Well, I understand that the idea behind the low spawn rate was to make the primary source of emeralds through trade. Reducing the number of veins per chunk will compensate for giving them to more biomes somewhat but no matter what there will be more emeralds in the world. However, as I understand it, you are adding more uses for Emerald as a part of your gem system, correct? If that is the case, then it might make sense not to reduce the rate too much, possibly something like 1-4 veins per chunk. Hypothetically, however, is there any way to "weight" a variable, so that it will have a higher chance of low results than of high ones? Making the range of possible outcomes "1, 1, 1, 2, 2, 3, 4" rather than "1, 2, 3, 4", essentially.
Well, I understand that the idea behind the low spawn rate was to make the primary source of emeralds through trade. Reducing the number of veins per chunk will compensate for giving them to more biomes somewhat but no matter what there will be more emeralds in the world. However, as I understand it, you are adding more uses for Emerald as a part of your gem system, correct? If that is the case, then it might make sense not to reduce the rate too much, possibly something like 1-4 veins per chunk. Hypothetically, however, is there any way to "weight" a variable, so that it will have a higher chance of low results than of high ones? Making the range of possible outcomes "1, 1, 1, 2, 2, 3, 4" rather than "1, 2, 3, 4", essentially.
If Gemstones ever get added they'll be under different names to avoid conflicts with current gems. IE: my White gemstone is Quartz, my green is Jade or Malachite.
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Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Update on how the coding is going: I've started updating to 1.3.2, most of the planed features are implemented in 1.2.5 code, any more work on bug fixes would likely be wasted do to the changes in 1.3.x. So after 3 days of work, I've managed to get Core and Base working in all except for ore generation, a big part of the mod but an easy part of the code (hopefully). Machines took by far the most work. Having never done machines in smp, I had to learn about packets and stuff. But now everything is mostly working, and things should start going smoother now that I have some Idea of what I'm doing. Also thanks to mDiyo of inificraft, he help out a lot while updating.
Nice, thanks for the status update.
Only have one thing to say: Beware clashing GUI IDs with other major mods. What hasn't been an issue in the past could get interesting when stuff hits 1.3.2
Nice, thanks for the status update.
Only have one thing to say: Beware clashing GUI IDs with other major mods. What hasn't been an issue in the past could get interesting when stuff hits 1.3.2
Good point, I don't actually use the gui ids, I just check and see what type of block was clicked on, but I don't want to be giving out gui ids that another mod intercepts.
EDIT: after looking at the code again I realized you tell what mod you want to open the gui, so 2 mods with the same gui id wont be a problem
Good point, I don't actually use the gui ids, I just check and see what type of block was clicked on, but I don't want to be giving out gui ids that another mod intercepts.
EDIT: after looking at the code again I realized you tell what mod you want to open the gui, so 2 mods with the same gui id wont be a problem
Oh thank God, I was afraid we'd have to look out for yet another ID conflict and add another config lol
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Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Doesn't Balkon's weapon mod already add some of those things? (assuming his mod will be compatible with yours. do you think it will?)
We hit an issue because Metallurgy has always planned to have a submod called Armory, which would include bows, shields, new weapons, and the like, and because of this there was some overlap. So awhile ago I decided to put Balkon's compatibility on hold until I knew more about the potential creation of Armory. With Keith on board though I've decided to go ahead with Armory since it'll play into some other future plans.
The weapon "overlap" occurs with the following:
-Halberds
-Daggers
-Hammers
-Battleaxes
-Spears
(Note: All of mine are balanced much differently and used quite differently than his as well, details I'll explain much later on)
Fundamentally Armory will play different than Balkon's, I don't want to compete with his mod (I love him to death he's a great guy), its just unfortunate that it's going to happen regardless, but that's a bit of a ways off (we're still wrapping up M2) and there's no telling if anything will change before then.
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Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Doesn't Balkon's weapon mod already add some of those things? (assuming his mod will be compatible with yours. do you think it will?)
Might be better to ask Balkon that. I hope they do get cross-compatibility, though. Balkon's mod is one of the best weapon packs out there, in my opinion, and I always feel bad passing it up due to a lack of materials support.
Edit: I presume that Armoury will be a modular component. If so, it shouldn't be too much as an issue, as people would be free to choose whether to use Armoury or Balkon's Mod with a compatibiliety patch. Personally, and this is not meant as a slight on you, I love that Balkon has some balanced and tech-appropriate "period" firearms in his mod, which would go well with the theme I'm trying to build for my world.
Might be better to ask Balkon that. I hope they do get cross-compatibility, though. Balkon's mod is one of the best weapon packs out there, in my opinion, and I always feel bad passing it up due to a lack of materials support.
Balkon's has given me permission in the past that if I were to ever do a compatibility patch he'd give me the classes to do it. It was literally just a conflict of potential interests that's held it off.
As I said, there's no telling where the future might take us. I may end up doing Balkon's compatibility on top of Armory incase users want one or the other.
