Total Miner Forums

Total Miner => Total Miner Discussion => Topic started by: James on May 29, 2013, 09:34:23 PM

Title: 2.0 General Discussion
Post by: James on May 29, 2013, 09:34:23 PM
Well, here it is! 2.0 discussion everyone!  :D
Title: Re: 2.0 General Discussion
Post by: James on May 29, 2013, 09:37:27 PM
What are everyone's thoughts about powered circuits going in Total Miner? Excited or what?! :D I sure am excited! wooh!
Title: Re: 2.0 General Discussion
Post by: Geneo on May 29, 2013, 11:19:19 PM
Moving sections.
Liquid physics.
Bone animation.

All those things might not make it to 2.0, but (hopefully) they will eventually.  To me, those are more important than power circuits.
Title: Re: 2.0 General Discussion
Post by: James on May 30, 2013, 12:09:04 AM
One thing I think of when I hear about the wireless electricity is Nikoli Tesla's idea of using massive tesla coils to emit electricity throughout the air, thereby supplying wireless electricity to all of USA. But that was during the time in which electronics were being invented like the lightbulb and that the citizens of the United States were scared of his inventions and he was forced to discontinue his building projects... (actually I think he had to stop due to the idiot Thomas Edison cutting Nikoli's payments) Truly a sad thing for America to miss out on that oppertunity. But, we won't be missing out on that thanks to Craig bringing the power of wireless electricity to the Total Miner world!! Haha :D
Title: Re: 2.0 General Discussion
Post by: James on May 30, 2013, 12:15:49 AM
One thing I think of when I hear about the wireless electricity is Nikoli Tesla's idea of using massive tesla coils to emit electricity throughout the air, thereby supplying wireless electricity to all of USA. But that was during the time in which electronics were being invented like the lightbulb and that the citizens of the United States were scared of his inventions and he was forced to discontinue his building projects... (actually I think he had to stop due to the idiot Thomas Edison cutting Nikoli's payments) Truly a sad thing for America to miss out on that oppertunity. But, we won't be missing out on that thanks to Craig bringing the power of wireless electricity to the Total Miner world!! Haha :D
I think Craig should add to the description of the wireless transmitter block is "Nikoli Tesla would be proud!"
Title: Re: 2.0 General Discussion
Post by: Craig on May 30, 2013, 12:23:30 AM
TM is using wireless to transmit signals, not the power itself. The power comes from certain blocks, which are controlled via the wireless signals.
Title: Re: 2.0 General Discussion
Post by: James on May 30, 2013, 12:27:58 AM
TM is using wireless to transmit signals, not the power itself. The power comes from certain blocks, which are controlled via the wireless signals.
So basically when you click "on" on the transmitter, it is then pretty much just telling the electronic to activate itself? Or is it telling the receiver to deliver power to the electronic?
Title: Re: 2.0 General Discussion
Post by: Kitty on May 30, 2013, 12:58:42 AM

Bone animation.


Hey Geneo I think this topic will be a good read if you havn't seen it yet. http://totalminerforums.net/index.php?topic=1363.0
Title: Re: 2.0 General Discussion
Post by: Craig on May 30, 2013, 01:03:59 AM
TM is using wireless to transmit signals, not the power itself. The power comes from certain blocks, which are controlled via the wireless signals.
So basically when you click "on" on the transmitter, it is then pretty much just telling the electronic to activate itself? Or is it telling the receiver to deliver power to the electronic?
We're still working it out, but my understanding so far is the player won't interact with the transmitter directly, the player will interact with power delivery blocks, such as plates, switches, levers, etc, which will deliver power to any neighbouring blocks, like doors, c4, or transmitter(s). If a transmitter receives (or loses) power, it will send a signal (power on or off), which will be received by receivers within range and of the same frequency as the transmitter. Receivers are power delivery blocks (this may change), like plates etc, so when they receive a signal they will either deliver or stop delivering power (depending on the signal) to neighbouring blocks. Any power blocks neighbouring the receiver, like doors etc will react to the power supply change. Note, the transmitters and receivers are only necessary to send signals over distances, they can be completely omitted from local circuits like plates/switches next to a door. It might sound a little complex, but it's not really.

e.g.

|P|T|                            |R|D|                             

Player steps on (P)late. Plate delivers power to neighbouring blocks. (T)ransmitter is a neighbouring block so it becomes powered (changes state). Because the Transmitter has changed state, it sends a signal. An On signal, because it's now powered. (R)eceiver receives 'ON' signal which causes it to deliver power to neighbouring blocks. (D)oor is a neighbouring block so it becomes powered and opens.

Player steps off Plate. Plate stops delivering power (after normal delay). Transmitter is no longer powered, which is a state change, so it sends a signal. An 'OFF' signal because its not powered. Receiver receives 'OFF' signal and stops delivering power. Door stops receiving power and closes.
Title: Re: 2.0 General Discussion
Post by: Delta Dragon on May 30, 2013, 02:01:00 AM
Still waiting on some upside down stairs. Can't tell you how much those would help my builds. At the very least putting in some mob spawners for all the newer mobs. Just like spiders get spider eggs, zombies could have a tombstone block or a coffin block of sorts. Just throwing out some ideas but honestly doesn't matter what the spawner block looks like to me just as long as we can spawn the newer mobs.
Title: Re: 2.0 General Discussion
Post by: .ok on May 30, 2013, 03:38:48 AM
personally i think the current sound when in water sould weird/little lame
it sounds like youre dipping your foot or toes in water.kind of weird to hear when you jump 30 ft into a lake and it sounds like youe testing the temp.....

would it be possible to add more ambient sounds?


Title: Re: 2.0 General Discussion
Post by: Geneo on May 30, 2013, 05:32:21 AM
I don't understand upside-down stairs at all.  I can understand where they'd make the interior of a roof not so 'lumpy', but the outside of the roof still looks the same.
What we need is a 'double upside-down stair', where the top and the bottom both look like a stair (from the side it kinda looks like a "Z").  That would improve both the interior and exterior of roofs, etc.


Now about the powered circuit thing.
I really like the idea that you don't need a transmitter/receiver to simply use a 'local' pressure plate to open a door (you only need them to transmit power over distances).  Course we don't know (and Craig probably hasn't even figured out yet) how far 'local' reaches (will it turn on all the lights in an set area or just the one next to the switch?) 


We probably need a separate thread about how this whole "powered circuit" thing will work after Craig works it out, so there's no sense in trying to get into the details yet.


Personally, I'm not a RPG lover/maker so I could care less about transmitters or receivers.  As long as a door opens when my little pixel person steps on a pressure plate I'm fine.  Not into "lights"- torches work just fine.  (But I know the RPGers out there are licking their chops).
Title: Re: 2.0 General Discussion
Post by: DoggishKhan on May 30, 2013, 09:41:49 PM
I don't understand upside-down stairs at all.  I can understand where they'd make the interior of a roof not so 'lumpy', but the outside of the roof still looks the same.
What we need is a 'double upside-down stair', where the top and the bottom both look like a stair (from the side it kinda looks like a "Z").  That would improve both the interior and exterior of roofs, etc.


Now about the powered circuit thing.
I really like the idea that you don't need a transmitter/receiver to simply use a 'local' pressure plate to open a door (you only need them to transmit power over distances).  Course we don't know (and Craig probably hasn't even figured out yet) how far 'local' reaches (will it turn on all the lights in an set area or just the one next to the switch?) 


We probably need a separate thread about how this whole "powered circuit" thing will work after Craig works it out, so there's no sense in trying to get into the details yet.


Personally, I'm not a RPG lover/maker so I could care less about transmitters or receivers.  As long as a door opens when my little pixel person steps on a pressure plate I'm fine.  Not into "lights"- torches work just fine.  (But I know the RPGers out there are licking their chops).
if you had upside down stairs and ramps you could just put them on the backside of the normal staits and ramps to make them look better, and it allows the possibility for more detail all around for builders.
Title: Re: 2.0 General Discussion
Post by: Pride on May 30, 2013, 10:48:35 PM
A little early for this topic? Ohh, well :)
Can't wait for all the new features, my favorite? Electronics /assassin
Title: Re: 2.0 General Discussion
Post by: muD on May 31, 2013, 06:16:50 AM
i mostly look forward to crafting a cattle-prod and making you my cattle. bit chiz. get in the gate

well, thats if we have gates & cattle prods. yar
Title: Re: 2.0 General Discussion
Post by: almantux11 on May 31, 2013, 06:32:21 AM
I don't know but this goes to any update there will be... I just wished there was no lag in DD worlds when playing online that has over 1.0MB and I wished there was no lag on Creative worlds that are over 3.0MB.. :)
Title: Re: 2.0 General Discussion
Post by: Herobrine on May 31, 2013, 06:41:17 AM
I, agree with the water sound & when they say survival mode improvements, do they mean more mobs?
Title: Re: 2.0 General Discussion
Post by: Craig on May 31, 2013, 07:21:00 AM
I don't know but this goes to any update there will be... I just wished there was no lag in DD worlds when playing online that has over 1.0MB and I wished there was no lag on Creative worlds that are over 3.0MB.. :)
Define lag
Title: Re: 2.0 General Discussion
Post by: almantux11 on May 31, 2013, 07:26:18 AM
I don't know but this goes to any update there will be... I just wished there was no lag in DD worlds when playing online that has over 1.0MB and I wished there was no lag on Creative worlds that are over 3.0MB.. :)
Define lag
Lag: When mining blocks in DD especially when I was in Liam's world the blocks wouldn't go into my inventory they would just float, after like a minute they would... The world randomly disconnects me.
In Creative: The game stops for like 0.3 seconds, which when moving around or doing an obstacle course, when you try jump you don't and fall and die.. and it's literally just annoying. Also, sometimes people don't move when they move lol. Then just appear in a random place.

One thing I forgot to mention in my original post is having to wait half an hour when joining a world, that's the worst out of all for me.
Title: Re: 2.0 General Discussion
Post by: Craig on May 31, 2013, 07:36:29 AM
I don't know but this goes to any update there will be... I just wished there was no lag in DD worlds when playing online that has over 1.0MB and I wished there was no lag on Creative worlds that are over 3.0MB.. :)
Define lag
Lag: When mining blocks in DD especially when I was in Liam's world the blocks wouldn't go into my inventory they would just float, after like a minute they would... The world randomly disconnects me.
In Creative: The game stops for like 0.3 seconds, which when moving around or doing an obstacle course, when you try jump you don't and fall and die.. and it's literally just annoying. Also, sometimes people don't move when they move lol. Then just appear in a random place.
One thing I forgot to mention in my original post is having to wait half an hour when joining a world, that's the worst out of all for me.
None of those problems are related to the maps file size.
Title: Re: 2.0 General Discussion
Post by: almantux11 on May 31, 2013, 07:37:42 AM
I don't know but this goes to any update there will be... I just wished there was no lag in DD worlds when playing online that has over 1.0MB and I wished there was no lag on Creative worlds that are over 3.0MB.. :)
Define lag
Lag: When mining blocks in DD especially when I was in Liam's world the blocks wouldn't go into my inventory they would just float, after like a minute they would... The world randomly disconnects me.
In Creative: The game stops for like 0.3 seconds, which when moving around or doing an obstacle course, when you try jump you don't and fall and die.. and it's literally just annoying. Also, sometimes people don't move when they move lol. Then just appear in a random place.
One thing I forgot to mention in my original post is having to wait half an hour when joining a world, that's the worst out of all for me.
None of those problems are related to the maps file size.
Well, whatever it is related to I just wished it was gone.
Title: Re: 2.0 General Discussion
Post by: Craig on May 31, 2013, 07:50:28 AM
Well, whatever it is related to I just wished it was gone.
So do I.

When mining blocks in DD especially when I was in Liam's world the blocks wouldn't go into my inventory they would just float, after like a minute they would...
This only happens when you have just loaded into a heavily built up world. There is basically too much data to send and not enough bandwidth. XBLIG's got the short straw from MS regarding bandwidth, XBLIG's are starved of bandwidth, compared with XBLA. It's even worse if players in the world are using game chat (not party chat), because that literally sucks up half the already tiny bandwidth we are allocated. Once a good amount of the surrounding world has had a chance to load, the problem with the blocks settles down. Just needs a few minutes.

The world randomly disconnects me.
I've had this happen to me a few times, but it doesn't happen often.

In Creative: The game stops for like 0.3 seconds, which when moving around or doing an obstacle course, when you try jump you don't and fall and die.. and it's literally just annoying.
I think this is something to do with NPC's. Unfortunately challenge map builders have a tendency to spawn hundreds of NPC's all over the place, and these are the #1 cause of this lag, and challenge maps are the one place you don't want this lag. Once the bulk of the map is received from the host, the problem settles down.

Also, sometimes people don't move when they move lol. Then just appear in a random place.
Same as the blocks problem. Just too much information and not enough bandwidth. Again it settles down once some of the surrounding map has had a chance to load.

One thing I forgot to mention in my original post is having to wait half an hour when joining a world, that's the worst out of all for me.
That is not common. I've joined over 50 maps since 1.8 was released and I've never had to wait more than 6 minutes.
Title: Re: 2.0 General Discussion
Post by: almantux11 on May 31, 2013, 07:56:30 AM
Well, whatever it is related to I just wished it was gone.
So do I.
Can you not make that happen since you're like the programmer of the game and all?

When mining blocks in DD especially when I was in Liam's world the blocks wouldn't go into my inventory they would just float, after like a minute they would...
Quote
This only happens when you have just loaded into a heavily built up world. There is basically too much data to send and not enough bandwidth. XBLIG's got the short straw from MS regarding bandwidth, XBLIG's are starved of bandwidth, compared with XBLA. It's even worse if players in the world are using game chat (not party chat), because that literally sucks up half the already tiny bandwidth we are allocated. Once a good amount of the surrounding world has had a chance to load, the problem with the blocks settles down. Just needs a few minutes.

The world randomly disconnects me.
Quote
I've had this happen to me a few times, but it doesn't happen often.

In Creative: The game stops for like 0.3 seconds, which when moving around or doing an obstacle course, when you try jump you don't and fall and die.. and it's literally just annoying.
Quote
I think this is something to do with NPC's. Unfortunately challenge map builders have a tendency to spawn hundreds of NPC's all over the place, and these are the #1 cause of this lag, and challenge maps are the one place you don't want this lag. Once the bulk of the map is received from the host, the problem settles down.
I have 3 I think in my world... And they are invisible too sometimes. But the lag still happens.

Also, sometimes people don't move when they move lol. Then just appear in a random place.
Quote
Same as the blocks problem. Just too much information and not enough bandwidth. Again it settles down once some of the surrounding map has had a chance to load.

One thing I forgot to mention in my original post is having to wait half an hour when joining a world, that's the worst out of all for me.
Quote
That is not common. I've joined over 50 maps since 1.8 was released and I've never had to wait more than 6 minutes.
Is this because of the internet maybe?

Thank you for all the information above :)
Title: Re: 2.0 General Discussion
Post by: .ok on May 31, 2013, 03:05:32 PM
i figured it might be internet

atm my internet i use a hospitals wifi and therefore its not the best
i can hardly play bo2 for the most part bcs i fluctuate from 3 bars down to 1 for a few secs and back to 2/3.on a good day ill have 3 bars for a while but after 5-10 games ill start lagging......alot of times if im in game,especially during league play.....playing and i d/c off live then that freezes my xbox to where i power off/of.

its strong enough to use the forums and host maps but ppl can barely connect...a few times at 1st i had a full lobby...but now ppl can barely conect....some can load onto map but cant move but smne else who joins could...when my friend was checking trial island out on my tv it showed he wasnt moving and then a min or 2 his avatar moved to a 2nd spot and didnt move again   even though he was saying how he was getting attacked by mobs and i wasnt/how they didnt go after me.......then when he exited the game 3-5 mins i was still on the map moving around and i finally got the game has ended pop up

so yeah i think conection might have a little part in lag
oh and 1 thing i noticed is sometimes randomly your avatar will get hurt like smne was punching you.even though noone was by you and/or you was flying..
prob from lag
Title: Re: 2.0 General Discussion
Post by: James on June 04, 2013, 04:47:44 PM
What is Instanced Chests? I got no idea what they are and what you mean?
Title: Re: 2.0 General Discussion
Post by: Pride on June 04, 2013, 09:32:41 PM
Instanced Chest:
http://totalminerforums.net/index.php?topic=1701.0 (http://totalminerforums.net/index.php?topic=1701.0)
Title: Re: 2.0 General Discussion
Post by: Woodfox26 on June 04, 2013, 10:21:16 PM
This was my idea! oh well at least it's in te game and that's all that counts
Title: Re: 2.0 General Discussion
Post by: Pride on June 05, 2013, 01:02:23 AM
Craig, will their be more rares in 2.0?
If so, then how many?
Title: Re: 2.0 General Discussion
Post by: Craig on June 05, 2013, 01:04:59 AM
This was my idea! oh well at least it's in te game and that's all that counts
Actually, this idea has made the rounds on the forum (new and old) at least 20 times, in varying forms, but the core idea is the same.
Title: Re: 2.0 General Discussion
Post by: Pride on June 05, 2013, 01:09:29 AM
It does not matter whos idea it was.... It just matters that its being implemented..
Title: Re: 2.0 General Discussion
Post by: Shorts the Environmentalist on June 05, 2013, 07:15:27 AM
Your not bob! Anyways can't wait for 2.0,

Title: Re: 2.0 General Discussion
Post by: Marianek9 on June 09, 2013, 09:43:05 AM
meybe animal spawner for farms?
Title: Re: 2.0 General Discussion
Post by: Shorts the Environmentalist on June 09, 2013, 09:54:54 AM
Just can't wait for the update. And perhaps some bugs will fix some problems I have
Title: Re: 2.0 General Discussion
Post by: muD on June 09, 2013, 06:25:56 PM
(http://i349.photobucket.com/albums/q377/Berrgk/Anim/12364881474691380c8b648.gif)
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on June 10, 2013, 07:28:55 AM
It shall be a good one!
Title: Re: 2.0 General Discussion
Post by: muD on June 10, 2013, 10:26:49 AM
Quote from: Craig
This image shows the new power blocks - in the center of the frame.
And existing blocks affected by power on the edges of the frame.

(https://dl.dropboxusercontent.com/u/22413239/power.jpg)

cool..
looks like the block column on the left is; Turret, Safe, Receiver

Column two: Ambient block > C4 > Powered light > Not sure. some kind of dial (what is this? frequency shifter?) > Pressure plate > Trap door!

Then: Chest > Script block? > Transmitter

..is that right?

all look great. button nd switch too.
Title: Re: 2.0 General Discussion
Post by: James on June 10, 2013, 11:27:28 AM
Quote from: Craig
This image shows the new power blocks - in the center of the frame.
And existing blocks affected by power on the edges of the frame.

(https://dl.dropboxusercontent.com/u/22413239/power.jpg)

cool..
looks like the block column on the left is; Turret, Safe, Receiver

Column two: Ambient block > C4 > Powered light > Not sure. some kind of dial (what is this? frequency shifter?) > Pressure plate > Trap door!

Then: Chest > Script block? > Transmitter

..is that right?

all look great. button nd switch too.
I believe that is right, and for that dial thing, I think it is a frequency/ distance adjuster, and maybe that is what we put uranium inside? hmm
Title: Re: 2.0 General Discussion
Post by: yophillybro on June 10, 2013, 11:36:06 AM
Is there as estimate as to when 2.0 will be released? I'm so excited for it.
Title: Re: 2.0 General Discussion
Post by: James on June 10, 2013, 12:24:15 PM
I wonder if the switch or the button has an animation.
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on June 10, 2013, 02:10:25 PM
will the trap door be able to have its texture changed?because itd be nice to have it blend in like pressure plates do for tricking others
Title: Re: 2.0 General Discussion
Post by: TacitGrunt on June 10, 2013, 02:35:56 PM
Quote from: Craig
This image shows the new power blocks - in the center of the frame.
And existing blocks affected by power on the edges of the frame.

(https://dl.dropboxusercontent.com/u/22413239/power.jpg)

cool..
looks like the block column on the left is; Turret, Safe, Receiver

Column two: Ambient block > C4 > Powered light > Not sure. some kind of dial (what is this? frequency shifter?) > Pressure plate > Trap door!

Then: Chest > Script block? > Transmitter

..is that right?

all look great. button nd switch too.
I believe that is right, and for that dial thing, I think it is a frequency/ distance adjuster, and maybe that is what we put uranium inside? hmm
It's a sundial
Title: Re: 2.0 General Discussion
Post by: TacitGrunt on June 10, 2013, 04:37:45 PM
timer block for the sun dial-y thing?
Not sure. some kind of dial (what is this? frequency shifter)

Looks like a timer to me.
It's a sundial
Title: Re: 2.0 General Discussion
Post by: James on June 10, 2013, 04:51:28 PM
Quote from: Craig
This image shows the new power blocks - in the center of the frame.
And existing blocks affected by power on the edges of the frame.

(https://dl.dropboxusercontent.com/u/22413239/power.jpg)

cool..
looks like the block column on the left is; Turret, Safe, Receiver

Column two: Ambient block > C4 > Powered light > Not sure. some kind of dial (what is this? frequency shifter?) > Pressure plate > Trap door!

Then: Chest > Script block? > Transmitter

..is that right?

all look great. button nd switch too.
I believe that is right, and for that dial thing, I think it is a frequency/ distance adjuster, and maybe that is what we put uranium inside? hmm
It's a sundial
(http://i42.tinypic.com/a3z3wo.jpg)
(http://i41.tinypic.com/2d937h4.jpg)

I guess there are similarities, but if it is a Sun dial, then I think it would look much better if it was a 3D looking Sun dial like a real Sun dial. were it would have a 3D dial part on top of it and some cool design on the sides/ bottom.

