But wouldn't the point of having nano or quantum armor, nano sabers, mining lasers, etc, be to make it easier to fight the ender dragon and other mobs in the game? I don't feel that it particularly changed the goal, it just offers a different path to accomplish it.
- FyberOptic
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Member for 11 years, 1 month, and 5 days
Last active Fri, Oct, 14 2016 17:06:47
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Jun 17, 2015FyberOptic posted a message on Community Roundtable: Game, or Game Engine?Posted in: News
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Jun 17, 2015FyberOptic posted a message on Community Roundtable: Game, or Game Engine?Posted in: News
There's very few mods that change the fundamental nature of Minecraft. Those that tried still didn't really stray far from the core game, they generally just made it more complicated.
Minecraft clones are a dime a dozen nowadays it seems. None of them have achieved mass popularity because they all lack the charm that Minecraft always manages to hold onto, and regardless of what mods do to it. It reminds me of Wolf3d, where no matter what the community did, it was still distinctly Wolf3d underneath.
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Dec 15, 2014FyberOptic posted a message on Minecraft Movie Hits Some SnagsClearly the Fratellis were behind this.Posted in: News
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Apr 21, 2014FyberOptic posted a message on Mod Spotlight - Redstone Paste ModI never expected to see any of my mods hit the front page, so it's certainly been a pleasant surprise. I appreciate everyone who took the time to leave some praise, and I'm glad that those who are trying it for the first time are enjoying it!Posted in: News
I do want to address something though, mostly because it's not the first time I've heard it. About six months ago I was surprised to find that Captain Sparklez did a review of one of the earlier versions of Redstone Paste. As with here, the response was positive overall, and it really made my day. But unfortunately the comments that stood out to me were people saying it was a RedPower clone, or a Project: Red clone. I felt like those people were overlooking my entire driving force behind Redstone Paste, which is to have total control over placement and direction. Nobody has ever actually named or accused me of copying the one thing which was the biggest inspiration: Space Station 13 wiring. In that game you can place wire in any direction on a tile. Ever since then I wanted redstone to behave the same way, despite SS13 only being a 2D game and the mechanics being much simpler. No other mod that I know of gives you that degree of control over redstone, and it wasn't until I started developing it that I started to see why! It was a challenge, to say the least.
It's also worth saying that a lot of the motivation behind mods of mine like Hopper Ducts and Redstone Paste comes from the time we have to wait for the bigger mods to be updated to new versions of Minecraft. For example, once we got to Minecraft 1.5, and RedPower stopped being updated, I was in the same boat as a lot of other people. I'd gotten a lot of use out of RP2, and now I was back to redstone staircases, back redstone torch towers, and back to laying down tons of repeaters to force redstone connect to a row of pistons or whatever (another driving force behind implementing SS13-style mechanics). But then MineFactory Reloaded came out with rednet cables and controllers, and that changed everything in my opinion. I felt like this was a great replacement, different and innovative enough to not just be a copy of what we'd seen before, and that I'd probably stick with that from then on. Well then it wasn't long until we got to Minecraft 1.6, and we're in the familiar situation again of waiting for mods to update. So, Hopper Ducts came about so that I didn't have to wait for mods like BuildCraft in the future, and Redstone Paste came about so that I didn't have to wait on mods like MFR, while also giving me the chance to finally implement my SS13-inspired mechanics. Keeping the mods simple and very vanilla-oriented is a big part of it, and is why I've decided against integrating things like Forge Multipart support. That would delay the time it takes for me to update significantly (FMP updated to 1.7 only recently, where as Redstone Paste as been updated for over two months), and requires people to include a mod they don't necessarily need, all of which kind of defeats my initial purpose.
So when I hear people say that any of my mods should be in the base game, then I feel like they "get" it. I'm pleased when people can appreciate the mods for being simple and meshing with the regular mechanics of the game. And I certainly have no problem with people telling me that they need the more advanced functionality of a mod like MFR, Red Logic, Project: Red, etc, because I enjoy logic circuits as much as the next geek. But cloning RedPower was never the motivation behind Redstone Paste, and I feel the exact opposite for the people who say that; that they don't "get" it, that they don't see the primary mechanic of the mod, and that's disappointing to me. At least on the super rare occasion that I was accused of copying Vertical Redstone then I could appreciate that the person has been around for a long time to even remember that one, because I honestly don't! But that mod behaved differently as well.
