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    posted a message on Town in need of naming!

    Post some pictures. My preliminary names would be Havenshire, Arborville, Halduth Village.

    Posted in: Creative Mode
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    posted a message on [1.5.2] [SSP/SMP/FORGE] [4.0k+ DL] Sleep Anytime! No more waiting until nightfall.

    Any plans to continue this? If not, I might be interested in doing so.

    Posted in: Minecraft Mods
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    posted a message on Minecraft 1.10 Features - Temperature

    First, please refer to The Elements of Style by Strunk and White before posting in Title Case Again. Honestly, no capitalization is easier to read. I'm not a particularly combat-oriented player, so I rarely make armor. Making armor mandatory, especially with having to find wool as a side requirement, makes survival somewhat frustrating. I'm already going out of the way to find food and build monster defenses, so living in many biomes becomes an inconvenience.


    A challenge is something that requires a complex solution and can be overcome with skill and strategy. An annoyance is something that requires a simple, patch-job solution to resolve. Farming, for example, is a challenge (albeit not a difficult one). Irrigation, crop placement, mob barriers, fertilization, and variation are factors that add complexity and challenge. Monsters are also a challenge, in that the player must worry about defense, offense, attack strategy, weapon, and crowd control. Temperature has an easy, patch-job solution of adding wool to armor, requiring the player to find armor and find wool, neither of which are particularly challenging or complex, but requires going out of the way to find these resources. Many players spawn away from sheep, and others (such as myself) would rather not concern themselves with combat as soon as possible but rather building.

    Posted in: Suggestions
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    posted a message on Minecraft 1.10 Features - Temperature

    I've actually had the displeasure of using this feature in a mod. EnviroMine has a body temperature gauge. It's quite annoying to manage, especially since standing in torchlight overheats you. Having to take swimming breaks every four or five minutes is an inconvenience, and really isn't much fun. From personal experience, I wouldn't recommend it. No support.

    Posted in: Suggestions
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    posted a message on When do You Think VRMMO's will be made?

    Here's my two cents about the topic. I know some things about cognitive science and neurology, but I'm not an expert.


    I found two major projects involving a map of the brain: NIH Brain Initiative (US) and Human Brain Project (EU). First, the brain does NOT work like a computer, nor does it work like the internet. Our analogies cannot explain how the human brain works, because we haven't built anything that complex yet. What we do know, however, are some of the (general) locations of sensory inputs. We can stimulate certain regions of the brain to cause different effects. We can even resolve images from the visual cortex (turns out the optic nerve projects them on the back of the visual cortex). However, the US and EU projects are looking towards another goal: simulated consciousness.


    Hereby, I propose two solutions to "full dive" virtual reality: one where the game goes into you (neural stimulation) and one where you go into the game (consciousness upload). The former is more practical with our upcoming technology, although I will refrain from putting out dates. The latter, in my opinion, promises something different: you won't be experiencing a virtual reality, but you will in fact be virtual. You will be the best artificial intelligence ever put in a video game. There is no real life; all that you see is virtual. Bend the spoon in your mind.


    The former gives us an interesting problem that the latter solves: human vital functions. Humans need water, nutrients, vitamins, waste removal, and exercise to function. This would result in a limit to how long a person could play in a virtual world, as in-game food would not nourish the player at all. However, with the consciousness upload method, minds (could we call them humans?) would need nothing but raw energy to feed the massive computational devices that keep them alive. This could be powered by some vast power source like fusion, Hawking radiation, or antimatter, but that's a different discussion.


    All in all, the technology of Sword Art Online and the concept of "full dive" virtual reality is not ruled out by any laws of physics or biology. We only need to make the advances in neuroscience and computer engineering to make this a reality.

    Posted in: Computer Science and Technology
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    posted a message on Minecraft Full Dive (Virtual Reality) Changes

    If you ARE interested in discussing the feasability of VR, I'll start a thread in the off-topic forum. Because I'd love to discuss that.

    Posted in: Suggestions
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    posted a message on Minecraft Full Dive (Virtual Reality) Changes

    This sounds like an excellent suggestion for a new game.


    "Full dive" virtual reality is about 10-30 years away. Honestly, we could prototype it easily but it would require a full exoskeleton and a LOT of code (Or Python: import alt_reality). The feasibility is indisputable, just really, really expensive (today, at least). We're not really here to discuss Full Dive VR, however, we're here to discuss changes to Minecraft related to it.


    All of what the OP says could fit quite well in a voxel-based environment. The realistic monsters and graphics would be great for immersion, as well as many of the controls suggested (a holographic keyboard could be implemented for typing). However, given the style of Minecraft since its inception (including decisions such as not to include red blood on pigmen, non-gory zombies) I think this would lose the focus of the original game and its openness to all players. Maybe Minecraft would be due for a resolution boost at this point, but I think its graphics would be just fine (resource packs would still definitely work). The blockiness of Minecraft's mobs and player are part of the world: remove them, and you change an integral part of Minecraft. (Note Dock's scrapped work on early Minecraft models, see here.) I personally would feel just as immersed playing Minecraft fighting pixelated monsters. I would support some changes to movement, along the lines of Smart Moving or the like. I don't really like the idea of toggling enchantments, personally, but that's just me.


    To sum up what I've said, I think Minecraft should retain its original form as much as possible. Minecraft as-is proves to be quite immersive (try Minecrift for the Oculus Rift some time). If you want to play an immersive, first-person combat game, I'd recommend Elder Scrolls when it comes out for full dive. Even then, I can see someone creating a separate game for what you've described, and it working quite well. If you're looking for immersion, I'd use the believabilily techniques that the developers of TerraFirmaCraft use (and implement something like TFC).

