#VS Encumbrance BETA

1 messages · Page 1 of 1 (latest)

balmy estuary
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if that art is AI im very dissapointed

still abyss
balmy estuary
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i am VERY dissapointed

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nice addon idea

untold ether
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ai art wompwomp

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cool idea tho

glass burrow
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id prefer an ms paint thumbnail

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atleast somebody would have made it

still abyss
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W

simple wadi
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W

obsidian copper
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It could be good to have the encumbrance also apply to a players ender chest, or have that be a setting so that people couldn't just ignore it unless they have to carry a ton of stuff

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i meant the player gets encumbered

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by their ender chest

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so that they cant ignore weight by putting things in it

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and carrying it around with them

untold ether
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you should check out the old Sailor repository, if you can find it. It had VS ships getting affected by player weight as well

untold ether
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I'm wondering if it would be a good idea to scale the mass values of everything, because it wouldn't really make much sense if a single chest could weigh more than a massive battleship if you filled it with cobblestone or something

waxen python
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Reminded me of Skyrim instantly

untold ether
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I was thinking something more like 10, but yeah. It can also be configurable

waxen python
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I dont even play Skyrim

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Sounds like some terrafirmacraft stuff

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Where chests can only hold like 100kg

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(the weights are more adapted to Minecraft and less realistic in some ways)

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Well it incentives methods of storage such as log piles

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So your chests can be used more effectively for other stuff

obsidian copper
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fair

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i would reccomend having it be an option in the config but that seems like a good amount of work and if someone wants it done they can do it themselves

scarlet loom
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So if you have netherite armor, you just can't even think about moving

balmy estuary
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i am no longer dissapointed

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very nice

errant roost
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you could lowk just have a anvil with the VS2 logo on the side idk

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if your still looking for another thumbnail (your prob not)

waxen python
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Anvils are linked with being comically heavy

rancid sage
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this is nice to incentivize item vaults, which i would just give a static mass.

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Me personally, I wouldnt like chests gaining mass from items in them even though it would be more "immersive". Would just make it too annoying to transport things with planes, so I'd want a config option for that at least since I would play around with it but almost definitely not keep it on.

If you add config options to let bundles, shulkers, chests, etc. ignore the mass, to make bundles useful, and for shulkers with their weird endertech it just makes sense, I would use this.

Add some easy way for us to hook into carrying capacity so that it can be manipulated with worn gear and/or "game stages" and/or other conditions, then add mass to non-block items, and that would REALLY elevate it.

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Big fan already though

rancid sage
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Well I was thinking more of enchantments on armor, or changing backpacks to just increasing carrying capacity instead of giving more slots as an option yk.

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Another thing: I know you can add non-effect speed/slowness modifications, which allows for finer tuning. I'm not sure how, but I've seen it done before, so you could try to make the over-encumbered effect a curve that makes you even slower the more you are carrying over the capacity.

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yeah pretty much something like that

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Pack Mule III on my leggings

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Obviously having the feature for users to go into a config and make certain equipment add or remove carrying capacity would also be cool, if it works with curios even better, since then you could have heavy armor just decrease the capacity instead of encumbering the player further, might be more elegant idk.

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I also think the strength effect should be usable for a temporary buff but this is just icing for the cake

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yup

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looking forward to see where this goes

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also make the enchantment a chestplate exclusive

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lucky me that I don't care much for that feature lol

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It would be cool

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to have working

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but I can't imagine it not pissing me tf off whenever I'm shooting autocannons my plane gets lighter omfg

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wait those aren't blocks

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but you get my point

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do we know if making a weightpack and assigning non-block items mass works? obviously it would make no difference in base VS but for this it would be grande

rancid sage
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yes but if I were to add mass to all the items (for use with your addon)
and then your addon were to make chests have variable mass depending on their contents, and it works with the ships
THEN
it could piss me off

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but good to know this works, now I have 3 billion more specific masses to add to my datapack

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Dw I will have some clanker run the first draft for me. Also people got on your ass hard, it's not that serious.

