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#i needed worldedit to change the biomes but i had to use one of my preexisting modpacks bc for some reason i cant make any new profiles ๐Ÿ’€
radioves ยท 11 months
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just a reminder that being in an end biome makes the sky go black ^_^
[ID : a screenshot from minecraft, with the player standing in front of a build that resembles a mossy statue of a faceless head wearing a hood. the sky behind it is a dark purplish color, with speckles like stars scattered around. there is red text edited over it reading "dark sky around the secret keeper shrine", and there are red arrows pointing to the sky on either side. END ID]
[ID : a gif from minecraft of a player standing on a platform made of a gradient of moss, mycelium, and grass that has been retextured to be purple. they are standing on the purple side, where the sky is dark and the biome is labeled "end barrens", before they run to the other side where the sky grows lighter and the biome switches to "plains", before they return back to the end barrens side. END ID]
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riverbanksquid ยท 3 years
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server stuff:
aside from some minor things (sign editing not working, rendering issues in a couple of cases, worldgen learning experiences) the pack in its current form is about as nice as I can make it!! planning on one 1.17.1 update (add betterend & some requested QOL features, plus a few blocks of my own creation just because AND a datapack for practice; maybe tweak worldgen and expand the worldborder since our Only decently sized jungle is half outside of it rn and I realized we have fuckloads of storage space) before we port to 1.18 later this year.
worldgen: I have Discovered through this process that everyone has very different ideas from one another about how frequently modded biomes should appear. the default settings for traverse autumnal forests are completely batshit insane and woodsandmires biomes are fuck-off huge for absolutely no reason, whereas vanilla biomes plus spams tiny biomes one million times (and doesn't play very nicely with vanilla mob spawning for whatever reason, let alone things like the mooblooms mod...). may have to consider writing something that tweaks mob spawning at the very least for 1.18? idr how easy that is or isn't but I could probably figure it out. would also be nice if I could get SOME flowers going for 1.18! that would be very exciting! worldgen has obviously changed since 1.16.5 but I barely had it figured out anyway and that ALSO means that people have been TALKING about it a bunch on the discord as they learn which is exactly what I need to learn it myself so. it's fine
porting: I love worldedit. has worldedit ported yet? we have to wait for worldedit to port before we can port. aside from that I think it's FAIRLY safe to assume the stragglers who haven't made the jump yet will do it before I have to actually pull the trigger on packing up everyone's builds into schematics and getting us all settled in to a new world. also I need to find a good seed, which I guess I have to settle on worldgen mods for as well. it's a good thing I literally can't use seedhunt for this, bc they are currently fully useless as far as 1.18 goes for people who aren't speedrunners.
the other thing is that I will have to look into permissions management and logging again since it was impossible to find anything decent for 1.17.1 (since presumably the Good Ones were waiting for 1.18...????? idk. luckperms come back). VERY EXCITED to get back on my curseforge/modrinth diving. good pastime. I will probably also want to install a hotkey manager of some kind and ship the pack with some Nice and nicely documented custom hotkey settings since EVERY MOD wants to use V to get to the CONFIGS for whatever fucking reason, despite the fact that modmenu. exists. could you all get over yourselves for a second. autofish I am LOOKING at you.
also shift+right click is massively overused and I can't tell if it's because it's impossible to make your little guy interact with entities without An Click or because everyone has mc gameplay poisoning and forgot that the keyboard exists. if I have two mods installed that are supposed to do something when you shift+rclick a mob, one of them is going to lose and I'm going to be mad. how do modpack makers cope with this horseshit normally. personally I'm coping by becoming the joker. anyway in the former case I think the solution is to prioritize One for empty-hand / default behavior and add cheap custom tools for all the other ones.
that said I have learned a LOT about modpacks as a concept & an art!! and about general server admin stuff... learned about dynmap... learned about editing .dat files. learned about accidentally nuking all modded content in a certain radius centered on worldspawn bc your server host's documentation doesn't mention that it resets the server jar to default when you update and you had to fix it by trial and error bc you had to update bc log4j happened. hey now that I'm typing that out: is there a way to STOP the server from preparing spawn until you give it the OK or something??? for debug??? it would save me a lot of time mounting backups after I Witness fabric getting confused and letting the world load in anyway like an asshole. TO RESEARCH, I GUESS. also I'm good at datapacks now (lying) (spent an hour on NYE struggling to make a "silk touch works on budding amethyst" pack work before realizing that the problem was that the file was named budding-amethyst instead of budding_amethyst) (idiot) (earning her Missing Curly Brace stripes every day) (proud)
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