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    posted a message on Void Unbound : A Twist on Skyblock Survival

    1.13 was just announced to be released on the 18th, and I've been anxiously awaiting working on the sequel to this map! I have a growing notebook full of ideas, and I'm just itching to get started. I've decided that I will in fact be streaming (at least some of) the process of creating the map, save some Easter eggs. I'll be sure to link back to it once I get started!

    Posted in: Maps
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    posted a message on Void Unbound : A Twist on Skyblock Survival

    I had major progress made toward the sequel, but once I found out 1.13 was completely overhauling commands & block metadata yet again, I put it on hold. I've been keeping a journal with ideas for new machines, mechanics and easter eggs though! Once 1.13 goes live I'll get back into the groove of map making, and more than likely stream a good chunk of the process, too. :^)

    Posted in: Maps
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    posted a message on Void Unbound : A Twist on Skyblock Survival

    Update: Got a TON of work done on the map, and everything is broken again with the new update. Going to have to either comb through command blocks for god knows how many hours, or start over again. Regardless, taking a break and building a CTM map in the meantime. Having fun with custom terrain, since believe it or not, skyblock maps don't tend to leave much room for that ^_^

    Sorry for lack of updates. Been frustrated with progress being stunted at every step of the way. Hopefully that'll change! Cheers.

    Posted in: Maps
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    posted a message on Void Unbound : A Twist on Skyblock Survival

    Happy New Year; It's Time For Me To Make A Gosh Darned Minecraft Map

    Posted in: Maps
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    posted a message on Void Unbound : A Twist on Skyblock Survival

    Thanks man! V2 is still in the works, gonna pick it back up soon. Holiday season is taking up all of my free time, and my mom landed in the hospital so I'm working double to cover the rent from while she was out of commission. As soon as I'm over this little rough spot I'm hoping to make some serious progress! Might even stream some of it. :)

    Posted in: Maps
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    posted a message on Void Unbound : A Twist on Skyblock Survival

    'Nother small hiatus as I enter the holiday hecticness... But - as I said - after that, some previews to come!
    Soon!

    Posted in: Maps
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    posted a message on Void Unbound : A Twist on Skyblock Survival

    Quick surprise update: Computer was hard crashing yesterday. It's been running loudly for about a year and starting to slow down, but still been fine; Got home yesterday and it was totally powered off. When I turned it on it made an earsplitting growling sound before powering itself off - no bluescreen, just kaput. Took it apart and cleaned out some dust and checked for shorts/loose wires, hoping that it's good for the moment..

    Between that and getting scheduled some extra hours at work this week, I'll probably take the next few days off of map progress; need to back up the important data on my hard drive in case the thing decides to seriously bite the bullet.

    Once I finish organizing the command blocks I'll probably post a couple gifs or a short video preview of the new map and some of its features. :)

    Posted in: Maps
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    posted a message on Void Unbound : A Twist on Skyblock Survival

    I think I'll try to add weekly updates from now on... That is if I remember to. (inb4 doesn't post for another 3 years)

    Been a pretty slow week in terms of progress, but I'm nearly done reorganizing everything. Will be back to adding new content again shortly! :)

    Posted in: Maps
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    posted a message on Void Unbound : A Twist on Skyblock Survival

    Roughly 1/5 of Void Unbound 2 is complete!... Or, it would be, if I hadn't reworked the command block logic twice.... Er... Three times? I've lost count. It's been a mess. But regardless, I think the setup I have now will allow for faster development, easier bugfixing & a more comprehensive understanding for anyone trying to understand the logic behind the game. Taking care to individually notate each "circuit" and color code everything, as well as section off the commands for each machine in their own little slice of the spawn chunks. Big plans involving loot tables and Legendary Items, boss revamps (aka not sucking horribly?? I hope?), as well as Nether Implementation (custom) and some interesting stuff in the end. Also a "god tier" for players who are really dedicated to the grind!

    Speaking of grind, automation is becoming a thing in the new map! Well, sort of. It's a little rudimentary, but functional! Less grindy experience, more fun for everyone. :)
    Also, all of those extra resources you'd get in excess? (Sand, flint, saplings... Cobblestone) They're going to have some purpose! Be it composting or running a slag mill, some machines now store an internal buffer for certain key items, and perform actions based on scoreboard variables. Neat!