(edit)
Yep I checked, using a Roman numeral converter, there are numbers 1-12 on it. Also, I wonder if when we place the Sun dial down, if the Sun dial would be facing the right direction (I think it is supposed to have the pointy thing face North?) if so, that would be cool.
Title: Re: 2.0 General Discussion
Post by: TacitGrunt on June 10, 2013, 04:55:49 PM
Quote from: Craig
This image shows the new power blocks - in the center of the frame.
And existing blocks affected by power on the edges of the frame.

(https://dl.dropboxusercontent.com/u/22413239/power.jpg)

cool..
looks like the block column on the left is; Turret, Safe, Receiver

Column two: Ambient block > C4 > Powered light > Not sure. some kind of dial (what is this? frequency shifter?) > Pressure plate > Trap door!

Then: Chest > Script block? > Transmitter

..is that right?

all look great. button nd switch too.
I believe that is right, and for that dial thing, I think it is a frequency/ distance adjuster, and maybe that is what we put uranium inside? hmm
It's a sundial
(http://i42.tinypic.com/a3z3wo.jpg)
(http://i41.tinypic.com/2d937h4.jpg)

I guess there are similarities, but if it is a Sun dial, then I think it would look much better if it was a 3D looking Sun dial like a real Sun dial. were it would have a 3D dial part on top of it and some cool design on the sides/ bottom.
I think the sundial is gonna be a block that gives power when the sun is up and not a clock.
Also, proof the sundial is being added: http://totalminerforums.net/index.php?topic=309.0 (http://totalminerforums.net/index.php?topic=309.0) post 3, number 168

Edit: also, notice how the sundial block goes to the roman numeral for 12 then goes to 1
Title: Re: 2.0 General Discussion
Post by: James on June 10, 2013, 05:03:16 PM
Quote from: Craig
This image shows the new power blocks - in the center of the frame.
And existing blocks affected by power on the edges of the frame.

(https://dl.dropboxusercontent.com/u/22413239/power.jpg)

cool..
looks like the block column on the left is; Turret, Safe, Receiver

Column two: Ambient block > C4 > Powered light > Not sure. some kind of dial (what is this? frequency shifter?) > Pressure plate > Trap door!

Then: Chest > Script block? > Transmitter

..is that right?

all look great. button nd switch too.
I believe that is right, and for that dial thing, I think it is a frequency/ distance adjuster, and maybe that is what we put uranium inside? hmm
It's a sundial
(http://i42.tinypic.com/a3z3wo.jpg)
(http://i41.tinypic.com/2d937h4.jpg)

I guess there are similarities, but if it is a Sun dial, then I think it would look much better if it was a 3D looking Sun dial like a real Sun dial. were it would have a 3D dial part on top of it and some cool design on the sides/ bottom.
I think the sundial is gonna be a block that gives power when the sun is up and not a clock.
Also, proof the sundial is being added: http://totalminerforums.net/index.php?topic=309.0 (http://totalminerforums.net/index.php?topic=309.0) post 3, number 168
I tried to find where Craig said this, but he said that what he wanted is some kind of "inverter" where the sun will give power to the Sun dial block and then when there is no light given to it (Sun goes down) then the power is released from the block. maybe Craig will make it so the block will be able to have a switch where you can activate/ deactivate the "inverter".
Title: Re: 2.0 General Discussion
Post by: TacitGrunt on June 10, 2013, 05:10:11 PM
Quote from: Craig
This image shows the new power blocks - in the center of the frame.
And existing blocks affected by power on the edges of the frame.

(https://dl.dropboxusercontent.com/u/22413239/power.jpg)

cool..
looks like the block column on the left is; Turret, Safe, Receiver

Column two: Ambient block > C4 > Powered light > Not sure. some kind of dial (what is this? frequency shifter?) > Pressure plate > Trap door!

Then: Chest > Script block? > Transmitter

..is that right?

all look great. button nd switch too.
I believe that is right, and for that dial thing, I think it is a frequency/ distance adjuster, and maybe that is what we put uranium inside? hmm
It's a sundial
(http://i42.tinypic.com/a3z3wo.jpg)
(http://i41.tinypic.com/2d937h4.jpg)

I guess there are similarities, but if it is a Sun dial, then I think it would look much better if it was a 3D looking Sun dial like a real Sun dial. were it would have a 3D dial part on top of it and some cool design on the sides/ bottom.
I think the sundial is gonna be a block that gives power when the sun is up and not a clock.
Also, proof the sundial is being added: http://totalminerforums.net/index.php?topic=309.0 (http://totalminerforums.net/index.php?topic=309.0) post 3, number 168
I tried to find where Craig said this, but he said that what he wanted is some kind of "inverter" where the sun will give power to the Sun dial block and then when there is no light given to it (Sun goes down) then the power is released from the block. maybe Craig will make it so the block will be able to have a switch where you can activate/ deactivate the "inverter".
Also notice how the block in question has the roman numeral for 12 at the top and the next number is 1, like a clock or a sundial
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on June 10, 2013, 05:46:56 PM
I always wanted a clock.
Title: Re: 2.0 General Discussion
Post by: James on July 06, 2013, 09:54:15 PM
I think it is weird that Craig is taking so long to update the 2.0 info page. every day I go on the page hoping it would say that there was either a new post or a new edit.
Title: Re: 2.0 General Discussion
Post by: muD on July 06, 2013, 10:01:16 PM
I think it is weird that Craig is taking so long to update the 2.0 info page. every day I go on the page hoping it would say that there was either a new post or a new edit.
I imagine there is a lot of testing to do with the new features. they seem like the kind of things that give so many options that it will inevitably take time covering all the possible ways to potentially break them & then 'fix them.

or maybe there is just no need to rush. 1.92 has no real probs, does it?
Title: Re: 2.0 General Discussion
Post by: Vandrew on July 06, 2013, 10:12:18 PM
I think it is weird that Craig is taking so long to update the 2.0 info page. every day I go on the page hoping it would say that there was either a new post or a new edit.
Yeah, this update is taking a little bit of time, but who want's another rushed update? I sure don't! The last time we had a rushed update, the shops wouldn't work afterward. And the time before that, maps and save files were corrupted!
Give the man some time, remember he does other things besides program this game. He has a family to deal with, as well as other obstacles in his daily life. So if some of these updates take a little bit longer, remember that they're being worked on with care and passion, not some industry's lust for money.
Title: Re: 2.0 General Discussion
Post by: Geneo on July 08, 2013, 11:50:17 AM
So Craig updated the 2.0 info.  Wow.  This update is gonna be something else.


Glad he's redoing the Save (and a couple of other things) to free up memory.  After playing a few minutes it begins to lag visually a bit (blocks don't disappear when you dig them or appear when you place them right away… sometimes).


I wonder what that 'secret significant feature' he's adding is?  Oh, right, it's a "secret".  (Which usually means, in Craig-speak, mindblowingly awesome, surprising,  and why-didn't-we-think-of-that good).


Furnaces will now use blueprints?  55 new items?  I'm gonna need another chest (or 2) for all the new blueprints!


Oh dear.
(tee hee).
Title: Re: 2.0 General Discussion
Post by: Pride on July 08, 2013, 03:46:44 PM
Glad to see some progress on the update....
I have a pretty good idea on what Craig could be adding, hope it is what I am wishing for.  ^-^
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on July 09, 2013, 02:35:30 PM
Will the 55 new items be usable items or just the craftable items, and by usable items i mean things like the rares weapons torches and shields stuff like that?
Title: Re: 2.0 General Discussion
Post by: Geneo on July 09, 2013, 03:45:08 PM
I would think quite a few of them would have to do with the new electrical stuff- switches, lights, etc.
But no telling what he's come up with.  We'll find out in a few months.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on July 09, 2013, 06:04:50 PM
Here are some prototypes - i.e. not final. none of these items are confirmed for the next update, just possibles for now, and the graphics may change.

http://gyazo.com/0ffc6f1b866044949ff376009b1c9bdb

from top left:

Iron battle axe, Steel battle axe, Diamond battle axe, Ruby battle axe, Titanium battle axe, Greenstone battle axe, Ruby sword, Platnium sword, Titanium sword, Steel Scimitar, Medieval Pike, Claymore

from bottom left:
Greenstone Gold Trimmed Pick axe, Hatchet, Shovel, Sword, Shield, Sledge Hammer
hopefully some of the 55
Title: Re: 2.0 General Discussion
Post by: James on July 16, 2013, 10:48:11 PM
I would think quite a few of them would have to do with the new electrical stuff- switches, lights, etc.
But no telling what he's come up with.  We'll find out in a few months.
He might have added a remote detonator for c4?? Idk but something like that would be a great addition!
Title: Re: 2.0 General Discussion
Post by: Vandrew on July 16, 2013, 11:12:10 PM
He doesn't really need to. There are switches and pressure plates now...
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on July 17, 2013, 12:18:43 AM
I bet the secret is fire!
Title: Re: 2.0 General Discussion
Post by: Craig on July 17, 2013, 12:55:22 AM
I bet the secret is fire!

fairly significant feature

quite important for a sandbox survival game

I wouldn't consider fire significant or quite important :p
Title: Re: 2.0 General Discussion
Post by: A Simple Gamer on July 17, 2013, 01:00:12 AM
It's a hunger bar! It has to be. Hunger is always important and significant to everyones survival!
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on July 17, 2013, 02:12:29 AM
It's a hunger bar! It has to be. Hunger is always important and significant to everyones survival!
I dont think it'll be a hunger bar. My guess is he might add a new place as a new goal to work towards, like the total miner equivalent of the end.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on July 17, 2013, 02:17:03 AM
He might have added a remote detonator for c4?? Idk but something like that would be a great addition!
if the powered circuits work to set off c4, then you could probably put I receiver next to it and activate it at a distance using a sender and a button
Title: Re: 2.0 General Discussion
Post by: Craig on July 17, 2013, 02:33:47 AM
I forgot to mention. Mob Spawn blocks can be specified to work with circuitry.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on July 17, 2013, 02:48:40 AM
I forgot to mention. Mob Spawn blocks can be specified to work with circuitry.
that will be very useful.
Title: Re: 2.0 General Discussion
Post by: The Gold Knight on July 17, 2013, 02:57:37 AM
I forgot to mention. Mob Spawn blocks can be specified to work with circuitry.
Would it be possible to have the mob spawn block be coordinate specified? Like it will only span mobs at a specified coordinate?
Title: Re: 2.0 General Discussion
Post by: Craig on July 17, 2013, 04:29:28 AM
Would it be possible to have the mob spawn block be coordinate specified? Like it will only span mobs at a specified coordinate?
No. They will spawn in the blocks vicinity using the current space finder algorithm.
Title: Re: 2.0 General Discussion
Post by: Pride on July 17, 2013, 12:45:47 PM
Quote from: Craig
I've also added another fairly significant feature which has been frequently requested and is quite important for a sandbox survival game. I'm pretty excited about it. No one else is though because no one else knows what it is yet ::) (Not even our testers know yet).

So, Craig is adding a secret feature? Hmm... I think I have cracked the secret :P
This secret feature, I think, is going to be farming. Why? because its important and Craig has said some things about it recently.

Farming is about food. Farming at the very least must be able to grow crops which can be used to make staple foods. More non staple crops could be added later but the staples must be done first.

Staple Foods:
Bread <- Flour <- Wheat/Rye/Maize. So we'd need to be able to farm Wheat and/or Rye and/or Maize.
Sugar <- Sugar Cane - We'd need to be able to farm sugar.

At least one versatile vegetable or fruit. Tomatoes are a versatile fruit.
At least one spice. Salt is a good spice because it doesn't need to be farmed, could just be generated in the world like any ore/mineral block.

With flour and water or milk you could make dough. With dough you could make bread, cake, pizza bases.
With milk you could make butter and cheese.
With dough, cheese and tomatoes you could make pizzas.

You can make a lot of different food from just basic ingredients. So they're what should be added first.
Title: Re: 2.0 General Discussion
Post by: KUi Klutch on July 17, 2013, 12:48:37 PM
Hmm... Maybeh! That would be cool.
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on July 17, 2013, 01:07:03 PM
Well farming isn't it because Craig said that it is unconfirmed but possible.
http://totalminerforums.net/index.php?topic=2447.0
Title: Re: 2.0 General Discussion
Post by: Pride on July 17, 2013, 02:11:12 PM
Why would you say it isn't it? Craig said no one knows what this new feature is, not even testers, and you are saying "Not confirmed, but possible" which makes the possibility even more likely, right?
Title: Re: 2.0 General Discussion
Post by: muD on July 17, 2013, 02:23:57 PM
Well farming isn't it because Craig said that it is unconfirmed but possible.
http://totalminerforums.net/index.php?topic=2447.0
key word being; unconfirmed.

some kind of farming seems reasonable considering cows and sheep are trotting this way, & the specific words used; "quite important for a sandbox survival game"
if the word 'survival' wasn't in that quote i'd have guessed a world generator tool.
player skills and ability progression would be my next guess.
Title: Re: 2.0 General Discussion
Post by: Craig on July 18, 2013, 04:46:33 AM
some kind of farming
player skills and ability progression
no fair mind reader ffs
Title: Re: 2.0 General Discussion
Post by: muD on July 18, 2013, 01:33:20 PM
no fair mind reader ffs
you don't need to admit you were excited about it and couldn't help leak it for discussion.. i know : P

i'm also reading you will leave us to speculate so you can enjoy observing the interest whilst farming potential ideas.
so I guess i'll start by wondering aloud if different avatars will have different base traits/skills..

Will whatever it is you are adding be an optional function in Creative mode?
Title: Re: 2.0 General Discussion
Post by: Craig on July 18, 2013, 09:43:36 PM
you don't need to admit you were excited about it and couldn't help leak it for discussion.. i know : P

i'm also reading you will leave us to speculate so you can enjoy observing the interest whilst farming potential ideas.
haha something like that.
i continually debate with myself about the merits of withholding information, and i continually come to the conclusion there aren't any.

so I guess i'll start by wondering aloud if different avatars will have different base traits/skills..
currently no. in the future possibly. after 2 years of considering this i'm still uncomfortable with the idea. it just doesn't quite sit right with me. having said that, enabling avatars to boost a skill level is probably ok. i prefer to do it with items, but i guess using avatars aswell might be ok.

Will whatever it is you are adding be an optional function in Creative mode?
skills are only in play on finite mode maps (dd, survival and creative option). i've also added a Enable Skills option to the lobby screen, for all game modes, which is like the PvP option, you can set it one time when you create a new map, and after that, its fixed. I'm still undecided if the option will remain for dd and survival maps (as opposed to be fixed on) and still undecided how to handle the option for existing maps.
Title: Re: 2.0 General Discussion
Post by: Vandrew on July 18, 2013, 09:46:58 PM
Skillz?! Oh My Geebers! I'm telling everyone this now!
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on July 18, 2013, 10:33:58 PM
No need, for I have already seen. For this update will be like 2.0, without changing the whole system for how it is to run.
Title: Re: 2.0 General Discussion
Post by: XvCrimsonWingvX on July 18, 2013, 10:48:20 PM
So, any ideas on what skills will be put into the game?
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on July 18, 2013, 10:56:34 PM
So, any ideas on what skills will be put into the game?
hopefully something that helps you break things more effciently with your fist. also something that helps you get more health out of food, or get more uses out of your tools
Title: Re: 2.0 General Discussion
Post by: MasterHalo on July 19, 2013, 10:32:53 AM
 :o Can someone simplify how the circuits are supposed to work? I am lost. :P
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on July 19, 2013, 11:12:24 AM
When you have a signal go through the Transmitter, it sends it in a radius to the Reciever with the same frequency and the Reciever will send it to blocks like Steel doors and C4 and open/detonate them.
 
Title: Re: 2.0 General Discussion
Post by: sinless on July 22, 2013, 03:06:57 AM
The new combat system sounds like fun, Oooo
Title: Re: 2.0 General Discussion
Post by: Craig on July 22, 2013, 08:22:34 AM
Someone asked me a good question so I thought I'd post it here

Quote
How much weight under your new combat system is on the stats of the player VS his/her weaponry?

Lets say a zombie can wipe the floor with a newb with a wooden sword, but a late-game character can wipe the floor with the zombie.

If they switched weapons and the newb had the Sword O Hurting could he win?
If the tougher stronger player got the wooden sword could he still crush the zombie?

Mobs don't use weapons, armor or food, so if you were to fight a mob in a fist fight without armor and no food.

1. If you were of similar combat level, you could win or lose. If you were a few levels higher, you could lose but would more often win and vice versa.

2. If you were a significantly higher level, you'd almost always win, but if you suffered many bad dice rolls you could lose.

Add items to the equation. A player with a similar combat level to a mob, but with a good sword, would almost always win.

A player could take on a mob with a significantly higher combat level, and if they have good armor and a good weapon, they could kill the mob, with the player hoping they don't receive to many frequent max hits from the mob (if the mob has a high strength level like the Troll).

Quote
Lets say a zombie can wipe the floor with a newb with a wooden sword, but a late-game character can wipe the floor with the zombie.

If they switched weapons and the newb had the Sword O Hurting could he win?
If the tougher stronger player got the wooden sword could he still crush the zombie?

If they switched, firstly the newb wouldn't be able to use the Sword O Hurting because all weapons have a minimum skill(s) level to use and a newb won't be able to use the stronger weapons.

The tougher player could still beat the zombie with the wooden sword, if it's combat level is slightly lower than the zombies (or greater), but it'll be a closer match.

If the players combat level is quite a bit higher than the zombie, then beating it with a wooden sword shouldn't be a problem.

Title: Re: 2.0 General Discussion
Post by: Pride on July 22, 2013, 08:36:27 AM
I like the new system for combat... Now I have one question Craig.
1. Will the fall damage be fixed too? It really annoys me how I can fall 100 blocks and still live some of the time.
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on July 22, 2013, 02:05:50 PM
I was skimming through the post and saw something that may attract some people. It is that Armor is to be added in the update of 2.0. I'm indeed happy I don't need to use the quite ineffective and challenging shield anymore.
As of how weopons work with skills, I am not approving. It should be instead of not being able to use it period, it should have more disadvantages than advantages. For example I use the BattleAxe which is required to be 25, but I'm only 5. When I use it while i'm still 5, it takes a VERY long time to swing and it does almost no damage due to the slowness. It also won't give me the passive sheild bonus, since it's too heavy for me to block. I think if it was like this, It would be a very different system from the other games combat system.
Title: Re: 2.0 General Discussion
Post by: Craig on July 22, 2013, 07:44:44 PM
As of how weopons work with skills, I am not approving. It should be instead of not being able to use it period, it should have more disadvantages than advantages. For example I use the BattleAxe which is required to be 25, but I'm only 5. When I use it while i'm still 5, it takes a VERY long time to swing and it does almost no damage due to the slowness. It also won't give me the passive sheild bonus, since it's too heavy for me to block. I think if it was like this, It would be a very different system from the other games combat system.
This has two major disadvantages.

The biggest is that it will not be clear to players, particularly beginners why the weapon is so ineffective. They'll just think either the weapon sucks, or the game sucks, or it's bugged.

The other is that players will not have as much incentive to level the requirement skill.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on July 22, 2013, 08:12:19 PM
This has two major disadvantages.

The biggest is that it will not be clear to players, particularly beginners why the weapon is so ineffective. They'll just think either the weapon sucks, or the game sucks, or it's bugged.

The other is that players will not have as much incentive to level the requirement skill.
does this work with other tools too? like if your a lumberjack, and you cut down a lot of trees could you get skills that help you cut trees down faster, or break through leaves easier? and will you not be able to use higher level hachets until you get your skill high enough?
Title: Re: 2.0 General Discussion
Post by: Craig on July 22, 2013, 08:17:43 PM
does this work with other tools too? like if your a lumberjack, and you cut down a lot of trees could you get skills that help you cut trees down faster, or break through leaves easier? and will you not be able to use higher level hachets until you get your skill high enough?
Yes, the Chopping Skill.
Title: Re: 2.0 General Discussion
Post by: Tom on July 22, 2013, 08:27:46 PM
Will the player dying have any effect the players skill or level, whether it be permanent or temporary?
Title: Re: 2.0 General Discussion
Post by: Dauntless395 on July 22, 2013, 08:45:29 PM
If we consider RPG gametypes, wouldn't it be better to have a feature that allows admins to "reset" player skill and weapon skill when joining their RPG creative map type?

For example, an RPG map requires you to level up sword fighting so you can wield the legendary sword in the chest.
However, (with the new combat system that was just announced) anyone who has been leveling up in their free time could bypass this and simply grab the sword right off the bat

EDIT: I read above something about enabling skills in the lobby, so that might be the feature that I'm talking about
Title: Re: 2.0 General Discussion
Post by: Craig on July 22, 2013, 08:51:27 PM
If we consider RPG gametypes, wouldn't it be better to have a feature that allows admins to "reset" player skill and weapon skill when joining their RPG creative map type?

For example, an RPG map requires you to level up sword fighting so you can wield the legendary sword in the chest.
However, (with the new combat system that was just announced) anyone who has been leveling up in their free time could bypass this and simply grab the sword right off the bat
I considered adding this option. My only hesitation is that it might cause players not play maps if they have to build their levels again. It does take time. As a host I would be wary of using such an option. I think it would turn players off more than attract them to a map. But I could be wrong.

Also, players might be reluctant to invest time on a map if it is not building their global skill experience.


The lobby option is a toggle. Skills On/Off, not a Skill reset.
Title: Re: 2.0 General Discussion
Post by: Craig on July 22, 2013, 08:53:29 PM
Will the player dying have any effect the players skill or level, whether it be permanent or temporary?
Not currently.
Title: Re: 2.0 General Discussion
Post by: Pride on July 22, 2013, 09:19:37 PM
It should
Title: Re: 2.0 General Discussion
Post by: Vandrew on July 22, 2013, 09:28:02 PM
Will there be a level cap? Also, will there be upgrades to certain skills? Like, spend XP on some mining aspect that makes you mine faster. Or something else along those lines?

