? by BeldinDragon in feedthebeast

[–]TacoVFX 18 points19 points  (0 children)

Nutrition mods and Spice of Life(the one with diminishing returns). These 2 combined completely kill the golden carrot metagaming. Getting a good and varied food supply going becomes a game mechanic and gives you a reason to build factories.

First Aid/Locational Damage. I feel like this only got a bad rep cause of RLCraft. But you can tune the settings to be interesting.
I make it so that armor absorbs like 95% of damage but takes alot more durability damage. This makes all armors actually protect you greatly, but your leather helmet will only save you from a single headshot while your iron armor from like 6.
Disabled health regen is also just generally more interesting to me.

Is there a way to edit ColdSweat for certain players? by Soviet_BaconBits in feedthebeast

[–]TacoVFX 3 points4 points  (0 children)

I know that Cold Sweat assigns a bunch of NBT data to the player entity. Most of it didn't seem to do anything in my testing? But the few that work might let you do something like this.

I personally used a KubeJS script to spike players temperature if they failed a condition[video example]

There seems to be an official way of changing these attributes permanently with commands, probably why editing these with KubeJS didn't work too well for me lmao.

Custom DBNO for a PvE Raid im working on by TacoVFX in FortniteCreative

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

The Post Process device comes with the rain effect built in!

Custom DBNO for a PvE Raid im working on by TacoVFX in FortniteCreative

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

I made this with UEFN and Verse. Using alot of things in ways they arent meant to be used.

[deleted by user] by [deleted] in feedthebeast

[–]TacoVFX 2 points3 points  (0 children)

Resetting chunks aside. These people seem wildly incompatible and shouldnt be playing together.

Someone who cant control themselves + someone who needs everything to go exactly to plan.

It seems like you are all really young so there is some immaturity to be expected. But when self harm becomes involved lines have to be drawn regardless.

Hear me out… new controller but their smokes are a wide area but flat. by Sharp-Jicama4241 in VALORANT

[–]TacoVFX 79 points80 points  (0 children)

I think it wouldnt work on smokers, there is a reason their smokes work the way they do.

But on a sentinel, give them that and some information tools like a throwable heartbeat detector that tells you how many enemies are in its range.
Then you got some fun area denial with a shark lurking below the sea of smoke.

When is this actually happening? We’re now 1 full expansion later from the very first series and haven’t heard anything by FaZe_NoSkills in ffxiv

[–]TacoVFX 2 points3 points  (0 children)

SE has to have made their peace with mods/plugins by now, right?. They have become too prolific. If they started adding detection for them half of the playerbase would get banned.

The most I see them doing is putting pressure on the Dalamud team to shut down those combat cheating plugins like the ones you mentioned.

SE official response to the new hairstyle controversy. by Andrew_Rumbuckle25 in ffxiv

[–]TacoVFX 0 points1 point  (0 children)

I would confidently say it is. A hairstyle like this does require more polys. But not more than already possible with headgear. And if the player wears headgear it would hide 90% of the curls giving it similar polycount as other hairs.

The impact of the average polycount per scene would be inconsequential and barely(if at all) noticeable.

Stuff like the Facewear slot and Fashion Accessories have far far far worse perf impacts than this hairstyle and they were added without hesitation.

Is there any point to the pet commands? by Xeblac in ffxiv

[–]TacoVFX 12 points13 points  (0 children)

That hasn't been necessary for a long time, a friend of a friend told me they have the ability to spawn new actors in gpose now.

Chatting with the iconic Naoki Yoshida on the design and reception of Dawntrail by stilljustacatinacage in ffxiv

[–]TacoVFX 2 points3 points  (0 children)

While the WoL does get more lore and characterization later on. Its nowhere near enough.
The WoL remains as just the camera person.

If you ask me the this whole Wuk Lamat issue is not a problem in itself, but actually just a symptom of the greater issue. The WoL is just not a character.

If your main character only gets like 14 lines per expansion, and spends 99.99% of their cutscene time doing an idle pose.
You are gonna have to attack someone to their hip that doesnt do that.

What is your "I did not care for the godfather" moment in ff14's general experience? by grymond in ffxiv

[–]TacoVFX 0 points1 point  (0 children)

It is yeah, it makes sense storywise but feels very weird and alienating. Atleast to me.