#VS Encumbrance BETA
1 messages · Page 1 of 1 (latest)
It almost definitely is
W
W
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
i meant the player gets encumbered
by their ender chest
so that they cant ignore weight by putting things in it
and carrying it around with them
you should check out the old Sailor repository, if you can find it. It had VS ships getting affected by player weight as well
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
Reminded me of Skyrim instantly
I was thinking something more like 10, but yeah. It can also be configurable
I dont even play Skyrim
Sounds like some terrafirmacraft stuff
Where chests can only hold like 100kg
(the weights are more adapted to Minecraft and less realistic in some ways)
Well it incentives methods of storage such as log piles
So your chests can be used more effectively for other stuff
fair
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
So if you have netherite armor, you just can't even think about moving
you could lowk just have a anvil with the VS2 logo on the side idk
if your still looking for another thumbnail (your prob not)
Anvils are linked with being comically heavy
this is nice to incentivize item vaults, which i would just give a static mass.
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.
Big fan already though
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.
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.
yeah pretty much something like that
Pack Mule III on my leggings
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.
I also think the strength effect should be usable for a temporary buff but this is just icing for the cake
yup
looking forward to see where this goes
also make the enchantment a chestplate exclusive
lucky me that I don't care much for that feature lol
It would be cool
to have working
but I can't imagine it not pissing me tf off whenever I'm shooting autocannons my plane gets lighter omfg
wait those aren't blocks
but you get my point
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
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
but good to know this works, now I have 3 billion more specific masses to add to my datapack
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.
ye?
lmao
Awww hell yeah
Noooo
But it works now
Also I’m guessing it’s multiplicative?
So I can give myself an annoyingly low carrying capacity and the enchantments aren’t too OP?
Perfect 👌
btw I'm pretty sure this stops it being usable in modpacks without explicit permission
since modpacks are a form of redistribution
you can just add a like
"you can use this in modpacks without my explicit permission"
then its fine
I can do my best
there's something you can call uh
to make VS think a block has been placed with _ mass
without actually placing a block
it can be abused for dynamic weight
can't remember what function it is though
@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)
}
in java that would be uh
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);
}
something along those lines
Yeah uh don’t copy my code exactly it was written from memory 😭
There’s a method called something in VSGameUtilsKt to get a dimension id (string) from a level
Uhh
Like it can’t find the class?
That’s uh
Not how you’re meant to add vs as a dep
Not Java, much much worse
Gradle
You’ll also need the VS and KFF mavens
https://github.com/jcm236/Starlance/blob/main/build.gradle#L89-L95
https://github.com/jcm236/Starlance/blob/main/build.gradle#L147-L153
Adding vs to gradle is imo the most annoying part of making a vs addon
But you hopefully only have to do it once
Oh you’ve already got the vs maven, good
You do need the kotlin for forge one though, or you won’t be able to have VS while running the game
You also need uh… allll of these deps
Because vs and gradle are annoying together
Btw put the annotation processor after Minecraft but before all the other deps
Idk if that’s the issue here but it’s good practice (I think)
Ah nice
Lmaoo
No problem
Better to never touch gradle
The greater evil 
Ayyy
Oof
That’s definitely heavy 
Congrats, gimme
Lfg ty man
Yup yup yup thats the idea
I mean I already said I’ll probably switch this off but I’ll play around with it first
that’s sick
encumbrance has been kipti-approved
congratulations
the vscreators will watch your career with great interest 
Nice
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
also, the effect of weight on players is entirely different than what affects ships
players just get what is basically the slowness effect, right?
so the effect on players and the effect on ships is completely disconnected from each other anyway
I just think that a block inside a chest should weigh less than a block placed directly onto the ship, for less painful gameplay
you could even make the value configurable
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
if you really wanted to be autistic about the number (which I understand
), 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
AKA: 1/1728 (0.0006)
just an idea tho
no, but it seriously affects the ability for it to lift off the ground
so aircraft would basically be impossible to carry any meaningful amount of resources on
also the trackwork suspension would probably not be able to handle the full weight of 1728 cobblestone blocks in a single chest
so no cars either
boats would probably also immediately sink due to being too heavy
spaceships in space would be fine tho 
no gravity or friction there
yeah, but then the scaling would be weird
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
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.
It would weigh 41472kg
which is pretty reasonable if you ask me
I'm confused about what you mean by "carrying capacity"
ohhhhhhhhh
but still
player = gets encumbered effect
ship = has actual mass added to it
these are two completely different systems, so idk why you're so hung up on making the ratios have any relation to each other
leave players how they are, and make the weight added to a chest per block inside be 0.01 of that block's mass
also, don't you have complete control over this number anyway?
that feels like an arbitrary number anyway, so why are you modifying it based on how the ship system works?
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.
Minecraft rules make absolutely no sense anyway, so your arbitrary rules don't either 
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
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.
IMO, the inventory system in Minecraft and the grid are two completely separate things with separate rules.
The inventory system does not respect conservation of mass at all, so why should we have to when modding it?
and it's more fun for gameplay that it doesn't
gameplay is king at the end of the day
ye
decreasing jump height kinda feels awful to me. Taking the player's ability to jump up blocks is completely crippling
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.
oh yeah it would be awful, I would only want it to kick in when you're super over the capacity
fair
have you ever tried fitting 1,000 cubic meters of cobblestone into your stomach? 
wait lemme edit that rq
there we go lol 😂
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.
I made a lot of sacrifices to realism when making Valkyrien Sails, even though I really wanted to be super autistic about everything 
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
after playing it for a few hours, I doubled the speed of sails 😅
that's not a bad idea, actually
I'm always a huge fan of modularity
they don't need to blend seamlessly tho. That's what I've been trying to say
Minecraft's inventory system and grid system do not blend seamlessly at all, and yet they are both part of the same game
why? Because it makes for fun gameplay
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.
believe me, I understand 🙏
However, Minecraft is not a game about realism
100%
if minecraft were perfectly consistent and realistic about everything, it wouldn't be a fun game
it is your mod tho lol, so all I can do is offer my opinion
config options are a great way to make everyone happy
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.
that way, everyone is happy 
your mod is also much more likely to get added to modpacks the more config options it has
(I say this as a modpack developer myself)
it allows the modpack author to tweak all the mods they add to fit the gameplay experience they are trying to go for.
modpacks are the best ad for mods
fr
configurability is always the answer imo
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
Regions unexplored actually gets a W for this
It has some very ugly biomes but also amazingly beautiful ones
And you can disable each biome individually
Me setting divisor to 10000 and carrying capacity to 100kg
Aka can I beat Minecraft in a VS wheelchair
Lmaooo
Plus thats a stack of netherite blocks, not your everyday cargo
Yup
Is there a way to switch it off entirely?
Nice ok
Hehe
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
Yes
And the idea for it is strong
Just requires a lot of work
that's awesome, man 🔥
oh hey, I know the black cauldron
I still have never seen it, but I love the art from it
Yeah cult followings are more charming anyway, they don’t pay the bills but I’m not trying to switch careers
Yeah exactly
the art is so good
I've definitely tried emulating it in my art before
very cool
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.
yeah, it would do that for a eureka ship bc eureka adds a lot of drag that the helm's force has to overcome
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
no 
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.
I'm full of surprises 
no, that's weird. don't say that.
FAQ is just faq
whatever you do, don't touch my pickle
I'm very self-conscious about it
