Neuromancer wrote:without stressing your system too much.
Neuromancer wrote:Mob Framework
Simple Mobs
PilzAdam wrote:Neuromancer wrote:without stressing your system too much.Neuromancer wrote:Mob Framework
Simple Mobs
What?
Neuromancer wrote:PilzAdam wrote:Neuromancer wrote:without stressing your system too much.Neuromancer wrote:Mob Framework
Simple Mobs
What?
It's a balance. Without these 2 mods there really is no fun gameplay. It runs fine on my machine, not that laggy and no gray unrendered areas. I get around 20 fps. For example, I tried MoreTrees, got around 1-2 fps and huge unrendered areas all the time.
Not an issue so far. Picking up items and punching mobs works fast enough on my machine. I've seen a lot worse. There was something that did slow down the inventory before, but I'm not sure if it was a different mod that caused it (like moretrees), or just more mobs in the world. I'll keep playing and let you know. I like to call this game quest for junglegrass, need that to make cotton, to make string for fishing poles and bows.PilzAdam wrote:The mob mods dont affect the FPS, but they slow down the server a lot, which causes very delayed reaction (e.g. when picking up a dropped item, or when punching mobs).
Evergreen wrote:This game is really awesome! If I did survival, I would do it in this game. Also, I forgot how awesome a lot of these mods are. Also, the fishing almost works better than minecraft's fishing imo.
Neuromancer wrote:I'm thinking of adding zegs craft guide and inventory++.
Neuromancer wrote:I'm also thinking of adding ferns. I like the richness and the look they add, but I'm noticing a fps drop down from 15 before to 9 after. Have to play with it a bit more to see if it's that severe.
Neuromancer wrote:I also dropped a hint to Sapier to add bears that are attracted to fishing and beekeeping activity to make these endeavors even more interesting.
Mossmanikin wrote:I'll try and find a way to do something about the fps drop*, without losing too much of the appearance.
Maybe the user should have more options to configure the spawning of different ferns.
*EDIT: the main reason seems to be the checking for "group:soil" as spawn surface. In the next update this will be "default:dirt_with_grass".
Neuromancer wrote:I'm starting to really love the ferns even with the fps drop. They just give the entire atmosphere a different feel. More diverse, more real. They are beautiful. I really love how the ground ferns clump together. I know that this is due to there being minerals underground. But if it would speed things up not to check for that, I'd like that as an option, because in a way it makes things too easy. Just so long as they still clump together. I also love that the tall tree ferns and ground ferns grow in the white sand, like an oasis. When I'm in this world, it feels real... alive somehow. I get lost in it, and despite the mobs, very relaxing.
Mito551 wrote:http://youtu.be/PaYFZL1ZUZk
Neuromancer wrote:Mito551 wrote:http://youtu.be/PaYFZL1ZUZk
I'd say your take that this game is an interesting collection of Mods, but doesn't include any customizations of those mods is fair. This wasn't anything nearly as ambitious as Dwarves. But I do think it is completely playable and fun. My family has spent many hours playing it, and it is very challenging with all the hostile mobs, and interesting with all the actvities, fishing, beekeeping, farming, bow and arrows, etc. I should let zeg9 know about the unknown blocks bug in his crafting guide mod. The reason it shows up is there are multiple ways to craft a fishing pole. The first one uses wires from mesecons which I did not include because it would hurt performance and wasn't part of the basic feel I wanted to give the game. But if you click the button with the "V" on it you will see 2 alternative crafting recipies, one of which requires string.
Neuromancer wrote:Added pyramids & Blockmen's Better Hud with Hunger. I'm not sure though if the Hunger almost makes the game to easy. As long as you have a full belly, your health heals really quick, and it takes a long time to get hungry. I changed it so the hunger meter goes down 3 times faster than in the original Better HUD Mod. What do you all think?
Mossmanikin wrote:[
1)I don't think it's too easy like this. It's still hard enough to survive if you're surrounded by mummies.
2)First I wasn't sure about moretrees. It adds a lot of beauty, but fps go down.
After disabling some trees though, there still was a beautiful variety of tree life and the game was absolutely playable.
Normally I don't like textures with different resolutions in one texturepack/mod/game. But in this case I like the choice of flower textures.
Neuromancer wrote:Here's some things I'm thinking I'd like to add to this game:
Cattails- spawn where papyrus grows. 2 nodes tall, tops and bottoms looking different.
Prairieplants that grow densely. 1 node contains many prarie plant types, and several node variations.
Maybe these two could get integrated into VanessaE's plantlife mod.
Get mob damage working on the bows & arrows from PilzAdam's throwing Mod. Make mobs flammable & catch on fire when hit with flaming arrow.
Shipwreck mod with sharks & treasure chests filled with gold spawned inside. Underwater is too boring.
Create better textures for Grass and papyrus. Grass needs more colors, maybe even go to 32x? And Papyrus, well that bright green color is just to cartoony looking. Need something darker.
Let me know your thoughts, or if you would like to volunteer to help out on any of these as it will take me a long time to create these as I have become a total slacker.
Neuromancer wrote:1)So it's fine with the hunger in the game the way I made it (3 times faster than the original Mod?)
Neuromancer wrote:2)Yes I think it's definitely worth it if you dial down the frequency. Care to share your lua file, or just let the others know which trees you disabled altogether?
Neuromancer wrote:Here's an image of the game with my cattails texture in it. It is WTFPL. Feel free to play with it and improve it.
https://www.dropbox.com/s/pms475168ifpnpd/cattailsview1.jpg
Texture
https://www.dropbox.com/s/dnsjmdb11l65oig/cattailsG.png
Mossmanikin wrote:Although it's a bit small compared to papyrus, I like the texture.
Funny, I'm working on something similar right now.
Don't know if you're aware of it, but I've been working on some reedmace.
At the moment it's part of the prehistoric mod, but I'll separate it.
Neuromancer wrote:Mossmanikin wrote:Although it's a bit small compared to papyrus, I like the texture.
Funny, I'm working on something similar right now.
Don't know if you're aware of it, but I've been working on some reedmace.
At the moment it's part of the prehistoric mod, but I'll separate it.
I would like to work on a reedmace/cattail mod with you. (and have you separate it from the prehistoric mod) But I have this concern, I'm not nearly happy with either of our textures. The game as it stands looks beautiful, real, and immersive. (Thanks in no small part to your ferns). I see that reedmace will be difficult to get right, and actually improve on all of these. We would have to be brutally honest with each other on the shortcomings of the textures we are working on, and we probably will not come up with something that will make it into the game. Are you still willing to give it a shot? It is something that does not play to your strengths. Your ferns are a thing of beauty because there is a pattern, and order to ferns that suits your style. Reedmace seems to me to be more chaotic and random to get right.
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