All posts by Turkey

The post I never wanted to make

Unfortunately the time has come, much sooner than I thought, but it has come nonetheless. After talking with a few people and thinking about it myself, I am formally announcing that I will slowly be leaving the modded Minecraft scene. I plan to do this in stages however, with the first stage being that I will no longer be adding any new features or creating any new mods, with the exceptions being Chance Cubes and Progression Tweaks/ Gobble Core (More on these in a second). I will, however, for the time being, be updating my mods to newer versions when I can until either the project is handed off to someone else, or just falls defunct. I will also still accept any and all PR’s on my projects on my Github and will also be looking for anyone interested in taking over any of my projects that are on there. As for Chance Cubes, I’m not positive what I plan to do with it, but for the moment I’m not ready to let it go because of what it has meant to me and what I have created with it.  I will update to newer versions of forge when they become available. Progression Tweaks and Gobble Core will also probably continue some work as I work alongside Darkosto and his Sevtech pack, but I do not plan to develop them any further after the pack get’s released. I would just like to thank everyone and everyone who I have meet along my journey in both Bukkit and Forge development scenes especially those I had mentioned in this blog post. Development in Minecraft is what sparked my love for Computer Science and the degree I am currently pursuing right now in college and for that I will be forever thankful. Everyone is welcome to reach out to me if they would like through Twitter (@Turkey2349) if they want to chat or get ahold of me for something. I will still be around Twitch and my normal communities when I can, but for now thank you, and keep being awesome guys!

-Ryan a.k.a. Turkey or Turkey2349

p.s. My leaving has nothing to do with Forge, Minecraft or any other moders/mods and is simply just due to the changes in my life and my lack of passion for the game recently. It was just time for me to accept this needs to be put in my past and move onto a new chapter in my life.

Untitled

DISCLAIMER: So I originally started writing this post as a way for me to say that I would be slowing down my modding projects and to just write down my thoughts and ideas about the next year or so, but after the first paragraph It ended up turning into sorta my history in the Minecraft modding scene. This post is nearly all straight up to how I wrote it the first time though and not revised as I felt like that fits my current mood and feelings towards modding. This blog post is very long and I don’t blame anyone who doesn’t read this as it is almost 3am right now and well…. this was one heck of a random and all over blog post. If you read it I hope you enjoy my 2am thinking and whateverness.

I don’t know how to start this post, or even name it as this is a very difficult topic for me to talk about since Minecraft and developing and modding it have been apart of my life for so long. I’ve sort of accepted that my days modding and working with minecraft are numbered and slowly reaching an end, but it’s still not something that I feel like I am quite ready to give up on after all the friends, connections and experiences I’ve made and had over the years. Let me preface the rest of this post by saying in no way am I done with modding or am stopping, but I still want to update you guys with what’s on my mind and my outlook and the next year or few years with what my life may show. Anyways read this if you like as some of it may just be me speaking through the current mood I am in and change day to day, but I still felt it was important for me to at least write this down and get this out there.

Like I said above, I don’t feel like I am in any position to say that I am going to be stopping any of my projects or mods, but I definitely am going to be no longer looking for new projects or mod ideas to take on. It was 6 years ago that I decided I wanted to explore what else the game of Minecraft had to offer after buying the game around version 1.1 and quickly becoming bored with the vanilla experience. Through a friend I learned about the concept of creating server plugins and this naturally intrigued me so I decided to try and learn how to program so that I could make some plugins and further the game’s experience and fun. After learning the basics of Java I then created my first Bukkit plugin called the Randomizer Plugin (For the curious) for Craft Bukkit 1.3.2. This spun off into the first half of my Minecraft Development career on the Bukkit scene. The Randomizer plugin was just me playing around and I quickly moved onto bigger and better things and soon began work on another plugin called Trouble in Mine Town with another developer by the name of Jimbo. This plugin was obviously based on the popular Gmod minigame at the time Trouble In Terrorist Town and while this plugin was never a huge success, working with Jimbo and on this plugin I learned a lot about programming and introduced my greatly into how projects work and are developed, but also introduced me into my first online community of the Silent Noobs. I met many great people in this community and it really revived my enjoyment of the game and also pushed me out into the streaming and other communities. About a year after TMT was first started, I looked for a new plugin to work on to continue to expand my knowledge of programming as well as try something new and fun. The project that would be born from this was my first major project called Call of Minecraft: Zombies and funny fact, I have never owned any of the Call of Duty games and had only played the zombies game mode a handful of times. After a few days of initial programming, I came across another plugin post on Bukkit about another mod dev trying to tackle the same mod idea as me at the same time. I reached out to the developer, IModZombies4Fun (IMod, or Connor), and made the offer to him to join forces and create the plugin together. IMod quickly accepted and we soon released our plugin to Bukkit and over the next 3 years we continued to improve, expand, and build up the plugin into a pretty big success and surpassing 50k downloads, which at the time was a pretty big achievement for a Bukkit minigames plugin. Through IMod and the plugin I got many great opportunities to meet Server admins from places like Mineplex, Hosting partners like Kai Micah Mills (DediFire) and even Youtubers like Ssundee! I was truly grateful for all that had happened to me over the past 3 years, but I slowly started to lose interest in my projects and I was not interested in following IMod into his jobs with servers and networks as I still saw modding as a hobby for myself. When the Bukkit DMCA hit I know things were about to go sideways and all hell was about to break loose about the future of Bukkit, servers and plugins, so I decided my time with Bukkit was coming to an end.

