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VegasGoat

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Posts posted by VegasGoat


  1. Try turning off VSync, I've had issues before that were solved by that.

     

    Another thing to try is running a server on the same machine, then connecting to that in multiplayer mode (use 127.0.0.1 as the address). I used to do that with my old computer which helped a lot.

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  2. This is pretty much how I start every game too (I also only do hardcore for single player worlds). I use thatch for an entry door since it's easily broken by hand to get back in. Also, a torch in the center keeps the 7x7 area lit where mobs won't spawn.

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  3. I'd say you should just stay on 1.6.4 unless you really need something that 1.7 has (performance, the translation stuff, whatever). Since this is a total conversion mod, upgrading is always going to cause a lot of work on bug fixing and undoing vanilla changes. I'd rather see effort put into new gameplay and features. MC 1.8 is right around the corner and then you're going to have to do this all again if you keep trying to stay up to date.

     

    Like ___Frank said, you don't want to be constantly playing catch up and not working on new features. At least wait until Mojang stops rewriting all the code and then port to that version, whatever it may be.

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  4. Do you still have to break them to pick them up? Do you have graphics set to fast? I remember reading that they only look flat on the ground with fancy graphics.

     

    Edit: Simulpost...

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  5. I am sorry to ask you this kind of question, why is the server closed all the time?

    You are updating server regularly, but I have never seen the server is opened.

    Could let me know how it is possible?

     

    Posted Image

     

    Posted Image

     

    The images don't show up, try using imgur.com to post them or use the attachment feature of these forums. The server is up all the time, you can go to the tfc.happydiggers.net website and see the map with people playing. Must be a connection problem on your end. Make sure you're putting the port in the address field, like: "tfc.happydiggers.net:4000"

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  6. The code is on github, you can clone it and submit pull requests. People do it all the time. I'm actually not sure how they feel about posting the actual link to the code here, though. So your first test is to find it :P

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  7. I think it's fine that skeletons are basically immune to piercing damage. It's believable and provides for interesting gameplay that promotes using different weapons.

     

    Not having any kind of ranged weapon to deal with them is a valid point though, or some way to get close without taking damage. A shield would be nice.

     

    And if that dumb vanilla mechanic of shooting faster the closer you get is still there, that needs to go as well.

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  8. Sorry I was responding to the part about possibly adding a plugin to automatically replant saplings.

     

    Planting some of the missing tree types would be nice. Maybe do it in some randomly chosen locations instead of at spawn so someone would have to get lucky and find them. Sort of makes it fair and similar to how lucky people find nickel or graphite while others don't.

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  9. I'm not really a math guy, I'm just a programmer, so anything I say can be wrong. Usually the math guys just give me a formula to implement. But I think the difference is what happens when "mult" is less than 1. In the currently implemented formula you end up with less decay than when you started, which shouldn't happen. I don't know if my proposed solution will work or not but I think it might.

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  10. Yes. The new math is slightly broken. You need to put more than 1 into rate. 

     

    You're right. Seems like there could be issues if any of the other multipliers are less than 1 as well. I'm guessing the code should really look like this instead:

    float baseDecayToAdd = (decay * Global.FOOD_DECAY_RATE) - decay;float adjustedDecayToAdd = baseDecayToAdd * thisDecayRate * environmentalDecay * protMult * TFCOptions.decayMultiplier;decay += adjustedDecayToAdd;

    Global.FOOD_DECAY_RATE will always need to be 1.0 or greater, but other than that the other multipliers can be between 0 and 1 and always result in decay being added. Need to make sure they're not negative also.

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  11. do this equation 24 times and you'll see that the 1.0 decay that we started with has has become very very very close to 1.5. Only reason it is not exactly 1.5 would be loss of precision when using floats instead of doubles.

     

    I end up with 2.71, not 1.5. I think there's something wrong with your equation where you're dividing by 24. I think you really just want to multiply it and remove the divide by 24 and not add the result (the result is the new decay). So this:

     

    decay = ((decay * Global.FOOD_DECAY_RATE) * thisDecayRate * environmentalDecay * protMult)*TFCOptions.decayMultiplier;

     

    Doing that equation 24 times I get 1.5, with initial decay value of 1. Example C++ code:

    #include <cstdio>int main(int argc, char* argv[]){        float decay = 1;        float rate = 1.01703789660558695;        printf("Initial decay: %.10fn", decay);        int ii;        for(ii=1; ii<=24; ++ii)        {                decay = decay * rate;                printf("Decay after %d hours = %.10fn", ii, decay);        }        printf("Final decay: %.10fn", decay);        return 0;}
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  12. The way I understand it is that every hour, the amount of decay is multiplied by that rate, then new decay is added. Hopefully it's not the other way around, which would be worse as you'd be multiplying that new decay right when it was added. So in theory, over 24 hours you'd have 50% more decay than if you didn't have the compounding effect (imagine you removed the decayed amount every hour). That's why rate^24 = 1.5.

     

    I'm not sure if it really works out that way or not, because the 1.5 number isn't accounting for the new decay being added every hour. I'll have to write a program to see what really happens.

     

    Also, there's going to be a set amount of decay no matter what you do. So if decay is .1 oz per hour on average, after 1728 hours you'd get 172.8 oz of decay even if the rate was 1.0. Setting it to less than 1.0 will probably remove decay.

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  13. You don't have to make them tile entities, you could use two different block IDs or block subtypes for natural vs. placed gravel. Then you make the natural gravel block drop an item of the placed gravel type when broken.

     

    Sorry to keep posting about this, I just wanted to clear up what I was saying. I get the idea that you're not interested so I'll stop. I just liked the idea of using the gold pan and sluice as a prospecting tool, which is gone now. I guess it's not really necessary since you can see ores on the ground now.

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  14. I meant tagging the gold pan with the gravel in it, which already doesn't stack. Or using something like a bucket to pick up gravel for the sluice, which could be tagged the same way.

     

    The point about not making it overly complicated makes sense though.

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  15. What about scanning the area on pickup and tagging the gold pan with the possible metal types? To prevent people placing new gravel in an area with rare metals you could have a separate subtype for naturally spawned gravel vs. placed gravel. Then you could do something similar with buckets to load up a sluice.

     

    - You get the metals from the area near where you picked up the gravel, not where you process it

    - Prevents infinite production because you can only use the gravel that naturally spawned there

    - Only need to scan the area when the gravel is picked up

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  16. I think you're out of luck and these 2 mods just can't work together. They're both modifying the player's armor inventory (TFC adds a back slot for the quiver, BattleGear looks like it adds a bunch of slots for weapons and such). My guess is that BattleGear has replaced the player's armor inventory with its own class which doesn't match what TFC expects.

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