Note on your edit: Yea I understand your stance on that, and that's why I'd still consider it. Firearms were something I wanted to avoid in Armory, save for potentially a very basic pistol, and if I did them I'd do them quite differently (probably by using the Charge Bow code to make you fully charge it to fire, which would be effectively the "long load" time), but regardless I'll leave the Firearms and Cannons to Balkon =P
If I did Armory I'd probably slide Balkon's compatibility out too, just to keep people happy. I know some people prefer some mods over others and its fine with me. I respect Balkon highly and his great mod, so no hard feelings here about it if people would prefer it over Armory =P
And yes, Armory would be a modular component that's optional.
I have to say, though, if I were doing something like an SMP server with lots of players, I probably would pick Armoury...at least going by that teaser shot. That is a nice looking set of weapons.
I have to say, though, if I were doing something like an SMP server with lots of players, I probably would pick Armoury...at least going by that teaser shot. That is a nice looking set of weapons.
Are you able to hop on IRC for a moment?
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Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Had some time today to experiment and design a bit this is far far future content so don't get excited yet. This will NOT be in Metallurgy 2.
Ahhhhhhhhhhh
Looks very nice! Love the idea of unique weapons, like the shuriken, and is that a harpoon? I'm guessing you have plans to make the weapons all unique and balanced, so that the war axe and the hammer aren't just sword clones. I mean along the lines of this weapon would have better knockback, this one better durability, this one could hit from farther away, etc. and would be grounded in realism? I guess it would have to go along with balkon's in this regard to keep it consistant.
I like the thought of having the weapons all be fairly balanced in line with how expensive they are to craft, and all be unique at the same time. So one player might fancy axes, while another likes good ol' swords and another is more into spears and ranged weapons. None of the players would have naturally better weapons, just different. That way the gameplay is a much more personal experience and you can choose how you want to play. This would be amazing on pvp and rpg servers.
Not sure if you're going to have to revamp the combat system though, like have a random critical hit chance rather than jump crits or make melee weapons not-spammable (swing animation would need to finish before you can swing again). Or maybe have 2 sets of armor for each (etc. steel armor and steel mail) with heavy and light armor perks? Idea being that normal plate armor would be much more defensive but drain hunger very slightly slower, and chainmail armor would be slightly less defensive but the player could sprint faster and hunger would drain slower. That might be a little tricky haha
And love seeing the progress so far with 1.3.2! Hope it keeps going well and you don't hit too many errors hahaa
Looks very nice! Love the idea of unique weapons, like the shuriken, and is that a harpoon? I'm guessing you have plans to make the weapons all unique and balanced, so that the war axe and the hammer aren't just sword clones. I mean along the lines of this weapon would have better knockback, this one better durability, this one could hit from farther away, etc. and would be grounded in realism? I guess it would have to go along with balkon's in this regard to keep it consistant.
I like the thought of having the weapons all be fairly balanced in line with how expensive they are to craft, and all be unique at the same time. So one player might fancy axes, while another likes good ol' swords and another is more into spears and ranged weapons. None of the players would have naturally better weapons, just different. That way the gameplay is a much more personal experience and you can choose how you want to play. This would be amazing on pvp and rpg servers.
Not sure if you're going to have to revamp the combat system though, like have a random critical hit chance rather than jump crits or make melee weapons not-spammable (swing animation would need to finish before you can swing again). Or maybe have 2 sets of armor for each (etc. steel armor and steel mail) with heavy and light armor perks? Idea being that normal plate armor would be much more defensive but drain hunger very slightly slower, and chainmail armor would be slightly less defensive but the player could sprint faster and hunger would drain slower. That might be a little tricky haha
And love seeing the progress so far with 1.3.2! Hope it keeps going well and you don't hit too many errors hahaa
I won't be touching the combat system honestly, but yes the weapons have trade-offs and reasons to use each one, trust me I have a nifty spreadsheet for them.
And Rebel is having fun with all the red squigglies in 1.3.2 =P
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Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
I won't be touching the combat system honestly, but yes the weapons have trade-offs and reasons to use each one, trust me I have a nifty spreadsheet for them.
And Rebel is having fun with all the red squigglies in 1.3.2 =P
The jump from 1.2.5 to 1.3.2 is bigger than any of us could've anticipated haha, we're getting there though.
Take your time! Or, well, just try to get everything implemented and fairly cleaned up for the prerelease haha. Then you can worry about finding and fixing all the tiny little bugs.
And about emeralds: Yeah, I'd say lower the spawn rates for right now at least. When you add other gems (or implement the new trading system) you can always tweak it again.
If Gemstones ever get added they'll be under different names to avoid conflicts with current gems. IE: my White gemstone is Quartz, my green is Jade or Malachite.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
This, right now the primary method of obtaining them is trading, so I don't think that'll change too much.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Nice, thanks for the status update.
