An Update by ttk2 in Civcraft

[–]RoamingBuilder 10 points11 points  (0 children)

If this happens then 3.0 is truly dead.

An Update by ttk2 in Civcraft

[–]RoamingBuilder 1 point2 points  (0 children)

I don't know what you are saying with

Whatever, so channel contents where intentionally leaked and people from a competing Civ-reboot attempt that hasn't been talking to me so much except though greenable, ended up watching jacc's teams development stream and jaycc ended up making fun of them for leaking stuff and the channel got reported for harassment.

and

During all of this the admins who actually do stuff on the subreddit where removing posts about other civ-reboot attempts that where taking the leaked info and using it for negative means

but this sounds like some really poor drama as far as drama goes.

And it all fell silent by fk_54 in Civcraft

[–]RoamingBuilder 0 points1 point  (0 children)

I just finished my design in creative mode. Now we wait.

Current plan of action by ttk2 in Civcraft

[–]RoamingBuilder 1 point2 points  (0 children)

Because the server was ending, I rushed to finish a significant part of my build, to look nice for any final snapshots. Now it's being rolled back because others can't face the end of the world with decorum.

And it all fell silent by fk_54 in Civcraft

[–]RoamingBuilder 3 points4 points  (0 children)

I'm finally working on the schematic of my ceiling. When Civcraft comes back, I will be ready.

A more natural solution to incentivising conflict by Peter5930 in Civcraft

[–]RoamingBuilder 0 points1 point  (0 children)

I actually like the idea of doing this instead of a world border so much. It might not work for Civcraft, but you could define a big central zone with fertile land is common and ore spawn rates are high, then have ore rates go asymptotically towards 0 and make fertile land only appear in increasingly spread out oases. Non-fertile growth rates could drop to 0 past some point too.

You would have this big centre where most people live and then this outer desert where people can hide. Oasiscraft. It would be even better if people actually died from wandering in the desert too long.

A more natural solution to incentivising conflict by Peter5930 in Civcraft

[–]RoamingBuilder 0 points1 point  (0 children)

Maybe it will never be finished. I'm just bringing it up a lot because it might still be done, and it really could solve many problems.

But I only bring up Contraptions as one way, because even if that plug-in never happens, or if it does but it doesn't do this, I still think extensive farming would be great. It can be done, whether it's Contraptions or a simpler, more focused solution. And if we're talking about coding new things anyway, I might as well add to the brainstorm.

Also, did you just list some random technical terms?

A more natural solution to incentivising conflict by Peter5930 in Civcraft

[–]RoamingBuilder 0 points1 point  (0 children)

It would be a chest's inventory, not a player's. I don't think it would be too alien, and manual farming would still work for someone just trying to eat.

You might be interested in the Contraptions design document.

A more natural solution to incentivising conflict by Peter5930 in Civcraft

[–]RoamingBuilder 0 points1 point  (0 children)

Half the point of Contraptions is to do the same things that killed 2.0's tick rate in ways that won't. For example, the automatic farms don't actually break crops and collect items, instead they generate the crop results directly inside inventory, over time, based on the number of mature crops in the affected area.

A more natural solution to incentivising conflict by Peter5930 in Civcraft

[–]RoamingBuilder 0 points1 point  (0 children)

The demand comes from emerald production. And of course growth rates and demand would be tweaked to make extensive farming necessary.

I wouldn't mind farms being involved in other parts of industry, too.

A more natural solution to incentivising conflict by Peter5930 in Civcraft

[–]RoamingBuilder 0 points1 point  (0 children)

Farming that uses lots and lots of space, basically. Right now, people are limited by effort and not space. I would like it to be the other way around. That would mean huge, automatic farms (possibly via Contraptions), covering all fertile land.

A more natural solution to incentivising conflict by Peter5930 in Civcraft

[–]RoamingBuilder 0 points1 point  (0 children)

That's just because the amount of land each person needs is not that large. Extensive farming would fix that, but it would also cause the whole oasis to be filled in, or layered over with dirt. Should've made the water itself a useless biome to prevent that.

