Development has been suspended indefinitely Thread has been removed and requested for locking due to personal harassment. I invite all followers to subscribe to my blog at http://blog.cosmicdan.com for future updates! There I can at least filter unsavory types from spamming the discussion. It's got nothing on there at the moment, but I will be posting updates there from now on.
I will start a new thread in a few months once I release one of the many mods I have recently talked about, and of course mention the forum thread on my blog.
A key difference with both though is a philosophical one - both CivCraft and BtW do not care to be compatible with other mods because they have a different objective.
I love this. By the sounds of it, you could add different mods to Minecraft Empires and you'd get a near infinite number of ways to achieve the same goal or quest. Because that's what's been so lacking - even with the best mods until now - an imperative! Especially one that you can really interact with and influence, depending on your playing style.
This sounds awesome! I really like the idea of the crafting being realistic I have always questioned why many mods allow machines to be made from your hands.
This is definitely something I am interested in. I wish I had the knowledge to contribute, but I will be watching closely. Some excitement of the possibilities with other mods I am currently playing with.
I am wondering, when this mod is finished and is available to the public how well will this work on average computers?
It will probably require a beast of a CPU, since there will be a *lot* of real-time logic going on (all the AI for the NPC's working away, the quests and event system for some examples, and all chunks inside your borders will never be unloaded). But this will likely not be at this stage of crazyness for another year or so, and by then who knows what could happen (We might have Forge for 1.8.x then and I will update to it, and it might be a lot better).
This is definitely something I am interested in. I wish I had the knowledge to contribute, but I will be watching closely. Some excitement of the possibilities with other mods I am currently playing with.
Mmm it's moving along, big project with lots to do but it's all I am interested in doing in my spare time
Yes, as seen in the bold point "Diplomacy, War, and Multiplayer". My goal is to make this mod far more enjoyable with lots of people in a server (and given that PC requirements will be generally higher, server requirements for such a thing would be massive).
I figure I will post to this thread every now and then whenever I do some work, so people interested can stay up to date on progress. I won't make it too regular, only major progress.
For a first update, this isn't too exciting - it'll get better.
I've done the base code for my "event system", which will update the players' event list whenever there is some information for them. Currently it just adds the first text of when they join the game, but it's now super easy for me to add content to it - the pages and layout are all built automatically. In future it will contain all sorts of reports, from tutorials and quest helpers to important notifications nearby and in your empire.
Here's a picture of how it looks so far:
Note that it's an item you start with now, but this will probably change to a custom inventory tab in future (with an option to assign it to a hotkey for quick access too).
Awesome! I really like the Age think ;3 Has great potential
Thanks, that reminds me to add you to the Credits
Yeah, some mods have tried a similar thing with progression, for example Better than Wolves, but I hope to make this mod *depend* on existing famous (and not so famous) mods, for tech especially I hope to get the support and interest of Calclavia and Micdoodle8.
I have some experience, but every time I try to code there are errors ... and every time I try to fix them there are more errors... and I look up how to fix them and nothing...
Having experience with Java helps, there is nowhere near as much help or info about 1.7.2 stuff and I'm working with 1.7.10 which while is mostly the same, I had to learn a lot of stuff on my own still - and the java knowledge helps there. But there's no code contributions I need at the moment, as I mentioned it's mainly later on for optimization and SMP compatibility if/when it's needed.
That is unless you can send me a pull request for a realtime structure generator with a decent logic to it's location/placement awareness in proximity to players, or a system for procedurally generating quests, or a few extensible GUI classes for dialog with NPC.... or any number of other technical things that I will have to write from scratch pretty soon lol
The only thing I need you to do is to tell me more in depth how do you want it to look(colors,centering and so on)
My reply is to quote myself:
Quote from CosmicDan»
But I expect you to have faith in your skill and personal interest in the mod idea, I don't want to be asked every hour if something is good or bad - trust your own creative process!
Do whatever you like. If I like it, I'll use it. If not, I won't use it. Simple as that.
But it needs to be able to dynamically build text and pages for whatever content goes into it, much like my GuiLog.java class does which is already on the repo. NiceText.java is responsible for parsing the string input and outputting a 2D arraylist of pages/lines so it should be easily adaptable, it's a 5 minute job. The actual texture and alignment is the painful part, and i don't have a texture yet to start on that myself.
Haha, again! Cheers There's isn't a whole lot *to* do at this very moment, it's very one-thing-at-a-time this early I'm sure you know - once I get some more core mechanics down, I'm guessing in maybe another 2 weeks or so I will have more things to do than I can remember. I will make much more use of GitHub's issue tracker when that happens.
Quests will be tied to NPC's, they will have ! and ? above their heads for quest available/turn-in phases. Items will be kept to a minimal, they are bad for relying on for things like this (as mentioned the player log/journal/etc will become a hotkey and/or custom button in inventory GUI).
The quest code hasn't even started yet, I'm still working on the core event system (which is required before I can begin work on quests) and I also need to get the basic NPC code down too.