Only have one thing to say: Beware clashing GUI IDs with other major mods. What hasn't been an issue in the past could get interesting when stuff hits 1.3.2
Good point, I don't actually use the gui ids, I just check and see what type of block was clicked on, but I don't want to be giving out gui ids that another mod intercepts.
EDIT: after looking at the code again I realized you tell what mod you want to open the gui, so 2 mods with the same gui id wont be a problem
Oh thank God, I was afraid we'd have to look out for yet another ID conflict and add another config lol
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Had some time today to experiment and design a bit this is far far future content so don't get excited yet. This will NOT be in Metallurgy 2.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
We hit an issue because Metallurgy has always planned to have a submod called Armory, which would include bows, shields, new weapons, and the like, and because of this there was some overlap. So awhile ago I decided to put Balkon's compatibility on hold until I knew more about the potential creation of Armory. With Keith on board though I've decided to go ahead with Armory since it'll play into some other future plans.
The weapon "overlap" occurs with the following:
-Halberds
-Daggers
-Hammers
-Battleaxes
-Spears
(Note: All of mine are balanced much differently and used quite differently than his as well, details I'll explain much later on)
Fundamentally Armory will play different than Balkon's, I don't want to compete with his mod (I love him to death he's a great guy), its just unfortunate that it's going to happen regardless, but that's a bit of a ways off (we're still wrapping up M2) and there's no telling if anything will change before then.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Might be better to ask Balkon that. I hope they do get cross-compatibility, though. Balkon's mod is one of the best weapon packs out there, in my opinion, and I always feel bad passing it up due to a lack of materials support.
Edit: I presume that Armoury will be a modular component. If so, it shouldn't be too much as an issue, as people would be free to choose whether to use Armoury or Balkon's Mod with a compatibiliety patch. Personally, and this is not meant as a slight on you, I love that Balkon has some balanced and tech-appropriate "period" firearms in his mod, which would go well with the theme I'm trying to build for my world.
Balkon's has given me permission in the past that if I were to ever do a compatibility patch he'd give me the classes to do it. It was literally just a conflict of potential interests that's held it off.
As I said, there's no telling where the future might take us. I may end up doing Balkon's compatibility on top of Armory incase users want one or the other.
Note on your edit: Yea I understand your stance on that, and that's why I'd still consider it. Firearms were something I wanted to avoid in Armory, save for potentially a very basic pistol, and if I did them I'd do them quite differently (probably by using the Charge Bow code to make you fully charge it to fire, which would be effectively the "long load" time), but regardless I'll leave the Firearms and Cannons to Balkon =P
If I did Armory I'd probably slide Balkon's compatibility out too, just to keep people happy. I know some people prefer some mods over others and its fine with me. I respect Balkon highly and his great mod, so no hard feelings here about it if people would prefer it over Armory =P
And yes, Armory would be a modular component that's optional.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Are you able to hop on IRC for a moment?
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Ahhhhhhhhhhh
Looks very nice! Love the idea of unique weapons, like the shuriken, and is that a harpoon? I'm guessing you have plans to make the weapons all unique and balanced, so that the war axe and the hammer aren't just sword clones. I mean along the lines of this weapon would have better knockback, this one better durability, this one could hit from farther away, etc. and would be grounded in realism? I guess it would have to go along with balkon's in this regard to keep it consistant.
I like the thought of having the weapons all be fairly balanced in line with how expensive they are to craft, and all be unique at the same time. So one player might fancy axes, while another likes good ol' swords and another is more into spears and ranged weapons. None of the players would have naturally better weapons, just different. That way the gameplay is a much more personal experience and you can choose how you want to play. This would be amazing on pvp and rpg servers.
Not sure if you're going to have to revamp the combat system though, like have a random critical hit chance rather than jump crits or make melee weapons not-spammable (swing animation would need to finish before you can swing again). Or maybe have 2 sets of armor for each (etc. steel armor and steel mail) with heavy and light armor perks? Idea being that normal plate armor would be much more defensive but drain hunger very slightly slower, and chainmail armor would be slightly less defensive but the player could sprint faster and hunger would drain slower. That might be a little tricky haha
And love seeing the progress so far with 1.3.2! Hope it keeps going well and you don't hit too many errors hahaa
I won't be touching the combat system honestly, but yes the weapons have trade-offs and reasons to use each one, trust me I have a nifty spreadsheet for them.
And Rebel is having fun with all the red squigglies in 1.3.2 =P
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
That's good to hear! And hahaha, I bet he is!
The jump from 1.2.5 to 1.3.2 is bigger than any of us could've anticipated haha, we're getting there though.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Take your time! Or, well, just try to get everything implemented and fairly cleaned up for the prerelease haha. Then you can worry about finding and fixing all the tiny little bugs.
And about emeralds: Yeah, I'd say lower the spawn rates for right now at least. When you add other gems (or implement the new trading system) you can always tweak it again.