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Buggy1997123
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PostSubject: Holy. Shit.   Sat Dec 14, 2013 8:35 pm








If we stay in development hell long enough, Futurecraft won't be a matter of reinventing the wheel, just nailing a few wheels together and then gluing some glitter to it.
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Tiel+
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PostSubject: Re: Holy. Shit.   Sat Dec 14, 2013 9:14 pm

http://futurecraft.forumotion.com/t1790-some-successors-to-zeppelin

Metaworlds is a nice plaything but there really isn't anything there as far as gameplay until someone refines it.
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Buggy1997123
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PostSubject: Re: Holy. Shit.   Sat Dec 14, 2013 9:32 pm


Functional:
complex blocks(I.e. chests, furnaces) check.
interblock interaction(I.e. redstone) check.
Player interaction(I.e. breaking, placing) check.
Entity physics (I.e. walking, jumping, falling sand) check.
Lighting (I.e. light) check.
Movement (I.e. moving the metaworlds) check.

Theoretically its only missing interworld collisions and interactions(admitably a big hurdle) and it has pretty much all of what we would need, ship wise.
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Luna
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PostSubject: Re: Holy. Shit.   Sat Dec 14, 2013 9:35 pm

Interesting. Also, hi Buggy. Welcome back?
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Buggy1997123
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PostSubject: Re: Holy. Shit.   Sat Dec 14, 2013 9:40 pm

Luna wrote:
Interesting. Also, hi Buggy. Welcome back?
I've never really been gone, just elusive. Like a... thing that is elusive. I dunno. Something. This joke fell on its face. Elusive jokes sure are elusive, huh?
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PostSubject: Re: Holy. Shit.   Sat Dec 14, 2013 10:20 pm

He's back! HE'S BACK!

Also, neat stuff.
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Tiel+
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PostSubject: Re: Holy. Shit.   Sun Dec 15, 2013 12:51 am

Buggy1997123 wrote:

Functional:
complex blocks(I.e. chests, furnaces) check.
interblock interaction(I.e. redstone) check.
Player interaction(I.e. breaking, placing) check.
Entity physics (I.e. walking, jumping, falling sand) check.
Lighting (I.e. light) check.
Movement (I.e. moving the metaworlds) check.

Theoretically its only missing interworld collisions and interactions(admitably a big hurdle) and it has pretty much all of what we would need, ship wise.

Yeah.

You know, I never really thought of it that way. Why spend months on making something from scratch when you can build on someone else's project just begging to be expanded?
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Keon
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PostSubject: Re: Holy. Shit.   Sun Dec 15, 2013 2:22 am

Tiel+ wrote:
Buggy1997123 wrote:

Functional:
complex blocks(I.e. chests, furnaces) check.
interblock interaction(I.e. redstone) check.
Player interaction(I.e. breaking, placing) check.
Entity physics (I.e. walking, jumping, falling sand) check.
Lighting (I.e. light) check.
Movement (I.e. moving the metaworlds) check.

Theoretically its only missing interworld collisions and interactions(admitably a big hurdle) and it has pretty much all of what we would need, ship wise.

Yeah.

You know, I never really thought of it that way. Why spend months on making something from scratch when you can build on someone else's project just begging to be expanded?

It's cause they're doing it wrong and it would only take me a few hours of work to do it better. It will save time in the long run if I just rewrite it.

-Every programmer ever. Including myself.

I'm up for modding using that. Does it have an API/is it open source?

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: Holy. Shit.   Sun Dec 15, 2013 6:45 am

I tested this thing out a while ago, it's good for moving ships ~300 blocks long, but when I tried it on something larger ~500 block long, it didn't really work.
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PostSubject: Re: Holy. Shit.   Sun Dec 15, 2013 7:10 am

If this continue


Futurecraft will have no purpose.


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PostSubject: Re: Holy. Shit.   Sun Dec 15, 2013 10:10 pm

Prototype wrote:
I tested this thing out a while ago, it's good for moving ships ~300 blocks long, but when I tried it on something larger ~500 block long, it didn't really work.

How long did it take to actually convert from blocks to ships?

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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Tiel+
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PostSubject: Re: Holy. Shit.   Sun Dec 15, 2013 11:04 pm

There's no conversion at all. You're making a world within a world, which you build off of. They don't ever revert to the host world; this isn't an entity.
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Keon
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PostSubject: Re: Holy. Shit.   Sun Dec 15, 2013 11:46 pm

Tiel+ wrote:
There's no conversion at all. You're making a world within a world, which you build off of. They don't ever revert to the host world; this isn't an entity.

