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    posted a message on ProjectE - Equivalent Exchange 2 (EE2) for modern Minecraft versions

    A backport would be greatly appreciated; I know a lot of Tekkit and FTB servers still gravitate around the 1.7.10 version due to stability and some of the older mod base, and I'm not sure I'm ready to go through the headache of recreating this specific deployment on a newer platform :3

    Thanks for the reply,


    Tech

    Posted in: Minecraft Mods
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    posted a message on ProjectE - Equivalent Exchange 2 (EE2) for modern Minecraft versions

    I know this might be sacrilege by asking this, but one of the things I continue to struggle with adding this to my public pack is the sheer level of overpoweredness it brings to the table. Once you have one of something, you can have any amount of it. Additionally, you have the option of crafting higher tier stuff via the Philo stone w/out having to go through the headache of going out to find it.


    While I can get behind being able to make things, the ease in which you can generate infinite EMC both within ProjectE and other mods (Thermal Expansion cobble farm for instance, hell even Vanilla Blaze rod/powder EMC discrepancies are easily exploitable) causes concern for me.


    I'd love to give this option to my players, but I'm wondering if there's an easy/effective way to implement 'loss' for conversions. Having the tablet/chest conversions incur some kind of EMC loss, so it's not very easily exploitable for instance. Changing the EMC values won't really do anything in this capacity due to that same value being used during the creation and destruction of said item, but perhaps having a configurable multiplier to add to the additional cost of creating/converting an item via EMC?


    I looked through the config files and tried doing some online research, but I wasn't able to find anything for the server version I was running (1.7.10). I understand the premise of the mod is about *equivalent* exchange, but between the ability to generate straight free EMC through several methods and the complete short-cutting this mod provides on progression, I'm trying to strike a balance between being able to include it, and not feel bad about the implications of doing so (for instance, having ProjectE in a pack completely destroys any possibility of having an actual sever economy due to people just being able to poop/fabricate anything they need at a very early stage in the game).


    Thoughts?

    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    I'm going to ask an ignorant question here, which I think I already know the answer to, but it looks like PR is compatible 1.6.x only at this point? There is no version for 1.5.2, or any other RedPower replacement for it?

    I ask b/c I've got a 1.5.2 server built for my family, and haven't yet put the time into learning how to build modpacks for the 1.6.x launchers.

    Sorry if this has already been answered, I scanned the first/last couple pages of the thread, and didn't see it.
    Posted in: Minecraft Mods
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    posted a message on Looking for a mentor/support in developing a multiplayer mod: Tribes
    All,

    I'm relatively new to the forum, and very new to Java coding/development. I've done a fair amount of programming going all the way back to programming in BASIC on the Apple IIe (showing my age here), but haven't really done a whole lot of development in recent years. That being said, I've been looking at mods for coding using Eclipse and the minecraft source, doing some of the basic mods (adding blocks, items, really basic stuff ,etc). Unfortunately, this is well below what I feel like I'm going to need to know/do in order to implement my idea.

    So without any further adieu..

    I'm working on a Tribes (working name, couldn't think of anything better atm) based mod to add some additional functionality to multiplayer. I run a very smallish server, set up at this point for my family and close friends to play on. One of the biggest 'issues' I see is endgame, once you've built your badass automation machines, and gigantic testaments to your awesomeness, there's not a whole lot to do. I'd like to introduce an aspect of conflict without having to have a large 'human' population to facilitate those interactions.

    The overreaching idea of Tribes would be 'Age of Empires' meets 'StarCraft'. When the world is generated, a number of tribes are created, all starting out just as you would in game: Buck naked (figuratively), and with nothing to their names. A rudimentary AI would have a set number of goals to complete, with the idea of working through a 'Tech Tree' (get a basic set of items, gather resources necessary to build a basic settlement, perhaps some basic farming, etc), with the idea of making the settlement a fully functional, standalone community. Mods like Sim-u-Craft and Millénaire have some level of this functionality, but *you* end up having to micromanage these NPCs. Ideally, this is something you would turn loose on the world, and they would 'do their thing'. The 'Thing', would be fleshed out in terms of an initial tech tree, and them modified by behavioral traits, either selected by configuration, or randomly selected during initial spawn.

    Behavioral examples could be 'Conquest', 'Trade', 'Exploration', and others. These behaviors could influence the initial standings that each tribe has with outsiders; whether or not they're friendly/neutral/hostile to outsiders (will they trade with you, are other tribes kill on sight, etc). Additionally a method of being able to influence your standings with a particular tribe, and how those standings would influence your standings with other tribes (think of the reputation system in Warcraft). Additionally, these tribes will need to grow, and behaviors for how they find/use resources, increase their population, etc, would all also need to be taken into consideration.

    In the end, this isn't me going out and asking for ppl to make this mod for me, I'm asking for ppl that would be interested in working on a mod like this, and more importantly, would be willing to help me learn what is needed to properly understand/code the classes/objects needed to bring something like this to fruition. I'm doing my part, and taking a couple of Java related classes, so I'm comfortable coding in the language. Having to read someone else's source, even with it being relatively well documented, is still challenging, especially when you don't have a fundamental understanding of how it works.

    If you're an altruistic person looking for a (hopefully) fun and (most likely) challenging project, I'd love to hear from you. I can promise to be an interested and engaged student, but expect you'll have to start pretty close to ground zero when it comes to teaching me what I'd need to know in order to help with a project like this.

    Thanks for reading, and I'm looking forward to (hopefully) hearing from some interested parties.
    Posted in: Requests / Ideas For Mods
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    posted a message on ACCEPTING MOD REQUESTS
    I would be interested in talking with you regarding a multiplayer mod that I've got some really good ideas on. I'm also learning Java so I can do some development myself on this mod, but it's *well* above my weight class. If you'd be interested in working with me, I'd love to talk to you.
    Posted in: Requests / Ideas For Mods
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