Recent Events Discussion (RED) Thread

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Zenthon_127

New Member
Jul 29, 2019
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Witchery doesn't have an insanely fast update schedule...
Then no mod does. Witchery easily adds some of the most content of any mod over a week/month/etc.
In all honesty, it'd be even worse if I stuck with it now, given that I'm pretty dry on proper ideas and all I can come up with are a bunch of random unrelated items now and then that have no coherence with eachother at all. That's been pretty much every update since alhomancy in a nutshell.
I think it'd probably be good to take a break anyway right about now. Hey, take pride in the fact that you were one of the first to have a fully fleshed-out and stable 1.7 mod and probably made the MVP Mod of 1.7 unless something massive comes out.

Botania's in a good spot right now. The "random unrelated ideas" you had are actually pretty cool, the mod is pretty stable and it has a metric ton of useful content. If you're ever out of ideas, just remember this:
US Patent Office in 1889 said:
Everything that can be invented has been invented.
 
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chbachman

Guest
By the way, I didn't mean I was going to stop botania entirely. Just look away from it for a decent amount of time until I actually have something I can do with it. Perhaps I should've been clearer. I would still like that someone would fork botania and add in their own content while I'm away from it. It might just be what the mod needs as I feel like it's stagnating recently.

I would fork it, if I wasn't busy with modular armour.
 

NJM1564

New Member
Jul 29, 2019
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Witchery doesn't have an insanely fast update schedule...

In terms of content update it has. It grew into a masive mod in a fraction of the time most others have.
Mods like Thaumcraft 4 or TE... number, don't count as they took a lot of elements from the previous versions.
Many seem to update often but are mostly bug fixes. Or at most minor feature updates.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
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Lost as always
By the way, I didn't mean I was going to stop botania entirely. Just look away from it for a decent amount of time until I actually have something I can do with it. Perhaps I should've been clearer. I would still like that someone would fork botania and add in their own content while I'm away from it. It might just be what the mod needs as I feel like it's stagnating recently.
My opinions and suggestions:

Personally, I thank you from the bottom of my heart for creating Botania. It has been an amazing mod that I have greatly enjoyed, mostly because it went 'outside the [magic] box'. You generated concepts that I believe future mods will be using in releases to come. You have significantly contributed to the minecraft modded community by releasing your efforts, and I recognize all the blood, sweat, and tears that comes along with any sort of project like this one.

By nature, I'm something of a 'powergamer'. Back when I played D&D 3.5, I broke the game. I was a member of the CharOp boards, created horribly broken things that are completely legal by the rules, and lost interest in it entirely after I created four separate builds that could deal NI damage per round to NI targets (and one of them didn't even use magic to do it). So when I tell you that Botania is one of the most balanced mods I have ever encountered, I want you to realize how monumental that statement is. Yes, there are synergies with other systems that can get out of control (Blood Magic + Regen IV comes to mind), but it is about the most difficult to 'break' (in terms of creating insanely powerful things without first investing the proper resources) mod around. You didn't give in to peer pressure and create redonkulous stuff for popularity, you created a fun and entertaining mod that held together.

More importantly, you created a mod that was fun to play with, yet was difficult to automate, which I had thought was an impossibility. While there is a steep resource investment, there isn't a real need to grind out hundreds of any given item that can only be created manually, at least not in any one project. If you had about a stack of livingwood and livingstone, you pretty much had the basics required to make practically anything you really wanted to without needing to wait for any kind of timesink, assuming your mana production was up to the task.

Now for my suggestions:

Go into bug-hunting mode, rather than feature-releasing mode. Don't try to make the mod bigger and better, spend your time grinding out the little bugs and glitches that occasionally get reported. Maybe some minor features to go along with them. As far as I am concerned, you've got a mostly finished mod. Maybe work on the API and let others build upon your work. Who knows, you might be the next BC or IC2 that spawns all kinds of addons to it. You've got quite a lot of creative room left around your mod that others can explore. I know if I knew ANYTHING about Java coding, I'd already be writing an addon for Botania.
 

