The Meaning of Life, the Universe, and Everything.
Join Date:
3/10/2011
Posts:
60
Member Details
I'll just leave this here...
as of 9/29/14 10:02pm
Old cancellation disclaimer (for book keeping purposes)
ZEITGEIST IS NO LONGER UNDER DEVELOPMENT I SUPPOSE
i say this because i haven't worked on it in so long. Life got real, i had to focus less on games and programming and more on just not starving to death. I really only had time left in my spare time for Interval, which some of you may or may not be interested in http://www.kickstart...aninon/interval
(I know it's silly to make a kickstarter for a one-man game dev project. But being poor made me want to try and see what happened, lol.)
In any case, as much as i don't want to, i feel like i really cant spare time for Zeitgeist any longer. Maybe ill come back someday, maybe not, i don't know, but i can't really have this over my head and feel like i'm letting down old fans or something. If they're still even around, lol.
So here's the deal, I'm making my code public. Incidentally i guess i'm making a bit of Gurgadurgen's code public, but i'm pretty sure what's left of her stuff is either entirely commented out, doesn't do anything at the moment, or consists of at least 1 or 2 sprites i reused, possibly 3 sprites, i cant really recall offhand. But i'm pretty sure everything else is free reign. I have of course ONE condition: If you use my code, or decide to continue this project, please give Gurgadurgen and myself credit. If her direct code isn't so much a matter of her credit then it's definitely for many of the ideas that went into Zeitgeist.
I'm really sad to say all this but at the same time i feel bad just letting this project grow stagnant, and since i know at least a few of you have already tried decompiling and porting this mod to newer versions, i know at least those few, if they're still around, would find this useful.
TL;DR You can use my code, it's now public, just credit Gurgadurgen and myself if you do. Thanks.
one last thing, if some of you guys do decide to continue the mod, or use the code in anyway, let me know maybe? Probably just a comment here or email me, i'm curious if anyone still has interest ^^
OLD POST IS OLD:
In other news, this lovely Adrinus chap made a wiki for this mod i will try to add stuff to it, thank him for me as i would never have thought to get around to it otherwise XD http://riseoftheauto...ki/R.O.T.A_Wiki
Version 0.83.4
-removed the contact automata creation thing where soulcores could activate automata blocks on contact because they caused more problems then advantages or uses
~finally found a way to force entities to rotate on spawn, since all the built-in entity rotation code doesnt work at all (this is why iron and snow golems always face south, jeb just hasnt discovered this particular solution yet since i guess notch-code is too fixed or something?)
+sentry blocks and worker blocks are now orientation placed and spawn the sentry or worker in the direction they face
+sentries do a much better job finding hostile mobs now, and will stop their hunt and return if the owner wanders too far away from them
*fixed workers so they actually try to stay within range of their beacons, but they still mine weird, trying to work on that still
*soul cores can only activate golems if they're not being rained on, saves unnecessary spam 'robot y u no work' (fyi: golems/automata can't survive in the rain!)
*statues (now called mimic stones)now reflect metadata of source blocks correctly, however, they use tileentities now, but they can also not have a platform under them and will save whatever the source block was under them even if you replace it, set a new source block by applying redstone current
+pure golems now come in a variety of 3, and i approved the original spider golem's texture resolution, i used the same hackneyed means as i used for the statues
+golems no longer suffocate inside blocks, since often they're made slightly inside neighbor blocks
+toter inventory actually works in smp now, finally
+toter has a cute little chest opening animation thing
Version 0.83.2
+SMP (requires minecraftForge though)
-removed alot of old block ids, they need to be fixed but ill reuse the code eventually
-eupraxia is currently disabled due to MinecraftForge migration, i had a lot on my plate, i didnt wanna overdo it
Version 0.83
*Toter now has its own proper dormant block and item icon
*Toter animations tweaked a lot, including a chest opening thing
*Fixed some item drop bugs
*Beacons are now actual blocks, not just entities that stand very still XD, now uses worldsavedata system for saving and finding beacons and last placed used beacon will be registered as 'selected' so all workers know this is the current beacon to assign to if they have not assigned themselves a home beacon yet
*Some other things i dont remember
-Removed a bunch of unused blocks, they need to be refurbished anyway so i may read them later
*default block/item IDs are now numbered in a way that compliments industrial-craft and buildcraft. Also changed their naming conventions, so i hope this doesnt fudge anyone's old saves too much
requires modloader cuz that's just a dumb standard protocol for mods
THE SENTRY
THE WORKER
THE TOTER
OTHER THINGS:
procedurally generated cities!! okay the biome is not done yet though so they're in some weird plains biome for now in eupraxia (the OTHER dimension)
remember when someone sent notch an idea for windmills with rotating shafts to power minecarts? yeah idk about minecarts yet but yeah
draw stuff! craft with 4 cloth, place as a block (need cloth in inventory!) or apply to a wooden plank block and you can texture the block itself! EXPERIMENTAL. i do not know if there are downsides to the way im doing it yet. and yes ik the item icon is the chainmail helm, ill figure out how to fix that eventually.
