That is an absolutely preposterous number of codes.
There are 2^48 possible 8-character codes in Sburb, which is 281,474,976,710,656 in real numbers. That is 281 trillion. You would in fact need several extra hard drives of space to store the names of all these items. Never mind the code for what each do. Never mind having to think up what each one would do!
Redstone && Cake = Redstone cake? Sand && Stone Sword = Sand sword? Lava && Pink Dye = Dyed lava (pink)? Very good, now there's just 281,474,976,710,653 combinations left to think of. Oh, and any combination of two items has to produce two items, because you can do || as well as &&.
Most likely, you'll need to limit the number of combinations of items. Maybe there are only 4 characters on the back of each card, which gives you a slightly more reasonable 2^24 combinations - nearly 17 million, though, which is still a bit much. Perhaps you don't actually perform bitwise operations on the codes, just have the punch designix accept two cards and print a third card with the appropriate code. If any two of the 107 Minecraft items produce a single combination (and no other two cards have the same combination), that gives a net 5671 possible combinations. If they produce two combinations each, it's 11,342. But then you can combine those combinations, too...
I think that Minecraft already has a perfectly good crafting system. If you add alchemy, you'll need to spend a very, very long time thinking up the results of inane combinations like End Stone && Sand, or Feather || Vines, or Fishing Rod && Jukebox, or Mossy Cobblestone && Steak || Ghast Tear... Not to mention any new blocks you might want to add, like Prospitian Brick (or cruxite!), and not to mention whether a kernelsprite should be able to accept all these items!
I would recommend you code captchalogue cards and sylladexes first, and only later worry about whether you want to make alchemisation a part of the game.
I was thinking that the excess characters would let us prevent from people making random typing to try and make something, as well as combinations we can't think of anything for just making nothing.
Then again how the punch cards work is that there is a hole for each different attribute, so it can generate fairly random sequences and have the combinations yield different attributes on items, still with the same base item. Some attributes would effect value (grist cost), others damage/power, others durability, some being of no effect, and some giving neat abilities. There would be a limited number of new item creations, most yielding only an item with new attributes.
Hey there, joined up to add some suggestions and what not:
First of all, your first task shouldn't be punchcard alchemy but just the sylladex system. Hell, even if this is all you make I'll still use the hell out of it. You can even spend some extra time and make different moduses, having the modus cards spawn randomly on monsters and in towns/mines.
It would be cool if your minecraft mod actually mirrored a player's advancement through SBURB, which is to say, they start in a regular minecraft map, make a house, get the SBURB Beta (perhaps it just spawns in their home after a set number of days, I'm tempted to say 413 days but that's a pretty long time), and then can use their computer to craft things like the Cruxtruder, Punch Designix, Totem Lathe, and Alchimiter. They also get a pre-punched card to make their Cruxite artifact. Upon using this artifact (it could be random and have to be used, like you get a cruxite shovel and you have to dig until it breaks, if you get a cruxite apple like John you just have to eat it) you and your house are teleported to the medium.
In the above scenario you'd presumably have to have meteors coming, you could start the timer with 4 hours 13 minutes and presumably anybody could complete the mission in that time. You might have to make the meteor a "creature" in the game code. This would allow for it to be animated smoothly. Upon contact with the player/ground it would explode and you'd get a game over. It would basically be a combination of the ghost things in The Nether and Creepers.
A sprite would be possible. It would mimic the wolf in that it follows you around but it wouldn't fight and would be immortal. You could prototype it by killing an animal with it following you. Whatever the first thing you kill it would prototype with. Imagine a creepersprite or a netherdragonsprite. Awesome.
Several biomes could be designed to represent planets in the medium. A random one could be selected, alternately two could be selected and spawned. For instance you could have a "heat" biome and a "stone" biome and get the Land of Heat and Stone.
To start it should probably just be a 1 player session, even if that doesn't make much sense.
Sleeping in a bed teleports you to prospit (made of gold) or derse (probably a new block). That self can fly like in creative mode.
A quest bed will randomly spawn somewhere within a certain distance of your house. If you die on it (or just sleep in it which should be easier to code) then you become God Tier (you lose your dream self in this process). This lets you fly around as if it's creative mode, possibly changes your character skin (if you can do that client side, not sure) and maybe gives you other abilities based on your randomized title.
I don't see much use for the battlefield, honestly even prospit or derse seems kind of pointless since you couldn't bring items from one to the other. Perhaps there are portals littered around that you can use to get between the three though.
