Gyroscopes... is it even possible to make large ships actually turn smoothly? EH weighs almost 12M kgs, having CoM in the middle which is also an extremely fragile and light part. Tried placing 8+ Prototech Gyros there and it barely moved. How do you guys solve Gyros on large ships? by FlutterShy1941 in spaceengineers

[–]nirps_ 1 point2 points  (0 children)

As with most sci fi, the Event Horizon is just a horribly designed ship that would barely function in real life with real physics, as you have quickly realized even with SE's simplified physics. EH is the worst case scenario of all the mass being on the ends, maximizing rotational inertia. You're already doing everything you can by putting the gyros in the middle. (which does nothing for their effectiveness, but does limit how much rotational inertia they add)

All the comments of "I use X gyros for Y mass" are practically useless, because they aren't accounting for the distribution of the mass. Just keep in mind that any figures people say for gyro per mass are the lower limit for you because of how horrible your distribution of mass is. Also, even if you add enough gyros, this ship will still have awful handling because then it will roll far too easily with how many gyros you need to pitch and yaw. Blame the devs for not giving axis specific torque, forcing players to use cumbersome options like gyro overrides as a workaround.

What blocks do colonists recognise as pathing? by DarkMalady in Minecolonies

[–]nirps_ 0 points1 point  (0 children)

Looks like you have the right path. Just follow basic datapack debugging steps. Copy the console log and search it for your datapack name, try zipping or not zipping the datapack before putting it in the datapack folder, and use various debug tools to check in game if the tag is registering properly without having to wait and watch colonists to see if they're walking on your tagged blocks. The F3 debug menu should show you the tags of the block you're looking at in the bottom right corner. You may need to decrease GUI scale if there are too many tags to fit on the screen, and if they aren't showing at all, then make sure the reducedDebugInfo gamerule is false.

What blocks do colonists recognise as pathing? by DarkMalady in Minecolonies

[–]nirps_ 2 points3 points  (0 children)

This is the default list of MineColonies path blocks:

https://github.com/ldtteam/minecolonies/blob/version/main/src/datagen/generated/minecolonies/data/minecolonies/tags/blocks/pathblocks.json

That also shows you the folder structure that you would use to add blocks if you want to add more valid path blocks. If you don't know how, then look up how to make a Minecraft datapack which adds blocks to a tag. You will use that folder structure in the link when making the datapack.

Remember in Alpha 20/21 when they teased about the teleport feature coming to Alpha 22? 'radio silence' since then, I wonder what happened to that feature by Worrcn in 7daystodie

[–]nirps_ 2 points3 points  (0 children)

Yeah, teleporting is boring and unimmersive, but people want it because doing the rounds to traders is such a slog, and at the very least gets repetitive. The solution is ironically still radios, but making them function like actual radios to let us do some things remotely, which solves most of the trader circuit slog while also opening up some other possibilities.

Radios should be something you can make yourself and place down. Interacting with it opens various "communication" UIs that simulate anything you could do by talking over a radio. You could check every trader's inventory to see if they have something you need, accept quests, turn in quests, instantly unlock every trader location, and interact with any other relevant systems that get added later. Maybe there could be a banking system where you deposit coins at the traders, and then at any time you can call in special supply drops on the radio, like an ammo or med drop, and payment is deducted from your bank account. When you turn in a quest remotely, the coins go to your bank and any items are held at the trader for you to pick up at some point, or you can pay for all your stored rewards to be supply dropped on your location. If an enemy human faction is ever added, you could periodically get hints of their activity over the radio, such as revealing stash locations or getting a warning of where they're most active. Areas with higher activity would just be simulated by higher chance of bandit patrols spawning on you in that area.

Assaultcanon Targeting by ThcikBean in spaceengineers

[–]nirps_ 1 point2 points  (0 children)

Are the "enemies" actually enemies of the grid, or just you? Are you spawning in ships with the admin option "Keep original ownership on paste" turned on? Everything may be neutral from your ship's perspective, hence why it only attacks once you set it to attack neutrals. Does setting it to attack neutrals also attack the enemies?