right click when not looking at a block to edit the picture of that item
right click stone with a chisel, drops small plates, and makes the blocks shorter!16 possible heights and 16 small plates per block
THOSE THINGS ABOVE AREN'T IN THE MOD YET, WAIT FOR NEXT UPDATE :B
now they're here.
SPECIAL NOTE:
Eupraxia isn't done yet, (the other dimension) not by a long shot, but its not really even done enough for me to really want to allow it to be entered, but if you reallly REALLY wanna see some of the in-progress natural world gen stuff, make a chalk spell array 3 by 3 of 6th tier patterns.
i color coded it cuz im silly:
NEW FEATURES LIST
new and improved!
being modified and improved but not quite done yet
unchanged, but working
unchanged, not confirmed to be working or not
confirmed currently broken
removed entirely
+New, Pure Golems! Finally those pure souls have a use. use just like synthetic ones but will instead create pure golems out of natural blocks. these golems are exactly the same but can climb and wander more and are very racist against their synthetic brothers of the same block type.
+Pure and Regular Golems now follow the player if they are holding the block that corresponds to the block they're made from
+Sentry has been refurbished! mostly visual, AI is mostly the same but uses Jeb's new AI system to some extent, im still experimenting with this AI though so im not calling this guy done yet
+Worker has been refurbished! new means to spawn, new AI (old algorythms in most cases but executed in new ways), better digging pathfinding item collection and things
+Beacons are now an actual block, i can't tell you how complicated my new system is but i like it better for a few reasons, albeit messy. Worker response to beacon commands are a little slower to react though, but neglible. Also beacons are textured cloth colors for now
+New Automata Spawning system, on placement it creates a special automata block for that automaton and then must be activated by either right-clicking with a soul stone, or dropping the soul stone on it
+Spell Chalk (been around for a few versions but not officially noted)
+Spell chalk can be activated either by hand (right click while not holding chalk) or by applying redstone current. Remember, if the spell isn't written right, the chalk will not be consumed and no spell performed, nor will it be consumed if it's written right but does not meet certain conditions required by that specific spell.
+Some unfinished stuff left over from gurgadurgen, not sure if she's coming back but im leaving it all the same.
+So many spells are being put together to use with Spell Chalk Pattern Recognition System (SCRS, lol i just made an acronym!) only a few canon, but designs not certain of yet.
+Soul Stone, Soul Cores, or just Core, have replaced automaton cores. instead of focussing soley on science, some mysticism has been incorporated, functions the same as old cores but instead of used in crafting they are directly used on blocks and entities
+Soul capturing spell incorporated into SCRS for soul cores.
*Factotum is going through some serious modifications
+Introducing the Toter! miniture factotum, in that it's a portable inventory, only 9 spaces though. uses the same block + soulcore system as the other user-bots. Oh and get this, the Toter block acts like a smaller chest, and when you add the soulcore the Toter entity is still holding the same chest contents or vice versa! no need to fear the toter dropping in lava and dropping all your things, no sir, it turns to a block adn keeps all your things safe no matter what! (exceptions not found yet ^^ )
+Eupraxia Dimension. My there's alot to include here. +Redwood forest? giant tree forest? no name yet but so far its literally just elongated jungle trees +Windmill Biome, nothing much yet. +Autumn Biome? +City Biome, this is the big one! procedurally generated massive structures, randomly desiginated shapes and designs and sizes, to an extent. this code was a PAIN to write.
