That's fair.
- Evil_Dylan
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Member for 8 years, 7 months, and 23 days
Last active Mon, Jan, 7 2019 12:09:00
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Jul 20, 2017Evil_Dylan posted a message on Mojang Hires Pixel ArtistPosted in: NewsQuote from Turbo_Soggy»
I know who's not very old.
You can believe I'm whatever age you want. It doesn't make my argument and criticism less valid. You haven't addressed the rest of my post, nor Ravinto's.
Age has little to nothing to do with the texture pack one prefers. An adult is not necessarily more knowledgable about pixel art than a child. You cannot know certainly that anyone here is younger or older than yourself. Anyone who has played the game for a time might feel nostalgic for the old textures, disjointed as they may be.
Using personal attacks and dismissing others because you believe them to be children, however, only weakens your argument. -
Jul 20, 2017Evil_Dylan posted a message on Mojang Hires Pixel ArtistPosted in: News
Argument from age. Nice.
Funny you say they shouldn't listen to the community when they plan to do just that by releasing it as a resource pack for feedback first.
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Jul 19, 2017Evil_Dylan posted a message on Mojang Hires Pixel ArtistPosted in: News
The coloring is slightly different. One on the right is more reddish/brownish than the one on the left.
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Jul 19, 2017Evil_Dylan posted a message on Mojang Hires Pixel ArtistPosted in: News
Just now?
Obsidian looks okay, though I'm not sure I'd say the same when it is applied to an enchantment table.
The woods look passable, though I feel some need more contrast (birch is a bit too tan, though. White birch is pretty white).
The bricks... well, they blend in a bit too much I think, and the shading makes them look more rounded than anything.
Iron looks ugly, though to me iron blocks habe always been ugly, so that's besides the point.
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Unfortunately it will most likely not be possible. Or if it was, the scope and complexity of the mod would be greatly limited.
For one, at the moment, data packs can't add blocks, items, or mobs--any datapacks that do, do so with an arcane combination of vanilla commands, armor stands, invisible mobs, dyed armor with a specific amount of damage (and an unbreakable tag), and a resource pack. That means all of Thaumcraft's blocks, enemies, and multiblock structures would have to rely on that system.
I am also very skeptical that more complex mechanics such as warp, taint, vis and flux, and infusion stability would be replicatable in the current implementation of data packs. Not to mention that the outer lands would never work, there would be no added biomes, no thaumonomicon (though research could... kind of? Be done through advancements). Also, we'd have to give up our fancy focal manipulator UI.
Datapacks differ quite greatly from mods, and in the end, they are simply not capable of all that modding and Forge allow.
It is a relatively new system similar to the resource pack system. It allows players to edit or directly add structures, loot tables, recipes, advancements, block and item tags, and functions (which are a special text file that will run multiple in-game commands at one time when called upon) to their game, and then pack them up to share with others. While added in 1.12, many of what I just stated was not added until 1.13--So I suppose, who knows where the system will go in the future.
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As far as I am aware the Eldritch stuff is still a work in progress and not released yet?
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I'm not sure when we'll want to stop with the spoilers.
If you read the Crimson Rites without warp, I believe, they are dismissed as mad ramblings.
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The causality collapser closes a rift, but also adds a minute amount of flux to the atmosphere; if your flux is too high, that small amount is enough to overflow and cause another rift to form. In this case, the rift appears to grow each time.
In Beta17, Pearls can be obtained by collapsing rifts, which appears to have been changed.
EDIT: Actually after some light testing, motes and nodes can still be dropped rarely from closing rifts, possibly larger rifts?
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In TC 6, enough flux in a chunk will open a rift to drain out of, right...?
Meanwhile, in TC 4/5, a Thaumaturge struggles to clean up the tainted node this rift opens into.
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Skipping 1.12.2 would also involve waiting for both the 1.13 and the Forge 1.13 release.
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Personally, I got the feeling that the Barakoa were Mowzie's expy for goblins (and by extent orcs). I might be wrong though, as I am not the modder here.
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In 1.8 I solved it by attaching every jar to a valve and only opening one at a time.
It worked for the small system I had, though if it upsized at all then it probably wouldn't have worked at all.
I have no idea if it works in Beta7 though, haven't gotten around to reinstalling forge for that version yet.
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Because Azanor started work on it when the latest minecraft version was 1.10. And he wanted to have a complete release of Thaumcraft 6 before porting it forward a dozen times.
1.8-1.10 was a big jump for large mods like Thaumcraft, and Azanor isn't chained to the computer like he used to be, so it took some time to come out.
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Praise be Ro-naza for this news!
(I certainly hope that doesn't seem demanding.)
I, for one, am excited to get back to ruining the environment.
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Not the time to write out a wall. No idea what biome this mob would go in, or if it would be in a structure of some sort, but hear me out here.
The basic idea is to have an enemy that is two mobs. One of which is a tank and the other of which is a support, so to speak.
The "main" enemy walks, and relies mostly on melee attacks with the occasional short-ranged attack. This enemy deals the majority of the damage.
Meanwhile, above, I presume flying on a broomstick, is the second enemy. Whenever the first enemy is vanquished, it swoops down and uses a spell to resurrect it, at which time the flier is most vulnerable. The flying enemy would also provide aerial support in the form of the occasional falling projectile.
However, if the healer is slain first, the main enemy would enter an enraged state where they are more dangerous.
Thus, unsuspecting adventurers would be aiming to sufficiently damage the main enemy before killing the healer.
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Horses deserve the detail, such long legs just look awkward without the second joint... especially while walking. No other minecraft mob has legs like them, so it makes sense that they wouldn't have a second joint, as it wouldn't add anything to the mob.
The face just seems odd to me. Why remove the opening mouth? It was the best part of horses! The head shape itself is poor, comes out too widely and the snout obviously is nothing like a horse's snout should be. It also is strange that the mane ends so abruptly; it seemed fine to me when it went into the body.
It seems counter-productive, to update every texture to be more consistent and get away from Notch's pixel art style, while downgrading the most detailed mob to better fit Notch's modelling style. If you're going to change models too, why not bring them in line with the best model you have? The horse does not seem terribly out of place as is, in my opinion.
It reminds me of the polar bear model, which I hate with a passion.
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Presumably, at some point, the crimson cult used a wand on a bookshelf, and took the symbol from the book, since the cult's studies are rooted in Thaumaturgy.
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Betweenlands IDs (the important ones anyway) are in the config.
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I believe Vaskii has enough on their plate right now.... coders might be related to gods, but they still aren't the same.