Category Archives: Minecraft Modding

Posts related to minecraft modding.

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.

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!

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!

Updating Chance Cubes

With Minecraft Forge now breaking into the 1.9 scene, I have decided upon a plan for updating Chance Cubes in it’s current states. Currently Chance Cubes is available for, and being worked on, in 1.7.10, 1.8, 1.8.9 and now 1.9 with the main working and development branch being in 1.7.10. This is starting to become too much for me to handle and I have decided to drop development for Chance Cubes in 1.8 and 1.8.9. If there are any bugs, crashes, or other flaws in these versions of the mod, I will try and patch them, but as of right now these versions of the mod will no longer be under development. The 1.7.10 and 1.9 versions of the mod will continue to be updated and developed with the 1.7.10 version of the mod being the head and test branch, and the 1.9 version simply following behind the changes made there. My current plan for the 1.7.10 branch is to continue using it as the development branch until 1.9 get’s to a point where it is stable enough to use as a test branch, or if 1.9 overtakes 1.7.10 as the majority used by modpacks. While on the topic of updating, I do want to touch briefly on the subject of the Icosahedrons. Yes, I am aware that they are very buggy in 1.8.9 and 1.9. I am trying my best to get them to render correctly, but I am currently being limited to what Forge provides me with in model rendering. Since I am dropping development on 1.8 versions of the mod, I will not update the Icosahedron on those versions, unless I am able to get it fully working in 1.9. As always, If You have any questions, comments, or questions, feel free to reach out to me on one of my social medias.

tl;dr – I am dropping development for the 1.8 and 1.8.9 versions of the mod and will continue updating 1.7.10 and 1.9 untill 1.9 takes over. I am also working on fixing the Icosahedron.

New Chance Cubes Chance System

Chance Cubes has taken off like nobody’s business and I have been struggling to keep up with balancing and tweaking the mod as I watch people use the cubes. Over the past month, a few things have come to my attention that I am hoping to address before the next update. The first thing  is that hardcore players are constantly too under prepared and due to the nature of hardcore, die, often. The other problem I have noticed is that late game players are too op, and opposite to the hardcore players, just simply don’t die. The latter can be fixed to make rewards have no outscale ability, but that is for another post in itself. I am going to instead focus on the first issue as well as explain to you a major change that I am making in the Chance System for the Chance Cubes. As it currently stands in the mod, every Chance Cube is given a random chance value from -100 to 100 when the block is placed/ spawned into the world. This will go

onto produce a graph of something similar to this:

Current Chance Cube chance distribution graph

This distribution is great and all for encompassing all rewards of all levels, but it provides some setbacks in that It creates a “Get rich quick” ideal in early game players who get good luck, and it also promotes an ideal of just straight up death for the more unfortunate. Another problem this creates is that there is no way to create more rare rewards that occur less often as with this system, every reward is just as equally likely to be chosen.This system was a great starting idea for the mod, but now, it just isn’t going to cut it anymore, so Chance Cubes will be moving over to a new normal chance distribution format that looks something like this:

New Chance Cube chance distribution graph

This new system will provide lots of benefits on top of a dynamic reward rareness system. The new system will help early game players survive more Chance Cube as the probability of getting bad chance values is a lot slimmer (Yes this does mean there will be less early game death). However, this system also limits the get rich quick play style that the cubes currently provide with making the more op late game rewards less likely to occur. By structuring the reward system like this also open many doors for future chance system changes. One change that this can provide for the future is the ability to “skew the graph” and make rewards either harder (or easier if you are that kind of guy), as the game progresses. The Icosahedrons (D 20) blocks also gain more purpose in the new system as it allows the users to experience the more deadly or op rewards that they may rarely see otherwise, providing an almost new reward system. The last this that I want to bring up is that I am going to need your guy’s help. By making the new chance system normally distributed, rewards around the 0 chance value are more likely to occur, meaning I need lots of what I am calling “knick-knack” rewards. These rewards are simply smaller rewards  designed to aid, or annoy the player in most of the cubes that they open. If you have reward ideas feel free to tweet me @Turkey2349, DM me on Twitch @Turkey2349 or through any other contact that you have with me. I hope that this new Chance system will open many doors as well as provide a more enjoyable experience with the cubes!