Oh yeah, Dan, that reminds me, in my mod; animals not only flee from danger (special AI package - if you attack an animal, all the nearby animals ftfo and run away really fast), but also try to move towards nearby animals of the same type (aka herding).
Are you interested in these kinds of behaviors?
@Tree farm: one option is to simply give saplings a chance to die instead of growing into a tree, and prevent them from being harvested (aka, when the sapling is broken, have it drop a stick instead of a sapling). You could also make them require nearby water to be planted and to grow, and so on [if you limit the player's ability to access/transport water, this will also limit the player's ability to farm trees].
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I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Yes I definitely want hearding, and all the stuff you said on that realistic mobs thread that I just replied to (because I'm a stalker heh). Chasing sheep was awesome. I've already blocked all the vanilla hostile mobs from spawning, I don't want any mystical nonsense in this randomly spawning - but there WILL be some related to quests (i.e. tying to the story of it being not right with the world, rather than "oh yeah a skeleton, the usual"), and the Ava faction will be able to summon magical stuff too of course - but by then Tek will have laser cannons and mechs and other sci-fi stuff anyway... but that "beyond reality" content is at LEAST a year away from conception.
I think we both want a harder minecraft. Only problem is that, right now, I'm not really interested in the quest driven stuff (though I'm pretty fickle, so this could easily change, and if it does; I would be happy to sign up for the team working on this mod).
Vanilla MC is just... man... everything. Punching trees. Fighting zombies bare handed. Harvesting and producing industrial grade iron with a rock tied to the end of a stick. etc. Realism is more like "lol, you punched a tree, broke your hand, died from exposure, and then had your corpse eaten by a pack of hungry wolves". In some regards, it would almost be easier to make a new voxel game from scratch, it's just... MC already has all of the infrastructure in place, making it much easier and less time consuming.
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I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
I think we both want a harder minecraft. Only problem is that, right now, I'm not really interested in the quest driven stuff (though I'm pretty fickle, so this could easily change, and if it does; I would be happy to sign up for the team working on this mod).
You know Thaumcraft with it's research book? And Ancient Warfare 2 with it's research book too.. they kind of annoy me. I mean I love the mods overall but I'd much rather being doing something besides stuck at a research table in order to progress. If CosmicDan can work out a way to get the quests to be relevant (functional, if you will) and I believe he can, then I think he'll be changing the way that a lot of people view quests in Minecraft.
I think we both want a harder minecraft. Only problem is that, right now, I'm not really interested in the quest driven stuff (though I'm pretty fickle, so this could easily change, and if it does; I would be happy to sign up for the team working on this mod).
Vanilla MC is just... man... everything. Punching trees. Fighting zombies bare handed. Harvesting and producing industrial grade iron with a rock tied to the end of a stick. etc. Realism is more like "lol, you punched a tree, broke your hand, died from exposure, and then had your corpse eaten by a pack of hungry wolves". In some regards, it would almost be easier to make a new voxel game from scratch, it's just... MC already has all of the infrastructure in place, making it much easier and less time consuming.
Lol yeah. Well it is a sandbox, realism is relative haha - I still want to be a game! Just a less sandboxy game... didn't you say you were more of a sandbox-type modder? Or was that SynthTones? Can't remember sorry. Regarding quests....
You know Thaumcraft with it's research book? And Ancient Warfare 2 with it's research book too.. they kind of annoy me. I mean I love the mods overall but I'd much rather being doing something besides stuck at a research table in order to progress. If CosmicDan can work out a way to get the quests to be relevant (functional, if you will) and I believe he can, then I think he'll be changing the way that a lot of people view quests in Minecraft.
