Alright, so in playing around a bit more with Ships there are two things that I am curious about. First I have in no way been able to fire any type of arrow or projectile onto or off of an active ship entity. All the projectiles will stop at the bounding box of the ship either internally or externally, this includes the regular bows to several types of modded projectile items. Second I noticed you had mentioned changing the ship realigning to grid so it could do so in any direction not just what it was launched at, similar to Archimedes or early mods. If this is doable it would be greatly appreciated since besides the obvious practical benefits, if you want to fire off of your ship you would need to 'dock' it which becomes immensely impractical on the fly with the current system. That said I am enjoying the mod immensely at the moment thank you for getting this out for 1.7.10.
I think I can see the appeal in hardcore crafting... I do find it really difficult to actually play new worlds now, usually deleting them at day 1 or 2, and that's because starting off normally is usually done to death and a thing you just don't want to bother with. and cheating takes away the point on playing. But hardcore crafting (well not for me... but other new players). they get a new experience from starting, and it gives new worlds a decent chance to play now. Too bad not many mods do this, their more about just rushing everything and just ends up messy, (as you end up with higher and higher tiers before you even have a storage area set up)
This is probably the best way to communicate the issue with vanilla and vanilla-esque mod progression. Minecraft as a game has been around for over half a decade and frankly most who have played it have done so to death. Lack of longevity is not a surprise considering that MC never had any clear design direction other than "build stuff, awfulQuirky combat, low effortRETRO design, game breakingFUNbugsFEATURES!" Frankly the game has always felt like just a hobbled together collection of half finished concepts, a somewhat decent toy-box but not a cohesive satisfying RPG.
This is exactly why so many mods that base their core progression off of the half baked vanilla system end up being cluttered with endless and usually superfluous 'tiers' like some of the more popular pseudo-creative mode mods out there. The core crafting, combat and building system is entirely too base and unrewarding, you are certainly right that it is a shame that more mods don't attempt at a more believable and enriching experience. This is why you see people being so adamant about a more fulfilling system that is not necessarily focused on intense realism so much as engaging believability, ultimately it leads to a much more satisfying and lasting gameplay.
Hey Noogenesis thanks for the work on this mod, it has become a complete necessity on mine and many others servers and SP worlds. Just wanted to add that I have done brief amount of testing and it seems that COG is running with Ted80's Realistic World Gen mod with no noticeable issues. I will take a bit more time to make sure that is completely accurate but just wanted to add that for anyone that was curious.
As for auras and nodes I think I am going with a tc2/tc3 hybrid system. Some mechanics will need to change though. For example initially wands will recharge directly from the aura only while held and at a slow rate. Wand pedestal and workbench relay will pretty much do what the do now.
I am also considering dropping the whole energized node mechanic. Lasers are cool and all but the entire thing never felt very magical to me. It just felt like a power system. With the aura making a return machines should just draw from it directly like in tc3. Energized nodes will be replaced with methods to move nodes and fiddle with the aura in other ways.
Yes! Please seriously consider removing or totally revamping the new mechanics and 'laser' style system. It really ends up pulling the player from a perspective of being an actual will-worker to now just being a slightly magic themed factory manager. While I respect TC4's intricacies and complicated set-up it just doesn't carry the same feeling of being an eclectic mage that the earlier versions do. Many new features are considerably better, the research, foci, warp/flux and others but some of the feel of being a legitimate thaumaturge are lost with an over industrialization and automation of some of the in-game systems. It is great to hear you are considering taking another pass at this since it is one of the biggest current drawbacks.
Other than that the only thing I can think to ask would be to add a global modifier for essentia regeneration in nodes. This would really help servers and even lone players customize the rate at which magic crafting and use is openly available world wide. Nothing too complicated would be necessary just a 0.0 - 1.0+ modifier in the config to allow the server owner or player to reduce or speed up the base rate of essentia regeneration before any type of in-game modifiers.
I have to say, I LOVE the hardcore crafting option! I love how it's realistic, where to get true iron it must be carbonized, or to get alloys on the crucible. That was the only way I played to be honest...
For future reference as far as mods are concerned big number version changes 1.7.10 wont work with different versions ie 1.8.1. The second version number 1.7.2 will occasionally work with higher secondary number versions 1.7.10.
The forum's built in search is finnicky so default to using Google, most MC related questions bring you back here anyway.
Alright so playing around a bit with the mod brings up two things.
First, have you considered adding in a config hook for turn speed and top speed like Archimedes ships? This would be extraordinarily useful to add a bit of heft to the what are currently speed boats.
Second, I still have been unable to get the mod to recognize custom block properties from the config. Can anyone post a currently working one so I can figure out the issue? This is following the up to date directions from the main site.
Sorry man, I let that fall off my radar. I will send a link for what I have and you can use that till I take another pass at it to add more distinctive features.
water having the ability to support certain blocks would make sense from an enviromine standpoint, even if the main reason I want it is for another mod.
but some blocks -should- float right?
