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 From the wonderful mind of cats!

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torrentialAberration
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PostSubject: From the wonderful mind of cats!   Fri Jul 06, 2012 9:17 am

OLD/DISCUSSED
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A. Piracy.
Spoiler:
 

B. Terrain.
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C. Endermen.
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D. Gas Mining
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I GOT AN IDEA FROM A BOOK!
E. Propulsion pods
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F. Ship Damage
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NEW
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G. Rank Assignment, Crew Designation, and Other Fun Paper-Worky Things.
Spoiler:
 

H. THE MOON!
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I. MOAR ENGINES
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Last edited by Thel 'Vadam on Thu Aug 23, 2012 11:54 pm; edited 10 times in total
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Soul of Jack
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PostSubject: Re: From the wonderful mind of cats!   Fri Jul 06, 2012 11:24 am

All good idea's.But I'm no expert but I think B is hard to code.
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PostSubject: Re: From the wonderful mind of cats!   Fri Jul 06, 2012 11:33 am

Jack Root wrote:
All good idea's.But I'm no expert but I think B is hard to code.

Changing the biome is done by just replacing 1(or2) number in the chunk.
The big problem is to change all the blocks and what should happen with User placed blocks?
Also an big question how will Frostbytes chunk system work?
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Laibach
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PostSubject: Re: From the wonderful mind of cats!   Fri Jul 06, 2012 12:41 pm

my ideas follow thusly:

*ahem*



WE DONT NEED NO EDUCATION!!!!!!!!!1$@!!@%$ 1!$!@@!!~~~ (korn)

back in reality, i'm still reading it

seems good, although you dont say HOW gas mining works
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torrentialAberration
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PostSubject: Re: From the wonderful mind of cats!   Fri Jul 06, 2012 1:39 pm

SocialismSucks wrote:
my ideas follow thusly:

*ahem*



WE DONT NEED NO EDUCATION!!!!!!!!!1$@!!@%$ 1!$!@@!!~~~ (korn)

back in reality, i'm still reading it

seems good, although you dont say HOW gas mining works

There ya go, I added some information.
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PostSubject: Re: From the wonderful mind of cats!   Fri Jul 06, 2012 5:07 pm

We're going to have exotic planets at some point. Not sure exactly when, but it's on the todo list, and I'm discussing the matter with some other devs as to how to pull it off.
At the very least, handmade or semi-handmade planets should be possible.

Tyranid_Player wrote:
Jack Root wrote:
All good idea's.But I'm no expert but I think B is hard to code.

Changing the biome is done by just replacing 1(or2) number in the chunk.
The big problem is to change all the blocks and what should happen with User placed blocks?
Also an big question how will Frostbytes chunk system work?

The chunk system will consist of independent layers and allows for much more flexibility in sending data to clients. I don't really see what that has to do with terrain generation, though.

Planets, or at least their surface, will be generated to 100% offline before the planet goes up on a server. This is necessary for rendering on a planetary scale (think Google Earth).
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PostSubject: Re: From the wonderful mind of cats!   Fri Jul 06, 2012 6:58 pm

To expand on the biome idea how about biomes are located more geographically accurate, like closer to the equater there are tropical forest, and desserts, and the more farther you get,it gets colder and you get normal forests, and even further you get tundra. And mountains can be in massive ranges.


you can gas mine planets with balloons that suck up the gas, and helium 3 would be
A important gas to be used in fusion reactors
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PostSubject: Re: From the wonderful mind of cats!   Sat Jul 07, 2012 12:09 am

Burnttoaster wrote:
To expand on the biome idea how about biomes are located more geographically accurate, like closer to the equater there are tropical forest, and desserts, and the more farther you get,it gets colder and you get normal forests, and even further you get tundra. And mountains can be in massive ranges.


you can gas mine planets with balloons that suck up the gas, and helium 3 would be
A important gas to be used in fusion reactors

Ah! I didn't think about the geography of the planets. This is an excellent idea.

On a separate note, Tyranid_Player, please, please, please change your avatar. It's like cutting a huge fart in a crowded elevator then leaving before the doors close.


Last edited by catsonmeth on Sat Jul 07, 2012 7:25 pm; edited 1 time in total
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PostSubject: Re: From the wonderful mind of cats!   Sat Jul 07, 2012 4:47 am

fr0stbyte124 wrote:
We're going to have exotic planets at some point. Not sure exactly when, but it's on the todo list, and I'm discussing the matter with some other devs as to how to pull it off.
At the very least, handmade or semi-handmade planets should be possible.

Tyranid_Player wrote:
Jack Root wrote:
All good idea's.But I'm no expert but I think B is hard to code.

Changing the biome is done by just replacing 1(or2) number in the chunk.
The big problem is to change all the blocks and what should happen with User placed blocks?
Also an big question how will Frostbytes chunk system work?

The chunk system will consist of independent layers and allows for much more flexibility in sending data to clients. I don't really see what that has to do with terrain generation, though.

Planets, or at least their surface, will be generated to 100% offline before the planet goes up on a server. This is necessary for rendering on a planetary scale (think Google Earth).

For that reason, and also to increase the need for exploration, we are limiting the size of planets to 400km squared to 1600km squared (take the square-root for the side length). At least in the early stages however, all planets will be the same size, and use the default Minecraft generator, with Fr0stbyte removing inefficiencies if needed.


The entire point of diplomatic ships is that they CAN NOT be attacked. Otherwise, they are pointless. However, they can't be attacked by other players, only NPCs if they are added.

I don't know about gas mining, the more stuff that needs adding, the worse it is.