For art ig I get it, but when writing code genuinely who gives af, and when doing something like this I'd be stupid not to.

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ye?

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lmao

rancid sage
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Awww hell yeah

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Noooo

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But it works now

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Also I’m guessing it’s multiplicative?

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So I can give myself an annoyingly low carrying capacity and the enchantments aren’t too OP?

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Perfect 👌

wraith sapphire
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btw I'm pretty sure this stops it being usable in modpacks without explicit permission

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since modpacks are a form of redistribution

wraith sapphire
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you can just add a like

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"you can use this in modpacks without my explicit permission"

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then its fine

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I can do my best

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there's something you can call uh

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to make VS think a block has been placed with _ mass

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without actually placing a block

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it can be abused for dynamic weight

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can't remember what function it is though

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@JvmStatic
fun updateBlockStateWeight(serverLevel: ServerLevel, blockPos: BlockPos, oldWeight: Double, newWeight: Double) {
  val state = serverLevel.getBlockState(blockPos)
  
  val (_, prevBlockType) = BlockStateInfo.get(state) ?: return
  
  serverLevel.shipObjectWorld.onSetBlock(blockPos.x, blockPos.y, blockPos.z, serverLevel.dimensionId, prevBlockType, prevBlockType, oldWeight, newWeight)
}
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in java that would be uh

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public static void updateBlockStateWeight(ServerLevel serverLevel, BlockPos blockPos, double oldWeight, double newWeight) {
  BlockState state = serverLevel.getBlockState(blockPos);
  var prevBlockType = BlockStateInfo.get(state).second();
  VSGameUtilsKt.getShipObjectWorld(serverLevel).onSetBlock(blockPos.x, blockPos.y, blockPos.z, VSGameUtilsKt.getDimensionId(serverLevel), prevBlockType, prevBlockType, oldWeight, newWeight);
}
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something along those lines

wraith sapphire
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Yeah uh don’t copy my code exactly it was written from memory 😭

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There’s a method called something in VSGameUtilsKt to get a dimension id (string) from a level

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Uhh

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Like it can’t find the class?

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That’s uh

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Not how you’re meant to add vs as a dep

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Not Java, much much worse

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Gradle

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Adding vs to gradle is imo the most annoying part of making a vs addon

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But you hopefully only have to do it once

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Oh you’ve already got the vs maven, good

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You do need the kotlin for forge one though, or you won’t be able to have VS while running the game

wraith sapphire
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Because vs and gradle are annoying together

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Btw put the annotation processor after Minecraft but before all the other deps

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Idk if that’s the issue here but it’s good practice (I think)

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Ah nice

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Lmaoo

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No problem

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Better to never touch gradle

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The greater evil clueless

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Ayyy

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Oof

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That’s definitely heavy clueless

rancid sage
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Congrats, gimme

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Lfg ty man

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Yup yup yup thats the idea

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I mean I already said I’ll probably switch this off but I’ll play around with it first

untold ether
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that’s sick

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encumbrance has been kipti-approved

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congratulations

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the vscreators will watch your career with great interest 3dsmile

errant roost
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Nice

untold ether
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Cars in real life don't experience less weight than humans do, though. I was just suggesting you use an arbitrary value that feels good for gameplay, since a chest full of cobblestone being heavier than the entire ship it's on would not be very fun for gameplay

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also, the effect of weight on players is entirely different than what affects ships

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players just get what is basically the slowness effect, right?