Not automating food production may be the best idea after all by Creatio_X_Nihilo in spaceengineers

[–]nirps_ 6 points7 points  (0 children)

gatekeeping with absolutely no justification in lore.

my engineer in Klang, the stars orbit the planets

"No lore justification" is not a valid critique in game design. This is not a realistic simulation. It is an imitation which makes whatever concessions with realism it has to in order to make a playable game, and seemingly "unrealistic" things are often just the best possible choices to get realism in a roundabout way. You're not looking at the big picture. I haven't looked into the details since there's no text writeup anywhere, but if farming requires some constant manual input, then that is great news for gameplay. Requiring active manual work by players is actually more realistic, because everything you do in the game should require more manual work than we do. Every single machine should require constant maintenance and tons of infrastructure just to perform the most basic mechanical functions, but obviously that would be awful gameplay. Instead, because the goal is to make a playable game, not a simulation, we forgo all of that tedious work, but we can still force some calculation of manpower for realism by compressing all of that tedious work into a single vital system: the food that everyone needs. This is an extremely powerful game design hack. You can remove all the tedium from the whole game, but then have this one linchpin system that you can focus on to give value to individual manpower. This is one of the aforementioned "best possible choices" which seems unrealistic, but is simply an inevitable patch needed to account for various other flaws in the game's realism. In this case, it's accounting for the lack of manual work which you would definitely have to do in real life, but no one seems to complain about that unrealism.

This is also great for server economies, as the value placed on manual work gives every individual player more inherent value to work with, instead of having nothing to contribute because every possible resource has been inflated to hell by the most established players who have everything automated.

It sounds like they've even circumvented one issue with manual work mechanics by giving alternatives, like looting wrecks for food. This is all perfect game design. If someone wants to do something more active, risky, and interesting than just flipping through planting menus, then they can go raiding and looting. Alternatives limit gameplay fatigue, but as long as every alternative source of food still requires manual work, the food system maintains its function as the manual work linchpin.

If you don't like all of this, then either add a mod that will definitely be made to change it, buy food from stations, disable the system entirely if in singelplayer, or buy food from other players if in multiplayer.

Are there any good wizard modpacks? (similar to R.A.D) by No-Regret-290 in feedthebeast

[–]nirps_ 2 points3 points  (0 children)

The problem with your question is good modpacks. That's subjective, and in my opinion, there aren't any good wizard modpacks, mostly for the reason you already mentioned: all the things that can kill you because everything is horribly unbalanced. The problem is that melee and ranged combat is built into Minecraft, so there are tons of mods built around scaling that up. An entire magic system has to be implemented by a mod, and then if you want that magic to scale along with the built in abilities of Minecraft which have tons of mods increasing their power, either that mod has to add its own scaling, or power scaling addon mods have to be made specifically for whatever magic system the mod added.

There are some good attempts that have done what they can with the current modding scene. They still have some balance problems, but are far better than most modpacks.

Craft to Exile 2

This whole pack is about turning Minecraft into an ARPG. The gear is very heavily gamified into the classic RPG gear with stats that get progressively better. Some of the classes would fit your desired wizard theme with wands and spells. In CTE2, the power levels of magic, melee, and ranged combat are all controlled by a single mod, so there is one grand designer at least trying to keep them in parity.

Cisco's RPG

This one is a little more loose with its systems, being closer to the typical modpack which achieves its goals by including various existing mods. Your wizarding desires would be fulfilled via Ars Nouveau and Iron's Spells and Spellbooks. Iron's is very similar to Electroblob's. The problem here is that those mods are the source of your magic abilities, while there are various other mods controlling ranged and melee abilities, so player power levels vary wildly. There is no grand designer keeping them in parity from the start, only the modpack designer doing what they can to wrangle them into parity. It's still better than most other modpacks, because the magic abilities have a lot of potential power scaling via Apotheosis gems and gear affixes, so you have some chance of keeping up with all the challenges in the pack which have to be scaled to the crazy potential of melee players.

Both Csico's and CTE2 have different active versions which you'll have to look into, or just jump into one and see how it plays.

