I'm surprised silver didn't say "Then take a note on your computer than delete it and empty the trash." Or maybe "Then take a note on your computer than put the computer through the shredder." LOL
whose Noone?
(come on man just take a joke)
no real harm was ment lets just all settle down and send silver starfruit so the due date for v7 comes out sooner
whose Noone?
(come on man just take a joke)
no real harm was ment lets just all settle down and send silver starfruit so the due date for v7 comes out sooner
No one like bitter little children.
Seems most of your posts so far (I checked your page) are on checking up on SMP, and telling Devs to sacrifice their features to bring you SMP earlier. Keep in mind : They don't work for you. They are not paid. Being a detrimental part of community WILL have any good ideas you make less awesome. So before you start ranting back at me, take a deep breath and either make an educated suggestion to the mod, or try making a retort. Trust me, you already look a bit childish, don't be making it worse on yourself.
Secondly, directed to Silver:
Reading this forum makes me so sad! Make new easter eggs to get more people here!
Or update something, like add support for claymen in Pirate! (Arr!)
Secondly, since I'm being buried in projects and reports, I've totally have missed contributing!
Here's my small improvement for when you don't have anything!
Currently, people are talking about either SMP, catapults, or strategy!
I'd like to see if you'd consider changing the behaviours of medics!
I'm currently testing on the newest snapshot, and I see the that the baby chickens follow the mother pretty well, at a distance. It's pretty cute! Test it out and see what I mean...
Regarding the sacrifcing features for smp, the conversation was about how hard it would be to code in multiplayer with all the glitches multiplayer brings when a mod is started as single player. My suggestion was to hold out on an overhaul of better features until the new API comes out because hed have to go back to redo everything in the end... the coder thought it was a good idea : /. I dont blame ya for thinking im ranting because you read a single post outta a whole convo so its all good.
Once the update comes out I would love to see spawners become capturable instead of destroyed so that you could create long drawn out campaigns, oh and spawners requiring redstone wiring is useless considering you can use dispensors (with a redstone timer) and do the EXACT same thing.
Regarding the sacrifcing features for smp, the conversation was about how hard it would be to code in multiplayer with all the glitches multiplayer brings when a mod is started as single player. My suggestion was to hold out on an overhaul of better features until the new API comes out because hed have to go back to redo everything in the end... the coder thought it was a good idea : /. I dont blame ya for thinking im ranting because you read a single post outta a whole convo so its all good.
Once the update comes out I would love to see spawners become capturable instead of destroyed so that you could create long drawn out campaigns, oh and spawners requiring redstone wiring is useless considering you can use dispensors (with a redstone timer) and do the EXACT same thing.
As per your suggestion, I definitely would love to see that happen! I believe that it could be possible, and allows exactly you thoughts!
However, on the subject of spawners, you have yourself quite confused. The differences I can list are based off of what I heard, so some parts may or may not be true.
Anyways, the spawners originally were just entities that spawned Clay Soldiers . I asked San and Silver to make redstone wire toggle it OFF, because I didn't want the entity to REQUIRE redstone. But in the end, it now requires it to function, and this in my opinion is less user friendly for those little kids who don't understand redstone.
As for calling them dispensers? Well, haven't you wished they just SPAWNED with what you wanted? Dispensers cast out the individual items at random. So your gravel user could lose the reeds you put in there for a soldier with a sword and shield. With dispensers, you have soldiers spawn with whatever is in their spawner interface thingy. They even start out on mounts.
My favorite part is that they won't drop items or pick up items. So my snipers stay snipers and my legionaries keep their weapons.
Easier to implement strategy in SMP.
Reading this forum makes me so sad! Make new easter eggs to get more people here!
Or update something, like add support for claymen in Pirate! (Arr!)
Secondly, since I'm being buried in projects and reports, I've totally have missed contributing!
Here's my small improvement for when you don't have anything!
Currently, people are talking about either SMP, catapults, or strategy!
I'd like to see if you'd consider changing the behaviours of medics!
I'm currently testing on the newest snapshot, and I see the that the baby chickens follow the mother pretty well, at a distance. It's pretty cute! Test it out and see what I mean...
Also, how are the features coming along?
how could we change the medics? They already dash for any allies under a certain health percentage. A soldier should be able to take a hit or two between the medic targeting them and healing.
Regarding the sacrifcing features for smp, the conversation was about how hard it would be to code in multiplayer with all the glitches multiplayer brings when a mod is started as single player. My suggestion was to hold out on an overhaul of better features until the new API comes out because hed have to go back to redo everything in the end... the coder thought it was a good idea : /. I dont blame ya for thinking im ranting because you read a single post outta a whole convo so its all good.
Once the update comes out I would love to see spawners become capturable instead of destroyed so that you could create long drawn out campaigns, oh and spawners requiring redstone wiring is useless considering you can use dispensors (with a redstone timer) and do the EXACT same thing.
