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Gregor_Samsa

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Everything posted by Gregor_Samsa

  1. Hey Commiellama, Malaria still needs balancing, that's true. I wanted to somehow reflect the severeness but spending more than a season in bed is just not acceptable. For now, i will double or triple the chance of curing one disease point while sleeping when infected with malaria. Perhaps eventually i can make it so that a player who is sick may use the bed at day time, too. Cure disease potion (splash? why not!!) is a great idea and should also be very easy to implement. I never used potions because for me the magic/fantasy part kind of ruins the atmosphere. Still i would like to add it, do you have an idea for a good recipe that is not too cheap? Proximity and infection won't play a role if both (all) players have the same disease. Also it shouldn't be possible to be infected/gain disease points while already carrying the disease. Have to fix that for malaria in the jungle. I'll try to upload the update tomorrow. Also i will add a section to the documenation explaining all save file values, so in cases like this where an update messes something up you can remove the disease manually for example.
  2. Hey commiellama, Malaria can currently only be cured by sleeping like a cold. The repellent will just render you immune to the infection temporarily but won't help once infected. Now that i read your post i realize i've never tested the repellent item, it should be consumed by right-clicking. I put it on top of my fix list for the next update.
  3. Hey ninjapancakes87, Thanks for playing and especially leaving feedback!! "Cooca leaves" (not cocoa - perhaps i have to change the name it's already too confusing) can be harvested from Cooca plants. About the frustration: It even took me several times to finally survive the first days, although i knew all the factors influencing frustration. Once difficulty settings are introduced, the current balancing would certainly be 'hard' and there will be a 'normal' and 'easy' setting and also custom difficulty. Right now, it's set to the difficulty i like to play with. I know what you mean, talking about those instant kills. They happen by chance, so you will not automatically die when reaching 100 frustration. If you are very careful (read stay out of the dark, use sleeping to reduce frustration) you should be able to avoid frustration levels above 70-80. During the games i played alone and with friends, frustration related deaths may have been at approximately 10% of overall deaths. When you die/respawn your frustration level and tendency will be reduced, so if you feel like you have accumulated such a high tendency or level that it becomes unplayable, (preventive) suicide may be the answer. But beware: number of deaths correlates to number and chance of gaining negative traits.
  4. New update is out! Traits tiers are an excellent idea, put them on the to-do list. Everything else should be fixed too, take a look at changes for v0.24. As i mentioned the culture balancing/mechanics have changed. You can update your world/files by: -shutting down server/client -remove myworld.txt in server/client folder -open your world in creative mode -remove broadcaster block (top block of your tower) -make sure all culture blocks below have neighbors at same height, so the tower is a solid 3x3xheight quad. -place a new broadcaster block on top -re-open in survival That should do it.
  5. Hey, i'm sorry it's my fault. When i added traits i never thought about what would happen when all traits that i've implemented are used up: It'll result in an infinite loop, which leads to the errors you described. I will fix this in the new update coming today. Perhaps when a (5th) level up occurs and no (positive) traits are left, i will put in a chance to reduce base frustration. I'm not sure how you aged your world prematurely , but having the 'another season in the wilderness' message on day 34, infact any day that doesn't have '0' as last digit should not be possible. So i'll have to take a look at that as well.
  6. Sorry i forgot to post the lava bug. I already fixed it, update will be released in next 24 hours. I'm also gonna change nudist the way you suggested, sounds reasonable. Wow, you already have a broadcast tower? We will construct our first one before Spring around day 118, never had one in survival yet. The tower mechanics will change a bit in the update, too. I'll try to explain the changes in detail so you can adjust your world file according to the new balancing. There will be snowflakes coming from the sky in winter soon. Although, it won't cover the ground and water won't freeze. I cannot even think of a way to approach this matter coding-wise. I know it's possible because i saw it featured in a mod, though i don't know about stability/compatibility issues. I am rather a game (mechanic) designer than a programmer so i try to keep away from too geeky stuff
  7. Thanks for the crash report. It's the same error as before, has something to do with potionEffects. I use a potionEffect to harm a player when he's walking barefooted on in the desert or freezing to death for example. If this isn't caused by an incompatibility with your other mods, this crash should happen in my game sooner or later too. I'll take a look at other modders code relating to potionEffects.. Crouching over cacti sounds horribly exciting. A friend of mine, who actually was the first player to ever gain the masochist trait used to set himself on fire in a controlled fashion as he would call it. He was able to get rid of frustration so easy that i was about to change the impact of the trait significantly but not 30 minutes later he burnt to death and i decided the balancing was perfect. I thought neutral traits, like nudist, which have benefits as well as penalties should always have the possibility of emerging indepent from kharma (number of deaths). I'm still undecided how to handle this in the future.
