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 Dr. Mackeroth's development log

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Tiel+
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PostSubject: Re: Dr. Mackeroth's development log   Thu Mar 22, 2012 6:21 pm

^

Don't argue with Mr. Fedora.
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PostSubject: Re: Dr. Mackeroth's development log   Thu Mar 22, 2012 6:36 pm

Keon wrote:
One thing I want for this mod is for you to be perfectly able to live on the surface and play vanilla minecraft until you discover space. Sheep should not be robots, paintings should be wood. I almost am against changing the paintings to show spaceships.

Agreed!
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PostSubject: Re: Dr. Mackeroth's development log   Fri Mar 23, 2012 1:34 am

It is Futurecraft, so I want the paintings to be PAINTINGS of things that are futuristic.
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PostSubject: Re: Dr. Mackeroth's development log   Fri Mar 23, 2012 10:25 am

But the only problem with that is that I see it taking a long time to get your first frigate out. Before that, you still have times when you are a primitive society, where your paining would not be about space battles.
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PostSubject: Re: Dr. Mackeroth's development log   Fri Mar 23, 2012 4:31 pm

Why not? We, as humans, don't have advanced spaceships, yet we create books, movies, pictures, games, etc. about them.

Why can't Steve and the rest of Minecraft do the same?
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PostSubject: Re: Dr. Mackeroth's development log   Fri Mar 23, 2012 4:45 pm

We fantasize about such things because we have everything made out for us. Note that many primitive paintings involve things they worshiped or considered important at the time, not like in modern times where we ourselves appreciate those with imaginative works of art because we're not struggling for survival, like Steve is.
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PostSubject: Re: Dr. Mackeroth's development log   Fri Mar 23, 2012 5:54 pm

Steve, struggling to survive? I consider struggling to survive the first night. The second night, you have a large house.
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PostSubject: Re: Dr. Mackeroth's development log   Fri Mar 23, 2012 8:34 pm

yes, but after that, you aren't thinking about the stars, if fact,t he only time you see them you're huddling inside your castle/hut.
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PostSubject: Re: Dr. Mackeroth's development log   Fri Mar 23, 2012 9:50 pm

Oh, that's another thing. I think we need to upgrade the night sky. Also, what about the graphics mods? Will we use them?
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PostSubject: Re: Dr. Mackeroth's development log   Fri Mar 23, 2012 11:45 pm

Some, but they will have to all be optional, we don't know whose computers can actually support them.
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PostSubject: Re: Dr. Mackeroth's development log   Fri Apr 20, 2012 2:51 pm

I'm thinking that you should just add the "space themed pantings" to the already existing group of paintings. That way you have a choice in-game.
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PostSubject: Re: Dr. Mackeroth's development log   Sun Apr 22, 2012 8:51 pm

I really like the look of the wiring and of the Naquadria (probably spelt that wrong so sorry if i did)
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PostSubject: Re: Dr. Mackeroth's development log   Mon Apr 23, 2012 12:54 am

oFTWoHMANoFTWo wrote:
I really like the look of the wiring and of the Naquadria (probably spelt that wrong so sorry if i did)

Thank you. I'm not even going to bother mentioning the necropost right there.

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Mackeroth est abiit. Hinc abiit, et misit me in profundum subconscious!
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PostSubject: Re: Dr. Mackeroth's development log   Fri Apr 27, 2012 12:13 am

Lord Mackeroth wrote:
oFTWoHMANoFTWo wrote:
I really like the look of the wiring and of the Naquadria (probably spelt that wrong so sorry if i did)

Thank you. I'm not even going to bother mentioning the necropost right there.

Kinda stuck on the word "necropost"?
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PostSubject: Re: Dr. Mackeroth's development log   Fri Apr 27, 2012 2:29 am

Yes. I appreciate the compliment, but you still made a necro-post.

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Mackeroth est abiit. Hinc abiit, et misit me in profundum subconscious!
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PostSubject: Re: Dr. Mackeroth's development log   Fri Apr 27, 2012 5:43 am

If a dev log is necroposted it's a bad sign ...
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PostSubject: Re: Dr. Mackeroth's development log   Sat Apr 28, 2012 12:16 pm

Is there also going to be a 16x16 texture-pack?
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PostSubject: Re: Dr. Mackeroth's development log   Sat Apr 28, 2012 1:15 pm

It's possible to resize a 32x32 to 16x16 but it will look quite ugly ...
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PostSubject: Re: Dr. Mackeroth's development log   Sat Apr 28, 2012 7:21 pm

Iv121 wrote:
It's possible to resize a 32x32 to 16x16 but it will look quite ugly ...

As I learnt with my (very cool) exo-suit skin. (Not the one I have currently)

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Noli timere tenebras quam lucem, id est tortor.


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Mackeroth est abiit. Hinc abiit, et misit me in profundum subconscious!
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PostSubject: Re: Dr. Mackeroth's development log   Sun May 27, 2012 1:25 am

Mac wrote:
Iv121 wrote:
It's possible to resize a 32x32 to 16x16 but it will look quite ugly ...

As I learnt with my (very cool) exo-suit skin. (Not the one I have currently)

Mac, can you update us with some new textures?

Spoiler:
 
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PostSubject: Re: Dr. Mackeroth's development log   Sun May 27, 2012 2:29 am

It's not a necropost if it's on topic.
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PostSubject: Re: Dr. Mackeroth's development log   Sun May 27, 2012 5:22 am

Khmac wrote:
Mac wrote:
Iv121 wrote:
It's possible to resize a 32x32 to 16x16 but it will look quite ugly ...

As I learnt with my (very cool) exo-suit skin. (Not the one I have currently)

Mac, can you update us with some new textures?

Spoiler:
 

I could. But first I need blocks to texture. The vanilla blocks will be mostly unchanged (at least all of the mechanical ones).

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Mackeroth est abiit. Hinc abiit, et misit me in profundum subconscious!
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PostSubject: Re: Dr. Mackeroth's development log   Sun May 27, 2012 8:49 pm

Shouldn't you change the name of this dev log?
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PostSubject: Re: Dr. Mackeroth's development log   Mon May 28, 2012 6:15 am

ACH0225 wrote:
Shouldn't you change the name of this dev log?

I knew someone would mention this.

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Mackeroth est abiit. Hinc abiit, et misit me in profundum subconscious!
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PostSubject: Re: Dr. Mackeroth's development log   Mon May 28, 2012 8:39 am

Martin Luther King, Jr. wrote:
ACH0225 wrote:
Shouldn't you change the name of this dev log?

I knew someone would mention this.

But are you going to?
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