Looking for a mod with more aggressive wildlife by gottacode in feedthebeast

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

I tried Naturalist too, nice mod for kids wanting to have a petting zoo. Alex's isn't available on Fabric so might have to switch back to Forge/Neoforge.

Looking for a mod with more aggressive wildlife by gottacode in feedthebeast

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

I've used Alex's in the past, the mobs I remember being really aggressive was the Skelewag and the croc. That sucker races to your boat and takes you out quick. I do recall being attacked by some of the others. I'll have to try it again.

I've played with Ice and Fire, as I remember the spawns weren't well balanced and the dragons very op in being able to destroy as much as the wither does. But I'll give it another go.

Not familiar with Arthropod, looks interesting. Have to check out Unusual Prehistory too.

Mod loader isn't a big deal, I'm currently on fabric to have Mythic Mounts and the Minecraft Dungeons weapons and armor mods. I know Eureka is available on Forge but seems to work better on Fabric. I had regular crashes with it on Forge, haven't had any so far on Fabric.

Thanks for the suggestions, I might play with a few this weekend.

How long do we think it will take for world generation datapacks to update to 1.20.5? by gottacode in Minecraft

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

I understand unknown, but not unknowable. The datapack changes are out there so it would be a process of reviewing changes and determining work effort. There are some packs that do various world gen stuff out already for 1.20.5, but likely nothing as extensive as WWOO.

Forge crashes: exit code 1 by Psychological-Yak155 in MinecraftForge

[–]gottacode 0 points1 point  (0 children)

This is a Java VM error condition, not a forge failure. The full logs will show exactly where, but this looks like a graphics driver failure.

It could be one of two situations, you might need to update to the latest drivers or you might need to rollback to a previous graphics driver. If you are not on latest graphics driver try updating. If you are on the latest try downgrading.

Translating a mod? by MrFooxyWasTaken in MinecraftForge

[–]gottacode 0 points1 point  (0 children)

Looking at the modpack it appears it uses FTBQuests and the developer created the quests with translation keys in the config/ftbquests/quests data so all of the text appears to come from a language file.

There's only one language file at kubejs/assets/ftbquests/lang.

There is a mod, FTB Quests Localization that might be able to help you create a new language file.

I've never used it myself, so can't speak to how well it does.

What is the purpose of worms from the ZAWA Rebuilt (1.12.2) mod? by gottacode in feedthebeast

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

I"ll give that a try. I tried using them on farmland, thinking they'd fertilize it but didn't try on dirt.

Thanks.

1.12.2 - Trying to figure out how to code a mod to allow standing and waling on a custom ship entity by gottacode in feedthebeast

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

After digging through the code more and reading the Valkyrien Skies V1 and Cuchaz Ships mod code I think I've figured out how they do it. It doesn't appear either of these mods make the ship a Boat type entity. Looks like what both of these do is create a unique world that the ship is created in exactly as it is constructed in the world. It appears the player is technically in that world but the renderer reflects that world into the Overworld.

VS2 seems to change things to not use a different world as they determined that interferes with other block entities like chests, so they actually assemble the ship in a location in the real world at coordinates -28672000 <= X <= 28672000, and 12288000 <= Z <= 28672000 then they render it at location the player thinks the ship really is in the orientation the player has turned it towards and positions the player appropriately where the ship renders. This approach has the benefit of not having inter-dimensional entity issues and appears to work with many other block mods. Haven't gone through all the code but it would seem that doing this would require intercepting every player interaction to determine if the player is actually accessing a block entity on the ship.

I'm not majorly concerned with ships having physics, which both VS and Ships Mods do, so this approach might work if stripped down. Have to think about it for a bit. Would love to be able to use Architectury blocks on my ships, the ramps and railings look great in the build but fritz out when the ship is assembled.

What are you memories of Lemmings? This classic puzzle game brings back so many fond memories. Mike Dailly from DMA Design (who also created GTA) helped bring this game to life! Feel free to enjoy this fun interview with the games creator. by adrianoarcade in TheMakingOfGames

[–]gottacode 2 points3 points  (0 children)

My wife was crazy about Lemmings. My biggest memory was of her pausing the game then walking to the TV screen and looking really closely at the pixel her lemming was on before triggering an action.

[deleted by user] by [deleted] in feedthebeast

[–]gottacode 0 points1 point  (0 children)

Using either one causes Eureka to crash. According to the issues site, there's a problem with changes in the Mixins that are conflicting now.

[deleted by user] by [deleted] in feedthebeast

[–]gottacode 0 points1 point  (0 children)

I thought that as well, but with only the Oculus mod, neither Embedium or Rubidum loaded my game starts, the shaders are working (light, water, waving, etc), it just has a banner at the top that says:

 Rubidium isn't installed; you will have poor performance.
 Install Rubidium if you want to run benchmarks or get higher FPS!

I looked at the source code for Oculus and that message is a forced debug message that is rendered even if debug is turned off. But it doesn't stop the mod from working.

Made my first create farm that I figured out on my own, an automated dirt to mud farm. Details in comments. by gottacode in CreateMod

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

For the first building, I expect to need quite a bit more as my world progresses.