    Sorry for so few updates, I'm really not an organized person and very rarely do I complete projects that I start.. This one in particular has a special place in my heart though, so one way or another it's getting published, polished and play-ready unlike the last map which was kind of buggy and not executed very well. Not to say this one's perfect either, but hey.. It's a distinct improvement. So prepare yourselves! :)


    --

    And a screenshot, just for anyone who may be curious about the method to my madness... (Which is to say, "none")

    Posted in: Maps
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    posted a message on 1.12 - Custom Loot Tables

    Is there any way to use /give to give a player a random loot table item?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on A Skyrim Mod No-one Asked For But Now You All Desperately Want (that is if you wanted a skyrim mod)

    For huge projects like this, you'd definitely at least need a kickstart to even begin to get the sort of help you're looking for. If you could learn up on a bit of javascript and put together a clean base mod, or at the very least a texture set and very clear outline of what features would be included, you might be able to get some support. But without dedication &/or some awe-inspiring new idea, there just won't be any traction.


    Like Eruraion said, a lot of people have tried before, and unless there's something distinct to separate your idea from those failures, it's just another concept that nobody - especially an experienced modder with the capability to make it a reality - wants to touch.

    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft Essentia Integration

    Looks like a useful mod, but from the listed features I don't see anything about integration with the fluid index, which is what I'm looking for. I'll check it out when I have time to be sure, though.

    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft Essentia Integration

    Thank you very much for the suggestion!! I'm afraid it's not exactly what I'm looking for, though.
    I know of Thaumic Energistics, however (and correct me if I'm wrong) the mod doesn't support storage of Essentia in misc. containers. It does add it to the fluid index (and is the only mod I know of that does so), but there is no way to pipe the Essentia into or out of a container outside of the mod, despite the fact that it can (technically) exist inside of one.
    On top of that, I'd much prefer something that isn't a crossover in itself, because that would also require the installation of Applied Energistics which I don't always include in my modpacks.

    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft Essentia Integration

    Very true, but regardless I'd love the easy overflow storage without the hassle of void metal, and the integration with the liquid index.

    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft Essentia Integration

    Looking for a mod or mod developer who could integrate Thaumcraft's 'Essentia' with the forge fluid index.

    Despite the lore being that Essentia is a fluid form of magic, Thaumcraft doesn't actually handle Essentia as an internal fluid, but rather as an item (in phials) or as metadata within certain blocks (distillation, warded jars, pipes, etc). I'd like to be able to store Essentia in containers that handle fluids from Forge's built-in adaptable fluidex.

    If anything like this already exists, a link would be greatly appreciated!


    If not, I'd like to request the following;




    The mod would need to add a method for pumping Essentia in and out of containers with the correct conversion from vis points to millibuckets.
    Since Thaumcraft's pipes don't support fluid pumping through them (but rather handle their contents as these vis points), one of three things would need to happen:


    • A set of special pipe conversion blocks would need to be made that could handle the conversion from vis to fluid and back. This would act like a connector between the handling of fluid and vis to bridge the gap between any tank mods and Thaumcraft, and would therefore be very adaptable for the purpose of integration with miscellaneous mods. They could potentially be redstone powered and toggle between input and output. (I see this as the best case scenario.)
    • A modification to Thaumcraft's pipes could be made which would allow them to automatically draw from and convert Essentia fluid to points of vis. (This could be difficult, considering tanks from different mods act differently, so integration might be awkward or unfeasible.)
    • If implementation of other methods are too difficult, a special tank block could be created just for the purpose of liquid storage and conversion. That way, rather than modifying Thaumcraft pipes, the tank would be the converter directly. If this were the case, they would preferably act similarly to OpenBlocks' tanks with their modular capability and ability to see the fluids inside. (This is the least flexible option, and preferably a last resort.)
    Aside from looking nice by lending a new bulk method for storing Essentia in a visually appealing way, it could also open a myriad of new modular capabilities for new blocks and features for separate addons, integrations with other mods, or even future expansions to the base mod. (i.e., casting with TInkers' Construct).

    I'm willing to help with production by producing models and textures, and a price can be negotiated if necessary.
    Depending on the success of the collaboration and how the mod turns out, I would be interested in continuing to expand on it with other related features; I have plenty in mind!

    Feel free to send me a message, I'll check back for any offers. Thank you! :)

    Posted in: Requests / Ideas For Mods
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