*Bobby needs to be refurbished
+Chopper renamed Helios and given a new model!
*Sliders work, no change, but obscene spawning problem remains in some cases
*Watcher's unchanged, their lasers do not harm though
*Frass still works, but makes GIANT GIANT trees now, frass may be completley redone or removed entirely in the future
-Tech biomes still arent back, i might be redoing this entirely anyway.
+Plague Plants, this was more an experiment, i forget if theres a proper recipe or not, im not sure if im gonna use this block or not.
+Stone Statues, i forget what i was going for, they may be redesigned in the future, but i like the idea, they mimic the bottom block they're placed on.
+All sorts of unfinished broken crap, lolsry
+The start-off blocks and code for a more 'kinetic wire' involving gears, windmills and shafts, im very happy with this system so far and will be using it alot
+Picture/Texture block system. VERY Alpha, but they work, nifty too, i find this to be very useful! use the item, draw on the gui, item now has that picture as it's icon, and you can place it on blocks, draw all over blocks! wow. Having alot of trouble making it feasible with SMP too though, so it's not really canon yet.
-SMP still broken :\
-removed day changing and night/day changing item things, been replaced with better use
-removed hollow blocks, ik ik they worked, but they were so iffy!
remember!! you need to activate sentry and worker blocks with a synthetic soul! regular soul stones and whatnot will probably do something different later, but for now they're only used in making synthetic souls via Spells
Recipes: (i made it generate the individual recipe pictures with code, cuz im such a nerd)
Items in Yellow Indicate this item has not been textured/modeled properly yet
Items in Red indicate this item is VERY experimental is probably doesn't look anything like the final product
Spells:
Soul Bind:
conditions: need empty core, and living entity within range
place an empty core in the center and activate the spell with a living creature within it to kill the creature and bind its soul to the core.
Soul Mimic:
conditions: need soul core, and empty core within range
place a pure core within the design with as many empty cores as you please to absorb the properties of the soul and create synthetic souls within every empty core. These are necessary for making proper automatons.
Eupraxia Teleport:
conditions: none
DIMENSION INCOMPLETE, DISCLAIMER THIS IS LOL. your children will not be held responsible for possible harm to extremities during ride if pregnant or suffering from glaucoma or intoxicated
OLD OUTDATED VERSION (left for bookkeeping and stuff):
-tech biomes dont work, although i knew this already im just noting it :B
-workers dont mine correctly, rather they crash your game if you try, so dont xD
-workers dont do other tasks either?
-guard turrets wont target sliders
-corrupt sound file
-choppers and probably bobbies still spawn in caves
-need to add new mobs to omni and use zombie flesh instead of feather, derp.
-took smp out of the title until i actually update it XD
support me :3 (ik ik the banner doesn't work right, ive been trying to get around to remaking it but my gf was sweet enough to make it for me in the first place, so i was waiting for her to be available to fix it XD)
current versions
MODLOADER SINGLEPLAYER VERSION 0.5.9
java.lang.NullPointerException
at q.a(MinecraftAppletImpl.java:97)
at net.minecraft.client.Minecraft.a(SourceFile:389)
at q.a(MinecraftAppletImpl.java:424)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
just tested it, does not work with modloader and modloaderMP. It does not crash the game but if you install this mod after modloader and modloaderMP, it sort of deactivates them. So if you install other mods after, they won't be loaded. So basically it is not compatible with pretty much everything.
I think the first priority for this mod is really to make this compatible with modloader and modloaderMP! Though it is still buggy, but it is still usable for now.
In fact I found it really helpful after trying and it does not take up any sprite space at all!! But I wouldn't want to give up all other mods I have.
So I think you should make it compatible to modloader and modloaderMP!
Due to the new forum layout I am forced to leave a Link to my about me page so you can my mods/texture packs I support along with my Dragons, Just click on the image
The Meaning of Life, the Universe, and Everything.