Basically, yeah. I've not personally played any Minecraft mod with quests, short of Agrarian Skies - and while I did like that, it was very linear - not what I'm going for. I really hate to use the term "quests", because that implies a traditional RPG like experience - also not what I'm going for. Quests are just a general word for "things to do" - rather than it being 100% chaos and inventing your own scenarios, I want to work on procedurally generated "things to do" that actually affect the mod in other ways. One random example would be to go slay the mighty cave bear that's terrorizing the area, and you do and get some epic hide that can be used to make unique leather armor or some such thing. It would be completely optional, but if you want better armor then it'd be a good idea to do it. Stuff like that. Again, a random example - but they won't be quests for the sake of "YAY A QUEST TO SAVE THE LAND" - they'll actually have cause and effect that directly affects your progression.
I hope to make most "quests" be purely optional, possibly with configuration to turn them off completely (for competitive servers particularly - forcing players to do everything the hard/traditional way of searching randomly and grinding - which there will still be a lot of with default quests enabled anyway; because Minecraft).
I refuse to use the term "quest", from now on I'll be referring to them as "tasks". For a mod that is designed to bring a relatively realistic, strategic-simulation like experience; "quest" is quite pretentious lol.
EDIT: What I really might need some help with is the "topological profiler", it'll be a LOT of work. Basically the idea is that the mod can become "aware" of world features, relatively close to the player. This would be required for accurate decisions in task location placements, as well as a proper immersive experience. For example, to allow NPC's to say "in the forest east of here", and also - using the cave bear example - to actually generate a cave in the side of a mountain. But such "intelligence" would have an extremely useful application in many mod works, not just for tasks/quests.
Lol yeah. Well it is a sandbox, realism is relative haha - I still want to be a game! Just a less sandboxy game... didn't you say you were more of a sandbox-type modder? Or was that SynthTones? Can't remember sorry. Regarding quests....
Nope, that was probably 4HeadTiger. I do remember someone saying that though.
the rest of your post
Tasks definitely sounds good, I get what you're trying to say. The topological profiler will definitely be amazing if you/we can implement it. I have next to no ideas on how to even begin(if I were given the job :P) but I hope we figure something out.
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lol @ Cameronazzi copy-pasting my sig into his
What I really might need some help with is the "topological profiler", it'll be a LOT of work. Basically the idea is that the mod can become "aware" of world features, relatively close to the player. This would be required for accurate decisions in task location placements, as well as a proper immersive experience. For example, to allow NPC's to say "in the forest east of here"
If you want to work with coordinates that would actually be pretty easy (as you can get the biome with coordinates). Unless I misunderstood.
Would it be possible to have a medieval age? I think that having only an ancient age would not have enough space for this period. I was also thinking that the God-like entity would contact you at the end of the medieval age. The faction would have to choose between advancing technology to the modern and eventually future eras, or stay medieval but advance magic enough so that eventually the faction would have magic replacing technology for stuff like space travel, automation, and combat (think Eberron or Spelljammer, two Dungeons and Dragons settings). Something to worry about is if the player is aligned to one "path of dominance"(technology or magic) but gets his/her hands on the other "path's" blocks/items. Then he/she would be able to use both "paths" to make machines. As proven by many tekkit-like modpack let's plays (for example using both buildcraft and equivalent exchange), such "magi-tek" would prove to be very game-breaking. Might it be possible to detect if a magic item/block was being used by/ connected to a technological device (or vice-versa), and then shut down/blow up the offending devices?
P.S. I really like the idea and potential of your mod. Finally a way to have realistic progression without using a mod like Better-than-Wolves that is completely incompatible with other mods.
P.P.S I think that for the future tech-based combat you should incorporate the Abandoned mod Type1 Anarchy. It was supposed to provide realistic and fun modern/near future industrialcraft-powered combat, however the creator got fed up with Minecraft's engine and stopped development. He/she left the code as a github repo on the main page, so you might pick it back up.
If you want to work with coordinates that would actually be pretty easy (as you can get the biome with coordinates). Unless I misunderstood.
Oh yeah, reading the blocks and determining biome sizes/locations is simple enough. It's actually building a specific area into "logical data" that would be the tricky part, not sure how to go about it. I've made the compass and already have a firm grasp on compass markers so vectors/bearings and such aren't too hard, just trigonometry formulas. But I've a bit to do until then.
