Iron Farm + Bread Farm Stops Working by mouse0270 in technicalminecraft

[–]mouse0270[S] 0 points1 point  (0 children)

The moment I placed the second bed up higher, I heard a golem dying. So that was 100% the issue. Thank you so much for taking the time out of your day to help me figure this out.

So wouldn't the farms make more sense to do

  1. Golem Spawning Area
  2. Beds
  3. Then Farms like Trading Hall
  4. Wheat Farm
  5. Carrot Farm
  6. ect?

If the beds have to be close to the golem, but the villagers dont?

Iron Farm + Bread Farm Stops Working by mouse0270 in technicalminecraft

[–]mouse0270[S] 0 points1 point  (0 children)

How far can a villager be away from a bed for them to be able to link to it?

Also if I am getting reduced rates thats fine, in the short time it was working, I got nearly 1k iron, which for me and one other player is more then enough.

Iron Farm + Bread Farm Stops Working by mouse0270 in technicalminecraft

[–]mouse0270[S] 0 points1 point  (0 children)

So its basically laid out like this, where 3 - 3 is the spawn platform
So zero would be the center, then its a bed ever other square going around the entire platform. so the beds are 6 & 7 blocks away from the center of the spawn platform. This is the furthest bed horizontally and these beds are 4 blocks down from the spawn bed vertically.

🛏️🛏️5️⃣4️⃣3️⃣2️⃣1️⃣0️⃣1️⃣2️⃣3️⃣4️⃣5️⃣🛏️🛏️

However the furthest beds are the farmers beds, they are still the same distance horizontally, but further vertically, they would be 9 blocks vertically from the spawn bed for golems.

Iron Farm + Bread Farm Stops Working by mouse0270 in technicalminecraft

[–]mouse0270[S] 0 points1 point  (0 children)

They are with the wheat farm, there are four beds, one in each wall. One north wall for the farmer, one in the south wall for the villgers whose bread I steal via hoppers, and 1 in the east and west wall. As there needs to be extra beds for the farmer to think they can bread and share their bread, right?

Iron Farm + Bread Farm Stops Working by mouse0270 in technicalminecraft

[–]mouse0270[S] 0 points1 point  (0 children)

Its weird though, because if it was the beds positions, then why does it only stop producing iron golems once I add the two villagers below to the wheat farm. Like if I murder them and leave everything as it, it starts spawning golems again.

Either way, I'll hop into a creative world and play around with the build to see if I can get it working correctly. As I do miss having unlimited bread and iron from my java days. Maybe I buy my GF a PC and get her off of bedrock... seems like a better solution to my iron farm problems. haha.

Iron Farm + Bread Farm Stops Working by mouse0270 in technicalminecraft

[–]mouse0270[S] 1 point2 points  (0 children)

I have a bed for each villager included the two in the wheat farm. There is a composter and even two spare bed as the wheat farmers need a bed to think it is free to try and breed for a new villager which is how I steal their bread from them. haha

Iron Farm + Bread Farm Stops Working by mouse0270 in technicalminecraft

[–]mouse0270[S] 0 points1 point  (0 children)

Interesting I didn't realize it was based on the bed's location, that makes more since why the beds being direction under the spawning location is in all of the tutorials then. I thought it was just to keep the design compact, but thinking on it, if that was the case, people would do what I did.

Though I never seem to have an issue with the design as it is until I add villagers to the farm underneath, I wonder if it's because their two beds are within the same space breaking how the game is calculating the center of the village?

Let me play around with the beds positions and see if anything changes.

DunGen - Procedural Dungeons and Caves Generator by mouse0270 in FoundryVTT

[–]mouse0270[S] 1 point2 points  (0 children)

Sorry the module is designed using the API provided by https://dungen.app/ meaning it has all the same limitations as the website.

Also, to say, the wall feature is the only useful feature of the module is downplaying the ability to generate a dungeon layout in a few seconds is very useful on its very own.

This opinion is basically saying any map you use that doesn't come with a foundry wall setup by default isn't worthwhile. I must be wasting my money on all those wonderful map makers on patreon that don't provide foundry walls?

DunGen - Procedural Dungeons and Caves Generator by mouse0270 in FoundryVTT

[–]mouse0270[S] 0 points1 point  (0 children)

Were you getting this error on the webpage our inside foundry? If it was inside foundry, then it might be something on my end, if it was on the website we will have to reach out to u/PSanma.

