@Spellchek: I'm sorry, but I'm unclear about what you're trying to prove or state with your post. The reason I posted in the Mod Discussion area was because I wanted to discuss the possibility of recruiting programmers to help work on the MCMk.II mod. Also, contrary your your belief, the mod does in fact exist .
Also, claiming that a mod is "the way things should be done" simply because it exists is not a valid argument. There is always room for improvement. This goes for my project as well, but that's why it's constantly being refined and evolving for the better. The reason I didn't "take it up with the authors" is because their projects were already well established in their ways and I saw no reason why they would change things from my lone suggestions. This is especially true considering that some of my key ideas for this project would have required mod creators to throw away a lot of their gimmicky additions and features. I felt it would have been extremely presumptuous of me to suggest such drastic changes, and thus, I decided to start my own project.
Feel free to read over the original Suggestions topic to understand what my goals for the project are. Keep in mind that it is still a work in progress and I'm continually striving to perfect it.
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Apr 7, 2011 Posted in: Mods Discussion
Apr 7, 2011Posted in: Mods DiscussionQuote from Spellchek »Your crusade for this mod confuses me. There is already a working singleplayer mod (Advanced Minecarts) that does everything you seem to want (booster, stop, catch-and-release, detection). There's already a well-developed server plugin too.
So why, exactly, are you trying to create something that already exists? I just don't get it, especially since the OP apparently can't code a thing.
First, the ultimate intention is not to create a mod, but to have the mechanics added by Mojang to the core game. The mod is primarily a vehicle to gain a popular following. Second, I started this project because I felt that other existing minecart mods lacked attention to player usability, game balance, and careful integration into the existing game. MCMk.II attempts to meet all of these needs and provide a best-fit solution for fixing minecart gameplay in Minecraft.
Also, to clarify, I actually do have experience coding in java and java script (among other languages that I've learned over four years of compsci classes), but un-commented code and obfuscated classes and variables confuses the **** out of my brain and I'd rather not take the time to decipher it when others can code much better than I can despite it. My strengths lie in other disciplines so I focus on them instead.
Besides, a little competition is healthy. This project might encourage the people working on other minecart mods to release something even better. In the end everyone wins.
Apr 7, 2011Posted in: SuggestionsQuote from Zenofire »-snip-
Actually, there's a simpler way. Consider the following:
- [*:mvup5ho1] A Minecraft world is structured using X and Y coordinates.
[*:mvup5ho1] Booster-brakes always "add" a value to a minecart's momentum in either the X or Y plane. They can also "add" negative values.
[*:mvup5ho1] Assume North and East are positive directions, South, and West, are negative directions. North and South are the Y plane, West and East are the X plane.
[*:mvup5ho1] Depending on what direction a BB is facing, it will "add" either a positive or negative number to the X or Y momentum. A BB facing North for example, would add +25% speed to Y of any passing carts. A BB facing West would add -25% to X of passing carts.
For example, let's say a cart is traveling South at -25% speed (It's a negative speed because it's traveling in a negative direction). If it passed over a BB also facing south, it would get even more negative speed and in fact move even faster South along the Y plane. (-25%) + (-25%) = -50%
Now, continuing the example, let's say this same cart is still traveling South at -50% Y. It then passes over a North facing BB. The North facing BB adds +25% speed to the cart's Y speed and slows the cart down. (-50%) + (25%) = -25%
In other news, I've just finished up some quick re-do's for the detector block textures to reflect their new single side output mechanic. I'll update the OP today/tomorrow/soon.
Please note that the "input sides" are oriented so that the lines of the textures align with the output side.
<- occupied cart detector output side
<- occupied cart detector input sides
<- empty cart detector output side
<- empty cart detector input sides
<- detector output side light
If you guys really hate them we can update the terrain.png later, but for now this will allow our programmers to start programming the single side output detector blocks.
Apr 7, 2011Posted in: SuggestionsQuote from Brigander »Quote from Ehnonimus »-snip-
Sounds good to me. I like that you're planning on leaving the momentum factor in place.