Would it be possible to have a medieval age? I think that having only an ancient age would not have enough space for this period. I was also thinking that the God-like entity would contact you at the end of the medieval age. The faction would have to choose between advancing technology to the modern and eventually future eras, or stay medieval but advance magic enough so that eventually the faction would have magic replacing technology for stuff like space travel, automation, and combat (think Eberron or Spelljammer, two Dungeons and Dragons settings). Something to worry about is if the player is aligned to one "path of dominance"(technology or magic) but gets his/her hands on the other "path's" blocks/items. Then he/she would be able to use both "paths" to make machines. As proven by many tekkit-like modpack let's plays (for example using both buildcraft and equivalent exchange), such "magi-tek" would prove to be very game-breaking. Might it be possible to detect if a magic item/block was being used by/ connected to a technological device (or vice-versa), and then shut down/blow up the offending devices?
P.S. I really like the idea and potential of your mod. Finally a way to have realistic progression without using a mod like Better-than-Wolves that is completely incompatible with other mods.
P.P.S I think that for the future tech-based combat you should incorporate the Abandoned mod Type1 Anarchy. It was supposed to provide realistic and fun modern/near future industrialcraft-powered combat, however the creator got fed up with Minecraft's engine and stopped development. He/she left the code as a github repo on the main page, so you might pick it back up.
Yeah I've been thinking a similar thing - good point. I'm thinking the ancient age will indeed follow onto Medieval Age, and after that there will be the Tek/Ava (Science/Magic) path split.
Regarding block ownership, I aim to make this player-tied. Any block items, even from other mods that integrate with the ages, won't be directly usable by the player unless the player has a skill to use it - if they don't, then only an NPC can take advantage of it. The relevant NPC will only be available to that faction type, and the relevant player skill also only available to that faction type. True, players can leave/join factions in MP - but this action will "disable" skills that are not specific to the new faction they join. There is a lot of data management to tae care of, but it's all entirely possible. The finer details will be worked on once I get some clear code implemented.
I personally don't want anything to do with IC2, there are many Tek mods that overlap even without considering it. But we'll see, I'll check it out sometime and see if I can update it for UE API. So far on my mind the only Tek mod(s) I *really* want are Resonant Induction, Mekanism (already has overlap) and Galacticraft - simply because they're the most awesome/epic. I will have to make this mod specifically support x mods, so maybe there can be options.
1) I 100% Agree with you on this, I would love to help! I'll take any job/s you give me! I am willing to spend quite a lot of time on this mod. It seems like a challenge that I, as a mine craft modded, am willing to accept. If there's a signup or something related to that, let me know, I would love to help your immensely thought out mod!
2) Honestly, to tell you the truth, it seems extremely difficult… But like I said before, I am willing...
3) Let me know what job/s I could get and/or are available!
P.S. Kudos, for one of the longest posts I've ever read! (Yes I read everything)
Been recently messing with reflection, it's actually pretty cool! Thanks for getting me into it! I find it a lot cleaner, smaller, and also prettier to look at lol, than ASM.
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Be sure to quote my post if you want a reply.
lol @ Cameronazzi copy-pasting my sig into his
I don't know how to "give" jobs, it's hard to ask for a commitment from anyone - accepting a commitment also has it's difficulty. I don't really expect or even want anybody to assign themselves to this mod, it's not some ego thing about me wanting to retain credit or anything but rather just a simple fact of each of us having lives and circumstances that could change at any time.
With that said, I personally like to consider anybody with coding/graphic skill or even a good idea as "part of the team". It's opensource, and I will do my best to be as verbose and open with development as possible - consider it as "crowd-sourced" in a sense - so literally anybody is free to comment, criticize or even improve the existing work that I (or someone else) may have done or planned. In other words, Minecraft Empires is not just opensource in licence - but also in philosophy. Afterall, this is the true purpose of open development.
Maybe I'm mistaken in the purpose of this subforum, but I don't see a problem with using this thread here to discuss ideas openly. If there is something that I agree with that needs changing/addressing/whatever, then I can use the issue tracker on GitHub - it's also public, but that is best reserved for the technical side once an idea moves from "just an idea" to a solid concept or accepted proposal.
