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    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)
    Quote from Wolftopia»
    -snip-


    A fantastic little boat. Some constructive criticism:

    • The deck could be slightly more "regular" rather than sloped to the hull; this could make it easier to put beds and rows of chests, or cannons.
    • The crow's nest could be flattened (I built mine with just slabs) and raised slightly. This would allow the crossbeam to be flush with the mast and so prevent the sail from hanging out at the bottom. It could be attached to the hull with some fence "lines" at the bottom a la my Caravel.
    • The flag could be removed (allowing you to raise up the crow's nest) and replaced with vertical stripes on the sail for identification; this would also make it easy to implement fence "lines" as a stand-in for what leads would look like.

    Can't wait to see what the Galleon will look like!

    Posted in: Discussion
  • 2

    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)

    I've improved the Caravel. Here's the new album. In case it's unavailable, I converted most of it to Dark Oak and removed all Birch in favor of Oak, giving it a nice two-tone color scheme that contrasts well with the white sails and blue Merchant flag.


    Cog and galleon seem like quite nice counterparts to the Caravel and a great way of rounding out the NPC ship roster. Unrelated, but cogs are freaking adorable ships. I would suggest, instead of a color-coded flag for them, having color-coded stripes on the sail, Hansa-style.

    Posted in: Discussion
  • 0

    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)
    Quote from Wolftopia»

    The overall shape and concepts are great, but I have some feedback:
    - We should stick to just 1 or 2 types of wooden plank for a single ship; I think it would look better that way. I could convert it to have Dark Oak body and regular Oak deck (or the inverse). Which would you prefer aesthetically?
    - The bowsprit should be diagonal-upwards like in this example I made a while back (taken from Ocean Improvements Part 3). I'll go ahead and do that.
    - I think the ship could be "rounded off" a bit to be more realistic. It actually is quite a bit, but the squared-off forecastle and steerage make it look "boxier" than in truth. Smaller NPC vessels (e.g. sloops or cogs) would be more obviously rounded, and I imagine a Galleon would be so big that it wouldn't matter what the superstructure looks like.
    - On the topic of realism, remember the old suggestion of linking leads between blocks? I think that feature would work well with ships. I will see if I can't adapt leads to the sails with the existing system of attaching them to fences, if not I'll keep using fences as ersatz lines.

    I was imagining a crafting reload system, but also a cooldown. I don't know what I was thinking...

    Just like it takes time for a tool to charge up before attacking with full power, these firearms should take time before they can be fired. Pistols could have a low time on this so that they are useful, but of course would be harder to aim because they would hardly zoom in on the screen when firing.


    I don't think any form of firearm should have enchantments because they are already powerful enough. That sounds reasonable. Ammo could have non-enchantment special effects, though (e.g. Gold musket balls dealing magic damage, or Netherrack-crafted buckshot setting things on fire).


    What about a matchlock pistol? Could be just a shortened Musket sprite with significant editing, though I think the strange shape of a wheel-lock is really cool and unique for a Minecraft gun.

    I love the idea of having multiple pistols in the hotbar and using them all in a row like that. I still think they should have the crafting reload, though. Also, like I mentioned earlier, they should have a *slight* charge up time to prevent people from doing ludicrous amounts of damage in just a fraction of a second. They do, and keep in mind they still require a second or two of aiming before shooting for best results (20 block accurate range?) Clicking instantly will be the equivalent of just instantly drawing it and shooting, no aiming whatsoever, and similar accuracy will result.

    I really do think we should prevent people from carrying more than one musket and more than one blunderbuss, though. This is so that people don't do the above with blunderbusses (which could be quite overpowered) or with the musket (which would be weird and possibly also overpowered). This could work similarly to how you can't place a shulker bow in another shulker box. However, to be more clear to the player, a small "musket" or "blunderbuss" icon should appear next to the inventory in the inventory screen when you have a musket or blunderbuss. Maybe a red x could appear next to it when you try to equip another musket or another blunderbuss.

    There should also be some sort of limit for the pistol too, but a higher one. Perhaps when you have 1 or more pistols in your inventory a bar similar to that of the hunger bar (but with a different amount of bits) could appear, but with icons looking like pistols; if you have 3 pistols, 3 out of the icons would be filled up, etc.

