Unimpressed, unless they're a thematic tie-in to the whole "story" behind this mod; since you're apparently only releasing a little information a time, that's possible. Otherwise it just feels like a random addition, out of place with the core concept of the mod.
Words cannot express how much I do not care
Me, too! To people with Gno-manners : Here's a clue- It's not nice to go in someone's house (Thread) and tell them you hate their kids (Dagger) before you sit down and eat their food (Mod).
I, for one, like the dagger and it IS connected because the thieves are sneaky camouflaged nightstalkers that would carry specialized weapons.
It's a 5% drop of a mob that has a 0.1%-6% chance of spawning. It does 2 more damage than a diamond sword only in complete darkness (it is almost as weak as punching in bright light) and has 1/10th of the durability. Just because I spare people all of the details does not mean I am not competent.
It has nothing to do with competence. The rest of the mod looks rather fantastic; obviously you have at least some idea of what you're doing.
I don't like the dagger. I attempted to give an explanation why. You don't care. That's fine; it's your mod. Not all your feedback is going to be positive, so grow a tougher skin. It's not like I said "oh em gee your mod sux0rs now eleventy one." The overwhelming majority of the mod is, I think, quite good.
You're being 'off-put' over what is essentially a hint at what would be an otherwise undocumented easter egg.
On a mildly-related tangent, I'm rather irked by the whole "easter egg" concept in mods. Not sure why, it just rubs me the wrong way. Much prefer folk to be upfront with their content rather than hiding things.
Guess I won't be posting any more of them, as I don't much feel like having to justify every little thing I add to my own mod to random people.
I think you need to take a breath, and calm down for a moment, because you are taking this way too seriously and my comments in a different light than intended.
Quote from Notorious »
Me, too! To people with Gno-manners : Here's a clue- It's not nice to go in someone's house (Thread) and tell them you hate their kids (Dagger) before you sit down and eat their food (Mod).
Here's a hint: not all feedback is positive. Get used to the idea of being criticized and some folk not liking your ideas. I wasn't an ass about it, and when it comes down to it, whether or not I like the idea is only as relevant as the creator decides it is. Getting incredibly defensive here is rather unwarranted.
Also... "gno-manners"? Is it really so hard to use my actual username? If you must abbreviate it, use GW.
Edit: Ah. I see now. You were trying to be clever. Ha.
I, for one, like the dagger and it IS connected because the thieves are sneaky camouflaged nightstalkers that would carry specialized weapons.
I still think the dagger looks nice, but admittedly with such low chances of finding one, had Kirb not mentioned it I don't think anyone would have noticed it for weeks. (at least within gameplay and not looking within the mod's files)
I don't think there's a need for any sort of hostility from any party, whether it be from the modders or us guys who are interested in the mod, can't we just go back to being excited for a new dimension of minecraft gameplay?
I still think the dagger looks nice, but admittedly with such low chances of finding one, had Kirb not mentioned it I don't think anyone would have noticed it for weeks. (at least within gameplay and not looking within the mod's files)
I don't think there's a need for any sort of hostility from any party, whether it be from the modders or us guys who are interested in the mod, can't we just go back to being excited for a new dimension of minecraft gameplay?
Absolutely voice of reason. But kirb-please keep the teasers coming. They make waiting suck less.
I can't wait for this Mod! What a fantastic mod! Wow!
I really really hope you can port it to SMP as a bukkit plugin or something! The server I run would love it!
Hmm.......well this certainly is an interesting mod. (I'm aware that it isn't out yet)
I have just plowed through the 15 pages of this thread making sure to read all the posts to get up to speed.
I have no idea's to add to the mod itself and from what I'v read you pretty much have everything well laid out in your mind.
So until it is out I kudos you Kirb and you Noam_Chomsy and hope that when this is complete you both will be very satisfied with yourselves as much as we the ones that will use it will be. :happy.gif:
i em like this mod very much but the interesting is can you give us any date of the actual release ?