Teleporting your house into the medium would probably require some sort of pylon or border sysstem to denote your "property" so it doesn't just pull in some predetermined distance from your bed. Maybe there's a preset area you can build your house in to stop people from bringing whole chunks into the medium with them.
Alright, the ideas keep coming but I'll take a breather for now. I'm pretty busy with work and other projects but this might be something I have to chip in on. I'm a decent programmer, though I've never tried modding. I'll look into things.
1. Alchemy is easier, so that's where I'm starting. When this gets more advanced and I get more coders, then we'll talk.
2. The "progression through a sburb game" won't happen until the mod goes multiplayer. And the sburb disc will either be crafted, or ejected from a special "mailbox" block. Pre-punched cards can only be given to a client player by a server player. Cheese's description of "like creative mode, but you're invisible and things cost Grist" is a good representation.
3. Pretty much, but obviously with its own model.
4. A sprite will be prototyped by throwing an item into it. Certain items, like raw pork and ender pearls, are easier for the sprite to "accept"
5. Or I could replicate the ones in Homestuck as best as possible, and maybe add some new ones based off the biomes like you suggested.
6. No, it doesn't.
7. Yes, yes you will.
8. I think you meant "from your house on your Land". And you are right about the randomly generated titles.
9. Prospitan dreamers can go there? And the clouds show you random screenshots taken automatically in your game (obviously not the future).
10. I was thinking of doing the same thing the Zeppelin mod does, and maybe add 5-10 blocks extra leeway.
Well it would have to change your skin a fair amount. Invisible for being in server mode, prospit/derse for that, god tier clothes, etc. I was thinking that the quick bar would house your Active Weapon as well as up to eight capchalogue cards (The number accessible at once determined by your Fetch Modus). I imagine the inventory screen would be replaced with a small menu, with the Quickswitch bar items displayed and four buttons, one to change weapons, one to access your captchalogue, one to see your grist totals/boondollars, and one to see your Echeladder progression. In server mode, it would be further replaced with a menu to buy things with the grist the other player collected.When you go to sleep, I expect it would take you to a far away part of the server (or another World if the server had the capacity to handle them, not really sure how that works) that was a big golden/purple world, with people there. You would be able to fly, but damage would still be on and you wouldn't have blocks. When you reached the top of your echeladder, you would be able to sleep on your quest bed and ascend unless your dream self was dead. If you died while dreaming, your dream self would be dead and you would respawn at the bed you slept in, further dreaming sending you floating in the outer reach. I imagine we wouldn't have the quest beds at the center of Prospit and Derse as those only activate when prospit or derse are destroyed entirely, and I don't imagine we would want to try and get in all the weird occurrences that happened in the session of SBURB that we saw, such as Jack becoming super powerful, or the universe having Cancer.
God Tier clothes are just armor you can't take off, except the hood. Same with Prospit/Derse pajamas (minus a hoodie).
Most of the rest of this is you talking about replacing the inventory with a Homestuck inventory, to which I say STOP.
Adding things is fair game, but changing them is a big no-no. Modloader hates it, and people downloading it hate it, because it makes it pretty much incompatible with every other mod. ESPECIALLY if you change something used as much as the inventory screen. I'm not even sure about adding Grist to the vanilla mob drops, and instead only adding the new mobs to drop grist.
That is an absolutely preposterous number of codes.There are 2^48 possible 8-character codes in Sburb, which is 281,474,976,710,656 in real numbers. That is 281 trillion. You would in fact need several extra hard drives of space to store the names of all these items. Never mind the code for what each do. Never mind having to think up what each one would do!Redstone && Cake = Redstone cake? Sand && Stone Sword = Sand sword? Lava && Pink Dye = Dyed lava (pink)? Very good, now there's just 281,474,976,710,653 combinations left to think of. Oh, and any combination of two items has to produce two items, because you can do || as well as &&.Most likely, you'll need to limit the number of combinations of items. Maybe there are only 4 characters on the back of each card, which gives you a slightly more reasonable 2^24 combinations - nearly 17 million, though, which is still a bit much. Perhaps you don't actually perform bitwise operations on the codes, just have the punch designix accept two cards and print a third card with the appropriate code. If any two of the 107 Minecraft items produce a single combination (and no other two cards have the same combination), that gives a net 5671 possible combinations. If they produce two combinations each, it's 11,342. But then you can combine those combinations, too...I think that Minecraft already has a perfectly good crafting system. If you add alchemy, you'll need to spend a very, very long time thinking up the results of inane combinations like End Stone && Sand, or Feather || Vines, or Fishing Rod && Jukebox, or Mossy Cobblestone && Steak || Ghast Tear... Not to mention any new blocks you might want to add, like Prospitian Brick (or cruxite!), and not to mention whether a kernelsprite should be able to accept all these items!I would recommend you code captchalogue cards and sylladexes first, and only later worry about whether you want to make alchemisation a part of the game.