I always had that intention. I dislike the idea of having a cart getting boosted to maximum speed only to immediately start decelerating again. The momentum mechanic will also allow for a margin of error when laying track and reduce "wasted" track. If you accidentally lay too many boosters, the power will simply allow the cart to travel further. Of course, there will be a hidden momentum limit, but I'm still unsure of what that will be or how it would work.
Apr 7, 2011Ehnonimus posted a message on [REQ]Programmer/Modder, Minecarts Mk.II needs your help!I have a pretty strong idea of how the mechanics of each block are supposed to work so I can answer questions related to that. However, I don't know the finer details of how to translate the mechanics into code and thus feel pretty useless in that regard. Even if you don't have time to code, it would still be great if you could lend your experience to the other coders if they run into difficulties.Posted in: Requests / Ideas For Mods
Apr 7, 2011Posted in: Mods DiscussionQuote from Glitchfinder »See, I never saw what the problem with modding SMP was. If you know how to program, all you have to do is make a few minor adjustments when you port code, like dropping anything related to graphics. Usually, comparing an existing SMP class in the same category to the one you are porting from SSP will tell you everything you need to cut or modify.
I hope it's as easy as you say it is. I would love to see a release of this mod that's compatible with SMP.
Apr 7, 2011WOoooooow, all this vids of mcmodder_07's prototype have got me all excited!!! xDDPosted in: Suggestions
(It's too powerful and missing the "brake" function though, but still, awesome job for one night's work!)
Well, since people are coding away on booster-brakes, I figured I'd share this more in-depth description of how I felt the mechanics should work. The following is just for a non-adjustable booster, however an adjustable one would work virtually the same aside from the additional adjustable value mechanic.
A non-adjustable booster-brake should provide +25% speed up to a maximum of 100% speed. Any excess boost past this value would instead be added to momentum. This would allow carts to potentially maintain maximum speed.
If a cart with excess momentum (momentum over 100%) gets braked by a booster-brake, the booster-brake resets the momentum value back down to 100% before subtracting the speed. This prevent the player from having to try and calculate hidden "momentum" values when laying track and makes the brake function much more practical.
Assume that = +25% booster-brake for now.
Cart is traveling from left to right ----->
- [*:siq2t8mz] Cart at rest gets boosted once by a +25% booster.
[*:siq2t8mz] Cart is now traveling at 25% speed with 25% momentum.
[*:siq2t8mz] Cart gets boosted three more times by three +25% boosters.
[*:siq2t8mz] Cart is now traveling at 100% speed with 100% momentum.
[*:siq2t8mz] Cart gets booster two more times by two +25% boosters.
[*:siq2t8mz] Cart is now traveling at 100% speed with 150% momentum.
[*:siq2t8mz] Cart travels over a single +25% brake.
[*:siq2t8mz] Cart momentum is reset to match the speed value (both now at 100%) and then both are subtracted by 25%.
[*:siq2t8mz] Cart is now traveling at 75% speed and 75% momentum.
Let me know if this makes sense.
Apr 6, 2011Posted in: SuggestionsQuote from fghjconner »There seems to be no link to the get satisfaction topic in the op (either that or its well hidden). Id like to support this there, but, being lazy (just like the majority of people), I have no desire to search it out. The number one trick to "selling" anything is to make it easy. Now that i'm done stating the obvious, could you add the gs link to the op? Thanks!
Hmm, there are links in the OP under each new block and track piece, but I'll make a more obvious link once I made a button for it. Thanks for the suggestion!
In the meantime, here are the link to the Get Satisfaction topic:
http://getsatisfaction.com/mojang/topic ... _ehnonimus
Apr 6, 2011@Bu:Posted in: Suggestions
U mad bro?
- [*:3hbi09rr] He's not a troll, he's just whining.
[*:3hbi09rr] Don't troll-call. It's just as bad as trolling.