Join Date:
1/5/2011
Posts:
55
Member Details
An idea: Perhaps scavenger bots would be an interesting addon. Hovering neutral/friendly mobs that float about with a search light and attack with a small energy weapon? They'd pick up any and all items and blocks on the ground that they find, and will attack mobs for their loot. On death, they'd have a chance of dropping a power core and some of what they've stolen.
Actual guard bots - combine parts from the Watcher with a humanoid robot design and you'd have a bodyguard type bot with an energy attack - pretty much just a bipedal sentry with a ranged weapon.
An idea: Perhaps scavenger bots would be an interesting addon. Hovering neutral/friendly mobs that float about with a search light and attack with a small energy weapon? They'd pick up any and all items and blocks on the ground that they find, and will attack mobs for their loot. On death, they'd have a chance of dropping a power core and some of what they've stolen.
Actual guard bots - combine parts from the Watcher with a humanoid robot design and you'd have a bodyguard type bot with an energy attack - pretty much just a bipedal sentry with a ranged weapon.
ah, i was thinking something like that, ill try to make the latter soon :tongue.gif:
Hey guys I need help...i don't know how to install this mod...please help me!! Ican't understand what's written in the readme...
uh idk how to explain more thoroughly, in the normal version download, open the minecraft client folder, and dump all it's contents into your minecraft.jar and delete META-INF. If you'd prefer modloader there's a version up for that too, just open the zip file and dump the contents directly to your modded minecraft.jar. Remember i mean one or the other not both :tongue.gif:
You Should Refine your Post Grammar, then you Should Refine your Builder Coding, then add the builder be about to build with a block designator and selection like make Construction beacons and give it up to a max of 12 way points and ( 12 beacons ) and you can assign a block type to these beacon then bots to the beacons and they will use the assign block to build to each beaccon ( beacon 1 to Beacon 2 etc )
I see a lot of potential in this mod for advancing auto collecting mob traps
Frakking awesome, I was just looking for something like this. I'll make sure to keep my eye on this, a little more work and you'll have my download! (looking for stuff like modloader support, forge ap, ect) Until then, I will say I'm going to test this out when I get a chance.
Edit: When I was talking about modloader support, I meant future updates.
as of 9/29/14 10:02pm
Old cancellation disclaimer (for book keeping purposes)
i say this because i haven't worked on it in so long. Life got real, i had to focus less on games and programming and more on just not starving to death. I really only had time left in my spare time for Interval, which some of you may or may not be interested in http://www.kickstart...aninon/interval
(I know it's silly to make a kickstarter for a one-man game dev project. But being poor made me want to try and see what happened, lol.)
In any case, as much as i don't want to, i feel like i really cant spare time for Zeitgeist any longer. Maybe ill come back someday, maybe not, i don't know, but i can't really have this over my head and feel like i'm letting down old fans or something. If they're still even around, lol.
So here's the deal, I'm making my code public. Incidentally i guess i'm making a bit of Gurgadurgen's code public, but i'm pretty sure what's left of her stuff is either entirely commented out, doesn't do anything at the moment, or consists of at least 1 or 2 sprites i reused, possibly 3 sprites, i cant really recall offhand. But i'm pretty sure everything else is free reign. I have of course ONE condition: If you use my code, or decide to continue this project, please give Gurgadurgen and myself credit. If her direct code isn't so much a matter of her credit then it's definitely for many of the ideas that went into Zeitgeist.
I'm really sad to say all this but at the same time i feel bad just letting this project grow stagnant, and since i know at least a few of you have already tried decompiling and porting this mod to newer versions, i know at least those few, if they're still around, would find this useful.
TL;DR You can use my code, it's now public, just credit Gurgadurgen and myself if you do. Thanks.
one last thing, if some of you guys do decide to continue the mod, or use the code in anyway, let me know maybe? Probably just a comment here or email me, i'm curious if anyone still has interest ^^
OLD POST IS OLD:
http://riseoftheauto...ki/R.O.T.A_Wiki
DOWNLOAD:
VERSION 0.83 Regular: [direct] [adfly]
VERSION 0.83.4 Client/Server: [adfly]
OLDER VERSION 0.82.6: [direct]
requires modloader cuz that's just a dumb standard protocol for mods
THE SENTRY
THE WORKER
THE TOTER
OTHER THINGS:
procedurally generated cities!! okay the biome is not done yet though so they're in some weird plains biome for now in eupraxia (the OTHER dimension)
remember when someone sent notch an idea for windmills with rotating shafts to power minecarts? yeah idk about minecarts yet but yeah
draw stuff! craft with 4 cloth, place as a block (need cloth in inventory!) or apply to a wooden plank block and you can texture the block itself! EXPERIMENTAL. i do not know if there are downsides to the way im doing it yet. and yes ik the item icon is the chainmail helm, ill figure out how to fix that eventually.