Whether those questions are answered or not, I'd like to thank you, Craig, for continuing to add in new and fun features to an already amazing game. This game has completely overshot my expectations, and now with skills, the game has become something that rivals Minecraft. If not, shoots past it! Once again, Craig, thank you for an incredible game. Seriously, you're awesome!
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on July 22, 2013, 09:31:01 PM
Yes, the Chopping Skill.
awesome.
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on July 22, 2013, 09:56:57 PM
This has two major disadvantages.

The biggest is that it will not be clear to players, particularly beginners why the weapon is so ineffective. They'll just think either the weapon sucks, or the game sucks, or it's bugged.

The other is that players will not have as much incentive to level the requirement skill.
It should have a notification for this, maybe having the weopon have an X over the icon or completly red, or maybe even when highlighted, it says something laong the lines of, "You cannot handle such power, yet" next to it's name.
Title: Re: 2.0 General Discussion
Post by: James on July 22, 2013, 11:53:24 PM
Not currently.
When a Player Levels up in a TMF game will there be a notification? saying:
"dakilla1562 has achieved lvl 10"? or something like that?
Title: Re: 2.0 General Discussion
Post by: Craig on July 22, 2013, 11:59:02 PM
When a Player Levels up in a TMF game will there be a notification? saying:
"dakilla1562 has achieved lvl 10"? or something like that?
Yes it does. It also shows what new items you can now use.
Title: Re: 2.0 General Discussion
Post by: A Simple Gamer on July 23, 2013, 12:08:51 AM
Yes it does. It also shows what new items you can now use.

How will that work? Will a list appear down the screen or will it be a pop up like an avatar unlock but you scroll through pages of what items are now available.
Title: Re: 2.0 General Discussion
Post by: ForkySpoon on July 23, 2013, 01:52:00 AM
I'm really excited for the whole power thing in 2.0, but I would much rather see better animations to make the game look a little more professional.
Title: Re: 2.0 General Discussion
Post by: Craig on July 23, 2013, 02:14:40 AM
I'm really excited for the whole power thing in 2.0, but I would much rather see better animations to make the game look a little more professional.
It's coming. Will probably be the following update.
Title: Re: 2.0 General Discussion
Post by: Craig on July 23, 2013, 02:19:24 AM
How will that work? Will a list appear down the screen or will it be a pop up like an avatar unlock but you scroll through pages of what items are now available.
Currently it's not a pop up. It's just a text message that starts from the center of the screen and rises and slowly fades out. I didn't want a pop up so that players are not interrupted, particularly in combat or life threatening situations.
Title: Re: 2.0 General Discussion
Post by: Steve on July 23, 2013, 01:49:32 PM
So the skills/level will be global? And Carry over from one map to another? Or do they stay with the map you're playing on?

Is this undecided?

RPG will most defiantly need to start from basic. Maybe if you change attribute to RPG it takes out the global skill or at least gives you the option to? Defiantly we don't want any reset permission given to admin as we feel as if we are working towards nothing with security.

I do like the global skill for *digdeep only* as it would give me something other than building component after component to invest my time in. And would be rewarding when others see all the hard work I've put into dig deep maps.

Hopefully you can see others skills or look at a "stat profile" which shows skill levels other info ect, that would be awesome.

And it would be cool if each avatar had different attributes/skills. Ingame as an added bonus. It would be fun to personalize them as I would feel the need to swap to lumberjack when chopping trees, or handyman for crafting, or better prices when entrepreneur. Just a thought.

Title: Re: 2.0 General Discussion
Post by: VampQueenKaren on July 23, 2013, 05:48:11 PM
Three questions
Is there a max level or are there infinite?
Do some mobs give more "xp" then others?
Armour and weapons or levels which would win?
Title: Re: 2.0 General Discussion
Post by: Pride on July 23, 2013, 07:13:45 PM
Question:
When/will you release a list of skills...
Would like to know so I could start on a dig deep map 8)
Title: Re: 2.0 General Discussion
Post by: Craig on July 23, 2013, 08:34:41 PM
Question:
When/will you release a list of skills...
Would like to know so I could start on a dig deep map 8)
Once I have their names finalized. There are 14 individual skills.
Title: Re: 2.0 General Discussion
Post by: Pride on July 23, 2013, 08:36:59 PM
Ok, thanks ^-^
Title: Re: 2.0 General Discussion
Post by: Craig on July 23, 2013, 08:38:13 PM
Is there a max level or are there infinite?
Every skill is capped but they are programmed so that they could continue indefinately. The reason they are capped is so that players can see a final goal.

Do some mobs give more "xp" then others?
Not directly, but indirectly by the virtue that some take more hit points to kill.

Armour and weapons or levels which would win?
Already explained above.
Title: Re: 2.0 General Discussion
Post by: Craig on July 23, 2013, 08:42:24 PM
So the skills/level will be global? And Carry over from one map to another?
Yes

RPG will most defiantly need to start from basic. Maybe if you change attribute to RPG it takes out the global skill or at least gives you the option to?
I touched on this above.

Defiantly we don't want any reset permission given to admin as we feel as if we are working towards nothing with security.
?

Hopefully you can see others skills or look at a "stat profile" which shows skill levels other info ect, that would be awesome.
Yes you can see others players skills, just like their statistics. I'm considering adding a Highscores component but that would be the following update.

And it would be cool if each avatar had different attributes/skills.
I wrote about this idea on a topic recently, can't remember which.
Title: Re: 2.0 General Discussion
Post by: Tom on July 25, 2013, 09:33:16 AM
On the lastest post there was something called coif in the list,could some one explain what that is please.
Title: Re: 2.0 General Discussion
Post by: Geneo on July 25, 2013, 09:41:28 AM
And "RingOfBob"?
Title: Re: 2.0 General Discussion
Post by: modernminer on July 25, 2013, 10:16:18 AM
Coif:A woman's close-fitting cap, now only worn under a veil by nuns but was worn by men and women during the 13th and 14th century. I hope I helped and I hope I am correct.
Edit: I forgot to qoute you Tom, sorry.
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on July 25, 2013, 10:45:29 AM
Hell's to the yeahs! We're getting farming materials, armor, more tools/weapons, and alot of other things! Don't forget, rebalanced ores!
Title: Re: 2.0 General Discussion
Post by: Tom on July 25, 2013, 10:52:01 AM
Coif:A woman's close-fitting cap, now only worn under a veil by nuns but was worn by men and women during the 13th and 14th century. I hope I helped and I hope I am correct.
Edit: I forgot to qoute you Tom, sorry.
I looked it up after you can also get chain mail coif which is the hood like thing knights ware under helmets anyway thanks :)
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on July 25, 2013, 10:59:22 AM
Favorite part? The necklaces! Just kidding. My RPG map is going to be 100 times better though.
Title: Re: 2.0 General Discussion
Post by: A Simple Gamer on July 25, 2013, 12:44:12 PM
It's official, 2.0=Best update so far.
Title: Re: 2.0 General Discussion
Post by: TS Ninja Monkey on July 25, 2013, 01:49:10 PM
I wonder if the armor will show up on the avatar  ::)
and also, will there be a slot to put your armors?   ^-^
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on July 25, 2013, 01:56:47 PM
I wonder if the armor will show up on the avatar  ::)
and also, will there be a slot to put your armors?   ^-^
There has to be slots doesn't there? I mean, you can't hold everything in your hand. There is probably a slot for all armor and a slot for a necklace/amulet and ring.
Title: Re: 2.0 General Discussion
Post by: TS Ninja Monkey on July 25, 2013, 03:57:36 PM
There has to be slots doesn't there? I mean, you can't hold everything in your hand. There is probably a slot for all armor and a slot for a necklace/amulet and ring.
Yeah prolly  ^-^ Im really wondering if it shows up on the avatar  ::)
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on July 25, 2013, 04:00:06 PM
Yeah prolly  ^-^ Im really wondering if it shows up on the avatar  ::)
maybe the necklace, but I can't imagine GK wearing diamond armor, or how a ring would fit on a square hand with no fingers
Title: Re: 2.0 General Discussion
Post by: Craig on July 25, 2013, 07:08:49 PM
I wonder if the armor will show up on the avatar  ::)
and also, will there be a slot to put your armors?   ^-^
Not currently. We don't have that tech. When the avatar system is redesigned, everything equipped will be visible.
There are 9 new slots for equipped items. Each slot defines where on the body the item is equipped. This free's up all 30 inventory slots for unequipped items.
Title: Re: 2.0 General Discussion
Post by: Craig on July 25, 2013, 07:12:21 PM
A coif is basically an archers helmet. It provides some defense while not hindering an archers performance. An archer can wear other helmets but they give a negative ranged bonus.
Title: Re: 2.0 General Discussion
Post by: Silver on July 26, 2013, 09:56:30 AM
A coif is basically an archers helmet. It provides some defense while not hindering an archers performance. An archer can wear other helmets but they give a negative ranged bonus.

Any info on the Ring of Bob or is that a secret?  :3
Title: Re: 2.0 General Discussion
Post by: King Cobra Ax2 on July 26, 2013, 10:40:05 AM
ALL HAIL THE RING OF BOB
Title: Re: 2.0 General Discussion
Post by: Dauntless395 on July 26, 2013, 11:27:43 AM
Any info on the Ring of Bob or is that a secret?  :3

I would laugh if Craig told us it did all sorts of crazy things, then when we actually put it on it adds like +.01 attack  ^-^
Title: Re: 2.0 General Discussion
Post by: Tom on July 26, 2013, 11:39:14 AM
I'm going to guess its a ring to do with explosives, I hear bob is fan of c4 and rasta blocks
Title: Re: 2.0 General Discussion
Post by: FourLeaf on July 26, 2013, 01:55:32 PM
Are the instanced chests finished with multiplayer, or the OP of the 2.0 Features up to date   :o
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on July 27, 2013, 02:34:24 PM
I know the armor probably won't be visable on the character, but could there be a little diagram next to someones health bar showing what armor they are wearing
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on July 27, 2013, 02:36:29 PM
I know the armor probably won't be visable on the character, but could there be a little diagram next to someones health bar showing what armor they are wearing
That's a great idea. But I'm sure Craig has something implemented where we can see.
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on July 27, 2013, 02:39:15 PM
Not currently. We don't have that tech. When the avatar system is redesigned, everything equipped will be visible.
There are 9 new slots for equipped items. Each slot defines where on the body the item is equipped. This free's up all 30 inventory slots for unequipped items.
Title: Re: 2.0 General Discussion
Post by: TS Ninja Monkey on July 29, 2013, 12:15:16 AM
Sooo Excited For This Update!  ^-^
Title: Re: 2.0 General Discussion
Post by: K1ngpwn02 on July 29, 2013, 10:08:37 AM
Hmmm well this was nice news to see upon my return to the forums. I can't wait for this update! Craig always goes above and beyond-  circuitry would've been enough for me, but now he's adding a new combat system, all these freaking items, and more. I just hope this update doesn't take a whole year to get out....
Title: Re: 2.0 General Discussion
Post by: nbond3040 on July 30, 2013, 06:37:28 AM
I don't think we should be forced in combat for 10 seconds because if I join a server as soon as I join someone that's a higher level or has better equipment will kill me and take my spawn items and I don't want to be forced to be still in bow combat either because someone might start on top of a hill while I'm at the bottom and then I'm forced to stand there and take shots from him since he has the better position I think you should add more things that add skill to the combat system like in smash bros add mechanics that make it easy to learn but hard to master
Title: Re: 2.0 General Discussion
Post by: Craig on July 30, 2013, 06:57:29 AM
I don't think we should be forced in combat for 10 seconds because if I join a server as soon as I join someone that's a higher level or has better equipment will kill me and take my spawn items and I don't want to be forced to be still in bow combat either because someone might start on top of a hill while I'm at the bottom and then I'm forced to stand there and take shots from him since he has the better position I think you should add more things that add skill to the combat system like in smash bros add mechanics that make it easy to learn but hard to master
Hosts should make spawn zones non PvP.
Only the shooter would be unable to move during the shot (about 1-2 secs).
3rd person mechanics don't always convert well to 1st person, but i'm looking at various mechanics, so nothing is confirmed yet.
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on July 30, 2013, 08:07:17 AM
What if someone doesn't have anything, for then he attempts too run? Will he be prevented because of the combat lock? If so, I think it's a little much. Someone could break their sword in the middle of battle, but still be forced to stay put, and therefore, death happens, loses endless GP, and the winner leaves with the GP.
Title: Re: 2.0 General Discussion
Post by: Craig on July 30, 2013, 08:15:32 AM
I'm the first to admit it's not perfect. There are times it won't be fair. But is the alternative better? I guess we'll find out during testing. It won't be added if it doesn't make the combat better and more fun.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on July 30, 2013, 01:35:03 PM
how does the ring and necklace moulds work? do they involve the obsidian gem stone?
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on July 30, 2013, 02:05:15 PM
I dont understand? When does it happen and why, like iif i get close to a person i freeze or something? How does the system know when to do it?
Title: Re: 2.0 General Discussion
Post by: K1ngpwn02 on July 30, 2013, 05:52:34 PM
I dont understand? When does it happen and why, like iif i get close to a person i freeze or something? How does the system know when to do it?


^This. I could see this system causing so many glitches. And personally, I like the "awkward dancing" combat. I really don't like the idea of freezing....
Title: Re: 2.0 General Discussion
Post by: nbond3040 on July 30, 2013, 06:50:39 PM
will this work like an rpg where if I get within 10 blocks of a monster or someone a bubble will appear around us and we can't leave the bubble or will it be like once someone attacks we auto lock on to this person and we can't move our cursor we can only move our body
Title: Re: 2.0 General Discussion
Post by: Craig on July 30, 2013, 06:59:56 PM
For melee, I wasn't thinking of freezing, just locking the combatants into combat so they cannot dance away so easily. You'd still be able to move and look around (for aiming purposes), just not go out of range.
Title: Re: 2.0 General Discussion
Post by: Craig on July 30, 2013, 07:39:00 PM
^This. I could see this system causing so many glitches.
How so?
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on July 30, 2013, 07:57:00 PM
how does the ring and necklace moulds work? do they involve the obsidian gem stone?
im sorry for posting again craig but im really curious on how it will work
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on July 31, 2013, 01:39:49 AM
Well i wouldnt mind giving this new combat system a try really, i was just wondering how it worked exactly. Like they say dont knock it till you try it
Title: Re: 2.0 General Discussion
Post by: GrimTimes on July 31, 2013, 02:57:37 AM
Quote from: Craig
For ranged fights, I'm considering locking the players position while they shoot an arrow.
I think it would be better if you decrease the accuracy of the projectile if the player is moving. Also making an aim function to slow down the player and zoom in a little. Just a thought.
Title: Re: 2.0 General Discussion
Post by: K1ngpwn02 on July 31, 2013, 11:43:45 AM
How so?

Nevermind, got confused on what you meant by "locking." My bad haha.
Title: Re: 2.0 General Discussion
Post by: Pride on July 31, 2013, 10:18:12 PM
I feel like the new combat system will be a great addition to the game but...
I feel that the new "locking in to combat" will be the only downside.
You should still have free movement and not be locked into combat.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on August 01, 2013, 03:25:18 AM
Maybe there could be two stances you have, aggressive and passive. You can switch between them using up on the D pad. When your aggressive, you scare off passive mobs and mobs of significantly lower levels, mine and break items more slowly, do a bit more damage, and can get locked into combat. When your passive, you break and mine at normal speed, do less than normal damage, and can run away if someone attacks you. To tell the difference you can hold and swing tools differently. That way people won't get locked into unwanted combat, but two warriors can fight fairly without dancing around as much.
Title: Re: 2.0 General Discussion
Post by: Pringle on August 01, 2013, 03:28:11 AM
My guess is that locking turns off and on with pvp option on the menu. You can still fight with gam difficulty on normal though but without locking on other players
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on August 01, 2013, 08:36:49 PM
For melee, I wasn't thinking of freezing, just locking the combatants into combat so they cannot dance away so easily. You'd still be able to move and look around (for aiming purposes), just not go out of range.
Ohh now i understand i must have read this wrong yeah this sounds great,so itll be like a mini arena for a couple of seconds then after the time is done then we can move anywhere as long as we havent died. But how will it be triggered, i think it should trigger if the player attacks another player and if it hits then the "mini arena" activates, unless thats how it is already.but yeah this sounds fine
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on August 25, 2013, 03:56:17 PM
Ok from seeing that beautiful screenshot of the new update i am wondering if those slots for armor and stuff will stay on the screen forever or will it have a button to bring it up like our inventory?

Edit:nevermind aha i just saw that it was connected with the inventory which is great cant wait for this update!
 
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on August 25, 2013, 03:58:34 PM
My guess is that your armor slots will be in your inventory screen
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on August 25, 2013, 04:01:12 PM
I just edited my comment like three minutes ago saying that i looked at the photo again and they were connected so yeah your right
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on August 25, 2013, 04:06:58 PM
I like what he did to the shops, and the shield he was holding looked cool. I couldn't tell what the block was that was in the right side of the picture
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on August 25, 2013, 04:53:05 PM
I like what he did to the shops, and the shield he was holding looked cool. I couldn't tell what the block was that was in the right side of the picture
The blocks were the Chest, the Workbench, and the Furnace. For some strange reason, I really like what he did to the Wooden Planks. Hopefully, there's a better sound for it too.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on August 25, 2013, 04:57:42 PM
The blocks were the Chest, the Workbench, and the Furnace. For some strange reason, I really like what he did to the Wooden Planks. Hopefully, there's a better sound for it too.
they all look really cool
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on August 25, 2013, 05:01:06 PM
they all look really cool
Maybe because we are going modern, since they do all look more closer to present day stuff.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on August 25, 2013, 05:06:12 PM
Maybe because we are going modern, since they do all look more closer to present day stuff.
it does look alot more modern
Title: Re: 2.0 General Discussion
Post by: Craig on August 25, 2013, 07:32:37 PM
It's the new Steampunk TP
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on August 25, 2013, 08:05:17 PM
It's the new Steampunk TP
great job, it looks amazing
Title: Re: 2.0 General Discussion
Post by: Iceninja on August 31, 2013, 11:19:46 AM
It's the new Steampunk TP

havn't seen the TP. show me :D
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on August 31, 2013, 11:30:26 AM
(http://i41.tinypic.com/aaw55e.jpg)
That's the TP. I'll probably use it a lot, since it is so good looking.
Title: Re: 2.0 General Discussion
Post by: Jeff on September 01, 2013, 12:52:07 AM
I hope the new combat takes alot of skill like now.
Title: Re: 2.0 General Discussion
Post by: Clerical on September 01, 2013, 06:28:34 AM
I hope the new combat takes alot of skill like now.
the current version does not take alot of skill right now, just jump and crouch and shoot, the new combat system will take alot more skill to become good at it. and your hits will need to be more accurate to get the same damage.
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 01, 2013, 11:24:41 AM
the current version does not take alot of skill right now, just jump and crouch and shoot, the new combat system will take alot more skill to become good at it. and your hits will need to be more accurate to get the same damage.

i think craig has put Headshots.

if he did......IM SOO LOVING IT
Title: Re: 2.0 General Discussion
Post by: Clerical on September 01, 2013, 12:53:15 PM
i think craig has put Headshots.

if he did......IM SOO LOVING IT
with swords the closer you aim at the center of the body the more damage you do.
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 01, 2013, 01:47:29 PM
with swords the closer you aim at the center of the body the more damage you do.

maybe if you have bows, you get a headshot if hit the head and you are a high level on that skill
Title: Re: 2.0 General Discussion
Post by: Clerical on September 01, 2013, 05:17:45 PM
maybe if you have bows, you get a headshot if hit the head and you are a high level on that skill
Here all the info you need to know about the combat system in 2.0
http://totalminerforums.net/index.php?topic=2500.0
Title: Re: 2.0 General Discussion
Post by: TRex on September 01, 2013, 10:16:02 PM
I hope that craig incorporates hit boxes for each major parts of the body including a shield one.  I think head, torso, legs and shield should be enough hit boxes.  Of course until the animation software is created and new avatars creating hit boxes is not practical at this point.  Each hit box could use the same min/max for optium hit range for each box.  Shield hit boxes should only be active when holding the shield up not swinging like it is.
Title: Re: 2.0 General Discussion
Post by: Geneo on September 04, 2013, 09:02:52 AM
Wow, according to the latest post, 2.0 is almost ready to begin testing.  It's still a while away, but progress is progress.  Woo Hoo!
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 07, 2013, 09:56:33 PM
Wow, according to the latest post, 2.0 is almost ready to begin testing.  It's still a while away, but progress is progress.  Woo Hoo!

i know right, its awesome how good craig works on this game :D
It feels like 2.0 is right in that corner ^-^
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 07, 2013, 10:04:39 PM
Wow, according to the latest post, 2.0 is almost ready to begin testing.  It's still a while away, but progress is progress.  Woo Hoo!
I hope its around the corner but I hope its not like the 1.8 update where bug fixing took months. I know its only because he had to completely rewrite alot of the coding, but it might take long to fix bugs in 2.0
Title: Re: 2.0 General Discussion
Post by: TRex on September 07, 2013, 10:11:06 PM
considering the save system is affected in this update your fears are probley right on target.
Title: Re: 2.0 General Discussion
Post by: Craig on September 08, 2013, 04:09:38 AM
The testing phase this time around will be a lot quicker.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 08, 2013, 01:37:56 PM
The testing phase this time around will be a lot quicker.
that's good to know.
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on September 12, 2013, 07:22:10 AM
So Craig, first of all circuitry looks amazing and so does the other things we saw ;) Keep up the great work.