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so the effect on players and the effect on ships is completely disconnected from each other anyway

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I just think that a block inside a chest should weigh less than a block placed directly onto the ship, for less painful gameplay

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you could even make the value configurable

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what sounds good to me is roughly 1/10 (0.1) which is close to your math's number anyway, but idk how it would actually feel while playing

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if you really wanted to be autistic about the number (which I understand blobgrin), then you could derive it from the number of blocks you can fit in a tile when you place them vs when they are in a chest

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AKA: 1/1728 (0.0006)

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just an idea tho

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no, but it seriously affects the ability for it to lift off the ground

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so aircraft would basically be impossible to carry any meaningful amount of resources on

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also the trackwork suspension would probably not be able to handle the full weight of 1728 cobblestone blocks in a single chest

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so no cars either

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boats would probably also immediately sink due to being too heavy

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spaceships in space would be fine tho 3dsmile

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no gravity or friction there

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yeah, but then the scaling would be weird

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you would double the weight of the chest by placing one cobblestone into a chest when it has only 1 in it, but then after a certain threshold it would have literally no effect at all

untold ether
# untold ether AKA: 1/1728 (0.0006)

tbh, I think something in between this and 0.1 would probably be ideal imo. Something like 0.01. That way a chestful of cobblestone would still be significantly heavier than a single block of cobblestone, but it also would be significantly less than 1728 cobblestone.

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It would weigh 41472kg

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which is pretty reasonable if you ask me

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I'm confused about what you mean by "carrying capacity"

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ohhhhhhhhh

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but still

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player = gets encumbered effect
ship = has actual mass added to it

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these are two completely different systems, so idk why you're so hung up on making the ratios have any relation to each other

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leave players how they are, and make the weight added to a chest per block inside be 0.01 of that block's mass

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also, don't you have complete control over this number anyway?

untold ether
rancid sage
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I wouldn't get so hung up on giving ships and players the "same level" of effect. The effect is different, and the original pitch for this idea was to incentivize transport with vehicles.

untold ether
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Minecraft rules make absolutely no sense anyway, so your arbitrary rules don't either 3dsmile

rancid sage
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its good for the player, you could decrease jump height too to make it even closer to the effect it would have on vehicles. Or, idk if this is possible but it must be: I've seen mods like Lunar apply gravity modifiers to all entities, pretty sure you could throw that on just the player.

but yeah I mean balance it how you want as long as I can tune the config I'll be happy

untold ether
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it's like how people were trying to argue that the VS weights of blocks should be based off of their crafting recipes.

Like, I'm sorry, but a furnace weighing 8x cobblestone makes no sense and isn't fun for gameplay. It makes more sense for gameplay to make a furnace the same weight as cobblestone, since it is supposed to be made out of it and it is also a single block. Plus, it wouldn't be fun if furnaces were ridiculously heavy like that.

Same thing for logs. Logs should not weigh 4x planks. They're both wood.

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IMO, the inventory system in Minecraft and the grid are two completely separate things with separate rules.

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The inventory system does not respect conservation of mass at all, so why should we have to when modding it?

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and it's more fun for gameplay that it doesn't

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gameplay is king at the end of the day

rancid sage
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ye

untold ether
rancid sage
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I have no idea how it's done tbh but I can shoot you the mod I'm referring to, the tiny moon and big moon event might just change like a dimension wide or global gravity value which obviously wouldnt do the trick for you, but if its just the player, then maybe.

rancid sage
untold ether
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fair

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have you ever tried fitting 1,000 cubic meters of cobblestone into your stomach? clueless

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wait lemme edit that rq

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there we go lol 😂

rancid sage
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Yup gameplay is king and for individual systems in the game their purpose needs to be at the forefront of your mind, which is why i referred to the original pitch of incentivizing transport. And it's why mods like create have such clean design.

untold ether
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I made a lot of sacrifices to realism when making Valkyrien Sails, even though I really wanted to be super autistic about everything wtfdidewoudjedothistime

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originally I tried to make sails push you as fast as they do in real life, but people complained a lot that it was way too slow

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after playing it for a few hours, I doubled the speed of sails 😅

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that's not a bad idea, actually

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I'm always a huge fan of modularity

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they don't need to blend seamlessly tho. That's what I've been trying to say

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Minecraft's inventory system and grid system do not blend seamlessly at all, and yet they are both part of the same game

