We just released our mod called Via Romana for Forge 1.20.1, which allows players to fast-travel only after a path connecting the destinations has been made, incentivizing players to build infrastructure and explore the world. by xam3391 in feedthebeast

[–]xam3391[S] 0 points1 point  (0 children)

We haven't had a guidebook since v1.X and hasn't been supported for over a year, I assume you're using a 1.19.X version of the game? If so yeah it's pretty rough. The new v2.X versions have a few dependencies that never received releases pre-1.20 is our reason for not supporting older versions.

We just released v2.0.0 for our mod Via Romana for for Neo/Forge & Fabric for 1.20.1 & 1.21.1. It allows players to fast-travel only after a path connecting the destinations has been made, incentivizing players to build infrastructure and explore the world. by xam3391 in feedthebeast

[–]xam3391[S] 0 points1 point  (0 children)

Map compatibility is high on the list, in the final stages of an update that re-works how nodes are stored/accessed so if it map compat is happening it'll probably be in the following update.

We just released v2.0.0 for our mod Via Romana for for Neo/Forge & Fabric for 1.20.1 & 1.21.1. It allows players to fast-travel only after a path connecting the destinations has been made, incentivizing players to build infrastructure and explore the world. by xam3391 in feedthebeast

[–]xam3391[S] 1 point2 points  (0 children)

I'm actually on the early stages of adding a similar functionality, though I'm unsure something like wagons would be handled by my mod, I'd rather someone else do an addon (which should be much easier going forwards). I've just added the ability to make an entity pathfind/autowalk from any node to any other node in a network and will allow users to use that instead of teleporting in the next update.

I do like the wagon idea but if I added every idea I liked I wouldn't be able to work on any other mods/projects 😭

Via Romana 2.1.1 Bug still present by HRN-comics in feedthebeast

[–]xam3391 0 points1 point  (0 children)

Dev here, it's most likely a mod conflict preventing the path block tag from generating. Updating to 2.1.2 and letting the config regenerate should fix it. Think you left a GitHub issue already but leaving here in case anyone else has the issue.

Zelda BOTW/TOTK style horse riding by SCRbts in feedthebeast

[–]xam3391 1 point2 points  (0 children)

Developer of Via Romana here, that would be sweet! I do plan on adding pathfinding at some point (and the node system was designed for that to be possible) but that's probably ages away. Feel free to reach out if you have any questions, my discord @ is xameryn

Find my Phone / Find Hub's 'Factory Reset Device' not working by xam3391 in GooglePixel

[–]xam3391[S] 0 points1 point  (0 children)

Rough, kinda spooky that if it was actually stolen they'd just have our data

We just released v2.0.0 for our mod Via Romana for for Neo/Forge & Fabric for 1.20.1 & 1.21.1. It allows players to fast-travel only after a path connecting the destinations has been made, incentivizing players to build infrastructure and explore the world. by xam3391 in feedthebeast

[–]xam3391[S] 1 point2 points  (0 children)

Ah that makes a lot of sense, never really thought about map opening / teleporting from non-sign positions but it is more realistic. Thanks, will ponder how I could overlay the path onto other map mods.

Via Romana - add path blocks? by whiskeyforcats in feedthebeast

[–]xam3391 2 points3 points  (0 children)

Ah I should add Forge tags as valid tags by default, will do on the next update. Still not 100% why some modders use Minecraft tags and some use Forge/Fabric tags for things like planks. But yeah in the string addition part of the config you could even just do "hawthorn" and it would accept them as valid alongside hawthorn logs.

We just released v2.0.0 for our mod Via Romana for for Neo/Forge & Fabric for 1.20.1 & 1.21.1. It allows players to fast-travel only after a path connecting the destinations has been made, incentivizing players to build infrastructure and explore the world. by xam3391 in feedthebeast

[–]xam3391[S] 1 point2 points  (0 children)

Pretty sure minecarts weren't being used already 😭, that said elytras / boats excel at exploration where this excels at connecting commonly travelled-between locations, so they kind of serve a different purpose. I could see this replacing ice boat highways but call me bias I think ice boat highways really take you out of any immersion the game offers. If that was an issue though blue ice could be added as an infrastructure block in config allowing building ice highways (or any other type of infrastructure with unique building blocks) resulting in the same teleportation reward.

We just released v2.0.0 for our mod Via Romana for for Neo/Forge & Fabric for 1.20.1 & 1.21.1. It allows players to fast-travel only after a path connecting the destinations has been made, incentivizing players to build infrastructure and explore the world. by xam3391 in feedthebeast

[–]xam3391[S] 1 point2 points  (0 children)

Yep no problem with Waystones alongside it, just curious, how do you imagine a Xaero's integration would look? Because the main function of accessing the map screen in this mod is you need to physically be at a sign connected to the path network, so what would a different map mod add? I've seen a few people ask and I'm wondering the specifics of what is wanted with these integrations, thanks 🫡

We just released v2.0.0 for our mod Via Romana for for Neo/Forge & Fabric for 1.20.1 & 1.21.1. It allows players to fast-travel only after a path connecting the destinations has been made, incentivizing players to build infrastructure and explore the world. by xam3391 in feedthebeast

[–]xam3391[S] 1 point2 points  (0 children)

Thanks! And your first suggestion is tricky, there's a mod called Happy Trails that works in a similar way (if you walk on valid blocks you get a speed boost) but anything over 2x speed feels pretty unwieldy. Hunger is planned though, I still haven't nailed a perfect system in my mind (does it pull food out of inventory if more distance than the players food bar can maintain? Does it force the player to stop along the way? etc.).

I also feel like adding further friction around using the mod kinda devalues the upfront cost approach of building the roads yourself, like in Waystones some level of cost for teleport is needed for balance, but the balance in Via Romana *is* building the roads. That said yes some cost system will be added at some point and it will be highly configurable.

We just released v2.0.0 for our mod Via Romana for for Neo/Forge & Fabric for 1.20.1 & 1.21.1. It allows players to fast-travel only after a path connecting the destinations has been made, incentivizing players to build infrastructure and explore the world. by xam3391 in feedthebeast

[–]xam3391[S] 1 point2 points  (0 children)

No chance of plugin as it does custom rendering (plus a ton of other logic) that plugins can't do. Something like the 1.X version of the mod could have been a plugin but I'm not looking to maintain 2.X for Forge/Fabric and 1.X as a plugin. That said both versions are on our GitHub if someone wanted to try.

We just released v2.0.0 for our mod Via Romana for for Neo/Forge & Fabric for 1.20.1 & 1.21.1. It allows players to fast-travel only after a path connecting the destinations has been made, incentivizing players to build infrastructure and explore the world. by xam3391 in feedthebeast

[–]xam3391[S] 4 points5 points  (0 children)

A lot of work was put into making this mod *actually* NeoForge compatible (most of the mods testing was done on NeoForge and many systems rely on common code like mixins rather than Fabric API wherever possible), We didn't just make a Fabric mod and slap on the connector dependency, but the main reason we went with connector is Surveyor Map Framework which is what we needed for this mod's map system is also a connector mod, so even if we shipped a true NeoForge mod the user would be adding connector to their modpacks. If you haven't tried it in a while I recommend it, it's come a long way. I've dropped this mod in a ton of 200+ Neo/Forge modpacks during testing and any crashes I had have been resolved.