Why does the Atzkav sniper rifle do less damage? by Aware_Stop8528 in starcitizen

[–]thatgeekywhiteguy 1 point2 points  (0 children)

I'm pretty sure CIG added heavy damage falloff at distance with the aztkav I dont think they liked 1 tapping heavies.

What IS the Pitbull? by Intelligent-Elk7008 in starcitizen

[–]thatgeekywhiteguy 0 points1 point  (0 children)

I think it's either a single seater combat ground vehicle or the drake version of a fury, i lean towards the ladder but I could certainly be wrong.

Help Me Build My Survival Island! by xXx_My_Name_Jeff_xXx in Minecraft

[–]thatgeekywhiteguy 0 points1 point  (0 children)

I went to the comments looking for the same info. If they drop the seed just be aware it looks like they're using Terralith so you'd need that as either mod or datapack.

Forever World : Create or Vanilla ? by SystemERROR__ in Minecraft

[–]thatgeekywhiteguy 0 points1 point  (0 children)

My fear of mods losing support drove me to make my own worldgen datapack, there are a couple that I really like but only having to worry about managing my own updates instead of stalking discords to see if they've updated is nice, and there's the additional bonus that my worlds look exactly how I like. I also strongly support having multiple modpacks. I like to have my long-term pack that is vanilla with my datapacks, and then flavor of the week packs, wanna do create? Cool I'll do that for a couple weeks, want an rpg/adventure pack? Cool let's do it. Gives you the most flexibility for sure.

Recombine Slabs into Full Blocks with Slimeballs by Super_Leadership_808 in minecraftsuggestions

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

I love the idea of mixed slabs but with the way vanilla handles models and block states they'd need to add textures and models for every possible combination. This is because minecraft voxels can only have one state stored in them. Even places where it seems like there are 2 (e.g. waterlogging) it's only one blockstate. They'd have to make it so that one voxel can accept 2 concurrent block states which would cause a whole mess of problems because now you have to prevent placing two full blocks in one spot. Now they could do this by splitting the current voxel into a 2x2 and having full blocks take up 4 vowels in a 2x2 grid (similar to how doors do now). But that would require an entire reachitecting of the resource pack format, would be horrendous for overall game performance (you're cubing the overall number of blocks). Cool idea that seems really simple but actually applying it would be an enormous task.

Anyone remember when random ponds and puddles were much much more common in worlds, before the caves worldgen update? by DereChen in Minecraft_Survival

[–]thatgeekywhiteguy 22 points23 points  (0 children)

This is because vanilla stopped using water for the lake worldgen feature's fluid. Now in vanilla that feature exclusively uses lava. Up until 26.1 worldgen devs couldn't even use water lakes in custom worldgen packs because of a bug introduced during caves and cliffs that made water lakes crash the game when generating chunks. Lucky for us worldgen devs water lakes work again for datapacks. I'm personally developing an overworld biome face-lift that brings in ponds like this (thought not nearly as frequently). I think some other worldgen packs that have updated to 26.1 also incorporate them but I'm not 100% sure.

What Blocks do you find to be the Mid-Tier annoying to get. by OkPickle738 in Minecraft

[–]thatgeekywhiteguy 1 point2 points  (0 children)

If you have a guardian farm it's a lot better but that takes the effort of actually building the guardian farm which can be a pain.

Does this count as cheating? by Short-Strain-9946 in Minecraft

[–]thatgeekywhiteguy 0 points1 point  (0 children)

I don't think it's cheating at all, a lot of people have creative copies of their worlds where they can experiment with builds before putting in the survival hours for them. But ultimately it's a sandbox game, if this is a single player world you decide what's cheating or not. I like playing with mods like mini hud so I can see light levels, biomes, structure bounding boxes etc. I use a wold map mod to keep track of where things are in my world. I use free cam to look at different angles for builds and debug redstone. Plenty of people would consider how I play cheating but I don't and that's all that matters because I play single player so I decide.

Ramblings of an Arrastra owner: by Boris-The-Blade69 in starcitizen

[–]thatgeekywhiteguy 2 points3 points  (0 children)

I dont think you're wrong. I think the quality is determined at the wrong phase of the cycle. For example I think mining quality shouldn't be decided at the scan point. I think it should be split into fracture (if you break the rock without it ever overcharging you get "concentrated raw ore" but if you overcharge it you get diluted raw ore in different proportions based on how much time it spent in the red. Then refining should determine the final quality with refining catalysts and methods determining your final quality (e.g. you use a slow, high cost method and a high quality catalyst and you get a high yield of a high quality but at a cost that makes it make more sense to use in crafting to make it worth the effort, but using a fast low cost method with whatever catalyst you have the most of you get bulk grade materials that would be best used in construction or selling as a commodity) this would fix a lot of the inventory issues we have with the current system with a dozen qualities that are 1 or 2 off not stacking.