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why? Because it makes for fun gameplay

rancid sage
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I don't think they necessarily clash, as long as you don't make it too difficult to move cargo with a plane the original goal is still met. Modularity still good though, you would get that with config options too. Really just depends if you'd rather not give people bloat in the mod, or their list.

untold ether
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believe me, I understand 🙏

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However, Minecraft is not a game about realism

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100%

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if minecraft were perfectly consistent and realistic about everything, it wouldn't be a fun game

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it is your mod tho lol, so all I can do is offer my opinion

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config options are a great way to make everyone happy

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The Sails helm has a realistically simulated rudder, meaning it does nothing if the ship isn't moving. I love it that way, because it is realistic, but some are expecting it to be able to turn the ship on the spot.

So, I added a "realistic-rudder" config option that lets you disable it and switch to unrealistic mechanics that let you turn on the spot if you want.

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that way, everyone is happy 3dsmile

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your mod is also much more likely to get added to modpacks the more config options it has

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(I say this as a modpack developer myself)

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it allows the modpack author to tweak all the mods they add to fit the gameplay experience they are trying to go for.

waxen python
untold ether
rancid sage
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configurability is always the answer imo

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nothing that annoys me more than not being able to change something in the config, or when the config is fuggen impossible to find, or god forbid, it doesn't even have one

waxen python
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It has some very ugly biomes but also amazingly beautiful ones

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And you can disable each biome individually

rancid sage
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Me setting divisor to 10000 and carrying capacity to 100kg

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Aka can I beat Minecraft in a VS wheelchair

rancid sage
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Lmaooo

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Plus thats a stack of netherite blocks, not your everyday cargo

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Yup

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Is there a way to switch it off entirely?

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Nice ok

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Hehe

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Well it’s going in my modpack. Whether that modpack ever sees the light of day or whether people end up giving af about it is another topic entirely considering the fact I highly doubt I will advertise it, just throw it out there considering all the work im putting into it i might as well

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Yes

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And the idea for it is strong

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Just requires a lot of work

untold ether
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that's awesome, man 🔥

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oh hey, I know the black cauldron

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I still have never seen it, but I love the art from it

rancid sage
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Yeah cult followings are more charming anyway, they don’t pay the bills but I’m not trying to switch careers

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Yeah exactly

untold ether
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the art is so good

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I've definitely tried emulating it in my art before

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very cool

rancid sage
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The lengths people will go for movies they love. I’ve watched 8 hour video essays about The VVitch. Some guy sat down and made that, by himself. And then millions watched it.

untold ether
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yeah, it would do that for a eureka ship bc eureka adds a lot of drag that the helm's force has to overcome

twin ferryBOT
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__**It looks like you're trying to download Clockwork!**__

Get Clockwork from Modrinth

Clockwork requires:

  • Valkyrien Skies 2.4+ (lower versions are incompatible!)
  • Kotlin for forge (if on forge)
  • Create 6.0.8 (6.0.6 and lower create is incompatible!)

Clockwork now supports Create 6.0.8+, and is incompatible with VS 2.3

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no clueless

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Pterodactyl std:system_error

std:system_error means that your server is using a software called pterodactyl. This software kills VS for making too many threads, with the only fix being changing a setting that customers usually don't have access to. You can try and ask customers support to see if they will change it, but with large server host companies (bisect, Aternos, etc) they almost certainly won’t since it’s an important part of them regulating how much resources each server uses.

Here is the GitHub bug that mentions how to fix it:

https://github.com/ValkyrienSkies/Valkyrien-Skies-2/issues/826#issuecomment-2094226933

Its worth noting that Minecraft itself, along with other mods, also use multiple threads. VS just uses the most, and so is usually the one to push it over the limit.

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I'm full of surprises 3dsmile

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no, that's weird. don't say that.

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FAQ

FAQ is just faq

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whatever you do, don't touch my pickle

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I'm very self-conscious about it