In summary, yes - I accept you both, and you may "join" the project. But if you expect me to give you assignments or orders, that will never happen (EDIT/CLARIFICATION: I expect contributors to volunteer themselves, if you see an issue and can make it better, share the thoughts and if it's accepted by me, and by others if they're relevant on this part i.e. they did the original work, then you can assign yourself to it - and I will update the issue tracker with this issue and assign your GitHub user to it - just for the sake of labour division and organisation, NOT as a commitment or contract or some such thing. Of course in the end I am the "co-ordinator" or "director" if you will, but i want to emphasize the democratic nature I like to keep in my projects - they always worked for me in the past). Until I figure out just what the heck I'm trying to say/do by this post, all I can suggest is to have a look at my commits - many of my commit messages are (or will be) very detailed with what I have (or am trying to) achieve. And when I get to the point where there is code that needs doing but I can't do it (or am focused elsewhere) then I will create an issue for it on the tracker.
EDIT: One good example is my recent commit here. Check it out after reading the rest of this post, you will see i've written a lengthy commit message of my goal here and also commented on particular code myself (in this case, I see it as pretty dirty - it works, but I already know it is far from optimal or even correct).
Regarding immediate goals, right now I have three significant obsticles to overcome - 1) AI for animals, flock/herd/pack mechanics in particular, which I am experimenting with right now (4HeadTiger also had a similar idea so might be able to spot my mistakes or improve on it); 2) NPC AI, NPC GUI's and the whole Task system - this is complex and probably better to at least start on by myself, only because I know my own code best; and 3) The "TopoLogic" as I've dubbed it, which is the complex world data-building routine i.e. it builds "topological data" that can construct information relating to the world, biomes, areas, and etc. in a humanised format for use in task generation and NPC dialog. That is, in other words, "code to give the mod some world-awareness in a similar manner to a human player". If that makes sense.
For NPC's, I've talked with Shadowmage who makes Ancient Warfare, but I've not yet dived into his code. While my mod will have a lot of shared features, namely the use of these custom NPC's as a form of automation; I'm not sure how I'm actually going to implement it - there are some differences between the NPC progression in his mod and the direction I want to take. He's considered making AW more "modular" so that I could add-on to it, and change NPC mechanics as required - but he's got his own mod to worry about, and real life of course, and neither of us are sure what we should about the obvious overlap. Both of us are keenly interested in the others' mod, but many fans of his mod might not like this mod - and by that same factor, many things in my mod goals are conflicting with what already exists in AW. That... I don't know what my point is with this entire paragraph sorry haha, but I guess... one of my points is that coding is not the hardest part for me - but the philosophy; whether I should do it my own way or try to work with another and work together, possibly even merge. I dislike asserting myself on others, even if I was a veteran modder I still wouldn't force my views upon people - but at the same time, I don't want to "copy" or "compete" with another mod. "To code or not to code, that is the question" kinda thing.
div>Quote from gutza1-snip-
P.P.S I think that for the future tech-based combat you should incorporate the Abandoned mod Type1 Anarchy. It was supposed to provide realistic and fun modern/near future industrialcraft-powered combat, however the creator got fed up with Minecraft's engine and stopped development. He/she left the code as a github repo on the main page, so you might pick it back up.
Quote from CosmicDan»
I personally don't want anything to do with IC2, there are many Tek mods that overlap even without considering it. But we'll see, I'll check it out sometime and see if I can update it for UE API. So far on my mind the only Tek mod(s) I *really* want are Resonant Induction, Mekanism (already has overlap) and Galacticraft - simply because they're the most awesome/epic. I will have to make this mod specifically support x mods, so maybe there can be options.
The mod never implemented IC2 electricity. You could restart development on it as a UE-based mod. Of course, if you do decide to continue this mod it will be after the basics of this mod are complete.
P.S. Will this mod have support for Rotarycraft(and ReactorCraft)?