Now, I have a question. You may know that I make a lot of map, typically I always have 1-2 worlds in the Your World section. I want to know if there is any way to use, say opening a chest, to power something. If so it would be useful for traps and other fun things.
Title: Re: 2.0 General Discussion
Post by: Craig on September 12, 2013, 07:36:24 AM
I want to know if there is any way to use, say opening a chest, to power something. If so it would be useful for traps and other fun things.
Yes, chests emit power to their surrounding blocks while they are open.
Title: Re: 2.0 General Discussion
Post by: The White Rabbit on September 12, 2013, 08:13:43 AM
my question of today.... with things such as pressure plates how far does the power travel or can you set it. I hope it is the second on or alot of people will strart to open doors by standing on my 'leaves'
Title: Re: 2.0 General Discussion
Post by: Craig on September 12, 2013, 08:21:56 AM
good question
Title: Re: 2.0 General Discussion
Post by: Tom on September 12, 2013, 08:44:34 AM
Will there be any way of delaying a circuit? So I can hit a switch and have time to run to a door before the transmitter sends a signal to the reciever?
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 12, 2013, 10:09:50 AM
In both videos you've shown of 2.0 I've seen a jumping cowboy. Is there a story behind that?
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on September 12, 2013, 03:58:13 PM
In both videos you've shown of 2.0 I've seen a jumping cowboy. Is there a story behind that?

Pretty sure it's just Baldy in his character. Maybe not though :/
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 12, 2013, 04:06:01 PM
Could be an NPC
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 12, 2013, 04:08:11 PM

Pretty sure it's just Baldy in his character. Maybe not though :/
baldy stays in one spot jumping up and down for long periods of time?
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on September 12, 2013, 04:24:31 PM
So I just watched the video and that can not be a player because of one reason. When he pauses it, the Multiplayer section is dark meaning he can't be playing with someone else. So it might be an NPC or a new mob. Craig we cracked your code!!!!
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 12, 2013, 04:25:47 PM
So I just watched the video and that can not be a player because of one reason. When he pauses it, the Multiplayer section is dark meaning he can't be playing with someone else. So it might be an NPC or a new mob. Craig we cracked your code!!!!
you can also see it on the rupture video in graphics
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on September 12, 2013, 04:27:25 PM
Might as well admit it now Craig ::)
Title: Re: 2.0 General Discussion
Post by: VampQueenKaren on September 12, 2013, 05:07:03 PM
baldy stays in one spot jumping up and down for long periods of time?
No baldy does not try again
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 12, 2013, 05:07:59 PM
It's a cow. Baldy killed one of the Cowboy NPC's and it dropped one Leather (Or Cow Hide) and two Raw Beef.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 12, 2013, 05:09:24 PM
It's a cow. Baldy killed one of the Cowboy NPC's and it dropped one Leather (Or Cow Hide) and two Raw Beef.
what?
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 12, 2013, 05:11:21 PM
Watch the new video posted by Craig. Baldy shows off electricity, with a Cowboy NPC and then later in the vid, he kills it and get one leather like thing and two raw beef. (Whoops, it was Craig, couldn't hear it before)
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 12, 2013, 05:12:45 PM
Watch the new video posted by Craig. Baldy shows off electricity, with a Cowboy NPC and then later in the vid, he kills it and get one leather like thing and two raw beef. (Whoops, it was Craig, couldn't hear it before)
I watched the whole video and I didn't see anything
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 12, 2013, 05:15:07 PM
I watched the whole video and I didn't see anything
The new Dev Video? Around 9:20, Craig went and killed a jumping Cowboy NPC, giving him cow drops.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 12, 2013, 05:21:12 PM
The new Dev Video? Around 9:20, Craig went and killed a jumping Cowboy NPC, giving him cow drops.
woah... He just like... Exploded...
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 13, 2013, 01:53:59 AM
Cowboy drops steak and leather.... What does prisoner drop? Wool?
Title: Re: 2.0 General Discussion
Post by: Craig on September 13, 2013, 02:15:27 AM
Cowboy drops steak and leather.... What does prisoner drop? Wool?
Yep ;)
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 13, 2013, 02:23:33 AM
Yep ;)
awesome. Are they just placeholders like the Indian was for dryads?
Title: Re: 2.0 General Discussion
Post by: VampQueenKaren on September 13, 2013, 02:40:21 AM
I don't think Craig stole baldys bridge from his map I think he borrowed it temparly right Craig? ;)
Title: Re: 2.0 General Discussion
Post by: Kitty on September 13, 2013, 02:49:35 AM
awesome. Are they just placeholders like the Indian was for dryads?
bbbbut.... Cowboys :O!!!!! They ain't no placeholder!. lest I really hope not :(

Cowboys are cool ^_^
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 13, 2013, 02:52:00 AM
bbbbut.... Cowboys :O!!!!! They ain't no placeholder!. lest I really hope not :(

Cowboys are cool ^_^
cowboys, Indians, and prisoners... Yup, I think total miner has passed from medieval themed to western
Title: Re: 2.0 General Discussion
Post by: II FerGie x 🍀 on September 13, 2013, 11:46:19 AM
I haven't seen this asked and I believe I didn't see it during the video, but during the Scripts video, I did not see an option to change the texture for the Scripts block like you did with the Transmitter or Receiver. Will you be able to change the texture for the Scripts block?
Title: Re: 2.0 General Discussion
Post by: TRex on September 13, 2013, 12:12:18 PM
It is something for Craig to think about adding textures to them.

I am glad that script are added it will make edit zones like mine, woods and farms easy to manage.
Now all we need is a way of creating a zone the size of the map with secondary rights to other zones.
Title: Re: 2.0 General Discussion
Post by: Silver on September 13, 2013, 02:07:09 PM
Scripts and circuitry are coming along great Craig! I can't wait to see what some people come up with :D
Title: Re: 2.0 General Discussion
Post by: Dig deeper on September 13, 2013, 02:57:27 PM
What does prisoner drop?
SOAP!!!
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on September 13, 2013, 04:05:48 PM
SOAP!!!
Lol I don't think it's appropriate though
Title: Re: 2.0 General Discussion
Post by: CookieKiller345 on September 13, 2013, 06:50:47 PM
So the cowboys, indians, and prisoners give you a quest?
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 13, 2013, 06:54:54 PM
So the cowboys, indians, and prisoners give you a quest?
Indians were a placeholder for dryaads, and cowboys and prisoners seem to be placeholders for cows and sheep
Title: Re: 2.0 General Discussion
Post by: Keaton Potatoes on September 13, 2013, 06:56:40 PM
Indians were a placeholder for dryaads, and cowboys and prisoners seem to be placeholders for cows and sheep
there used to be an indian enemy?
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 13, 2013, 07:06:17 PM
there used to be an indian enemy?
yeah. 1.8
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on September 13, 2013, 07:41:21 PM
there used to be an indian enemy?
it got changed because people thought it was insensitive to kill indians.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 13, 2013, 07:48:51 PM
it got changed because people thought it was insensitive to kill indians.
it was kinda insensitive to me. In America we slaughtered entire cultures of them. I know in California the government used to actually pay for Indian heads and scalps back in the early 1900's. Its much better now that its dryads in my opinion.
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on September 13, 2013, 09:22:55 PM
it was kinda insensitive to me. In America we slaughtered entire cultures of them. I know in California the government used to actually pay for Indian heads and scalps back in the early 1900's. Its much better now that its dryads in my opinion.
It was insensitve to me too since my brother was indian.
Title: Re: 2.0 General Discussion
Post by: DoggishKhan on September 13, 2013, 09:56:58 PM
It was insensitve to me too since my brother was indian.
Was?
Title: Re: 2.0 General Discussion
Post by: Kitty on September 13, 2013, 10:18:24 PM
Was?

Might indicate he passed on or something :(

Anyway Dryaads are a way cooler mob imo ^_^
Title: Re: 2.0 General Discussion
Post by: Emguy158 on September 13, 2013, 11:38:50 PM
What does the prisoner mob in new video do?
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 13, 2013, 11:39:31 PM
What does the prisoner mob in new video do?
it is like a sheep
Title: Re: 2.0 General Discussion
Post by: Craig on September 14, 2013, 12:00:33 AM
The Cowboys and Prisoners you see in the videos are actually cows and sheep, I just haven't put in the proper models yet.
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on September 14, 2013, 12:22:10 AM
The Cowboys and Prisoners you see in the videos are actually cows and sheep, I just haven't put in the proper models yet.
Lol. Anyways, so what happens if you move a section with scripts to an area where a player is? Does it stop the action, push them out of the way, or cover them with blocks? I'm just curious :P
Title: Re: 2.0 General Discussion
Post by: Dauntless395 on September 14, 2013, 12:30:36 AM
if it pushes them out of the way, the drawbridge could be a catapult now that can launch by the opening mechanism
Title: Re: 2.0 General Discussion
Post by: # on September 14, 2013, 01:24:21 AM
I'm gonna take a gander and say that it doesn't push you. The way Craig makes it sound, it's just pasting a component of the bridge up, then deleting that component, then pasting another component to make it look like its down, in it's place. I could be wrong though, just speculating  :D
Title: Re: 2.0 General Discussion
Post by: Craig on September 14, 2013, 01:32:29 AM
Yes, if someone is standing on the bridge while it is up, they are higher than when it is down, so when it goes down, they will fall down and land on it in it's lowered form. If they're standing on it when it's down, and it goes up, they will just fall to the ground because the block(s) they're standing are replaced with air.
Title: Re: 2.0 General Discussion
Post by: # on September 14, 2013, 01:52:06 AM
Craig, is the wait command for the script blocks in milliseconds, seconds,  or your own timing?
Title: Re: 2.0 General Discussion
Post by: TRex on September 14, 2013, 02:19:00 AM
I have a question about the paste script function what if some one is inside the area when the paste is activated will is trap them inside blocks or say players are inside the area.
Title: Re: 2.0 General Discussion
Post by: Craig on September 14, 2013, 02:40:20 AM
I have a question about the paste script function what if some one is inside the area when the paste is activated will is trap them inside blocks or say players are inside the area.
It works exactly the same as if you did the paste manually.
Title: Re: 2.0 General Discussion
Post by: Craig on September 14, 2013, 02:40:42 AM
Craig, is the wait command for the script blocks in milliseconds, seconds,  or your own timing?
Milliseconds
Title: Re: 2.0 General Discussion
Post by: VampQueenKaren on September 14, 2013, 02:45:57 AM
Craig are you gonna do a video on the new combat/skill system?
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 14, 2013, 02:47:27 AM
Yes, if someone is standing on the bridge while it is up, they are higher than when it is down, so when it goes down, they will fall down and land on it in it's lowered form. If they're standing on it when it's down, and it goes up, they will just fall to the ground because the block(s) they're standing are replaced with air.
theoretically... If you make a bridge 3 long... Then have a script that moves it at just the speed you are walking... Could you make a bridge that looks like it creates in front of you as it deletes behind you as you walk across?
Title: Re: 2.0 General Discussion
Post by: Craig on September 14, 2013, 02:54:27 AM
theoretically... If you make a bridge 3 long... Then have a script that moves it at just the speed you are walking... Could you make a bridge that looks like it creates in front of you as it deletes behind you as you walk across?
Absolutely
Title: Re: 2.0 General Discussion
Post by: Craig on September 14, 2013, 02:55:11 AM
Craig are you gonna do a video on the new combat/skill system?
Probably closer to release time. Also one on farming.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 14, 2013, 02:58:53 AM
Absolutely
awesome. Now I can be like frozone from the incredibles
Title: Re: 2.0 General Discussion
Post by: Dauntless395 on September 14, 2013, 03:00:44 AM
awesome. Now I can be like frozone from the incredibles

or Magneto where we generates a bridge under his feet as he walks. You just can't stop walking...
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 14, 2013, 03:19:19 AM
or Magneto where we generates a bridge under his feet as he walks. You just can't stop walking...
or if you put a pressure plate that moves component 1 block over.. You could create a bridge that walks with you. Place them right and you can create a platform that moves whichever direction you want...right?
Title: Re: 2.0 General Discussion
Post by: Silver on September 14, 2013, 05:41:34 AM
or if you put a pressure plate that moves component 1 block over.. You could create a bridge that walks with you. Place them right and you can create a platform that moves whichever direction you want...right?

As long as it's possible to move the script block that executes the script I guess.
Title: Re: 2.0 General Discussion
Post by: Craig on September 14, 2013, 05:58:59 AM
As long as it's possible to move the script block that executes the script I guess.
I'm not sure how moving the script block would do anything.

[Edit]Unless you mean moving different script blocks into different positions causing different scripts to get executed, depending on what the player does, then yes that would work, but it would also probably be very complex to set up.
Title: Re: 2.0 General Discussion
Post by: Silver on September 14, 2013, 07:47:24 AM
I'm not sure how moving the script block would do anything.

[Edit]Unless you mean moving different script blocks into different positions causing different scripts to get executed, depending on what the player does, then yes that would work, but it would also probably be very complex to set up.

What I meant was if a script block could move itself, but thanks for the info :)
Title: Re: 2.0 General Discussion
Post by: Craig on September 14, 2013, 07:56:02 AM
What I meant was if a script block could move itself, but thanks for the info :)
A script block could move itself, but that wouldn't achieve anything, because it still runs the same script regardless of where it is.

In fact, if a script block moved itself to another position, and was executed again, it would delete itself because it's move block command would replace itself with whatever block is at the script blocks original position.

I could add a script command that would allow you to assign a different script to the same script block, but I suspect that would cause players a lot of frustration, when they can't work out why they're not getting the result they want (from a mistake they've made in their logic). Then again, a player could create a 'reset' script which would set everything back to an original state, allowing them to test their system step by step, so maybe it might be useful.

Title: Re: 2.0 General Discussion
Post by: Iceninja on September 14, 2013, 08:23:30 AM
i just wish we had Sheeps and cows  ::)
Title: Re: 2.0 General Discussion
Post by: Craig on September 14, 2013, 08:40:30 AM
i just wish we had Sheeps and cows  ::)
Don't worry, they'll be sheep and cows on release. In fact there are 2 types of wooly animals (sheep being 1 of them), and 2 types of cows.
Title: Re: 2.0 General Discussion
Post by: The White Rabbit on September 14, 2013, 08:45:35 AM
Oh please say the second one is a llama please o:
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on September 14, 2013, 09:56:53 AM
A bull possibly? And maybe a goat or llama?
Title: Re: 2.0 General Discussion
Post by: Silver on September 14, 2013, 10:30:11 AM
A script block could move itself, but that wouldn't achieve anything, because it still runs the same script regardless of where it is.

In fact, if a script block moved itself to another position, and was executed again, it would delete itself because it's move block command would replace itself with whatever block is at the script blocks original position.

I could add a script command that would allow you to assign a different script to the same script block, but I suspect that would cause players a lot of frustration, when they can't work out why they're not getting the result they want (from a mistake they've made in their logic). Then again, a player could create a 'reset' script which would set everything back to an original state, allowing them to test their system step by step, so maybe it might be useful.

Oh, I thought that the move block moved blocks by a certain amount, not specific coordinates. I just checked the script list. Sorry the confusion :3

Also I realised that a self-contained moving vehicle wouldn't work anyway, as it moves blocks at certain coordinates.
Title: Re: 2.0 General Discussion
Post by: KUi Klutch on September 14, 2013, 10:40:12 AM
it was kinda insensitive to me. In America we slaughtered entire cultures of them. I know in California the government used to actually pay for Indian heads and scalps back in the early 1900's. Its much better now that its dryads in my opinion.
Isn't this about 2.0? Not Indians...
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 14, 2013, 12:31:30 PM
(http://imageshack.us/scaled/thumb/694/8me7.png)
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 14, 2013, 12:54:28 PM

do you read the conversation before posting?
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 14, 2013, 01:05:01 PM
A script block could move itself, but that wouldn't achieve anything, because it still runs the same script regardless of where it is.

In fact, if a script block moved itself to another position, and was executed again, it would delete itself because it's move block command would replace itself with whatever block is at the script blocks original position.

I could add a script command that would allow you to assign a different script to the same script block, but I suspect that would cause players a lot of frustration, when they can't work out why they're not getting the result they want (from a mistake they've made in their logic). Then again, a player could create a 'reset' script which would set everything back to an original state, allowing them to test their system step by step, so maybe it might be useful.
is it possible to add a command that moves the block (x,y,z) from its current location?
Title: Re: 2.0 General Discussion
Post by: amos on September 14, 2013, 02:00:23 PM
New videos are fantastic!

Scripts and Circuitry are exceeding expectations!

The bridge cut/paste is lightning fast!

Amazing! 
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 14, 2013, 02:16:47 PM
New videos are fantastic!

Scripts and Circuitry are exceeding expectations!

The bridge cut/paste is lightning fast!

Amazing!
yeah, and it'll be great to see what the community could do with these powers
Title: Re: 2.0 General Discussion
Post by: KUi Klutch on September 14, 2013, 03:50:27 PM
do you read the conversation before posting?
Yes, I did. Not about 2.0.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 14, 2013, 03:55:34 PM
Yes, I did. Not about 2.0.
if you did read the comments, you would have seen where that comment came from, and that it was relevant to what we were discussing. Also, quoting something that was said 2 pages back and saying it had nothing to do with 2.0 isn't talking about 2.0 either, so I suggest you get back on topic
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 14, 2013, 04:15:27 PM
its awesome to know all the mobs plus the 2.0 mobs ^-^

-Dryad
-Djinn
-Prisoner
-Cowboy
-Ducks
-Troll Chief
-Cows ( 2 types)
-sheeps(2 types)
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 14, 2013, 04:23:07 PM
its awesome to know all the mobs plus the 2.0 mobs ^-^

-Dryad
-Djinn
-Prisoner
-Cowboy
-Ducks
-Troll Chief
-Cows ( 2 types)
-sheeps(2 types)
cowboys and prisoners aren't going to be in 2.0....
Title: Re: 2.0 General Discussion
Post by: Pride on September 14, 2013, 04:27:38 PM
I have been away from the forums and game for awhile due to football and school but I am glad to see that Craig is still working hard on the next update. Keep up the good work Craig! I am liking what I am seeing.
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 14, 2013, 04:30:43 PM
its awesome to know all the mobs plus the 2.0 mobs ^-^