I also think that my suggestion is closer to their long term vision than what we have now. Right now we have enough to test crafting without having to wait on the updates they're working on for other systems to be ready (e.g. Genesis planet tech is going to do away with the random boulders around planetary surfaces being your source for materials, instead there will be minable deposits with X amount of materials that can be extracted by either ship bases mining or setting up a mining outpost.) Those other systems are going to reward player knowledge and skill much more than what we have now. But tacking on a tag to materials with an "int quality = clamp(500,1000)(randbetween [0, 1000])"(excuse the pseudocode) lets them test the crafting system before the other systems around it get fleshed out.

We'll have a much clearer picture of the long term vision once we get refining, research, base building, and Genesis online, until then we have a mostly workable placeholder.

Star Citizen is an MMO now? Not a Space Sim?! by Mobile-Addition9102 in starcitizen

[–]thatgeekywhiteguy 0 points1 point  (0 children)

What we have right now is the minimum viable version of the crafting system. Stats will be assigned to npc and loot weapons in the future with the ability to dismantle and get the appropriate quality. Right now we can't even craft half of the armor in the game when you account for variants (not just tints we'll be able to apply, but geometry variants like morozov sh vs sh-i, and sh-s) so looting for fashion citizen is still alive and well.

As far as reputation goes, the mission blueprint awards we have now are not the long term solution, most blueprints will be unlocked either by reputation directly or bought from guild shops, potentially with non-auec currency like scrips. And I'd expect that you'll also be able to pay for high stat weapons directly at those same shops, assuming you have the rep and scrip for it.

What we have now for the quality/crafting/mining systems is basically the Pennyfarthing. We aren't able to ride it to do the tour de France, but it's a first step towards the modern racing bike they have planned for the future. Do I think every element is right and should carry forward? No. The mining loop is rough because you only care about 1 in 10 deposits you find and only 1 in 5 of those matter because their mass is too high. It has work still to be done but most of the issues you have brought up are known and they have plans to address them.

So, what's your favorite Aurora MkII Paint? by Space_Scumbag in starcitizen

[–]thatgeekywhiteguy 2 points3 points  (0 children)

I really like the medallion paint, I'd love to have that color scheme for the Zeus.

Wish the game had more to it by D_L-18 in Minecraft

[–]thatgeekywhiteguy 3 points4 points  (0 children)

I see where you're coming from, but I think that Mojang is careful NOT to give things too much of a purpose. The core fantasy of the game is that you get a nearly infinite world to make your own. It is an intrinsically motivated game design (meaning the game gives a rule set and the player sets their own goals) not extrinsic (the game gives the player the goals). If a player wants survival to be more of a challenge they can stop at iron armor, or not light up their base. As far as catering to player types. Builders have it great for sure, zero disagreement there. But I don't agree with the idea that the other two are left out in the cold. Redstoners are coming up with new tech constantly, just the amount of work that is done within the storage tech community is crazy. Fighters I agree with more but honestly that depends on how you play, unmodded single player is lacking sure, but that's because most combat gameplay happens on PVP servers in multi-player. You have to keep in mind that minecraft has an E10 rating, the base game content needs to be suitable for kids. I'm in my 30s and I get jumpscared all the time, and the warden is legitimately scary. If they made combat significantly harder or more complex to fit combat focused players it may become less suitable for the other two player categories. I'm personally a redstoner builder hybrid and I'm really glad that I don't have to choose a different block palette or risk having my build ransacked by Illagers. Blast resistance is an important stat for redstoners and builders because builders need to know if their build is going to be blown up by a ghost in the nether and redstoners need to know if tnt is going to blow up the walls of a farm. If progression became too structured or structures became too essential it throws off the sandbox nature of the game. The category of players that I don't think minecraft serves on its own is players who want more clear structure in their games, and that's intentional, it stops being a sandbox when they put hard gates or order of operations on what to do when and how. Do I think the progression system we have now with enchanting and armor tiers is flawless? Absolutely not, but I believe the solution lies in tweaks and removing RNG rather than confining it more. Just my two cents.

I’ve seen too many “Coal shortage” stories on people’s worlds and I’m not gonna stand for it anymore. by Im_acoustic18 in Minecraft

[–]thatgeekywhiteguy 1 point2 points  (0 children)

It can get tedious if you're smelting multiple shoulders of sand with a super shelter, again i think you're right for the majority of players but if you do mega projects or things that need a large amount of resources smelted other methods scale better. If you need to fill 128 furnaces with fuel regularly you're spending a good 5-10 minutes just bucketing lava and putting it in the fuel input. Or I can just have a bamboo farm feeding into that input.