I.... don't know. My main wish, and I will beg him if needed, is integration with Calclavia's work as far as tech goes. Compared to any tech modders, his are just... the most "professional" and "complete" in my opinion, along with aidancbrady (Mekanism/Galacicraft). Adding Rotarycraft and ReactorCraft would cause the mod experience to have a LOT of duplicate functionality - please bear in mind that I will need to add code for every mod machine.
Of course, once I do work on tech mod integration, others are free to add support for other mods - even if I don't want to.
Also, he has a LOT of scary legal stuff.
We'll see if Calclavia accepts my proposal or not. We'll also see if there's demand for additional tech mods after that is working. Tech mod integration is still many months away, I want to get Minecraft Empires to a significant state of progress and "wow factor" before harrassing any other developers with requests/permission.
EDIT: Well, Reika's mods do indeed seem pretty nice. Hmm.
I edited it, but it's not appearing. I did take a closer look at it, and it is pretty interesting. Honeslty though, too early to say *what* tech mod I'll work on integrating first - but thanks for brinhing it to my attention
Wow! I don't have the time to read everything but already this seems amazing! I definitely plan to keep up with this. I wish I could help but I'm still learning to code (and suck) and my texturing sucks too But what really got me was that first picture, of the plank. What brought me to your topic was actually a search for "custom book" in the tutorial section because, like I said, I'm trying to teach myself to code. I know you may not have the time (or want to) but could you PM me to let me know how you added that? If not I understand I just can't find a tutorial and because I'm so new at coding looking through the source code doesn't really help me Again great idea man! I plan to read through the rest of this some time XD
Wow, that's impressive. I can't wait for it to be released. But remember, it's going to be hard, very hard. I wish you luck, and that you don't loose interest like you do in games!
Wow! I don't have the time to read everything but already this seems amazing! I definitely plan to keep up with this. I wish I could help but I'm still learning to code (and suck) and my texturing sucks too But what really got me was that first picture, of the plank. What brought me to your topic was actually a search for "custom book" in the tutorial section because, like I said, I'm trying to teach myself to code. I know you may not have the time (or want to) but could you PM me to let me know how you added that? If not I understand I just can't find a tutorial and because I'm so new at coding looking through the source code doesn't really help me Again great idea man! I plan to read through the rest of this some time XD
The hardest part with that was building the data on-demand into an array; when it's more pure-Java knowledge than Minecraft GUI code with that. General idea of how I think it should be done is to have a one or more array's/lists which correspond to each page number and page line (respectively), and your page next/previous buttons simply change the page number which updates the array/list index of your draw* call data.
Code for the log is here, but do keep in mind that I build the data dynamically and render graphics too - so it's a bit more advanced I also use two other classes to help with the formatting logic, NiceText to draw the graphical "Day 3" or whatever titles and also to calculate if it can fit on the page, where to put line breaks, etc... and EventLogBuilder to parse the event string content (with primary formatting, i.e. before NiceText does the layout/alignment logic on them). Both the other classes are in the same package as that GuiLog.java (same folder).
Future GUI's will not use pagination at all but use glClip to make scrolling containers.
Wow, that's impressive. I can't wait for it to be released. But remember, it's going to be hard, very hard. I wish you luck, and that you don't loose interest like you do in games!
Yeah last night that initial excitement toned down a bit and I realized "Oh wow this is going to get SO MUCH HARDER" haha... but it's a project, and it keeps me far more stimulated than video games do
Are you interested in these kinds of behaviors?
@Tree farm: one option is to simply give saplings a chance to die instead of growing into a tree, and prevent them from being harvested (aka, when the sapling is broken, have it drop a stick instead of a sapling). You could also make them require nearby water to be planted and to grow, and so on [if you limit the player's ability to access/transport water, this will also limit the player's ability to farm trees].
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
I think we both want a harder minecraft. Only problem is that, right now, I'm not really interested in the quest driven stuff (though I'm pretty fickle, so this could easily change, and if it does; I would be happy to sign up for the team working on this mod).