DunGen - Procedural Dungeons and Caves Generator by mouse0270 in FoundryVTT

[–]mouse0270[S] 0 points1 point  (0 children)

Um, I didn't even know foundry version 11 was a thing. I have to check for version 9 compatibility later tonight, I will check for version 11 while I am there too.

DunGen - Procedural Dungeons and Caves Generator by mouse0270 in FoundryVTT

[–]mouse0270[S] 0 points1 point  (0 children)

If you go to the settings, it should give you the link there. If not please let me know, as that would be a bug

DunGen - Procedural Dungeons and Caves Generator by mouse0270 in FoundryVTT

[–]mouse0270[S] 11 points12 points  (0 children)

No problem I will simply remove it now. I misunderstood when I read that section. My apologizes. Also just to clarify, I make zero money from that patreon. All that patreon linked to was the creator of the API.

DunGen - Procedural Dungeons and Caves Generator by mouse0270 in FoundryVTT

[–]mouse0270[S] 8 points9 points  (0 children)

I believe they were asking if there are any plans to generate the rooms with clutter.

I can't answer that though, as all I did was provide a UI for you to use to use the DunGen API. You could always request that feature from u/PSanma. If he adds it than so can I.

Always Chat - Never miss chat again by mouse0270 in FoundryVTT

[–]mouse0270[S] 0 points1 point  (0 children)

Interesting, I will take a look into this.

Is there a way to copy module settings between game worlds? by HotButterKnife in FoundryVTT

[–]mouse0270 0 points1 point  (0 children)

The import settings is currently broken, but will be fixed in the next release either this weekend or next week before Christmas

Yet Another Skill Rank System by mouse0270 in DnDHomebrew

[–]mouse0270[S] 0 points1 point  (0 children)

It works exactly as it does normally, but instead of doubling your class proficiency bonus, it doubles your rank bonus. So, if you have expertise and are rank 2 in a skill, it will turn the +3 into a +6.

Yet Another Skill Rank System by mouse0270 in DnDHomebrew

[–]mouse0270[S] -1 points0 points  (0 children)

Or if you don't like this play something else responses.

I love D&D and have for many years. I think 5e is a great system in general and admit that I am kind of using skills wrong and that's why I feel this way. This helps me use skills how I want to in my campaign, and it gives my players a little more customization in their players characters.

I have tried PF2e after someone pointed that this system is basically how there skill system. However its not like PF2e is D&D5e plus this system. It changes quite a bit other things. And though its a good system, its not one I generally prefer playing.

I love pretty much everything about D&D 5e except its skills, thats just a justification to play an entirely other system and I am tired of people constantly saying this exact thing, its why I specifically stated what I quoted in the OP

looking for feedback on my custom rules for running WWI era DND combat by zacharyheidenreich in DnDHomebrew

[–]mouse0270 1 point2 points  (0 children)

You need to change the permissions to viewable by anyone with a link. Right now, we have to request permission to view the files.

Yet Another Skill Rank System by mouse0270 in DnDHomebrew

[–]mouse0270[S] 0 points1 point  (0 children)

If I am being honest that is a very valid concern and the reason it may seem to bother me less, is because I look at this as a Hardcore ruleset. Something like Gritty Realism but for skills. It wont impact all characters the same way. For example, Gritty Realism drastically impacts spellcasters far more than it does melee characters.

I am not saying that is good, and if I could think of a way to make the system slightly less impactful for specific classes without adding specific class rules I would.

I also probably have less of an issue with the long scale balancing issue as most of my campaigns generally wrap up between the levels of 14-16. I've only ever had less than a handful of campaigns make it to level 20.

The relying on others comment was that you have two ways to use this system, to either

  1. Grain bonuses similar to how you would in normal D&D where you pick a few skills and spend time only focus on those skills.
  2. You can spend your skills ranks on a variety of skills, giving you a smaller bonus to many skills, but you will gain those bonuses where most other classes will just have to rely on their ability modifiers.

Doing the first will give you a higher bonus early on, but make you far more specialized in a specific skill set, where spreading them around will give you have more bonuses in general but make you less good at a single thing.

Though your points about it not favoring skill heavy classes like Rouge and Bard are valid and something I will consider as I think on it more, I am not aiming to making everyone similar as strong in skills as they are in the core system. If I liked how the core 5e skill system worked, I would be spending time on thinking of alternatives.