Quote from Ickabodx »
Tell me that you're getting close to release for this.
See:
Quote from Kirb »
We're in the stages of working on the procedural labyrinth generation code, which is by far the hardest section to code. Could be a month, could be a few months.
It's more than just the procedural code and design as well, there are other minor features to add as well.
Quote from Notorious »
But kirb-please keep the teasers coming. They make waiting suck less.
I'll pop one up every once in a while, if I think it's kind of cool.
Quote from motionCrafter »
:goonspeak:
Pretty much.
This next week is going to be pretty busy for me as the new projects at work are rolling in, so I probably won't be able to post as much. If Choam has a breakthrough with the code or if we implement something cool, I'll let people know.
I don't suppose it would be possible to release the mod w/o the labyrinth system in there? It could be saved for the full release, but I think many of us would jus' love to see this come to fruition as soon as possible!
A problem I see is that this might clash with some texture packs. I don't want to use this mod without being hampered by the horrific standard textures.
How so? The Artifact blocks (and one other unrevealed one) are the only ones being added. I decided to just use Painterly as a guide to go off of, since it's nice looking and easily the most commonly used.
Just an idea just gonna throw it out there all these artifacts have a light magic feel to them they glow golden white, maybe add nether artifacts a little harder to get to since it is the nether, ten in normal world and ten in nether, light artifacts and dark artifacts, just a thought dark ones build different items too.
Also i like the idea that even with all the artifacts you cant make all the items leaves the player to make a choice in what they wanna make the just dont get it all, adds a choice at the end, i like.
We're in the stages of working on the procedural labyrinth generation code, which is by far the hardest section to code. Could be a month, could be a few months.
It's more than just the procedural code and design as well, there are other minor features to add as well.
That's an awfully long time... What exactly are you guys having trouble with?
I know Choam seems to be a very creative, skilled programmer... but it can't hurt to have another coder to bounce ideas off of. So I'm here if you guys need me, give me a PM.
I like to work with world generation stuff. I had fun making my Quartz generator. (Yes, I know that my quartz wasn't very complex generation, but I did work hard on it to get it to work exactly the way I wanted, and I had fun doing it. And I could do more complex generation if needed.)
...Also, not to umm, bash any of your ideas, but why are you guys even adding labyrinths? Wasn't the point of this mod to simply add an end-game feature to the vanilla game... not to completely overhaul it?
It seems that these labyrinths would get in the way of playing the game. As if the mod is trying to just jump you straight to the finish line.
But maybe I'm picturing it wrong. I just hope you guys have sat down and thought about whether you're making a 'Mod', or changing the fundamentals of the game itself. :wink.gif:
...Also, not to umm, bash any of your ideas, but why are you guys even adding labyrinths? Wasn't the point of this mod to simply add an end-game feature to the vanilla game... not to completely overhaul it?
It seems that these labyrinths would get in the way of playing the game. As if the mod is trying to just jump you straight to the finish line.
But maybe I'm picturing it wrong. I just hope you guys have sat down and thought about whether you're making a 'Mod', or changing the fundamentals of the game itself. :wink.gif:
I think what you're missing here is that the labyrinths are going to be super rare and hard to get to. The chances of just stumbling upon one in going to be super low.
Rollback Post to RevisionRollBack
He gave birth to himself and then died. That is how he came to rule the bovinial species.
...Also, not to umm, bash any of your ideas, but why are you guys even adding labyrinths? Wasn't the point of this mod to simply add an end-game feature to the vanilla game... not to completely overhaul it?
It seems that these labyrinths would get in the way of playing the game. As if the mod is trying to just jump you straight to the finish line.
But maybe I'm picturing it wrong. I just hope you guys have sat down and thought about whether you're making a 'Mod', or changing the fundamentals of the game itself. :wink.gif:
Don't worry. The fundamentals of the mod, I have made sure never stray from the key themes of the game: Exploration and Mining. And so, I made sure that there were two main paths to beating the mod that compliments each theme.