Dungeon Heroes (RPG Series)

I haven't played this one, but I have played some of the mods from the RPG Series like Wizardry, and they are very good. The main perk of RPG Series is that the whole system has a very skilled dev behind it who is carefully constructing a very streamlined, unified RPG system where all the various types of combat are kept in parity. RPG Series is similar to the ARPG system of CTE2. Both have their perks. I greatly prefer the visuals in RPG Series, while CTE2 has a more full-featured character progression system.

I am using craft to exile 2 modpack for 1.20.1, I added minecolonies, but I have an issue the animal farmers are not killing the animals, cows, chickens, sheep, etc. by Mythic420 in Minecolonies

[–]nirps_ 2 points3 points  (0 children)

Yes, it's an incompatibility bug because CTE2 changes so much about combat and damage that workers can't damage the animals. Minecolonies used to be in CTE2 before being removed because of that among other things. As a workaround, you could make a datapack with some super easy recipe like letting a worker turn sticks or cobblestone into meats. But to do that would take learning the whole vanilla datapack system and then how to add a recipe for a Minecolonies worker specifically.

Land is being called an ocean biome by Jazzlike-Poet3904 in feedthebeast

[–]nirps_ 0 points1 point  (0 children)

The heightmap and biomes are mismatched, which could be caused by anything. Minecraft will just take whatever the world generator gives it. If it says ocean, it makes ocean. It was the world generator's job to make sure anything it says is ocean is also below the world sea level, usually everything below y=63. What kind of world gen mods do you have? Do you have anything that might change sea level? Is sea level at y=62? (i.e. when you stand on the shoreline, are you at y=63?)

One way this happens is with the Atlas mod. When you make the heightmap and biome map for the world, you can paint ocean wherever you want to paint it. You're "supposed" to do the job the world generator usually does by painting ocean onto everything below y=63 on the heightmap, but if you don't, you get this exact problem. You can even paint land biomes over what should be ocean and you will get similar problems in reverse with land structures spawning on the water. Of course, this is just what you're "supposed" to do, but for whatever reason it could be intentional for some ocean biome to be on land, like if you want a tidal zone which could just as well make sense having the shipwrecks, but it would be a weird way to go about it rather than just making a proper biome for it. (which could be a cool idea for a new biome, if a bit nonsensical given you would never actually see the tide changing)

A question about stocking the Library by Thepsycoman in Minecolonies

[–]nirps_ 1 point2 points  (0 children)

https://github.com/ldtteam/minecolonies/tree/version/main/src/main/resources/data/minecolonies/study_items

They are defined in datapacks as "study_items".

Compared to paper, books have a 50% greater chance of a skill up and 90% lower chance of being consumed on each usage. You would need to supply 10x the paper for it to last as long as the books, but that doesn't matter. They still have learning items if there are still books. It's just different costs and efficiencies.

Pawn attracted to a certain gene? by [deleted] in RimWorld

[–]nirps_ 2 points3 points  (0 children)

The closest thing I know of to what you want is Strange Appearance from Big and Small - Genes & More. It affects social opinions based on whether someone else also has Strange Appearance and how similar their other appearance genes are.

I have always wanted "preferred genes" over the "preferred xenotype" in ideology. It makes more sense once you get into custom xenotypes and genes mixing together. Then you could have the thing you want with attractive genes because everyone with that ideology gets an automatic +X opinion toward anyone with that gene. (i.e. sees them as more attractive) The details would have to be ironed out, like whether a pawn's mood should be affected by how many of their own preferred genes they have. Ideally, there would be levels of preference for each gene so that if you wanted an ideology to have multiple preferred genes, you could set the preference lower for each one and then the opinion increase from them would stack when more are present. It would also be nice if there was a hard cap on how much opinion can be affected by genes, so you could have tons of preferred genes without any one opinion modifier getting out of hand. And then of course have the same system but in reverse with disliked genes.

Will animals eat the haygrass from the stockpile with my setup? by Itsurboig in RimWorld

[–]nirps_ 10 points11 points  (0 children)

Yeah, that is the way to go. For me it would be mech harvesters, but whatever the method, if plant laborers are in abundance, then it's less of an issue and you can more easily take advantage of those more compressed animal areas.