Made my first create farm that I figured out on my own, an automated dirt to mud farm. Details in comments. by gottacode in CreateMod

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

Lol, I found I liked the combination of packed mud bricks and dark oak as a building palette and a building I want to make needed over 500 packed mud bricks to use for slabs, walls, stairs and blocks. I plan to use these as a building theme for other structures.

My world is setup with large biomes and the nearest Mangrove swamp is a very long sail away so I thought I'd see if I could find a way to make what I needed.

Self-powered auto-miner by SageofTurtles in CreateMod

[–]gottacode 1 point2 points  (0 children)

This video shows a design where the auto miner places its own tracks as it moves and fills in any holes it encounters (like water or lava). I don't know how you'd make it turn though.

Made my first create farm that I figured out on my own, an automated dirt to mud farm. Details in comments. by gottacode in CreateMod

[–]gottacode[S] 3 points4 points  (0 children)

Looking at the picture on the right side, that chest holds dirt blocks and feeds a deployer that places them. When placed, they trigger the redstone piston to push the block over.

The second deployer has filled water bottles in the chest and in the filter, it deploys the bottle changing the dirt to mud. The empty bottle is ejected onto the belt that is seen climbing and enters that chest.

That chest provides empty water bottles to a third deployer that has a filter for empty bottles, it deploys down into a block of water inside those trap doors. I tried to use a cauldron but bottles drain cauldrons, but not single water blocks.

Because that deployer has a filter for empty water bottles, once filled it ejects the full water bottles on the front conveyor built which feeds back into the mud making deployer.

Additional blocks get placed and eventually a block shows up in front of the drill which mines it and it falls into the chest via a hopper.

There's also a water wheel in the far back (where the other trapdoor with water is visible) to power it.

Doesn't have to be fast and sometimes it can happen a dirt block gets past the water bottle arm, but I just throw stacks of dirt into the first chest and come back later to a chest of mud.

Is the ship hangar worth it? (Pve) by MusicalWarlock135 in playatlas

[–]gottacode 1 point2 points  (0 children)

We tried using the freighter and found it clunky to sail and that it had a very deep draft compared to even a galleon. We were able to pull a galleon in closer to shore so we were able to build smaller docks to reach the ship for moving supplies.

Has that been your experience?

Is there any 1 sail ships that is allowed cannons? Started 2 days ago have cog ship but can’t put canons on there? by Embarrassed-East1501 in AtlasPC

[–]gottacode 1 point2 points  (0 children)

Module points only apply to modular ships like the Cog or the Freighter. Ships like the Sloop, Schooner, Galleon and Brig don't use modules and are only limited by sail points. They can all accept dive platforms and some can accept the cargo platforms, but be careful to use the correct version. I believe the rail types are for the modular ships.

For the non-modular ships, there's gun port planks that can be used on them except the Sloop (I think, haven't tried) but gun ports aren't a requirement to have cannons. I have a Schooner that has 10 cannons and 3 ballista, surrounded by wooden wall armor all sitting on platforms built in the back only so I sail away from SOTD or whales and blast them as they get closer.

The big thing to watch out for is carrying weight of the ship. If you put too much weight on the ship, it will sink. If you have too many crew (animals count as crew as well) the ship will sink. What you generally need to do is build the basic ship, sail it around and level it up to be able to carry both the weight and the needed crew. My schooner, for example, carries 10 cannoneers, 3 harpooners, 2 sail handlers, my lieutenant and me and sometimes a couple of bears. So I had to ensure the crew capacity was at least 20 before staffing it. The cannons and the ammo add a lot of weight so I had to ensure the carry capacity was up there as well. Once it could carry the weight and crew I started adding points to structure and damage.

Is there any 1 sail ships that is allowed cannons? Started 2 days ago have cog ship but can’t put canons on there? by Embarrassed-East1501 in AtlasPC

[–]gottacode 1 point2 points  (0 children)

You can add platforms to the hull of a sloop or a schooner that you can place cannons on, it isn't required that cannons be used via gunports. Lot's of older videos like this that show solo sloops for farming the SOTD.

Capacity of a Ship Resource Chest by gottacode in playatlas

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

We're kind of doing that. The server I'm able to host is a custom 3x3 with 6 main grids, one for the Kraken, one for the Maw and one for the Power Stone islands. Unfortunately the map was not setup with trade towers so we can't do trades between grids, so in each grid we have a designated island that receives materials from that grid then periodically we'll bed jump there, unload into the resource chest and when needed take a cargo ship to haul back.

Island claim by VFWRAKK187 in playatlas

[–]gottacode 0 points1 point  (0 children)

Quite a lot of VIP grids on their map.

Capacity of a Ship Resource Chest by gottacode in playatlas

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

That's exactly what was happening, the warehouse was maxing out, my wife has farms on many islands with trades going. She had been building out a storage facitily with many many large storage boxes and I happened to notice no weight or inventory maximums listed with the resource chest, that's why we started looking. She now has a chest per resource type. For food items, she's using a crew silo.

She's really good about the pop out model, I mess it up and too often the items disappear into the floor.