right click when not looking at a block to edit the picture of that item
right click stone with a chisel, drops small plates, and makes the blocks shorter!16 possible heights and 16 small plates per block
THOSE THINGS ABOVE AREN'T IN THE MOD YET, WAIT FOR NEXT UPDATE :Bnow they're here.
SPECIAL NOTE:
Eupraxia isn't done yet, (the other dimension) not by a long shot, but its not really even done enough for me to really want to allow it to be entered, but if you reallly REALLY wanna see some of the in-progress natural world gen stuff, make a chalk spell array 3 by 3 of 6th tier patterns.
i color coded it cuz im silly:
NEW FEATURES LIST
being modified and improved but not quite done yet
unchanged, but working
unchanged, not confirmed to be working or not
confirmed currently broken
removed entirely
+New, Pure Golems! Finally those pure souls have a use. use just like synthetic ones but will instead create pure golems out of natural blocks. these golems are exactly the same but can climb and wander more and are very racist against their synthetic brothers of the same block type.
+Pure and Regular Golems now follow the player if they are holding the block that corresponds to the block they're made from
+Sentry has been refurbished! mostly visual, AI is mostly the same but uses Jeb's new AI system to some extent, im still experimenting with this AI though so im not calling this guy done yet
+Worker has been refurbished! new means to spawn, new AI (old algorythms in most cases but executed in new ways), better digging pathfinding item collection and things
+Beacons are now an actual block, i can't tell you how complicated my new system is but i like it better for a few reasons, albeit messy. Worker response to beacon commands are a little slower to react though, but neglible. Also beacons are textured cloth colors for now
+New Automata Spawning system, on placement it creates a special automata block for that automaton and then must be activated by either right-clicking with a soul stone, or dropping the soul stone on it
+Spell Chalk (been around for a few versions but not officially noted)
+Spell chalk can be activated either by hand (right click while not holding chalk) or by applying redstone current. Remember, if the spell isn't written right, the chalk will not be consumed and no spell performed, nor will it be consumed if it's written right but does not meet certain conditions required by that specific spell.
+Some unfinished stuff left over from gurgadurgen, not sure if she's coming back but im leaving it all the same.
+So many spells are being put together to use with Spell Chalk Pattern Recognition System (SCRS, lol i just made an acronym!) only a few canon, but designs not certain of yet.
+Soul Stone, Soul Cores, or just Core, have replaced automaton cores. instead of focussing soley on science, some mysticism has been incorporated, functions the same as old cores but instead of used in crafting they are directly used on blocks and entities
+Soul capturing spell incorporated into SCRS for soul cores.
*Factotum is going through some serious modifications
+Introducing the Toter! miniture factotum, in that it's a portable inventory, only 9 spaces though. uses the same block + soulcore system as the other user-bots. Oh and get this, the Toter block acts like a smaller chest, and when you add the soulcore the Toter entity is still holding the same chest contents or vice versa! no need to fear the toter dropping in lava and dropping all your things, no sir, it turns to a block adn keeps all your things safe no matter what! (exceptions not found yet ^^ )
+Eupraxia Dimension. My there's alot to include here.
+Redwood forest? giant tree forest? no name yet but so far its literally just elongated jungle trees
+Windmill Biome, nothing much yet.
+Autumn Biome?
+City Biome, this is the big one! procedurally generated massive structures, randomly desiginated shapes and designs and sizes, to an extent. this code was a PAIN to write.
*Bobby needs to be refurbished
+Chopper renamed Helios and given a new model!
*Sliders work, no change, but obscene spawning problem remains in some cases
*Watcher's unchanged, their lasers do not harm though
*Frass still works, but makes GIANT GIANT trees now, frass may be completley redone or removed entirely in the future
-Tech biomes still arent back, i might be redoing this entirely anyway.