Not_Steve

Over-Achiever
Oct 11, 2013
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By nature, I'm something of a 'powergamer'. Back when I played D&D 3.5, I broke the game. I was a member of the CharOp boards, created horribly broken things that are completely legal by the rules, and lost interest in it entirely after I created four separate builds that could deal NI damage per round to NI targets (and one of them didn't even use magic to do it).

My friends and I play dnd today and when we were looking something up your name came up. Something about dread necromancers iirc.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
3,004
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Lost as always
My friends and I play dnd today and when we were looking something up your name came up. Something about dread necromancers iirc.
Yea, I did a couple of exceedingly naughty things with Dread Necromancers. Basically a full caster with full BAB due to persisting Divine Power (obtained through Arcane Disciple: Pride and Southern Magician to let it count as a divine spell to DMM: Persist) that had a persistent Aura of Terror that would cause a Will Save or cause Panicked. So basically, getting within 30' of him forced a Save or Panicked condition. Without requiring an actual action on his part. I wrote a guide on Dread Necromancers on the GiTP boards that got a lot of notoriety due to disagreeing with some of the things laid out in the previous guide on that topic.

The two that really earned me notoriety, though, was Takahashi no Onisan (the scariest CW Samurai that ever lived, lockdown every opponent within 30' not mindless or immune to Fear, but bypass immunity to mind-affecting), and the Rocks Fall, Everyone Dies build (exploding dice scenario, for every attack he generated on average 2.5 bonus attacks to generate NI attacks for NI damage to NI targets with a range of Line Of Sight).

However, this is straying off topic, so if you have any further questions, feel free to shoot me a message.
 
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midi_sec

New Member
Jul 29, 2019
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My friends and I play dnd today and when we were looking something up your name came up. Something about dread necromancers iirc.
so that's why his name is familiar...

regarding DN, can't remember the feats, but having undead cohorts that can control minions of their own is just broken.
 

Arkandos

New Member
Jul 29, 2019
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b) We need an "official" fork. I don't want to have to choose between the ten million (slight hyperbole) different forks of Botania that are bound to happen. It'll be frustrating and a case of "This has x, so does y, but y isn't as optimized but it has z.." and such.
Same reason I'm hesitant to update MagicBees to 1.7
 

asiekierka

Over-Achiever
Mod Developer
Dec 24, 2013
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Same reason I'm hesitant to update MagicBees to 1.7

Just do what I do: Stop caring, put up a GitHub, update it, people will evnetually contribute to you.

Forks always happen for a reason. The reason we had 3 forks of Chisel in 1.6 is that we all had different goals (delta's Chisel fork was focused on adding new features and FMP; I made a fork after I was asked by the TPPI to fix some bugs in Chisel 1.5.0fix, and Technic did their own fork way back when and never told anyone to fix compat with mods in their packs). In 1.7, we only have one fork.

If someone sees a need to fork MagicBees for other reasons, they will anyway.
 
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squeek502

New Member
Jul 29, 2019
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From the what's new thread:
Simplified? Meh. Sometimes programing being a little bit harder is more fun. Brainfuck anyone?
Lua is only "simplified" in the sense that the standard libraries are intentionally small. For example, it doesn't have any OOP support by default, but 'Class' can be implemented using metatables. I quite like it for that reason; learning the entirety of the standard libraries is very feasible, and past that point, it becomes entirely what I enjoy about programming: solving puzzles using a known and finite set of pieces.

EDIT: Also worth noting that it is a scripting language; often times it will be bound to something like C++. A notable example of Lua in game programming would be Don't Starve, where almost the entire codebase is written in Lua (with bindings to C++ for the core engine stuff). Another example is Garry's Mod, where they exposed almost the entire Source engine to Lua.
 
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