-Dryad
-Djinn
-Prisoner
-Cowboy
-Ducks
-Troll Chief
-Cows ( 2 types)
-sheeps(2 types)
Those are not in the game. If anyone can see, in the basic circuitry video, Craig killed a Cowboy, then leading it to drop cow drops at the last two slots in the hot-bar.
Title: Re: 2.0 General Discussion
Post by: James on September 14, 2013, 06:48:29 PM
is there a way to make it so that when a person steps on a certain block (without pressure plates) that a function could happen? like say if a person steps on a block above a pit with spikes, a script will activate that makes the block disappear from under them within a few seconds or instantly?
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 14, 2013, 07:19:57 PM
is there a way to make it so that when a person steps on a certain block (without pressure plates) that a function could happen? like say if a person steps on a block above a pit with spikes, a script will activate that makes the block disappear from under them within a few seconds or instantly?
Using pressure plates will do this just fine. Yes.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 14, 2013, 07:28:29 PM
is there a way to make it so that when a person steps on a certain block (without pressure plates) that a function could happen? like say if a person steps on a block above a pit with spikes, a script will activate that makes the block disappear from under them within a few seconds or instantly?
that sounds lame, you should make it so when you step on a pressure plate a cage comes up around you and 4 troll cheifs and 2 dryads spawn, before lava floods it killing you all, and then it all disappears leaving a pressure plate ready to trigger it again
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on September 14, 2013, 07:31:48 PM
that sounds lame, you should make it so when you step on a pressure plate a cage comes up around you and 4 troll cheifs and 2 dryads spawn, before lava floods it killing you all, and then it all disappears leaving a pressure plate ready to trigger it again
I will do that after the update :)
Title: Re: 2.0 General Discussion
Post by: Geneo on September 14, 2013, 07:51:00 PM
(Scribbling in notebook) "Rule #2: never step on a pressure plate someone else put down."
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 14, 2013, 07:53:58 PM
Those are not in the game. If anyone can see, in the basic circuitry video, Craig killed a Cowboy, then leading it to drop cow drops at the last two slots in the hot-bar.
Notice how i said "plus 2.0 mobs ^-^"
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 14, 2013, 08:08:16 PM
(Scribbling in notebook) "Rule #2: never step on a pressure plate someone else put down."
good idea.
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 14, 2013, 08:13:29 PM
Notice how i said "plus 2.0 mobs ^-^"
That's what I was talking about. Cowboys and Prisoners are the same thing that occured with the Indians being Dryads. Except the Cowboys are Cows, and Prisoners (I Believe) are Sheep.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 14, 2013, 08:14:20 PM
Will there be any type of door that needs to be powered to be opened?
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 14, 2013, 08:15:21 PM
That's what I was talking about. Cowboys and Prisoners are the same thing that occured with the Indians being Dryads. Except the Cowboys are Cows, and Prisoners (I Believe) are Sheep.
except prisoners and cowboys are only in for now, and will be replaced before peer review
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 14, 2013, 08:18:45 PM
except prisoners and cowboys are only in for now, and will be replaced before peer review
Exactly. That's why I referred to the Dryads being Indians. They we're first a character in the game present, then they we're changed same wil happen with the Cows and Sheep, except this time, newbs won't be able to think that the devs. suck.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 14, 2013, 08:20:38 PM
Exactly. That's why I referred to the Dryads being Indians. They we're first a character in the game present, then they we're changed same wil happen with the Cows and Sheep, except this time, newbs won't be able to think that the devs. suck.
yeah. My friends didn't like the whole Indian thing.
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 14, 2013, 09:47:01 PM
yeah. My friends didn't like the whole Indian thing.
I never thought of it any part offensive (Maybe because I am not indian) and if you think about it, it makes the Indians look more better, since they are fighting for their land. Since it offended others though, it doesn't matter.
Title: Re: 2.0 General Discussion
Post by: Totally the best on September 14, 2013, 10:49:43 PM
 ??? Can't wait! This update will make my Mine Z map blow threw the roof! Keep it up Greenstone!  :P
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 15, 2013, 12:21:42 AM
I never thought of it any part offensive (Maybe because I am not indian) and if you think about it, it makes the Indians look more better, since they are fighting for their land. Since it offended others though, it doesn't matter.
yeah... They were fighting against the people who were taking their land, and slaughtering them for loot. I dont like the idea of killing a race, and especially since this race was actually mercilessly slaughtered in real life made it much worse
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 15, 2013, 07:37:57 AM
yeah... They were fighting against the people who were taking their land, and slaughtering them for loot. I dont like the idea of killing a race, and especially since this race was actually mercilessly slaughtered in real life made it much worse
Well, it was realistic. But now it is changed.
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on September 16, 2013, 06:25:30 PM
yeah... They were fighting against the people who were taking their land, and slaughtering them for loot. I dont like the idea of killing a race, and especially since this race was actually mercilessly slaughtered in real life made it much worse
Then shouldnt you not play any games that involve killing?
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 16, 2013, 07:39:55 PM
Killing an alien is instant death. No questions asked. That includes ones with mustaches.
Title: Re: 2.0 General Discussion
Post by: Keaton Potatoes on September 16, 2013, 07:43:59 PM
Killing an alien is instant death. No questions asked. That includes ones with mustaches.
Especially mustached aliens
 https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQRuVTVH_cbEM15NmiQvFQZas2lYCWPdpp6X-pEz3ubwDXvAkvQ7w
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 16, 2013, 07:46:19 PM
Especially mustached aliens
 https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQRuVTVH_cbEM15NmiQvFQZas2lYCWPdpp6X-pEz3ubwDXvAkvQ7w
I need to use this for my picture now. Dang, this electronic can't copy and paste...  I WILL HAVE MY REVENGE! MUAHAHAHAHAHAHA. Shoot please.
Title: Re: 2.0 General Discussion
Post by: muD on September 17, 2013, 12:17:55 AM
Thanks for the vids showing some of the upcoming features. All looks real good.
Looking forward to it.
Title: Re: 2.0 General Discussion
Post by: Keaton Potatoes on September 18, 2013, 04:58:27 PM
I need to use this for my picture now. Dang, this electronic can't copy and paste...  I WILL HAVE MY REVENGE! MUAHAHAHAHAHAHA. Shoot please.
Don't take it out on mankind :(
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 18, 2013, 05:35:53 PM
Don't take it out on mankind :(
Well then... I will do it to whoever made this!
To Bill Gates!!
Title: Re: 2.0 General Discussion
Post by: Keaton Potatoes on September 18, 2013, 09:46:55 PM
Well then... I will do it to whoever made this!
To Bill Gates!!
The spoiler will change you're life forever
Bill gates IS an alian *Gasp*
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 19, 2013, 05:17:45 PM
The spoiler will change you're life forever
Bill gates IS an alian *Gasp*
To me, you all are aliens. But to you, I'm the only one. Bill Gates was mutated (Common mistake) not an alien. So, ONWARDS!
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on September 19, 2013, 06:27:30 PM
Getting off topic here
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 19, 2013, 06:40:33 PM
Looks like 2.0 will be released soon
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 19, 2013, 06:56:51 PM
I saw, very exciting!
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 19, 2013, 07:03:05 PM
I saw, very exciting!
hopefully its out before December
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on September 19, 2013, 07:22:23 PM
Ita gonna take that long!?!?! I thought we would be in like peer review by next two weeks or something and have it release in no longer than three weeks
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 19, 2013, 07:27:36 PM
Ita gonna take that long!?!?! I thought we would be in like peer review by next two weeks or something and have it release in no longer than three weeks
nobody knows. I'm just hoping that it doesn't take that long
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 19, 2013, 07:44:18 PM
by the info Craig has posted, i think this will get done by Early October.....my guess is less than October 25
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 19, 2013, 07:54:28 PM
by the info Craig has posted, i think this will get done by Early October.....my guess is less than October 25
my guess is at least late October, although I wouldn't be surprised if it was released in November. I doubt it'll go any longer than December
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 19, 2013, 07:56:51 PM
my guess is at least late October, although I wouldn't be surprised if it was released in November. I doubt it'll go any longer than December
Yep, i Agree 100% on that one :D this update has been worked on since July and it has been quite a while so yeah, December sounds way too late but it's possible it can land on it because they can have Troubles and what not
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on September 19, 2013, 09:10:47 PM
Oh well i just hope it wont take to long, but then again i know that it isnt easy to do all that codeing or whatever it is you do so we`ll just have to wait.
Title: Re: 2.0 General Discussion
Post by: Agykoo on September 23, 2013, 02:30:04 PM
instead of me goign threw 20 pages, are we talking about the farmign stuff in here? and if not where is the thread for it? ^_^
Title: Re: 2.0 General Discussion
Post by: YoungSykotic182 on September 23, 2013, 03:06:36 PM
instead of me goign threw 20 pages, are we talking about the farmign stuff in here? and if not where is the thread for it? ^_^
Talk about anything 2.0 in here Agy. That includes farming. :)
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 23, 2013, 03:07:05 PM
Yeah, I agree agy ^-^ i love to know more in the farming :D
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 23, 2013, 03:16:20 PM
Hope this helps

quote author=Craig link=topic=2426.msg25566#msg25566 date=1373893044]
That's pretty close to what I had in mind.

Items:
Iron/Steel/Diamond Hoe: Used to till dirt into farmable land
Iron/Steel/Diamond Scythe: Used to harvest crops

Crops:
Wheat - Planted with wheat seeds
SugarCane - Planted with sugar cane seeds
Tomato Plants - Planted with tomato seeds
Salt Block - not a crop, just like a ore/mineral block can can be crafted into a bag of salt.
Seeds can be harvested from long grass.

Harvest:
Wheat produces a bundle of wheat - which can be crafted into a bag or bowl of flour
SugarCane produces a bag of sugar
Tomato Plant produces some tomatoes

Cooking:
Craft Dough from flour, water and milk
Craft Butter from milk and salt
Craft Cheese from milk
Cook a loaf of Bread from dough
Cook a Cake from dough, butter, eggs, sugar
Cook a Pizza from dough, cheese and tomatoes

Cows for milk, beef and leather
Sheep for wool and chops
[/quote]
Title: Re: 2.0 General Discussion
Post by: Agykoo on September 23, 2013, 03:22:44 PM
Hope this helps

quote author=Craig link=topic=2426.msg25566#msg25566 date=1373893044]
That's pretty close to what I had in mind.

Items:
Iron/Steel/Diamond Hoe: Used to till dirt into farmable land
Iron/Steel/Diamond Scythe: Used to harvest crops

Crops:
Wheat - Planted with wheat seeds
SugarCane - Planted with sugar cane seeds
Tomato Plants - Planted with tomato seeds
Salt Block - not a crop, just like a ore/mineral block can can be crafted into a bag of salt.
Seeds can be harvested from long grass.

Harvest:
Wheat produces a bundle of wheat - which can be crafted into a bag or bowl of flour
SugarCane produces a bag of sugar
Tomato Plant produces some tomatoes

Cooking:
Craft Dough from flour, water and milk
Craft Butter from milk and salt
Craft Cheese from milk
Cook a loaf of Bread from dough
Cook a Cake from dough, butter, eggs, sugar
Cook a Pizza from dough, cheese and tomatoes

Cows for milk, beef and leather
Sheep for wool and chops

very cool ty ^_^

an intresting addedtion that we need to go mien for salt. i am hoping its very abondent (liek socrda levels of aboundet). i liek that we need to mien salt, i just hope its easy enough and plentaful enough for all my cookign needs ^_^

will didnflty make making a couninty much more intresting ^_^!!!
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 23, 2013, 03:46:18 PM
Only if i could make eggs Salty ::)

And salty Mac n Cheese :D
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 23, 2013, 05:05:34 PM
Only if i could make eggs Salty ::)

And salty Mac n Cheese :D
Mmm... Salty eggs.
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 23, 2013, 06:35:44 PM
I need My salty eggs....and on the side we need rice...mmmmmmmm
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 23, 2013, 06:44:52 PM
We need doughnuts. We have maple trees so we could make maple donuts.
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 23, 2013, 07:01:04 PM
Or GLAZZY DONUTS!!!  ::)
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 23, 2013, 07:04:13 PM
When 2.0 is already launched we need a food update to have allot of Gourmet foods and Burgers and Junk food and so on :D
Title: Re: 2.0 General Discussion
Post by: Kitty on September 23, 2013, 09:35:16 PM
Hope this helps

quote author=Craig link=topic=2426.msg25566#msg25566 date=1373893044]
That's pretty close to what I had in mind.

Items:
Iron/Steel/Diamond Hoe: Used to till dirt into farmable land
Iron/Steel/Diamond Scythe: Used to harvest crops

Crops:
Wheat - Planted with wheat seeds
SugarCane - Planted with sugar cane seeds
Tomato Plants - Planted with tomato seeds
Salt Block - not a crop, just like a ore/mineral block can can be crafted into a bag of salt.
Seeds can be harvested from long grass.

Harvest:
Wheat produces a bundle of wheat - which can be crafted into a bag or bowl of flour
SugarCane produces a bag of sugar
Tomato Plant produces some tomatoes

Cooking:
Craft Dough from flour, water and milk
Craft Butter from milk and salt
Craft Cheese from milk
Cook a loaf of Bread from dough
Cook a Cake from dough, butter, eggs, sugar
Cook a Pizza from dough, cheese and tomatoes

Cows for milk, beef and leather
Sheep for wool and chops

Thankyou for posting that Atlas ^_^ helps a lot.
I can't wait to have a Diamond Scythe ^_^ Gonna be da Grim Reaper!!!! ^_^ MWAHAHAHA!
Grim the farmer :3 tehehe ^_^

I like that we can mine salt alot thats really cool, Also I am excited that thier is so many cool things to craft with, love how were not just getting bread ^_^
Title: Re: 2.0 General Discussion
Post by: Mataeus on September 24, 2013, 03:30:05 PM
Will farming actually make it to the 2.0 build in any usable form (as in not just aesthetic)?
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on September 24, 2013, 03:46:08 PM
Will farming actually make it to the 2.0 build in any usable form (as in not just aesthetic)?
99.99% sure farming will be in 2.0 as we have food that you can make from farming crops like pizza and cake.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 24, 2013, 04:02:39 PM
I doubt he would put in hoes and sythces if you couldn't farm...
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 24, 2013, 04:17:49 PM
i really want to see the textures on 2.0 foods ::)

i need to see my widdle Eggs and tomaters ::)
Title: Re: 2.0 General Discussion
Post by: YoungSykotic182 on September 24, 2013, 05:26:10 PM
Farming will be in 2.0
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on September 24, 2013, 06:27:24 PM
Yep, i Agree 100% on that one :D this update has been worked on since July and it has been quite a while so yeah, December sounds way too late but it's possible it can land on it because they can have Troubles and what not
Hasnt it been worked on in late may? Because in the dev. Updates 2.0 features has its first post in may
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on September 24, 2013, 06:47:18 PM
i really want to see the textures on 2.0 foods ::)

i need to see my widdle Eggs and tomaters ::)
he showed the pizza and cake in the picture with the armor slots. They were in his inventory
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 24, 2013, 07:22:57 PM
he showed the pizza and cake in the picture with the armor slots. They were in his inventory
i want to see it as a crop at full growth :D
Title: Re: 2.0 General Discussion
Post by: Iceninja on September 24, 2013, 07:24:35 PM
Farming will be in 2.0
you are lucky, you played 2.0 as a test wich to me is basically playing the game so, im jellous ::)
Title: Re: 2.0 General Discussion
Post by: YoungSykotic182 on September 24, 2013, 08:41:37 PM
Hasnt it been worked on in late may? Because in the dev. Updates 2.0 features has its first post in may
Features were posted long before development began to give people an idea of what was going to be worked on in the update. If you take a look in the development updates section you will also see a post for the 2.1 features.

Version 1.92 made it onto the marketplace on May 29th/30th depending on your time. Development for 2.0 started in June.
Title: Re: 2.0 General Discussion
Post by: YoungSykotic182 on September 24, 2013, 08:44:52 PM
you are lucky, you played 2.0 as a test wich to me is basically playing the game so, im jellous ::)
Essentially that is all it is. Playing the game over and over to discover as many bugs as possible.
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on September 24, 2013, 08:53:23 PM
I remember when 2.0 was a "minor update" with only plans to have circitury but now its the most exiting update yet.
Title: Re: 2.0 General Discussion
Post by: YoungSykotic182 on September 24, 2013, 08:58:36 PM
I remember when 2.0 was a "minor update" with only plans to have circitury but now its the most exiting update yet.
Actually 2.0 has always been planned to be a major update since long before 1.8 made its appearance. Originally 2.0 was supposed to be the release of survival, but you all got that early. Now 2.0 is still a major game changing update, but things happened a bit differently and what you are getting is a lot more than what was planned a while ago ;)
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on September 24, 2013, 09:17:53 PM
1.8 seems to be alot of Voxel games 1st really major update. Most that I have seen though, never skipped any updates. As I see it at least.
Title: Re: 2.0 General Discussion
Post by: Agykoo on September 24, 2013, 10:29:36 PM
Actually 2.0 has always been planned to be a major update since long before 1.8 made its appearance. Originally 2.0 was supposed to be the release of survival, but you all got that early. Now 2.0 is still a major game changing update, but things happened a bit differently and what you are getting is a lot more than what was planned a while ago ;)

its probly a ghood thign he releashed survial so early, it helped lead it to the awsomeness it is gona be ^_^
Title: Re: 2.0 General Discussion
Post by: Keaton Potatoes on September 27, 2013, 05:54:35 PM
If you make a cake with a fraction of thee ingredients will you get a cupcake? 
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on September 27, 2013, 08:18:20 PM
Actually 2.0 has always been planned to be a major update since long before 1.8 made its appearance. Originally 2.0 was supposed to be the release of survival, but you all got that early. Now 2.0 is still a major game changing update, but things happened a bit differently and what you are getting is a lot more than what was planned a while ago ;)
It was also originally suppose to have multiplayer but Craig defers to put that in 1.5 because I would take too long.
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on September 29, 2013, 09:32:10 PM
If i make a box and stand inside, then use a script to move the box will i go along with it or will i just fall to the ground on where i was standing?
Title: Re: 2.0 General Discussion
Post by: amos on September 29, 2013, 10:13:52 PM
If i make a box and stand inside, then use a script to move the box will i go along with it or will i just fall to the ground on where i was standing?

Fall to the ground.
Title: Re: 2.0 General Discussion
Post by: The White Rabbit on September 29, 2013, 11:46:11 PM
So it is similar to copy and paste however instead of copy it is cut... that shall be fun to work with :)
Title: Re: 2.0 General Discussion
Post by: Jesse on September 29, 2013, 11:46:31 PM
oveost fal grond
Title: Re: 2.0 General Discussion
Post by: Kitty on October 11, 2013, 03:58:02 AM
Has anyone read Craigs latest post? MOB AI HAS BEEN IMPROVED!!! ZOMG YES!!!!!!!!!!!!!!!!!!!
Title: Re: 2.0 General Discussion
Post by: Doctor Pebphiz on October 11, 2013, 04:03:28 AM
Has anyone read Craigs latest post? MOB AI HAS BEEN IMPROVED!!! ZOMG YES!!!!!!!!!!!!!!!!!!!

Yeah, I just read it. It sounds so awesome! I never thought Total Miner would become a "stealth game", but it sounds like it's going to be great.
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on October 11, 2013, 06:52:03 AM
Amazing! Splendid! Now they can't magically know that you are behind them!
Title: Re: 2.0 General Discussion
Post by: Geneo on October 11, 2013, 07:39:46 AM
I'm not into mobs (I always play on peaceful), but I can see where this is a MAJOR improvement and will redefine your existing mob strategy and how you interact with them.  You not only have to worry about them seeing you, you have to worry about them hearing you- sneaking up behind them may be harder than you think.
Title: Re: 2.0 General Discussion
Post by: Tyler on October 11, 2013, 07:43:29 AM
I love new mob setup! I love playing on Dig Deep with mobs cx great job Craig your doing good!
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on October 11, 2013, 09:53:01 AM
this new mob AI will be perfect with adventure maps that you have to use stealth to go around enemies and actually puts a bigger use to crouching.
Title: Re: 2.0 General Discussion
Post by: Dig deeper on October 11, 2013, 10:40:17 AM
I have a question about the new A.I

If you are in the vision cone and a mob comes to forwards you would placing a 6 block wall in front of you quickly make the mob wander straight away?

Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on October 11, 2013, 01:58:54 PM
Quick question. Is there a damage bonus for hitting something that hasn't seen you yet?
Title: Re: 2.0 General Discussion
Post by: Dig deeper on October 11, 2013, 02:12:09 PM
Quick question. Is there a damage bonus for hitting something that hasn't seen you yet?
this seems more like an idea than a question  ;)
my idea is for mobs go to to the last location that the mods had seen you but at 50% speed.
Title: Re: 2.0 General Discussion
Post by: Iceninja on October 11, 2013, 02:38:25 PM
this seems more like an idea than a question  ;)
its actually a question because, we really don't know if the question is being answered with a "Yes"...if it is not answered with a "Yes", then yeah,
 it could be an idea :D
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on October 11, 2013, 05:13:04 PM
I have a question about the new A.I

If you are in the vision cone and a mob comes to forwards you would placing a 6 block wall in front of you quickly make the mob wander straight away?

If a mob can see the player, and then the player hides behind a block, the mob will remember the player is there for a short time and continue to regard/chase/attack. If the player does not eventually return into the mobs vision, the mob will forget the player was there and return to wandering.
Title: Re: 2.0 General Discussion
Post by: urlag on October 12, 2013, 04:31:32 AM
How good is the mobs AI?
 If I was being chased and then build a 6 block wide wall to block the vision, would it think about walking around the wall (7 blocks along) or just try and walk into/bash at the wall
Title: Re: 2.0 General Discussion
Post by: Craig on October 12, 2013, 04:54:45 AM
If I was being chased and then build a 6 block wide wall to block the vision, would it think about walking around the wall (7 blocks along) or just try and walk into/bash at the wall
No, that would require path finding, which they don't have yet. Path finding is a core requirement to improve the AI further.
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on October 12, 2013, 08:06:11 AM
No, that would require path finding, which they don't have yet. Path finding is a core requirement to improve the AI further.
It might be just me, but once you add PathFinding, can you not affect undead mobs? I just think since they are dead with no brain that they would think that they could walk through walls. Any other mobs I'm find with.
Title: Re: 2.0 General Discussion
Post by: Iceninja on October 12, 2013, 09:51:15 AM
im just being really being pacient for the farming and skills videos to show how it works in Totalminer. I have been waiting for these videos for a while now....and i shall keep waiting! ::)
Title: Re: 2.0 General Discussion
Post by: amos on October 13, 2013, 01:55:05 PM
Will sentry turrets now be using these new field of view cones (frustums) to acquire and fire upon their targets (eliminating wasted ammo and the tell-tale sign a turret is nearby)?

Also, concerning mob hearing, what happens when a mob reacts to multiple sound sources?  Do certain sounds have priority over others?   Could they be distracted by, say, an arrow landing nearby if they didn't hear or see the shooter?

Stealth/espionage games are really fun to me, so seeing these new additions is very exciting!
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on October 13, 2013, 02:01:19 PM
Will sentry turrets now be using these new field of view cones (frustums) to acquire and fire upon their targets (eliminating wasted ammo and the tell-tale sign a turret is nearby)?

Also, concerning mob hearing, what happens when a mob reacts to multiple sound sources?  Do certain sounds have priority over others?   Could they be distracted by, say, an arrow landing nearby if they didn't hear or see the shooter?

Stealth/espionage games are really fun to me, so seeing these new additions is very exciting!
i dont want to suggest blatantly ripping off another game, but one of the many things I liked about far cry 3 was the ability to throw rocks to distract enemies. Maybe you could craft basalt into pebbles or something?
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on October 13, 2013, 03:32:49 PM
i dont want to suggest blatantly ripping off another game, but one of the many things I liked about far cry 3 was the ability to throw rocks to distract enemies. Maybe you could craft basalt into pebbles or something?
that's a good idea and you can throw other things like cups to make louder noises and help you be more like a /ninja
Title: Re: 2.0 General Discussion
Post by: TRex on October 13, 2013, 11:02:50 PM
No, that would require path finding, which they don't have yet. Path finding is a core requirement to improve the AI further.

I forget if you are planning this but in addition to path finding will there be custom paths for towns folk and guards to follow at certain points of the day.

