1.7.10
1.7.2
Minestrappolation 3.0 - A Complete Vanilla Overahaul!
Poll: How should our mods be managed?
Ended Jul 21, 2014
Poll: Should we re-do vanilla stained clay textures?
Ended Sep 3, 2014
Thanks for asking, but we have plenty of bug testers now as it is. If we ever need a hand, we'll be sure to ask.
If you need any help with code, just ask
If you're interested in helping out on the team, fill out an application. We use those to get a rough idea of what experience and skills everyone has before we add them, rather than just hiring on anyone who asks.
Hmm, yeah, we could do some kind of tiered-forge system where you can create forges of increasingly potent materials, the best or course, being the not-craftable Dragon Forge. However, all that will have to wait until we start progress on Extrapolated Tools and Weapons or Extrapolated Adventures, as we already have plenty of segments planned out at the moment.
As for the connecting Archer's Window idea, I think that could definitely be useful, so assuming we can figure out how to code it, consider it planned!
Yep, that's essentially how it'll work. The segment itself will come with all of its sub-segments when you download it, and the sub segments will all have a ton of interaction with each other. However, each sub segment can be disabled via some sort of config (aside from the basic foundation segment of course) so that if you want an only magic or only tech server, you can do so. However, in order to not add items with the same uses as ones from other segments, Extrapolated Technology will require all of the other segments of Minestrapolation to be installed in order to run it.
Dang, thats awesome. Thanks!
Quick status update: Slow.
With school and all, progress has slowed. Day by day though, we are slowly chipping away.
Stay Tuned!
Good to know. I've actually decided to postpone my LP to 1.7 as I'm designing a challenge for myself based off of the "Refugee to Regent" challenge.
And on the subject of LP's...
Something Mossy this way comes...
ERMAHGERD! That looks brilliant! Thanks you guys!
And it actually works!
ERMAHGERDDDDDD!!!!
Y-you see what I did there? Edgy? Becauseit'sEdgestone? I'lljustseemyselfout...
Are we gonna have circular squares next? :laugh: (<--- We need that emoticon...) Sorry for that terrible joke, I just had to.
Oddly enough, I actually had an idea a long while back for how you could scientifically engineer a Sphere by rotating a block at every possible angle extremely rapidly via some sort of "Flipper" block. However, the idea involved quite a lot of shredding of the space-time calliope and temporal pair-a-sox, and ultimately ended in the player traveling to an alternate dimension where everything is spheres and then completely corrupting the entire world-save, so I'm thinking that one's going to be a post-Extrapolated Technologies project, lol.
On a side note, did a little Wiki work today. There's now an article for Soul Ore, which gives a tiny bit of info on some of the Soul Gem functionality, for those of you wondering what the heck those shiny blue things are for.
What is this I don't even.
(Jorge Luis Borges, Evangelio Apocrifo)
Lol, and that is why we have features lists. Because otherwise, ideas just ooze out of my head and form a puddle of incoherent madness.
I don't know. What IS the f? Your image link seems to be a might bit broken there...
EDIT: Oh, okay, now its fixed.
That's actually a known bug, which will be fixed next update. The block the recipe creates is still a Flint Block, but it's name is just jenked up.
First of all, I'm sorry to say that Mossy Wood Planks will not be creatable in the coming update. We HAD them working, but we had to override the vanilla planks in order to get their creation mechanics to work, which ended up causing hundreds of other problems (any vanilla block that used a Wood Planks texture but was not actually Wood Planks, such as bookshelves, wood slabs, etc, used the wrong wood color, with the exception of things that used the Birch Wood texture, which used the Sticky Piston texture instead. O_O). However, they WILL still be accessible through the creative menu, so if I understood what you were planing to do on your livestream, that should still work, Geo.
However, because we've decided to scrap Mossy Plank creation for now, that means that we've finally gotten rid of all the most notable bugs, and assuming all goes well when I do a final test later today, we should be releasing the Extrapolated Decor bugfix and content update sometime within a day or two.
We've also made some decisions on future segments. Extrapolated Mob Drops is nearing a playable state (we really just need to figure out how to get custom brewing recipes working, and then we'll have all the main gameplay features done), but there's still quite a bit of bugfixing and such that will likely need to be done before we release it, so that one will probably come out after 1.7. After we finish that, we'll be starting progress on the next segment, Extrapolated Environments, as well as the segment that will follow it, Extrapolated Tools and Weapons. Now I know there are sections in the poll that got more votes than ET&W, but believe me, we have a reason for all of this.
Once we get those 3 segments out, we'll have everything we need set up to begin progress on probably the coolest planned part of the entire mod: Extrapolated Technologies! TheWerty has already begun setting up the basic framework and power system for it, and SoBio will be working on learning some render code so that we can begin the fancyspells and such that are planned for the Wizardry section of ET. We haven't written much down on the segment yet, but based on the concepts we have thought up for it, it's looking like it will be an incredibly fantastic tech mod, assuming we can figure out how to code all our crazy ideas.
However, to get there, we're hoping for a bit more publicity for the mod than we currently have. While I'm ridiculously excited that so many people have played and enjoyed our mod, we're still not getting the level of publicity that we need to really raise this mod to its fullest potential. As may have been evident by the fact that we haven't coded many of the complicated features on the features list, none of us are professional coders. We're all still in school, and thus don't have time to maintain and improve the mod to the level that full time modders do. If we can get more publicity for the mod, however, more people will become interested in it, meaning that there's a higher chance that we can find additional coders who are interested in helping us make the mod even better. So if you know anyone who does mod reviews, or have any idea how to request a mod review from someone who does them (I couldn't figure that out for the life of me), PLEASE encourage them to do a review of this mod. The review that Drachronic did back when the mod came out not only skyrocketed our downloads, but also increased the number of his own subscribers by quite a lot, so making those really benefits everyone involved.
Anyways, before I end this little rant, here's a picture of a fancy new feature that TheWerty just finished.