I'm not entirely sure. Are we really going to be using anything beyond just placing blocks? I guess we could try setting up a simplified model program, though I'm not sure how that will work out in the long run.
What we need for certainty in that case - knowledge of minecraft inner workings. Reading javadoc on mcp, if there is any, maybe?
I honestly feel worried about that, though. Perhaps would be easier to breath out and access some framework we know works through abstract functions you can rewrite for new api later?
So i was looking at the new snapshots. I saw two things that really popped out: The Redstone Block and the Quartz Block. I will be experimenting with how it looks.
So i was looking at the new snapshots. I saw two things that really popped out: The Redstone Block and the Quartz Block. I will be experimenting with how it looks.
One of the quartz block's textures is kind of mazey. I think Dinnerbone is adding it for people who want sci-fi/circuitry themes.
Hm. What do you think about having biomes of varying difficulty? For example, some kinds of architecture might signify areas where enemies spawn more frequently, or where more dangerous mobs appear. Or it could tell you the area is safe.
Or maybe we can copy the overworlds old system, where depth correlates to enemy spawn rates. So the deeper you go the more dangerous it would get. But of course that might be where the best loot is.
We could also use mob spawners to create dangerous surface structures. Or combine the two systems so in some areas the surface is safe and in other places it isn't.
Hm. What do you think about having biomes of varying difficulty? For example, some kinds of architecture might signify areas where enemies spawn more frequently, or where more dangerous mobs appear. Or it could tell you the area is safe.
Or maybe we can copy the overworlds old system, where depth correlates to enemy spawn rates. So the deeper you go the more dangerous it would get. But of course that might be where the best loot is.
We could also use mob spawners to create dangerous surface structures. Or combine the two systems so in some areas the surface is safe and in other places it isn't.
So just a basic interpretation, we could have nice quartzy buildings in a safe well persevered area and then some darker stone brick areas that might have more predators.
P.S. I will be messing around with some bricks to test appearances.
Hm. What do you think about having biomes of varying difficulty? For example, some kinds of architecture might signify areas where enemies spawn more frequently, or where more dangerous mobs appear. Or it could tell you the area is safe.
Or maybe we can copy the overworlds old system, where depth correlates to enemy spawn rates. So the deeper you go the more dangerous it would get. But of course that might be where the best loot is.
We could also use mob spawners to create dangerous surface structures. Or combine the two systems so in some areas the surface is safe and in other places it isn't.
That all only relies on whoever making the modules, so... Possible?
I can't wait for this mod! I better hope it's going to be ModLoader mod, not Forge-only.
Will you be able to sleep in Mazeworld and respawn in there? Would make great survival.
I would bring in Ender chest and bed.
Well actually the plan is to see if I can't eventually port it over to the mod API they're working on, in which case it wouldn't need either Modloader or Forge.
Varying difficulty is an interesting question. It may be possible to do by district or level, though I like the sound of making spawner rooms.
What kind of ratio should there be between Earth space and Mazeworld space? I think it shouldn't allow fast travel across Earth, since that would be a bit redundant with the Nether.
One possibility is that it works the other way, so that Earth allows fast travel across Mazeworld, with an Earth/Mazeworld ratio of 8:1. Then you could do stuff like have a humble cottage on earth that contains a lavish castle "inside" of it.
Or it can be a 1:1 ratio, which could be handy for puzzle maps, or anything where you want to neatly plan how structures in both dimensions "overlap."
Or maybe the two dimensions don't correlate in space at all, and there's some other system for traveling between the two like with The End.
I thought we were going for mazeworld, being 8 times bigger, from the beginning? Sure we could leave the default chunk height (of course)...
We could make it impossible to get out of mazeworld without finding a pre-determined portal first.
[edit]
Say... The forge district is supposed to be black, with glowing molten metal or something, right?
Just, that would mean we'd need to put in a special glowing block for the glowy things, since they look silly otherwise...
*sighs, wishing vanilla minecraft would support height maps and colourful lights*
I thought we were going for mazeworld, being 8 times bigger, from the beginning? Sure we could leave the default chunk height (of course)...
