Tradewinds (BETA 0.0.47) - A trading based modpack.

Discussion in 'Modpack Creation' started by Rebirth Gaming, Jun 2, 2015.

  1. San

    San Active Member

    Any plans for fantasy elements? Elf/merpeople/dwarf societies to trade with?
  2. Rebirth Gaming

    Rebirth Gaming Well-Known Member

    To some degree, yes! If we can achieve it via CustomNPCs then we will certainly explore it.

    Beta V46 is out now.

    Added a temporary fix to Brewcraft. Tossing splash potions will no longer crash the server. However, tossing splash potions will still cause a client-side fatal error, causing the player to disconnect. We are seeking help with this mod! The mod has been abandoned, and would greatly appreciate it if someone can take a look at the source code and figure out why throwing splash potions causes a null pointer exception/fatal error.

    Updated Streams and Farseek.

    Fixed an issue that was causing the server VM to timeout when loading new chunks. This was perhaps our final major issue with world gen. Now that it's solved, we've been able to pregen areas of the world, greatly reducing lag induced by exploring.

    Server -

    We've added the cities of Baroham, Antonne, and Blackcliff. Still adding NPCs, factions and quests.

    Note - we are looking for someone to develop an enchantable jewelry mod for us! Due to the way I've customized the inventory and equippable items, we need a custom mod for this. There's quite a few details regarding this mod, but tl;dr is I want players to be able to enchant rings, amulets and bracelets with enchants and potion effects. Each jewelry type has limited durability, consumed in various ways. If you're interested, let us know!

    Lastly, the official Tradewinds server is still in whitelist build-mode. If you know how to write mods, NPC scripts, build nice looking structures, create lore, quests and stories, and want to help us, let us know!
  3. Rebirth Gaming

    Rebirth Gaming Well-Known Member


    Added Lootable Corpses. This mod is basically gravestones, but with limitations. When you die, a corpse spawns at your death location containing all your items. This corpse can be looted by ANYONE! In essence, this is no different than regular vanilla death, except your items are just neatly stored in the corpse to avoid deletion from server systems that remove entities.
    The corpse has a duration, after which it will disappear, and your items are forever lost. Recover it quickly to avoid this!
    Any item with durability will have its durability drastically reduced when you die. This punishes death, as expensive armor and weapons will be nearly broken when you die.

    As a reminder, there will be no /back nor bed respawns. Players will have their respawn locations bound to major cities and other predetermined locations only. You can choose where to respawn by visiting one of these locations and setting your respawn to that location. For example, visit a temple in a major city, talk to the priest, and the priest will set your respawn location to that temple. Then, when you die, you respawn there. Or, if you're exploring a major dungeon, there may be a nearby camp with an NPC that lets you set your respawn to that camp, letting you respawn closer to the dungeon.

    Some respawn locations may be locked behind requirements, such as faction standing, quest lines, or even a cost.

    Updated Immersive Engineering. This fixes an issue where CustomNPCs would always drop epic shader grabbags upon death.


    Disabled food rot. Yep, we had to do it =(
    Food rot was causing a lot of issues - more than was fixable or could be worked around. Basically, a lot of mods use internal inventories to store things like chest loot, mob drops (such as customNPCs) etc. Enviromine will always cause food rot as long as food is stored in *any* kind of inventory. This meant if NPCs had a quest reward (or even a quest requirement) for a food item, that stored reward would rot. Caused all kinds of weird issues like that.

    I'm not sure if there's anything we can do to implement a way for food to rot while also preventing it from affecting things like drops, rewards, etc.

    Began pregen. We've mapped out a section of the world which players will initially be confined to (world border) and started generating all chunks in this area. Don't worry - this area is pretty massive, so unless you spend hours walking/swimming in one direction, you shouldn't hit this border. This border will also be expanded as we add more cities and content to the world.
  4. CaptPanda

    CaptPanda Well-Known Member

    Have a mod that has food crates, when you right click the crate it spawns in fresh food?

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