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willowstreehouse · 4 months
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If you do not try to hug the bears and pet the dogs have you even played vintage story blind??
Got vintage story today. Got my ass beat many times.
I think I like it
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willowstreehouse · 4 months
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my silly cozy little house in my most currently active world
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willowstreehouse · 4 months
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You could always have a sort of mangrove-like tree that grows only in lava for pomegranates!! Have them naturally spawn close to the shores of lava lakes (when the lava is only 1-3 blocks deep or so) and have a chance of dropping fireproof pomegranates in a similar way to mangrove propagules in vanilla!
Veinpods
I knew going into this mod that I wanted to add a new growable food source to the nether, to make it a bit more livable.
Originally that was going to be a pomegranate (for the obvious reference) but I couldn't implement it in a way that I liked, so it was scrapped. Might come back to it? idk don't count on it
Instead, I added meat plants :)
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You'll find these little features scattered regularly throughout the nether. They're pits full of Budding Netherrack and Reaching Veins. Reaching Veins can only be planted on Budding Netherrack, but over time will grow Veinpods, which you can then harvest. How appetizing!
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Veinpods can be eaten to restore a bit of hunger and a decent amount of saturation.
As for farming, you can pick up Budding Netherrack with silk touch to bring it back to your base. If the block itself is bonemealed, it grows some new Reaching Veins ontop, where you can then either wait for them to grow naturally- or bonemeal them to quickly grow more delicious meat plants.
Although, just like the other crop I've added, bringing them out of the nether makes them grow significantly slower.
I want to encourage people to actually build up a nether half for their base, rather than just a cobblestone box- so expect some more stuff in this vein (hehe)
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willowstreehouse · 4 months
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tHE DARK OAK ENDERMAN IS HORRIFYING.
Pspspspspspsp endermen enjoyers :]
many ppl on here have heard of the Creeper Overhaul mod by Bonsai Studios... But have you seen... Enderman Overhaul? :]c
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willowstreehouse · 4 months
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killed more than one wither at a time without the help of another person
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willowstreehouse · 4 months
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what?
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willowstreehouse · 4 months
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willowstreehouse · 4 months
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Jellyfish from Risk Of Rain Returns.
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willowstreehouse · 4 months
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Beatin the Heat.
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willowstreehouse · 5 months
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WIP
Cookie :3
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willowstreehouse · 5 months
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Speedrunners hate her
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willowstreehouse · 5 months
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Hey y'all remember these guys?
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Well I decided to update their textures and animations :3c
⁽ᵃˡˢᵒ ᴵ ᶠᶦᵍᵘʳᵉᵈ ᵒᵘᵗ ʰᵒʷ ᵗᵒ ᵐᵃᵏᵉ ᵍᶦᶠˢ ᵗʰᵃᵗ ʷᵉʳᵉⁿᵗ ˡᶦᵏᵉ ⁶ ᶠʳᵃᵐᵉˢ ᶦⁿ ᵗᵒᵗᵃˡ ᵃⁿᵈ ᶜʳᵘⁿᶜʰʸ ᵃˢ ʰᵉˡˡ ʲᶠᶜ⁾
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willowstreehouse · 5 months
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With all my talk about making modpacks, I thought I would give some insight into my process.
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This just happens whenever I'm developing a modpack. It's just how it works its the rules. Can't break em.
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willowstreehouse · 5 months
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I'm usually not one to get behind men kissing (im a lesbian) but this I can indeed get behind. Yaoibrine.
Steve Summoning Herobrine
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Herobrine: ?????
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willowstreehouse · 5 months
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minecraft is a fun game and i enjoy playing it immensely and it never frustrates me ever
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willowstreehouse · 5 months
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See I agree with you but only on the condition you don’t want to feel joy again
im asking abt modpack design. what makes a good modpack? Is that the same as a balanced modpack? how many way are there to work around mods not wanting to coexist & how much work usually goes into packs you make?
