#Yet another space mod (near vanilla, data-driven)

26 messages · Page 1 of 1 (latest)

pliant ferry
#

Basically, i'm looking for a space mod (like the classic GalacticCraft), but with a twist to be a low-complex (CC:T-like), near-vanilla and data-driven:

  • At first, it just add the rocket system - it's tier would be determined by the same crafting ingredients that could be consumed by a Beacon: iron ingot, gold ingot, emerald, diamond, or netherite ingot. Unrealistic comparing to real-life rockets, but would fit the vanilla mechanics.
  • For the default planets to be shipped, i think a variant of the Moon from 23w13a_or_b could be a good start since it was made by Mojang themselves (albeit in a April Fools snapshot), with the difference that the "cheese" block could be tweaked a bit (and renamed) to match the real-life lunar rock visuals (more gray-ish), and of course both moon cows and the Lunar Base contraption can be left out because they were added mostly for the laughs. But the gravity and sky characteristics (perhaps to be defined by an extra .json file in the default datapack) could provide a guide for custom dimensions to be registered as planets.
  • And of course, allow custom dimensions (provided by datapacks) to be registered as planets as stated above, with an extra .json file defining extra settings for that like what planetary system the planet/dimension belongs (with something like <namespace>:sol being the same one as the overworld), it's orbital parameters (don't need to be anything much complex, just the distance from the Sun/star and perhaps the semi-major axis / Eccentricity to define the shape of it's orbit, gravity and other definitions
dense steeple
pliant ferry
#

So, 23w13a_or_b (april fools build) added an interesting mechanic to its The Moon dimension take: seems like it have different gravity/mechanics than Overworld.

If this things are reimplementable in normal Minecraft versions, really only the rocket thing need to be coded from scratch. Or better, since i mentioned in OP that only OW and its moon should be added by default (the rest needs to be customized via datapacks by the player), maybe using this Moon from april 1st build (without freaky abominations, moon cow or rover spawning on the of course) as a base to such mod can be something useful

pliant ferry
#

A simple, data-driven space mod

#

Simple, data-driven space mod

pliant ferry
#

bump, just saw that @vague relic did a space mod as well (on #1112985493777428501)

#

currently not able to open the game to test how it works, but i suspect it isnt modular (in the sense a player can make custom planets/star systems using a datapack-like extension and custom dimensions)

#

also, from the description, its inspirated by KSP, right?

#

so i suppose the physics a little bit hard to do

vague relic
#

The actual space travel game mechanics are not as minimal as requested here. I kind of stayed closer to vanilla by using oxygen and hydrogen obtained by providing a machine with energy and normal water or ice instead of adding an entire tech tree for oil extraction and refinement like most others.

pliant ferry
#

well, when i meant "simple" i meant "cc:tweaked-level of complexity compared to OpenComputers" thing

pliant ferry
#

🆙, just saw this datapack, and althrough it uses some kludges to achive mod-like features, i really like the low-complexity of this one.

Would love to see someone making a mod-counterpart of this

#

Yet another space mod (near vanilla, data-driven)

pliant ferry
#

🆙 after a long time

vague relic
#

Going to be honest, my last attempt at a space themed mod became a snow ball effect of complexity when I tried to make an entire tech tree and too many random things for players to find on planets

#

I think you were cooking here

pliant ferry
#

something not realistic, but fiel to the flow of the vanilla

#

kinda like ComputerCraft/CC:Tweaked is structured compared to OpenComputers

vague relic
#

What is interesting about ComputerCraft (besides the obvious of adding automation via in-game programming) was that it got away with having no tech tree

#

There are really only a few unique blocks that are either useful for automation with redstone contraptions or take the same fuel as furnaces to immitate the actions of a player

#

Yet ComputerCraft fit perfectly in mod packs with highly ambitious tech mods from the Technic Launcher era right up to the present day

exotic wren
pliant ferry
#

🆙 after a loooooooooooooong time and aiming for 26.1+