  8. Commiellama, thanks again for your feedback! Ore generation is a tricky thing but is working seamlessly with industrialcraft which was my main goal. My modding methods are very intrusive and risky (in terms of mod compability) but are necessary to make things work exactly how i want them to. However, there could very well be a more compatible way to code certain things that i'm just not aware of. I don't think ore generation can be made more compatible, though, before forge and i upgrade to 1.7 At least, i will put an option to disable my custom ore generation in the config file which i hope to implement soon. I never actually played Metallurgy but i'm aware that it's a often used mod so i will put 'make compatible with Metallurgy' on the to-do list. Sorry, i didn't update the trait list. Work-a-holic means you get a very slight frustration reduction when harvesting a block. I really like every one of your trait suggestions. As a matter of fact, a friend of mine came up with fear of heights the same day you posted this I have a huge list of traits that are ready to be implemented, so far i added only those to the mod where i knew how to do it/just had to write a few lines. Perhaps, when i feel like it i'll add a bunch of the others at once one day or keep adding only one or two at a time. I've put your suggestions on my list, too. I forgot about the furnace bug! I know exactly what you're talking about i just didn't remember to put this bug on my fix list, ever. Still have to think it through a second and third time but probably the flint will lose it's special heating powers and there'll be custom items/blocks that do the heating like a fireplace for example. Those would just require coal and/or wood and burn them more efficiently. The mod with pipes is buildcraft. Industrialcraft has the jetpacks, mining lasers and nuclear powerplants But again, great idea and you are right, underfloor heating is available now but is still dangerous especially if you forgot where you placed it exactly when digging a new basement. Wow, it looks like you figured out the flint and steel bug. We experience it too, but didn't have the slightest idea where it came from and i spent more than an hour trying to localize it or reproduce it on another server were it worked just fine. Looks like the bug only occurs with the ORIGINAL flint. Hope flint on spawn will be obsolete soon, fixing this bug. I was afraid checking for heating blocks around the player with a higher radius could get laggy. So far, i didn't notice my mod lagging significantly so i will increase the radius by 1 for lava/fire, but when the player has between 1-2 blocks distance maximum temperature is at 80. Great, nether does not to crash then! I actually never been there with my mod. For now, i'll set the nether outside temperature to a constant 100. When overheating is introduced, nether visits could get even more interesting. Also i could make it a depressing environment, adding extra frustration each 30 seconds, unless of course you have the diabolic trait (not yet implemented) Those impossible but , yes, funny wishes will stay in the mod. The real issue are wishes like 'pickup mushroom' where neither a red nor a brown mushroom will count.
  9. Updated to v0.22. Couldn't reproduce the riding/freezing crash yet unfortunately.
  10. Thanks again for your feedback!! There seems to be a walking/running bug. The algorithm is just supposed to look at the distance covered during the last 10 seconds, if you covered more than 23 blocks of distance you are walking if you covered 30 you must be running. Me and a friend experienced it as well but weren't a 100% sure if it wasn't just us not paying attention to the feedback enough. I'll put it on the bugs list and look at is asap, since running especially is a great way to get rid of frustration. About the chat colors: i don't think it is possible, will take a look though. But the chat-feedback system is just temporary, will be replaced by transparent graphics next to the short bar. I can't tell yet how much work that'll be exactly. The txt files are also just temporary, they won't be necessesary once i have learned about NBTs. For now, just remember to remove your player file in singleplayer when creating a new world (to be sure close the client, launcher can stay open after removing the file) or the player files in the server directory when playing multiplayer and you should be fine. Using fire blocks to warm the player, why haven't i thought of that?? Will be in the update today! I forgot to mention in the documentation: The compass (vanilla item) will always point to the original spawn point. I also hate using F3 and i'm seriously thinking about disabling this key in the final relase. Although, right now for error finding and feature testing it is vital. I may have created a "bed bug" by accident, because i had to avoid that in Singleplayer sleeping causes the time to accelerate. I always leave my bed as soon as i notice i am not lying still but am repeatly sliding, and try again until it works. It's on my fix list. There is however another possibility: It may rain so hard that minecraft interprets the lack of sunlight coming through as night time. As for the crash: Thanks for the crash report, it really helped to locate the problem. I do believe that the problem is getting an effect (warmth under 25 gives damage effect) while riding , never tried riding a horse in my tests as far as i can remember. I'll try to reproduce the crash and fix it asap. If you ever feel a crash worsened your situtation you can reset some values in your player txt file: 1. value Frustration (absolute Level), 2. value Tendency, 3. value Warmth. Just be sure not to remove any white spaces and dont change number of digits if possible, espacially after the decimal point.