Anyway, I shouldn't focus on the negative when there's so much positive, but I just wanted folks to see the inspiration behind the mod. Go play Space Station 13 if you want to see where it all started! - To post a comment, please login.
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I'm trying out the Computercraft 1.52pr1 beta, and the computer, as an item in my inventory and as a placed block, are messed up. It displays as the totally wrong image when in the inventory, and doesn't appear at all when placed in the world (although it's there and you get a highlight box around the spot). When breaking it, it floats and spins as the same incorrect texture as what you see in the inventory.
Perhaps this means there's still an issue with Optifine and animated textures, because the computer does blink an animated cursor both when placed and when in your inventory.
I'm using Optifine A8 and Forge 608.
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First of all, NEI doesn't show up at all for me. Codechickencore and NEI both show up in the mods list, and I've tried it without any other mods loaded, but I can't toggle the interface or anything. The config file seems to be set for it to appear, so I imagine it's not simply "off." I tried updating from Forge 604 to 608 but still nothing. So I dunno!
Second, when I have ChickenChunks installed, my item icons go all screwy.
I Pastebin'd a log in case that's any help. This is with my current 1.5/1.5.1 test map with all my currently-installed mods enabled.
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EDIT: They seem a bit buggy at this point though.
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I don't know about anyone else, but I've been completely willing to temporarily sacrifice all modding from 1.5 in order to have the improved framerate and fixes of 1.5.1. Suggesting that mod developers should ignore this significant bug fix update just so that you can keep using the few handfuls of 1.5 mods is just crazy. It shouldn't take them long to get 1.5.1 versions up anyway, especially now that Forge is making strides for mods to be more version-independent. And I just noticed there's a Forge for 1.5.1, so we're already on our way.
People should be taking this as an opportunity to enjoy vanilla Minecraft again and play with the new additions while we wait on modders to catch up. See what you can make with it. People are already turning hoppers into timers and all kinds of clever stuff.
Anyway, this is off-topic. I do want to say that I appreciate all the work that's being done with Optifine and all the other mods that people are patiently/impatiently waiting for.
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Derp, I looked at that list more than once, actually, but I guess my eyes kept drifting down to "Forge compatible" instead.
Nevermind, then! I'll just leave AA off for now.
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When I enable anti-aliasing and dig blocks, the overlaid digging texture becomes bright, like its alpha channel is incorrect or something. I uploaded an image to give you an idea. Stranger yet, when I toggle the UI off and dig at the same block, this doesn't occur.
I find this a coincidence, because when playing 1.5/1.5.1, I could swear that I think this breaking texture is being overlaid on top of the particles that fall away as you dig. If not that, then something is making it look odd to me at times, regardless. So I don't know if this bright texture bug is entirely Optifine's fault, or partially Minecraft's.
I'm currently running 1.5.1pre with Optifine A6. I noticed it initially in A4 with 1.5, as a matter of fact, but I dumped all my 1.5 mods for the fps boost and stitching fix in 1.5.1pre as soon as I saw it up, and assumed the digging issue would be taken care of before I tried it again. It's not, so I thought I'd pass it along.
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The reason the bonemeal change seemed out of place in this update is the very fact that they're trying to implement automation. Automation is fairly dependent on predictability. Dispensers can apply bonemeal to plants, but you're going to need so much of it now to ensure the plant grew (essentially about 3x) that it might not even be practical to bother with in survival, particularly now that hunting mobs is more dangerous. It doesn't ruin the game by any means, and it's something that people will get used to, but I don't think it particularly meshed with the overall goal of this update. Though if they waited to nerf it later then they would have broken peoples' 1.5 inventions, so what can you do.
And I just have to disagree on the redstone. It's not a far stretch of the imagination that one could create, say, a redstone paste, and be able to apply it to any side of a block. Heck, you can already run redstone vertically up a single block, which despite being "dust" implies that it can stick to a surface. It just won't stick to a vertical stretch, which doesn't make a lot of sense game-wise given the previous fact. Even if they never let you apply it to undersides of blocks, being able to run it vertically would at least be a huge improvement. I think it's primarily an issue of not wanting to have to overhaul how redstone works as opposed to any kind of vision from Notch. Notch is a geeky electronics/computery guy (as developing a CPU for 0x10c would prove), I imagine he would want it to be as versatile as possible for people to build with.