Vanilla MC is just... man... everything. Punching trees. Fighting zombies bare handed. Harvesting and producing industrial grade iron with a rock tied to the end of a stick. etc. Realism is more like "lol, you punched a tree, broke your hand, died from exposure, and then had your corpse eaten by a pack of hungry wolves". In some regards, it would almost be easier to make a new voxel game from scratch, it's just... MC already has all of the infrastructure in place, making it much easier and less time consuming.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
You know Thaumcraft with it's research book? And Ancient Warfare 2 with it's research book too.. they kind of annoy me. I mean I love the mods overall but I'd much rather being doing something besides stuck at a research table in order to progress. If CosmicDan can work out a way to get the quests to be relevant (functional, if you will) and I believe he can, then I think he'll be changing the way that a lot of people view quests in Minecraft.
Lol yeah. Well it is a sandbox, realism is relative haha - I still want to be a game! Just a less sandboxy game... didn't you say you were more of a sandbox-type modder? Or was that SynthTones? Can't remember sorry. Regarding quests....
Basically, yeah. I've not personally played any Minecraft mod with quests, short of Agrarian Skies - and while I did like that, it was very linear - not what I'm going for. I really hate to use the term "quests", because that implies a traditional RPG like experience - also not what I'm going for. Quests are just a general word for "things to do" - rather than it being 100% chaos and inventing your own scenarios, I want to work on procedurally generated "things to do" that actually affect the mod in other ways. One random example would be to go slay the mighty cave bear that's terrorizing the area, and you do and get some epic hide that can be used to make unique leather armor or some such thing. It would be completely optional, but if you want better armor then it'd be a good idea to do it. Stuff like that. Again, a random example - but they won't be quests for the sake of "YAY A QUEST TO SAVE THE LAND" - they'll actually have cause and effect that directly affects your progression.
I hope to make most "quests" be purely optional, possibly with configuration to turn them off completely (for competitive servers particularly - forcing players to do everything the hard/traditional way of searching randomly and grinding - which there will still be a lot of with default quests enabled anyway; because Minecraft).
I refuse to use the term "quest", from now on I'll be referring to them as "tasks". For a mod that is designed to bring a relatively realistic, strategic-simulation like experience; "quest" is quite pretentious lol.
EDIT: What I really might need some help with is the "topological profiler", it'll be a LOT of work. Basically the idea is that the mod can become "aware" of world features, relatively close to the player. This would be required for accurate decisions in task location placements, as well as a proper immersive experience. For example, to allow NPC's to say "in the forest east of here", and also - using the cave bear example - to actually generate a cave in the side of a mountain. But such "intelligence" would have an extremely useful application in many mod works, not just for tasks/quests.
Nope, that was probably 4HeadTiger. I do remember someone saying that though.
Tasks definitely sounds good, I get what you're trying to say. The topological profiler will definitely be amazing if you/we can implement it. I have next to no ideas on how to even begin(if I were given the job :P) but I hope we figure something out.
Be sure to quote my post if you want a reply.
lol @ Cameronazzi copy-pasting my sig into his
If you want to work with coordinates that would actually be pretty easy (as you can get the biome with coordinates). Unless I misunderstood.
Art by me: MrPancakeWolfie@DeviantArt
P.S. I really like the idea and potential of your mod. Finally a way to have realistic progression without using a mod like Better-than-Wolves that is completely incompatible with other mods.
P.P.S I think that for the future tech-based combat you should incorporate the Abandoned mod Type1 Anarchy. It was supposed to provide realistic and fun modern/near future industrialcraft-powered combat, however the creator got fed up with Minecraft's engine and stopped development. He/she left the code as a github repo on the main page, so you might pick it back up.
Oh yeah, reading the blocks and determining biome sizes/locations is simple enough. It's actually building a specific area into "logical data" that would be the tricky part, not sure how to go about it. I've made the compass and already have a firm grasp on compass markers so vectors/bearings and such aren't too hard, just trigonometry formulas. But I've a bit to do until then.
