I know I said this about, well, a looonngg time ago on the old post, but AMAZING. I've always looked up in the night sky in Minecraft and thought, "DO WANT"
If there is anything I can help with, shoot me a PM! I'd love to help - I just don't know how to code :tongue.gif:
If there's anything else I can do.. I'd be glad to help!
@Dr. Mackeroth
Not just this topic. I have 136 tabs open. I also don't sleep. :smile.gif:
In other news...
Dear lord, has anyone seen what Eloraam has been up to recently?
A commodore-family microprocessor with up to 64kb of addressable memory and the potential for networking even more processors together. It can execute programs using 6502 assembly, with promise of a higher level language in the future.
Imma start drafting an OS for all my ships. :3
...Wait, ships aren't done yet.
*sigh* Back to work.
Hey there!
Be sure to make the mod with Forge API compatibility!
something else which Eloramm is Planning is to add an "Ores Dictionary" which will allow mods to use Ores with a same/similar name the main point of this is to avid duplicate ores which are the same in every way except for ID this will allow you to use the tin, copper, Refined iron, brass, bronze ect. in other mods instead of coding it yourself,
this will also work for Ingots, rubber and so on.
Possibly you could use/integrate parts of repower computers into your spaceships also, Albalaka is thinking about adding some computer systems to IC2 (read these modders blogs for full info)
Rollback Post to RevisionRollBack
Quote from Aqualize »
it will obviously be CHOCOLATE ORE
used to make cocoa beans and CHOCOLATE CAKE and CHOCOLATE INGOTS
CHOCOLATE INGOTS will be used to make CHOCOLATE TOOLS which are obviously much stronger than diamond and also may be eaten if you are hungry.
@Dr. Mackeroth
Not just this topic. I have 136 tabs open. I also don't sleep. :smile.gif:
In other news...
Dear lord, has anyone seen what Eloraam has been up to recently?
A commodore-family microprocessor with up to 64kb of addressable memory and the potential for networking even more processors together. It can execute programs using 6502 assembly, with promise of a higher level language in the future.
Imma start drafting an OS for all my ships. :3
...Wait, ships aren't done yet.
*sigh* Back to work.
The computer layout of (big) ships will essentially be (how I will make them):
All input devices connected wirelessly to the central control room (all systems will be accessible from the control chair), while being wired directly to a central power source (either a ZPM or a fission reactor). I spend months talking about the finer details of how I want the OS of any in-game computer to be, but I will save those for another time (unless you really want to know).
Then there's also the problem that I have to use my phone most of the time. It's only an iPhone 2 (iPhone 3G), so it laggggggggggggggs. Usually it's done loading the reply page by the time I'm ready to post the reply though...
I've got a powerful processor and my computer's always on so it's not too big of a problem. Kinda hard on the power bill but it saves on heating. Restarting firefox is quite the event, though, so I try not to do it more than once a month.
The computer layout of (big) ships will essentially be (how I will make them):
All input devices connected wirelessly to the central control room (all systems will be accessible from the control chair), while being wired directly to a central power source (either a ZPM or a fission reactor). I spend months talking about the finer details of how I want the OS of any in-game computer to be, but I will save those for another time (unless you really want to know).
I appreciate the simplicity of having all the devices connect wirelessly, but it kind of seems a shame to construct super massive ships but lack any relevant infrastructure like fuel pipes or data lines to operate it. Still, I guess that's unavoidable until some poor schmuck codes it in, or we make one of the forge mods required.
Also no one else is doing anything important with this thread atm; might as well talk about in-game computers. In fact, let's make it official. This thread is now about in-game computers. Anyone talking about something other than in-game computers will be banned.
I think Eloraam's implementation is rather good. You'll be able to interface it with other devices and use it to control every element of your house (not to mention all the existing versatility of red power wiring). Or you could use it for complex piston sequences. Or use it to monitor an IndustrialCraft nuclear reactor. Sure, the assembly language gives it a pretty steep learning curve, and honestly I don't think Forth will be much easier, but there will be plenty of useful programs being made by the community you can just copy and paste.
Oh wait, I have to discuss FutureCraft for a second. Ban is lifted.
@FourFire
Forge compatibility is a priority, especially since they were nice enough to make it open source for us. I would prefer we didn't require it (although the unlimited sprite slots and ore library are kind of tempting) because then our development cycle would be tied to theirs.
