Project XY is a clone, of XyCraft, started from scratch, with all assets being mine. Not any part of the code was copied or was stolen from XyCraft. Development takes time and effort, and I hope you are pleased with the results as I am.
I'm on CurseForge! Go check it out for the latest versions. Currently we are in pre builds. Meaning, there is tons of unfinished work.
Here is a short list of things to do before a full release
Localisation (Almost Complete)
Finalize un-localized naming scheme (Few changes must be done before final release)
Lamps (Not done due to laziness )
Multi-Tanks (Almost Complete)
Project XY is programmed in Scala, but mostly Java. I'm slowly merging over to Scala as the main language for this project. If you know a little Scala you can fit right in. Source code can be found on GitHub.
I've also created a twitter for this project. It's @xy_project. There will be profanity. Keep that in mind when looking at my twitter.
Thanks, and I really hope you enjoy this. Please reply with any suggestions. I'd be glad to hear them.
Thanks! But No. As of right now, there is a major refactoring going on in the code and I have to finish those to get a release out. Lots of texture work also has to be done. Expect a initial release in a couple of days to a week.
I apologize in advance is some of these details are too technical.
Work has been going smoothly. Lots of work has been done making sure we have a good scalable base for us. I've managed to get a lot done getting Scala setup. I chose Scala because it's less verbose and is viable for such a project. I have a few screenshots to show you all, for what I think, is worth making a new reply.
Here is the pre-generated colors that are added. For scalability, you can add as many colors as you want. Which I might switch to for all blocks, but I have to see how much tile entities effect performance.
Here are how the colors are generated:
Another big thing I've been working on is the energy frame work - Xynergy. In the end, it'll be a RF compatible framework using 3 components, providers, nodes, and receivers. Nodes extend the range, they act like redstone repeaters basically. Receivers is what, in the end produce the energy from the provider(s). Oh and did I mention, they are forge multiparts. This is all preliminary work, and I don't even have anything close to a final product, but I do have a couple of screenshots.
I've been working really hard lately and I think I have something that'd please a lot of people. The Fabricator! If you don't know what the fabricator is. It's a block that you specify a crafting recipe, you throw the ingredients in, and it crafts them. They can pull from adjacent inventories as well. Right now, I don't have redstone control, but it will *eventually* be added. Check out this very unplanned video
It will eventually do. A LOT OF THINGS . Right now, I have the basics, and are just starting with the mechanics. As this is a WIP mod, it specifically doesn't add one thing. When fully released, it will include the things listed on the main post, as well as the stuff that's already in the mod (mostly cosmetics, with some simple machines, as of 0.0.2-pre).
The Multi-Block update! I know many people were waiting for this one.... But, It's not quite finished. I know. I'm teasing you with the carrot. But who doesn't like to play with fancy new features? I posted the update to curse not too long ago. I've been very busy lately with life. So instead of pushing the release and keep pushing it. I spent my time to get a build out for it. NOTE: A LOT OF MULTI-BLOCK FEATURES ARE NOT FINISHED AND OR BUGGY. And here come the screenshots....
Thanks and I really hope you like it. This took about 2 weeks with working 7-8 hours a day on. I super hope you enjoy the result as much as I did