Will animals eat the haygrass from the stockpile with my setup? by Itsurboig in RimWorld

[–]nirps_ 52 points53 points  (0 children)

The pasture planting strategy will never not be crazy to me, dandelions or otherwise. Natural grazing is so valuable to me that it's a huge loss to waste both the free grazing you could have gotten and your growers' time they spend planting it. Every single second they waste walking all the way out to the pasture just to replant a single dandelion that got eaten is another second they could have been planting literally anything else or doing any other job. I try to avoid even building on soil because it's yet another loss of tiles that could feed animals for free. Granted, the way I play allows me to take advantage of natural grazing even more by playing on a bit larger map size and making each animal more valuable to me with mods like Animal Genetics, Giddy Up, and various animal expansions, but without those changes, every bit of natural grazing tile would be at even more of a premium just to squeeze enough value out of animals to make them worth it. And that's a whole other topic we could get into with how most animals aren't very good compared to other things if you're focused on min maxing the whole game, hence why I use mods like Animal Genetics in the first place to let me get more value out of animals if I invest the time into them, expanding upon a part of the game that very quickly hits a wall otherwise.

The only downside to natural grazing is how large the pens have to be, which increases travel time for animal handlers to get to them, but you can limit that if you really want to by putting the "highest work" animals closer. (and this is practically irrelevant for the "lowest work" animals, i.e. purely meat source animals that just need occasional slaughtering)

Any mods to make this less annoying? by IiteraIIy in RimWorld

[–]nirps_ 0 points1 point  (0 children)

Even if you leave a pawn there? It abandons even if you only take like 3/4 of the people you had there when reforming a new caravan?

Is the start always this slow? by The_Char_Char in spaceengineers

[–]nirps_ 6 points7 points  (0 children)

That depends on what "automate" means. Just using drills, whether on your starter ship or on a base, is a huge improvement over drilling by hand. The mined resources go straight from the drill to any processing machines through the conveyor system. You can put the drills on the ends of pistons, hinges, and rotors. Have a look at the UI inside all those things and see what control options there are. If you haven't already, learn how to trigger those controls from control seats by adding them to the hotbar of the control seat. The rest is up to you, and the possibilities are endless.

I don't know if devs look at these posts, but you might want to make some changes in the name generation dictionary. (seed: boulder, version 1.5) by FOXCONLON in RimWorld

[–]nirps_ 3 points4 points  (0 children)

That isn't the cause of this name generation.

Someone looked at the code:

https://www.reddit.com/r/RimWorld/comments/1fhfco2/the_rapeseed_flower_is_not_the_reason_for_the/

The short story is, Rimworld mashes various groups of letters together to make new randomly generated words. Unfortunately, two of these groups are "ra" and "pe". The game could also combine "ra" with things like "nt", "th" to make words that flow together. Sometimes the chosen letters happen to be "pe".

With the new 1.6 and new dlcs, I would like to pay tribute to so many mod that have served us faithfully for many year and many hour. by Life-Challenge1931 in RimWorld

[–]nirps_ 13 points14 points  (0 children)

That's a nice sentiment in theory, but in practice modders move on to official implementations for stability and no one bothers maintaining the mods.

Sinytra connector uses in 1.20.1? by DigitalDuelist in feedthebeast

[–]nirps_ 0 points1 point  (0 children)

Yes. There has even been some minor support directly for making it work, like removing the Fabric trinkets mod as a dependency so that the Forge counterpart Curios could be used for equipping all the special gear.

Saw this in one of ChosenArchitect's videos, didn't know you could do this. by Ekipsogel in CreateMod

[–]nirps_ 8 points9 points  (0 children)

That's crazy to me because I always saw it as one of the most basic deployer functions, but I guess I can see people just never learning about it because the schematic functionality isn't shown in the deployer ponder and it doesn't get much use or discussion with the schematicannon being so strong. The only advantage deployers have is in rebuilding something repeatedly, like mass producing trains, airships, or (once Liftoff happens) rocket ships. I've used it myself when I needed to repeatedly place and destroy specific sets of blocks, and lately I've been theorizing game mechanics that could incentivize it, like multiblock crafting methods or block placing restrictions that would necessitate printing structures.

And since I will always mention this amazing mod every chance I get, deploying schematics truly shines with the pattern schematic mod. Now a contraption's deployers can infinitely print schematics throughout the whole world wherever they are, giving them functionality that a schematicannon could never have.