The gui's themselves are easy, It's not really possible for me to get help with this because I need to write the quest code parrallel to the quest GUI's, and the NPC code parallel to the NPC GUI's. Otherwise there'll be a lot of time wasted back and fourth adjusting GUI code for the core code or vice-versa; and it's much easier to do it myself.
Again, it's way too early for code contributions - it's still at the point where there is only one thing to do at a time, which I work on, and the code is by no means permanent - entire classes are being moved, rewritten, etc. as a feature is added. That's the nature of programming things from scratch.
The only code contributions that are possible at the moment is if someone spots something terribly wrong with future SMP compatibility.
Development has been suspended indefinitelyThread has been removed and requested for locking due to personal harassment. I invite all followers to subscribe to my blog at http://blog.cosmicdan.com for future updates! There I can at least filter unsavory types from spamming the discussion. It's got nothing on there at the moment, but I will be posting updates there from now on.I will start a new thread in a few months once I release one of the many mods I have recently talked about, and of course mention the forum thread on my blog.
See you around!
If you want a quicker reply from me then be sure to hit the Reply button.
I love this. By the sounds of it, you could add different mods to Minecraft Empires and you'd get a near infinite number of ways to achieve the same goal or quest. Because that's what's been so lacking - even with the best mods until now - an imperative! Especially one that you can really interact with and influence, depending on your playing style.
[edit] - How do I get that banner?
教えて教えてよその仕組みを。
It will probably require a beast of a CPU, since there will be a *lot* of real-time logic going on (all the AI for the NPC's working away, the quests and event system for some examples, and all chunks inside your borders will never be unloaded). But this will likely not be at this stage of crazyness for another year or so, and by then who knows what could happen (We might have Forge for 1.8.x then and I will update to it, and it might be a lot better).
Mmm it's moving along, big project with lots to do but it's all I am interested in doing in my spare time
If you want a quicker reply from me then be sure to hit the Reply button.
Yes, as seen in the bold point "Diplomacy, War, and Multiplayer". My goal is to make this mod far more enjoyable with lots of people in a server (and given that PC requirements will be generally higher, server requirements for such a thing would be massive).
For a first update, this isn't too exciting - it'll get better.
I've done the base code for my "event system", which will update the players' event list whenever there is some information for them. Currently it just adds the first text of when they join the game, but it's now super easy for me to add content to it - the pages and layout are all built automatically. In future it will contain all sorts of reports, from tutorials and quest helpers to important notifications nearby and in your empire.
Here's a picture of how it looks so far:
Note that it's an item you start with now, but this will probably change to a custom inventory tab in future (with an option to assign it to a hotkey for quick access too).
EDIT: I can't spell...
Art by me: MrPancakeWolfie@DeviantArt
Thanks, that reminds me to add you to the Credits
Yeah, some mods have tried a similar thing with progression, for example Better than Wolves, but I hope to make this mod *depend* on existing famous (and not so famous) mods, for tech especially I hope to get the support and interest of Calclavia and Micdoodle8.
Having experience with Java helps, there is nowhere near as much help or info about 1.7.2 stuff and I'm working with 1.7.10 which while is mostly the same, I had to learn a lot of stuff on my own still - and the java knowledge helps there. But there's no code contributions I need at the moment, as I mentioned it's mainly later on for optimization and SMP compatibility if/when it's needed.
That is unless you can send me a pull request for a realtime structure generator with a decent logic to it's location/placement awareness in proximity to players, or a system for procedurally generating quests, or a few extensible GUI classes for dialog with NPC.... or any number of other technical things that I will have to write from scratch pretty soon lol
Art by me: MrPancakeWolfie@DeviantArt
My reply is to quote myself:
Do whatever you like. If I like it, I'll use it. If not, I won't use it. Simple as that.
But it needs to be able to dynamically build text and pages for whatever content goes into it, much like my GuiLog.java class does which is already on the repo. NiceText.java is responsible for parsing the string input and outputting a 2D arraylist of pages/lines so it should be easily adaptable, it's a 5 minute job. The actual texture and alignment is the painful part, and i don't have a texture yet to start on that myself.
Be sure to quote my post if you want a reply.
lol @ Cameronazzi copy-pasting my sig into his
The quest code hasn't even started yet, I'm still working on the core event system (which is required before I can begin work on quests) and I also need to get the basic NPC code down too.
The gui's themselves are easy, It's not really possible for me to get help with this because I need to write the quest code parrallel to the quest GUI's, and the NPC code parallel to the NPC GUI's. Otherwise there'll be a lot of time wasted back and fourth adjusting GUI code for the core code or vice-versa; and it's much easier to do it myself.
Again, it's way too early for code contributions - it's still at the point where there is only one thing to do at a time, which I work on, and the code is by no means permanent - entire classes are being moved, rewritten, etc. as a feature is added. That's the nature of programming things from scratch.
The only code contributions that are possible at the moment is if someone spots something terribly wrong with future SMP compatibility.
-SCP-990
Mods I support: SCPCraft V.2