Ive slapped together a few packs for myself that took a few allnighters back when i wasnt sleeping anyway lol. then wanted to play with friends and had to slim it down to something all our pcs could handle.... fun times
oh boy here we go... What makes a good modpack is simply: Fun. Not every good modpack is balanced, and not every balanced modpack is good. Generally, the more balanced a modpack is, the better it is, but you can have crazy op superflyingdragonkilling ultra 9000 swords and still have lots of fun with them, as long as they aren't literally made out of dirt. An example I like to use when people ask "well how could an unbalanced modpack be fun?" is the Minecraft but X is OP! type datapacks that are pretty common in clickbait YouTube thumbnails. Those are really fun to mess around with! Balanced? Oh gods no. But sometimes how ludicrous it is can be the fun in and of itself. A balanced modpack is one where your power level as a player is roughly proportionate to how much time you invest into it. It's roughly self explanatory but can be a bit hard for me to put an example to with something in regular minecraft. Another, minor aspect of a good modpack imo is the environment and ambient atmosphere of everything. If you have a mod with mspaint sprites that are plastered everywhere, it's gonna ruin immersion and make the game less serious, which is a big component of keeping a modpack engaging and therefore fun. In terms of getting mods to work that just refuse to? For some performance related backend mods there are alternatives (LazyDFU and DataFixerSlayer, Rubidium/Sodium and Embeddium, etc.) that could solve issues, but more often that not, if it's a crash, you just gotta cope and take one of them out of the pack. If it's a not crash related issue, for example for balance or something related to, you can always remove the mobs / items / anything else that is causing issues with mods like Bad Mobs, You Shall Not Spawn, or Item Obliterator. I usually put 1-2 weeks of work into a good serious modpack, but I mostly make kitchen sinks, and the longest project I ever worked on personally took me around 2 months to fully complete and be ready. Custom textures, modifying datapacks, tweaking mods and finding new ones, all to create an intensely immsersive atmosphere for a roleplay server that never ended up going live. (yeouch) Slimming down modpacks is honestly tough, but I just like to focus on a direct theme or two. Earlier this week I had a pack with 218 mods that i slimmed down to just under 100 by cutting out chaff and really focusing on the 3 lines of progression the people wanted. (Tech, Magic, Adventure) If you ever want help making a modpack for anything, hmu! DM me here and I'll toss you my discord :D (this goes for anyone)
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willowstreehouse · 5 months
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For anyone who thought that line about the roleplay server was interesting... Here's a map of the world we had set up! (I still have this world file saved on my pc) Eagle eyed viewers might notice that it looks strikingly like a skull connected to a spine with it's jaw missing!
im asking abt modpack design. what makes a good modpack? Is that the same as a balanced modpack? how many way are there to work around mods not wanting to coexist & how much work usually goes into packs you make?
Ive slapped together a few packs for myself that took a few allnighters back when i wasnt sleeping anyway lol. then wanted to play with friends and had to slim it down to something all our pcs could handle.... fun times
oh boy here we go... What makes a good modpack is simply: Fun. Not every good modpack is balanced, and not every balanced modpack is good. Generally, the more balanced a modpack is, the better it is, but you can have crazy op superflyingdragonkilling ultra 9000 swords and still have lots of fun with them, as long as they aren't literally made out of dirt. An example I like to use when people ask "well how could an unbalanced modpack be fun?" is the Minecraft but X is OP! type datapacks that are pretty common in clickbait YouTube thumbnails. Those are really fun to mess around with! Balanced? Oh gods no. But sometimes how ludicrous it is can be the fun in and of itself. A balanced modpack is one where your power level as a player is roughly proportionate to how much time you invest into it. It's roughly self explanatory but can be a bit hard for me to put an example to with something in regular minecraft. Another, minor aspect of a good modpack imo is the environment and ambient atmosphere of everything. If you have a mod with mspaint sprites that are plastered everywhere, it's gonna ruin immersion and make the game less serious, which is a big component of keeping a modpack engaging and therefore fun. In terms of getting mods to work that just refuse to? For some performance related backend mods there are alternatives (LazyDFU and DataFixerSlayer, Rubidium/Sodium and Embeddium, etc.) that could solve issues, but more often that not, if it's a crash, you just gotta cope and take one of them out of the pack. If it's a not crash related issue, for example for balance or something related to, you can always remove the mobs / items / anything else that is causing issues with mods like Bad Mobs, You Shall Not Spawn, or Item Obliterator. I usually put 1-2 weeks of work into a good serious modpack, but I mostly make kitchen sinks, and the longest project I ever worked on personally took me around 2 months to fully complete and be ready. Custom textures, modifying datapacks, tweaking mods and finding new ones, all to create an intensely immsersive atmosphere for a roleplay server that never ended up going live. (yeouch) Slimming down modpacks is honestly tough, but I just like to focus on a direct theme or two. Earlier this week I had a pack with 218 mods that i slimmed down to just under 100 by cutting out chaff and really focusing on the 3 lines of progression the people wanted. (Tech, Magic, Adventure) If you ever want help making a modpack for anything, hmu! DM me here and I'll toss you my discord :D (this goes for anyone)
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