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Echo Weaver

Vintarian
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Everything posted by Echo Weaver

  1. So if I wanted a recipe to accept all half bookshelf clutter regardless of type, would it look like: { "type": "block", "code": "game:clutteredbookshelf", "attributes": { "variant": "half" } }
  2. Block Transmutation looks pretty cool. Not quite the same thing, but I really like Cave Beacons, which just got an upgrade to 1.21. That might be the last thing I needed before upgrading my main game.
  3. This is something from that other game I'd dearly love to have -- actual maps that you can generate/buy and frame. The story locations tend to be so far away, though, that you couldn't have actual details on a map item covering that much terrain. Maybe just terrain surrounding the destination and a big red X marks the spot.
  4. No, you don't need to say it again. We disagree with you. Try to get over it.
  5. In my heyday with that other block game, I maintained several games on different versions with entirely different modpacks to build totally different experiences. I intend to do that with VS, but VS has a vanilla storyline that I'm very interested in, and I think I'm always going to want a primary game that's Vanilla+ and allows me to continue to update. The fact that Dana held off updating Vanilla Variants to 1.21 in favor of a larger refactor already gave me trouble because upgrading your game to a ton of "?"s is not terribly fun. I couldn't face the possibility of not having villages in VS, so I started my primary game with VS Villages, but then when I got in deep enough to feel the big mood/lore difference from MC, the villages seemed out of place, and I removed the mod. Now I have a couple of deserted villages on my map, and that kind of adds to the mood. I really like the vanilla experience in VS, so it feels like a much bigger deal to put in big mods. I view heavily-modded games as a way to build a totally new experience on top of the base game. A heavily-modded game may stay on the same version for a long time and really isn't going to try to track the vanilla story. I'm hoping to see updates to Fauna of the Stone Age because I have a modpack assembled for a prehistory/low-tech themed game that I'd like to try out, but we popped to 1.21 before I was ready, and I'd rather wait than start on 1.20. I also have spent years modding other games, and I'm all-to-aware of the kind of code quality and performance issues one faces when going the heavily-modded route. At any rate, there are a lot of avid snowball earth players who would like the game to build out arctic gameplay, and I agree we need to build out tropical gameplay too. It's just a matter of what they're prioritizing.
  6. I didn't know that XSkills had a temporal stability skill, but that's just a corner of a much larger mod I'm on the fence about. I may be more of a Vanilla+ player in general. Yeah, I've seen those too, and I sympathize. There's a big difference between wanting to get rid of temporal instability or just surface temporal instability and wanting to be able to build on THAT SPOT. Anyway, I think it's a brilliant idea for one or more jonas devices. Maybe we should summarize this thread in a post under Suggestions. I'm not sure how much the team reads it, but it seems to be more than a lot of dev teams read the forums.
  7. Well, thanks for sharing the fruits of your labor. This is a huge help.
  8. As far as I can tell, rift activity affects rotbeast spawning all the way down. They still spawn, but much fewer when it's calm. If I'm going caving at much depth, I do it when rift activity is calm. I think the temporal stability of an area also affects spawns, but I haven't hung around in low stability caves long enough to really get a sense of whether that's true.
  9. As I was brainstorming earlier in the thread, the kind of temporal anchor that sounds most exciting to me is one that I can carry with me to stabilize the area around me for deep mining and exploration. Rotbeasts don't emerge from rifts in the depths, though, or at least I'm pretty sure that's not the mechanism. They just spawn in the darkness below a certain depth and/or temporal stability level. An item that could stabilize the area I'm standing on and suppress/reduce rotbeast spawning would be a dream jonas device.