Love the hole mob intelegence makes it far more realistic with detection of players.
Title: Re: 2.0 General Discussion
Post by: Iceninja on October 14, 2013, 10:33:43 AM
that's a good idea and you can throw other things like cups to make louder noises and help you be more like a /ninja
yeah, i agree because with this it would be really fun to make more minigames...even a farcry 3 custom map :o
Title: Re: 2.0 General Discussion
Post by: Dauntless395 on October 14, 2013, 11:15:11 AM
that's a good idea and you can throw other things like cups to make louder noises and help you be more like a /ninja

This could also be a precursor to a more rudimentary MMO dungeon run, where a designated "tank" player with the best armor could agro the enemies by throwing the most rocks nearby. Have healers healing the tanks, damage dealers, etc.
Title: Re: 2.0 General Discussion
Post by: TRex on October 14, 2013, 10:14:21 PM
Dido I even have a idea based on MMO style maps to up performance.  Not planning on seeing it soon http://totalminerforums.net/index.php?topic=2632.0 (http://totalminerforums.net/index.php?topic=2632.0)
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on October 17, 2013, 06:48:00 AM
Somebody made a quote saying that you should let your imagination roam free in total miner and the only thing that is stopping you is your world size, but now that has been lifted to a much higher standard.
Title: Re: 2.0 General Discussion
Post by: Tyler on October 17, 2013, 09:05:33 AM
This update is going to be amazing!
Title: Re: 2.0 General Discussion
Post by: Geneo on October 17, 2013, 09:45:14 AM
Now THAT's an understatement….
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on October 17, 2013, 04:36:38 PM
I'm so ready for this update! Everything in it is better, and the new features will really help my map making abilities :)
Title: Re: 2.0 General Discussion
Post by: Jesse on October 17, 2013, 07:16:03 PM
I'm so ready for this update! Everything in it is better, and the new features will really help my map making abilities :)
when is it out hopefuly soon
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on October 25, 2013, 06:23:43 PM
Can scripts be used to move npc's and if so then can i make it look like their walking or will it look laggy, and can the same be done with any structure so i can make like a train or something look like its moving?
Title: Re: 2.0 General Discussion
Post by: Iceninja on October 25, 2013, 06:42:00 PM
That would be awesome if they add that ::)
Title: Re: 2.0 General Discussion
Post by: CookieKiller345 on October 26, 2013, 04:22:49 PM
Or make a movie  out of scripts if its possible.
Title: Re: 2.0 General Discussion
Post by: YoungSykotic182 on October 26, 2013, 06:04:54 PM
You can make blocks move with scripts yes.
Title: Re: 2.0 General Discussion
Post by: Jesse on October 26, 2013, 06:06:54 PM
You can make blocks move with scripts yes.
i cant wait for 2.0
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on October 26, 2013, 06:11:32 PM
i cant wait for 2.0
waiting only makes it seems longer ???
Title: Re: 2.0 General Discussion
Post by: Jesse on October 26, 2013, 06:13:38 PM
it doese  :,(
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on October 26, 2013, 07:41:36 PM
it doese  :,(
the only way to make it go by faster is focus on other things :)
Title: Re: 2.0 General Discussion
Post by: Jesse on October 26, 2013, 08:00:20 PM
the only way to make it go by faster is focus on other things :)
but but i am but it still going slow cus my game comes out on Tuesday and im going to be at gamestop at 12:00 midnight and there 2 things im waiting for and also 2.0 should be here this week cus 2.1 they still need to do
Title: Re: 2.0 General Discussion
Post by: amos on October 26, 2013, 08:15:45 PM
and also 2.0 should be here this week cus 2.1 they still need to do

So confused.
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on October 26, 2013, 08:45:01 PM
but but i am but it still going slow cus my game comes out on Tuesday and im going to be at gamestop at 12:00 midnight and there 2 things im waiting for and also 2.0 should be here this week cus 2.1 they still need to do
craig is in seatlle to discusse total miner on xbox one so 2.0 will definiatley not come out this week and not much is planned for 2.1 atm except animation and bug fixes
Title: Re: 2.0 General Discussion
Post by: YoungSykotic182 on October 26, 2013, 08:57:56 PM
craig is in seatlle to discusse total miner on xbox one so 2.0 will definiatley not come out this week and not much is planned for 2.1 atm except animation and bug fixes
Animation was never planned for 2.1.
Title: Re: 2.0 General Discussion
Post by: Jesse on October 26, 2013, 10:41:00 PM
craig is in seatlle to discusse total miner on xbox one so 2.0 will definiatley not come out this week and not much is planned for 2.1 atm except animation and bug fixes
craig comes back on monday i think
Title: Re: 2.0 General Discussion
Post by: CookieKiller345 on October 26, 2013, 11:41:22 PM
Wasn't water physics planned for 2.1?
Title: Re: 2.0 General Discussion
Post by: Jesse on October 26, 2013, 11:42:22 PM
Wasn't water physics planned for 2.1?
yup
Title: Re: 2.0 General Discussion
Post by: amos on October 27, 2013, 12:24:40 PM
Wasn't water physics planned for 2.1?

Off-topic, but yes, it's mentioned here (http://totalminerforums.net/index.php?topic=1096.0).

The changes made to saves seem like they will greatly reduce out-of-memory blue-screens while saving.
Title: Re: 2.0 General Discussion
Post by: CookieKiller345 on October 27, 2013, 10:48:00 PM
I have floating water that I cant mine... is it going to stay or spread?
Title: Re: 2.0 General Discussion
Post by: Jesse on October 27, 2013, 10:56:12 PM
block or bucket
Title: Re: 2.0 General Discussion
Post by: CookieKiller345 on October 27, 2013, 11:06:24 PM
In 1.7 you could make floating water and now you can see the water, just cant mine it. (Bucket)
Title: Re: 2.0 General Discussion
Post by: Jesse on October 27, 2013, 11:09:40 PM
buckets flood be careful with buckets
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on October 27, 2013, 11:11:32 PM
I ended up greifing my own world because the lava instantly spreads everywhere D:
Title: Re: 2.0 General Discussion
Post by: amos on October 30, 2013, 02:44:45 AM
I have floating water that I cant mine... is it going to stay or spread?

Stay.

block or bucket

Buckets can't float...

I ended up greifing my own world because the lava instantly spreads everywhere D:

(http://cdn.memegenerator.net/instances/400x/37434458.jpg)

Backup your saves because:

buckets flood be careful with buckets

Please make a different thread if you want to talk about Liquid Physics and what will happen with them.

This thread is for discussing 2.0 stuff, guys.  Please stop derailing it with off-topic stuff.



Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on October 30, 2013, 05:05:09 PM
Stop talking about.
Anyway, 2.0 is going to be really great and I'm going to be playing this game 24/7 after GTA V.
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on October 30, 2013, 05:34:24 PM
There is so much new stuff being added I forgot about the other things like the new skills and level system :P
Title: Re: 2.0 General Discussion
Post by: Jesse on November 01, 2013, 01:15:41 AM
scrips are going to be awsome
Title: Re: 2.0 General Discussion
Post by: TRex on November 03, 2013, 07:25:59 PM
For me I hope baldy gets the zones inside zones added.  Craig said in the shout box that he was working on it for use on his new map being released.  Sortly after craig added zones I came up with idea and have been supporting it ever since.  For older members who know when zones first poped out you know how long I have been waiting and bitting my tong waiting for the day that it would be implemented.

With that and scripts for use in replenishing or reseting mines, woods and farms for gathering resources will make rpg maps work alot better.

There are still some tweaks that will need to be done after 2.0 like preventing trees from being planted in a edit zone and branches growing into a non edit zone.  Plants growing and spreading inside a non edit zone.  Last would stoping liquids from spreading from edit to non edit zones.

The one thing young told me is that some scripts like paste,fill,clear can not be used inside a non edit zone hope to see that changed in the future.
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on November 03, 2013, 07:29:29 PM
I hope that finally comes into play. I really need the extra relief when building a map. One giant zone, tiny ones that disobey the original but over power it.
Title: Re: 2.0 General Discussion
Post by: Seralious on November 05, 2013, 01:53:33 AM
Can't wait to see what I can do with the powered circuits.
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on November 11, 2013, 03:35:06 PM
So i had thought we were gonna be the first with powered lights but it seems mc has done it as well.... but we still have wifi not redstone and we got scripts
Title: Re: 2.0 General Discussion
Post by: shield86 on November 13, 2013, 02:46:17 PM
So basically no more having to go to great lengths to hide the circuitry :)
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on November 13, 2013, 04:02:46 PM
So i had thought we were gonna be the first with powered lights but it seems mc has done it as well.... but we still have wifi not redstone and we got scripts
powered lights in mc suck imo. In my house I made after the update came out, I had to make the walls, floors, and ceilings 3 wide to hide all the circuitry, and the outside lamps needed a big obvious switch on it that you have to go hit one at a time. I hope that wireless circuitry will make it easier
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on November 13, 2013, 04:33:03 PM
powered lights in mc suck imo. In my house I made after the update came out, I had to make the walls, floors, and ceilings 3 wide to hide all the circuitry, and the outside lamps needed a big obvious switch on it that you have to go hit one at a time. I hope that wireless circuitry will make it easier
I agree the red stone circuitry in minecraft sucks  you need to know how to make a ton of redstone creations to make a light turn on when you enter a house.
Title: Re: 2.0 General Discussion
Post by: Craig on November 13, 2013, 08:35:13 PM
I hope that wireless circuitry will make it easier
http://www.youtube.com/watch?v=VaWQmAAbUI8&feature=player_embedded
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on November 13, 2013, 09:09:06 PM
http://www.youtube.com/watch?v=VaWQmAAbUI8&feature=player_embedded
thank you. Looks awesome as usual
Title: Re: 2.0 General Discussion
Post by: Craig on November 13, 2013, 09:37:48 PM
thank you. Looks awesome as usual
but will it make it easier?
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on November 13, 2013, 09:55:28 PM
but will it make it easier?
seems like it. You can just hide the power block beside the ceiling light, and if you do that to all the rooms you won't have to redesign the house to fit in lights. Much better and easier
Title: Re: 2.0 General Discussion
Post by: Craig on November 13, 2013, 10:22:13 PM
seems like it. You can just hide the power block beside the ceiling light, and if you do that to all the rooms you won't have to redesign the house to fit in lights. Much better and easier
good
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on November 13, 2013, 10:25:37 PM
even better you can camo it like multi-texture  blocks
Title: Re: 2.0 General Discussion
Post by: Craig on November 13, 2013, 10:36:13 PM
even better you can camo it like multi-texture  blocks
and you can easily set it up so one switch will turn on all the lights you wish.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on November 13, 2013, 10:38:38 PM
good
it seems alot easier to hide circuitry than in mc. But will you be able to use the sundial to power depending on the time, or is it just there to tell the time? Because it would be great to have your lights turn themselves on and off depending on the time. Especially if you have a city like the tutorial one with too many lights to put on one switch.
Title: Re: 2.0 General Discussion
Post by: TRex on November 13, 2013, 10:56:57 PM
Craig just make sure when updating the help menu to in detail explain how each logic gate works.  A good idea is to give example of how to set one of each type up in the help menu that will help alot of people rather than trial and error method like it is in minecraft.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on November 14, 2013, 02:33:21 AM
Craig just make sure when updating the help menu to in detail explain how each logic gate works.  A good idea is to give example of how to set one of each type up in the help menu that will help alot of people rather than trial and error method like it is in minecraft.
also something that may help is video tutorials. Idk if its possible in an indie game, but newcomers to the game might be overwhelmed by all the text and it might be simpler to also have a video that shows what to do.
Title: Re: 2.0 General Discussion
Post by: Craig on November 14, 2013, 03:19:42 AM
also something that may help is video tutorials. Idk if its possible in an indie game, but newcomers to the game might be overwhelmed by all the text and it might be simpler to also have a video that shows what to do.
Yes I'm adding some video tutorials, they should help.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on November 14, 2013, 03:33:22 AM
Yes I'm adding some video tutorials, they should help.
this may be a little off topic, but will they be voiced over or just video?
Title: Re: 2.0 General Discussion
Post by: Craig on November 14, 2013, 04:25:20 AM
this may be a little off topic, but will they be voiced over or just video?
Yes they'll have voice describing how the feature works, probably my voice, not sure yet, depends if I can find someone else to make it sound more professional.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on November 14, 2013, 01:16:48 PM
Yes they'll have voice describing how the feature works, probably my voice, not sure yet, depends if I can find someone else to make it sound more professional.
cool. Will it just be for the new features or for the old creative tools too?
Title: Re: 2.0 General Discussion
Post by: TRex on November 14, 2013, 01:19:53 PM
Seen that you have reduced ram usage by a ton sure when you get animation added the ram usage should drop again.

Title: Re: 2.0 General Discussion
Post by: logan2000 on November 14, 2013, 04:20:49 PM
Yes they'll have voice describing how the feature works, probably my voice, not sure yet, depends if I can find someone else to make it sound more professional.
Will there ever be a day and night sensor for  circuitry in the future? I would love have scripts to make my castle gate shut at night  ^-^
Title: Re: 2.0 General Discussion
Post by: Dauntless395 on November 14, 2013, 05:14:23 PM
Will there ever be a day and night sensor for  circuitry in the future? I would love have scripts to make my castle gate shut at night  ^-^

One solution would be to have the script run on a timed function, and just set the time to be every 10minutes or so
Title: Re: 2.0 General Discussion
Post by: Iceninja on November 18, 2013, 04:57:23 PM
Probably closer to release time. Also one on farming.
I found you! i was looking for this post for a very long time and i sha'll ask this question now.

When is this Farming video being release and the skills video? :D
Title: Re: 2.0 General Discussion
Post by: HTM/RAM on November 19, 2013, 11:19:36 PM
I think it is about time to start planning with some new and old friends for this new update that honestly, in my eyes, is the most beautiful updating adding some of the most exciting features. This is the BEST Update ever created, I think. So its time for ALOT of talking and encouraging friends to play Total Miner: Forge....One massive Survival or Dig Deep world.
Title: Re: 2.0 General Discussion
Post by: b18JP on November 20, 2013, 05:13:13 PM
I can't wait for the big mountains and forests and all being in the same map that's my favorite part
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on November 20, 2013, 08:15:29 PM
I can't wait for the big mountains and forests and all being in the same map that's my favorite part

thats 2.1 so your going to have to wait for that ;)
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on November 26, 2013, 09:21:30 PM
Im super exited for circuitry and all but what i think ill like most would be combat, like i can make a little quest for a world that makes you have to get from point A to point B and you can either choose to go light and be all bow and arrow secretly killing enemies and avoiding them or go heavy and storm through them with strong weapons with great defence, or be in the middle with a mix of good armor light but not to light weapons and a bit of the bow and arrow choosing to either switch from being kinda sneaky to just attacking straight on being balanced between the two. Im hoping to though that having light armor will give you a small boost in speed so it can be like an agility class and heavy armor will make you a bit slower but with great power and defence
Title: Re: 2.0 General Discussion
Post by: YoungSykotic182 on November 26, 2013, 09:26:25 PM
I'm most excited about seeing what the community comes up with using the new features.
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on November 26, 2013, 09:35:27 PM
I'm most excited about seeing what the community comes up with using the new features.
Your going to be very excited after you see some of my 2.0 maps then ;)
Title: Re: 2.0 General Discussion
Post by: YoungSykotic182 on November 26, 2013, 09:47:48 PM
Your going to be very excited after you see some of my 2.0 maps then ;)
I would hope so! Plan big!
Title: Re: 2.0 General Discussion
Post by: Pringle on November 26, 2013, 10:20:03 PM
Will zombies be available to spawn on creative, and do they horde together now?
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on November 26, 2013, 10:23:14 PM
Will zombies be available to spawn on creative, and do they horde together now?
he said you could spawn them, although i cant say i know anything about their behavior
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on November 26, 2013, 10:36:02 PM
Will zombies be available to spawn on creative, and do they horde together now?
you can use the new mob spawner to spawn zombies but zombies will just be zombies probaly and just wonder around till they find someone or hear something.
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on November 27, 2013, 07:23:52 AM
you can use the new mob spawner to spawn zombies but zombies will just be zombies probaly and just wonder around till they find someone or hear something.
You can add skills to the zombies to make them more powerful than normal zombies.
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on November 27, 2013, 11:55:13 AM
For real? what type of skills. I thought they would be just normal
Title: Re: 2.0 General Discussion
Post by: Iceninja on November 27, 2013, 04:58:17 PM
is there a spawn limit ?
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on November 27, 2013, 05:10:08 PM
is there a spawn limit ?
I think so.
Title: Re: 2.0 General Discussion
Post by: Iceninja on November 28, 2013, 05:44:05 PM
i dont think there is
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on November 28, 2013, 06:21:13 PM
I hope that admins aren't limited with that but anyone else is.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on November 28, 2013, 07:14:48 PM
I hope that admins aren't limited with that but anyone else is.
id rather be limited than accidentally crash the game
Title: Re: 2.0 General Discussion
Post by: TRex on December 01, 2013, 12:15:55 AM
I do hope Craig gets the texture pack png image for pasting textures and the list that goes with it updated before or right after 2.0.  I am on the down hill side of my new multi season texture pack.  Be nice if I can make it in time for 2.0 but at the moment I don't know.  I am taking my sweet time on this one so not going to rush it too much and make it look bad.

It would be nice to have a starter spawn and then you spawn at the closest one to your location.   Unlimited spawns are not a bad thing.
Title: Re: 2.0 General Discussion
Post by: Jaz on December 01, 2013, 04:11:03 AM
I recon 2.0 must be released soon! :D its been ages now!
Title: Re: 2.0 General Discussion
Post by: Jesse on December 01, 2013, 06:33:23 AM
it takes time i remeber 1.8 it was a long time
Title: Re: 2.0 General Discussion
Post by: Jaz on December 01, 2013, 08:18:47 AM
True
Title: Re: 2.0 General Discussion
Post by: CookieKiller345 on December 01, 2013, 10:09:56 PM
I dont mean this to sound like minecraft but are mob spawners going to be in caves and you can break them to sell in the shop?
Title: Re: 2.0 General Discussion
Post by: Jesse on December 01, 2013, 10:20:55 PM
i know its not to be minecraft but i heared that
Title: Re: 2.0 General Discussion
Post by: Geneo on December 02, 2013, 07:09:25 AM
I dont mean this to sound like minecraft but are mob spawners going to be in caves and you can break them to sell in the shop?

Like spider eggs, that we already have?
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on December 02, 2013, 09:24:52 AM
I dont mean this to sound like minecraft but are mob spawners going to be in caves and you can break them to sell in the shop?
I don't want to see zombies underground and the spider is fit for caves, if craig adds skeletons then they will probably spawn skeletons underground with the bones block not spawners
Title: Re: 2.0 General Discussion
Post by: Jaz on December 02, 2013, 05:40:33 PM
I think it would be good having more mobs underground :)

Title: Re: 2.0 General Discussion
Post by: CookieKiller345 on December 02, 2013, 07:40:56 PM
If they're not meant to be in caves where do they go when they go underground when it's morning in a Total Miner game? And dont zombies come from the ground because they're zombies?
Title: Re: 2.0 General Discussion
Post by: urlag on December 03, 2013, 08:13:45 AM
Nice to see bonemeal on the bug list. I'm guessing this is being added. Good work
Title: Re: 2.0 General Discussion
Post by: Iceninja on December 03, 2013, 03:26:39 PM
yeah i saw that, looks like this update is more than expected to be :D
Title: Re: 2.0 General Discussion
Post by: Jaz on December 03, 2013, 04:52:25 PM
Seems like it will be here soon as they are concentrating on bug fixes :D
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on December 07, 2013, 05:56:55 PM
Hmmm...
Why was that done?
Topic bump!
Title: Re: 2.0 General Discussion
Post by: Craig on December 07, 2013, 06:07:37 PM
It was unlisted. I don't know how it is possible to find an unlisted video unless someone gave you the url. It was not meant for public viewing.
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on December 07, 2013, 06:18:09 PM
It was unlisted. I don't know how it is possible to find an unlisted video unless someone gave you the url. It was not meant for public viewing.
I found it on your page, I'll explain later, but I'm curious,
Why was it unlisted/not for the public? Something wrong or something? It seemed fine too me, just a little more stuttering then usual. If it's classified, you don't need to tell me.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on December 07, 2013, 06:24:29 PM
I found it on your page, I'll explain later, but I'm curious,
Why was it unlisted/not for the public? Something wrong or something? It seemed fine too me, just a little more stuttering then usual. If it's classified, you don't need to tell me.
wait what?
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on December 07, 2013, 06:26:01 PM
wait what?
Can't say, sorry. Not allowed to.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on December 07, 2013, 06:28:34 PM
Can't say, sorry. Not allowed to.
okay...
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on December 07, 2013, 06:34:55 PM
I found it on your page, I'll explain later, but I'm curious,
Why was it unlisted/not for the public? Something wrong or something? It seemed fine too me, just a little more stuttering then usual. If it's classified, you don't need to tell me.
Ahaha thats kinda messed up a little more stuttering than usual? Why would you say that ahaha if i had made something thatd probably not make me do it again
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on December 07, 2013, 06:39:17 PM
Ahaha thats kinda messed up a little more stuttering than usual? Why would you say that ahaha if i had made something thatd probably not make me do it again
What? No, I didn't insult, just accidental treasure that was buried for some reason. I can't explain what it is, so stop questioning me, please. He's not fully comfortable with speaking, from what I've gathered, and this was more then usual, not trying to insult, but misleading it is. I notice it, if you don't that's fine by me. Now please, again, stop questioning me. I just found what wasn't supposed to be found. It may come up later for the public, but not now.
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on December 07, 2013, 06:55:33 PM
What? No, I didn't insult, just accidental treasure that was buried for some reason. I can't explain what it is, so stop questioning me, please. He's not fully comfortable with speaking, from what I've gathered, and this was more then usual, not trying to insult, but misleading it is. I notice it, if you don't that's fine by me. Now please, again, stop questioning me. I just found what wasn't supposed to be found. It may come up later for the public, but not now.
wasnt questioning just saying, and im comfortable with not knowing what craig doesnt want us to see or know about
Title: Re: 2.0 General Discussion
Post by: Jaz on December 08, 2013, 08:46:25 AM
What was the footage of anyway??
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on December 08, 2013, 09:31:11 AM
What was the footage of anyway??
Can't say, sorry. Not allowed to.
What I can say is many people wanted to see it, which is why I was excited to post it, but it wasn't supposed to have even been seen, so only 12 + other testers/developers = the amount who have seen it. I can't reupload it now even if I wanted to break the rules.
Title: Re: 2.0 General Discussion
Post by: YoungSykotic182 on December 08, 2013, 01:45:39 PM
Please drop discussion on that topic. Don't ask Alien anymore questions about it. Get back to talking about 2.0.
Title: Re: 2.0 General Discussion
Post by: Jaz on December 08, 2013, 02:29:34 PM
Ok :D isnt 2.0 amazing!
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on December 08, 2013, 03:35:13 PM
Ok :D isnt 2.0 amazing!
yes yes it is
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on December 08, 2013, 04:44:29 PM
I believe this update will be great. Can't wait for all the new things like farming and making foods like Pizza! Also, since salt is found by mining in the real world, I wonder if it is the same in game? Hmmm... Will be very ineresting when it's released.
Title: Re: 2.0 General Discussion
Post by: Jaz on December 08, 2013, 06:05:16 PM
I believe this update will be great. Can't wait for all the new things like farming and making foods like Pizza! Also, since salt is found by mining in the real world, I wonder if it is the same in game? Hmmm... Will be very ineresting when it's released.
mining for salt… what a great idea! You should put this in the idea section :D
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on December 08, 2013, 10:50:22 PM
I believe this update will be great. Can't wait for all the new things like farming and making foods like Pizza! Also, since salt is found by mining in the real world, I wonder if it is the same in game? Hmmm... Will be very ineresting when it's released.
he stated a while ago that it would be found as an ore
Title: Re: 2.0 General Discussion
Post by: MountainDewIt on December 22, 2013, 01:42:54 PM
Quick question: Will upside down stairs/ ramps be in 2.0?
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on December 22, 2013, 02:15:37 PM
Quick question: Will upside down stairs/ ramps be in 2.0?
Quick Answer: Yes.
Title: Re: 2.0 General Discussion
Post by: amos on December 22, 2013, 03:07:34 PM
Quick Answer: Yes.
Where'd you hear that?
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on December 22, 2013, 03:36:56 PM
Where'd you hear that?
Oh great... The number one thing that gets me annoyed by sight (Normally by post!) I heard it from Craig, if you don't believe me, well then tell us the answer. I'm not always going to be 110% correct, and if, fine. You don't have be a (First in a few months!) :-X about it. I never source, so if you have a problem with the way I find things, shutup, and move on. Your like a Grammar Nazi, having to point out, instead a spelling errors, sourcing errors, and it's annoying. So please, as a man trying to stay out of trouble again, STOP. Thanks! ^-^
Title: Re: 2.0 General Discussion
Post by: amos on December 22, 2013, 03:50:52 PM
I heard it from Craig.
When?