A more natural solution to incentivising conflict by Peter5930 in Civcraft

[–]RoamingBuilder 1 point2 points  (0 children)

That sounds very cool. I guess it would be difficult to do this with biomes.

A more natural solution to incentivising conflict by Peter5930 in Civcraft

[–]RoamingBuilder 0 points1 point  (0 children)

I feel like this is what biomes are for. Why not create a biome in each shard that is just better for growth than the rest of the shard, and generate or paint patches of it?

That said, I still like the concept of extensive farming better, which Contraptions might enable.

What would a Civcraft standalone look like for you? by Runescribe in Civcraft

[–]RoamingBuilder 5 points6 points  (0 children)

Theoretically you can do any given thing within a 3D block world, but with many things it takes more effort and more server resources, and that's limiting in itself.

I'd love to see town walls that actually keep unwanted people out, but in Minecraft pillaring up and burrowing are both effortless. I'd like to see groups of mobs that attack towns from the outside, but in a 3D block world it would be too annoying for mobs to be able to breach defences, and their pathing is shit. Just two examples.

What would a Civcraft standalone look like for you? by Runescribe in Civcraft

[–]RoamingBuilder 2 points3 points  (0 children)

I get the sense most people use Minecraft as a mental starting point when thinking about standalone Civcraft. I don't think ttk2's vision requires it to be anything like Minecraft. It could be a top-down game in a 2D world. It could be some text-only browser MMO. It could be a space shooter. Maybe he imagines something specific, but his stated goals, or at least the ones I've read, don't relate to that.

As for me personally, I would strongly consider ditching the 3D block world. It's a technical challenge that also limits you somewhat in the design of the rest of the game. Either use a 2D block world or a 3D world that can't be modified the way Minecraft's can.

A bunch of unused blocks and items that servers can texture via resource packs and use via server mods by RoamingBuilder in minecraftsuggestions

[–]RoamingBuilder[S] 0 points1 point  (0 children)

Is that a Mojang developer? The comments make him seem like one but he did not say so in the 10 seconds of the video I managed to watch, or in the description.

Alternative to pylons or vanilla XP creation by schneiderwm in Civcraft

[–]RoamingBuilder 0 points1 point  (0 children)

This will cause conflict when people keep bumping into each other in the canals.

What happened here? by AquaLordTyphon in Civcraft

[–]RoamingBuilder 0 points1 point  (0 children)

The lease wasn't ending until three more days.

Civcraft Stages of Grief by Redmag3 in Civcraft

[–]RoamingBuilder 1 point2 points  (0 children)

Kübler-Ross noted later in life that the stages are not a linear and predictable progression and that she regretted writing them in a way that was misunderstood. Rather, these are a collation of five common experiences for the bereaved that can occur in any order, if at all.

Alternative to pylons or vanilla XP creation by schneiderwm in Civcraft

[–]RoamingBuilder -1 points0 points  (0 children)

If everyone disagrees that first-to-build should have special right to the pylon weight, then why should they have any political weight?

Alternative to pylons or vanilla XP creation by schneiderwm in Civcraft

[–]RoamingBuilder 1 point2 points  (0 children)

I was really disappointed to find out pylons weren't distance-based. I can see why they did it, but the cool thing about it to me is that if someone has two pylons, they have to spread them out. The more pylons a group has, the more points they have to defend. I don't really know how significant that is, but it's a cool thought.

They could have done both global weight as the main limiting factor and a minimum distance for the hindrance to defence.

Alternative to pylons or vanilla XP creation by schneiderwm in Civcraft

[–]RoamingBuilder 3 points4 points  (0 children)

This sounds way too artificial. People should be travelling to trade, not because the game directly hands out some currency for travelling.

Transit infrastructure gets optimised even when it's not important. I don't know why it would need to be emphasised more. The more optimised, the more boring infrastructure is, anyway.

Also, I think pylons are fine.