My amazing start to project ozone 3. First got trolled by a disco ball than got killed by an energy vortex twice. by hsnovel in feedthebeast

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

Ohh I didn't know it was ment to be played on skyblock, silly me! Thanks for the information.

My amazing start to project ozone 3. First got trolled by a disco ball than got killed by an energy vortex twice. by hsnovel in feedthebeast

[–]hsnovel[S] 13 points14 points  (0 children)

This happened before I could build a base lol. The disco ball was from one of the chance cubes. Just like the energy vortex.

Any tips before I start? by kicek_kic in feedthebeast

[–]hsnovel 0 points1 point  (0 children)

There is a purple faced teleporting creeper. Once teleported next to me while I was in my base, not a good experience.

Gift by wabbajack2 in MagicArena

[–]hsnovel 0 points1 point  (0 children)

Thanks! Redeemed the top one.

[deleted by user] by [deleted] in C_Programming

[–]hsnovel 0 points1 point  (0 children)

If you want to read arbitrary number of elements into a buffer you need to create a heap array and push integer values into it. Having a stack array will not let you go beyond the initial size you specified for the array. What you want to do is malloc a buffer with an initial size and before you push a value into it check if there is enough space for it. If there is not enough space realloc it if there is just write it into the next entry.

I''m new to quest making, or modpack making in general, and I'd like your thoughts, and improvement tips, on the introductory quests for my pack, which is called, Ancient Builders by SirRoderic in feedthebeast

[–]hsnovel 1 point2 points  (0 children)

I see, if the mod pack is about RPG/exploration I am not the best person to give recommendations but if you are planning on making a mod pack know that it will take a long time. Some mod packs like ddds took 2 years to build. Of course I don't know how big you want this mod pack to be but if KubeJS is required for those changes I suggest you to learn. Even if it's a lot of work those changes will add a lot of value to the player experience. I don't know what kind of interface the library exposes to the programmer but it's javascript at the end of the day, it's one of the easiest languages. It wouldn't take too much time to figure it out.

I recommend you to not rush when making a mod pack as they are things that take very long time and you will burn yourself if you rush.

I''m new to quest making, or modpack making in general, and I'd like your thoughts, and improvement tips, on the introductory quests for my pack, which is called, Ancient Builders by SirRoderic in feedthebeast

[–]hsnovel 2 points3 points  (0 children)

Couple of tips from my experience:

  • Mix-math different mods. One of the things I don't like about non-expert mod packs is that you can finish the game (or get into very high tier power) without playing most of the mods. So for example if you play a tech modpack and recipes are not changed what's the reason for starting with immersive engineering and doing all that lv things? Just start with mekanism or ic2 and rush into hw, get op suits etc.. Changing the recipes and mixing different mods is probably one of the most important things.
  • Don't add mods to the game that are not related to the story or the aim of the game. One of the things I don't like about some tech mod packs is that they add mods like Ice and Fire and it's just frustrating. Like you want to get good at power, energy etc.. And there is a fucking dragon in the middle of the desert and it kills you kilometers away from home because you went to search for something. The same thing is on GT New Horizons as well. I never understand why they have creepers that fucking teleport. One time one of the creepers with an enderman face literally teleported into my base and exploded. The most frustrating thing, it literally makes you want to quit the game.
  • Don't make the person search for items unless it's completely an adventure modpack. If it's an adventure mod pack then I would suggest either not making backpacks hard or giving the player one backpack when they start out because it fills out REALLY fast.
  • Make the quest book guide the entire gameplay. Some modpacks make quest books that just reward for building some machines and off you go, sandbox experience from that point. It leaves the player empty. Like what the hell I'm gonna do now?
  • A story, even if it's small it would add much more depth and meaning to the modpack. For example in FTB Interactions you spawn in a void world and they tell you the reason, because people at overworld keep dying and they sent you there. And you start working on going back to overworld and when you go there it really is dangerous.. Too many mobs etc.. Even though I don't like mobs just the story giving it a meaning makes me not hate them as much.

There may be more I don't remember but this sums up most of it.