    The reason I want to put a maximum on the number of pistols is to prevent a similar situation to the following–

    If you were to fill up your inventory, or even just your hotbar with Totems of Undying, you could just move your scrollwheel and be invincible for a while. This is prevented, though, by the fact that the totems are rare and quite valuable. Since pistols shouldn't be rare like this, I figured we could prevent this by putting a limit on the amount of pistols you carry.

    But what should said limit be? Four? Five? Three? Six? Something else?

    1. Are you saying that when you're using a two-handed weapon you can't use your offhand? In that case, I agree.


    2. I completely agree with you on this too.


    Responses in bold.


    As for weapon handling, the unique thing regarding ranged weapons is that they would have a "draw" time; this would be equatable to charge time on a melee weapon, but would have two special rules:

    • It would only apply the first time you select the weapon (not after every firing of the same weapon).
    • It would be unskippable (unless you selected away), unlike a melee weapon (where you could strike for reduced power early).

    Two-handed heavy ranged weapons (muskets, blunderbusses, etc.) would have an axe-length draw time. This would mean that even if you had a row of muskets in your inventory, you'd have to draw the next one and be forced to wait for it to fully rise up before being allowed to aim and shoot. With a Pistol, this would be similar, but it would have a very short (Sword-like) draw time, enabling you to fire them one-by-one much more easily. Generally, it would probably be equally as fast to reload through the crafting table, defeating the purpose of carrying multiple longarms. If that turns out to be difficult to implement without the draw time applying every time you return the weapon from the crafting table, we could switch to a simpler Balkon's Weapons style "hold RMB for 3-5 seconds" reload.


    As for offhanding, you can use two-handed weapons in the off-hand or with something occupying your off-hand, but with heavy penalties.

    • Bows will draw much more slowly, reflecting the fact that you have to awkwardly manage the thing in your off-hand to draw the Bow.
    • Gunpowder weapons (Muskets and Blunderbusses, etc.) will have major penalties to accuracy; useless at anywhere save point blank range (3-4 blocks away).
    • Two-handed melee weapons (spears, great/"battle" weapons if we go that far?) will function similarly but suffer an increase to charge time; because two-handed weapons already generally have slow charging times, this would be a tactical choice best supported by something like a Shield, since it leaves you defenseless for quite a long time in melee.
    Posted in: Discussion
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    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)
    Quote from Wolftopia»



    I have already completed one ship (a Merchant Caravel in the styling of old 1550s-era Portuguese ships). Here is the link to the album. Of course, that's not saying "don't go ahead and build some"; I just want to see what people think of it as a general "model" for how NPC ships would work. I think a flag scheme of light blue for merchants, black for pirates, and red for Privateers (if we implement them) would suffice.


    Flying pigs are quite interesting but I feel they would be an ideal mob on the Floating Islands. Being creatures that can never die from falling, yet are uncontrollable without a carrot on a stick (or other food), they would be a useful getaway mob that would let you safely descend from the island with a Saddle. I would simply call them Flying Pigs, though "Zest" is an interesting choice of a name that can certainly be reused.


    Your concepts on the gunpowder weapons are fun, but I feel they would be better served with crafting-based reloads (NPCs would tilt their weapon upwards while playing "reloading" sounds for 3-5 seconds depending on difficulty level to indicate this) to make the Bow still useful and prevent having to make arbitrary limits like having only one in your inventory (which makes it hard to, say, bring some to your friends or restock a certain place). Crafting reloads also enable "special" ammo, like golden musket balls (for that magic damage) or Netherrack buckshot (if you just want to say "let the world burn" :P) to be more easily controlled. On that note. Gunpowder weapons would have terrible (if any) enchantments and instead have versatility through mundane or enchanted ammunition. It would be the bow (and perhaps crossbow) that would reign king of magic attack and enchantments in the ranged weapons.


    Pistols seem interesting, but seeing as how the Musket is designed as more of a matchlock weapon (1450-1680 in widespread usage, flintlocks being 1620-1840), I would think a Wheellock would fit better (and honestly, it just looks cooler). Due to the low-res nature of Minecraft though, "pistol" could be a generic term that could fit either. As a weapon it could be the only one with a cooldown-based reload, allowing you to chain pistol fire on your hotbar like a pirate with a brace of pistols. It would have a very quick "aiming" time and share 50% armor piercing with the Musket, but have poor damage itself, unlike its larger cousin.


    Additionally, all "two-handed" weapons (bows, crossbows, spears, muskets, blunderbusses, rockets, etc.) would suffer a penalty from being used in your off-hand or when there is something there; mostly heavy accuracy debuffs (ranged) or attack speed (melee).


