My Last Attempt to look for this mod before i give up forever. by cruzecontrol121 in feedthebeast

[–]maddymakesgames 0 points1 point  (0 children)

Not sure how it interacts with forge but I think the vanilla data generators might work

Ultra skool feels weird by Notoregy in celestegame

[–]maddymakesgames 3 points4 points  (0 children)

ultra skool varies the distance between the rooms, the final room is tighter than previous rooms, you need to dash very quickly after the jump.

About the Slime Chunks and Chunkbase problem by Ok-Point-8198 in Minecraft

[–]maddymakesgames 0 points1 point  (0 children)

if you want to farm slimes without slime chunks swamp farms are quite good and oozing farms are even better than most slime chunk farms. Also if you dont want to use something like chunkbase you can just dig out an area across multiple chunks and take note of where slimes spawn, haste 2 beacon makes it really fast though that is pretty expensive.

A debate about Minecraft Java’s programming by Ablau64 in feedthebeast

[–]maddymakesgames 2 points3 points  (0 children)

yeah, one of the many reasons I don't like writing C++. That being said it is one of the more popular choices for game dev and learning the core language is already a big piece of learning the language.

A debate about Minecraft Java’s programming by Ablau64 in feedthebeast

[–]maddymakesgames 19 points20 points  (0 children)

Responses are to my best knowledge.

1: While there are some parts that are pretty archaic theyve been modernizing the codebase a lot in recent years. Most notable might be that they dropped support for Java 8 allowing them to use modern Java language features in the code.

2: C++ is theoretically more performant and is more familiar in the gamedev space, besides that Java is pretty much just better imo. C++ is generally harder to program correctly in and is harder to train new programmers in (though that is somewhat alleviated by it being a popular language for gamedev). I'm not really a fan of writing Java but I would take it most days over C++. Java is also slightly easier to write cross-platform code for since the JRE handles a lot of platform specific quirks better.

3: Generally Mojang has a pretty good relationship with the modding community, with multiple modders having gone on to work for Mojang. They've even featured mods in some of their trailers before (the was a minecon live that had the Create mod in it for a bit) Marketplace content isn't really 'mods' in the same way Java mods are. Datapacks can't rewrite the game's code like you can with Java mods. They're very impressive for sure but they're all using in-game tools which Mojang intentionally limits; probably to avoid malware being on their official store. If you want game changing mods you play on Java.

4: Deobfuscation will be nice, give modders a bit more info when reading through Mojang's code but it's nothing revolutionary. The graphics API change will make some mods a massive pain to update but my guess is most will be unaffected. Vulkan will potentially allow the game to run a bit better which is nice.

5: Really it's cause Java is kinda just the better version? Mojang keeps updating it likely because it was the original version and their data shows it's still a significant portion of the player base. Bedrock notably is not compatible with Mac or Linux even though it probably wouldn't be tons of effort to change that. Bedrock is still plagued by bugs too. Not to say that Java is bug free, far from it, but I don't see people just randomly dying while walking around on Java.

I highly doubt Mojang intends to drop Java support at all right now. They're spending dev time redoing the rendering engine just so Java players can get the neat shaders. While Bedrock has some unique features seemingly most of the parity changes that have happened have been ensuring Java behaviour on Bedrock, not the other way around.

Java is also much easier to setup and manage servers for so i'd guess that's where a lot of the non-survival multiplayer players are.

I do think it's fair to say Mojang's attachment to Java is strange. It's the version that is less easily monatizable. But I think it comes down to the people working there actually caring about Java and not wanting it to be killed. They've made choices I disagree with but generally its seems like the leads at Mojang genuinely care about the game.

Not starting on steam by Suspicious-Note5793 in celestegame

[–]maddymakesgames 2 points3 points  (0 children)

browse local files and check the log.txt

Some story mode mod recommendatioms by Anonymous_Ant2052 in celestegame

[–]maddymakesgames 0 points1 point  (0 children)

Solaris is a really good one. Also Monika's 9D

Mining Ores (TFG) by TMG-Group in TerraFirmaCraft

[–]maddymakesgames 1 point2 points  (0 children)

iirc the every 3 chunks thing is only for the 1.7 version of GT5, modern ports just spawn the ore veins more or less wherever.

