Closed tuomas56 closed 11 years ago
I like where you're going, but you're in the wrong project. The test server doesn't need anything fancy like this.
You want to contribute to PartyCraft. Craft.Net is just a collection of libraries, and isn't meant for end-user use. PartyCraft, on the other hand, is based on Craft.Net and is indeed intended for end-user use.
Thanks but Village generation is in Craft.NET code will this go in PartyCraft too?
I don't particularly like the way you've village generation here - it should be procedurally generated based on structures and such. A terrain generation framework is going to happen eventually, but it won't use something like that, with a file defining structures and their locations.
I agree it is not random enough and should be incorporated into the code not in a seperate structure file and I am going to completely rewrite it. I am trying to find a way to do it without thousands of setBlock() commands. On Jun 1, 2013 10:30 PM, "Drew DeVault" notifications@github.com wrote:
I don't particularly like the way you've village generation here - it should be procedurally generated based on structures and such. A terrain generation framework is going to happen eventually, but it won't use something like that, with a file defining structures and their locations.
— Reply to this email directly or view it on GitHubhttps://github.com/SirCmpwn/Craft.Net/pull/164#issuecomment-18797357 .
You should have a look at the refactoring branch.
I will, I think I might attempt a start at the AI library, though I don't think I would get very far. Thanks for you comments! On Jun 2, 2013 12:15 AM, "Drew DeVault" notifications@github.com wrote:
You should have a look at the refactoring branch.
— Reply to this email directly or view it on GitHubhttps://github.com/SirCmpwn/Craft.Net/pull/164#issuecomment-18798815 .
I've been thinking about the design of Craft.Net.AI. The ideas I had was this:
I was thinking that tackling friendly mob AI first would work well.
Villages generated from village.txt, commands limited to ops which are defined in ops.txt , added a few commands and made them almost compatible with vanilla commands, starting work on functional redstone, command usage shows when you make an error.