You seem to misunderstand how the redstone power thing works. The dispenser spawns one soldier once as soon as power is received. The nexus will constantly spawn groups of any size at set intervals while powered. The reason why it has to be powered, is so that you can get everything set up how you want it before any soldiers appear. Also, the nexus won't be captured or destroyed, only deactivated.
Wow, it's been a while since an update. Having problems, or just waiting for Minecraft to update to 1.2.6 so you know that there won't be an update to the game the day you release it?
Wow, it's been a while since an update. Having problems, or just waiting for Minecraft to update to 1.2.6 so you know that there won't be an update to the game the day you release it?
The code's just not finished yet. A few big things that we want to include in the next update require a lot of other things to be done too.
Ahhhh no Silver it's next to the koala eating your starfruit
did i mention that there is a koala eating your starfruit
Noone likes a kiss ass
whose Noone?
(come on man just take a joke)
no real harm was ment lets just all settle down and send silver starfruit so the due date for v7 comes out sooner
Now it will take longer
it has to be at least 7 blocks high
No one like bitter little children.
Seems most of your posts so far (I checked your page) are on checking up on SMP, and telling Devs to sacrifice their features to bring you SMP earlier. Keep in mind : They don't work for you. They are not paid. Being a detrimental part of community WILL have any good ideas you make less awesome. So before you start ranting back at me, take a deep breath and either make an educated suggestion to the mod, or try making a retort. Trust me, you already look a bit childish, don't be making it worse on yourself.
Secondly, directed to Silver:
Reading this forum makes me so sad! Make new easter eggs to get more people here!
Or update something, like add support for claymen in Pirate! (Arr!)
Secondly, since I'm being buried in projects and reports, I've totally have missed contributing!
Here's my small improvement for when you don't have anything!
Currently, people are talking about either SMP, catapults, or strategy!
I'd like to see if you'd consider changing the behaviours of medics!
I'm currently testing on the newest snapshot, and I see the that the baby chickens follow the mother pretty well, at a distance. It's pretty cute! Test it out and see what I mean...
Also, how are the features coming along?
Please tell me what you did to install it, (The steps,) and I'll help you out
Regarding the sacrifcing features for smp, the conversation was about how hard it would be to code in multiplayer with all the glitches multiplayer brings when a mod is started as single player. My suggestion was to hold out on an overhaul of better features until the new API comes out because hed have to go back to redo everything in the end... the coder thought it was a good idea : /. I dont blame ya for thinking im ranting because you read a single post outta a whole convo so its all good.
Once the update comes out I would love to see spawners become capturable instead of destroyed so that you could create long drawn out campaigns, oh and spawners requiring redstone wiring is useless considering you can use dispensors (with a redstone timer) and do the EXACT same thing.
Just breakdancing along...
Okay sure im a brony but DO YOU THINK I FLIPPIN CARE?! AM I PROUD OF IT?...Okay maybe but...DEAL WITH IT DANGIT!
As per your suggestion, I definitely would love to see that happen! I believe that it could be possible, and allows exactly you thoughts!
However, on the subject of spawners, you have yourself quite confused. The differences I can list are based off of what I heard, so some parts may or may not be true.
Anyways, the spawners originally were just entities that spawned Clay Soldiers . I asked San and Silver to make redstone wire toggle it OFF, because I didn't want the entity to REQUIRE redstone. But in the end, it now requires it to function, and this in my opinion is less user friendly for those little kids who don't understand redstone.
As for calling them dispensers? Well, haven't you wished they just SPAWNED with what you wanted? Dispensers cast out the individual items at random. So your gravel user could lose the reeds you put in there for a soldier with a sword and shield. With dispensers, you have soldiers spawn with whatever is in their spawner interface thingy. They even start out on mounts.
My favorite part is that they won't drop items or pick up items. So my snipers stay snipers and my legionaries keep their weapons.
Easier to implement strategy in SMP.
And for the record, still excited for capes
Penguins?
Okay Siriously,
Read below this comment
(i dont mean comment i mean below me not below this comment below the words Uhg THE FREAKING SIGNAGURE
Just breakdancing along...
Okay sure im a brony but DO YOU THINK I FLIPPIN CARE?! AM I PROUD OF IT?...Okay maybe but...DEAL WITH IT DANGIT!
You probably installed it wrong.
how could we change the medics? They already dash for any allies under a certain health percentage. A soldier should be able to take a hit or two between the medic targeting them and healing.
You seem to misunderstand how the redstone power thing works. The dispenser spawns one soldier once as soon as power is received. The nexus will constantly spawn groups of any size at set intervals while powered. The reason why it has to be powered, is so that you can get everything set up how you want it before any soldiers appear. Also, the nexus won't be captured or destroyed, only deactivated.
Making a new block is incredibly easy, however we choose to not add blocks. Pay more attention.
As far as I know, yes. If there are any ID conflicts, you can change what ID's the mod uses in the config file.
No, very unseriously.
The code's just not finished yet. A few big things that we want to include in the next update require a lot of other things to be done too.