  10. Thanks! Generalizing what you said, it looks like type appears as an attribute. In other places, variants appear as a suffix on the code, e.g. storagevessel-earthen, correct? So would { "type": "block", "code": "game:clutteredbookshelf-half", "attributes": { "type": "bookshelves/bookshelf-ruined-empty1" } } be an alternate way of representing the same data, or am I still missing something? Hmm. That matches what's in the 1.19 recipe. The bookshelf clutter has moved to a different place in the directory tree, and I thought maybe they were being represented differently. I'm not really sure why the bookshelf clutter recipes in this mod are not working. A different recipe calling for a saw is not working either, but I can't see anything wrong with the way the saw show up in these recipes either. The chisel recipes returning metal bits are working fine.
  11. Do you know what the reasoning is here? Maybe to allow the crafting of different blocks from the tiles?
  12. I've been poking around the Scraps mod from 1.19 to see if I could fix the recipes that don't work, and I'm starting to give myself a headache. In blocktypes/wood/bookshelf/clutter in 1.20, we have { code: "clutteredbookshelf", class: "BlockClutterBookshelf", entityClass: "Generic", entityBehaviors: [ { name: "ClutterBookshelf" } ], behaviors: [ { name: "Reparable" } ], attributes: { shapeBasePath: "block/clutter", canChisel: false, reparability: 6, woodbackPanelShapePath: "bookshelves/bookshelf-backpanel", variantGroups: { "half": { colSelBoxes: [{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.5 }], guiTf: { rotation: { x: -22.6, y: 150 }, origin: { x: 0.6, y: 0.7, z: 0.5 }, scale: 1 }, fpTf: { translation: { y: -0.15, z: 0.5 }, rotation: { y: -134 }, scale: 1.3 }, tpTf: { translation: { x: -1.8, y: -1.8, z: -1.86 }, scale: 0.3 }, types: [ { code: "bookshelves/bookshelf-case" }, { code: "bookshelves/bookshelf-case2" }, { code: "bookshelves/bookshelf-cobweb1" }, { code: "bookshelves/bookshelf-cobweb2" }, { code: "bookshelves/bookshelf-empty" }, { code: "bookshelves/bookshelf-full" }, { code: "bookshelves/bookshelf-noshelf" }, { code: "bookshelves/bookshelf-ruined-empty1" }, ... ] }, "half-front": { colSelBoxes: [{ x1: 0, y1: 0, z1: 0.5, x2: 1, y2: 1, z2: 1 }], guiTf: { rotation: { x: -22.6, y: 150 }, origin: { x: 0.6, y: 0.7, z: 0.5 }, scale: 1 }, fpTf: { translation: { y: -0.15, z: 0.5 }, rotation: { y: -134 }, scale: 1.3 }, tpTf: { translation: { x: -1.8, y: -1.8, z: -1.86 }, scale: 0.3 }, types: [ { code: "bookshelves/bookshelf-alchemy01front"}, { code: "bookshelves/bookshelf-alchemy02front"}, { code: "bookshelves/bookshelf-alchemy03front"}, { code: "bookshelves/bookshelf-food01front"}, { code: "bookshelves/bookshelf-food02front"}, { code: "bookshelves/bookshelf-reagents01front"}, { code: "bookshelves/bookshelf-reagents02front"}, { code: "bookshelves/bookshelf-reagents03front"}, { code: "bookshelves/bookshelf-reagents04front"}, { code: "bookshelves/bookshelf-reagents05front"}, { code: "bookshelves/bookshelf-reagents06front"}, ] }, ... And so forth. We have a code clutteredbookshelf that covers all the bookshelf clutter. It has variantgroups half, half-front, full, and so on. Each of these have a series of types, and each of the types have a code again. And what is the types tag? My attempts to sift through the wiki haven't been very useful because the json examples all seem to use a variantgroup called "type" Moreover, tags of the form "thingByType" actually appear to refer to the variantgroup and not the type tag. If I wanted to, say, put "bookshelf-ruined-empty1" in a grid recipe, what would it look like? clutteredbookshelf-half-? How is the type represented?
  13. This sounds really interesting and different. When are the live events, and in what timezone? Is it required to complete the event to advance to the next age?
