Season I Megathread ⛏

For your consideration, a list of mods and their dependencies that could be the basis of Season 2.

3D Armor dependencies default, player_api
Anvil dependencies default
Areas dependencies none
Basic Materials and items dependencies Xcompat
Character Animations dependencies Modlib
Commodity Market dependencies none
Controls dependencies none
Display Modpack dependencies Xcompat
Dwarf Fortress dependencies none
Fantasy Commodity Markets dependencies Commodity market
Edit dependencies none
Ethereal NG dependencies flowers, default
FakeLib dependencies none
Farming Redo dependencies none
Hang Glider dependencies default, dye, wool
Illumination dependencies none
Item Physics dependencies none
Mailbox dependencies Xcompat
Mob Horse dependencies Mobs Redo API
Mobs Redo API dependencies none
Mobs Animal dependencies Mobs Redo API
Modlib dependencies none
Moreblocks dependencies none
Player Effects dependencies none
Player Physics API dependencies none
PM Plus dependencies none
Protector Redo dependencies none
SkinsDB dependencies player_api
Spawn Command dependencies default
Stamina dependencies default
Telemosaic dependencies default, doors
Teleport Potion dependencies none
Unified Dyes dependencies none
Unified Inventory dependencies none
Unified Inventory Plus dependencies FakeLib, Unified Inventory
Visible Sneak dependencies Controls
Worldgate dependencies stairs, default, Telemosaic
X Bows dependencies none
Xcompat dependencies none

It is probably clearer like this:

There really aren’t many dependencies and typically a few mods share one. Hopefully this keeps things running smoothly.

Just a suggestion, I am not ‘married’ to it. :smile:

hi, i’m back. I was fixing my house because a troll broke into it through a tunnel and broke through several walls, and I found this horse in the noclip. WHY WAS THERE A HORSE THERE? It was buried, can a normal player do that? And why do that? I feel like I’m in the movie The Godfather, it’s like I found a horse’s head in my bed, I’m really confused, lol.


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he was completely buried, I broke those blocks and put the torch, it’s like he teleported there, and he has a saddle which is weirder

:confetti_ball: Welcome back, Chi! Glad to see you again.

While trying to resolve the issue with the rat I disabled the Animalia mod. Some of the animals turned into platonic solids moving at a constant velocity with noclip (lol). I guess this little guy found his way into the wall. Honestly it may have been safer for him there :laughing:.

This is great, and the chart is super helpful. Thanks for putting them together! I think there are a few mods I would like to add, namely the Dwarf Fortress Caverns and its dependencies (which are numerous and confusing, but optional - I’ll have to take a look to see what would be worthwhile).

Following up on the poll, I’m not ready to commit to a specific time frame for the beginning of Season II just yet. Notably, @Unacceptium_Core is against a reset all together, and I don’t want to suddenly halt everything they are doing to start a new season. For now, I am thinking somewhere between 1-6 months from now, and I intend to continue discussing it so that we all have input and there are no surprises. Also, I will be releasing a world-download once the season ends, so everyone will be able to continue their projects in single-player or on their own servers.

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I would term it a refresh, not a reset. This is due to the magic of the Edit mod: we can bring (most) of our builds with us!


Sometimes it’s just going to happen.

It seems I made a mistake when I did the relational diagram: I left out the Dwarf Fortress mod, even though I had it listed in the text above. Sorry about that!
Yes, there are numerous optional dependencies for it, but no absolute dependencies. Of those optionals about half are for Mineclonia anyway, So I see no difficulties there.

Ep. 4 | Amber Waves of Grain :ear_of_rice:

Summary

In this episode, ThisNurseKills and I continue work on our wheat farm and supplying the market with breads. We check out the museum built by @Ater, visit dhausmig, and explore the area around captainsparx’s house. Following up from the previous episode, we discuss using the Edit mod to preserve our existing buildings for Season II. It will require some manual work, but with this we should be able to add the Dwarf Fortress mod without losing too much work - a “refresh”, as @Zephyr said.

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I would like Travelnets brought in. Everyone can use them and they are two way, so no need to set home position plus you can have multiples of them.

Hey @CaptainSparx! :wave:

You should be able to create a poll by clicking the gear icon in the post window. I’ll get one going for now, but let me know if you don’t see where to do it.

Which teleport mod should we use for Season II?

0 voters
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unable to do polls just yet, discourse settings?

Yes, sorry. Discourse gives users a Trust Level depending on their activity on the site. Level 1 is required to create a poll. It isn’t difficult to achieve, but there isn’t enough content here for it to be possible yet, so I have been manually moving people to Level 1. You are now Level 1. :raised_hands: :1st_place_medal:

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[Video, click here.]

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Oh I recognize your channel! :smile: Thanks for sharing. (Hyperlink syntax is [text to display](url)). If you leave it as a raw url, Discourse should generate a preview for us!

What do you recognise?

Your profile picture - I think I saw it on a comment in another video.

' N Sync Bye Bye Bye ( Official Audio) : Free Download, Borrow, and Streaming : Internet Archive?

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Our friend @Arekusi has been quite busy and pleasantly so. Check out these screens from the island North of player Spawn.


And the other side of the island.

There is other architectural elements not shown here, on the island and an interesting underwater / subtereanean causeway.
My hat is off to them! :sparkler: :grinning:

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I noticed those structures while exploring with ThisNurseKills earlier this week. They really are fantastic. It would be difficult to preserve them with the edit mod for Season II as we proposed above, though.

Now that I’ve pretty much wrapped up my move, I am thinking about setting up for the new season in the next couple of weeks.

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I am still debating whether to have a ‘town’ location or not. I can grow things in a small area. It’s just the location.

Mod suggestion.

Trading tables. I think that’s what they are called.

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I can imagine building a town around one of Arekusei’s builds. It would be cool if we all lived in a giant city. Given I intend to install the Dwarf Fortress Caverns mod, maybe it could even be underground.