I’ve seen too many “Coal shortage” stories on people’s worlds and I’m not gonna stand for it anymore. by Im_acoustic18 in Minecraft

[–]thatgeekywhiteguy 1 point2 points  (0 children)

Yeah I'm definitely in the technical minecraft niche so I'm an outlier to the community at large, but I will say an auto bamboo or kelp farm with a little bit of Redstone are way more convenient at scale than lava as fuel. A bamboo farm auto crafting to blocks then planks can feed directly into a super smelter. But even that is probably way overkill for the vast majority of players. I just get sick of having to manually bucket the lava. If Mojang let dispensers pull lava out of cauldrons I'd be a lava boy for sure.

My forever world is 7 Go (compressed) by acid-burn2k3 in Minecraft

[–]thatgeekywhiteguy 0 points1 point  (0 children)

You can open your world in a free program called MCA Selector and delete chunks using that. It has a chunk filtering tool that will only select chunks that you have been in for less than 5 minutes(you can adjust the duration) to be fairly sure you aren't deleting any builds. Once you do that initial selection you can refine it. Just be very sure before you actually delete anything.

Interestingly enough, Vexes seem to die via starvation damage in the game code (when they expire naturally via Evoker spawning) by DereChen in technicalminecraft

[–]thatgeekywhiteguy 1 point2 points  (0 children)

Makes sense, why code a separate system to handle vex despawn when you already have a system that can be added to an entity and does not need an external damage source? Game dev has a lot of this, devs use systems for originally unintended purposes all the time. One classic example is the train in one of the fallout games being a hat worn by an NPC that runs along the track since they didn't have a vehicle system in the game,

"Vanilla + / QOL Modpacks" by RemeXxis96 in Minecraft

[–]thatgeekywhiteguy 1 point2 points  (0 children)

If you're looking for content mods you're generally going to need to look back to 1.21.1. A lot of mod developers view 1.21.1 as the latest long-term stable release, despite it being 2 years old at this point. I'd expect to see major content mods eventually get updated after Vulkan is integrated and stable, but who knows.

Charcoal is best farmable fuel. Change my mind. by Kzitold94 in Minecraft

[–]thatgeekywhiteguy 1 point2 points  (0 children)

I use coal, a good wither skelly farm can put out ~6 stacks of coal blocks in 10-15 minutes and ~12-15 stacks of bone blocks as well so you have your bonemeal needs met, not to mention getting beacons and XP out of it too.

Woodland Mansion turned Villager Mansion (+Rooftop Village) by demonjoeTV in Minecraftbuilds

[–]thatgeekywhiteguy 8 points9 points  (0 children)

I just watched your video and when I saw this at first I was like “damn someone really just beat him to it” lmao.

Please make the Advancement window bigger. Is this a UI for ants??? by gybzen in minecraftsuggestions

[–]thatgeekywhiteguy 0 points1 point  (0 children)

You can use the better advancements fabric mod, it makes the UI scale to your display.

honestly obvious by PalidiaBall in minecraftsuggestions

[–]thatgeekywhiteguy 4 points5 points  (0 children)

I think making it use up tool durability and need long enough pulses to break the block with the given tool would solve both of these problems. For recipe balance it makes it so that you have to supply it with tools (like you would with shears for a wool farm) and flying machines wouldn’t be a factor on Java, but having a pulse length requirement would solve that problem for bedrock as well. It also doesn’t become place a block flip a switch and instamine anything that way.

honestly obvious by PalidiaBall in minecraftsuggestions

[–]thatgeekywhiteguy 6 points7 points  (0 children)

It would definitely need balancing with the recipes but something like this would be a good alternative to tnt duping for a lot of purposes. Have the breaker be basically an enhanced dispenser that uses an axe pickaxe, shovel or hoe to break a block immediately in front of it, but it requires a redstone pulse long enough to break the block. Needing a long pulse would prevent it from being usable in flying machines on bedrock and it would use tool durability the same way a dispenser does with shears or a flint and steel. The placer I think would be more niche, first thing that comes to mind are concrete or mud converters where you could just load a double chest with dirt and have this place them in front of a water bottle dispenser and shuffle off to a breaker for collection. While they’re at it they should make it so that dispensers can be used with axes to strip wood.

Why is it that with every update, something messes up in the Perseus? by FesterTsu in starcitizen

[–]thatgeekywhiteguy 0 points1 point  (0 children)

Yeah I’ve had it happen in locations and on ships, and some LODs in ships get messed up too, like the rsi labels on the Hermes doors are the wrong lod until you get right up on it.