Yeah I've been thinking a similar thing - good point. I'm thinking the ancient age will indeed follow onto Medieval Age, and after that there will be the Tek/Ava (Science/Magic) path split.
Regarding block ownership, I aim to make this player-tied. Any block items, even from other mods that integrate with the ages, won't be directly usable by the player unless the player has a skill to use it - if they don't, then only an NPC can take advantage of it. The relevant NPC will only be available to that faction type, and the relevant player skill also only available to that faction type. True, players can leave/join factions in MP - but this action will "disable" skills that are not specific to the new faction they join. There is a lot of data management to tae care of, but it's all entirely possible. The finer details will be worked on once I get some clear code implemented.
I personally don't want anything to do with IC2, there are many Tek mods that overlap even without considering it. But we'll see, I'll check it out sometime and see if I can update it for UE API. So far on my mind the only Tek mod(s) I *really* want are Resonant Induction, Mekanism (already has overlap) and Galacticraft - simply because they're the most awesome/epic. I will have to make this mod specifically support x mods, so maybe there can be options.
1) I 100% Agree with you on this, I would love to help! I'll take any job/s you give me! I am willing to spend quite a lot of time on this mod. It seems like a challenge that I, as a mine craft modded, am willing to accept. If there's a signup or something related to that, let me know, I would love to help your immensely thought out mod!
2) Honestly, to tell you the truth, it seems extremely difficult… But like I said before, I am willing...
3) Let me know what job/s I could get and/or are available!
P.S. Kudos, for one of the longest posts I've ever read! (Yes I read everything)
Hello!
Been recently messing with reflection, it's actually pretty cool! Thanks for getting me into it! I find it a lot cleaner, smaller, and also prettier to look at lol, than ASM.
Be sure to quote my post if you want a reply.
lol @ Cameronazzi copy-pasting my sig into his
...and...
I don't know how to "give" jobs, it's hard to ask for a commitment from anyone - accepting a commitment also has it's difficulty. I don't really expect or even want anybody to assign themselves to this mod, it's not some ego thing about me wanting to retain credit or anything but rather just a simple fact of each of us having lives and circumstances that could change at any time.
With that said, I personally like to consider anybody with coding/graphic skill or even a good idea as "part of the team". It's opensource, and I will do my best to be as verbose and open with development as possible - consider it as "crowd-sourced" in a sense - so literally anybody is free to comment, criticize or even improve the existing work that I (or someone else) may have done or planned. In other words, Minecraft Empires is not just opensource in licence - but also in philosophy. Afterall, this is the true purpose of open development.
Maybe I'm mistaken in the purpose of this subforum, but I don't see a problem with using this thread here to discuss ideas openly. If there is something that I agree with that needs changing/addressing/whatever, then I can use the issue tracker on GitHub - it's also public, but that is best reserved for the technical side once an idea moves from "just an idea" to a solid concept or accepted proposal.
In summary, yes - I accept you both, and you may "join" the project. But if you expect me to give you assignments or orders, that will never happen (EDIT/CLARIFICATION: I expect contributors to volunteer themselves, if you see an issue and can make it better, share the thoughts and if it's accepted by me, and by others if they're relevant on this part i.e. they did the original work, then you can assign yourself to it - and I will update the issue tracker with this issue and assign your GitHub user to it - just for the sake of labour division and organisation, NOT as a commitment or contract or some such thing. Of course in the end I am the "co-ordinator" or "director" if you will, but i want to emphasize the democratic nature I like to keep in my projects - they always worked for me in the past). Until I figure out just what the heck I'm trying to say/do by this post, all I can suggest is to have a look at my commits - many of my commit messages are (or will be) very detailed with what I have (or am trying to) achieve. And when I get to the point where there is code that needs doing but I can't do it (or am focused elsewhere) then I will create an issue for it on the tracker.
EDIT: One good example is my recent commit here. Check it out after reading the rest of this post, you will see i've written a lengthy commit message of my goal here and also commented on particular code myself (in this case, I see it as pretty dirty - it works, but I already know it is far from optimal or even correct).