There WILL be an 8-character code on the back, sticking true to canon. However, most codes will create either nothing or some sort of weird glob, I haven't decided. Only the 257 vanilla IDs and the few that I will be adding will count.
Not every combination will create an item, or at least a usable one. Most will probably be a random mish-mash of pixels, or nothing.
Not all of my mod blocks and items can be created. Grist is a game construct, and the Prospitan/Dersite blocks can not be captchalogued. Oh, and I'm fairly certain that Cruxite does not have a code.
Not every two minecraft items have two combinations, in fact, most don't even have one.
There will probably be an easter egg in the off chance that you just by chance happen to randomly type in the right code. So, one in every 300 trillion users will find it :smile.gif:
Kernelsprites will not accept every item. Some are completely ridiculous (Mossy Stone Brick Sprite) and sometimes two items will make the same Sprite (all the picks, for example)
God Tier clothes are just armor you can't take off, except the hood. Same with Prospit/Derse pajamas (minus a hoodie).
Most of the rest of this is you talking about replacing the inventory with a Homestuck inventory, to which I say STOP.
Adding things is fair game, but changing them is a big no-no. Modloader hates it, and people downloading it hate it, because it makes it pretty much incompatible with every other mod. ESPECIALLY if you change something used as much as the inventory screen. I'm not even sure about adding Grist to the vanilla mob drops, and instead only adding the new mobs to drop grist.
I had assumed you wanted the SBURB mod to be something you play separately from regular minecraft, because of how much different it would have to be. Also, this looks like a mod that could take a while, so I would be more inclined to take a version of minecraft and stick with it, rather than trying to keep it working with regular minecraft.
I'm not quite sure how we could keep the mod with few enough changes that people could choose between it and minecraft, and still have it in depth enough to satisfy our desires to replicate SBURB well. Maybe when/if Notch finally implements support for mods in the way that there is support for skins, it could be turned on or off and could be toggled on or off and we could make it more intrusive. Your thoughts?
For a && and || system, think of it this way.
Glass, properties:
Transparent, No torches, Smashes easily. 20 grist?
Combine with (&&)
Red dye:
Red, 5 grist?
Get some red glass. 30 grist?
Backwards, (||)
you get Transperant Red Dye
OR
Diamond Armor
Strong, cyan.
Combine with (&&)
Obsidian:
Blastproof, Purplish, 30 grist?
Get Diamond Fortified Obsidian armor (or just manipulate names?)
Blastproof, strong, Dark Cyan colored. Probably worth alot.
I had assumed you wanted the SBURB mod to be something you play separately from regular minecraft, because of how much different it would have to be. Also, this looks like a mod that could take a while, so I would be more inclined to take a version of minecraft and stick with it, rather than trying to keep it working with regular minecraft. I'm not quite sure how we could keep the mod with few enough changes that people could choose between it and minecraft, and still have it in depth enough to satisfy our desires to replicate SBURB well. Maybe when/if Notch finally implements support for mods in the way that there is support for skins, it could be turned on or off and could be toggled on or off and we could make it more intrusive. Your thoughts?
Think of the Sburb mod like other mods based off of video games. Say... portal. That's a pretty popular one. How do you not play with the modded stuff? Simple. Don't play with the modded stuff. The only difference is, once you start playing, you can't stop. Well, I suppose you can scratch your session to start off in a new world. But until you hit your Cruxtuder with a heavy object, you can play on and off as much as you want.
For a && and || system, think of it this way.Glass, properties:Transparent, No torches, Smashes easily. 20 grist?Combine with (&&)Red dye:Red, 5 grist?Get some red glass. 30 grist?Backwards, (||)you get Transperant Red DyeORDiamond ArmorStrong, cyan.Combine with (&&)Obsidian:Blastproof, Purplish, 30 grist?Get Diamond Fortified Obsidian armor (or just manipulate names?)Blastproof, strong, Dark Cyan colored. Probably worth alot.
That's the basic gist of it. However, not every combination is worth coding in, and not all combinations create an entirely new code. But yes, those combinations are worthwhile.
Sorry, I've been busy. I just e-mailed Andrew asking if we could use his art, and I'm waiting for him to get back to me. If anything, I'm just hoping he says yes.
