- #Well bucket better with mods mod#
- #Well bucket better with mods code#
- #Well bucket better with mods plus#
This can be obtained by mining an Air Crystal, a Fire Crystal, a Water Crystal, an Earth Crystal, an Order Crystal, an Entropy Crystal, or a Flux Crystal To start Thaumcraft 6, a Thaumonomicon is required. The old method of starting by making a wand and clicking a bookshelf is gone - this is the new way: or newer)īotania gave me an error, so I turned Botania off Thaumcraft needs a newer version of Forge than the pack uses - you can change that in the Profile settings in the upper right corner (Thaumcraft wants 14. I'm working off the most recent version of FTB Revelation 1.8.0
#Well bucket better with mods mod#
I dunno how gung ho you are for it, but whatever mod it is in SevTech and MSB3 that adds "stages" could be used specifically to unlock a recipe for the vital machine after the player completes the quest.įortis posted: Thaumcraft is out for 1.12.2.įor anyone else trying to shove this in a kitchen sink pack like me: I'm wondering how far is reasonable and at what point you just have to assume your players aren't going to completely gently caress up. When I made Sky Den I gave repeat quests for squandered resources, but they were things you could easily lose unintentionally, like grass blocks. Would it be unreasonable to expect the player not to do this? Should a backup/safety net be provided somehow, in the event the player loses this important block/item/machine, even if it takes a lot more work to account for and/or there are many such gates? Let's say keepInventory is on and mobGriefing is off by default in this pack, so you'd have to either drop it in lava/fire/an explosion or NEI-delete it. But that means if you lose it somehow, you've dead-ended yourself. On the topic of mod packs, how careful do you guys think a guided progression should be? Let's say you're gated through a quest that gives you a vital machine as a reward. This means everything in space would have to be an entity. Interaction would involve moving entities into the chunks as the player "moves". That would be 1 chunk radius unless the ships have lasers or something.
#Well bucket better with mods code#
You'd have to code something to create the illusion of movement and far off objects by animating textures(probably the skybox) and reduce memory usage by only loading chunks out to a distance that the player can directly interact with. Minecraft cannot do this, as it operates on a coordinate system to store all information. Thus it's easy enough to just change the container's description and contents when you move around in "space" without requiring any messy deletion of old rooms or creation of new ones. Each room is its own object in the code, like a container of sorts keeping track of everything that's in it. I've had experience coding for a MUD so I know what's going on under the hood, at least for the one I worked on. Minecraft's engine is 100% not up to this task, no matter what kind of hardware you throw at it. The fact that so many vital resources spawn in small, finite quantities on the map means that groups that don't work together won't be able to complete the map. I can't imagine playing Blightfall as anything other than a small group all cooperating together. I'll admit I didn't entirely following what TJ was saying, but I suspect it was something like give a person or different groups of people a clean slate of a dimension to dirty up.ĭo you want your breadcrumbs highlighted?
Server owners will create content using CustomNPCs and command blocks to try to keep things interesting to regular users.
#Well bucket better with mods plus#
Are you drunk or something? What is this rambling nonsense and how did you go from talking about enjoyable questing modpacks to how your experiences on a a MUD should relate to Minecraft? Plus with Galacticraft and Advanced Rocketry they only have a single dimension per planet not per person playing, and people are in various places in the dimension the same way they are in the overworld.