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oldmanmike

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Everything posted by oldmanmike

  1. Thank you for licensing TFC under GPL v3!

    Thank you for your hasty reply! In closing, let me clarify some things of my own:0) I'm glad you made the decision you did. Honestly, I think at this point TFC has protection against redistribution in the same way Wikipedia does. It's possible to redistribute the code via the license, but the same can't be said for the reputation, community, wiki, mod spotlights, Lets Plays, and servers. One could redistribute the modified code as different flavors of TFC, but that's what addons and mod packs are for.1) I haven't associated with Technic/Tekkit since the Forestry/Sengir incident. If you guys are on good terms with the FTB team, they'd be the only ones I would ever consider releasing a public pack through, which isn't going to happen. I asked about mod packs because I'm trying to figure out the easiest way to automatically provide a group of friends an up-to-date, properly configured TFC client complete with supplementary mods and addons. They shouldn't have to manually update their clients individually every time a hotfix gets released.2) It would be for a relatively small crowd of people who privately know each other and are playing on a server together. We have a Facebook group that we use as a crappy newsfeed/forum/wiki solution, so issues and support will be dealt with within that community by as server issues by default unless it becomes pretty clear its an upstream problem.3) I like overhauls, but I don't like monolithic implementations and spaghetti code. Any feature I end up implementing will exist by default as an addon/module. Besides bug fixes, I might send a pull request as a proof-of-concept for a suggested feature. KISS is good, I'm personally a fan of the Unix philosophy and the Arch Way. A good chunk of my programming experience has been in C and Haskell, so I take code correctness, compositional modularity, and simplicity seriously. As for recent code, I'm going to assume that only the master branch is stable as a dependency.P.S. What Minecraft version is B78 being built on? 1.6.4?
  2. More Interesting Early-game Nights?

    The beginning of any TFC game, for me, consists of a lot of resource gathering and exploration that spans multiple days - both in-game and irl. After sunset, I too often find myself standing in a thatch hut waiting for the night to pass with nothing to do. This is all solved once I've got a pickaxe and have starting building a permanent house, but until I've established my first copper mine, TFC flips between being amazingly engaging and horrifically boring based purely on where the sun is in the sky. And this is assuming that it's not raining such that all the hostile mobs are still camping my front door after sunrise. All in all, it really kills the flow of the game for me.What do other people do to minimize this idle time, other than go afk or log off the server for a calculated period of time?
  3. More Interesting Early-game Nights?

    I use v1.9 for 1.6.4. As far as I can tell, it's backwards compatible with 1.6.2.
  4. More Interesting Early-game Nights?

    Yeah, I found I could work in my open-air metal shop without much fear of mobs while on hardcore as well, so I installed Zombie Awareness . I know I'm making my problem worse by doing that, but to me Minecraft is supposed to have nights that justify the construction of a secure base. The fact the entire world goes to hell with the setting of the sun was a cool quirk of the game - gives it a survival horror feel. And it makes you very happy that you've got a roof over your head, which given how non-trivial that can be in TFC can be quite a rewarding feeling. I do this too, but once I had played TFC enough that starting out became as routine as Vanilla, the early-game became a wiki-free experience and night time became purely an interruption to the TFC "experience" since much of the early game requires you to be able to roam the outdoors in relative safety. Then again, perhaps this initial grind was intentional by Bioxx and Dunk to make you value actually having something other than a thatch hut to live in.
  5. Any support on how to set a server for Linux

    Late to the party, but in case you're still stuck, I run a TFC server on linux and should be able to help you. The setup sort of depends on what distro you're using. Fortunately, a TFC server is not much different in its basic setup or resource requirements than a vanilla server. In general, the steps are the following:1) Download the .zip of the server and unzip it in the directory you want the server to reside in.2) Most Linux distros have a special directory in root that is specifically meant for servers. On mine, that directory is "srv", but its probably different on yours. You don't need to use it, but if this is a public server then you shouldn't operate it out of your home directory as that's insecure.3) Install forge in the .jar (aka the actual server).2) run "sh start.sh". make sure you have permissions to do this. ;)3) If it ran successfully, you'll have the "mod" directory that you can then place TFC inside and do all the configs you'd do on a windows server.4) Depending on what you want to do, there's tons of other stuff that can/should be done. If it's public, you'll want to make sure iptables is accepting packets to the port that the server is using. There's also various scripts and such that can automate backups using cron and issuing in-game commands from the command-line. You might also want to set up sshd so you can access your server remotely - in fact I would highly recommend it.Check your distro's documentation and/or forums for better details, your repo might have all the stuff you need aside from TFC ready for you. I probably explained this all horribly and left out important details, but I hope it still helps.
  6. Believable Weather

    This is kind of insignificant given TFC has seasons and temperature implemented with more planned, but I might as well mention it. Also, I have yet to find an up-to-date mod that has this feature - believable thunder and lightning. Whenever there's a lightning flash in Minecraft, it's always followed immediately by the sound of thunder. Why? It makes the storm feel artificial and canned. It would make a pleasant difference if the sound of thunder trailed behind the flash by a varying number of seconds. And not just a random interval. What if both rain and thunder varied in intensity as the storm moved in and developed. I'm not calling for some global climate schema (though that would be nice ), just a feeling that the weather has a life of its own and isn't just a tacked on feature that is either on or off. I remember the Clean Weather mod would, back when it was being maintained, include multiple layers of clouds which turn gray during rain or storms. I know this is very picky and aesthetic only, but perhaps there's some deep mechanics to be had in a deep weather system.On a similar note, it would be nice if the sound of rain and thunder had some diversity and variance - they both get old pretty quick.