f you don't believe me, well then tell us the answer. I'm not always going to be 110% correct, and if, fine. You don't have be a (First in a few months!) :-X about it. I never source, so if you have a problem with the way I find things, shutup, and move on. Your like a Grammar Nazi, having to point out, instead a spelling errors, sourcing errors, and it's annoying. So please, as a man trying to stay out of trouble again, STOP. Thanks! ^-^
Don't want people getting their hopes up for something that got pushed back last lime I talked to anyone that knew anything about them.

Flip-able ramps and stairs aren't in the features (http://totalminerforums.net/index.php?topic=1095.0) for 2.0 anymore, so I am just curious as to how you know.  Last time the first post was updated was in october, so it's outdated but still the most reliable source.

I guess it's possible they got finished and Craig was going to surprise us with them, but if so, you just blew it. ::)
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on December 22, 2013, 05:32:40 PM
Oh great... The number one thing that gets me annoyed by sight (Normally by post!) I heard it from Craig, if you don't believe me, well then tell us the answer. I'm not always going to be 110% correct, and if, fine. You don't have be a (First in a few months!) :-X about it. I never source, so if you have a problem with the way I find things, shutup, and move on. Your like a Grammar Nazi, having to point out, instead a spelling errors, sourcing errors, and it's annoying. So please, as a man trying to stay out of trouble again, STOP. Thanks! ^-^
I haven't heard that either, where did you see it? And why are you getting so weird over someone asking?
Title: Re: 2.0 General Discussion
Post by: Geneo on December 22, 2013, 07:12:59 PM
Can I ask what the big deal is about upside-down stairs?  Is it to make the inside of ceilings more detailed?  Doesn't that also loose detail on the outside of roofs?  I just don't see why people think they're 'important'.
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on December 22, 2013, 07:43:16 PM
Can I ask what the big deal is about upside-down stairs?  Is it to make the inside of ceilings more detailed?  Doesn't that also loose detail on the outside of roofs?  I just don't see why people think they're 'important'.
I use them mostly for pillars. Detail isn't necessary, but sometimes it won't hurt. Unless your lazy, then it would.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on December 22, 2013, 09:17:54 PM
Can I ask what the big deal is about upside-down stairs?  Is it to make the inside of ceilings more detailed?  Doesn't that also loose detail on the outside of roofs?  I just don't see why people think they're 'important'.
they aren't that important, but they do add the ability to put a bit more detail to your work
Title: Re: 2.0 General Discussion
Post by: Dauntless395 on December 22, 2013, 10:23:51 PM
Can I ask what the big deal is about upside-down stairs?  Is it to make the inside of ceilings more detailed?  Doesn't that also loose detail on the outside of roofs?  I just don't see why people think they're 'important'.

This is probably my most desired content for v2.0. Im looking to make arched hallways and finish the exterior of certain buildings. Without them, my builds are on hold until it is implemented.
Title: Re: 2.0 General Discussion
Post by: DiamondBack662 on December 23, 2013, 04:38:09 PM
As of now, flippable stairs and ramps are not in the 2.0 release. I was rather bummed about them missing but apparently they weren't an immediate priority... As 2.0 is not out yet, no one can be 100% sure that Craig won't add them before the release. If in doubt about something like this... it's just simple to ask the Testers. They play with the releases before we do.
Title: Re: 2.0 General Discussion
Post by: RXZ x REPLAYZz on December 23, 2013, 05:17:20 PM
As of now, flippable stairs and ramps are not in the 2.0 release. I was rather bummed about them missing but apparently they weren't an immediate priority... As 2.0 is not out yet, no one can be 100% sure that Craig won't add them before the release. If in doubt about something like this... it's just simple to ask the Testers. They play with the releases before we do.
Doubt you will get anything out of Quad though haha...
Title: Re: 2.0 General Discussion
Post by: DiamondBack662 on December 23, 2013, 08:14:55 PM
Doubt you will get anything out of Quad though haha...

You won't get anything out of any of them if it's supposed to be on the DL... otherwise, things that aren't being witheld are simple enough to find out about...
Title: Re: 2.0 General Discussion
Post by: Jaz on December 27, 2013, 05:19:55 AM
Upside down stairs are useful I used tp use them in minecraft before I quit for TMF
Title: Re: 2.0 General Discussion
Post by: amos on December 27, 2013, 05:37:30 PM
Can anyone answer if multiple receivers and transmitters can be chained together to carry a signal over 64 blocks away?

Say for instance, I wanted to make a circuit of transmitters and receivers into a "Power Station" of sorts:

1. Make the main switch for the "Power Station" and connect a transmitter, setting its frequency to 200.
2. Make a "junction box" at the maximum transmitter range with a receiver set to frequency 200 connected to  another transmitter set to frequency 201.
3. Add an "AND" (i think..)Logic Gate to existing receivers in the 201 area.  Now if the "Power Station" switch is not "On" objects in the 201 "Grid" (more of a sphere, right?)  will not be able to become powered (unless of course, they are powered locally or don't have the 201 AND Logic Gate).

If this is the case, is there a limitation to the distance such signals could be chained?

Sorry if my example was hard to understand.  I'm probably taking the wrong approach to this.  ::)
Title: Re: 2.0 General Discussion
Post by: Craig on December 28, 2013, 03:31:26 AM
Can anyone answer if multiple receivers and transmitters can be chained together to carry a signal over 64 blocks away?
Yes

If this is the case, is there a limitation to the distance such signals could be chained?
No
Title: Re: 2.0 General Discussion
Post by: Craig on December 28, 2013, 03:33:57 AM
I did add upside down stairs and ramps. But my HDD crashed and I lost a days work, which happened to be the day I added them (amongst other stuff). I'll likely add them in again before release.
Title: Re: 2.0 General Discussion
Post by: HiiPiie on December 28, 2013, 03:36:00 AM
Thanks Craig ! ^_^
Title: Re: 2.0 General Discussion
Post by: Jaz on December 28, 2013, 05:07:32 AM
YAY! So that's answered our question looks like we will most likely be getting upsideown stairs AND ramps!
Title: Re: 2.0 General Discussion
Post by: Jaz on December 28, 2013, 05:08:39 AM
Anyone know when Craig's back? and able to get 2.0 closer to release? :Ds
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on December 28, 2013, 11:01:40 AM
Anyone know when Craig's back? and able to get 2.0 closer to release? :Ds
Dont trip he'll be back when his vacations over, let him relax
Title: Re: 2.0 General Discussion
Post by: Jaz on December 28, 2013, 02:28:30 PM
he deserves it ;) :D
Title: Re: 2.0 General Discussion
Post by: Dominator24 on December 28, 2013, 08:58:58 PM
I am so excited for this update it's making me want to vomit. :P
Title: Re: 2.0 General Discussion
Post by: DiamondBack662 on December 30, 2013, 02:20:03 PM
I did add upside down stairs and ramps. But my HDD crashed and I lost a days work, which happened to be the day I added them (amongst other stuff). I'll likely add them in again before release.

Bummer about the Hard Drive. Glad to hear you are adding the flippable stairs and ramps. How about some colored glass?..
Title: Re: 2.0 General Discussion
Post by: Agykoo on December 30, 2013, 02:47:32 PM
Bummer about the Hard Drive. Glad to hear you are adding the flippable stairs and ramps. How about some colored glass?..

thats a great idea! ^_^, i want to build stained glass windows ^_^
Title: Re: 2.0 General Discussion
Post by: DiamondBack662 on December 30, 2013, 02:54:10 PM
thats a great idea! ^_^, i want to build stained glass windows ^_^

Yeah, I suggested stained glass about a year ago or so... sadly MC beat us to the punch on it... Still, would be a great addition for the game as I have some things in mind for some extremely elaborate Windows. I'd much rather do them in TM on Xbox than in PC MC..
Title: Re: 2.0 General Discussion
Post by: Quadraphinic on December 30, 2013, 05:39:44 PM
We need thorn bushes.
Cheers Quad
Title: Re: 2.0 General Discussion
Post by: DiamondBack662 on December 30, 2013, 05:40:51 PM
We need thorn bushes.
Cheers Quad

yes.. and thorn bushes.
Title: Re: 2.0 General Discussion
Post by: Craig on December 30, 2013, 08:32:45 PM
How about some colored glass?..
Colored glass requires separate sorting and rendering. Not trivial. The old teleporters did it. The code was so messy and a performance problem so I ripped it out. It's possible to do a better job than I did with the old teleporters, but it's troublesome.
Title: Re: 2.0 General Discussion
Post by: Jaz on December 30, 2013, 08:40:16 PM
soooo no stained glass?
Title: Re: 2.0 General Discussion
Post by: DiamondBack662 on December 30, 2013, 08:57:40 PM
Colored glass requires separate sorting and rendering. Not trivial. The old teleporters did it. The code was so messy and a performance problem so I ripped it out. It's possible to do a better job than I did with the old teleporters, but it's troublesome.

Took me a minute to find this.. but before PC MC added native stained glass where the whole pane was colored, someone created a mod where they made the border and the flecks in the regular glass various colors...It's not true stained glass.. but it works.
(http://imageshack.us/a/img854/6772/20110607113615.png)
Title: Re: 2.0 General Discussion
Post by: Craig on December 30, 2013, 09:23:53 PM
Took me a minute to find this.. but before PC MC added native stained glass where the whole pane was colored, someone created a mod where they made the border and the flecks in the regular glass various colors...It's not true stained glass.. but it works.
(http://imageshack.us/a/img854/6772/20110607113615.png)
That type of stained glass is easy enough to add, although in TM it would require a separate block id for each color, because TM does not store RGB color in the mesh, only texture coordinates.
Title: Re: 2.0 General Discussion
Post by: DiamondBack662 on December 30, 2013, 09:31:49 PM
That type of stained glass is easy enough to add, although in TM it would require a separate block id for each color, because TM does not store RGB color in the mesh, only texture coordinates.

Some of us would make it well worth the addition in our builds.. Besides... what's a medieval cathedral without stained glass?
(http://www.therosewindow.com/images/RouenStOuenN.jpg)
Title: Re: 2.0 General Discussion
Post by: Craig on December 30, 2013, 09:39:32 PM
Took me a minute to find this.. but before PC MC added native stained glass where the whole pane was colored, someone created a mod where they made the border and the flecks in the regular glass various colors...It's not true stained glass.. but it works.
(http://imageshack.us/a/img854/6772/20110607113615.png)
Hmm there are 16 colors there. It'd be possible to use the same mechanism as the alternative textures to select 1 of 16 different colors for the normal glass block id.
Title: Re: 2.0 General Discussion
Post by: logan2000 on December 30, 2013, 10:00:45 PM
Hmm there are 16 colors there. It'd be possible to use the same mechanism as the alternative textures to select 1 of 16 different colors for the normal glass block id.
That would work great  :D
Title: Re: 2.0 General Discussion
Post by: DiamondBack662 on December 30, 2013, 10:08:38 PM
Hmm there are 16 colors there. It'd be possible to use the same mechanism as the alternative textures to select 1 of 16 different colors for the normal glass block id.

Can you imagine the possibilites? There are things I'd build just to highlight colored glass...heck I've done some designs on graph paper in colored pencil just in case it ever occured.
(http://www.ebibleteacher.com/sites/default/files/powerpoint-backgrounds/1/StainedGlassSpiral.jpg?1319414761)
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on December 31, 2013, 12:23:28 AM
Edit:i took another look at what i was gonna give a suggestion on  decided i was a bit wrong so nevermind
Title: Re: 2.0 General Discussion
Post by: Agykoo on January 01, 2014, 10:27:20 PM
i'm with DB, theres builds that i would build soly to show off the stained glass ^_^
Title: Re: 2.0 General Discussion
Post by: Jesse on January 02, 2014, 01:03:02 AM
Black Widow posted a vid of 2.0 info
Title: Re: 2.0 General Discussion
Post by: Redsparx on January 06, 2014, 12:05:16 PM
how long is it going to take?
Title: Re: 2.0 General Discussion
Post by: YoungSykotic182 on January 06, 2014, 12:46:38 PM
how long is it going to take?
There is no possible way to tell. Indie games don't get an instant release. When the game is ready and submitted to the peer review process, it can take anywhere from 48 hours to a month before it either passes or fails. When it is ready for peer review, a post will be made and constant updates on its marks are given. Just keep an eye on the development updates thread.
Title: Re: 2.0 General Discussion
Post by: Agykoo on January 06, 2014, 03:05:34 PM
how long is it going to take?

wild guess sometime in march ^_^

craig has had a lot of real life isssues that have come about and he needs to take care of, witch is resulting in slower releash of the game ^_^.
Title: Re: 2.0 General Discussion
Post by: Jeff on January 14, 2014, 11:28:23 PM
It seems the 2.0 update is getting like RuneScape .well just the items. Am happy for that. My world is based on RuneScape...I know total miner is it's own game.
Title: Re: 2.0 General Discussion
Post by: Iceninja on January 15, 2014, 05:47:15 PM
When 2.0 is released im gonna make my
"Runescape in TotalMiner" world Playable for testing.


For more info on the Testing activities go to my Topic on the map.
Title: Re: 2.0 General Discussion
Post by: muD on February 05, 2014, 09:03:00 PM
2.0 is sounding really good! been reading about it, so many additions.. Excellent work.. Looking forward to it  :3
Title: Re: 2.0 General Discussion
Post by: Redsparx on February 05, 2014, 09:28:20 PM
Will there be new sounds when mining?
Title: Re: 2.0 General Discussion
Post by: kingstersam1 on February 06, 2014, 09:29:05 AM
Will there be new sounds when mining?

I hope so
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on February 06, 2014, 09:35:28 AM
I dont see anything wrong with mining sounds currently i think they are fine. Wouldnt make much of a difference if it did change.
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on February 06, 2014, 05:05:23 PM
Chopping Trees, now that's annoying to hear. *TINK* *TINK* I hope it's changed.
Title: Re: 2.0 General Discussion
Post by: Space Garden Magic Miner on February 12, 2014, 02:11:42 AM
I wonder how many we know out of the 9 new mobs?
(4 new passive mobs)
1 ) cow
2 ) cow type #2
3 ) sheep
4 ) wooly animal #2...mutton
5 ) troll chief
6 ) goblin
7 )
8 )
9 )
Title: Re: 2.0 General Discussion
Post by: muD on February 12, 2014, 07:48:53 AM
I wonder if we know 2 out of the 9 new mobs?
1) troll chief
2) cow
&

Maybe sheep for wool ha ha lolol beds

9 new mobs huh? that's cool..

Quote from: Craig, in July - 2.0 Progress
Another change is now everything is craftable or smeltable or cookable except whitewool, the color blocks, keys and natural rocks/ores/minerals/plants.
So beds are now craftable (unlisted) & the whitewool block isn't..
That suggests there are sheep & you'lll pick up the use-able whitewool block from them. i.e, not 'wool' which needs to be crafted into the block which is used for beds.
..along with some edibles, most likely.

Perhaps later as well as craft-able, wearable armour, we could have craft-able, wearable, coloured woolly jumpers :P able to select one of our pictures to put on it?
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on February 12, 2014, 11:12:13 AM
9 new mobs huh? that's cool..
So beds are now craftable (unlisted) & the whitewool block isn't..
That suggests there are sheep & you'lll pick up the use-able whitewool block from them. i.e, not 'wool' which needs to be crafted into the block which is used for beds.
..along with some edibles, most likely.

Perhaps later as well as craft-able, wearable armour, we could have craft-able, wearable, coloured woolly jumpers :P able to select one of our pictures to put on it?
beds have always been craftable... You just have to buy the wool. Its much cheaper than buying a whole bed
Title: Re: 2.0 General Discussion
Post by: TS Ninja Monkey on February 12, 2014, 01:28:13 PM
Black Widow posted a vid of 2.0 info

Link/Source Please?  :3
Title: Re: 2.0 General Discussion
Post by: Clerical on February 12, 2014, 01:51:48 PM
Link/Source Please?  :3
Black Widows infomation on 2.0, there are several forums members who have done info videos like this
http://www.youtube.com/watch?v=sUduOd_EEWw&list=UUPGmSB9MAZr9tyC5PF8-X-w&feature=c4-overview
Title: Re: 2.0 General Discussion
Post by: Geneo on February 12, 2014, 02:19:09 PM
Really nothing new, just reciting what has already been posted here.  Craig's vids and postings are much more informative.
Title: Re: 2.0 General Discussion
Post by: muD on February 12, 2014, 05:26:27 PM
beds have always been craftable... You just have to buy the wool. Its much cheaper than buying a whole bed
..just realised i haven't played dig-deep since 1.1 before there were (craftable) beds.
Title: Re: 2.0 General Discussion
Post by: Nefty on February 12, 2014, 05:42:40 PM
Link/Source Please?  :3

http://www.youtube.com/watch?v=VaWQmAAbUI8&feature=c4-overview&list=UUtb6-S8aacx1f8rPzAkkzaw
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on February 13, 2014, 02:49:39 PM
I wonder how many we know out of the 9 new mobs?
1) troll chief
2) cow
3) cow type #2
4) sheep
5) wooly animal #2
you forgot goblins too  ;)
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on February 13, 2014, 03:51:17 PM
you forgot goblins too  ;)
and bears that are hostile
Title: Re: 2.0 General Discussion
Post by: DiamondBack662 on February 13, 2014, 03:56:24 PM
and bears that are hostile

Bears and Flying Monkeys..
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on February 13, 2014, 04:18:28 PM
Bears and Flying Monkeys..
No cars
No bears (except to maul ur face off)
I don't know about flying monkeys, but I think its pretty obvious Craig is planning to use bears to maul his enemies in 2.0.
Title: Re: 2.0 General Discussion
Post by: muD on February 13, 2014, 05:20:17 PM
I'm preparing a component world for pasting into a new 2.0 world & have a few questions.

Quote from: Craig - 2.0 Release
Save block meta data to components.
Does this include the following?;

Also, was option #1 the final decision on the 'Instance Chests?

Can we now place a book with text into joining players inventories?

Are the NPC blocks able to have their texture changed?
Thanks
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on February 14, 2014, 10:33:55 PM
Yesss! Textured trap doors!
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on February 15, 2014, 02:22:57 PM
Well after reviewing the recent posts by Craig, I dont think the moon or hell seeds are coming back anytime soon.
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on February 15, 2014, 02:55:55 PM
I dont see why you'd care about that Honestly I wouldnt care if I was you because of all the things coming out already
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on February 15, 2014, 03:22:45 PM
I dont see why you'd care about that Honestly I wouldnt care if I was you because of all the things coming out already
just pointing it out
Title: Re: 2.0 General Discussion
Post by: James on February 16, 2014, 12:15:46 AM
Well, here it is! 2.0 discussion everyone!  :D
I added a complete list of 2.0 features topic: http://totalminerforums.net/index.php?topic=4671.msg57056#new (http://totalminerforums.net/index.php?topic=4671.msg57056#new)
Title: Re: 2.0 General Discussion
Post by: muD on February 16, 2014, 06:40:09 AM
I'm preparing a component world for pasting into a new 2.0 world & have a few questions.
Does this include the following?;
  • Sign text
    NPC avatar & text (even if they become 're-locked' in the update)
    Book text
    Key assigned to door
    Key assigned to chest
    Selected image on pictures
    Teleport channels
    Items in chests/crates - including books text
    Items in shops & their prices
    Total invader score
    Sound block audio settings
    Land mine configuration

Also, was option #1 the final decision on the 'Instance Chests?