I should have said sooner that I'd like to get his written permission first before I got to work. Sorry about that miscommunication.
You mean permission to make the mod in general, or permission to copy-paste the images? Because if it's the latter, then there's not much of a point. Once you get down to 16 x 16 pixels, it really doesn't matter what art you stole. For example, I tried resizing the Grist for my test, and it looked TERRIBLE. I ended up customing my own.
Well the art is going okay... I have to remake every single item, but smaller.
I'm currently working on the armor, so I'll send you a PM with the tools and armor once I'm done with the armor.
Rollback Post to RevisionRollBack
Well I -suppose- I should write something here. But I also should make a new account D<
Goddamn do I hate this name z_z
Well the art is going okay... I have to remake every single item, but smaller.
I'm currently working on the armor, so I'll send you a PM with the tools and armor once I'm done with the armor.
Yes, that was sort of the point.
Also that I can't. That was also the point.
I think we should probably get permission to do the mod in general, but I specifically asked for art permission.
Good. That way, if we end up using it in some shape or form, we're covered.
Oh, did you ask about music? Because that could turn into a major problem if we add some.
I'm just replicating Notch's original textures... Nothing too fancy... Finishing the flint and steel then I'll send you the PNGs
EDIT: I just remembered something, I think Forge allows us to use an item sheet instead of an individual file for each item. Should I package into a single png?
Of course you can. An initial release won't take too long. I just need to get my GUIs straight, add every single item in the game three more times, and version 1 will be complete!
I'm just replicating Notch's original textures... Nothing too fancy... Finishing the flint and steel then I'll send you the PNGs
EDIT: I just remembered something, I think Forge allows us to use an item sheet instead of an individual file for each item. Should I package into a single png?
I don't really know much about using Forge, so don't pile them all together. If I end up learning it, I can put them together myself.
So, what are you going to do about the blocks? Because that is the really hard part.
I don't really know much about using Forge, so don't pile them all together. If I end up learning it, I can put them together myself.
So, what are you going to do about the blocks? Because that is the really hard part.
Alright.
As for the blocks, I might try and make them look 3D, but if I can't do you mind them being 2D?
Rollback Post to RevisionRollBack
Well I -suppose- I should write something here. But I also should make a new account D<
Goddamn do I hate this name z_z
So you got the totem lathe working? Sorry, I finally decided I wanted to start, then realized I had updated to 1.0.0 and didn't have a b1.8.1 backup... So, anything I can do now?
Good. That way, if we end up using it in some shape or form, we're covered.
Oh, did you ask about music? Because that could turn into a major problem if we add some.
I have not. I haven't gotten his reply yet either. I'll definitely ask when he gets back to me. From what I've heard, it may take a bit for him to reply, but he usually does about stuff like this.
I was thinking that the excess characters would let us prevent from people making random typing to try and make something, as well as combinations we can't think of anything for just making nothing.
Then again how the punch cards work is that there is a hole for each different attribute, so it can generate fairly random sequences and have the combinations yield different attributes on items, still with the same base item. Some attributes would effect value (grist cost), others damage/power, others durability, some being of no effect, and some giving neat abilities. There would be a limited number of new item creations, most yielding only an item with new attributes.
1. Alchemy is easier, so that's where I'm starting. When this gets more advanced and I get more coders, then we'll talk.
2. The "progression through a sburb game" won't happen until the mod goes multiplayer. And the sburb disc will either be crafted, or ejected from a special "mailbox" block. Pre-punched cards can only be given to a client player by a server player. Cheese's description of "like creative mode, but you're invisible and things cost Grist" is a good representation.
3. Pretty much, but obviously with its own model.
4. A sprite will be prototyped by throwing an item into it. Certain items, like raw pork and ender pearls, are easier for the sprite to "accept"
5. Or I could replicate the ones in Homestuck as best as possible, and maybe add some new ones based off the biomes like you suggested.
6. No, it doesn't.
7. Yes, yes you will.
8. I think you meant "from your house on your Land". And you are right about the randomly generated titles.
9. Prospitan dreamers can go there? And the clouds show you random screenshots taken automatically in your game (obviously not the future).
10. I was thinking of doing the same thing the Zeppelin mod does, and maybe add 5-10 blocks extra leeway.
God Tier clothes are just armor you can't take off, except the hood. Same with Prospit/Derse pajamas (minus a hoodie).
Most of the rest of this is you talking about replacing the inventory with a Homestuck inventory, to which I say STOP.
