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Poll

Should we start fresh with version 1.4.6? (Regenerate map, etc)

Yes!
- 14 (93.3%)
No!
- 1 (6.7%)

Total Members Voted: 14

Voting closed: December 25, 2012, 01:15:00 pm


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Author Topic: Forsaken's Gaming Servers  (Read 292778 times)

forsaken1111

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Re: Forsaken's Gaming Servers
« Reply #1155 on: October 22, 2012, 04:05:53 pm »

Adding a liquid called booze shouldn't be terribly hard, and I'll work that out when we get around to the boozing system. :P

I do want the ability to pump booze around via BC pipes because that would be awesome. Making a big distillery would be fun.

Right now though we're working on getting mushroom trees working as intended. :P
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Girlinhat

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Re: Forsaken's Gaming Servers
« Reply #1156 on: October 22, 2012, 04:08:11 pm »

A "finite" liquid could work two ways.  1: It does not fill in blocks with more source blocks.  2: It is not a source block, but only the flow block.  I should think that for true dwarven "it's a lot of booze" we'd want 2, but 1 is certainly very easy to make code-wise.  TFC also allows buckets to transport finite water, might be worth looking at.

forsaken1111

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Re: Forsaken's Gaming Servers
« Reply #1157 on: October 23, 2012, 05:40:15 am »

Spoiler (click to show/hide)
Just another shot. Placement of the mushroom log is working correctly now.
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Djohaal

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Re: Forsaken's Gaming Servers
« Reply #1158 on: October 23, 2012, 06:53:01 am »

Congrats, you already moded 100% more than I ever managed to do.
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

forsaken1111

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Re: Forsaken's Gaming Servers
« Reply #1159 on: October 23, 2012, 07:03:22 am »

Congrats, you already moded 100% more than I ever managed to do.
Not me. I found a few interested and extremely talented people who are willing to work with me. I'm just... I guess a coordinator? Regardless, I take none of the credit. They're doing a great job.
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forsaken1111

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Re: Forsaken's Gaming Servers
« Reply #1160 on: October 23, 2012, 10:18:39 am »

I'd prefer to have as little to do with the MC forums as possible, really.
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Girlinhat

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Re: Forsaken's Gaming Servers
« Reply #1161 on: October 23, 2012, 10:20:40 am »

If you've got a team now, then there's no real reason to muddle with MCForums, I feel.  Maybe put up a thread there with a dropbox link so that you don't have to keep visiting and re-updating, but that place is generally a cesspool of haughty modders and demanding users.  I would just as soon not have anything to do with MCForums.

The Merchant Of Menace

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Re: Forsaken's Gaming Servers
« Reply #1162 on: October 23, 2012, 10:38:34 am »

We have a modding subforum over on the Technic forums, if you wanted to drum up some more publicity.
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forsaken1111

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Re: Forsaken's Gaming Servers
« Reply #1163 on: October 23, 2012, 10:39:53 am »

We have a modding subforum over on the Technic forums, if you wanted to drum up some more publicity.
Maybe once we have a working version with barebones features. I do have quite a few plans for this and other mods.
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Girlinhat

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Re: Forsaken's Gaming Servers
« Reply #1164 on: October 23, 2012, 11:02:39 am »

Oh also!  Minecarts in motion should cause damage when striking an entity.

Neyvn

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Re: Forsaken's Gaming Servers
« Reply #1165 on: October 23, 2012, 11:16:31 am »

What about looking into that "Better World Generation" mod that allows you to generate whole world of caverns... Would give a more DF feel wouldn't it???
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Scelly9

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Re: Forsaken's Gaming Servers
« Reply #1166 on: October 23, 2012, 11:19:41 am »

Oh also!  Minecarts in motion should cause damage when striking an entity.
It would be cool if you could combine this with knockback and a smartmove-type system to send enemies flying and bouncing along the ground.
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forsaken1111

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Re: Forsaken's Gaming Servers
« Reply #1167 on: October 23, 2012, 04:00:56 pm »

What about looking into that "Better World Generation" mod that allows you to generate whole world of caverns... Would give a more DF feel wouldn't it???
we went through this.

we want a surface to explore, so a happy medium was struck: sea level rises to make room for caverns, and you still have space to build above ground stuff.
Unfortunately this may have to wait. Our efforts to raise the sea level broke everything. As stated, I think TFC does it by making custom biomes, but its difficult to make changes like that and keep compatibility with other mods.
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forsaken1111

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Re: Forsaken's Gaming Servers
« Reply #1168 on: October 23, 2012, 04:03:14 pm »

well, there's still plenty of room underground for caverns.

I just wonder, how will the game act when a cavern intersects an ocean?
There will be quite a lot of water flooding the cavern.
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Girlinhat

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Re: Forsaken's Gaming Servers
« Reply #1169 on: October 23, 2012, 04:04:36 pm »

There's two options:
1: You make the cavern depth and the ocean depth to rather strict specifications to prevent crossing.
2: You swim.

Either way I think custom biomes are almost mandatory here.  I can't imagine this all working with vanilla land formations.
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