  11. Hey Commiellama, I really appreciate you taking the time to register and posting feedback. I will put a .txt file in the next update containing a link to this thread and an email address, thanks, that's an important part i didn't consider. Indeed, there will be a way to reverse effects that right now can not be reversed (like the direct relation between number of deaths and chance to get a negative trait) or only stalled/stopped (like the growing base modifier added to the tendency every 30 seconds, growing each season unless culture is broadcasted). Religion will provide ways to save your soul from "inevitable doom" and reward your faith with gifts and powers - if you abandon your path of sin, of course Religion is the last and only major feature left on my to-do list. The goal is to create an optional, completely different, innovative and challenging style of playing. I love the gameplay as it is with this mod and i don't want to change much about it just provide kind of a challenge inside the challenge. But it will take me a while to build and balance this feature and even longer to release it including the documentation. For now, the players goal should be to broadcast culture as early as possible and then to adjust his/her life-style and infrastructure to the the level of frustration growth he/she has to deal with from now on while expanding cultural reach to make sure it won't be rising again. The idea is based on the theory that survival-gameplay will be more challenging and fun if circumstances will continously get worse and the absolute maximum you can do is to maintain. Actually, in the world i'm currently playing with a friend 120+ minecraft days (3 years) have passed and it is still exciting and not by far as depressing as i imagined.
  12. -- > StruggleCraft v0.27 < -- Gameplay Hardcore, "Don't Starve"-like survival mod. Adds elements of frustration and seasons to enhance gameplay. Stretches early- and mid-game time frame, while demanding more attention to detail, careful planning and steady progress. Makes nature an impressive force again: Now you can freeze to death, be hunted to death by a single skeleton archer, starve to death in winter if you didn't hunt or grow enough food during the year. StruggleCraft makes Minecrafts "survival" mode a SURVIVAL! mode, turning open-ended into how-many-days-can-you-survive. The goal is to survive and survival will become harder as time passes. You will respawn after you have died, but each death will have consequences throughout the remainder of the game, and when you give up on a world and start a new one, it won't be because you got bored but because you got beaten. And now it's on you to improve your technique, fine-tune your procedures and showcase your minecraft skills in the ultimate challenge. Things you should know before playing Features (already implemented) My first Struggle MECHANICS Commands Items/Blocks (sry, formating will be fixed asap) PLANTS TRAITS TO-DO Known bugs Save-file FAQ Thanks Download: Changes P.S.: In honor of the Minecraft tradition, i will release this mod early, while it's still under development. Please take this into consideration when posting comments and please look through the known bugs section before reporting any bugs.
  13. Hey, I was looking for a file that shows the obfuscated class names from the minecraft source, but i cannot find the client.srg in mcp/conf/ . I found it in an older mcp install though, but this one i too old. Can i find the information somewhere else now? Thanks in advance
  14. I've tried for about 6 six hours now, but can't get it working. All the tutorials on deobfuscating where based on linux and im on windows. Perhaps the problem lies there. I installed from scratch twice and ran into exactly the same problem. When i execute deobfuscate_libs.py it says cannot find main class org.ldg.mcpd.MCPDeobfuscate. Anyone on windows got this scheisdreck working? i'm using: MCP + Forge (forge installer) latest version Narc's instructions: http://www.narc.ro/setting-up-mcp-deobfuscate (also gone through the README's of third-party jars) Is there any other way to deobfuscate mods? Is there any chance of being super nice asking just the right way and maybe finding someone who will upload deobfuscated bc and ic2 ? I really feel ashamed for asking, but these constant troubles cost me sleep and today nearly made me cry
  15. Hey guys, I've downloaded minecraftforge_src (tried latest and recommended for 1.6.2) and run the installer. Before i even started modding i wanted to make sure that when i start the client from mcp additional mods could be loaded. It's important because i need my new mod to work with buildcraft and industrialcraft, so i figured it would be best to have them loaded even in early development in order to recognize conflicts immediatly. While running StartClient.bat without mods in the jars/mods folder would work, adding any of the two mods to the folder results in a crash (see crash log below). -I'm using up-to-date versions of the two mods, tested them in my untouched .minecraft folder with success -As mentioned above used forge 1.6.2 recommended and latest (entirely new installs) -ran a "secret" tool that is supposed to make mods compatible with mcp/dev-environment without success (guess it doesn't work with new forge/mc anyway) -ran client without mods, worked fine -found warning in log saying "info.mcmeta.file" is missing for all mod packages, but i've read that this shouldn't be an issue Thanks for any advise Log:
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