We could make it impossible to get out of mazeworld without finding a pre-determined portal first.
[edit]
Say... The forge district is supposed to be black, with glowing molten metal or something, right?
Just, that would mean we'd need to put in a special glowing block for the glowy things, since they look silly otherwise...
*sighs, wishing vanilla minecraft would support height maps and colourful lights*
We could just use lava to create an evil glowing effect. It might be fun to have a "mordor" biome with lots of obsidian (or a custom dark stone) and canals filled with lava instead of water.
Those areas could have more hostile mobs. Although those biomes should probably be fairly rare.
Yeah, I like the idea of Mazeworld being bigger, the reverse of the nether.
We could just use lava to create an evil glowing effect. It might be fun to have a "mordor" biome with lots of obsidian (or a custom dark stone) and canals filled with lava instead of water.
Those areas could have more hostile mobs. Although those biomes should probably be fairly rare.
Yeah, I like the idea of Mazeworld being bigger, the reverse of the nether.
Well, I keep trying to make it look like insides of a furnace, and it just don't look right for me yet... There could be some sort of forger golems, say, that have a 'fuel' meter, and have to either find and consume coal or come in contact with lava to recharge...
I like the idea of "forge golems" in lava districts. Maybe their function is to protect the lava? They could have the power of erasing water source blocks and converting obsidian back to lava. They might ignore the player unless attacked.
The idea is you couldn't just easily pave over the lava by pouring water, because these guys will spawn and turn it back.
Maybe it would be possible to scavenge the normal golems' code to make these appear out of statues on account of either the statue block being attacked, or the obsidian being found near... Or don't be too fancy and just have them spawn near lava and in right biome/dimension. Maybe they should be able to set player on fire with their hit?
Maybe it would be possible to scavenge the normal golems' code to make these appear out of statues on account of either the statue block being attacked, or the obsidian being found near... Or don't be too fancy and just have them spawn near lava and in right biome/dimension. Maybe they should be able to set player on fire with their hit?
Perhaps you could have them spawn only on a special block and be stationary when not active? I know that slabs and Mycelium do not spawn them so maybe you could set their spawning conditions to only that special spawn block.
Perhaps you could have them spawn only on a special block and be stationary when not active? I know that slabs and Mycelium do not spawn them so maybe you could set their spawning conditions to only that special spawn block.
So, judging from that it will have to happen on block update somehow, they will only generate once, when the block is placed?
Also, I think we could start looking into modelling the mobs collectively.
Say, this thing -> http://techne.zeux.me/ ( tutorial I've found it with )?
At least we could start with the looks of the mobs, if not animation or behaviour.
Mob spawners are a much more powerful tool now also. They can spawn enemies in distant places, add velocity, all kinds of cool stuff.
They could be used to spawn mobs even far away.
Yeah, I think mob spawners might be more the way to go for hostile mobs, though they should be active much farther away from the player than in the overworld, and the mobs they spawn should wander the maze constantly. Then it's less of an issue of "light up everything" (as we'll have a complex tunnel system this could become rather infuriating) and more "find the nearby spawners".
I realize I haven't been posting much on here lately, partially due to my not having accomplished much of interest lately. I am working on a small file debugger for converting files into modules, though I haven't had a ton of time to work on it due to various things piling up. Once I have a version that has all the basic functionality I think it would need I'll see about posting it in the OP.
Edit: Also, I was wondering how we wanted to do "special" module connections. If each connection has it's own type (i.e. the left connection might be marked as one kind of special connection), we might run into issues with certain combinations of connections.
Alternatively, the cubes themselves could be marked as special, and these special connections would exist across cubes with the same type. So two adjacent cubes would be marked, say, 2, and between them the special 2 connection would appear. I think this would be easier to work with, but I would like some input.
What we need for certainty in that case - knowledge of minecraft inner workings. Reading javadoc on mcp, if there is any, maybe?
I honestly feel worried about that, though. Perhaps would be easier to breath out and access some framework we know works through abstract functions you can rewrite for new api later?
You can! Textures, mob/item/entity mods, anything.
