Posts by zfoxfire

    Now with the new 0.9 beta update out, I think its time to re-visit this topic since the changes in this update show we're heading in the right direction. I just would like to see a few changes. I ran some of this by Red but I want to also put this here incase anyone has some ideas to add on.


    First, I love the primitive furnace. It's small and smelts just enough to get started and has a significant fuel inefficiency to add incentive to upgrade it asap! Also. we are now starting out with a stone axe. This is good. I also presume that ground scatter (sticks, stones, and bones) is still coming so we should eventually start barehanded and craft our first stone axe. Also, still no tool wear but I'd imagine that will now be coming soon. However, there's some significant gaps still in the progression. Here's my thoughts:


    • Stone axe should have rapid wear time unlike Minecraft (which has little incentive to upgrade from stone pickaxes except for mining special blocks like redstone and diamon).
    • Mining stone and ore with a stone axe should require more hits. It's basically as effective as the old iron pickaxe.
    • Tool ccomponents were removed from the anvil temporarily as new component models are pending. Red mentioned some complaints about crafting being confusing due to the anvil being required (probably because its only used for repairs in Minecraft). Well, with the components gone, crafting an anvil no longer has incentive. You can now smelt a small batch of iron in the primitive smelter, craft a workbench, and immediately progress from stone to iron tools. For me, gathering my first batch of 24 iron was a significant milestone. Starting out with crappy stone and wood tools should make more incentive to make that anvil and upgrade to iron tools ASAP!
    • The small and large furnaces should require iron parts. They're already modeled with iron doors on side. The fuel efficiency of these furnaces should be something you work towards achieving and adds further incentive to craft the anvil.
    • The mithril ingredient for steel tools is probably temporary until a steel crafting method is added. In real life, steel is made by smelting iron and coal together. Given how deep mithril is, I feel like that's unreasonable of a requirement to make steel when it could easily be made with stuff found on the surface.
    • Mithril for repeater bullet tips sounds cool. It's supposed to be a very hard substance in fantasy worlds so it should definately make a great addition to projectile weapons. It's hard and likely to easily pierce armor. :)
    • add copper tipped bullets as well. They're softer but likely cheaper to make since we don't use much copper at present.
    • We still need potassium nitrate added as well as bringing the sulfur closer to the surface. This will make gunpowder crafting feasible.
    • Guns are too easy to aquire and should require a tier2 workstation (what I think of as a fabricator).
    • Bullets (the ones made of iron anyways) are too easy to craft. They should require iron, gunpowder, and paper. This adds incentive to craft additioanl workstations such as the paper press and hopefully a mortar+pestle someday for making the gunpowder.
    • I noticed that "arrows" require a rod to craft. This makes sense for crossbow ammo. Infact, the arrow should probably be re-named to "bolt" to distinguish it from regular arrows (made of wood and stone, and hopefully feathers someday) which is used on a normal bow


    Well that's my thoughts on progression. Hopefully when steel crafting is made, the steel tools can be moved back to the workbench from the tier 2. Personally I see the tier 2 as more of a fabricator. You don't need a fabricator to make a steel pickaxe, just a steel making process. However, the new mining hammer fits perfectly into something you can craft on a fabricator. :)


    I also want to say that the iron pickaxe, then steel pickaxe, then mining hammer seem to be set correct as far as mining efficiency goes. And the difference is a huge incentive to upgrade. I think the stone tools need to be adjusted a bit

    Some more observations
    *
    I noticed that smelted sulfur is rendered larger than other ingots so they stick out past the front of the smelting tray.
    * preview rendering of objects like the old clock show the object facing down so when it rotates, you only see the back side.
    * unable to add water from a bucket into the paper press. regardless of whether cloth or rags are placed, the message does not show up when you attempt to add water to cloth about first turning them into rags. Instead, water bucket places a water block at the base of the press and is difficult to pick it up without finding the right angle or picking up the press and then removing the water block
    *records and lumber still do not show in inventory slot. "missing image" instead
    * unable to place records on or crank the gramophone
    * on the primitive furnace, I have to go through the motion of "opening the side door" before i can load it with fuel. however, no door is visible



    Not sure if this was mentioned in the change log but.... we can now hold right-click and drag to quickly place ores into the smelter and then hold F to quickly remove them!!!!! OMG!! Greatest feature ever! Not to downplay the importance of character models and steel pickaxes but that's really been needed for a while

    Next issues.