Also, I have a idea for where you could get some ideas for weapons and general things for ships(besides SGA and the general SG series), Dark Space. Its a sci-fi mmorts, and despite the small playerbase it's the best mmorts I have ever played. Some of the various weapons could be used in Futurecraft, and I'm sure they wouldn't mind so long as you credit them for any weapons or other ship equipment you base off theirs.
I don't think Fr0stbyte was being serious...
Partially because no-one here can ban you, partially because he has previously posted about non computer things.
MC Forge. I've heard it mentioned before, but I've never seen what it is. I may have to do some research...
It would be funny to program computers in-game. One minute you be typing away, the next you would find that a creeper had exploded right next to you, killing you and destroying your computer.
Of course, I would be smart enough to have set up an array of sensors surrounding my base (or ship) so that if a creeper did walk past, a big message would pop up onscreen, showing the location of the creeper on a mini-map. Then I might press a few buttons, and activate the automatic turrets. Of course, all this power would have to come from somewhere, perhaps I could build a mineshaft going through the crust of the planet, kilometers down into the mantle, and harvest its geothermal energy.
Would we be able to use Eloraam's base code from that computer mod, incorporating it for our own (much more complicated) in-game computers?
@buggy
Drop shadows will be a late addition to the engine, and I'm still mulling over how to do it best. The new lighting works by associating every surface with a specific coordinate on, if I understand correctly, a 16x16 texture (could be two 16x1's, so don't quote me on that) which corresponds to the natural and artificial light level. When day shifts to night, only the colors on the light texture are updated, which then show up on the following frame. This prevents the need for chunk re-rendering. Unfortunately, this means all lit surfaces share the same set of lighting values, and the only way to change part of it is to re-render. The dynamic lighting mod does just that, albeit in a highly optimized manner.
On the plus side, a static object moving along at a predictable course introduces a lot of room for optimization, so I think we'll be alright.
Actually, ships arn't completely static. Because ships can be destroyed partially, you have to account for, lets say, a giant hole being blown through the ship by a laser.
@DarkSpace
Ooh, and it's FreeToPlay. I'll have to check it out.
@Forge
You can think of it as an upgrade to Modloader. It is composed of extra code and hooks designed to greatly improve the compatibility of the mods which use it. One of the major things is the ore library, in which you can use the same ores provided by another mod and give them the same properties (it's still a wip, but soon). Another, and probably the biggest reason to use it, is the unlimited sprites. With modloader, there is a limit to the number of sprites you can register, and that count is shared by every modloader mod. I forget what that the limit is, but it's a constant problem with bigger non-forge mods, like the Aether. In forge, every mod gets full terrain.png type pages of sprites and I think as many as you want. That's why Forge. I'd prefer not to need it, but if it comes to that, we should keep the option open.
@Mackeroth
I like your idea for proximity sensors, and the security system. There is a mod called CCTV, which is kind of cool, but it's a bit more buggy than I would like. Still if you had something where your vision was replaced by a security camera's, that could probably be arranged with the same trick that gives us 3rd person when piloting a ship.
I doubt we could make a more complex computer than Eloraam, but I'm hoping she'll release an API so we can interface new devices with it. Not as a required mod but maybe a fun addon.
@buggy
They're static enough. Getting blown up should be a considerably less common event than moving a few meters. And if not, you should probably reconsider how you are playing this game.
Oh yeah, and before I forget...
@everyone not talking about computers
You are all banned! Didn't think I could do it did you?
Brianino is banned.
buggy1997123 is banned.
Dr. Mackeroth is banned.
In fact, I think I'll ban you all again for good measure.
Brianino is unbanned.
buggy1997123 is unbanned.
Dr. Mackeroth is unbanned.
Wait, what? No, that's not what I wanted. How do I undo?
Maybe just...
@DarkSpace
Ooh, and it's FreeToPlay. I'll have to check it out.
K'luth FTW! When Futurecraft is completed the first type of combat ship im going to build is going to be like a K'luth ship. Fast, can cloak, and so many weapons that there will be a hole in my enemies before they can even do dramatic spit-takes at the sight of my ship on their scanners. Ofc it would have batteries to power the huge energy drain from the weapons.
(The defining features of the K'luth is the ablility to cloak completely and utterly[at a side effect of being unable to do any sort ftl travel, fire weapons, or use any equipment that has a external visible effect], moving quickly, having insufficent energy regeneration for extended combat, and have a incredibly powerful Alpha[first strike, aka firing every single weapon you have at once])
@everyone not talking about computers
You are all banned! Didn't think I could do it did you?
Brianino is banned.
buggy1997123 is banned.
Dr. Mackeroth is banned.
