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From Reddit: Red Power Frames Perfected by a Japanese Modder


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Posted

Not even.. Alblaka? The epic dude who implement NUCLEAR PHYSICS into java? ;_;

But really, that japanese modder should release that mod, and make it english ffs.

Posted

Well, the Zeppelin mod would work a lot better if he changed it to create a big entity and just updated the player's position like a flymod does. The only issue is he'd have to add code for collision detection while walking on the craft instead of using the game's default.

Posted

That would also mess with the destructability of zeppelins would it not?

What is their current destructability? Having it as an entity would make it able to take damage like a mob and die, if that's what you mean (or be invincible and unhittable, if desired).

Posted

Each of the individual blocks can be damaged and fall off, tossing a knife into the hold of an airship generally tears the entire thing apart as the knife pings around. The creator intends to add collision based damage to blocks in the future as well.

Interesting. Well, in that case, neither what he is doing nor the entity-based method are anywhere near good enough to do what he wants it to, because Minecraft just isn't built with anything like that in mind. He's got his work cut out for him, gutting and rewriting the internals to massage it into a useful shape.

But if he manages it, sounds like it'll be pretty amazing. I'm a bit excited now.

Posted

I'm a bit excited now.

Good to see that.

It's like he's damn near running an entirely new engine in minecraft. If it was in C++, we'd probably be talking about him more than Eloraam and FC combined.

Although on that note, what happened to the C++ conversion project? I was totally nerdgasming over that. The stuff I could've done over there... would've been the truly ultimate sandbox.

Posted

Eh, I don't think conversion to any other language is a worthwhile goal. Performance can be improved in Minecraft simply by rewriting some of its shittier internals still in Java, and Java itself (especially custom class-loading and reflection, and decompilation) is the major reason that modding is so practical and widespread, easy to pick up, and flexible.

The performance benefit of native code is not worth the complication of modding, let alone the requirement of porting every mod to the new language, which is assuming you get people to agree on a language, and then agree on how to do the modding in that language, and even all that after you research how to do native code on eighty bajillion OSes (different Mac and Windows versions, GNU-based systems, Sparcs, HP/UX, Solaris, BSD, yada yada)...

Yeah...no.

Posted

Eh, I don't think conversion to any other language is a worthwhile goal.

Even though you and I have both complained about how damn hard it is to create vertices in Java?

It's why I haven't started modding, I don't have the knowledge to do what I want :/

Nor do I particularly want to. I envision Minecraft having less than 18 months left.

Posted

Even though you and I have both complained about how damn hard it is to create vertices in Java?

It's called "the benefits outweigh the detriments". And my problem with that was to do with Minecraft's convoluted-assed graphics substructure, not with the problem itself.

It's why I haven't started modding, I don't have the knowledge to do what I want :/

So acquire it. We have an entire subforum dedicated to mod development, now, and I learned basic modding and base-class overriding in a month after having never seen a line of Java code in my life (though with experience with C and C++ coming in).

Nor do I particularly want to. I envision Minecraft having less than 18 months left.

You can't be serious. If Mojang were to just suddenly drop Minecraft entirely and become a developer of iOS word games (or if Mojang were to fuck up Minecraft enough that modders didn't care about it anymore), we would all just continue to mod the last non-fucked version for at least ten years after that (and that would be the most likely scenario to spawn a fork of Minecraft than anything).

Just look around you, at all of the games (even ones made in the 1970s) that are still being played and developed, and you will realize just how ridiculous your statement was. If you think Minecraft would not survive abandonment by a bunch of short-attention-spanned children when no new types of planks and sandstone come out for a while, you have another think coming.

Posted

Ha. I'm not talking about the spoddy tweens leaving... but never mind.

Once I have less stuff happening in my life, Java could perhaps squeeze it's way in.

I want proper 3D items and tools in the hand, is my goal. I also happen to suck at art.

  • 2 weeks later...
Posted

Also the block textures are hideous, but I guess I'm one of the few that's actually really bugged by things like that.

But nah. Even if he gets this to work with forge, which is probably never going to happen unless someone ports it, I'm still sticking with frames.

Posted

Also the block textures are hideous, but I guess I'm one of the few that's actually really bugged by things like that.

But nah. Even if he gets this to work with forge, which is probably never going to happen unless someone ports it, I'm still sticking with frames.

Besides, you can't make working quarries with it.

Posted

I personally don't like it. When frames came out, it was taken with a grain of salt. When this came out, everybody was like "WOW, YOU CAN MOVE THINGS!" These can do everything frames can do, except frames can't rotate, but there is no doubt that will be eventaully implemented.

Posted

The only thing I think Ugo-craft does better is transportation. Frames have a limited speed it can travel frames at (1 block pr. 0,8 second I have found is the shortest), but Ugo-craft can just slide blocks away and seems more fluid. But still, as you say, frames have a lot of usage. Quarries, comples door-mechanism, elevators - you name it. I personally think frames is better, but it could actually benefit from some of the things Ugo-craft has.

Posted

Combining them would be fun.

Automated RP floating quarry takes ores and sends them to a platform where a moving deployer wall builds a precisely calculated block structure above a ugo cannon. The structure is built to aim it at a catch platform on your airship base, where a wall of breakers harvests the ore packet and sends it to your processing facility.

Or. RP caterpillar crawls across the landscape, mining a tunnel as it goes and deploying a ugo monorail system behind it. Every 9 blocks it stops to let a battery of IC2 miners pick through the ground and harvest all the good bits. As it goes a monorail car transports raw materials back to base and delivers necessary goods to the miner (all the stuff it needs to place the monorail track).

Posted

What I would like most combining them is being able to turn frames. But if some new engine gets implemented in a later version of RP, I'm sure it would have a turning surface where the normal engine has a 1 directional moving surface. If that happens, I don't even need UGocraft.

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