Adding things is fair game, but changing them is a big no-no. Modloader hates it, and people downloading it hate it, because it makes it pretty much incompatible with every other mod. ESPECIALLY if you change something used as much as the inventory screen. I'm not even sure about adding Grist to the vanilla mob drops, and instead only adding the new mobs to drop grist.
There WILL be an 8-character code on the back, sticking true to canon. However, most codes will create either nothing or some sort of weird glob, I haven't decided. Only the 257 vanilla IDs and the few that I will be adding will count.
Not every combination will create an item, or at least a usable one. Most will probably be a random mish-mash of pixels, or nothing.
Not all of my mod blocks and items can be created. Grist is a game construct, and the Prospitan/Dersite blocks can not be captchalogued. Oh, and I'm fairly certain that Cruxite does not have a code.
Not every two minecraft items have two combinations, in fact, most don't even have one.
There will probably be an easter egg in the off chance that you just by chance happen to randomly type in the right code. So, one in every 300 trillion users will find it :smile.gif:
Kernelsprites will not accept every item. Some are completely ridiculous (Mossy Stone Brick Sprite) and sometimes two items will make the same Sprite (all the picks, for example)
I had assumed you wanted the SBURB mod to be something you play separately from regular minecraft, because of how much different it would have to be. Also, this looks like a mod that could take a while, so I would be more inclined to take a version of minecraft and stick with it, rather than trying to keep it working with regular minecraft.
I'm not quite sure how we could keep the mod with few enough changes that people could choose between it and minecraft, and still have it in depth enough to satisfy our desires to replicate SBURB well. Maybe when/if Notch finally implements support for mods in the way that there is support for skins, it could be turned on or off and could be toggled on or off and we could make it more intrusive. Your thoughts?
Glass, properties:
Transparent, No torches, Smashes easily. 20 grist?
Combine with (&&)
Red dye:
Red, 5 grist?
Get some red glass. 30 grist?
Backwards, (||)
you get Transperant Red Dye
OR
Diamond Armor
Strong, cyan.
Combine with (&&)
Obsidian:
Blastproof, Purplish, 30 grist?
Get Diamond Fortified Obsidian armor (or just manipulate names?)
Blastproof, strong, Dark Cyan colored. Probably worth alot.
something something signature
Think of the Sburb mod like other mods based off of video games. Say... portal. That's a pretty popular one. How do you not play with the modded stuff? Simple. Don't play with the modded stuff. The only difference is, once you start playing, you can't stop. Well, I suppose you can scratch your session to start off in a new world. But until you hit your Cruxtuder with a heavy object, you can play on and off as much as you want.
That's the basic gist of it. However, not every combination is worth coding in, and not all combinations create an entirely new code. But yes, those combinations are worthwhile.
Also, have any of those people who volunteered to put the objects in the captchalogue cards, well, put any items in the captchalogue cards?
I should have said sooner that I'd like to get his written permission first before I got to work. Sorry about that miscommunication.
Get permission from Andrew Hussie to use his art.
Design items from MSPA in Minecraft format.
Get Captcha Card designs from StrykDem
Design Captcha Cards with items in them.
You mean permission to make the mod in general, or permission to copy-paste the images? Because if it's the latter, then there's not much of a point. Once you get down to 16 x 16 pixels, it really doesn't matter what art you stole. For example, I tried resizing the Grist for my test, and it looked TERRIBLE. I ended up customing my own.
I'm currently working on the armor, so I'll send you a PM with the tools and armor once I'm done with the armor.
Goddamn do I hate this name z_z
Yes, that was sort of the point.
Also that I can't. That was also the point.
Good. That way, if we end up using it in some shape or form, we're covered.
Oh, did you ask about music? Because that could turn into a major problem if we add some.
EDIT: I just remembered something, I think Forge allows us to use an item sheet instead of an individual file for each item. Should I package into a single png?
Goddamn do I hate this name z_z
something something signature
Of course you can. An initial release won't take too long. I just need to get my GUIs straight, add every single item in the game three more times, and version 1 will be complete!
I don't really know much about using Forge, so don't pile them all together. If I end up learning it, I can put them together myself.
So, what are you going to do about the blocks? Because that is the really hard part.
Alright.
As for the blocks, I might try and make them look 3D, but if I can't do you mind them being 2D?
Goddamn do I hate this name z_z
Please give me an Internet if you like.
I have not. I haven't gotten his reply yet either. I'll definitely ask when he gets back to me. From what I've heard, it may take a bit for him to reply, but he usually does about stuff like this.