Poll

is minecraft dead

yes
270 (61.6%)
no
168 (38.4%)

Total Members Voted: 437

Author Topic: Minecraft Megathread; yeah its update 1.12 big whoop what about it  (Read 6741868 times)

The launcher is required for the API. Whatever designs they and the community decided on in the end requires the new launcher to actually work. They can't make the API without it. I don't know the specifics on the API sadly, but I know they have pushed that point forward hard. What I assume is the changes required are incompatible with the current launcher, but whatever.

Working on a bit of Day-Z Skyrim thing on Superflat. Going to implement it to a server later. The basics: It revolves around a world where Rebels and Defense are fighting, but like Half Life 2 focuses more on the rebels' underground networks and such, while the aboveground map is just as explorable. Mainly an open-world styled server map, it will focus around the city that houses the main Keplta Fort which is where Defense bases their Central interactions. There's a prison with a secret plumbing tunnel into a short underground network that leads to Lava Lake Town, another one of the cities. Basically, you'll just be either one of the rebels or one of the defense, and you'll end up having to control the map as Defense and as a Rebel, you'll just have to get back at the Defensives.

Is there like an Arctic Enviroment Biome or anything? I haven't seen one yet.

Is there like an Arctic Enviroment Biome or anything? I haven't seen one yet.
The tundra biome is the best one for comparing
It isn't exactly the same, but its the most similar

Working on a bit of Day-Z Skyrim thing on Superflat. Going to implement it to a server later. The basics: It revolves around a world where Rebels and Defense are fighting, but like Half Life 2 focuses more on the rebels' underground networks and such, while the aboveground map is just as explorable. Mainly an open-world styled server map, it will focus around the city that houses the main Keplta Fort which is where Defense bases their Central interactions. There's a prison with a secret plumbing tunnel into a short underground network that leads to Lava Lake Town, another one of the cities. Basically, you'll just be either one of the rebels or one of the defense, and you'll end up having to control the map as Defense and as a Rebel, you'll just have to get back at the Defensives.
holy forget
if it's skyrim based please use TFC

holy forget
if it's skyrim based please use TFC
The inspiration for the story comes from Skyrim, but nothing else really.

Time-setting.

if it's skyrim based please use TFC

Crafting in skyrim is pretty much identical to Minecraft. Short and Simple

By the way, they are modularizing and adjusting the base of the game so the Mod API can work better. Dinnerbone just redid the chat system, which fixes some problems and makes it easier to modify. Of course mods that mess with the chat will need to update their code more than normal for 1.6, but changes and such should be easier.
« Last Edit: May 23, 2013, 07:30:50 AM by MegaScientifical »

does anyone know how to get TFC working with bukkit?

https://twitter.com/Dinnerbone

So that attribute system basically moves everything about everything to modifiable variables instead of being hard coded. Even map makers for vanilla can screw with the damage on a sword or something, make them do no damage or something. Nice.

https://twitter.com/Dinnerbone

So that attribute system basically moves everything about everything to modifiable variables instead of being hard coded. Even map makers for vanilla can screw with the damage on a sword or something, make them do no damage or something. Nice.
That's really cool. Custom maps can now have all sorts of interesting stuff.

does anyone know how to get TFC working with bukkit?
yeah that's the problem. i can't install mods or anything right now. 

until the map is done i'm just going to let it rest. I'm probably going to post a download of the save so i can keep it incase there are problems when i move.

That's really cool. Custom maps can now have all sorts of interesting stuff.

He said he'll eventually add a command to set them instead of just the NBT, it will make mods more compatible for the Mod API, and I assume in general they could eventually add more ways of specializing your equipment in vanilla through the system than current enchanting or breeding. He mentioned examples like how might helmets can mess with health, bows could mess with speed, etc. Although I will say I think his bow example was about aiming a bow, and having it constantly slow you would be dumb... But that's just something you could do - not a default thing.

Edit: 13w21a is out. Interestingly, they added a GUI for the horses. So you can just put the saddle and armor in the slots, take them back out currently. Looks like there's some missing features, obviously since this is the first one in a development build.
« Last Edit: May 23, 2013, 12:06:53 PM by MegaScientifical »

He said he'll eventually add a command to set them instead of just the NBT, it will make mods more compatible for the Mod API, and I assume in general they could eventually add more ways of specializing your equipment in vanilla through the system than current enchanting or breeding. He mentioned examples like how might helmets can mess with health, bows could mess with speed, etc. Although I will say I think his bow example was about aiming a bow, and having it constantly slow you would be dumb... But that's just something you could do - not a default thing.
That sounds a lot like how Terraria's weapons have attributes, because items have a chance to make you have more speed, more damage, less knockback, etc.

That sounds a lot like how Terraria's weapons have attributes, because items have a chance to make you have more speed, more damage, less knockback, etc.

That's not unique to Terraria at all. Tons of games do that.