Can we now place a book with text into joining players inventories?

Are the NPC blocks able to have their texture changed?
Thanks

Is this information already available somewhere, or does anyone know?
Title: Re: 2.0 General Discussion
Post by: James on February 16, 2014, 09:31:33 AM
Is this information already available somewhere, or does anyone know?
I know that some of those questions can be answered in the post one above.
Title: Re: 2.0 General Discussion
Post by: Jaz on February 16, 2014, 01:10:33 PM
Is this information already available somewhere, or does anyone know?
I think everything is a yes but relocked avatars need to be unlocked again to gpaste them
Title: Re: 2.0 General Discussion
Post by: Craig on February 16, 2014, 04:16:24 PM
I'm preparing a component world for pasting into a new 2.0 world & have a few questions.
Does this include the following?;
  • Sign text Yes
    NPC avatar & text (even if they become 're-locked' in the update) Yes (but the avatar will only paste if the paster has unlocked it)
    Book text Yes
    Key assigned to door Yes (if the destination world still has unallocated key slots or the key has already been allocated)
    Key assigned to chest Yes same as above
    Selected image on pictures No, images are not stored on components, this may change in the future
    Teleport channels Yes (if the destination world still has unallocated channels or the channel has already been allocated)
    Items in chests/crates - including books text Yes
    Items in shops & their prices Yes. If the shop uses the players default price list, the price list will transfer over to the pasters default price list. If the shop has its own price list, this will be retained.
    Total invader score No - this is world specific
    Sound block audio settings Yes
    Land mine configuration Yes

Also, was option #1 the final decision on the 'Instance Chests?
Instanced Chests have been problematic, I'm not sure they will make it into this update.

Can we now place a book with text into joining players inventories? Yes

Are the NPC blocks able to have their texture changed? Yes - mob spawners too
Title: Re: 2.0 General Discussion
Post by: muD on February 16, 2014, 06:32:38 PM
Thank you, Craig.

Which avatars will be need to be re-gained?
Title: Re: 2.0 General Discussion
Post by: The White Rabbit on February 16, 2014, 11:15:08 PM
If the instanced chests don't make it into the update I would feel a slight bit upset however I will have to copy and paste the chests into the same area since now items stay in the chest :)
Title: Re: 2.0 General Discussion
Post by: Craig on February 16, 2014, 11:31:53 PM
If the instanced chests don't make it into the update I would feel a slight bit upset however I will have to copy and paste the chests into the same area since now items stay in the chest :)
You can also use scripts to do it on the press of a button.
Title: Re: 2.0 General Discussion
Post by: The White Rabbit on February 16, 2014, 11:36:06 PM
You can also use scripts to do it on the press of a button.

If thats the case it's going to be a pain... what happens if you use the script could you fill chests with certain items and if so when the script is activated would it duplicate the items which haven't been taken?
Title: Re: 2.0 General Discussion
Post by: amos on February 16, 2014, 11:45:56 PM
Just make it paste a full chest over the empty one, should overwrite any remaining contents.

So you'd save a component chest with the contents you want inside, then write the script so it pastes the new chest over the old one.  I'm guessing you could write one script that replaces every chest on the map at once.
Title: Re: 2.0 General Discussion
Post by: Craig on February 16, 2014, 11:52:42 PM
So you'd save a component chest with the contents you want inside, then write the script so it pastes the new chest over the old one.
You could do it by having the script paste a component with a chest in it, or you could do it with the script AddInventory command. Either way will work.

I'm guessing you could write one script that replaces every chest on the map at once.
certainly
Title: Re: 2.0 General Discussion
Post by: The White Rabbit on February 16, 2014, 11:58:40 PM
Then all of my doubts are gone. The only thing I will now worry is if people keep looting the same chests however I will find away round it.
Title: Re: 2.0 General Discussion
Post by: Pringle on February 16, 2014, 11:58:54 PM
That sound great!
 So basicly you can refresh everything on the world at once. This is great for rpgs's, including my world, because I was just planning on starting a new session to refresh it. Is it Also possible to refresh players inventores?


And If I wanted to let people build barricades I could use scripts to "refresh" them so they arent permanent.
Title: Re: 2.0 General Discussion
Post by: Dauntless395 on February 17, 2014, 01:15:57 AM
Then all of my doubts are gone. The only thing I will now worry is if people keep looting the same chests however I will find away round it.

Perhaps have the "chest refill" script activate by a pressure plate being stepped on, quite a distance away. That way when the player is walking away from the chest, they will in-advertently step on the plate, refilling it for the next customer.
Title: Re: 2.0 General Discussion
Post by: amos on February 17, 2014, 01:23:46 AM
Perhaps have the "chest refill" script activate by a pressure plate being stepped on, quite a distance away. That way when the player is walking away from the chest, they will in-advertently step on the plate, refilling it for the next customer.

I'm not sure exactly what the Sundial Block does (is it a power producing block?), but maybe it can used with Script Blocks to power them at certain times.
Title: Re: 2.0 General Discussion
Post by: Craig on February 17, 2014, 01:35:52 AM
Perhaps have the "chest refill" script activate by a pressure plate being stepped on, quite a distance away. That way when the player is walking away from the chest, they will in-advertently step on the plate, refilling it for the next customer.
I'm not sure exactly what the Sundial Block does (is it a power producing block?), but maybe it can used with Script Blocks to power them at certain times.
Both these options would work. The Sundial block would allow a refresh every game hour.
Title: Re: 2.0 General Discussion
Post by: amos on February 17, 2014, 03:01:59 AM
Both these options would work. The Sundial block would allow a refresh every game hour.

So if I had a Sundial with a Script Block that pastes another Sundial with a Script Block with the refresh script, will I be able to space the times out a bit more?

I suppose I'd have to remove the first Sundial or Script block in script #1, then replace it in #2.

Well, the basic idea would be to make a series of scripts/sundials to make a timed event that executes the end script less frequently than once a game hour.

Or maybe Sundials could be configured to deliver power at any which hours you want. Sorry, I know it's kind of late to suggest changes that could cause unforeseen problems, but looking forward to them regardless. :)
Title: Re: 2.0 General Discussion
Post by: Craig on February 18, 2014, 07:13:46 AM
Items in shops & their prices Yes. If the shop uses the players default price list, the price list will transfer over to the pasters default price list. If the shop has its own price list, this will be retained.
I need to rethink this. If an economized shop is pasted, should ownership be retained, and therefor use the original owners price list if that is what it was using, or should ownership of the shop be transferred to the paster.
Title: Re: 2.0 General Discussion
Post by: Jaz on February 18, 2014, 08:06:01 AM
pasted shops should keep there prices used for them
Title: Re: 2.0 General Discussion
Post by: Clerical on February 18, 2014, 12:20:00 PM
@Craig,
Did you lower the damage arrows can do?
You mentioned you added some new bows which have different damage, want to know if you lowed the arrows to balance them out more?
Don't want people 1 hitting everyone XD
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on February 18, 2014, 12:33:45 PM
@Craig,
Did you lower the damage arrows can do?
You mentioned you added some new bows which have different damage, want to know if you lowed the arrows to balance them out more?
Don't want people 1 hitting everyone XD
I'm sure that with the best bow and titanium arrows, you could probably one or two hit an unarmored opponent. But now that we have armor, the better bows should probably help archers do good damage against armored opponents instead of becoming useless when someone is wearing full titanium
Title: Re: 2.0 General Discussion
Post by: muD on February 18, 2014, 02:17:51 PM
I need to rethink this. If an economized shop is pasted, should ownership be retained, and therefor use the original owners price list if that is what it was using, or should ownership of the shop be transferred to the paster.
If it's any help..
As the paster, I would want ownership of all/any shops I paste.

If a shop was set to use the default price list of its original owner, I would prefer it to revert to my default price list - Giving me ownership.

If a shop was set to use its own price list and had any inventory stocks, I would prefer it to keep those settings if I am given ownership. Otherwise I'd prefer for it to paste in a default shop.
Title: Re: 2.0 General Discussion
Post by: Craig on February 18, 2014, 04:49:43 PM
@Craig,
Did you lower the damage arrows can do?
You mentioned you added some new bows which have different damage, want to know if you lowed the arrows to balance them out more?
Don't want people 1 hitting everyone XD

Like all combat now, arrows do not inflict the same damage (max hit) every time they hit an opponent. They inflict anywhere from 0 - Max Hit damage based on the roll of a dice (and Strength plays a part). All arrow Max Hit values have been changed to compensate for this.

Bows do not control the Max Hit, the arrows do. Bows affect your stats, so the better the stats, the better the chance you will cause damage if the arrow finds it's target (amongst over things). If it is determined damage has been caused, it's the arrow that determines how much damage.

One hit kills can happen, but only if the killer is a high level ranger using high level arrows and the killed is a very low level player or mob. And it's the same for melee.

Using my battle simulator to test, I'm confident the balancing is pretty good. There will probably be some cases where the balance is not quite right. We'll work through those as we get feedback after release.

One thing I will let slip, the arrow is more important than the bow. A player using a higher level arrow but a weaker bow will usually win, but not always. There is never an 'always' as the dice element can throw everything out the window. I guess it's fair to say a Combat Level 99 player fully kitted out in Titanium Armor, using a Titanium Battle Axe and the best combat jewellery will 'always' beat a Combat Level 1 player, with no armor and using his fist. But that is still not a 100% 'always', it is a %99.9999999999 'always'. And that percentage decreases as the difference between the skill levels and equipment used decreases.

tl;dr One hit kills are possible, but only if the Max Hit of the weapon used is equal or higher than the Max Health of the player hit.
Title: Re: 2.0 General Discussion
Post by: Clerical on February 18, 2014, 04:54:56 PM
Thanks alot, that is exactly what i wanted to hear.  :D
That battle simulator must of saved you alot of time over the course of the 2.0 update o.o
Title: Re: 2.0 General Discussion
Post by: Craig on February 18, 2014, 05:03:11 PM
Thanks alot, that is exactly what i wanted to hear.  :D
That battle simulator must of saved you alot of time over the course of the 2.0 update o.o
Yea, it saved a lot of time, and also has made for much better balancing. But the simulator only simulates two fighters going at it toe to toe, it does not take into account players moving around, in and out of range of each other.

Title: Re: 2.0 General Discussion
Post by: FeAr x SN1P3z on February 18, 2014, 05:05:20 PM
Yea, it saved a lot of time, and also has made for much better balancing. But the simulator only simulates two fighters going at it toe to toe, it does not take into account players moving around, in and out of range of each other.
What are the Bows?
Title: Re: 2.0 General Discussion
Post by: Craig on February 18, 2014, 05:09:03 PM
What are the Bows?
http://goo.gl/5m03Ek
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on February 18, 2014, 05:14:15 PM
http://goo.gl/5m03Ek
Oooohhh man, I know which one I'm using!
Title: Re: 2.0 General Discussion
Post by: Dominator24 on February 18, 2014, 05:18:51 PM
http://goo.gl/5m03Ek
thank you craig for making my day
Title: Re: 2.0 General Discussion
Post by: FeAr x SN1P3z on February 18, 2014, 05:51:06 PM
I Know what you mean.  ;)
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on February 18, 2014, 06:12:58 PM
http://goo.gl/5m03Ek
I like the pink one :)
Title: Re: 2.0 General Discussion
Post by: Space Garden Magic Miner on February 18, 2014, 06:53:53 PM
Wow thos are some nice bows ???
yeah thos mobs are goona run win we equipped are bows lol
Title: Re: 2.0 General Discussion
Post by: # on February 23, 2014, 12:49:52 AM
I cannot wait for this update! Also, Craig, there's a few things I was wondering if you added since I didn't see these things noted. Will you be able to place signs on stuff like sighs and stairs? And will you be able to fill with textures like table and stairs? Thanks.
Title: Re: 2.0 General Discussion
Post by: JD DRAGON 7 on February 23, 2014, 03:51:31 PM
I cannot wait for this update! Also, Craig, there's a few things I was wondering if you added since I didn't see these things noted. Will you be able to place signs on stuff like sighs and stairs? And will you be able to fill with textures like table and stairs? Thanks.
What do you mean put signs on stuff like signs and stairs???

And I don't know about tables but i don't think you be able to fill with stairs because there on no way to tell them what way to face. You can only fill with blocks that the textures and shape face the same direction no matter how you place them.
Title: Re: 2.0 General Discussion
Post by: # on February 24, 2014, 08:20:29 AM
What do you mean put signs on stuff like signs and stairs???

And I don't know about tables but i don't think you be able to fill with stairs because there on no way to tell them what way to face. You can only fill with blocks that the textures and shape face the same direction no matter how you place them.

Right now you cant put signs on transparent blocks like fences and stairs. Also you can't fill with and multittexture textures. I sometimes use stairs texture on buildings, but its extremely tedious placing all the blocks
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on February 24, 2014, 10:20:49 AM
Right now you cant put signs on transparent blocks like fences and stairs. Also you can't fill with and multittexture textures. I sometimes use stairs texture on buildings, but its extremely tedious placing all the blocks
just make a component pack with various sizes of the stairs textured the way you want them
Title: Re: 2.0 General Discussion
Post by: Littleman9Mew2 on March 01, 2014, 02:01:57 AM
2.0 update is like...
(http://i62.tinypic.com/21njvgg.gif)
Title: Re: 2.0 General Discussion
Post by: Iceninja on March 27, 2014, 09:52:12 PM
2.0 is going to be out soon :D i cant wait till release :D
im so pumped for this!
Title: Re: 2.0 General Discussion
Post by: s0m3b0de on March 28, 2014, 06:36:32 PM
so I  saw something In the bottom right corner of the picture Craig posted showing him getting 500 total on his skills and it looks to be like a bull or something Idk but it has horns. Also farming looks pretty real
Title: Re: 2.0 General Discussion
Post by: Nefty on March 28, 2014, 07:48:16 PM
2.0 will be pretty legit...... JK it will be EPIC
Title: Re: 2.0 General Discussion
Post by: muD on March 28, 2014, 07:58:53 PM
so I  saw something In the bottom right corner of the picture Craig posted showing him getting 500 total on his skills and it looks to be like a bull or something Idk but it has horns. Also farming looks pretty real
(http://i349.photobucket.com/albums/q377/Berrgk/bullsit_zpsc3c00ef5.jpg) (http://i349.photobucket.com/albums/q377/Berrgk/TMF/sadambull_zpse3a222ca.png)
Title: Re: 2.0 General Discussion
Post by: Nefty on March 28, 2014, 08:02:35 PM
(http://i349.photobucket.com/albums/q377/Berrgk/bullsit_zpsc3c00ef5.jpg) (http://i349.photobucket.com/albums/q377/Berrgk/TMF/sadambull_zpse3a222ca.png)

MOOSEN
Title: Re: 2.0 General Discussion
Post by: DiamondBack662 on March 28, 2014, 08:14:42 PM
(http://i349.photobucket.com/albums/q377/Berrgk/bullsit_zpsc3c00ef5.jpg) (http://i349.photobucket.com/albums/q377/Berrgk/TMF/sadambull_zpse3a222ca.png)

Those bears are extremely sneaky.
(http://image.minyanville.com/assets/FCK_Jan2011/images/Liz%20Dec%202012/not%20a%20bear.JPG)
Title: Re: 2.0 General Discussion
Post by: Agykoo on March 28, 2014, 10:21:31 PM
(http://i349.photobucket.com/albums/q377/Berrgk/bullsit_zpsc3c00ef5.jpg) (http://i349.photobucket.com/albums/q377/Berrgk/TMF/sadambull_zpse3a222ca.png)

a lv 11 bull!?!?!!? thats bull :O!!!!
Title: Re: 2.0 General Discussion
Post by: Shorts the Environmentalist on April 07, 2014, 07:28:37 PM
so yeah... 2.1

when's that? XD
Title: Re: 2.0 General Discussion
Post by: YoungSykotic182 on April 07, 2014, 07:35:06 PM
so yeah... 2.1

when's that? XD
After 2.01 most likely. ;)
Title: Re: 2.0 General Discussion
Post by: Nefty on April 07, 2014, 07:35:34 PM
After 2.01 most likely. ;)

And that'll be after 2.001
Title: Re: 2.0 General Discussion
Post by: Keaton Potatoes on April 07, 2014, 08:19:11 PM
Are there moooseesssss??????????????????????/
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on April 07, 2014, 08:29:15 PM
After 2.01 most likely. ;)
It says 2.0.106 already
Little mistake there.
Title: Re: 2.0 General Discussion
Post by: YoungSykotic182 on April 07, 2014, 08:30:37 PM
It says 2.0.106 already
Little mistake there.
Not a mistake. There were 106 builds for 2.0.
Title: Re: 2.0 General Discussion
Post by: AlienizdPixel on April 07, 2014, 08:35:47 PM
Not a mistake. There were 106 builds for 2.0.
OH!!!
Makes sense, it's confusing to see since it normally would never be that many for an update.
Title: Re: 2.0 General Discussion
Post by: YoungSykotic182 on April 07, 2014, 08:42:47 PM
OH!!!
Makes sense, it's confusing to see since it normally would never be that many for an update.
Well...  ::)
Title: Re: 2.0 General Discussion
Post by: Agykoo on April 07, 2014, 09:02:55 PM
Are there moooseesssss??????????????????????/

no ^_^
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on April 07, 2014, 11:59:02 PM
Theres so many mobs everywere it just crazy at night Im going to need an army of titanium armed people if Im ever going to survive 1 night lol but the ducks death sound is hilarious XD
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on April 08, 2014, 01:24:06 AM
Best thing about the update: when the ducks are killed they squeak.

when me and trub were in a party with jet he just started laughing randomly and we knew...that he had killed his first duck
Title: Re: 2.0 General Discussion
Post by: NightSausage on April 08, 2014, 07:37:30 AM
I don't know if this is posted anywhere yet, but there is a bug where lava has the water texture. Me and my friends were playing survival with the stat work around, and we were exploring a cave, jumped in what we thought was water to swim across it, and it said we burned to death xD
Title: Re: 2.0 General Discussion
Post by: Jaz on April 08, 2014, 08:52:08 AM
I don't know if this is posted anywhere yet, but there is a bug where lava has the water texture. Me and my friends were playing survival with the stat work around, and we were exploring a cave, jumped in what we thought was water to swim across it, and it said we burned to death xD
maybe lava underneith the water?
Title: Re: 2.0 General Discussion
Post by: RXZ x REPLAYZz on April 08, 2014, 09:28:02 AM
I don't know if this is posted anywhere yet, but there is a bug where lava has the water texture. Me and my friends were playing survival with the stat work around, and we were exploring a cave, jumped in what we thought was water to swim across it, and it said we burned to death xD
its not its just do do with skills as at the moment you have really low health so it goes down extremely fast. Once you increase health etc it should be fine
Title: Re: 2.0 General Discussion
Post by: Pikachu on April 08, 2014, 09:37:43 AM
Hm haven't got to play 2.0 much but I know it sounds amazing and what I did play was great I'd like to thank the TMF team for this update its very amazing I <3 tm forever
Title: Re: 2.0 General Discussion
Post by: Agykoo on April 08, 2014, 10:40:47 AM
I don't know if this is posted anywhere yet, but there is a bug where lava has the water texture. Me and my friends were playing survival with the stat work around, and we were exploring a cave, jumped in what we thought was water to swim across it, and it said we burned to death xD

its very possable there was lava underneth the water. when i was testing DD i found some extreamly funny set ups for the pools of lava and water. ^_^
Title: Re: 2.0 General Discussion
Post by: stewydeadmike on April 08, 2014, 11:19:04 AM
I don't know if this is posted anywhere yet, but there is a bug where lava has the water texture. Me and my friends were playing survival with the stat work around, and we were exploring a cave, jumped in what we thought was water to swim across it, and it said we burned to death xD
you could have drowned somehow it takes like 2 seconds to drown lol
Title: Re: 2.0 General Discussion
Post by: Agykoo on April 08, 2014, 11:22:59 AM
you could have drowned somehow it takes like 2 seconds to drown lol

tell me about it, i started one map deep under water, insta perma death XD
Title: Re: 2.0 General Discussion
Post by: NightSausage on April 08, 2014, 05:58:32 PM
you could have drowned somehow it takes like 2 seconds to drown lol
No it wasn't drowning it was as soon as we touched the water, and it always said we burned to death.
Title: Re: 2.0 General Discussion
Post by: Littleman9Mew2 on April 09, 2014, 12:20:46 AM
how do we increase our health bar?
Title: Re: 2.0 General Discussion
Post by: Keaton Potatoes on April 09, 2014, 12:35:35 AM
I am currently about to update my Xbox so I can update my TM and be happy forever! *Wets pants in anticipation*
Title: Re: 2.0 General Discussion
Post by: Keaton Potatoes on April 09, 2014, 12:42:15 AM
OMG I am now walking towards my Xbox!!!!!!!!!!!
Title: Re: 2.0 General Discussion
Post by: YoungSykotic182 on April 09, 2014, 12:45:32 AM
how do we increase our health bar?
A successful hit on an enemy increases your health experience. So increasing your attack is the best way.
Title: Re: 2.0 General Discussion
Post by: Not Actually Atlas on April 09, 2014, 01:48:09 PM
how do we increase our health bar?
kill EVERYTHING