[Mod] Meseor impacts [0.2.0] [meseor]

paramat
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[Mod] Meseor impacts [0.2.0] [meseor]

by paramat » Fri May 10, 2013 02:38

Mod deleted.
Last edited by paramat on Wed Mar 22, 2017 04:29, edited 3 times in total.
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by DeepGaze » Fri May 10, 2013 12:15

this looks cool! could you please take some photo's without the fog.
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by BlockMen » Fri May 10, 2013 12:35

Thats an awesome idea and looks great!

+1
 

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by webdesigner97 » Fri May 10, 2013 15:09

DeepGaze wrote:this looks cool! could you please take some photo's without the fog.

And maybe with default textures?
 

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by pandaro » Fri May 10, 2013 15:37

+1 nice idea

Maybe you can think of replacing the MESE block with FLOC crystal. It seems more credible, and intrigue player because he asks, "but where does this strange material?"
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by rubenwardy » Fri May 10, 2013 18:57

Wow, amazing idea.
 

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by 12Me21 » Fri May 10, 2013 19:05

pandaro wrote:+1 nice idea

Maybe you can think of replacing the MESE block with FLOC crystal. It seems more credible, and intrigue player because he asks, "but where does this strange material?"


That would probably be better (except for the the name, FLOCor does not sound as good as MESEor), becuase if mese comes from space, then why is it only found deep underground?
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paramat
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by paramat » Sun May 12, 2013 00:04

webdesigner97 wrote: And maybe with default textures?

Yeah ... i agree screenshots with default textures are preferable ... i now intend to put more effort into that.
Last edited by paramat on Sun May 12, 2013 00:05, edited 1 time in total.
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by 12Me21 » Sun May 12, 2013 00:27

Survivor:
Image
(directly above the mese block)
Last edited by 12Me21 on Sun May 12, 2013 00:27, edited 1 time in total.
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by Evergreen » Sun May 12, 2013 01:11

You need to make a protecter. My idea is that first you have the basic o block range detector. Give it a mese crystal and the range will increase by 25. The max should be 100. What do you think?
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by paramat » Mon May 13, 2013 02:54

Yeah ... it's a good idea that i'll contemplate for the future ... at the moment i don't have the inspiration to work on it.
Last edited by paramat on Tue May 14, 2013 00:47, edited 1 time in total.
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by Inocudom » Tue May 14, 2013 02:25

One thing you could do is have craters appear during world generation and add an option that can turn the random chance of their being a meseor impact on already created chunks on and off. The protectors mentioned by Evergreen could provide a form of protection from meseor impacts as well as other forms of destruction (even griefing.) These protectors could be made out of both mese crystals and diamond crystals.
 

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by paramat » Tue May 14, 2013 14:33

Inocudom wrote:One thing you could do is have craters appear during world generation and add an option that can turn the random chance of their being a meseor impact on already created chunks on and off.

Good idea, thanks.
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by 12Me21 » Tue May 14, 2013 15:23

I think they are a little too common. I had 2 craters appear right next to each other.
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by paramat » Tue May 14, 2013 18:39

Try increasing MSRINT and / or MSRCHA. However sometimes the abm triggers several times in rapid succession, whatever MSRINT is set to, and especially when moving fast, i don't know how to control this. You could consider it a meseor shower, real meteors often break up during descent.
Last edited by paramat on Wed May 15, 2013 18:55, edited 1 time in total.
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by 12Me21 » Tue May 14, 2013 19:15

It might also have been because I had only a few blocks loaded, so there was only a few areas for them to go.
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by keyxmakerx » Wed May 15, 2013 21:48

Can you give more detail on how to create a specific safe zone? I intended to create one, but after a few days time my entire map to a single side has been destroyed, not that i mind, it has created a aesthetic difference of war-ish type look, but I wanted to have it only happen in very far out regions at very random time frequencies to make a wilderness type land the farther you go outwards.

If you could help it would be very much appreciated thanks.
 

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by paramat » Thu May 16, 2013 02:18

Hey i'm glad you didn't lose anything valuable ... i guess i should mention i haven't yet tested the safe area function ... another reason to always test mods yourself.

The safe area is a rectangle whose north edge is (SA)ZMAX, south edge ZMIN, east edge XMAX, west edge XMIN.
That will override the impact area it is inside, which by default covers everything from -16000 to 16000 x and z.

Finally increase MSRCHA, add 1 or 2 zeros on the end, to make impacts less frequent and more random.
Last edited by paramat on Thu May 16, 2013 02:20, edited 1 time in total.
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by paramat » Thu May 16, 2013 20:53

Safe area is now tested and works but keep in mind that although the crater centre may be outside the safe area the debris can extend 70m into the safe zone.
New version coming with many improvements ... ongen craters with the abm optional.
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by keyxmakerx » Fri May 17, 2013 05:15

In that case I'll wait for the new one, it sounds exciting! I was thinking of adding lore to my server, so this mod could play an important role in that, but one request, could u make it both generate and real time?
 

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by paramat » Fri May 17, 2013 15:04

If i understand you correctly ... yes, impacts 'on generated chunk' and impacts by abm will both be optional and can be used at the same time.
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by paramat » Sat May 18, 2013 06:39

Version 0.2.0.
Link, details and new screenshots in first post. Pushed to github.
Last edited by paramat on Sat May 18, 2013 06:39, edited 1 time in total.
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by Hybrid Dog » less than a minute ago

by Hybrid Dog » Sat Nov 29, 2014 18:54

May you use voxelmanip for this mod, too?
 

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Re: [Mod] Meseor impacts [0.2.0] [meseor]

by paramat » Sat Nov 29, 2014 20:23

Good idea, after 0.4.11 stable is released.
 


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