First of all, I know that you should know the following:
I am the "go ahead, announce something, throw it in the corner and get back to it later"-guy. If some people say, I did not do much work on NanoCraft yet, I have to admit: They are right. Bloody hell, I have started so many things, I could fill an ocean with it. That's normal for any person who creates something. My mistake, and I often make it, is that I announce the stuff I begin with. That's bad, because people are building up expectations right after the announcement. Even though I haven't set a deadline nor promised any prerelease soon.
I am not happy with the current process of building mods: ModLoader, MCP and more APIs are just tricky and the building step is a mess, especially since I have to update mods to the newest Minecraft version. That's why I haven't got so far yet. Additionally I have, as stated above indirectly, other projects I work on besides school. This is not an apologize for not saying what is happening though, I did this now for about two months, so I will apologize for this behaviour. Sorry.
[insert dramatic pause here]
On the other hand, I had nearly 3 months to think about the whole concept. I will take my time to read the thread here and note down the feature requests; I'll probably rewrite and publish the concept then. Also, I am not sure if I can create the robots the way they should behave, so I will also probably first build everything else and then the robots, hopefully getting some attention of a good AI programmer (Maybe Hexicube will help me, who knows? :biggrin.gif:).
Currently, I am looking forward to mod with the official Minecraft Modding API, so I will wait with the creation of NanoCraft until it comes out, which is not before March (the API, not NanoCraft :tongue.gif:).
Oh, and I don't mod for earning money, so I won't use adf.ly and make NanoCraft open source.
I was really surprised that anyone has visited this thread, despite I stayed away from the MC forums a long time, thank you for your support and for your patience. :biggrin.gif:
Good to see you back among the mining Aero. :smile.gif:
Pay no attention to the impatient people. I've seen and played with your work. You do quality stuff that's worth the wait. Yea, as much as we may all want it now I know that when you get to it you'll give us something spectacular.
Quick question: does the deconstructor deconstruct dropped items/blocks, or does it turn blocks into drops? If it's the sooner, why not go with a chest-style mechanism instead of a shoot-able item?
Keep on being awesome Aero96. Looking forward to seeing whatever progress you make, whenever you make it. :biggrin.gif:
Good to see you back among the mining Aero. :smile.gif:
Pay no attention to the impatient people. I've seen and played with your work. You do quality stuff that's worth the wait. Yea, as much as we may all want it now I know that when you get to it you'll give us something spectacular.
Quick question: does the deconstructor deconstruct dropped items/blocks, or does it turn blocks into drops? If it's the sooner, why not go with a chest-style mechanism instead of a shoot-able item?
Keep on being awesome Aero96. Looking forward to seeing whatever progress you make, whenever you make it. :biggrin.gif:
Thank you, sir. :biggrin.gif:
Currently (concept-wise :tongue.gif:) the deconstructor deconstructs dropped items (of course including dropped blocks). I thought about a furnace-style mechanism as well and I am not sure which approach to use. I'll probably make a survey when more people are interested.
Currently (concept-wise :tongue.gif:) the deconstructor deconstructs dropped items (of course including dropped blocks). I thought about a furnace-style mechanism as well and I am not sure which approach to use. I'll probably make a survey when more people are interested.
Sounds good. :smile.gif:
My take on this issue is that it's more expedient to shift+click items into a GUI than to take the time to dump them on the ground, make sure they drop into a relatively small area, and then aim and fire another item.
A compromise between the two would be a block (like the old Magic Chest) that could have items dropped onto or into it (whatever was convenient) and then spit the components back out dispenser style. This has the advantage of consuming fuel, while still being 'permanent'.
i think they should still store 64 per item. it would make for a bit less coding. cause the miner would fill up WAY too quickly.
Wouldn't make the coding easier, since the bot would go to the basepoint after a time either way, but I think it's too small, so I will probably raise the stack size to 32. The concept will be adjusted a lot in the next few weeks, so nothing (especially balancing) is final yet.
Wouldn't make the coding easier, since the bot would go to the basepoint after a time either way, but I think it's too small, so I will probably raise the stack size to 32. The concept will be adjusted a lot in the next few weeks, so nothing (especially balancing) is final yet.
Some time has passed since the last update, as nothing really happened yet, so just a quick status report:
I started with Riegel, the scripting language of NanoCraft. If you are interested into programming for NC or with Riegel at all, you can write me a message and state your wishes, because not even the spec of Riegel is finished nearly yet. Currently I'd call it a mix of Java (it runs on the JVM as bytecode, enforces many things), C/C++ (structures, functions etc.), Python/Haml (who the **** needs curly brackets? :D). The compiler will be designed to compile it as fast as possible and to be as small as possible, so it won't reach the speeds of Java or Scala, but will certainly outperform Rhino or BeanShell.
I also had quite a few time to think about the Void Storage and I came up with a concept that's not near the Magic Chest, but continues the spirit of the Quantum Software (If anyone remembers :D). I'll write that up, add a nice logo from HotheadHoncho and post it then. ;D
Maybe not only the nanobots, but also a special block is scriptable, with input, output and sensors, but that was a quick idea and has not been discussed in the team yet.