    As for NPC wielding, I would think that gunpowder of any kind (pistols, muskets, blunderbusses, rockets, and cannon) would be the sole domain of Testificates (that is Villagers, Illagers, and Pirates), owing to their complex operation being too much for undead like Skeletons to understand. Pirate usage would be random between pure melee Pirates, "hybrids" with pistols and axes/swords, and pure ranged with blunderbusses or muskets. The Captain would always have a pistol and sword. Due to the close quarters they wouldn't use rockets, and as a stylistic choice there would be no spears, crossbows, or shields. Chalk it up to all that stolen treasure that they're able to afford so much gunpowder!

    Posted in: Discussion
  • 1

    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)
    Quote from Wolftopia»

    I'm fine either way with the Aether. I won't mind if we have it in, but I won't be heart broken if we don't.


    Your Biome-Specific Caves suggestion will definitely fit well in this project. I think the Redstone Delayer that you've suggested would also work well with this mod.


    ༼ つ ◕_◕ ༽つ SUMMON MINECRAFT 2 PART 6 つ ◕_◕ ༽つ



    The Redstone Delayer is awesome, simply put. Any objections?

    The Aether can be simply implemented as Floating Island biomes, a variant of Plains where massive floating islands spawn with various Aether mobs and content above. They would be high up enough to require either extensive pole-building or a Hot Air Balloon to reach. Thought: What would people think of making Marbells buildable with Quartz blocks?

    Quote from fishg»

    Certain Aether features could be ported over to the Frist. There's also 128 layers of just air in the overworld- maybe that could use some content. I think we should keep the Aether compatible to the revamp, but not a full "part" of it.


    • The Lava Kraken is excellent and should be super easy to add (the code already exists). How about a name change to Nether Leviathan?
    • Cerroz's ancient zombie is a great suggestion, however, I wonder if it is irrelevant now with the addition of Husks. Maybe we could just mod Husks to have the curse effect instead.
    • I think Weaponized Rockets and Muskets clash, we should choose one
    • Hot Air Balloons sounds very difficult to code, though I don't know. I think we should create a simple thread on the mod requests subforum asking for potential modders on the project (just to see how many people would be interested.

    Adding to the List:

    Traverse and NetherEx are good vanilla+ mods for inspiration



    I highly enjoy the Hoe enchantments and Reaches (though I think the latter should be "Reachers"). Fleshins are interesting but a bit "gory" given that they leave red trails of what's presumably organic substance. The Irthwurm is cool and a solid "desert boss" that could go along with a dungeon for it. I would prefer if Ancient Zombies were more intelligent than their "modern" counterparts; perhaps give them guaranteed weapon and armor spawns, or some sort of spell-based attack?


    Weaponized Rockets can be neatly integrated into Muskets since the latter is loaded by crafting it with ammo; you could simply craft a Firework with a Musket to make the latter fire a slow-moving, gently arcing firework projectile dealing AoE damage (this could be indicated, given its higher danger, by having the rocket stick out of the barrel). Alternatively, WRs could gain a terrain-damaging effect, giving them a unique role relative to the Musket. While we're here about Muskets, is it worth splitting the Buckshot ammo into a new Blunderbuss weapon or should it remain consolidated?


    On the subject of weaponry (and combat-related monsters), I had a few ideas:

    • A "launcher"/"mortar" type place-able block weapon. This would use Gunpowder to launch anything you put in its inventory (Dispenser-style) on a 45-degree parabolic arc, and could be placed much like Ocean Improvements' cannons. Can be useful for both offense and utility given that it can fire literally anything with the exception of liquids (perhaps just the bucket itself, which would "burst" into its liquid on impact?)
    • More kinds of weapons for Pirates in Ocean Improvements and a few different NPC ships aside from the basic Pirate Ship and Merchant Ship. Perhaps the smallest Pirate Ships might have a few dudes with bows and swords, while the biggest Pirate Galleons would be full of those toting Muskets (both shot and buckshot variants)? If needed I can go ahead and build a few mock-ups real quick. Am building a few concepts of mine, I'll present them once they're done.
    Posted in: Discussion
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    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)
    Quote from jdc997»

    Well, this seems interesting. Considering how much Minecraft owes its popularity to its fans, I'm always impressed with community-run projects like this.