It was a mod maker by the name of Ferullo (was only able to find his twitter, but I was very surprised to see what he had been up to lately), who at the time was working on a mod by the name of Ferullo’s Gun Mod, who really got me interested in Forge and client side modding. I was well aware of forge and modding while working on Bukkit, but it wasn’t until talking to Ferullo that I became interested in what I could do. After the DMCA fell over Bukkit and the idea of Forge and what I had seen while talking with Ferullo came to mind I decided why not give it a try? I entered the modding scene on forge right as 1.7.10 began to pick up steam in mod packs (I beleive 1.8 minecraft was well out at this point but it was still some time away from 1.8.9) and yes this was around 2 years ago if that helps put into perspective on how long modded minecraft stayed on 1.7.10. Anyways, going back to the story, I lurked around Twitch for awhile trying to find inspiration for modding ideas as a way to introduce me into forge and learn the differences between it and Bukkit. I soon came across the streamer Mazphiro (While he doesn’t do Minecraft streaming anymore he is an avid pokemon player/streamer so if that interests you be sure to check him out!) who at the time was working on a modpack of his own and through him I found many ideas and inspired the creation of my first mod TurkeyUtil! As I progressed with the mod and Maz, he introduced me to this little unknown streamer who went by the name of Darkosto and I soon became hooked not only the streamer, but the small community he was building up. After a month or two, Darkosto began work on what would soon be called Journey To The Core and would soon give TurkeyUtil and my modding career the break and lift it needed to turn into what it is today. After two versions of the pack, TurkeyUtil was fully integrated and I was adding items to help style the pack into something unique and help put Darkosto’s visions into reality, errr virtual reality? Anyways, soon another mod dev, by the name of Funwayguy joined to team and soon the third, and final version of JTTC was ready for public release on what would end up being the AT Launcher and I would be lying if I told you I wasn’t amazed with how much the pack took off from there because it surpassed all expectations the three of us had and opened many doors for all of us with our Modded carers. Soon the three of us were recognized by many streamers and communities which leads me to my final “section” of my modded Minecraft life of the present day. From the success of JTTC I ended up as a mod for the streamer Wyld and somehow the topic of Lucky Blocks came about and how the mod would no longer be allowed in mod packs. I decided to jump on this idea and that was how Chance Cubes was born! I received a lot of initial help from Wyld, Darkosto and their communities and soon the mod was released and has now become the amazing success it is today thanks to you guys and I can’t say thank you enough!

Well this post did not go at all like I thought it was and I really broke away from the topic that I started this whole post with. I really actually don’t know where to go from here xD. I guess all that I can say is that this Hiatus has been great for me (Even if school has a huge pain) and now that I am on spring break I have actually felt no urge to mod or do much of anything and it was really a wake up call for me to tell me that I am starting to lose interest in modding and development like I did at points with Bukkit. I really could continue this out some but idk how to at this point. I am just leave this sit overnight and come back to it tomorrow and add a better ending, but for now thank you to the few who have actually read this whole jargon of a blog post and stay super awesome and amazing!

Taking a small “Hiatus”

Ok, so before I begin let me preface or give a tl;dr about what I mean by taking a hiatus. Simply put, I don’t plan on casually modding or making a focus on modding over the time period. I do have one obligation with Darkosto that I will be helping out on and I still plan to fix bugs as they are reported, but I will be trying to take time off of modding and focus on school and the people that are in my life.