In fact, I think I'll ban you all again for good measure.
Brianino is unbanned.
buggy1997123 is unbanned.
Dr. Mackeroth is unbanned.
Wait, what? No, that's not what I wanted. How do I undo?
Maybe just...
fr0stbyte124 is banned.
LOL.
The computers got me thinking, later on, you could use them to control a ship, so you can create custom control schemes. How you could do that would depend on how you want to handle craft movement(ie, ether having engine blocks allow movement in any direction by just having them on the ship, or having each engine block apply thrust individually based on the direction its pointed in) but your going with the latter afaik, so you could have the computer have inputs for thrust percent and direction(where applicable) and maybe a on/off(though setting thrust% to zero could do the same thing). You could also add a few unique features to engines that correlate with computers, like they could use a little bit of fuel while idle(not thrusting) but on, but they take some time to start up after you turn them off.
This has got to be one of the awesomest mods to date so kudos. However I do have 4 questions regarding this mod. 1. How are smaller ships going to be able to enter and exit larger ships without being completely exposed? 2. Could it be possible to add a driveable mining digger for faster and more convinient mining? 3. What would happen if a server added this mod with other ones such as industrialcraft ie: having an item with the same name and look but a different purpose and possible contact with those who do not have the clientside mod installed that visit the server? 4. Will fighters be operateable in atmosphere as well as in space?
i have an idea for something you can put in the mod the idea is repair bots they are quite costly and only work on the large ships how they work is you put 5 of them in this sort of holding cell and whenever your ship gets damaged you press a buton and it releases one of them and it starts repairing it. this mod will go very well with engicraft
Weapons?
No idea.
Ground_BurgCoder should be soon, and I remember talking to Shiva about a turret model I had. I suppose I could always try and make them myself.
I know I said this about, well, a looonngg time ago on the old post, but AMAZING. I've always looked up in the night sky in Minecraft and thought, "DO WANT"
If there is anything I can help with, shoot me a PM! I'd love to help - I just don't know how to code :tongue.gif:
If there's anything else I can do.. I'd be glad to help!
Not just this topic. I have 136 tabs open. I also don't sleep. :smile.gif:
In other news...
Dear lord, has anyone seen what Eloraam has been up to recently?
A commodore-family microprocessor with up to 64kb of addressable memory and the potential for networking even more processors together. It can execute programs using 6502 assembly, with promise of a higher level language in the future.
Imma start drafting an OS for all my ships. :3
...Wait, ships aren't done yet.
*sigh* Back to work.
Be sure to make the mod with Forge API compatibility!
something else which Eloramm is Planning is to add an "Ores Dictionary" which will allow mods to use Ores with a same/similar name the main point of this is to avid duplicate ores which are the same in every way except for ID this will allow you to use the tin, copper, Refined iron, brass, bronze ect. in other mods instead of coding it yourself,
this will also work for Ingots, rubber and so on.
Possibly you could use/integrate parts of repower computers into your spaceships also, Albalaka is thinking about adding some computer systems to IC2 (read these modders blogs for full info)
The computer layout of (big) ships will essentially be (how I will make them):
All input devices connected wirelessly to the central control room (all systems will be accessible from the control chair), while being wired directly to a central power source (either a ZPM or a fission reactor). I spend months talking about the finer details of how I want the OS of any in-game computer to be, but I will save those for another time (unless you really want to know).
136 tabs? My computer lags out at about 50. And that's with Google Chrome.
I appreciate the simplicity of having all the devices connect wirelessly, but it kind of seems a shame to construct super massive ships but lack any relevant infrastructure like fuel pipes or data lines to operate it. Still, I guess that's unavoidable until some poor schmuck codes it in, or we make one of the forge mods required.
Also no one else is doing anything important with this thread atm; might as well talk about in-game computers. In fact, let's make it official. This thread is now about in-game computers. Anyone talking about something other than in-game computers will be banned.
I think Eloraam's implementation is rather good. You'll be able to interface it with other devices and use it to control every element of your house (not to mention all the existing versatility of red power wiring). Or you could use it for complex piston sequences. Or use it to monitor an IndustrialCraft nuclear reactor. Sure, the assembly language gives it a pretty steep learning curve, and honestly I don't think Forth will be much easier, but there will be plenty of useful programs being made by the community you can just copy and paste.
Oh wait, I have to discuss FutureCraft for a second. Ban is lifted.
@FourFire
Forge compatibility is a priority, especially since they were nice enough to make it open source for us. I would prefer we didn't require it (although the unlimited sprite slots and ore library are kind of tempting) because then our development cycle would be tied to theirs.