+Plague Plants, this was more an experiment, i forget if theres a proper recipe or not, im not sure if im gonna use this block or not.
+Stone Statues, i forget what i was going for, they may be redesigned in the future, but i like the idea, they mimic the bottom block they're placed on.
+All sorts of unfinished broken crap, lolsry
+The start-off blocks and code for a more 'kinetic wire' involving gears, windmills and shafts, im very happy with this system so far and will be using it alot
+Picture/Texture block system. VERY Alpha, but they work, nifty too, i find this to be very useful! use the item, draw on the gui, item now has that picture as it's icon, and you can place it on blocks, draw all over blocks! wow. Having alot of trouble making it feasible with SMP too though, so it's not really canon yet.
-SMP still broken :\
-removed day changing and night/day changing item things, been replaced with better use
-removed hollow blocks, ik ik they worked, but they were so iffy!
remember!! you need to activate sentry and worker blocks with a synthetic soul! regular soul stones and whatnot will probably do something different later, but for now they're only used in making synthetic souls via Spells
Recipes: (i made it generate the individual recipe pictures with code, cuz im such a nerd)
Items in Red indicate this item is VERY experimental is probably doesn't look anything like the final product
Spells:
conditions: need empty core, and living entity within range
place an empty core in the center and activate the spell with a living creature within it to kill the creature and bind its soul to the core.
Soul Mimic:
conditions: need soul core, and empty core within range
place a pure core within the design with as many empty cores as you please to absorb the properties of the soul and create synthetic souls within every empty core. These are necessary for making proper automatons.
Eupraxia Teleport:
conditions: none
DIMENSION INCOMPLETE, DISCLAIMER THIS IS LOL. your children will not be held responsible for possible harm to extremities during ride if pregnant or suffering from glaucoma or intoxicated
OLD OUTDATED VERSION (left for bookkeeping and stuff):
-tech biomes dont work, although i knew this already im just noting it :B
-workers dont mine correctly, rather they crash your game if you try, so dont xD
-workers dont do other tasks either?
-guard turrets wont target sliders
-corrupt sound file
-choppers and probably bobbies still spawn in caves
-need to add new mobs to omni and use zombie flesh instead of feather, derp.
-took smp out of the title until i actually update it XD
support me :3 (ik ik the banner doesn't work right, ive been trying to get around to remaking it but my gf was sweet enough to make it for me in the first place, so i was waiting for her to be available to fix it XD)
current versions
MODLOADER SINGLEPLAYER VERSION 0.5.9
CHANGELOG:
"FOLLOW LEADER, THE HELL WITH SINGLE FILE!"
http://aninon.tumblr.com/
java.lang.NullPointerException
at q.a(MinecraftAppletImpl.java:97)
at net.minecraft.client.Minecraft.a(SourceFile:389)
at q.a(MinecraftAppletImpl.java:424)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
I think the first priority for this mod is really to make this compatible with modloader and modloaderMP! Though it is still buggy, but it is still usable for now.
In fact I found it really helpful after trying and it does not take up any sprite space at all!! But I wouldn't want to give up all other mods I have.
So I think you should make it compatible to modloader and modloaderMP!
you can always fix bugs later.
thx for the great mod!
Mineformer or Transforcrafter
read my reply just a few post above yours.
I wouldn't give up all my mods just for one.
thanks for pointing it out :B im new to this stuff so i may not type things in an obvious manner yet XD
Actual guard bots - combine parts from the Watcher with a humanoid robot design and you'd have a bodyguard type bot with an energy attack - pretty much just a bipedal sentry with a ranged weapon.
ah, i was thinking something like that, ill try to make the latter soon :tongue.gif:
uh idk how to explain more thoroughly, in the normal version download, open the minecraft client folder, and dump all it's contents into your minecraft.jar and delete META-INF. If you'd prefer modloader there's a version up for that too, just open the zip file and dump the contents directly to your modded minecraft.jar. Remember i mean one or the other not both :tongue.gif:
I see a lot of potential in this mod for advancing auto collecting mob traps
Edit: When I was talking about modloader support, I meant future updates.