    As for what has been discussed, I'm on board with most of it, except for the Aether. I've played, and loved, the Aether mod, but I've always been bugged by the fact that it's largely just "the Overworld in the Sky." Sure, some Aether suggestions are better than others, and GerbilCrab475's is one of the best versions, but I feel a new dimension should be something more unique, like the Frist. I also feel that Upper Caves would need to be tweaked, as I think it unnecessarily slows down gameplay, but I'd be fine either way.


    Since you were discussing the underground, I'd like to mention my Biome-Specific Caves suggestion. It's mostly a cosmetic thing that doesn't add too many new blocks, but I think some more underground variety would go a long way.



    I approve of Biome-Specific Caves; it feels like a simple and effective way of making the underground feel more varied.


    The Aether could be deleted if people feel it's totally unnecessary, but some features (e.g. Prism Glass and Floatsand) are quite interesting to me at least. The "floating islands" emphasis could be worked on more heavily; since Cubic Chunks is a suggestion on the concept sheet, perhaps the entirety of the Aether could in fact be part of the Overworld, simply generating at a very high Y. (though personally I prefer the idea of teleporting to it once you reach max Y level).


    On that note. Should we work with Cubic Chunks or not? The performance increase seems to be the only major draw given that most players won't make significant use of infinite height, and it may or may not be buggy and difficult to work with.

    Posted in: Discussion
  • 0

    posted a message on Taking mod requests and updates
    Quote from Alexiy»

    Hi. Can't do the described villager transformation, can you think of a different method?


    Could it be possible to instantaneously remove the villager and replace it with a Militia-specified one all in the same instant after they pick up a Bow? If not it would be fine if they had their own spawn egg and otherwise standard spawn rates for a profession.

    Posted in: Requests / Ideas For Mods
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    posted a message on Combat System

    This has been said, verbatim, countless times and I'm fairly certain it's already on Mojang's radar.


    As for the concept itself I wouldn't mind it as a server-wide gamerule.

    Posted in: Suggestions
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    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)
    Quote from Wolftopia»


    I don't think it would be that much of a mess of code; after all, it's pretty much just a copy of the system that we already have with horses, just simpler.


    I think the most difficult thing to implement is moveable player-built ships, but I've already (for the most part) planned out how it is going to work on the technical side of things, and we can always contact one of the developers for Archimedes Ships.


    I know I'm thinking very ahead here, but who are going to be the developers for this mod? TheMasterCaver has a lot of modding experience, so maybe he would be willing to be one of the devs. I also have programming experience (though not as much Minecraft modding experience as TheMasterCaver) so I would be willing to work on the programming aspect of this project.


    Another thing to consider is for what version we plan to release this mod. Will it be for 1.13, or will we make it for 1.14 or 1.15?


    In that case, it seems doable. Reviving an old idea of fishg from the Update Civilis thread, perhaps Villagers' skin tone and hair could depend on biome (savannah villagers would be dark-skinned, desert tan-skinned, plains/mountain light, etc).


    I feel that the exact specifics of content will take some time- things like consolidating similar features, tweaking suggestions to make use of one another (I can think of Ocean Improvements' pirates and my own Muskets going together quite well, for one), and whatnot isn't an instantaneous process. Realistically we can expect to wait for 1.13 and community modding tools until that's finished, then begin development. If 1.13 takes a horrific length of time we can start with 1.12.2, but I don't think it's long till release now.


    A proper modding team (volunteers? paid? it's worth figuring out after we get the exact mod specifics finished) would need to be assembled before work actually begins. I've tried to start modding a few times and my computer's a wasteland of leftover Gradle files and editing environments by now, but it may work with one more attempt once 1.13 drops.

    Posted in: Discussion
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    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)
    Quote from Wolftopia»

    Something else worth taking a look at is the quark mod. It has some interesting ideas that are vanilla-ish.




    These all seem to be good suggestions to me, especially the Ancient Zombie and music tweaks. I've gone ahead and added them to the Concept Sheet's uncurated list.


    The Lava Kraken seems a little rough around the edges, but that's to be expected for such a vast mob; perhaps a smaller "mantle" and taller tentacles would improve the look? Apart from that it seems supremely interesting, scary, and far superior to the Nether Wurm as a "boss" in Aether and New Nether (though that's no reason to remove it).


    Quark is quite the nice modset but it's mostly centered around tiny improvements (as its name might suggest). Even still, stuff like placeable gunpowder is amazing and Community Revamp can really take notes from it.


