Folks,
I'm seeing some friends this weekend! Been having a great time so far. Will be back to bug fixing and updates in a day or two.
A Minecraft sandbox for political economy and civilization-building
Sunday, September 6, 2015
Saturday, September 5, 2015
Tweaked multi-break parameters a bit (to make building less painful)
After building for a while, people are reporting that misplacing blocks is a bit painful. So for now, I've halved the following parameters:
- # of breaks required for lockables, such as chests
- the construction-grade modifier; now stone bricks, for instance, will be easier to break
This entire process is going to require a lot of back-and-forth, as we wish to strike a balance between creation and destruction. But for now it seems that this change will make play more enjoyable without impacting how challenging it is too much.
Friday, September 4, 2015
Official Mumble server up and running!
The current IP is always listed up above in the title. For now we're using the same machine as the standard MC server (if this ends up causing undue load, we will use a separate machine). I'm going to make that IP address static soon (whenever I get ElasticIP sorted through AWS ... shouldn't take long, I've just never used the service before).
Same code of conduct applies here as on the server. No abuse, no harassment tolerated. Have fun folks!
Encumbrance changes! Now XP improves your carrying capacity!
Simple first-pass rule implemented today... I plan on tweaking this (as everything) as more feedback rolls in. As it stands, 1 level of XP = 1 additional unit you can carry (e.g. 1 stone, or 2 wood).
This is meant to provide disincentive to dying in general, especially suiciding to restore hunger. Now keeping your XP is more important, as it alleviates one of the major constraints (carry capacity). I am planning on adding more things that XP adjusts in the future, so stay tuned!
This is meant to provide disincentive to dying in general, especially suiciding to restore hunger. Now keeping your XP is more important, as it alleviates one of the major constraints (carry capacity). I am planning on adding more things that XP adjusts in the future, so stay tuned!
Thursday, September 3, 2015
Adjusted break mod and locks
- I updated some of the multi-break mod code today, to have it keyed off of the general material model that the lug/weight mechanics are based on. This means that lockables are more durable, as are "construction materials"; this includes wooden planks. That means planks' weight has gone up a bit, but now they provide much more protection than before (they were only 1-break before).
- Locks now properly destroy when the block holding them is destroyed. Before breaking a locked chest and then placing a new chest in the same location would inherit the same lock. Now that's no longer true (the lock is tethered to the specific block in the spot).
Wednesday, September 2, 2015
Tuesday, September 1, 2015
Post for submitting bug reports and general feedback for 0.1.0
We are still trying to figure out what the best system is for filing feedback and bug reports (leaning towards a subreddit at the moment). Until then, please reply to this thread to file bug reports and otherwise general feedback for version 0.1.0 (the first launch, still in effect as of Sept. 1).
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