    Posted in: Suggestions
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    posted a message on Baldwin's Locomotive Mod

    [Reserved for updates]

    Posted in: Requests / Ideas For Mods
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    posted a message on Baldwin's Locomotive Mod

    Hello all,


    As a fan of Railcraft, Traincraft, and Rails of War, I propose a new train-based mod focusing on believability (see Bioxx's article on Terrafirmacraft).


    I have four specific goals in mind for this mod:

    1. Dual gauge, 4' 8.5" and 3' (more later)
    2. Working steam technology (more akin to Flaxbeard's mod)
    3. Sloped curves
    4. Compatibility and modularity

    Now, each in detail.



    Gauge

    My first and foremost goal is to create realistic gauge sizes. Minecraft track is 8 px from rail to rail, or 1' 7.7" gauge. This is about the gauge of a grand scale railroad at a park or zoo. US narrow gauge is 3', almost twice as wide. This is about 15 px from rail-to-rail. Standard gauge is 4' 8.5", 1.435 m, or 23 px. All of these gauge measurements are from the inside of the rails. Currently, Railcraft and Traincraft use the default 1' 7.7" gauge, and Rails of War uses 5', 1.520 m gauge (and is developing .75 m narrow gauge).


    I use these gauges because of the fact that I live in the US, and that standard and 3' narrow gauges are quite popular both here and worldwide. The mod should ideally run alongside Rails of War, Traincraft (if it's ever updated), and Railcraft.


    Narrow gauge engines are smaller and less powerful than their standard gauge counterparts, but can generally handle tighter curves and steeper grades. I expect that narrow gauge railroads will become more useful for mining and logging, or shortlines (they use light rail, too, so they're cheaper) whereas standard gauge will be used for long distance travel.


    Steam

    Steam power has been around since the 1700s. Water is boiled to make steam, and the steam is transferred through high-pressure cylinders to drive horizontal action. The cylinders drive side rods, which turn massive wheels, moving the locomotive. I want the steam action of a locomotive to feel like a real part of the mod, not just a part of a GUI or even ignoring it altogether. This adds believability and some complexity to running a locomotive.


    The cab of a steam locomotive is filled with pipes, valves, levers, knobs, and gauges, and each one has a purpose. Locomotives are extremely complicated machines! I won't make them quite as complicated in the mod, but there will be a reasonable amount of complexity to the operation of a steam locomotive.


    Sloped Curves

    Real railroads have sloped curves. If I want to go up a hill, I don't need a straight piece of track to go uphill. This consistently irks me when I'm trying to make a good mountain railroad. Track will use believable grades, and I will hopefully have dual gauge track (that'll be a pain to code). The main point I'm trying to get across is that I'll include better tracks than the other mods.


    Compatibility

    I love Rails of War. And Traincraft. And Railcraft. I'm not entirely satisfied with any of them, so that's why I'm making my own mod. However, I'd love to see my K-36 Mikado run alongside Rails of War's Class O. To quote Naiten of Rails of War:

    TC is TC, RoW is RoW. I'm making a reality of my dreams, mr. Brutal is making one of his. We have different vision of the subject and different approach to a problem. However, when we have time, we consult each other with coding.

    I hope that I can achieve the same level of continuity as a new developer in the Minecraft modding community. I'd love to have cross-compatibility. More importantly, I want Baldwin's Locomotive Mod to have the same community contribution as Flan's mod, making it relatively easy for users to put their own content in the mod. Since I will likely only create a few different locomotives based on what I personally know, the rest will be up to you! Admittedly, this is partially for my sanity as well.

    The Plan
    I plan to begin work on this mod soon after May 20th (last day of exams). I do not expect a release for several months. My estimated release for a test-build will be January 2017, demonstrating only the basic standard gauge tracks and a crude locomotive. I will finish the narrow gauge code before I go on to making locomotives and stock.


    Things I will be adding:


    In no particular order:

      • Standard and narrow gauge track
      • Locomotives:
        • American 4-4-0
        • Mogul 2-6-0
        • Consolidation 2-8-0
        • Prairie 2-6-2
        • Mikado 2-8-2
        • Atlantic 4-4-2
        • Pacific 4-6-2
        • 2-Truck Shay
        • 3-Truck Shay
      • Rolling Stock:
        • 30' & 60' Passenger Coach
        • 40' Boxcar
        • 40' Tanker
        • 40' & 60' Flatbed
        • 40' Open Hopper
        • 40' Gondola
        • 40' Closed Hopper
        • 30' Livestock Car
        • 30' Refrigerated Cars
        • 30' Caboose
        • Tenders for their appropriate locomotives
      • Other Features:
        • Customizable locomotives and stock
        • Driver and Fireman NPCs
        • Collision detection
        • Support for:
          • Railcraft
          • Rails of War
          • Traincraft
          • TerraFirmaCraft
          • Immersive Engineering

    Things I will not be adding:



    • Any locomotive not on the list
    • Train-mounted military equipment (that's RoW's job)
    • Diesel, diesel-electric, pantograph electric, third-rail electric, horsedrawn, fireless, turbine, nuclear, or compressed air locomotives
    • Rolling stock that's not on the list, unless it's painfully obvious that I forgot something vital
    • Non-US locomotives and stock (your job when modularity releases!)
    • Backports

    I reserve the right to add more things to this list if need be.


    Things I want to add but probably won't for a long time:



    • Machinery and automation
    • Tracklayer NPCs
    • Steel (oreDict compatible)
    • Hand car
    • Believable but fun tracklaying
    • Routing and signalling

    If you'd like to help, I could use modelers or programmers. I do not need testers.


    That's about all I've got! Thanks for reading! Feel free to ask any questions below.


    My Patreon (Donor Link)

    Posted in: Requests / Ideas For Mods
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