    Villager heredity... well, I can't say I'm hugely interested in the idea of giving Villagers races and hair (seems like a mess of code, plus makes the Illagers by extension look stranger), but the point of it being difficult to differentiate villagers within the same career stands. Perhaps unique dress for each individual profession, with the color remaining the same across the career?


    Music tweaks for one heavily interest me. I've always wanted chill C418-style themes for specific biomes and events rather than generic themes playing at random. Minecraftified versions of things like this for storming a Woodland Mansion and whatnot.

    Posted in: Discussion
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    posted a message on Taking mod requests and updates

    Hi, I have a mod request for 1.12.2 if it's possible:


    Militia villagers with blue waist-length robes (same length as Vindicator's coats) and chainmail vests, spawning at normal profession rates.


    No trades, but can be "made" from other villagers by throwing a villager a Bow if you have 5+ reputation (they would pick it up and change to a Militia villager, refusing it if you don't have enough reputation). They would wander around the village and would not go inside at night unlike normal Villagers. They would move at normal Villager walking pace.


    When they detect an enemy within 24 blocks they become hostile to it, attacking with a Bow at 16 blocks (with Illusioner animations). If they are critically hurt they will run away like a normal Villager. If they haven't been in combat mode for 10 seconds they'll start regenerating health at the same rate as a saturated player. Like Iron Golems they would attack players at -15 reputation and below.


    Thanks!

    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)
    Quote from TheMasterCaver»

    What is wrong with adding more underground variation? The game is called Minecraft (and originally, Cave Game), and the caves aren't really different from vanilla, just different shapes and sizes of what already exists, with some additional vanilla-based decoration (I even have the ore variants drop normal stone-based blocks unless Silk Touch is used).

    I'll even freely give out the source; in fact, here is the cave generation code for the latest developmental version (note - not fully tested; I removed some irrelevant debug code):

    https://www.dropbox.com/s/m80prnxkwyrvw6i/TMCWv5_Caves.zip?dl=0

    Changes are needed to update it to newer versions (mainly, how the chunk data array is accessed; 1.8 encapsulated it in ChunkPrimer (IMO a bad idea as it adds overhead to what needs to be fast code); the chunkData array that I use represents an 8 bit block ID plus 4 metadata bits) and it includes references to mod biomes (some have vanilla equivalents, or you can add your own), as well as a custom random number generator (included as replacing it with Random is possible but I added custom methods), and other custom classes (it checks for strongholds to avoid generating big caves on top of them, as well as mineshafts when determining whether to generates a type of cave which generates in otherwise empty areas).

    My mistake. Though the cave-generation improvements would likely find their way into a terrain-modification pack, not the core mod (which itself is just supposed to be necessary technicalities, not massive amounts of new content itself)

    Posted in: Discussion
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    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)
    Quote from TheMasterCaver»

    -snip-




    Fantastic. I myself have always hated how villages and whatnot are very rare. I'll like to see this go into the core mod (being strictly customization options and not adding any new content itself).


    Any objections?

    Quote from AMPPL50»

    In order to ensure that everyone knows the details, you should provide a link to each of those suggestions.

    As for providing suggestions to the project, I'd like to suggest two of my suggestions: Weaponized rockets and New uses and tweaks for common items that lack uses.




    Weaponized Rockets seems nice to cause some havoc, and I particularly adore the New Uses and Tweaks suggestions.


    I'll put my solid support for both of these.


    As for some links (and in the future, please link things you suggest!), have the list of uncurated suggestions (those awaiting discourse and decision):

    Let's try and run down this list. We can start with Aether and New Nether.


    • The Aether Staff and Nether Cannon seem superfluous. I'd replace them with more general-purpose items (wands, block-based launchers, etc.)
    • The Aether shouldn't be reached by a portal. Instead, I think you should find it by reaching the highest Y level, and falling off would just position you right back into the top of the Overworld. This could be accomplished by using a TNT cannon on yourself, propelling a Hot Air Balloon with firework rockets, or
    • The Balloon's role would be eclipsed by the Hot Air Balloon by APlotdevice and so should be removed.
    • The Permafrost Crystal honestly feels like something out of the Frist rather than an Aether object. I don't see how it fits.
    • Mushraves could be good potion ingredients but suck to consume. It's strange that they'd apply a debuff to you simply by being around them, unless you had a little animation in which they exuded particles or something.
    Posted in: Discussion
  • 1

    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)
    Quote from fishg»