Also, I have a idea for where you could get some ideas for weapons and general things for ships(besides SGA and the general SG series), Dark Space. Its a sci-fi mmorts, and despite the small playerbase it's the best mmorts I have ever played. Some of the various weapons could be used in Futurecraft, and I'm sure they wouldn't mind so long as you credit them for any weapons or other ship equipment you base off theirs.
Partially because no-one here can ban you, partially because he has previously posted about non computer things.
MC Forge. I've heard it mentioned before, but I've never seen what it is. I may have to do some research...
It would be funny to program computers in-game. One minute you be typing away, the next you would find that a creeper had exploded right next to you, killing you and destroying your computer.
Of course, I would be smart enough to have set up an array of sensors surrounding my base (or ship) so that if a creeper did walk past, a big message would pop up onscreen, showing the location of the creeper on a mini-map. Then I might press a few buttons, and activate the automatic turrets. Of course, all this power would have to come from somewhere, perhaps I could build a mineshaft going through the crust of the planet, kilometers down into the mantle, and harvest its geothermal energy.
Would we be able to use Eloraam's base code from that computer mod, incorporating it for our own (much more complicated) in-game computers?
Actually, ships arn't completely static. Because ships can be destroyed partially, you have to account for, lets say, a giant hole being blown through the ship by a laser.
Ooh, and it's FreeToPlay. I'll have to check it out.
@Forge
You can think of it as an upgrade to Modloader. It is composed of extra code and hooks designed to greatly improve the compatibility of the mods which use it. One of the major things is the ore library, in which you can use the same ores provided by another mod and give them the same properties (it's still a wip, but soon). Another, and probably the biggest reason to use it, is the unlimited sprites. With modloader, there is a limit to the number of sprites you can register, and that count is shared by every modloader mod. I forget what that the limit is, but it's a constant problem with bigger non-forge mods, like the Aether. In forge, every mod gets full terrain.png type pages of sprites and I think as many as you want. That's why Forge. I'd prefer not to need it, but if it comes to that, we should keep the option open.
@Mackeroth
I like your idea for proximity sensors, and the security system. There is a mod called CCTV, which is kind of cool, but it's a bit more buggy than I would like. Still if you had something where your vision was replaced by a security camera's, that could probably be arranged with the same trick that gives us 3rd person when piloting a ship.
I doubt we could make a more complex computer than Eloraam, but I'm hoping she'll release an API so we can interface new devices with it. Not as a required mod but maybe a fun addon.
@buggy
They're static enough. Getting blown up should be a considerably less common event than moving a few meters. And if not, you should probably reconsider how you are playing this game.
Oh yeah, and before I forget...
@everyone not talking about computers
You are all banned! Didn't think I could do it did you?
Brianino is banned.
buggy1997123 is banned.
Dr. Mackeroth is banned.
In fact, I think I'll ban you all again for good measure.
Brianino is unbanned.
buggy1997123 is unbanned.
Dr. Mackeroth is unbanned.
Wait, what? No, that's not what I wanted. How do I undo?
Maybe just...
fr0stbyte124 is banned.
K'luth FTW! When Futurecraft is completed the first type of combat ship im going to build is going to be like a K'luth ship. Fast, can cloak, and so many weapons that there will be a hole in my enemies before they can even do dramatic spit-takes at the sight of my ship on their scanners. Ofc it would have batteries to power the huge energy drain from the weapons.
(The defining features of the K'luth is the ablility to cloak completely and utterly[at a side effect of being unable to do any sort ftl travel, fire weapons, or use any equipment that has a external visible effect], moving quickly, having insufficent energy regeneration for extended combat, and have a incredibly powerful Alpha[first strike, aka firing every single weapon you have at once])
LOL.
The computers got me thinking, later on, you could use them to control a ship, so you can create custom control schemes. How you could do that would depend on how you want to handle craft movement(ie, ether having engine blocks allow movement in any direction by just having them on the ship, or having each engine block apply thrust individually based on the direction its pointed in) but your going with the latter afaik, so you could have the computer have inputs for thrust percent and direction(where applicable) and maybe a on/off(though setting thrust% to zero could do the same thing). You could also add a few unique features to engines that correlate with computers, like they could use a little bit of fuel while idle(not thrusting) but on, but they take some time to start up after you turn them off.
Is anyone working on weapons right now?
No idea.
Ground_BurgCoder should be soon, and I remember talking to Shiva about a turret model I had. I suppose I could always try and make them myself.