Certainly, it would make sense from a non-support standpoint that wood doesn't sink like a stone block. Obviously you can't construct a Cathedral on top of a raft in the ocean in real life but perfect in game support for systems like that are unreasonable. Simply making wood not sink in water would be more than enough.
Might not be the look you want, but endstone is unaffected by physics, and glowstone actually adds extra support to blocks. I have a massive skyship that i used for the Spawn in a server i'm on, Had to use a lot of glowstone in the sails and hull to keep it all up high. You might need to build out of glowstone, cover the exterior with wood.
Asking survival players to use exotic or valuable materials on what should be regular water craft even small rafts really torpedos their utility especially with a server using difficulty enhancing mods like Iguana Tweaks or Enviromine itself.
You can also customize what blocks are/aren't affected. Using something like the carpenter's blocks mod might be useful, as it adds a *ton* of extra blocks you can adjust.
Right and this is the patch I would suggest if no official solution is possible however it presents a pretty glaring issue. Any easily enough crafted item that would be reasonable to ask boat makers to use is now also a cheaply created physics defying block that breaks the added physics balance on a survival setting/server. The ideal would be something like I stated earlier that could check for water source blocks next to it and disable physics on itself. I understand mod support is not the utmost priority but it would be greatly appreciated to tke a look.
Ouch, I've never thought of that, I've got a pack with both enviromine and Archimedes ships and... that's unfortunate.
A horribly messy solution might be making a shore buffer bowl or something at dock?
though you'd still have to get it in...
OK, combine the above with a pump to drain water out and something to push it back in, making locks to dock the ships...
yeah, really messy, but might at least function.
Yeah there are a couple of bandages for docking and undocking, like making sand unable to be picked up or creating some kind of buffer like you stated however it doesn't cover the unsolvable issue of stopping the boat at sea. That is a pretty important feature that can't really be solved without some kind of fix.
After following the updated directions from your website, I still am unable to get the config working or even recognized by the mod. Could you post an example .cfg so we can figure out if it is something else?
The main problem i see with fysiks fun is lag. You can see it a bit as the trees are trying to fall. And something didn't go right with the taller tree at the end. Plus the water updating would also be pretty lag intensive.
With lots of players using using BOP, Highlands, Twilight forest, Natura and other mods with larger trees, I can see this causing a lot of problems Most people would just turn it off. Treecapitor and similar mods used to crash servers on a regular basis.
I'd rather see people try to update that mod. I find physics with enviormine mostly fine right now.
If you read my original post again you will see I was only asking for the functionality of the tree felling, not the mimicry of dealing with FF's additional content. While that is an interesting mod I agree that such expansive changes should be reserved for someone attempting to update it specifically. As far as the lag goes I have personally tested FF with mods such as Big Trees, BOP and Twilight forest without any lag penalty in the mod's native version, in fact I have noticed more dropped frames from mods like Timber! or Treecapitator due to the rapid state change. Finally if the mod author's were going to consider such an addition I am sure they would make it config ready like literally every other feature in Enviromine.
On a separate note I am having a bit of a problem solving a feature based conflict between the physics in Enviromine and mods like Archimedes Ships or Cuchaz Ships mod. The issue is not that there is a game stopping incompatibility, simply that due to the way Enviromine's physics work you cannot successfully make a floating vessel of any kind without it sinking upon the ship re-syncing to the environment. The only way around it now is to either make wood or the whatever the ships bottom blocks are unaffected by physics which is obviously not desirable for breaking the balance of structures outside of water. I haven't figured out a really good solution to this problem yet that doesn't revolve around wood (or whatever you want as your ships hull) not being affected by physics while in or surrounded by water. Whether or not this is doable is left to the mod authors unless someone has a better solution that doesn't break the physics balance on land.
I may have missed it but I didn't see it stated anywhere in the OP or your website that Smart Moving is currently incompatible with the Ships mod. I remember seeing it somewhere offsite that this is a known issue but it may be worth listing in the OP for the time being so people are aware before they bother you about it. That said is this something that is likely to be resolved or just chalked up as a loss?
personay i think the phyisics in enviromine are already good as they are now. Chopping trees is much fun now :-)
It is certainly better than vanilla however it would be cool to see the actual tree falling as opposed to the Tetris like lumber work that exists currently.