If that tl;dr was a good enough explanation for you than cool, but if you still have questions, let me try to answer them here. First off I know the biggest question that most of you are having is how long will this “hiatus” last and to be frank, I have no idea. Recently my life has become extremely busy as I am in my 1st year of college within the college of engineering, which in it’s self is a lot of work. Secondly I have drawn some bad straws with my schedule for this semester which includes four 8am classes each week and I don’t return to my dorm until almost 6pm everyday during the week. From there, I am usually completing class work or relaxing from the day and then due to my 8am the following day I have been going to sleep earlier which eliminates most, if not all of my free time to mod at nights. On the weekends I do have more time for stuff, but recently I’ve been trying to get out more to just enjoy my time at college and meet new people to be with and build up some relationships with. Modding has been putting a lot of stress on me lately, not so much from the amount or type of work that it is, but more from the fact that I haven’t had time for it and modding almost seems like a second job for me. Speaking of that that brings up another point in the fact that I actually do have a real job with my university in mobile development where recently I’ve even been struggling to get in 10 hours a week with them. All and all, this has nothing to do with the community or anyone specific and is more of just a decision that I need to make for me to have some time away while I focus on the more pressing things in my life. Hopefully you guys can see where I am comming from and I’m always available on twitter and such to answer any questions that you may have, just know that I will probably not be as quick to respond as I have been in the past. Thanks for reading, stay amazing everyone and I’ll see you all around the interwebs.

Ludum Dare 37 Postmortem

Ludum Dare 37

Theme: One Room

Game Name: Hedge Maze Overlord

Play The Game Here

Results: (Results compiled with all past Ludum Dares)

Category Rank (Out of 901) Community Rating
Innovation #119 3.68
Fun #239 3.32
Theme #264 3.68
Overall #294 3.32
Audio #342 2.68
Graphics #560 2.26

You can watch the time lapse video of the creation of the game here

Results from Ludum Dare 37 were posted just over a week ago now, so it’s time I got around to writing another postmortem about my experiences and thoughts about my game from this past game jam. If you don’t know what a postmortem is, it’s simply a write up that lots of people due after competing in Ludum Dare to talk about their game that they have created and to discus what they liked and/or disliked about what they created as well as anything they may have wanted to do differently either in this game or in future games. This Ludum Dare occured on the weekend during finals week (although my finals were not until later in the week), so it really lowered the amount of time I was able to spend on the game. I will explain in more detail below, but I mainly used ideas from past games to simplify my design and In the end I was able to create my game in just over 10 accumulative hours while also preparing my self for my finals :). Anyways let’s get into the details of the game, shall we?

First lets start of with the bigger question of what did I make. For this Ludum Dare I ended up returning to some of my earlier game designs and themes and what I came up with turned out to be one of my best games as I topped some of the scores from the past Ludum Dare that I competed in (Ludum Dare 35). The game is called Hedge Maze Overlord is an interactive game where you are trying to manipulate a randomly generated maze in order to escort a “child” character out of the maze without running into any of the skeletons that patrol the maze. You are able to manipulate the maze by placing down walls to block the child, or skeletons’ path and force them to chose other paths to pursue. The player has a limited number of walls and each wall only lasts for a few seconds before disappearing and needing a few seconds to recharge before it can be placed again. Before getting into the game, the player is also able to choose how many walls they want to have access to as well as the number of skeletons that patrol the maze. That’s about it really, the game has a fairly simplistic play style and there is not a whole lot to it.

Next up I want talk about the more enjoyable, what went right with the game section of the postmortem. Now that I’ve actually thought about this, however, it’s not so much that things went right in this game, it’s more of things didn’t break. Since this Ludum Dare took place the weekend before finals, I was very limited on time and made this game while on breaks from studying and, as crazy as it may sound, as a way for me to relax during the stress of finals. As I had done in past Ludum Dares, I utilized base code that I had compiled for Ludum Dares to speed up my game making progress by lowering the amount of recoding I needed to do. This combined with the fact that the main mechanic of the maze and ai are both something that I have done and made many times, allowed me to have basic game play completed pretty quickly.  For the most part, the only new concepts that I had to actually tackle in the game was to add the new GuiSliders and then tweak a few mechanics of the maze generation to fit the needs of the game. Even the leaderboard was something that I added in the last ludum Dare I completed in, so I had a reference to use for that as well. Given the outcome of the game results and the feed back I received, I’m not going to sit here and say the game didn’t go well because I didn’t challenge myself, it’s more just that I don’t feel the game contained anything new or exciting that I haven’t already done before and thus it didn’t feel like as big of an accomplishment as prior games felt.