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The biggest complaint I have, and which I've already confirmed other people having via this forum, is the snowy texture edges. It's very visible when in caves. Changing the lighting setting makes no difference. The only thing I've noticed which helps at all is installing Optifine and enabling anti-aliasing, but then you run into other issues since that's still a preview release for 1.5 (like the surface of blocks "lighting up" when breaking them, and lighting not being completely smooth at times). But even with that enabled, you could still see faint edge issues at times. They definitely broke something.
Second is the framerate. When not being poor it's just all over the place. I can be outside and get near 200fps, go into a cave, get 140, go back outside at some other time of the day, I get 30, back into the cave, 150+ again. I can't seem to find any consistency to the drop. Lighting definitely makes a difference, and turning off smooth lighting completely improves the consistency of the framerate quite a bit. But I honestly don't think the "minimum" and "maximum" button works, because I can't tell any difference between those two settings, especially in framerate.
On the first new world I generated, I had some severe game-freezing lag during worldgen. It was 1-2 second spurts, which went away after things got going. But when I switched to creative mode and started zipping out into the map I would occasionally get these 1-2 second total game-freezing stutters again. Possibly there's some particular piece of terrain causing this when chunks are being made, but either way, it was annoying. I haven't noticed it in my current game. Yet.
The dark spots. For heaven's sake, we get a lighting overhaul, it kills the framerate, and we still get these dark spots. But they seem to be even worse. Used to, you could get close, and/or throw up a torch, and they'd fix forever. But I noticed that moving close and away, and/or even placing the torch and removing it again, sometimes causes the darkness to return. I can't remember that ever happening to me in the past, but someone else would have to confirm.
I had a zombie come out of the water and start jittering up and down through the ground, pretty much getting deeper and jittering worse as he came up the hill to get me. He was in the ground to his armpits by the time he reached me. I don't know if this in particular is a new problem, since I know we've always had pathfinding/collision issues, but I hope it isn't a reversion of that old bug which let spiders attack you from your roof while inside or anything.
Nerf the skeletons back to normal. They've always been an annoying enemy, and early game they can be rather deadly. But now they can shoot you from 16 blocks away? And they can shoot faster as you get closer? If you're in the water, and one's attacking you from the shore, you're screwed. You can't get out of the water to get him without going completely around (assuming there isn't one on the other shore too). This is almost as bad as back when drowning used to pull you further under water. At least make this new "feature" only on hard difficulty.
The new bonemeal system could use some looking into. It can be hard to get food if you get a bad spawn, and bonemealing your crops is really helpful. But when it takes nearly a dozen pieces just to get enough wheat to make one loaf of bread, combined with skeletons being a big pain in the butt now, things get difficult. And now that things are capable of being automated somewhat, having bonemeal randomly grow crops makes it tricky to actually do it reliably. Skeletons should at least increase their drop rates or something. This isn't a bug, but just more of an annoyance.
Speaking of annoyances, it's redstone. This is the "redstone update" and we're still using plain'ol redstone dust? The same thing which requires practically an entire building to route the way you want it? Why can't we smelt it into wire yet? The Redpower mod is proof that it's not only possible to have a good redstone system, but that it actually makes the game way more fun. You can actually focus on what you're building as opposed to working around a very outdated game item. Instead, we get variable signal strengths for comparators, which I honestly don't think is going to be very useful. Certainly not if you're running mods, where automation is already way more advanced.
I thought there was something else I meant to mention, but I can't remember at the moment.
I really wanted to like this update despite not being too thrilled at the changelog, but these graphical issues really take away from the enjoyment. Even if skeletons remain annoying and bonemeal unreliable, this framerate and texture edge thing has got to get straightened out. I feel that this release was pretty botched considering how long we've been waiting on it (not to mention the hundreds if not thousands of people who tested the preprelease versions), only to get this. I at least like some of the inventory improvements, even though I think there's some quirks to iron out of that as well.
I don't want to sound entitled or anything, mostly just disappointed. I wish Notch were still developing it, to be honest. But this all being said, I can at least just go back to good'ol 1.4.7. With mods, of course!
EDIT: Oh I know the other thing I was going to mention. Falling sand/gravel. It's never worked completely right ever since singleplayer was switched to a client/server model, but now some of the blocks vanish for a much more noticeable duration when falling. I think you can dig it out faster now though as a result, so if I had to choose form over function, I'll at least take the latter!
MORE EDIT: Oh, and the rain. Still hurts the framerate. I think it's an audio-related issue, from all the directional sound effects.