Because I sure am! Been working on putting together a custom modpack and coding some plugins for a server, actually. Launched it not too long ago. I'm of the mind that the Modding API is never going to happen, so I just took the game in a completely different direction anyways.
I'm not playing Minecraft at the moment, but I have spent a lot of time on it in the past. I even wrote an external program to artificially age MC worlds that sadly got left behind by changes in the game.
Here's a link to the modpack: http://www.technicpack.net/modpack/details/fractum-modpack.255715/
And here's a link to information about my server specifically: http://www.planetminecraft.com/server/fractum-survival-in-a-broken-world/
And that tool sounds awesome! Does it still work? The constant update cycle has killed so many worlds of mine it's ridiculous. But yeah, Minecraft is great. Developing for it is what really got me into Java. Then OpenGL. Then Slick2D. Learned a lot slapping together these modpacks and stuff. :)
I play minecraft on and off, because I have played it for about 4-5 years now. It is a fun game I give it that but the updates have killed the core feel of surviving.
Oh cool, you got airships! I didn't realize there was a new airships mod - this one, I assume? I really need to try out more mods at some point, but it's just a very confusing world out there. Plus, I am a difficult person who gets cranky when mods don't fit in well with the base game - graphically, gameplay-wise, or balance-wise.
So the reason the agifier tool doesn't work anymore is that it runs on the assumption that block IDs are lower than 128 - that they fit into a byte. When that limit was exceeded, things went kind of wrong. So it'll work fine on any world old enough to not have blocks with unsupported IDs. If you want to have a look, here's the code - it's all open source. I would love someone to take on the project of fixing it! (It's actually a general engine for transforming minecraft worlds on the basis of pattern-matching, so there's other fun things that could be done with it, no doubt.)
Oh, the other minor MC project I did a little while ago is this spreadsheet calculating sane trade values for items, using a "material value plus value added" approach. The idea was that you could use these values to make villagers' trades actually worth it, while making sure they weren't too good.
Also, you mention doing Slick2D stuff. I've just made a new thread specifically engineered for people to link to their projects, so do drop in there and share if you've got something cooking. :)
Finally, you can use Markdown to do links, like this:
Yeah, airships are definitely an interest of mine. :) And nope, this airship mod. Mods have definitely gotten much better with the advent of the Technic Launcher (automatically download and update packs of mods put together by anyone) and the popularization of Forge (community modding API while Mojang twiddle their thumbs). And I know what you mean about balance. I was never a fan about that Tekkit crap--my Minecraft is no place for lasers.
And oooooh, I'll definitely take a look at that code. See if it's possible to update it to 1.6.4 at least. What were you working on with the Adventurers bit? Looks like almost RPGish elements. And that spreadsheet's cool, I use a similar one with a plugin to adjust villager trading rates on my server. Turning wheat into diamonds is just too broken to abide by.
And okeydoke, I'll head over to those threads now. :)
That looks like an excellent mod. I'll have to see if I can get it to work. :)
The idea with the Adventurers was that you would take a multiplayer world you'd been working on for a while and run it through the Ager, which would turn it into a bunch of potentially dangerous ruins to explore. As part of this, it would reset the players to have a bunch of "adventurer" equipment.
One thing I also really liked as an idea was to use the Ager as a way to play the game "soft-hardcore". So each time you died, you'd run your world through the Ager on a lowish setting. This means that dying has a serious downside: you'll have to spend quite a bit of time repairing things. But you can still continue playing!
I like the idea of the consistently-decaying world. I'm wondering if it might be possible to implement something similar so that areas of the server where people don't often wander fall into decay...
Warrant Officer
Because I sure am! Been working on putting together a custom modpack and coding some plugins for a server, actually. Launched it not too long ago. I'm of the mind that the Modding API is never going to happen, so I just took the game in a completely different direction anyways.
Aerial Emperor
Oh cool! Link plz?
I'm not playing Minecraft at the moment, but I have spent a lot of time on it in the past. I even wrote an external program to artificially age MC worlds that sadly got left behind by changes in the game.
Warrant Officer
Here's a link to the modpack: http://www.technicpack.net/modpack/details/fractum-modpack.255715/ And here's a link to information about my server specifically: http://www.planetminecraft.com/server/fractum-survival-in-a-broken-world/
And that tool sounds awesome! Does it still work? The constant update cycle has killed so many worlds of mine it's ridiculous. But yeah, Minecraft is great. Developing for it is what really got me into Java. Then OpenGL. Then Slick2D. Learned a lot slapping together these modpacks and stuff. :)
Captain, Engineering Corps
I play minecraft on and off, because I have played it for about 4-5 years now. It is a fun game I give it that but the updates have killed the core feel of surviving.
Aerial Emperor
Oh cool, you got airships! I didn't realize there was a new airships mod - this one, I assume? I really need to try out more mods at some point, but it's just a very confusing world out there. Plus, I am a difficult person who gets cranky when mods don't fit in well with the base game - graphically, gameplay-wise, or balance-wise.
So the reason the agifier tool doesn't work anymore is that it runs on the assumption that block IDs are lower than 128 - that they fit into a byte. When that limit was exceeded, things went kind of wrong. So it'll work fine on any world old enough to not have blocks with unsupported IDs. If you want to have a look, here's the code - it's all open source. I would love someone to take on the project of fixing it! (It's actually a general engine for transforming minecraft worlds on the basis of pattern-matching, so there's other fun things that could be done with it, no doubt.)
Oh, the other minor MC project I did a little while ago is this spreadsheet calculating sane trade values for items, using a "material value plus value added" approach. The idea was that you could use these values to make villagers' trades actually worth it, while making sure they weren't too good.
PS/BTWs:
Finally, you can use Markdown to do links, like this:
link text
Warrant Officer
Yeah, airships are definitely an interest of mine. :) And nope, this airship mod. Mods have definitely gotten much better with the advent of the Technic Launcher (automatically download and update packs of mods put together by anyone) and the popularization of Forge (community modding API while Mojang twiddle their thumbs). And I know what you mean about balance. I was never a fan about that Tekkit crap--my Minecraft is no place for lasers.
And oooooh, I'll definitely take a look at that code. See if it's possible to update it to 1.6.4 at least. What were you working on with the Adventurers bit? Looks like almost RPGish elements. And that spreadsheet's cool, I use a similar one with a plugin to adjust villager trading rates on my server. Turning wheat into diamonds is just too broken to abide by.
And okeydoke, I'll head over to those threads now. :)
Aerial Emperor
That looks like an excellent mod. I'll have to see if I can get it to work. :)
The idea with the Adventurers was that you would take a multiplayer world you'd been working on for a while and run it through the Ager, which would turn it into a bunch of potentially dangerous ruins to explore. As part of this, it would reset the players to have a bunch of "adventurer" equipment.
One thing I also really liked as an idea was to use the Ager as a way to play the game "soft-hardcore". So each time you died, you'd run your world through the Ager on a lowish setting. This means that dying has a serious downside: you'll have to spend quite a bit of time repairing things. But you can still continue playing!
Warrant Officer
I like the idea of the consistently-decaying world. I'm wondering if it might be possible to implement something similar so that areas of the server where people don't often wander fall into decay...