I was going to make a graphic that illustrates both paths, but I suppose I can give you a layman's notes for the time being.
To truly 'beat' the mod, you can either:
A) Collect all of the Artifacts.
:cool.gif: Beat all the labyrinths (which, bear in mind, require the sacrifice of two artifacts each to even enter, and a long trek.)
C) Or alternatively, both, if you really wanted to!
The white artifact that is shown in the document is the main key to beating the mod entirely.
I liked the idea of including the choice of two different playstyles, the more classic Artifacts-only path being largely mining/exploring-based. And the labyrinth path being exploring/mining/combat-based.
As to your offer, I appreciate it, but I think Choam and I are pretty comfortable for now, and we are both of the idea that the team should stick to two people. The labyrinth code's difficulty is not necessarily the world generation or placing the dungeon, but the complexities of creating completely procedural, multi-floor dungeons with themed areas and non-procedural final areas that I create by hand.
Oh, and a seperate boss for each of the seven labyrinths, of course.
Choam and I are taking a slower, more relaxed approach to it as to not rush it, and to allow ourselves time to fine-tune it.
Well, and we have personal life obligations too, naturally.
God speed the two of you on your mission. I shall continue to wait patiently.
I'd also like to point out to everyone that the Devs have said several times that they basically have every part of this mod fleshed out and set already, so random posts with "suggestions" really do not do anything besides bump this well deserving thread.
That being said, I have to wonder if this will work with the BiomeTerrain Mod. I imagine it would work the same as any other mod which adds blocks to generation, but I've never used a mod like that so I wouldn't know.
Also, the thought of the two Devs being the only people who can play this mod right now makes me extremely green with envy.
Me, too! To people with Gno-manners : Here's a clue- It's not nice to go in someone's house (Thread) and tell them you hate their kids (Dagger) before you sit down and eat their food (Mod).
I, for one, like the dagger and it IS connected because the thieves are sneaky camouflaged nightstalkers that would carry specialized weapons.
It has nothing to do with competence. The rest of the mod looks rather fantastic; obviously you have at least some idea of what you're doing.
I don't like the dagger. I attempted to give an explanation why. You don't care. That's fine; it's your mod. Not all your feedback is going to be positive, so grow a tougher skin. It's not like I said "oh em gee your mod sux0rs now eleventy one." The overwhelming majority of the mod is, I think, quite good.
On a mildly-related tangent, I'm rather irked by the whole "easter egg" concept in mods. Not sure why, it just rubs me the wrong way. Much prefer folk to be upfront with their content rather than hiding things.
I think you need to take a breath, and calm down for a moment, because you are taking this way too seriously and my comments in a different light than intended.
Here's a hint: not all feedback is positive. Get used to the idea of being criticized and some folk not liking your ideas. I wasn't an ass about it, and when it comes down to it, whether or not I like the idea is only as relevant as the creator decides it is. Getting incredibly defensive here is rather unwarranted.
Also... "gno-manners"? Is it really so hard to use my actual username? If you must abbreviate it, use GW.
Edit: Ah. I see now. You were trying to be clever. Ha.
I disagree.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
I don't think there's a need for any sort of hostility from any party, whether it be from the modders or us guys who are interested in the mod, can't we just go back to being excited for a new dimension of minecraft gameplay?
Absolutely voice of reason. But kirb-please keep the teasers coming. They make waiting suck less.
I really really hope you can port it to SMP as a bukkit plugin or something! The server I run would love it!
/subscribed
https://www.youtube.com/playlist?list=PL0OtPNZX22RvZVeq4-dHa8GYKOc5lojKX
I have just plowed through the 15 pages of this thread making sure to read all the posts to get up to speed.
I have no idea's to add to the mod itself and from what I'v read you pretty much have everything well laid out in your mind.
