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 Other Mod Assimilation/Joining

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bsb23
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PostSubject: Other Mod Assimilation/Joining   Sun Apr 29, 2012 1:43 am

Thought I would make this thread for the pure reason of discussing the possibility of mod assimilations and possible crossover ideas. I'm aware that Futurecraft most likely edits a lot of base classes however I just thought it might be interesting to see what ideas people have about this.

I like the idea of: Terrafirmacraft, technic pack and kaevator's slopes

TFC = this mod isn't very well known as it is also in development but it adds many new resources and the possibility to expand off this quite easily. This could allow us to make asteroids with rare metals without having to do much coding. However it alters a lot of base classes having to do with world gen and makes certain items unattainable.

Technic = I know this has almost no chance of happening but it would be the coolest thing ever. For those of you who don't know what it is, look it up, right now.

Kaevator's slopes = self explanatory it adds slope blocks into the game. I have no idea if their collision bow works at all though especially if we are going to be messing with gravity. But none the less it would help our ships look more sleek and possibly make land transport easier.

I apologize for my noobiness
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fr0stbyte124
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PostSubject: Re: Other Mod Assimilation/Joining   Sun Apr 29, 2012 2:29 am

Making mods compatible is a lot of work. Something like slopes would be easier to start from scratch. Also compatibility is about a priority for us as a thing can be. We'll have elements of many other mods included in Futurecraft, but it won't be a direct copy.

Not terribly interested in collaboration, either. It tends not to work out.
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oFTWoHMANoFTWo
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PostSubject: Re: Other Mod Assimilation/Joining   Sun Apr 29, 2012 2:31 am

Also Kaevator Slopes mod is no longer updated because Kaevator did not have enough time to work on the mod.
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bsb23
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PostSubject: Re: Other Mod Assimilation/Joining   Sun Apr 29, 2012 12:40 pm

oFTWoHMANoFTWo wrote:
Also Kaevator Slopes mod is no longer updated because Kaevator did not have enough time to work on the mod.

That's a shame it couldn't be too hard rewrite though if it were to be used although once more without a good collision box it would only be purely aesthetic and by then its not really worth the effort.
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ACH0225
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PostSubject: Re: Other Mod Assimilation/Joining   Sun Apr 29, 2012 10:14 pm

The codes would never play nice...
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fr0stbyte124
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PostSubject: Re: Other Mod Assimilation/Joining   Sun Apr 29, 2012 10:44 pm

Custom collision boxes are not terribly difficult. The old airship code experimented with it a little bit, and I have ideas for how to improve it further if we end up going that route.
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PostSubject: Re: Other Mod Assimilation/Joining   Mon Apr 30, 2012 8:18 pm

One question in specific what do you think of terrafirmacraft?
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fr0stbyte124
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PostSubject: Re: Other Mod Assimilation/Joining   Tue May 01, 2012 2:31 am

It's an interesting looking mod. A lot of thought went in to making the ores and crafting process a lot more detailed and sophisticated, which I like. But at least for now, there doesn't seem to be any explicit payoff. Sure you can make some strong alloys, but for all that work I would expect something more interesting than your basic sliding scale of durability. Still, it captures the imagination and gives you the feeling that you are making something quite impressive. I'm expecting great things from it in the future.


Futurecraft is going to be a bit different. While we will also be making use of in-world structures for processing materials, the scope will be shifted towards the industrial level. At the same time, the amount of material needed to produce things will make it prohibitively expensive to collect via pickaxe. Instead you will begin using heavy equipment and vehicles to gather resources. The goal is to make a system that is easily approachable for basic necessities, but then give the option for additional levels of sophistication and scope, requiring an ever narrowing band of specialization. This, in turn, will encourage players to work together in multiplayer, either directly or via the in-game economy, to reach the highest levels of technology. This theme of specialization rather than straight leveling will be reflected in nearly every facet of the game, and provide a lot of replay value for players who want to try their hand at different occupations.

One of the challenges, though, will be in managing the huge amount of resources and intermediary materials and finished products expected by a game this size. And since we're not in the business of staying between the lines, I had some ideas for how we should approach it. Rather than have every item and block hard-coded like literally every Minecraft mod to date, we will instead put the materials in a client-side database. Not a fully fledged SQL database or anything like that, but something with a filesystem, directories, and stats stored as xml. More importantly it will have the ability to be downloaded and updated on-the-fly and interfaced in-game in much the same way that Modloader hooks in new classes beginning with "mod_*", only this will work in realtime.

This database will include recipes, stats, tech trees, descriptions, and even sprites (which can be merged into active texture atlases). A similar system could be used for storing planet information, like noise generation parameters, ore and biome distribution, and even generated structures if we develop a markup language to describe them.
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