Recent Events Discussion (RED) Thread

Golrith

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Thanks ! @Pyure and I have been discussing this concept for a few modpacks now. In the real world, you don't simply burn a lot of fossil fuels (near where you live and where you grow crops !) and expect everything to be peachy. It will introduce another mechanic for players to be creative with how to solve.
If you can, make it so that the player/mod pack maker can configure which block produces what amount of pollution, plus if it's possible to detect when a block is "On" (aka actively doing something to cause pollution) bonus points.
I would even say that Lava is a source of pollution. You don't really see pools of lava surrounded by lush green fields. Basing the idea on Thaumcrafts Taint is a great idea. That was a perfect pollution system.
Look forward to seeing Acid Rain decimating your tree farms in a later version :p
 

Pyure

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If you can, make it so that the player/mod pack maker can configure which block produces what amount of pollution, plus if it's possible to detect when a block is "On" (aka actively doing something to cause pollution) bonus points.
Bear in mind, this is a couple of guys who are tinkering with minecraft modding for the first time.
Programming isn't an issue, but it'll take a while to get a grip on how mods are actually built. Fortunately there's a plethora of amazing resources out there to get started with.

Having said that, an ultimate goal is absolutely configurability.
 

Yusunoha

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no update from me today, but a small reminder that I'll be going on vacation this week, so I'll be absent from the 16th of september till the 23rd of september
 
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RedBoss

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So I suppose it's really not a big deal for anyone that Forge is baking in RF? Seems mildly interesting but not nefarious.
 

Scottly318

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Not to me... its one of the most used power systems. Back in days pre 1.7.10 you had so many power options that packaging one in with forge wasn't practical. With so many mods using rf? It's only natural to package it
 
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RenzosNips

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Well after all their talk about how they'll never include a power API, it is interesting that they are going that route. Now mod authors will be bitched at repeatedly for not using the "official" power API, just like they did about RF. (See Reika) It's also not that interesting of a power API either. But hey, whatever floats their boat.
 
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Yusunoha

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McJty

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there's already a discussion going on about what to do with Curseforge after this happened
the majority either voted for "We should build a less bloated launcher that uses a variety of hosting providers" or "We should ditch curse and find something better".
The majority doesn't consider that mod authors get some revenue out of hosting with curse. I don't think that's something to forget easily. No other mod hosting service (currently) offers this
 

Yusunoha

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The majority doesn't consider that mod authors get some revenue out of hosting with curse. I don't think that's something to forget easily. No other mod hosting service (currently) offers this
agreed. and in my opinion the majority also doesn't consider what is actually needed to create a new launcher and taking care of all the logistics behind it.
instead of immediatly jumping ship and leaving curse, why not stick around a bit longer and help to improve curseforge and the curse launcher

personally I'd love to see 2FA implented for curse
 

pakos2835

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Clarity is an extremely simple mod with just one purpose: it decreases the density of underwater fog, making it much easier to see underwater, without totally removing the fog so it's still quite clear that you're underwater.
there are in-game Enchantment for this purpose, in addition exist fognerf and opti clear water

new day, new update, and today it's @Rubironi with Server Tick Monitor
server-side, creative thing..
looks like not very usable, most of server admins ban tps info commands or write static "20" manually, so it will be nice have craftable true tps-mon

that mean clientside here - other players on server without mod will see my google-eyes too?
 
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Golrith

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and @ferreusveritas with Growing Trees
Finally, someone has tackled trees. I've been thinking of this just with Fence Posts as an idea, this takes it one step further. Plus, available for 1.7.10. Really going to try this out and see how it interacts with other mods.
 

Pyure

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Finally, someone has tackled trees. I've been thinking of this just with Fence Posts as an idea, this takes it one step further. Plus, available for 1.7.10. Really going to try this out and see how it interacts with other mods.
yeah this looks really interesting. Also, their page is nicely professional and I respect that.
I'm also curious how well it works with other mods, particularly anything with treecapitation (including tinkers construct) or fast leaf decay.