On the flip side, there were some elements of my game that, after seeing comments and reviews, I wish I could have included or changed. The first being the overall art, and while my digital art skills are not the best, I do fell like I could have cleaned it up a bit better to make the game feel a tad more polished. Secondly, now that people have commented on my game, I agree with them in the respect that the exit should have been more well defined in the game, because unless you stopped to search for it, there was no real indication that it was the exit or place to guide you character to, to win the game. Along similar lines  of in game tweaks, I would have also made the sliders more defined since it seemed many people didn’t use them. Or they just submitted their scores with the default settings which is possible, but even if that were the case, I still thought they blended into the background a little too well. Lastly, something that I would like to change about the game and I will speak more about it in the next section is the sounds. Yes while it does seem the sounds still make the game feel more complete, the style of sounds didn’t really fit the style of the game, so it provided some slight conflict of interests.

Finally the last topic that I want to talk about is what I plan to change for future Ludum Dare games. The date for Ludum Dare 38 has already been announced for late April, which coincidentally, is the week before my spring finals…. what luck! Anyways I will probably do the same thing that I did this time around where I use the game making process as a break from studying and what not, but we shall see when it comes around. Getting back to the question of what I plan to do differently, I would like to Change up the style of audio that I use as well as put some focus into game effects. The first part I began to talk about in the last section, but I want to change the audio style that my sound effects are. Currently I use a program called bfxr and Its a really good sound effect creator, but only problem is that it have a very 8-bit style sound to it and my games do not have 8 bit style art or game play, so it doesn’t really make the sounds feel connected to the game. I will be doing some searching for similar programs and try to find one that does not have the 8-bit feeling that I can use for future games to better complete my games. The second part that I would like to improve on for future games is “Special Effects” to make my games feel less static and more immersive or action packed. Whether it be particles, animations or shaders I do not know, but I would like to incorporate one or multiple types into future games to make them that much better.

That about does it for this Ludum Dare postmortem write up. If you tried out my game at all, I would love to know what you think, but other than that, thanks for reading and stay awesome!

2017 | New Website | Chance Cubes | New Project | Updates!

It is now 2017 and I am still behind on basically everything. That being said however, I have also gotten A LOT of things done recently and have been fairly productive over my winter break while I have been home. First things first, I have switched my webhost to a small VPS which will now allow me to do lots of new stuff. Mainly this allows me to host my own Jenkins server to build my own mods and projects and then put them into a maven server for you all to use! This also allows me to redo my webhook “api” and I will soon be switching Chance Cubes to use this website to grab rewards and info off of instead of Github. Speaking of Chance Cubes, I have finally released a 1.11 version of the mod as well as fixed lots of bugs in the 1.10.2 version as well. My current plans are to fix bugs and get one more update out to 1.10.2, 1.11 and to 1.7.10 (update to use new webhook) all before heading back to college on the 9th. Also I will be working with Darkosto and the wonderful group of mod devs that have all gotten together to help make the awesome packs that Darkosto does create and will be working on a custom mod for his supper seacrete special pack that has yet to be fully announced. I do hope and plan to stream some of the mod development before heading back to college once I am given the ok when the pack is announced, so stay tuned! Lastly just some small updates. I will hopefully get around to writing a Ludum Dare 37 post mortem eventually….. we’ll see. I have also been toying around with GobbleCore and TurkeyUtil for 1.10.2 and I may end up finishing it, but I’m not sure. As of right now I’m not liking how Gobble Core is turning out at the moment and am unsure if I want to continue it. I think that’s all I have for now, so thanks for reading and Keep being awesome guys!

College Life is Hard | GobbleCore | TurkeyUtil Resurrection | LudumDare?

So it’s 1 am right now as I am writing this and I have a lecture in the morning, but that’s just become my life recently  so let’s do this thing! Bad jokes about college life aside, College or University or what ever you may call it has really taken a lot of my time away and even my breaks off from classes (Fall Break, Thanksgiving Break ect.) have been mostly filled with just being back with family, enjoying my time off, or simply doing more class work in preparation. Long story short, I’ve had very little time to do anything programming related and have even been unable to interact with people on twitch and others that I’m usually active with. Now with finals approaching I have come to accept that the 1.10.2 and 1.11 updates of Chance Cubes will be delayed until around Christmas time. On the bright side tough, I have begun working on a base mod for me to use Called GobbleCore that will hopefully make it easier for me to make mods for people like Darkosto as well as make it easier for me to update my mods to future versions of MC. I do not plan to make Chance Cubes use GobbleCore as I want Chance Cubes to continue as a stand alone mod, but as a first test I will resurrect TurkeyUtil for one more update to help me test the mod. Not sure if I ahve anything else to say, but hopefully I didn’t make any mistakes as I don’t feel like re-reading this and am probably just going to post this as is and go to sleep. Anyways thanks for reading my very random and informal blog post and keep being amazing people!