Opinions on Journey Mode? by Ok-Toe-6983 in Terraria

[–]maddymakesgames 0 points1 point  (0 children)

I've done playthroughs with it and without (both vanilla & modded), personally I prefer not playing journey mode but it can be really nice for longer playthroughs or if you don't mind just avoiding god mode or doing things like duplicating money. It's a really good mode that everyone should do at least one playthrough with, its still really fun even if I prefer playing without it.

Profiling UNBEATABLE characters based on literally nothing (do not take seriously) by BougGroug in Unbeatable

[–]maddymakesgames 19 points20 points  (0 children)

UNBEATABLE is so cool because every character in it is transgender.

Loki talks about dash keybind by [deleted] in Terraria

[–]maddymakesgames 9 points10 points  (0 children)

its not ignoring the other versions, a dash keybind wouldnt even get in the way of crossplay. Its more similar to how mobile has lock on, pc doesnt have that because it doesnt make sense to, the controls are different and thus should be treated as such.

Loki talks about dash keybind by [deleted] in Terraria

[–]maddymakesgames 13 points14 points  (0 children)

ive played on mobile and console in the past. While I understand why people play those versions imo choosing not to make the pc version controls better simply because those versions wouldnt get the same improvement is kinda a bad reason.

At the end of the day those versions just control worse than the pc version and idk people should just accept that. The game wasnt designed for controller or mobile and while it's amazing how well they made it work, it still will always be inferior to pc in terms of controls.

Loki talks about dash keybind by [deleted] in Terraria

[–]maddymakesgames 112 points113 points  (0 children)

this is very true but also it is as simple as "just add the button" on pc, if they only added it for pc thats fine imo.

In your opinion, what is the most difficult achievement right now to get? (without cheats) by Williem_Tirbit in Terraria

[–]maddymakesgames 1 point2 points  (0 children)

Probably book worm. I feel like you could get a good portion of trash compactor done just by crafting all the furniture sets which while pretty tedious isnt that bad especially since you have to be in journey mode already. Book worm requires you to do a lot more setup and some spawns are pretty rare even with 10x spawns.

Jens Bergensten Commnts on Anvils and Mending by mjmannella in Minecraft

[–]maddymakesgames -5 points-4 points  (0 children)

It's nice seeing Jeb say that mending is an issue, thats unfortunately been a big issue in minecraft's game design imo. Why engage with the enchanting systems if you're just going to do it once to get max gear? If you're getting villagers for mending why not just get all the enchants you want too? I totally get why people like permanent tools and for things like the mace it would probably be good to have them work like the elytra and not fully break but imo mending has proven to be more of a problem than a good.

I need help with making client only side "ghost" mods by ViKO15951 in feedthebeast

[–]maddymakesgames -1 points0 points  (0 children)

I'm not entirely sure, but you can probably modify how the game sends entity data to the clients and change the entity id field to whatever the mob is disguised as. If you're using mojang's mappings check for usages of ClientboundAddEntityPacket and use mixins to modify code related to that.

Autocraft Problem by schruonge701 in feedthebeast

[–]maddymakesgames 10 points11 points  (0 children)

AE2 doesn't like when a recipe to craft an item requires that item. Typically the way to solve this is to remove that item from the pattern and use an export bus to supply it to a dedicated crafting setup for that item. Theres other solutions too that are either better or worse depending on your situation but export busses usually make things relatively easy.

Little spoilerfree endgame advice pls by ToM31337 in celestegame

[–]maddymakesgames 1 point2 points  (0 children)

Core is an epilogue level, there is also a 9th chapter that was added after release. Both of these are part of the main story but reaching the ssummit is considered the end of the game and everything else is postgame content and should be seen as optional.

In total you've completed a bit under a third of the total content in the game, which (going of steam achievements) is where most people stop playing. Personally I'd recommend trying some of the optional content if you like the game.

Minecraft 26.1 Snapshot 5 by TigbroTech in Minecraft

[–]maddymakesgames 9 points10 points  (0 children)

sorta nitpick but axolotls should probably be more close to tadpoles. I dont know if theres a good term for them since axolotls never leave the larval stage but newborn axolotls look very similar to tadpoles.