[*:3hbi09rr] People listen to actions more than words. Try leading by example.
[Edit] BTW, this topic is in the wrong section so I took the liberty of reporting it and requesting it be moved to "Discussion". Why? Because it's not a Suggestion. Duh.
Apr 6, 2011Thanks for all the support and enthusiasm guys but let's try and get back on topic.Posted in: Suggestions
Quote from Zenofire »(Do I get bonus points for noticing the re-skin on detector blocks? :smile.gif: )
Nope, because there was no re-skin lol.
(I'm serious, they're the same textures as before)
Oh, and if you haven't noticed, I've added a fully linked index page. It's kinda a big deal.
(I just discovered anchor tags yesterday so I'm fairly pleased with myself.)
Apr 6, 2011Posted in: SuggestionsQuote from arirish »Your new avatar threw me. I miss Ming. He seemed... authoritative.
Lol, Ming was pretty boss. However I felt it was time for something new and a bit more personalized. Besides, my beard is still pretty authoritative. I'm pretty sure it adds like, +1 to my wisdom at the very least...
Oh, and Zenox96's prop mod works like a charm. To be clear: All the blocks are non-functional placeholders, but they still look pretty darn real and will be useful for taking early screen caps and designing cool prototype systems in-game. ;-)
Here's a screenshot of some of the props:
Ignore the confusing weird powered/unpowered blocks. They don't make sense because they're not actually being powered or doing anything. All the booster/full-stop/detector blocks are just props remember? I'll make more screen shots later.
Apr 6, 2011Posted in: SuggestionsQuote from PROWNE »If Byronyello either tries and fails (I hope not) or quits, I'd happily take up responsibility of coding.
Hmm, you could probably still work on developing the full-stop track piece and we could just combine them later as long as id's don't conflict and we use the same terrain.png. It's mechanics are fixed and I don't anticipate any further changes to how the block functions. This is pure speculation of course, I'm pretty oblivious when it comes to Minecraft's code structure so feel free to correct me if I'm wrong.
Apr 6, 2011Posted in: SuggestionsQuote from Eagle0600 »Is there a way to search the thread? I wanted to ask something, but there's a lot of outdated crap in this thread to read through comment-by-comment. Should we have to do that to ask a simple question? Nay, I say; hence, the search question.
It's as AH1684 said, search is unfortunately down for an indefinite amount of time. Apparently we should be getting a complete forum update within a couple weeks but I'm not holding my breath.
Regarding your question, if it's not answered in the F.A.Q. and isn't in the last few pages of discussion then feel free to ask. If it's recently been discussed we'll just link you to the appropriate page.
Quote from AH1684 »Quote from Zenox96 »
Actually I was thinking of one Redstone per upgrade but we could fine tune that when we get a modder.
We already have a modder http://www.minecraftforum.net/viewtopic.php?f=1039&t=266066
The second post is hopefully our modder. Yeah Ehnonimus decide to make 2 topics for a request. Don't know why...
It's not official yet, but yes, he will hopefully be our modder. Apparently he's a bit inexperienced though so we'll see. Also, I made two topics in two separate forums to get more awareness.
Apr 6, 2011You're right, this forum doesn't deal in just Minecraft Mods, it deals in everything Minecraft. As such, I don't see why we should try and improve everything on the forum. If we can improve navigation with a little reorganization, I don't see the sense in not making the change. If anything, the change would put the onus of micromanagement on the modders. If worst comes to worst and it becomes a failed experiment, just merge all the sub-forums back together and it's back to the way it was originally.Posted in: Forum Discussion & Info
Quote from Faceless »You have to bear in mind,
Oh, and fixed. Sorry, that was bothering me. OCD and all...
Apr 6, 2011Thanks for the reply Neodymius,I'm in uni as well but I've fortunately got the brunt of my school work behind me so I've been able to stay active in that section. I do what I can to report spam, etc. but if there's anything else I can do to make your job easier, please let me know.Posted in: Forum Discussion & Info
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