Oh one last thing! I probably will not be competing in this Ludum Dare due to finals the following week, but i’m not 100% sure about that.

Why making rewards for Chance Cubes is not easy

Just a small disclaimer before I begin this post, please check to see if a reward is a default Chance Cube reward before coming and complaining to me or dissing the mod. I have seen many posts and comments about people ripping on the mod due to rewards that I am not even in control of so please check first. Default Chance Cube rewards are prefixed by “chancecubes:” before the name of the reward in both the console and config file.

Also another thing before I begin, I was originally going to write this about the Science behind creating a Chance Cube reward, but I got side tracked in my response below and not wanting to make the blog post incredibly long I decided to leave it and save my Science behind the reward idea for another post, another day.

Now with that out of the way, those comments and posts about how dumb the rewards in Chance Cubes are, actually inspired me to make this blog post about why creating a balanced reward for a mod like this is tricky business. I’m sure people like Kehann and TheCazadorsnipper as well as others who have created Rewards for Chance Cubes and similar mods will agree with me in that unless the reward is just there for a slight jump scare or good laugh (Which I will say Kehann is amazing at this), creating a reward that is both balanced, but also game impacting (good or bad) is just down right a challenge. Why? Because making a reward that benefits a player during the early, mid and late game just isn’t realistic. Same applies to bad rewards that are just as dangerous to the player during the early game as well as during the later game. For example, Iron armor is a great early game/ mid game reward because it gives the player a nice boost in armor or simply just gives them some iron (because who isn’t always in need of iron), but late game, those benefits just aren’t there. On the other end of the spectrum, giving a nether star early game can be really op, but it can also be pointless if they have nothing to use it for if they have no other resources to make it of value. Meanwhile this can be a nice boost to players in the later game. If we look on the side of negative rewards, the creeper surrounded reward is a big challenge to those in the early/mid game, but once you get to a certain point, you just aren’t going to die to them because they don’t do any damage. The things that would actually be of challenge to the later game players is just not fair or too deadly to face in the early game.

So what am I doing with Chance Cubes to counter act this? Well simply put, I am trying anything and everything, but I have found a few things that seem to work better than others.

  1. Leveling the playing field for bad rewards. By this I mean doing something in the reward that makes it just as dangerous for early game players to face as it is for late game players. One example of this is the inventory bomb reward and the old (and currently disabled for unrelated issues) reward that had a zombie that would steal the players armor and sword. These rewards level the playing field by taking away late game player’s protection and damage to bring them down to an equal level of an early game player in order to provide the challenge of getting their stuff back. Another example is the Maze, Math, and Question rewards that all force kill the player, regardless of level, upon failing to complete some task. This gives players equal chances throughout the period of game and provides the same punishment for all levels.
  2. Making good rewards be unique and not something that is straight out of the game or providing some immediate restriction to the item. The big stick is a good example for a unique reward in that you can’t normally enchant a stick with sharpness 5 and it provides an early/ mid game weapon, but it also gives sharpness to the late game players if they have the ability to rip the enchantment off the item. The bedrockium drum reward is a favorite of mine because it gives you a bedrockium drum from ExtraUtilities, but it hinders you from using it right away because it is filled completely with water causing the player to have to drain it first which often takes time, less time the later you are into the game.

Overall, I guess what I am trying to say if that creating a reward for Chance Cubes is a lot harder than you may think it is and I really do put a lot of work into trying to create the best expedience with this mod as I can. Yes there are other complicated solutions to fixing this problem like increasing difficulty as the game progress, but that has problems in its self and just isn’t worth the work.

The biggest solution to the problem of balancing this mod is giving pack creators the ability to create custom rewards and enable or disable default rewards to tailor the mod to their pack. Pack creators often have a set progression and know what would make a certain reward better for their pack than another so I really leave most of the balancing up to them in the end. What they choose to do with the mods and the rewards they create are totally up to them.

Thank you guys for reading through my little rant here. Keep being awesome and thank you for making this mod what it is now!