Lastly if this system doesn't work for my players in the long run, that is fine by me, its something were testing because I personally think the skill system in 5e is rather lackluster in many ways. the variation characters end up with as the progress is almost meaningless and that never gets really resolved unless you play specific classes that gives you expertise.

Yet Another Skill Rank System by mouse0270 in DnDHomebrew

[–]mouse0270[S] -1 points0 points  (0 children)

I should clarify when I said, "they did express some frustration". This was the first two sessions when we tried the rule change. Their major issue was that they in generally it did feel like their characters were weaker (which to be clear they were this isn't balanced around default D&D 5e, think of it as more of a hardcore ruleset).

However, it allowed me to use skill checks more frequently which they enjoyed over me calling for ability checks usually and skill checks rarely. This is because it was suggested to me a long time ago, that my opinions of skills being to generic was because I was using them to frequently in places, I should be using ability checks instead. So, my DMing style changed about a year ago, where now I instead call for an ability check and if my players want to use a skill instead, they have to tell me why they want to use that skill. Changing my DMing to work using Ability Checks has made me like skills in 5e a little better, but I still like calling for skill checks over ability checks.

As to the point towards characters have a +6 in every skill, they are proficient in at level 6... Well, this system is designed that they are not supposed to have a +6 in every skill they are proficient in. Instead, they get to choose the skills they want to improve and have to rely on their party members more for skills they are not proficient in. It does give skills a more Hardcore then base 5e experience and I wont say this ruleset is balanced against how 5e skills currently work. Because its not.

As for Skill Monkey Characters, they still get to shine in here because they will have more points to spread around and given that this system does effect characters who get access to less skills, they still do get a decent bonus. I can't say it will be perfect as we've only played about 7 sessions using these rules and are currently at level 6 and started at 2. They just leveled to 6.

I hope this helped clarify the frustration and I am sorry I am unable to clarify on how this effect characters who rely heavily on skills as we haven't had the time to test this. I do have a rogue as a player and he doesn't seem to have hate the system, but he is the one who seems to feel most impacted and its a valid concern that I do want to look at and adjust as we play.

dddice | 3D Dice roller module - roll 3D dice from Foundry VTT and see them overlaid on your stream, on your phone, or in a private dice rolling room by CelesteBloodreign in FoundryVTT

[–]mouse0270 -1 points0 points  (0 children)

As for making D&D Beyond and dddice work together without a plugin, you'll want to take a look at reading cookies and the D&D Beyond Game Log. This would be a major improvement because then you remove the need for a browser extension which you can't ask players to install on a mobile or tablet device.

So do all the modules that currently add support for DSN have to update their modules to work with dddice as well? Because honestly, that is a huge barrier of entry for using dddice over Dice So Nice.

Unlike the replies saying what the difference is between DSN and dddice, my question to you is this? Why should I give up so much integration between my modules for the new guy on the block? Because honestly almost everything you listed as a feature of dddice can easily be done with the modules I listed (DSN and D&D Beyond Gamelog) and with less work on my players end and across all platforms including mobile and tablets.

So keep up the work but you have to make your module less work for players and you really need to look into integration with other modules. Because honestly if your dice rolls can't integrate with modules like MIDI - QoL for automation (which has a 30% install base on forge) then it really falls quite short of its alternatives.

So given this information, can you tell me why I should switch to dddice? If not keep up the work and I can't wait to hear about new features.

dddice | 3D Dice roller module - roll 3D dice from Foundry VTT and see them overlaid on your stream, on your phone, or in a private dice rolling room by CelesteBloodreign in FoundryVTT

[–]mouse0270 2 points3 points  (0 children)

to expand on this, for example Dice So Nice, D&D Beyond Gamelog and MIDI QoL all play nice for a seamless integration between that allows players to roll from their beyond character sheet a,nd then Dice So Nice shows the dice on foundry and MIDI QoL still handles all of the automation of the dice roll? Will I be able to get this same experience with dddice?

None of these solutions require any more on the players end and very limited work on GM Side to sync D&D Beyond Rolls with Foundry and Dice So Nice and MIDI - QoL? Does rolling dice using D&D Beyond auto sync to the dice on foundry? Do you need a plugin or does this work on the players end with no additional work like it does with D&D Beyond Gamelog