secret_online's recent activity

  1. Comment on Tildes Minecraft Weekly in ~games

    secret_online
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    Given you've said you don't really get Minecraft at the moment, I don't think this server would necessarily give you that "ah-ha" moment where it clicks. It's all still very self-driven which I...

    Given you've said you don't really get Minecraft at the moment, I don't think this server would necessarily give you that "ah-ha" moment where it clicks. It's all still very self-driven which I know is not how everyone wants to play games.

    At this moment in time, most of the activity on the server is people building their own things. Sometimes there will be larger community projects (Gravy's mall from last season, for instance), but these often end up being longer-runnning asynchronous projects rather than everyone-gets-together-to-do-a-thing-at-the-same-time. It feels a bit like playing singleplayer, but you can pop over to your neighbours' place to say hi and see what they're building in the back yard, or grab resources from one of the community farms that someone else built.

    Of course nothing is stopping you from doing some tourism. The central town by spawn has a good number of buildings all in their own style, the industrial area nearby is a hodge-podge of different builds that produce various resources, and peoples' personal bases are well and truly under construction. And by coming in with the mindset of a tourist you can get a feel for the vibe without committing to anything.

    5 votes
  2. Comment on What programming/technical projects have you been working on? in ~comp

    secret_online
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    Well, I've been back at my Tiny Flowers mod for Minecraft. I've decided to target the next major version for my rewrite, and we seem to be pretty deep into the snapshot cycle so I'm imagining...

    Well, I've been back at my Tiny Flowers mod for Minecraft. I've decided to target the next major version for my rewrite, and we seem to be pretty deep into the snapshot cycle so I'm imagining prereleases will start any week now. Though given the announcement that they'll be switching from OpenGL to Vulkan internally there might be a few more snapshots to come. Not that it matters for my mod, I'm not doing anything low level enough to be affected by that.

    Over the last weekend I got it in my head that it would be a great and wonderful idea to finally port the mod to NeoForge. To be fair, I did also have a feature request for it but it is also something I've wanted to do.

    My first instinct was to use the Architectury Loom plugin for Gradle, which I used when porting my other small mod, to paper over the differences between the build systems for the two mod loaders, but Architectury has not updated for the removal of obfuscation in the base game so I'm unable to use it to develop for the snapshot versions of the game. So instead I searched for other ways to split the sources for the mod loaders and came across multiloader template. Instead of being a separately published Gradle plugin that supports building for both loaders, it instead has a small Gradle plugin included in the repo that calls the right things in each of the sub-projects, and the sub-projects use the normal build system from each loader. It took a little bit of time to set up, but now that it's working I'm unlikely to ever need to touch it again. And if I do, then the changes I've made are so minimal that it wouldn't be hard to just copy from the template again if it ever updates.

    But that wasn't the hard part. The hard part was registering blocks, items, and other things across the two loaders. Minecraft uses a registry system for a lot of its internals, and both mod loaders have entirely different ways of interfacing with it. Fabric's system looks much more like the game's code, while NeoForge's system is a step or two removed from the game code. Thankfully, I came across two posts that covered off how to abstract the differences away into something somewhat nice. Though the most annoying part was going through and changing all direct references to my objects to Suppliers and calling .get() everywhere, and if I missed a spot that the compiler didn't pick up because I'd been casting between types, then the game would just crash while testing. I'm glad this mod is small enough that I can test most of it pretty quickly.

    The other annoyance was data generation. My mod uses data generation to make a bunch of JSON files, and of course both loaders have slightly different entry points into the data generation system. I was able to make a lot of it common, but there's still a bit that's different between the two. But as long as they generate the same JSON files then it's fine.

    I still need to finish updating my GitHub actions workflows to support the template (mostly the ones around updating versions), but other than that I think I've done it. When the next version of the game comes out, my mod will be available for both major mod loaders. Here's the v2 branch on GitHub for anyone curious.

    4 votes
  3. Comment on Tildes Minecraft Weekly in ~games

    secret_online
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    I love the flag! I happened to notice it while flying around and had to stop to appreciate it. I immediately caught on to it mimicking the swoosh of the Tildes logo, so good job on that! I believe...

    I love the flag! I happened to notice it while flying around and had to stop to appreciate it. I immediately caught on to it mimicking the swoosh of the Tildes logo, so good job on that!

    I believe the dragon statue was @Bront. I love how protective she looks of the egg, almost curling up to pounce at whatever creature/player is trying to take it.

    Cool idea to use the dragon curve for the lights. It has such a distinctive shape that works well for a bespoke lighting fixture in some expensive place.

    4 votes
  4. Comment on Tildes Minecraft Weekly in ~games

    secret_online
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    Aww, now there won't be chat logs filled with murder just because I needed to get more of my own head.