So, College

I am just over half way through my first semester of college and let me say that is has definitely been a new experience for me. I have been finding out that an engineering degree, Computer Science to be specific, is not the easiest degree out there to obtain and is proving to be a lot of work. Studying and class work and my campus job has really taken up most of my time and has really prevented me from doing the things I did in the past like watch twitch streams and work on mods. I feel like I have almost been neglecting Chance Cubes with how little I have been working on the mod. Rest assured though I am in the works of bringing the 1.10.2 version up to date as well as new features and rewards for future versions. Anyways this isn’t really going to be a long post, it’s more of just for me to let you know that I am still alive and working through the real life. Thank you guys all for being supportive and for enjoying my mods! Keep being amazing!

p.s. I am probably going to be doing another AMA type blog post here in the near future so if you have any mod/ programming/ whatever related questions for me, feel free to send to me however is most convent for you!

The Summer Winds Down

Well It is now nearly August and In less than a month I will officially start my freshman year of college. This past summer was great and I really enjoyed all the projects I have helped develop and grow, but sadly I am going to have to cut back and prepare myself for a whole new style of life this fall and winter. Let me just say It here and now though, in no way am I leaving modding, Twitch or any other community that I am apart of. All I am doing to cutting back on the workload that I currently have, so that I can make school, and my irl job, my number one priority. Anyways, let’s run through a list of projects and stuff and I will go over and explain what the future may have for them and what I plan to keep up with, or stop development for.

 

First let’s start with probably my more popular stuff/ My Mods:

Chance Cubes:

This is probably the one project that will for the most part, go unaffected. This mod has just become so much of who I am that I can’t let it go and I will 100% continue to update and work on this mod throughout the coming years. I am just so humbled to have almost achieved 1 million downloads of this mod and I truly owe it to all of you guys for making this mod a reality!

CustomUI:

This is my newest mod, which adds a few small graphical tweaks to the game, and is one that I do plan on keeping going on the side simply because of it’s simplicity and my general enjoyment out of the few tweaks that I made. If you curious about what this mod is, check it out here 

Wither Crumbs: 

This mod I am very much on the fence about. I do really enjoy the idea, but I’m not sure if it’s worth continuing onto 1.9 and 1.10. If I decide to, I will release and update before I head off to college, but after that I will probably leave the mod as it is and only updated for future updates of the mod. I just don’t see me adding anything else to the mod aside from what it already has..

Resource Eggsraction:

Yes, this is the troll mod that sparked in Darkosto’s chat that one day that I actually started working on. It currently sits in  very early development and only haves the bare bones that the whole mod would need. This being said, it is probably the only other mod that may see the light of day in future and get worked on and updated. This mainly has to do with Darkosto’s , as well as mine and others, interest in the mod. I wouldn’t be opposed to having help developing this mod as the ideas that we have for the mod is quite interesting and funny, so I am definitely keeping this mod as a possibility.

Sadly now, however, I must bid farewell to some of my projects as I do not plan to work on them any further. If you are interested in reviving or simply talking to me about any one of the projects below feel free to contact me, but from now on, the following projects will, in my mind, be considered inactive.

TurkeyUtil:

This probably the mod I am most sad to see go even though it basically has been sitting inactive for a while now. TurkeyUtil was my first mod that I ended up tailoring to Darkosto’s Journey to the Core modpack and I simply just added anything and everything to help me learn how to mod. This mod was a ton of fun to make and had its many ups and downs, but c’mon! Who really wants to see their first project go?

Void Compression:

Void compression as well was a mod that has been sitting inactive for a little while now and I actually started to port it to 1.9.4, but I simply lack the interest to and now I am simply cutting it quits on this mod. It just never really worked like I hoped it would and the update in block code from 1.7.10 to 1.9.4 makes this mod incredibly harder to create and I simply just don’t have the determination to try.

Call Of Minecraft: Zombies:

Plugin Page

For those of you unaware. Call of Minecraft: Zombies (or COM:Z for short), was a Minecraft Bukkit plugin that me and a dev named IModZombies4Fun started about 4 years ago. This mod brought the Call of Duty: Zobmies game mod into minecraft for players to play on Bukkit servers. COM:Z was actually a pretty big mod in the Bukkit community, until Bukkit essentially disbanded and I switched over to Forge modding. The reason why I included this here is because I always hoped to one day be able to rewrite or at least fix the mod to a point where it was mostly stable in the current versions of Minecraft, but alas, I must put it down and finally call it quits on one of my favorite and oldest projects that I am apart of.

