@Dan Up!, any code contributions are welcome as well. Something I need to accomplish in the next few months is re-architecting the ProcessPart system found in the Workstation module. This is the system that drives all the crafting stuff in JoshariasSuvival. Basically the current...
I would definitely be interested in some help, @Dan Up!! I would gladly accept any PRs or ideas or feedback on any of the stuff in JoshariasSurvival.
I have not really done a solid pass at balance/playability of a lot of this, I would not mind some help getting the crafting balanced.
Also...
I did a little digging this evening into these miniature chunk renderings that once were. I felt compelled to see what it would take to bring it back to some degree.
With an extra parameter in Tesselator.addMeshPart(...) I was able to get this produced inefficiently in to a single mesh. This...
In this particular case it is for preventing items from merging together in a stack that differ by a something other than the item component's stack ID. A good example is the durability system where you can stack items with no durability damage, but not if they have been damaged.
Is there a...
Immortius, recently I pulled out the inventory system from the engine into an external module. In order to avoid sandboxing problems, I had to stop using annotations to provide extra metadata of how a component could be used (in this case @ItemDifferentiating) and instead decorated the...
In perusing through the physics system, sectors comes to mind as a way to parallelize physics by having separate physics engines for each sector. This also relates to groups of entities in that one could create dynamic groups of entities in islands of connected active chunks. There could then...
Hah. Yeah, really need to put in some automated tests to check for this kind of condition. This does seem like an impossibility presently, two tools when you only have one tool slot. :(
I made a quick fix (without actual testing) so that it only requires Pliers. There is a new build here if...
v0.2.0
Revamp caves to be based off of noise as opposed to using CustomOreGen to produce air veins.
Ridged noise (possibly even a close to correct implementation) applied to generate caves across chunk boundaries
Add the ability to have more caves the deeper you go from the surface.
More...
Added power tools
Axes, shovels, picks, and hammers now can get powered up damage adjacent blocks in the same swing.
The block placer uses power to help place blocks in an intelligent manner. Just fill up the ammo chest and get to building.
I also had some issues with the skills dialog. Hopefully the keybind shows up in the settings now. Try a different key for it?
Crude hammers were intended to take the edge off of the early game, not very strong and not durable. There should be enough ores now to get to metal tools fairly...
I think I have tentatively cleared some time with the family at 1400PST for Terasology. Possibly could we do an update before we all get on a server? @hansonry found a chicken-egg problem with the early game that prevents progression.
Hum, I thought I basically had the same average amount of ores compared to MC. Maybe I used bad data, or maybe the algorithm is not doing what I expected. Did I ever put in a world config setting for that? ... Nope, but that would be a great idea!
There. That at least does not suck as badly. (chessandgo, I am not calling this a final story by any means). Here is the new recipe for the mallet that should help improve general understanding:
Oh, and these are the modules effected with this change: EventualSkills...
Just running through this now on my local. Have you satisfied the skill requirement, Crafting 2? (really need to do more for this visually, chessandgo had some good ideas, just need to fiddle some more about it)
Dang, you are right. I broke that recently. Getting that early game part figured out has proved to be a headache as I really just want to focus on metal tools and onwards.
I have committed a fix for this, the latest dev build for ManualLabor will now allow tree trunks to be sawed into planks...