  14. I probably shouldn't have put this in questions. It's technically a question but at least half a rant.
  15. Well, I'm on my second base at late-midgame, and I could completely imagine building a new superbase in late game. It seems like the late game temporal stability fixer would be for that situation. I feel the same way about the rift ward. I already don't have much interest in bothering with blocking rift formation around my base, and I haven't collected enough jonas parts to assemble anything. RIft wards consume temporal gears too, I think. What I'd actually WANT to be able to is have a temporal stabilizer that I carry with me that stabilizes the deep areas I want to mine and explore so I don't have to keep returning to the surface to stabilize. I don't think that exists, but it's another jonas device I would eagerly mod in.
  16. Like you've seen this room enough times to have that memorized?
  17. While digging a mineshaft, I found myself hacking through the ceiling of this grisly room. What the heck is this? It looks like a torture chamber, complete with chains hanging from the walls and ceilling. Are rooms like this all over the place, or is this distinctive? Is there a lore book in here I haven't found?
  18. I don't totally follow -- what's the prune command? I didn't know about .chb and had forgotten about the Command Handbook. Thanks. ETA: Hmm. It doesn't look like there are any worldconfig commands in the command handbook?
  19. While looking through the worldconfig commands on the wiki, I found this: That looks like some kind of inside joke.... Also, part of the issue is that the wiki, which I know is fan-written, doesn't have the more recent worldconfig commands.
  20. This seems like a great suggestion for vanilla, honestly. Did somebody mod such an item? I would install it. I remember reading threads when shivers were in release candidates that made me think shivers COULD climb but could not climb fences. They can't? I've been probably making unnecessary fortifications in my base. This is why my contingency plans have contingency plans. I'm not crazy about combat, but I want a bunch of crazy risks to mitigate. When I was torch-dependent, I carried around an oil lamp just in case I fell into water and extinguished my torch. Now that I have a lantern, I'm still carrying around torches AND that old oil lamp for no apparent reason except that it serves as a security blanket. I mean, what if I accidentally throw away my lantern AND fall in water and extinguish my torch? What if?? I also carry around at least a stack of rope ladder so I can get myself out of pits if I fall in. And extra food. And a stack of dirt to use for improvisational fortifications if I get into an area where the rust beasts are out of my league. I now use a mining bag because otherwise I wouldn't leave enough inventory space to mine anything. Hush. I know I have a problem.
  21. I think this could be accomplished with a custom launcher? There are a couple available, but I haven't looked at them.
  22. I have a world that originated in 1.19 that I'd like to continue playing in 1.21, and I'm still confused about what settings I would need to change for freshly-generated chunks to contain oceans. I spent an absurdly long time looking for the treasure hunter and am finally prospecting for tin to produce a tin bronze pickaxe. I'm just about to enter the Steel Age but was only ever able to produce bismuth bronze. Every story-related step in this world has been slow, but I don't mind because I've been enjoying the process. At any rate, this is just to say that I have some translocators and a decent amount of exploration around a central base a few chunks from initial spawn, but I have not been pressed into the much longer journeys promised by the story. There's a lot of opportunity for oceans. That's only tangentially relevant. What I really want to understand are what the landcover settings do and what needs to be changed after converting to 1.21 to allow whatever the default oceans would be on a new game. I accept a few chunk seams. I just still don't understand how ocean generation works.
  23. I don't use it because I'm trying to build an intuition for Celsius, but that is my FAVORITE MOD. MURICA! ETA: It no longer has the best mod description evar? Why not? I'm heartbroken. ETA2: OK, but it still has the best comment thread evar.
  24. Sounds like the mods/content that exist in Bedrock are made available by and purchased from Microsoft. The java modding community is a hobby like the one here, except that the API itself is a mod that is explicitly not supported by Microsoft. In VS, the API is created and supported by Anego, which also moderates the mod database.
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