    I'd like to obtain the floor and put forth a motion officially adding the following proposed suggestions to the project:


    • Aether and New Nether (GerbilCrab475) New dimensional expansions are a welcome thing given how threadbare non-Overworld/End areas are.
    • Ant Dungeons! Found in Mesa Biomes (joshosh34) This is a welcome expansion and a good start on adding new dungeons and structures to more biomes.
    • Food and Hunger Overhaul (C1ff) No reason not to.
    • Fishing Overhaul (fishg) As with Food and Hunger, no reason not to.
    • Faunatic Update (Skull023) More variety, when executed well (such as this), is always welcome.
    • Albino Mobs (coolcat430) Seems a bit superfluous but things such as Pokemon's shinies have been interesting and welcome parts of their parent games, so I'm willing to see how it turns out.
    • Ocean Improvements parts 1-3 (Wolftopia) No reason not to.
    • Crimson Forest (GreasyTroll4) An interesting new biome and a good way of introducing the Ilusioners.
    • Detailed Nether Villagers (0_Zippy) I would personally prefer ruins and zombie pigmen, but this is a well executed concept and brings the idea of "Nether demons" to light without overtly pointing to a religion or making them stereotypical always-chaotic-evil creatures.
    • Magmafin (Cerroz) Another interesting Nether mob. No reason not to.
    • Hot Air Balloons (APlotdevice) A useful form of transport, though I would edit them to feature a furnace and require fuel to travel.
    • The Upper Caves (Axoladdy) Early-game content is certainly welcome. I support this.

    Each of these can be discussed and debated individually. After a majority vote it will be added to the curated suggestions list. You can find links to the threads in the document.



    Responses in bold.

    Quite the expansive start. I for one support all of these, but I'm debating whether or not to create individual (temporary) polls for each of these or just a singular one to cover them given how many there are. In the meantime, I'm wiping the Concept Sheet's existing systems-in-detail content for a clean start, as it's grown a bit convoluted and complicated at this point; we'll cover that once we decide exactly what makes the cut and what doesn't. Keep in mind that you only need a few people (maybe even one or two) to curate a suggestion, but curation does not protect it from future discourse and debate, only places it on the roadmap for development instead of just consideration.


    While we're on that, I'll put forth the following suggestions for discourse:

    • Limited chunks of my own Battlemaster Update and Update Civilis (simplified relative to their original forms).
    • Development of basic "improved industry" (without reaching anything near Buildcraft levels).
    • Consideration of one dungeon or unique structure for each biome and revamp of existing dungeons.
    Posted in: Discussion
  • 0

    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)
    Quote from Romaq»

    My suggestion would be to run Spigot and select mods that suit your server's style and tastes. Which is pretty much what I plan to do. Data-packs also help with this, since while we are in Snapshot/ Pre-release I can ONLY use data-packs. There is even a data-pack for 1.8 style combat that works for 1.13.

    In short, I think the time will be better spent taking suggestions to either 1) Build them using data-packs for everyone's enjoyment and/ or 2) make those suggestions into Forge/ Craftbukkit/ Sponge/ Spigot mods. That way we can pick and choose whatever "Vanilla+" we happen to like. *I* like "Extra Hard Mode", but my player base seriously DOES NOT WANT. *I* would like you to implement THAT mod as an option in a Vanilla+ experience. My players definitely would not. I would also like to slow down time to a one hour day/ night cycle, and so would my players. I can do that "choppy" in a 1.13 data-pack or "smoothly" in a Craftbukkit mod. One-Player-Sleeping is a common SMP request. There's a data-pack out for that one too that even lets you pick what percentage "votes" on flipping it to morning.

    So... yeah, it's a good enough idea to re-invent FTB in a more Vanilla+ style, but think Data-packs are the way to go, or plug-ins where necessary. But hey, good luck with your project.


    Wow, good job me for forgetting to mention a rather important aspect of the project: modularity.


    While working in the MCAbnormals Discord we'd hit upon the fact that you can't, in fact, please everyone with one universal mod. So we decided to split the Community Revamp experience into a "core" mod (containing the necessary technicalities) and "packs" with individual content (e.g. for villages, terrain, combat, etc.) to allow people to pick and choose what they want, as well as make it easy to make pack variants for that extra customization.


    While datapacks and plugins are a serviceable option, they're sometimes rough around the edges or clearly making do with what they can in the span of Minecraft's vanilla limits. A full mod allows for deeper customization.

    Posted in: Discussion
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