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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: From the wonderful mind of cats!   Sat Jul 07, 2012 8:42 am

I wasn't planning on using the default terrain generator, except as maybe a placeholder. We can better than that.
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PostSubject: Re: From the wonderful mind of cats!   Sat Jul 07, 2012 2:26 pm

Mackeroth? wrote:
fr0stbyte124 wrote:
We're going to have exotic planets at some point. Not sure exactly when, but it's on the todo list, and I'm discussing the matter with some other devs as to how to pull it off.
At the very least, handmade or semi-handmade planets should be possible.

Tyranid_Player wrote:
Jack Root wrote:
All good idea's.But I'm no expert but I think B is hard to code.

Changing the biome is done by just replacing 1(or2) number in the chunk.
The big problem is to change all the blocks and what should happen with User placed blocks?
Also an big question how will Frostbytes chunk system work?

The chunk system will consist of independent layers and allows for much more flexibility in sending data to clients. I don't really see what that has to do with terrain generation, though.

Planets, or at least their surface, will be generated to 100% offline before the planet goes up on a server. This is necessary for rendering on a planetary scale (think Google Earth).

For that reason, and also to increase the need for exploration, we are limiting the size of planets to 400km squared to 1600km squared (take the square-root for the side length). At least in the early stages however, all planets will be the same size, and use the default Minecraft generator, with Fr0stbyte removing inefficiencies if needed.


The entire point of diplomatic ships is that they CAN NOT be attacked. Otherwise, they are pointless. However, they can't be attacked by other players, only NPCs if they are added.

I don't know about gas mining, the more stuff that needs adding, the worse it is.
Something that I've been thinking about. What keeps people from using diplomatic ships as indestructible troop transports?

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PostSubject: Re: From the wonderful mind of cats!   Sat Jul 07, 2012 4:07 pm

Warmaster Tsavong Lah wrote:

Something that I've been thinking about. What keeps people from using diplomatic ships as indestructible troop transports?

I had this thought a few days ago as well. Could I make a huge carrier and call it a diplomatic ship, then cruise into battle and let loose a fleet of war corvettes, then take in damaged ships without them taking further damage and my ship taking taking none?
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PostSubject: Re: From the wonderful mind of cats!   Sat Jul 07, 2012 5:35 pm

catsonmeth wrote:
Warmaster Tsavong Lah wrote:

Something that I've been thinking about. What keeps people from using diplomatic ships as indestructible troop transports?

I had this thought a few days ago as well. Could I make a huge carrier and call it a diplomatic ship, then cruise into battle and let loose a fleet of war corvettes, then take in damaged ships without them taking further damage and my ship taking taking none?

No, because there is a strong limit on weapons allowed on a diplomatic ships. Probably a handgun per person; good for taking out creepers, nothing more.

And Fr0stbyte, I was only suggesting using the current generator as a placeholder.

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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: From the wonderful mind of cats!   Sat Jul 07, 2012 6:10 pm

Cookies?
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PostSubject: Re: From the wonderful mind of cats!   Sat Jul 07, 2012 7:16 pm

hyperlite wrote:
Cookies?

Sure.

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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: From the wonderful mind of cats!   Sat Jul 07, 2012 7:19 pm

Thanks bro.
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PostSubject: Re: From the wonderful mind of cats!   Wed Jul 11, 2012 12:03 am

I came up with a new idea about ship damage.
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PostSubject: Re: From the wonderful mind of cats!   Wed Jul 11, 2012 12:21 am

Is the new idea not based on sectional damage? Cause that's been in the books since week 1. :p
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PostSubject: Re: From the wonderful mind of cats!   Wed Jul 11, 2012 12:54 am

fr0stbyte124 wrote:
Is the new idea not based on sectional damage? Cause that's been in the books since week 1. :p

It's not in the summary. I thought it said that ship damage would be based partially on actual block breaking and partially on an HP system. I think that it should be based on the breaking of blocks alone, to add some more realism.
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PostSubject: Re: From the wonderful mind of cats!   Wed Jul 11, 2012 1:05 am

Borg cubes. Sorry, disproved.
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PostSubject: Re: From the wonderful mind of cats!   Wed Jul 11, 2012 1:11 am

What he means is that we considered making it strictly physics based at one point, but decided to use sectional hitpoints so that players don't feel the need to sacrifice aesthetics for durability. However, within that framework of sectional hitpoints, it is still possible to generate procedural damage. Only the magnitude of damage is what changes. Additionally, this can be extended to work in reverse, where repairing hitpoints can restore the ship to its original form.


Last edited by fr0stbyte124 on Wed Jul 11, 2012 2:34 pm; edited 1 time in total
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PostSubject: Re: From the wonderful mind of cats!   Wed Jul 11, 2012 11:29 am

Ah, I see.
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PostSubject: Re: From the wonderful mind of cats!   Wed Jul 11, 2012 5:04 pm

As for terrain generation I would like to again bring up TerraFirmaCraft the amount of resources it includes and the more believable generation styles might look rather cool with FutureCraft. They are still in Beta also so the project is still malleable. However, Bioxx isn't a big fan of joining hands with other mods so that may take some work.
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PostSubject: Re: From the wonderful mind of cats!   Wed Jul 11, 2012 5:28 pm

That's fine. We probably wouldn't do anything with terafirma craft anyway, considering the technology tiers are so different. But the idea is good. My personal opinion towards this is that the complexity of processing materials raises as you gain skill points. Rather than simply being stronger, you the player have to invest time and effort to match your new abilities.
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PostSubject: Re: From the wonderful mind of cats!   Wed Jul 11, 2012 7:05 pm

Could there be gas giants for helium gathering?
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