    * rake rases and lowers ground a large amount.. I raked up twice on a patch of grass and got a mound as tall as i am. Also, rake does not destroy grass in the process and turn into dirt.


    * new sledgehammer does not recover blocks. it shows block cracking then it breaks
    * on ore detector text label is offset from white box where text should be
    * preview of all rod and plates are missing from anvil (not showing the carton box (what replaced all updated item previews), just not showing anything)
    * block previews also missing ( restarted my game and now the blockbench is completely missing from where i placed it)
    * while holding a repeating rifle, selecting "hide the body" on npc causes the weapon to fire again.
    * wearing tux_jacket crashes and corrupts the save


    BIG ONE!
    Workbench bug. I created two worlds. in one world i managed to get a bug where i click on the workbench while in gm 1 and its fine but if i go to gm 0 and enter the workbench, the mouse does not release from the player so i still look around. Now what's odd is i start a new world and do not get this error anymore. However... if i load the ok world and then go to the bad world, the error does not reproduce. I have to restart the game and go first into the bad world to reproduce the error. @red51I'll send you my world saves if you want them. I created both new under 0.9

    The preview pane is actually broken for quite a few objects (i guess everything that's changed essentially). unchanged items like the workbench show up fine but all resources and tools, the preview is broken.


    Also, a moot point but.... "statue2" should probably be called something better since statue 1 is "Stone Statue".. maybe statue2 could be "Early Settler" ;-p

    Got a severe error while converting a world with existing construction (and chests)


    LOADPLAYER: zfoxfire
    aW.g INFO: No default server permissions found!
    serverPlayerListener -> Survival
    RECEIVE SERVERINFOS
    Load WorldPartSQLite -1 1...
    Return WorldPartSQLite -1 1
    PLAYER PERMISSION: 9999
    Received NPC init spawn: 584
    disabledNPCs:
    disabledDungeons:
    disabledWaterSources:
    clientGeneralListener -> Survival
    CHANGE GAMETYPE TO 'Survival'
    CHANGE CREATIVE MODE: Normal null
    Change ingame screen to 'Survival'
    PERMISSION SET true
    GetPlayerInformation Skin + Clothing
    load anim channels
    load anim channels
    LOCAL PLAYER: UPDATE CLOTHING -> Clothing [null, null, null, null, null]
    Player was not dead, old Spawn setup
    Modelpath is null for item lumber (265)
    content.util.ClientUtils SEVERE: Error converting byte[] to ClientInventory/Chest (Item: hoe 34)
    content.Game SEVERE: Fatal error occurred:
    Error converting byte[] to ClientInventory/Chest (Item: hoe 34)
    java.lang.NullPointerException
    at content.util.ClientUtils$ConversionUtils.fillItemsIntoSlots(SourceFile:886)
    at content.util.ClientUtils$ConversionUtils.byteArrayToInventory(SourceFile:854)
    at aJ.o.a(SourceFile:541)
    at commons.JIWApplication.update(SourceFile:286)
    at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:151)
    at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:197)
    at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:232)
    at java.lang.Thread.run(Unknown Source)

    those semicolons and squiggly brackets can be brutal. I wish java would modernize and get rid of both conventions. Python code looks so much cleaner.


    I got it.. A new class of Java called Espresso!

    Wow. I LOVE that wooden keyboard. I wonder how well it would hold up? I want one. Where do I find it? <3

    Heh... If the lettering wears out on the keys you can touch it up with the wood burning iron. :thumbsup:
    Also refinish the spacebar since that one seems to get the most wear marks on it.