Custom Mods for Modpacks/ Similar Mods:

In the past, I have made numerous mods as sort of add ons for packs, mainly with the group of Me, Funwayguy and Darkosto, but I think it is probably in my best interest to put a hold custom mod work until I feel I can handle my schedule and overall time in college. I know Darkosto is getting a lot more input from his chat to help him make packs as well as more mod authors willing to help him out with mods and I know that they are working on some amazing things. Hopefully eventually I will be able to return to the mopack development world (Because helping make JTTC as well as Aftermath was a lot of fun), but In the meantime, I look forward to watching what people create next! (If you aren’t already following Darkosto you should go do that now and watch him develop a cool new invasion modpack that has many custom mods and is looking really sweet).

Well that all about does it for the Minecraft related stuff, so now let’s move onto the other random stuff and projects that I have going on!

Ludum Dare:

I have alluded to this in past blogs and stuffs, but due to the Ludum Dare 36 being unofficial and not going to have an official rating system afterwards, I am sticking with my decision to sit this one out. Since Ludum Dare does occur only 1 week into my semester I may end up doing something unofficially so that I can stay in the game dev groove, but who knows.

Volatilia-API:

I actually haven’t worked on my OpenGL Game library in a while (mostly due to bugs which have just been annoying me), but I do plan to keep this project as one that I keep coming back to as Ludum Dares approach or as i watch/ read tutorials related to the subject. It’s a nice side project for me to learn and work on my rendering abilities as well as to just have fun with and to show friends.

Streaming:

While I have not been a streaming a whole bunch, Streaming will most likely not occur while I am at college. The only chance it may occur is if I stream a Ludum Dare competition, but I believe I will be home for the December ones so those may be a possibility. I will probably just stick to watching and lurking around Twitch like I always do!

Well that’s all I really have for now. I will update you guys more as time goes on, but for now enjoy the final weeks of your summer and keep being awesome!

My Thoughts and Responses to Chance Cubes

Over the past year, while developing Chance Cubes, I have have seen many questions, or comments said many times. Some comments made also surprised me with how much people get things wrong about the mod that they just assumed to be true. In light of all of this I wanted to make a blog post of me covering these comments as well as answering some of your guys’ questions! Without a further ado, I will jump into the first question that someone posted to me on Twitter.

 

How many hours of dev has it taken? Any regrets? How many worlds have you ruined?

To start this one off, The number of dev hours spent on this mod is probably the second most I have spent on any Minecraft related project (Only behind Call of Minecraft: Zombies, but it’s just over 4 years old now). I can’t even begin to estimate how many hours I have spent on Chance Cubes, so here are some stats instead! Chance Cubes contains 10,730 lines of code, with the Github repo having about 318 unique commits across its 7 branches. The mod is also available for 5 different versions of Minecraft! The mod also has 126 default rewards with 2 being disabled by default, 10 are for Extra Utilities, 4 are for Thermal Expansion and 2 are for Thermal Foundation. There are also 10 Giant Chance Cubes rewards with the Biodome having 5 variants!  Let me know if you find any other cool stats!

The second question I will touch base on in the next section/answer 😉

As for the third question, I wish I knew, but it’s probably a lot xD

 

“Chance Cubes can delete your inventory”:

Alright, alright, let me get something straight here. Yes it USED to be able to delete your inventory and yes it still can, BUT the reward would need to be enabled first and  I don’t know any packs that have it enabled. I said I would connect the last question to this one In that this was probably what I regret doing the most. I don’t necessarily regret making the reward, but the fact that It was just a normal reward and only -50 chance back in version 1.3.5. Alright let’s get some back story before I continue. I was not the person who came up with the idea for the reward, I actually had many streamers and user’s request such a reward and at the time, I agreed, as I thought that it would help increase the late game effects of the Cubes so that op players would have something to fear. Oh boy was I wrong. This reward became the bane of my existence and people were not very happy with me. Watch Wyld’s reaction. I quickly realized that I overlooked the whole concept of the mod and the fact that all rewards were avoidable from major game changing events (Yes losing your inventory is a major game changing event). I actually tried to rework the reward into being something not quite as devastating, but by version 1.4.3 I ultimately removed the reward after being in the mod for only 34 days. I still couldn’t win, however, as after I removed the reward, people still spoke up saying that they wanted the reward and didn’t care about losing their inventory as they wanted the great risk. So after 24  days of not existing,  the inventory clear reward returned into the mod in what it now exists, as a disabled by default reward. To be honest though, I’m not sure if many people even know that the reward can be turned on, but in any case it’s there, ready to ruin someones day.

