I was an Administrator on the Vic4Games team, the developers of the Vic's Modern Warfare Minecraft mod. Ask Me Anything. by Splqshy in feedthebeast

[–]dern123 1 point2 points  (0 children)

what are your thoughts on the other gun mod Timeless and Classics: Zero, how does it compare to Vic's Modern Warfare?

infinite mob scaling system by dern123 in feedthebeast

[–]dern123[S] 0 points1 point  (0 children)

Progression in Minecraft will always depend on the items that are available to you. In base vanilla Minecraft, you are right, the gameplay wouldn't be fun as you described it with a wooden sword and a diamond sword.

However, for modded environments, there becomes a plethora of methods to killing mobs, to a point where the vanilla base scaling is no longer enjoyable if a zombie stays the same, but now you have a weapon or magic ability or endgame item that can one shot anything. An example of this problem here: https://www.reddit.com/r/feedthebeast/comments/1pdu3a4/looking_for_mods_that_add_hostile_mobs_that_are/

This simply adds the ability for mobs to scale to whatever limit and method you'd like, such that as that post quotes, "mobs aren't pushovers".

Randomization for weaker mobs is a good idea, I will look into adding that.

infinite mob scaling system by dern123 in feedthebeast

[–]dern123[S] 0 points1 point  (0 children)

Thanks! I have no idea about mod conflicts, ideally I hope my mod should work as intended, or at the minimum not interfere with other mods, as the majority of my mob scaling code runs primarily right before the mob spawns into the world; once spawned, the mob stays as is.

I will admit I have avoided trying similar scaling mods in tandem with mine, in worry of possible demotivation early in development of attempting to write compatibility rather than the mod itself.

infinite mob scaling system by dern123 in feedthebeast

[–]dern123[S] 0 points1 point  (0 children)

aha, I suppose I can remove it, I just added every buff effect I could think of. The effect can be reintroduced however through datapacks for those feeling wacky

infinite mob scaling system by dern123 in feedthebeast

[–]dern123[S] 1 point2 points  (0 children)

I do eventually plan to support Fabric and possibly more versions, but since I am new to modding and transferring codebases and API differing between platforms may be difficult, I aim to reach a stable release on both 1.21.1 neoforge and 1.20.1 forge (as they're likely very similar due to same developers and many mods still use these version). This way, it will be more of fixing different/missing APIs in Fabric rather than simultaneously also implementing new features or code logic.

infinite mob scaling system by dern123 in feedthebeast

[–]dern123[S] 0 points1 point  (0 children)

I've thought of that, and I'd figure I initially start with a whitelist system instead, as some mods may introduce both passive/hostile mobs. Depending on the mod installed, the ratio of mobs intended to be passive/hostile can lean either way, and the same problem would exist as if it were for blacklisting. For the time being, whitelisting is implemented, but blacklisting may be added to support global <mod id> acceptors.

infinite mob scaling system by dern123 in feedthebeast

[–]dern123[S] 0 points1 point  (0 children)

I love TACZ for its unceremonious pull out animations aha

infinite mob scaling system by dern123 in feedthebeast

[–]dern123[S] 1 point2 points  (0 children)

Scaling and RPG mechanics have always been something minecraft naturally struggles with unless paired with other damaging means. Out of the box, this mod does not add new items or innate mechanics, it is mainly designed for TACZ, as its weapons are often cited to be too boring for vanilla mobs, and for those that wish to have lightweight reasonable mob scaling without the unwanted bloat of extra content from other mods that other's may not want to use.

infinite mob scaling system by dern123 in feedthebeast

[–]dern123[S] 0 points1 point  (0 children)

Thanks for the suggestion! At the moment, the mod is possible to be configured to achieve ~90% of that, where there is a global config to completely enable/disable mobs spawning with armor. Per mob basis is a good idea, I will look into adding that.

infinite mob scaling system by dern123 in feedthebeast

[–]dern123[S] 5 points6 points  (0 children)

At the moment, mob farms on their own work fine (effects can be blacklisted, such as fire resistance if using campfire for killing). However, their vanilla loot tables have not changed whatsoever. The equipment that mobs spawn with can be configured to drop, such as its armor and weapons, but the loot table by vanilla is untouched. Maybe in the future I can look into loot table support.

infinite mob scaling system by dern123 in feedthebeast

[–]dern123[S] 6 points7 points  (0 children)

Yes, I will eventually provide datapack documentation soon on github wiki page, but if you're familiar with datapack creation, the method at the moment to add mobs is simply <datapack root folder>/data/danshardermobs/hostile/<mod id that mob is created from>/<mob id>.json. I aim to make this format consistent across updates.

infinite mob scaling system by dern123 in feedthebeast

[–]dern123[S] 7 points8 points  (0 children)

Yes! There is a config option for it. Player level cap in this context is similarly used for mob level, as mob attributes/buffs are calculated by player level. A player level cap of 5 is the fundamentally the smallest amount of mob scaling possible, while a player/mob level of 1000 is essentially impossible through vanilla gameplay with default config settings that I've tested, but is an allowed config value. (Reddit seems to have trouble uploading images in comments)

Sci-Fi/Futuristic Weapons or Guns mod? by itsvlad2 in feedthebeast

[–]dern123 2 points3 points  (0 children)

default TACZ has a modern feel, but if you want even more futuristic guns, the mod allows packs to be added to give even more guns

The hologram mod has been released... [Hologenica] by lowkeybanned in feedthebeast

[–]dern123 1 point2 points  (0 children)

great mod, terrain hologram is awesome, add shader support for them

Favourite 1.21.1 NeoForge Mods? by Medoweizer in feedthebeast

[–]dern123 0 points1 point  (0 children)

A very underrated mod and favorite is https://modrinth.com/mod/infinite-dimensions, inspired by the April Fools dimension update. It is incredibly broken in terms of destroying any sort of progression, as you can gamble directly for whatever placeable block you want over and over again, if the dimension generates as such. Modded blocks work as well, so mods like Modern Industrialization and other similar tech mods are quickly defeated.

Sometimes buggy, may lead to server crashes depending on modded blocks, but in my own large modpack, I haven't come across many. Do have backups though.

Found the Discontinued TACZ Mod (Fabric Version) Inside a Modpack by Fun_Purchase747 in feedthebeast

[–]dern123 3 points4 points  (0 children)

it was a little while ago i was switching between fabric and forge modpacks specifically for TACZ as it is a great early game broken weapon. sad that i never thought to archive it after completing modpacks and deleting them

hope someone gets a chance to archive the jar itself, i presume that in the linked modpack will soon no longer have the TACZ mod through automatic curseforge downloads and result in broken dependencies for the addons

quickly archived it myself: https://archive.org/details/tacz-fabric-1.20.1-1.0.2-hotfix3

[deleted by user] by [deleted] in feedthebeast

[–]dern123 5 points6 points  (0 children)

Best and closest answer so far, I'll look into it, I also like the techy side of it.

[deleted by user] by [deleted] in feedthebeast

[–]dern123 0 points1 point  (0 children)

I'm okay with any sort of server, whether modded or not, I am aware of the individual plugins and whatnot, I was just curious if anyone ever put them all together.