So until it is out I kudos you Kirb and you Noam_Chomsy and hope that when this is complete you both will be very satisfied with yourselves as much as we the ones that will use it will be. :happy.gif:
make it multiplayer too somehow :ohmy.gif:
You should hunt them too
See:
It's more than just the procedural code and design as well, there are other minor features to add as well.
I'll pop one up every once in a while, if I think it's kind of cool.
Pretty much.
This next week is going to be pretty busy for me as the new projects at work are rolling in, so I probably won't be able to post as much. If Choam has a breakthrough with the code or if we implement something cool, I'll let people know.
I make the Artifact mod.
[center][url=http://www.minecraftforum.net/viewtopic.php?f=25&t=211244][/url
[center][url=http://www.minecraftforum.net/viewtopic.php?f=1&t=146410][/url][/center]
How so? The Artifact blocks (and one other unrevealed one) are the only ones being added. I decided to just use Painterly as a guide to go off of, since it's nice looking and easily the most commonly used.
I make the Artifact mod.
quick sombody gram and throw this at him with a attached!
That's an awfully long time... What exactly are you guys having trouble with?
I know Choam seems to be a very creative, skilled programmer... but it can't hurt to have another coder to bounce ideas off of. So I'm here if you guys need me, give me a PM.
I like to work with world generation stuff. I had fun making my Quartz generator. (Yes, I know that my quartz wasn't very complex generation, but I did work hard on it to get it to work exactly the way I wanted, and I had fun doing it. And I could do more complex generation if needed.)
...Also, not to umm, bash any of your ideas, but why are you guys even adding labyrinths? Wasn't the point of this mod to simply add an end-game feature to the vanilla game... not to completely overhaul it?
It seems that these labyrinths would get in the way of playing the game. As if the mod is trying to just jump you straight to the finish line.
But maybe I'm picturing it wrong. I just hope you guys have sat down and thought about whether you're making a 'Mod', or changing the fundamentals of the game itself. :wink.gif:
I think what you're missing here is that the labyrinths are going to be super rare and hard to get to. The chances of just stumbling upon one in going to be super low.
Don't worry. The fundamentals of the mod, I have made sure never stray from the key themes of the game: Exploration and Mining. And so, I made sure that there were two main paths to beating the mod that compliments each theme.
I was going to make a graphic that illustrates both paths, but I suppose I can give you a layman's notes for the time being.
To truly 'beat' the mod, you can either:
A) Collect all of the Artifacts.
:cool.gif: Beat all the labyrinths (which, bear in mind, require the sacrifice of two artifacts each to even enter, and a long trek.)
C) Or alternatively, both, if you really wanted to!
The white artifact that is shown in the document is the main key to beating the mod entirely.
I liked the idea of including the choice of two different playstyles, the more classic Artifacts-only path being largely mining/exploring-based. And the labyrinth path being exploring/mining/combat-based.
As to your offer, I appreciate it, but I think Choam and I are pretty comfortable for now, and we are both of the idea that the team should stick to two people. The labyrinth code's difficulty is not necessarily the world generation or placing the dungeon, but the complexities of creating completely procedural, multi-floor dungeons with themed areas and non-procedural final areas that I create by hand.
Oh, and a seperate boss for each of the seven labyrinths, of course.
Choam and I are taking a slower, more relaxed approach to it as to not rush it, and to allow ourselves time to fine-tune it.
Well, and we have personal life obligations too, naturally.
I make the Artifact mod.
I'd also like to point out to everyone that the Devs have said several times that they basically have every part of this mod fleshed out and set already, so random posts with "suggestions" really do not do anything besides bump this well deserving thread.
That being said, I have to wonder if this will work with the BiomeTerrain Mod. I imagine it would work the same as any other mod which adds blocks to generation, but I've never used a mod like that so I wouldn't know.
Also, the thought of the two Devs being the only people who can play this mod right now makes me extremely green with envy.