 

The Chance Pendants:

From one aspect that users hated in the mod, to an aspect that I hate in the mod, the Chance Pendants are something that I continue to struggle with. My beef with the pendants is how people abuse them to only get good rewards. Yes, I do realize that that is sort of the point of the pendants, to be able to get better stuff from the cubes, but when people only use the pendants, it does bother me. I have recently nerfed the durability of the pendants, but I am still looking for better ways to make people open the cubes how they are designed to be, just straight up. I have had people say I should just remove them, but I disagree as I think they are useful to have and packs like Project Ozone do a fantastic job of integrating the pendants into rewards to reward the user to completing tasks and I am all for that! I have also had suggestions to stop pendants from stacking, but that is actually one way that I nerf them in the fact that people waste them by stacking them because the mod damages all pendants regardless of if the pendant is actually being contributed towards the chance value of the opening block because it maxes at 100. Lastly, removing the crafting recipes will not work because they are used to create the Silk Touch pendant and the Cube Scanner. I’ll just have to keep searching for the best solution and in the meantime just hope that people don’t overly abuse the system.

 

“Lucky blocks (or insert other similar mod) is better or Chance Cubes is blah blah copy of Lucky Blocks”:

That’s great, I beg to differ, but your opinion is your opinion, just please stop telling me this!

 

Why are Chance cubes used now in modpacks instead of Lucky Blocks:

Essentially the mod author of Lucky Blocks decided he wouldn’t allow them to be in any packs and I heard that he didn’t like people making money off his mod (not 100% sure about that one), thus I decided to make Chance Cubes for an alternative mod! If you have an article better explaining the mod authors decision, let me know and I will post it here.

 

Why isn’t chance cubes in xyz modpack?:

Because it just isn’t. Maybe the modpack author didn’t know about the mod, or maybe they didn’t want it in the modpack. At any rate, I dont think Chance Cubes belong in every pack, FTB Infinity evolved for example, as some rewards can really screw up pack’s progression.

 

So if the Lucky Blocks Dev didn’t like people using his mod and making money off of it, do you enjoy it or like it?

This is actually a hard question for me to answer as I have mixed feelings about it. Now before I go any further, the mod will always be publically available for everyone to use as after all, I created the mod, well knowing what it would be used for. But back to the question, I do kinda wish that I could get some of the donations that streamers have made using Chance Cubes, as I mean after all, it is my creation, but at the same time, I made the mod to help the streamers get those donations and have something to give back in some way, so it really gives me mixed feelings. I will say tough, because of the Curses points system, I have been enjoying earning points from people downloading the mod, so it has made me feel a lot better about my work and my overall mood towards this aspect of the mod. In all though, I made this mod for streamers and pack creators to use and enjoy  for whatever entertainment they wanted and I am just glad to have created something that people enjoy and would gladly do it all again.

 

Glenn is NOT a reference to the Walking Dead:

This is probably one of the biggest misconceptions about the mod. I have seen numerous people over the months make comments about how the reward with the zombie named Glenn is a spoiler reference to the Walking Dead. I have actually never seen the walking dead show, so I think with that alone I can promise you that it isn’t a reference to WD, but it is still a reference, just to the streamer Sevadus. If you don’t know the story of Sevadus’ mortal enemy Glenn, well then too bad, because I don’t even know how to explain Glenn other than he’s a huge jerk ;). So essentially I decided to name a zombie after him and lo and behold, I somehow manager to indirectly reference the Walking Dead.

 

“why do you hate me D:”

It’s nothing personal…. just good fun 😉

 

What’s planned for the future of Chance Cubes?:

I literally have like 30 cards on Trello for ideas or things that I may do in the future for Chance Cubes. Here are a few of those ideas that you may actually see someday in the future mod.

Holiday Textures in 1.8.9 and above – This is probably something that you haven’t noticed, but in all versions not 1.7.10, the holiday textures will not activate, so hopefully before the first one turns on around october, I will have this all sorted out!

Finishing the Ingame GUI Reward Creator – This is something that has been added and does work to a certain extent, but I really need to go back through it and polish it up as well as add a delete button xD.

Custom, Ingame, Schematic Creator – I don’t even know if schematics are a thing in 1.8 and up, but I hope to someday make a way for you to create a Chance Cube schematic rewards all from within the game!

Random values in custom rewards – This is probably the trickiest of them all and may actually never get added, but it’s still on my list of things to think about!

 

I hope you guys enjoyed this blog post as I actually had a lot of fun writing it! If you have any more questions or things that you want to know my reaction on then feel free to comment it or send it to me and I will add it here! Thanks for reading and keep being awesome!