There was this castle video in one of the youtubes. It said conversion took "a little over 90 seconds"

_________________
fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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Misticblade7
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PostSubject: Re: Holy. Shit.   Mon Dec 16, 2013 7:52 pm

Keon wrote:
Tiel+ wrote:
Buggy1997123 wrote:

Functional:
complex blocks(I.e. chests, furnaces) check.
interblock interaction(I.e. redstone) check.
Player interaction(I.e. breaking, placing) check.
Entity physics (I.e. walking, jumping, falling sand) check.
Lighting (I.e. light) check.
Movement (I.e. moving the metaworlds) check.

Theoretically its only missing interworld collisions and interactions(admitably a big hurdle) and it has pretty much all of what we would need, ship wise.

Yeah.

You know, I never really thought of it that way. Why spend months on making something from scratch when you can build on someone else's project just begging to be expanded?

It's cause they're doing it wrong and it would only take me a few hours of work to do it better. It will save time in the long run if I just rewrite it.

-Every programmer ever. Including myself.

I'm up for modding using that. Does it have an API/is it open source?

As an active follower of MetaWorlds and someone who has enjoyed testing the mod's functionality, I'd like to say a few things:

1.) Interworld collisions are being worked on by MMM_MasterM as his (second-to) next top priority.
2.) Source code and API is made available.
3.) I'll share some quotes with you fine folks that provide some useful insight to MMM_MasterM's work:

Quotes:
 

4.) Converting large structures into metaworlds will take a bit, but there's a simple placeable block which spawns a one-block subworld which can be built upon with ease.
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PostSubject: Re: Holy. Shit.   Mon Dec 16, 2013 8:27 pm

Misticblade7 wrote:
As an active follower of MetaWorlds and someone who has enjoyed testing the mod's functionality, I'd like to say a few things:

1.) Interworld collisions are being worked on by MMM_MasterM as his (second-to) next top priority.
2.) Source code and API is made available.
3.) I'll share some quotes with you fine folks that provide some useful insight to MMM_MasterM's work:


You are amazing. Thanks.

_________________
fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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Buggy1997123
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PostSubject: Re: Holy. Shit.   Wed Dec 25, 2013 8:13 pm

We ought to show MasterM the part of Frostbyte's devlog where he talks about collision, it might help give him some ideas since Frost was thinking about pretty much the exact same things, I.e. accurate small and large scale collisions between worlds.
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PostSubject: Re: Holy. Shit.   Thu Dec 26, 2013 1:48 am

Buggy1997123 wrote:
Luna wrote:
Interesting. Also, hi Buggy. Welcome back?
I've never really been gone, just elusive. Like a... thing that is elusive. I dunno. Something. This joke fell on its face. Elusive jokes sure are elusive, huh?
Like me. I've been very ellusive. That's why I'm responding to this thread weeks after its conception.


Right. Yes. We've known about this mod for a while. It was only a matter of time before someone came up with a viable movment mod like this, we are merly one party in a great sea of modders after all. If they get there ahead of us, we'll ask poliety for advice on making our own system, and market Futurecraft differently (so that moving ships isn't the "coolest" feature". If we can build a better system or get one before mods like this become the norm, then we should be fine.

I think that all makes sense. Sorry, I'm so tried right now I'm smelling the colour five.

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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: Holy. Shit.   Thu Dec 26, 2013 5:42 am

Buggy and Mac have returned! Hope has not been lost!
All Hail, for this is a glorious day indeed!
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Hierarch CMA
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PostSubject: Re: Holy. Shit.   Fri Dec 27, 2013 8:56 pm

The term is "lurking," gentleman.
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PostSubject: Re: Holy. Shit.   Sat Dec 28, 2013 8:48 pm

It's incompatible with flan's in sort of a weird way. It sort of works, but sort-of doesn't.

_________________
fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: Holy. Shit.   Sun Dec 29, 2013 10:11 am

Keon wrote:
It's incompatible with flan's in sort of a weird way. It sort of works, but sort-of doesn't.

It works as long as you don't make any explosions.
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PostSubject: Re: Holy. Shit.   Sun Dec 29, 2013 5:31 pm

Prototype wrote:
Keon wrote:
It's incompatible with flan's in sort of a weird way. It sort of works, but sort-of doesn't.

It works as long as you don't make any explosions.

I also can't spawn anything on a metaworld, including spawn eggs or boats.

_________________
fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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