(terrain/mobs/armor)
One of the quartz block's textures is kind of mazey. I think Dinnerbone is adding it for people who want sci-fi/circuitry themes.
(terrain/mobs/armor)
Or maybe we can copy the overworlds old system, where depth correlates to enemy spawn rates. So the deeper you go the more dangerous it would get. But of course that might be where the best loot is.
We could also use mob spawners to create dangerous surface structures. Or combine the two systems so in some areas the surface is safe and in other places it isn't.
So just a basic interpretation, we could have nice quartzy buildings in a safe well persevered area and then some darker stone brick areas that might have more predators.
P.S. I will be messing around with some bricks to test appearances.
Will you be able to sleep in Mazeworld and respawn in there? Would make great survival.
I would bring in Ender chest and bed.
That all only relies on whoever making the modules, so... Possible?
We only have one modder here, so... Sorry.
(terrain/mobs/armor)
Well actually the plan is to see if I can't eventually port it over to the mod API they're working on, in which case it wouldn't need either Modloader or Forge.
Varying difficulty is an interesting question. It may be possible to do by district or level, though I like the sound of making spawner rooms.
One possibility is that it works the other way, so that Earth allows fast travel across Mazeworld, with an Earth/Mazeworld ratio of 8:1. Then you could do stuff like have a humble cottage on earth that contains a lavish castle "inside" of it.
Or it can be a 1:1 ratio, which could be handy for puzzle maps, or anything where you want to neatly plan how structures in both dimensions "overlap."
Or maybe the two dimensions don't correlate in space at all, and there's some other system for traveling between the two like with The End.
We could make it impossible to get out of mazeworld without finding a pre-determined portal first.
[edit]
Say... The forge district is supposed to be black, with glowing molten metal or something, right?
Just, that would mean we'd need to put in a special glowing block for the glowy things, since they look silly otherwise...
*sighs, wishing vanilla minecraft would support height maps and colourful lights*
(terrain/mobs/armor)
We could just use lava to create an evil glowing effect. It might be fun to have a "mordor" biome with lots of obsidian (or a custom dark stone) and canals filled with lava instead of water.
Those areas could have more hostile mobs. Although those biomes should probably be fairly rare.
Yeah, I like the idea of Mazeworld being bigger, the reverse of the nether.
Well, I keep trying to make it look like insides of a furnace, and it just don't look right for me yet... There could be some sort of forger golems, say, that have a 'fuel' meter, and have to either find and consume coal or come in contact with lava to recharge...
(terrain/mobs/armor)
The idea is you couldn't just easily pave over the lava by pouring water, because these guys will spawn and turn it back.
(terrain/mobs/armor)
Perhaps you could have them spawn only on a special block and be stationary when not active? I know that slabs and Mycelium do not spawn them so maybe you could set their spawning conditions to only that special spawn block.
So, judging from that it will have to happen on block update somehow, they will only generate once, when the block is placed?
Also, I think we could start looking into modelling the mobs collectively.
Say, this thing -> http://techne.zeux.me/ ( tutorial I've found it with )?
At least we could start with the looks of the mobs, if not animation or behaviour.
(terrain/mobs/armor)
They could be used to spawn mobs even far away.
Yeah, I think mob spawners might be more the way to go for hostile mobs, though they should be active much farther away from the player than in the overworld, and the mobs they spawn should wander the maze constantly. Then it's less of an issue of "light up everything" (as we'll have a complex tunnel system this could become rather infuriating) and more "find the nearby spawners".
I realize I haven't been posting much on here lately, partially due to my not having accomplished much of interest lately. I am working on a small file debugger for converting files into modules, though I haven't had a ton of time to work on it due to various things piling up. Once I have a version that has all the basic functionality I think it would need I'll see about posting it in the OP.
Edit: Also, I was wondering how we wanted to do "special" module connections. If each connection has it's own type (i.e. the left connection might be marked as one kind of special connection), we might run into issues with certain combinations of connections.
Alternatively, the cubes themselves could be marked as special, and these special connections would exist across cubes with the same type. So two adjacent cubes would be marked, say, 2, and between them the special 2 connection would appear. I think this would be easier to work with, but I would like some input.