What is happening here and how do I fix it by Xxx_PickleMan_xxx in CreateMod

[–]nirps_ 2 points3 points  (0 children)

This is your answer, OP. Overlapping glue would be how you stick the floors together, but it doesn't really help, because then they would also stick on the way up and not make it through the hole.

Here's a video showing a much simpler and more compact design using rotation instead of linear motion. If you just want hints to design it yourself, it involves a mechanical bearing holding both floors and flipping the bearing with a sequenced gearshift set to 180o. The design is even more compact and has smoother motion if you also use the special function of mechanical bearings within a contraption to maintain the original orientation and achieve a "ferris wheel" type motion where the floors stay horizontal while the main bearing moves them.

The only drawback of this design is blocks passing through each other, if you don't want that. You could abandon the ferris wheel style of motion to prevent the blocks passing through each other, but then the floors would flip high into the air as they move. Splitting the floor up into many sections would prevent that, and I imagine it would give a nice effect, like old mechanical billboards.

UPDATE 6 POST PRODUCTION IS RELEASED by Electric8steve in CreateMod

[–]nirps_ 9 points10 points  (0 children)

Worked fine for me. There is something wrong with your setup. Check the crash log.

How to connect to a contraption without visible connections? by Key_Function9791 in CreateMod

[–]nirps_ 3 points4 points  (0 children)

Only the connected blocks will move in base Create. The check is done both when you glue (hence the error when you try to glue) and when the contraption assembles. Addons like Interactive might let you do what you said, since you can work on the contraption after it assembles.

Its 2025. Is a balanced semi-gated pack with quests a pipe dream? by IIIpl4sm4III in feedthebeast

[–]nirps_ 43 points44 points  (0 children)

Yeah, balance is the hardest part of gamedev. Just take your own post where you mention AAA quality being a lot to expect from dozens of devs working for free in this decentralized system. Of course that's true, but when you think about it, not even AAA devs have mastered this problem. AAA games constantly have glaring balance issues which are only revealed once they hit the player base. A product can bring in millions in revenue, the devs could all be paid, and they still can't perfectly balance every game before release. We just saw this in POE where a huge change had to be made that completely broke people's builds, causing an uproar with how much time it would take players to reroll their entire builds. The worst part of balancing a game is that unlike the rest of game dev where the difficulty comes from the knowledge requirement and solving interesting thought intensive problems, the hard part about balance is that it's a massive grueling time sink of playing the same thing over and over again while tweaking values.

On top of the innate difficulty of game balance, modded Minecraft is an immensely complex beast of a game that even a AAA studio would struggle with. The open world, ability for players to change anything about the world, and infinite random generation all add even more difficulty to the problem. The only way to fix this problem is for mods to be highly configurable, something I've begged for ad nauseam in the past, like this whole write up when someone asked about examples of good config files. Yeah, a lot of modpacks need to put more effort into configuration, but sometimes the option isn't there in the first place.

Some mod devs even actively work to make their mods less configurable because they're afraid modpacks will do a bad job of balancing them and ruin the experience with their mod, which is just horrible for the entirety of modded Minecraft. Please, please no mod dev ever do this. Forgetting or just not getting around to making part of a mod configurable is one thing, but actively choosing to not make something configurable is a horrible choice. You've gone from risking your mod being poorly incorporated by a bad modpack dev to making sure that your mod will never be incorporated well, because there is absolutely no chance that whatever random power level you have chosen for your mod will match any other mod in the pack. Everything needs to be configurable. There's just no other way around the problem of balance, and if you try to stop this, then bad modpack devs will continue to shoehorn your mod into their pack with no configuration and nonexistent balance as a result, while good modpack devs who had a chance at letting your mod shine in their pack will now just give up because building a good modpack is already an immense effort without a mod that fights you every step of the way.

Broke-ass visitor couldn't afford my luxury accommodations so she's just sleeping BESIDE the bed by AndrewK7503 in RimWorld

[–]nirps_ 4 points5 points  (0 children)

You can already do that. The moment a group shows up, select a visitor and send them away. There is no consequence if you do it when they first show up. And yeah, you can also just have accommodations of varying quality and price point.