    Aww, now there won't be chat logs filled with murder just because I needed to get more of my own head.

    2 votes
  5. Comment on Tildes Minecraft Weekly in ~games

  6. Comment on Tildes Minecraft Weekly in ~games

    secret_online
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    I definitely want to build more gas stations around the place, and if you're using a lot of rockets then it's the perfect place. Good to know, in that case the actual crafting redstone is pretty...

    I definitely want to build more gas stations around the place, and if you're using a lot of rockets then it's the perfect place.

    If you build one in my city I'm gonna add a small creeper farm and sugar cane farm to supply it

    Good to know, in that case the actual crafting redstone is pretty small (I mean, you've seen the gas station in town), and it can be reduced a bit if you don't need the indicator lights to know when it's running low on materials. I should be able to fit the redstone in a pretty small space, so there'll be plenty of room to make it pretty.

    How big are you imagining? I haven't actually been over to yours recently so I don't know what scale of building you're going for.

    1 vote
  7. Comment on Tildes Minecraft Weekly in ~games

    secret_online
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    This feels like the exact problem that an army of Copper Golems could help solve. Of course it would only sort items that already exist in the system, but it should keep the final overflow...

    a design of how to sort non-stackable items

    This feels like the exact problem that an army of Copper Golems could help solve. Of course it would only sort items that already exist in the system, but it should keep the final overflow relatively empty. As a bonus, they already do some level of grouping of similar items.

    4 votes
  8. Comment on Tildes Minecraft Weekly in ~games

    secret_online
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    I happened to notice the new thread while not too busy at work, so here's what I've done over the past week. The main project for the week was updating the Nether roof portal tower on top of our...

    I happened to notice the new thread while not too busy at work, so here's what I've done over the past week.

    The main project for the week was updating the Nether roof portal tower on top of our base. I was never satisfied with the previous one and we're moving away from a wood-based build palette towards what Eth has coined "Trader chic", so now was as good a time as any to design and build a new tower.

    It has both a bubblevator up to the portal (turn hard left upon entering), and also a staircase winding up the inside for more traditional foot access. Partway up the internal staircase becomes an external one before going back inside. There's some basic decoration inside, but since the space is very cramped I wasn't able to take any interesting screenshots. As usual, I invite people to come on over and take a walk up yourself. I think between this new build, the bridges going through our cave, and the Emerald Embassy in town, I have a pretty good idea of what the main stylistic elements of this style are. Now I just need to figure out how to push the boundaries in different directions and see how I can use it for different purposes.

    Also I discovered a hole that was dug under the old tower that went right into our villager area where apparently someone was wanting to start another branch of the transport network? I do actually have plans for where a rail station would go in our base eventually, which will likely connect up to @hamstergeddon's rail line. It will be much closer to where the main entrance for our base will be, which I suppose is my next major project to be thinking about. Though, I suppose if there are going to be competing rail networks, I'm happy to just connect to both of them.

    I also got around to my first armour stand work of the season, those being little monuments to the farms that Eth and I have built on the server. These can be found in the upstairs gallery of the Emerald Embassy in town.

    This does mean I now have my armour stand building kit ready to go, so I will start doing some small pieces here and there. I did do too much of it too quickly on the last season, so I want to pace myself a bit more this time.

    I've continued to keep the gas station stocked with rocket materials. Usage seems variable, but we're going through at least a couple of stacks of gunpowder per day, which about lines up with my expectations. Soon I might design a larger build that has shulker unloaders so I don't have to worry about being away for longer periods of time when I inevitably take a break from the server.

    5 votes
  9. Comment on Tildes Minecraft Weekly in ~games

    secret_online
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    Yes, we were doing that. The repeater is still set to 2, so it should still have the correct timings.

    Yes, we were doing that. The repeater is still set to 2, so it should still have the correct timings.

  10. Comment on Tildes Minecraft Weekly in ~games

    secret_online
    Link Parent
    J0hn and I have both had trouble with the collection side of the sand duper, even following the instructions. The water on the platform isn't instantly coming back, so items just clump up and...

    J0hn and I have both had trouble with the collection side of the sand duper, even following the instructions. The water on the platform isn't instantly coming back, so items just clump up and don't get flushed to the edges. From what I can see, the farm looks to be correct on both sides of the portal, so I have no idea why it wouldn't be working when it has been before.

    1 vote
  11. Comment on Tildes Minecraft Weekly in ~games

    secret_online
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    @bo0tzz I had secret_offline AFKing at the witch farm and the overflow chests completely filled up, leading to the entire line of hoppers backing up. I'm thinking there should be some item...

    @bo0tzz I had secret_offline AFKing at the witch farm and the overflow chests completely filled up, leading to the entire line of hoppers backing up. I'm thinking there should be some item destruction at the end to account for the sheer number of health potions dropped by witches. Would you be ok with me adding this the next time I'm on?