EDIT: Here is a clip of how Fysiks Had tree felling, actual mechanic is action at 2:20, best watched on mute
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This is probably the best way to communicate the issue with vanilla and vanilla-esque mod progression. Minecraft as a game has been around for over half a decade and frankly most who have played it have done so to death. Lack of longevity is not a surprise considering that MC never had any clear design direction other than "build stuff,
awfulQuirky combat,low effortRETRO design,game breakingFUNbugsFEATURES!" Frankly the game has always felt like just a hobbled together collection of half finished concepts, a somewhat decent toy-box but not a cohesive satisfying RPG.This is exactly why so many mods that base their core progression off of the half baked vanilla system end up being cluttered with endless and usually superfluous 'tiers' like some of the more popular pseudo-creative mode mods out there. The core crafting, combat and building system is entirely too base and unrewarding, you are certainly right that it is a shame that more mods don't attempt at a more believable and enriching experience. This is why you see people being so adamant about a more fulfilling system that is not necessarily focused on intense realism so much as engaging believability, ultimately it leads to a much more satisfying and lasting gameplay.
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Yes! Please seriously consider removing or totally revamping the new mechanics and 'laser' style system. It really ends up pulling the player from a perspective of being an actual will-worker to now just being a slightly magic themed factory manager. While I respect TC4's intricacies and complicated set-up it just doesn't carry the same feeling of being an eclectic mage that the earlier versions do. Many new features are considerably better, the research, foci, warp/flux and others but some of the feel of being a legitimate thaumaturge are lost with an over industrialization and automation of some of the in-game systems. It is great to hear you are considering taking another pass at this since it is one of the biggest current drawbacks.
Other than that the only thing I can think to ask would be to add a global modifier for essentia regeneration in nodes. This would really help servers and even lone players customize the rate at which magic crafting and use is openly available world wide. Nothing too complicated would be necessary just a 0.0 - 1.0+ modifier in the config to allow the server owner or player to reduce or speed up the base rate of essentia regeneration before any type of in-game modifiers.
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Agreed! See AP, don't underestimate your fans desire to throw ourselves into the gauntlet and challenge with these more in depth systems.
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The forum's built in search is finnicky so default to using Google, most MC related questions bring you back here anyway.
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First, have you considered adding in a config hook for turn speed and top speed like Archimedes ships? This would be extraordinarily useful to add a bit of heft to the what are currently speed boats.
Second, I still have been unable to get the mod to recognize custom block properties from the config. Can anyone post a currently working one so I can figure out the issue? This is following the up to date directions from the main site.
0
Sorry man, I let that fall off my radar. I will send a link for what I have and you can use that till I take another pass at it to add more distinctive features.
1
Certainly, it would make sense from a non-support standpoint that wood doesn't sink like a stone block. Obviously you can't construct a Cathedral on top of a raft in the ocean in real life but perfect in game support for systems like that are unreasonable. Simply making wood not sink in water would be more than enough.
1
Asking survival players to use exotic or valuable materials on what should be regular water craft even small rafts really torpedos their utility especially with a server using difficulty enhancing mods like Iguana Tweaks or Enviromine itself.
Right and this is the patch I would suggest if no official solution is possible however it presents a pretty glaring issue. Any easily enough crafted item that would be reasonable to ask boat makers to use is now also a cheaply created physics defying block that breaks the added physics balance on a survival setting/server. The ideal would be something like I stated earlier that could check for water source blocks next to it and disable physics on itself. I understand mod support is not the utmost priority but it would be greatly appreciated to tke a look.
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Yeah there are a couple of bandages for docking and undocking, like making sand unable to be picked up or creating some kind of buffer like you stated however it doesn't cover the unsolvable issue of stopping the boat at sea. That is a pretty important feature that can't really be solved without some kind of fix.
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If you read my original post again you will see I was only asking for the functionality of the tree felling, not the mimicry of dealing with FF's additional content. While that is an interesting mod I agree that such expansive changes should be reserved for someone attempting to update it specifically. As far as the lag goes I have personally tested FF with mods such as Big Trees, BOP and Twilight forest without any lag penalty in the mod's native version, in fact I have noticed more dropped frames from mods like Timber! or Treecapitator due to the rapid state change. Finally if the mod author's were going to consider such an addition I am sure they would make it config ready like literally every other feature in Enviromine.
On a separate note I am having a bit of a problem solving a feature based conflict between the physics in Enviromine and mods like Archimedes Ships or Cuchaz Ships mod. The issue is not that there is a game stopping incompatibility, simply that due to the way Enviromine's physics work you cannot successfully make a floating vessel of any kind without it sinking upon the ship re-syncing to the environment. The only way around it now is to either make wood or the whatever the ships bottom blocks are unaffected by physics which is obviously not desirable for breaking the balance of structures outside of water. I haven't figured out a really good solution to this problem yet that doesn't revolve around wood (or whatever you want as your ships hull) not being affected by physics while in or surrounded by water. Whether or not this is doable is left to the mod authors unless someone has a better solution that doesn't break the physics balance on land.
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It is certainly better than vanilla however it would be cool to see the actual tree falling as opposed to the Tetris like lumber work that exists currently.
EDIT: Here is a clip of how Fysiks Had tree felling, actual mechanic is action at 2:20, best watched on mute