From a technical point, it's obvious MC is not, by industry deffinition, an Engine. (I have used engines before), but, the extensive modding and the simplicity of it makes it a perfect springboard to simulate and engine and allow open-ended development of new content.
Can it be used as an engine? Obviously. I myself have designed an entire MMORPG based on Minecraft, including instanced dungeons (yes it's possible, yes it's a pain in the tail, and no I do not reccomend it, but it can be done)
The comments about MC not being as open as an official 'engine' is invalid. A very popular engine, RPG Maker, is FAR mroe restrictive than MC in what can be added to it (and while there are some ways around this, int he end there's still a huge number of limitations). On the other paw, Unity truely is almsot limitless in what you can do. Minecraft (as an "engine") sits in the middle. It allows a huge ammount of customication of new content, but not as much as some of the others because MC still has a game underneith it, while unity has everything written from scratch.
To a layman, though, yes, it is both a game (if one with simple "goals") and an engine (for developing more content) to go further.
Honestly I'm shocked there are six pages discussing this when the answer is so obvious... x_x
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Not going to waste the admins' time suggesting mods (though I will add a 'I second that!' to MineandBlade and CustomNPCs, mostly I'd jsut like to see the server resources "fixed" I literally had to walk like 2-4KM from spawn to find cows and twice that to find a magic forest with silverwood --- and still found no magic beans (which would drive some less responcible players to start destroying nodes for ethereal essance........) Otherwise, I'm quite happy with the server
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*derp* sorry, never used technic, though it was a server-control like bukkit >.< Thanks for the info!
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And yes, I saw a server-reset is immanent, but I figure most of it will be the same so I'm still interested in getting on and looking around, just not planning any kind of major building till the reset.
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Distributing records is not a problem. I have CustomNPCs installed and already made a Record Store
That's the kinda thing I was thinking around if there wasn't an easy config option or such. except I was thinking more of disallowing the creation of the etching block, that way players could easily make any disk into a "blank" and sell it back to the record store if they didnt want it.
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The snapshot videos show all IDs being removed, even IDs like 137 (command block) that dont show up in creative mode, you end up using strings now "minecraft:command_block" instead, likewise mod items would be (for example) "ZeldaSwordSkills:TrueMasterSword" or "ZeldaSwordSkills:True_Master_Sword" (not sure how the naming works)
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My server is heavily lore-based so I for one would love to see a JAVA or EXE version (or even a website that you can upload and convert the files - you could even set it to email the finished file to save on webspace)
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Also, a suggestion, can you make really long pistons that retract slowly to be used as elevators? (as right now stepping on a high piston and retracting it incurs fall damage)
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One of the few perks of 1.8 iirc is all the IDs are completely removed, so you might want to wait on trying to fix that bug since it will resolve itself when you update to the new MC (You are planning to update ZSS right? *crosses fingers*)
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You should be able to drop in any skin and model you want, the assets are all easy to access. (and I assume a block model should be painfully simple to create since it's just a cube, though getting the 'open' animation for a chest might take some work...)
Also for Swords and blocks you could have an invisible NPC hold the sword or wear the block on their head.
Though I agree, it would be cool to have a "magic chest" that gave you access to your bank, would be great for long dungeons and the pre-boss-fight area
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This. I'm having the same problem.
I set up a Quest giver who has multiple quests (in order) with a dialogue like this
Hello
Quest1_1
Quest1_2
Quest1_3
Quest2_1
Quest2_2
Quest2_3
I set Quest1_1 to only show before Quest1_2 and it vanishes (trying to make it where you only have to read through it once)
I set the availability of Quest2_1 to only show up after Quest1_3 is completed (in the "dialogue options" of the NPC I pick a second block and set it to "Quest2_1" and even after finishing Quest1_3, the second dialogue never shows up. Likewise when I set Quest1_1 to only show before Quest1_3 is completed it vanishes.
Basically all availability is broken. T_T
Example:
>Talk to Eddy
Eddy: Hello, traveler! I am looking for a Clock
>I can help you find one!
Eddy: Really? Thank you! Please bring me one
After you bring the clock to eddy:
Eddy: Thank you! I might need more stuff later
>Talk to Eddy
Eddy: Hello again, player! I am looking for some soup now!
>I can find you some soup!
Eddy:That would be great!
When setting this up, any kind of availability will make an option dissapear. I tried to set it up so the first time you talk to eddy he asks for a clock, you complete the quest, then the next time the clock dialogue vanishes and he asks for soup, but he never asks for soup. If I set the Clock options to dissapear after you complete the clock quest, then they just dont show up at all!
Running latest version of Cauldron and associated version of FORGE. (permissions afaik are set properly since I can create and edit NPCs and Quests) Also latest version of CustomNPCs as of this time.
Please help! Thanks!
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Sounds good. Your really making us map makers plan out every single aspect of our maps down to the tiniest detail! @_@ (by the time I finally finish all my maps for your mod I should be able to get a job at NoA working on real Zelda maps x_x)
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was testing the whip and it can latch onto and swing using tree branches too... seems like a feature but could be a little OP since that might let players to to areas they're not supposed to in previously-built forest dungeons...
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Oh I meant for my players. If it's not something I can just say "Double click this, hit next-next-next-next. Ok your done!" then it's pointless, even the very act of downloading a self-installing modpack turns away a lot of players these days... really sad...
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Thanks! I'll look into it, if it's too involved I might just give up and write a forge mod for new items that are essentially retextures, it just feels so very redundant doing that... -_-*