    I've also thought about adding a quick filter for the undead mobs (they sink in water, so it'd be really easy before the elevator) to stop the bows and armour from filling up those chests, but I'm guessing you want those given the storage slice for bones.

    2 votes
  12. Comment on Tildes Minecraft Weekly in ~games

    secret_online
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    New thread, new progress update. I worked on two main builds over the past week. The first was the result of a discovery Eth made one day: a mole had made its way into our cave. Maybe it wasn't a...

    New thread, new progress update.

    I worked on two main builds over the past week.

    The first was the result of a discovery Eth made one day: a mole had made its way into our cave. Maybe it wasn't a mole, maybe just a @hamstergeddon. Unfortunately, the level they were digging their rail tunnel at intersected our cave and would have gone straight through our iron farm. So, after some consultation with Eth, I built an underwater glass tunnel in a similar style to the road tunnel higher up in the base and dug a connection down to it. I dont have my own screenshots, so I'll use Creesch's instead.

    The second is the Spruce Community Portal's portal in the Nether. I asked @ColdheartsTalon if they were accepting trees built by others, and they said yes, so I designed and built a tree. I'm quite happy with how this turned out, being my first serious attempt at a custom tree. The hanging lamps are to mirror the ones on the overworld side of the portal, as well as to light it up so you can actually see the branches more clearly.

    The saga of the wind charge player launcher has probably come to its end. After some more experimentation with @teaearlgraycold we still haven't been able to get a long-distance launch at a speed that gets from home to Poland at any reasonable pace. That was sort of my original hope, that I could zoop over at pretty much any time, probably breaking Poland's airspace laws in doing so.

    Other than that, there's been a lot of small bits of work. I think my major rush at the start is over, and I'm going to have to settle into a slower rhythm otherwise I will burn out.

    5 votes
  13. Comment on Tildes Minecraft Weekly in ~games

    secret_online
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    I've just restocked the launcher, because it was completely empty. It takes 7 stacks of breeze rods to fill it up, which is, uh, about 6.5 hours of AFKing at the breeze farm. I really need to add...

    I've just restocked the launcher, because it was completely empty. It takes 7 stacks of breeze rods to fill it up, which is, uh, about 6.5 hours of AFKing at the breeze farm. I really need to add more Trial Chambers to the minecart loop.

  14. Comment on Tildes Minecraft Weekly in ~games

    secret_online
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    They do not. The game has multiple mob caps for different categories. Glow squid fall under the "underground water creature" cap, which has a limit of 5 (barring nearby player shenanigans)....

    There is the iron farm with mobs above it (although I am not sure they influence the calculation)

    They do not. The game has multiple mob caps for different categories. Glow squid fall under the "underground water creature" cap, which has a limit of 5 (barring nearby player shenanigans). They're also the only thing in that particular cap, so even regular squid don't affect glow squid spawning.

    2 votes
  15. Comment on Tildes Minecraft Weekly in ~games

    secret_online
    Link Parent
    Reading the game's code, the player_movement_check gamerule applies when the player isn't flying,and has a lower limit of 100 blocks per tick as opposed to the elytra's 300 blocks per tick. I...

    Reading the game's code, the player_movement_check gamerule applies when the player isn't flying,and has a lower limit of 100 blocks per tick as opposed to the elytra's 300 blocks per tick. I don't think I'm actually going that fast on launch, especially on lower charge times, but I really have no way of knowing.

    2 votes
  16. Comment on Tildes Minecraft Weekly in ~games

    secret_online
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    I've now replaced the slabs at the bottom that were holding the bubble columns with rails, so there should no longer be anything that could possibly get in the way while launching. In case it...

    I've now replaced the slabs at the bottom that were holding the bubble columns with rails, so there should no longer be anything that could possibly get in the way while launching. In case it somehow does kill you again, the dispensers above the snow have buckets to pick up/place it down again, so you can use those to temporarily clear the area.

    I'm still having velocity resets happening all the time, including really close to the platform at low charge levels (like, less than a second). I don't know whether this is the game's built-in check (also shout out to the Fabric project for making mcsrc, being able to read the Minecraft code whenever I like is great), which can be disabled with by setting the elytra_movement_check gamerule to false. It seems likely, given that the code there is basically "if going too fast, don't".

    I will ping @teaearlgraycold to see if you'll consider changing the gamerule (even just to test whether this is the cause of the velocity resets), but I will also say that this player launcher will almost certainly cause lag spikes when people use it because the server will try to load chunks along the way.