Regarding immediate goals, right now I have three significant obsticles to overcome - 1) AI for animals, flock/herd/pack mechanics in particular, which I am experimenting with right now (4HeadTiger also had a similar idea so might be able to spot my mistakes or improve on it); 2) NPC AI, NPC GUI's and the whole Task system - this is complex and probably better to at least start on by myself, only because I know my own code best; and 3) The "TopoLogic" as I've dubbed it, which is the complex world data-building routine i.e. it builds "topological data" that can construct information relating to the world, biomes, areas, and etc. in a humanised format for use in task generation and NPC dialog. That is, in other words, "code to give the mod some world-awareness in a similar manner to a human player". If that makes sense.
For NPC's, I've talked with Shadowmage who makes Ancient Warfare, but I've not yet dived into his code. While my mod will have a lot of shared features, namely the use of these custom NPC's as a form of automation; I'm not sure how I'm actually going to implement it - there are some differences between the NPC progression in his mod and the direction I want to take. He's considered making AW more "modular" so that I could add-on to it, and change NPC mechanics as required - but he's got his own mod to worry about, and real life of course, and neither of us are sure what we should about the obvious overlap. Both of us are keenly interested in the others' mod, but many fans of his mod might not like this mod - and by that same factor, many things in my mod goals are conflicting with what already exists in AW. That... I don't know what my point is with this entire paragraph sorry haha, but I guess... one of my points is that coding is not the hardest part for me - but the philosophy; whether I should do it my own way or try to work with another and work together, possibly even merge. I dislike asserting myself on others, even if I was a veteran modder I still wouldn't force my views upon people - but at the same time, I don't want to "copy" or "compete" with another mod. "To code or not to code, that is the question" kinda thing.
End rant....
The mod never implemented IC2 electricity. You could restart development on it as a UE-based mod. Of course, if you do decide to continue this mod it will be after the basics of this mod are complete.
P.S. Will this mod have support for Rotarycraft(and ReactorCraft)?
I.... don't know. My main wish, and I will beg him if needed, is integration with Calclavia's work as far as tech goes. Compared to any tech modders, his are just... the most "professional" and "complete" in my opinion, along with aidancbrady (Mekanism/Galacicraft). Adding Rotarycraft and ReactorCraft would cause the mod experience to have a LOT of duplicate functionality - please bear in mind that I will need to add code for every mod machine.
Of course, once I do work on tech mod integration, others are free to add support for other mods - even if I don't want to.
Also, he has a LOT of scary legal stuff.
We'll see if Calclavia accepts my proposal or not. We'll also see if there's demand for additional tech mods after that is working. Tech mod integration is still many months away, I want to get Minecraft Empires to a significant state of progress and "wow factor" before harrassing any other developers with requests/permission.
EDIT: Well, Reika's mods do indeed seem pretty nice. Hmm.
Grr, forum fail again.
I edited it, but it's not appearing. I did take a closer look at it, and it is pretty interesting. Honeslty though, too early to say *what* tech mod I'll work on integrating first - but thanks for brinhing it to my attention
The hardest part with that was building the data on-demand into an array; when it's more pure-Java knowledge than Minecraft GUI code with that. General idea of how I think it should be done is to have a one or more array's/lists which correspond to each page number and page line (respectively), and your page next/previous buttons simply change the page number which updates the array/list index of your draw* call data.
Code for the log is here, but do keep in mind that I build the data dynamically and render graphics too - so it's a bit more advanced I also use two other classes to help with the formatting logic, NiceText to draw the graphical "Day 3" or whatever titles and also to calculate if it can fit on the page, where to put line breaks, etc... and EventLogBuilder to parse the event string content (with primary formatting, i.e. before NiceText does the layout/alignment logic on them). Both the other classes are in the same package as that GuiLog.java (same folder).
Future GUI's will not use pagination at all but use glClip to make scrolling containers.
Yeah last night that initial excitement toned down a bit and I realized "Oh wow this is going to get SO MUCH HARDER" haha... but it's a project, and it keeps me far more stimulated than video games do