If they keep on like this, official modding api will never be aviable... what do you think about doing it to work with forge? main modders are still doing that...
I just started to work on Magic Chest again and since I have a lot of other projects as well as RL to handle, NanoCraft will probably never see the light of the Minecraft sun. It is just too huge to fit into my schedule and honestly, I can invest this amount of time better into other, more appealing things. ;D
I am the "go ahead, announce something, throw it in the corner and get back to it later"-guy. If some people say, I did not do much work on NanoCraft yet, I have to admit: They are right. Bloody hell, I have started so many things, I could fill an ocean with it. That's normal for any person who creates something. My mistake, and I often make it, is that I announce the stuff I begin with. That's bad, because people are building up expectations right after the announcement. Even though I haven't set a deadline nor promised any prerelease soon.
I am not happy with the current process of building mods: ModLoader, MCP and more APIs are just tricky and the building step is a mess, especially since I have to update mods to the newest Minecraft version. That's why I haven't got so far yet. Additionally I have, as stated above indirectly, other projects I work on besides school. This is not an apologize for not saying what is happening though, I did this now for about two months, so I will apologize for this behaviour. Sorry.
[insert dramatic pause here]
On the other hand, I had nearly 3 months to think about the whole concept. I will take my time to read the thread here and note down the feature requests; I'll probably rewrite and publish the concept then. Also, I am not sure if I can create the robots the way they should behave, so I will also probably first build everything else and then the robots, hopefully getting some attention of a good AI programmer (Maybe Hexicube will help me, who knows? :biggrin.gif:).
Currently, I am looking forward to mod with the official Minecraft Modding API, so I will wait with the creation of NanoCraft until it comes out, which is not before March (the API, not NanoCraft :tongue.gif:).
Oh, and I don't mod for earning money, so I won't use adf.ly and make NanoCraft open source.
I was really surprised that anyone has visited this thread, despite I stayed away from the MC forums a long time, thank you for your support and for your patience. :biggrin.gif:
Pay no attention to the impatient people. I've seen and played with your work. You do quality stuff that's worth the wait. Yea, as much as we may all want it now I know that when you get to it you'll give us something spectacular.
Quick question: does the deconstructor deconstruct dropped items/blocks, or does it turn blocks into drops? If it's the sooner, why not go with a chest-style mechanism instead of a shoot-able item?
Keep on being awesome Aero96. Looking forward to seeing whatever progress you make, whenever you make it. :biggrin.gif:
Thank you, sir. :biggrin.gif:
Currently (concept-wise :tongue.gif:) the deconstructor deconstructs dropped items (of course including dropped blocks). I thought about a furnace-style mechanism as well and I am not sure which approach to use. I'll probably make a survey when more people are interested.
My take on this issue is that it's more expedient to shift+click items into a GUI than to take the time to dump them on the ground, make sure they drop into a relatively small area, and then aim and fire another item.
A compromise between the two would be a block (like the old Magic Chest) that could have items dropped onto or into it (whatever was convenient) and then spit the components back out dispenser style. This has the advantage of consuming fuel, while still being 'permanent'.
Food for thought. :smile.gif:
I can't wait to start modding, but unfortunately the modding API is not out yet. :sad.gif:
Yeah, sure, we are just waiting for the mc modding api
But when it comes out, we will immediately start modding
Wouldn't make the coding easier, since the bot would go to the basepoint after a time either way, but I think it's too small, so I will probably raise the stack size to 32. The concept will be adjusted a lot in the next few weeks, so nothing (especially balancing) is final yet.
yeah 32 is better.
I started with Riegel, the scripting language of NanoCraft. If you are interested into programming for NC or with Riegel at all, you can write me a message and state your wishes, because not even the spec of Riegel is finished nearly yet. Currently I'd call it a mix of Java (it runs on the JVM as bytecode, enforces many things), C/C++ (structures, functions etc.), Python/Haml (who the **** needs curly brackets? :D). The compiler will be designed to compile it as fast as possible and to be as small as possible, so it won't reach the speeds of Java or Scala, but will certainly outperform Rhino or BeanShell.
I also had quite a few time to think about the Void Storage and I came up with a concept that's not near the Magic Chest, but continues the spirit of the Quantum Software (If anyone remembers :D). I'll write that up, add a nice logo from HotheadHoncho and post it then. ;D
Maybe not only the nanobots, but also a special block is scriptable, with input, output and sensors, but that was a quick idea and has not been discussed in the team yet.
As we are still waiting for the MC modding API, nothing special happened regarding NC, but the hopes are high in our team that an "alpha" of the modding API arrives soon: https://twitter.com/#!/carlmanneh/status/190760658533490688
I just started to work on Magic Chest again and since I have a lot of other projects as well as RL to handle, NanoCraft will probably never see the light of the Minecraft sun. It is just too huge to fit into my schedule and honestly, I can invest this amount of time better into other, more appealing things. ;D
Locked.