    1 vote
  17. Comment on Jet Lag Season 16: Hide + Seek United Kingdom | Trailer in ~hobbies

    secret_online
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    Episode 6 spoilers I personally don't think the Prosperous Home curse is that powerful. In the last time it was played, it took exactly 1 radar question to narrow it right back down to the...
    Episode 6 spoilers

    I personally don't think the Prosperous Home curse is that powerful. In the last time it was played, it took exactly 1 radar question to narrow it right back down to the original radius, netting a whole 15 minutes in time bonuses from the card that was pulled. The curse costs 20 minutes to cast. In that round, playing the curse was worth -5 minutes.

    In order to make it really effective, you have to have the right kind of hiding zone, and you have to hope that it takes the seekers more than 20 minutes to narrow down to a similar area as before you cast the curse. The problem is that there are too many opportunities with all of the questions to cut the area in half again, which greatly reduces the value of the curse to me.

    A doubled curse might be interesting though, because the area increases with r². That costing a double and 40 minutes is pretty steep, though.

    2 votes
  18. Comment on Jet Lag Season 16: Hide + Seek United Kingdom | Trailer in ~hobbies

    secret_online
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    Episode 6 spoilers It's looking good for Team Ben this run. I always love an underdog story, and Ben has had such a rough time this season. Ben did what he referred to on the podcast as a "little...
    Episode 6 spoilers

    It's looking good for Team Ben this run. I always love an underdog story, and Ben has had such a rough time this season.

    Ben did what he referred to on the podcast as a "little trick", which was that there was no way for him to get to Dumfries from Glasgow, he instead had to go the other way. Assuming that Sam and Adam would go towards Glasgow, he was hoping that they'd see he wouldn't have been able to get there from Glasgow and discount the station. This didn't actually work in practice, because this game the seekers have stopped trying to work out whether the hider could have reached a location from a previous location, like they were doing in Switzerland, but instead considering the whole range (and even a bit outside of that to account for delays and connections and the like).

    I was kind of hoping that Ben had gone to Gretna Green, and his answer to the same country question could have been England if he happened to be just across the border when he answered. That would have sent Sam and Adam on the train down to London instead, massively wasting time. Alas, he wasn't there. Although, while watching I did pin him down to that area pretty quickly, even hovering my cursor over Dumfries itself while sharing my screen with my watching buddy.

    Ben's photo of the river with the island in it was very cheeky, and I think it had some impact on the game, and Sam was saying how the river in Dumfries was too wide for the photo Ben sent.

    Ben going to Gregg's was so good. Not only was he the stereotypical clueless American asking about something so mundane (and absolutely rocking it, even the staff were finding it funny too), but we get probably the best Snack Zone double feature to have ever existed in Jet Lag history: two Snack Zones at the same time! The music being out of sync was funny, but the graphics being in sync was a bit disorienting given the sounds being out of sync.

    Pulling the Express Route curse, the double, and enough time bonuses was huge. Though I was (internally) yelling at him to discard the Prosperous Home to be able to take some of the other cards. Oh well, maybe he'll end up with enough time to also play that, though I personally don't think it's worth it.

    The thing I'm most curious about is how much in the way of shenanigans there is in the endgame in order to fill an entire last episode, considering we're ending this one just before the curses start.

    2 votes
  19. Comment on Tildes Minecraft Weekly in ~games

    secret_online
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    Hmm, I wonder what you hit on the way out. I might have a look and see if there are other blocks that can be used to hold it all in. Thanks for the Breeze Rods! I might have to sign up...

    Hmm, I wonder what you hit on the way out. I might have a look and see if there are other blocks that can be used to hold it all in.

    Thanks for the Breeze Rods! I might have to sign up secret_offline to Tildes so they can interact with the world and ride the minecart at the farm while I'm at work.

    2 votes
  20. Comment on Tildes Minecraft Weekly in ~games

    secret_online
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    I've built Etho's 360° player launcher from his latest Hermitcraft episode, and added a bit of Wandering Trader flair to it. It's pretty cool, but very hungry for Wind Charges. Unfortunately it...

    I've built Etho's 360° player launcher from his latest Hermitcraft episode, and added a bit of Wandering Trader flair to it. It's pretty cool, but very hungry for Wind Charges.

    Unfortunately it doesn't seem to be as useful for long-distance launching as I'd hoped. As soon as you go outside of chunks the server has loaded it will reset your velocity, which sucks when you're otherwise travelling several hundred blocks per second. It probably still has use for long distance travel, just not as quickly. I found during testing that if you angle upwards for even a short amount of time the game will send you skyrocketing upwards. On one particular launch I ended up at y=2000, though that one did have a bit extra charging time.

    If you want to give it a go, feel free. I've added instructions along one of the side walls. As I mentioned it uses up wind charges very quickly, but you can launch multiple players at a time to help with the efficiency. Just beware of staying in the powdered slow too long. I built it floating in the sky above the roof portal tower at Eth's and my base.

    5 votes