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Post by brainsucker on Jan 22, 2012 7:20:22 GMT -7
It just a suggestion, but I think the Dev should update the MC to 1.1.1 first before adding new features. The reasons are :
1. There are always new people who (maybe) want to try Mine Colony. If MC is always updated to the latest Minecraft version, people can always try / play this mods, thus increase the fans of this mod. An Outdated mods won't make people interest on it. 2. For old fan, there are always two choice, if MC is late to update. They can always stick to the old version of Minecraft or move on. So, to prevent them to "move on", update to the newest version of Mine Craft should be prioritized. Because..., well, sometime people tired to wait.
So..., if Devs have lack of time (because of work, family, etc), so update MC to the latest Mine Craft should be prioritized. New Features can always be add if Devs have more time to spare. If Devs think that they can't update / add new features, they can always find a way to make MC compatible to other mods. After all, without new features, Mine Colony has already has a lot of excellent features.
Well... that is my suggestion. But please, if you update it to 1.1.1, give me blank building blue print, because I love to make my own houses rather than use the MC structure (It is not because MC structure is bad, but... well, I love do it manually)
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Post by CoconutCurry on Jan 23, 2012 6:20:11 GMT -7
I was still playing 1.7 when 1.0 came out, simply because I was using mods that hadn't updated! If you really are interested in a mod, you don't have a problem playing an older version of Minecraft. That's why it *asks* you if you want to update. That's why MCNostalgia exists! Not to mention things like MinecraftPortable, which allows you to have multiple .minecraft folders.
AND a lot of the "new" things they're putting in are things they worked out for the current version. Most of the time is spent translating the code over, not on bugfixes and new features!
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Post by darter on Jan 23, 2012 6:20:12 GMT -7
hm, but why don´t you just update the actual version to MC 1.1.0 ? The most of the other modders this this.
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Post by Peter on Jan 23, 2012 6:23:08 GMT -7
darter,
They are working on that but it takes time.. The existing source code has to be gone through to find the changes, and then they have to re-programme the mod to suit. It WILL happen, but like most of us the devs of the mod have Jobs, and Families which obviously take priority...
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Post by rscott6666 on Jan 23, 2012 10:29:48 GMT -7
The problem is that Mojangs update schedule is a little quicker than ours. And we can't plan ours to match theirs because they don't give much warning.
So we were in the middle of a complicated change when all of a sudden an update comes along. So we have to complete our change as well as changing the code to fit theirs.
I have had 1.1 minecolony running (but not bug free) for a week now, but the builders fixes are complicated and it takes time. I think we are pretty close, but probably not as close as you would like.
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Post by Peter on Jan 23, 2012 16:57:14 GMT -7
Good to hear news on the update Scott... Most of us appreciate that it takes time.. One thing I would say is a perhaps weekly update on the mods progress in the background would make a lot of people happier
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Post by chrisbitz on Jan 24, 2012 7:55:00 GMT -7
Hang in there Scott! But I warn you, I'm holding my breath till it arrives!!!
<gasp>
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Post by ldog on Jan 24, 2012 13:04:50 GMT -7
Yeah, thanks for the status update Scott.
Are you guys adding any new blocks in the near future? I've decided not to hold off on 1.1 since dropping Minecolony in an existing world is painless and I haven't found any mods that seem to be incompatible but it would help to know when to stop adding mods that use block ids so that there are enough left for Minecolony.
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Post by rscott6666 on Jan 24, 2012 15:54:07 GMT -7
No blocks this time, but the next update would likely have several. I'm halfway tempted to put the default block IDs from 240-255 or there abouts. That way we won't have to adjust the block ids everytime mojang adds a couple new things.
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Post by ldog on Jan 25, 2012 10:02:06 GMT -7
It probably isn't a bad idea. You really need ID resolver when you start adding multiple mods (besides where you are now you conflict with IC2 defaults) but not conflicting with vanilla settings always saves aggravation.
I seem to have a lot more spare IDs now, only major mods missing are yours, EE and Twilight Forest (TF was fine with 1.0 but something changed somewhere in the update for 1.1 (either in TF or another mod) since I cant get it to work now)
I think more mods went to using metadata tags and cut down on the amount of block ids they use. It may be something worth looking into for Minecolony as well.
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Post by wollfness on Jan 25, 2012 21:06:32 GMT -7
Love this mod can/cant wait for update No matter when it gets updated i`ll download it
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Post by chrisbitz on Jan 26, 2012 9:34:58 GMT -7
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Post by rscott6666 on Jan 26, 2012 10:46:46 GMT -7
I had looked into meta tags a while ago, but someone i was talking with said that i am only using 10 (if that) out of the 110 that were available.
I will probably look at it again after the metatags get more support.
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Post by ldog on Jan 26, 2012 16:14:08 GMT -7
10 blocks out of 110 doesn't seem like a lot, until you have 10 mods each adding 10 blocks. I guess how much of a pita it is to code would be the deciding factor. It is very easy for me to suggest when I don't know what all is involved in making it happen. It's something to think about, AFTER you get 1.1 update released
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Post by raycharles on Jan 28, 2012 8:29:26 GMT -7
I have a few time for this suggestion, so I hope I post it at the right place, and then that it wasn't already posted :
I think it's possible to extent the life-span of the mod by make possible to build more than one townhall. To make it possible, mobs shouldn't do anything if the player goes to a too far chunk. Others townhall should only be placed in these areas, to avoid conflict with others mobs. For now, trying to place another townhall too far make it leave the game.
Sorry if I did mistakes, I always try to improve my English...
Good afternoon!
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