#deprecated
2664 messages Β· Page 3 of 3 (latest)
Firma: Civilization FAQ:
Q: "Can you make X boat look more like Y boat?"
A: "No, they're different boats, they look different for a reason."
Q: "The models aren't Minecrafty, can you make them more Minecrafty?"
A: "Yes they are, suck it up"
Q: "Is it an oar or a paddle?"
A: "If it's for rowing, it's an oar, if it's for paddling a canoe or kayak, it's a paddle"
Q: "Aren't oars a type of paddle?"
A: "No they are not, now please shut up"
Q: "Can I use generative AI?"
A: "No, that is categorically immoral"
https://cdn.discordapp.com/attachments/1046477068143181924/1175311422830428210/modimage-1.png
Remove the paddles and it is a canoe
please refer to the FAQ:
#1046477068143181924 message
This image is just a random canoe I found
Yes, he is clearly incompetent and using rowboat paddles on a canoe
"A paddle is a handheld tool with an elongated handle and a flat, widened distal end, used as a lever to apply force onto the bladed end"
Both an oar and a paddle
nah, that's an oar
you row with oars
they're a totally different shape and purpose
please refer to the FAQ in the future:
#1046477068143181924 message
unable to suck it up please provide a recipe for straws
I dig the kayak model didnt feel out of place at all
The vanilla boat is more immersion breaking than anything here lel
β€οΈ
Im hoping you complete the roadmap all of that would build into something quite nice, at least I feel so.
working on it right now π
Ayee best of luck I deeply enjoy alternate but immersive transportation especially in my pack with create being my late solution for land transport this fills a spot perfectly ^^
π
is tallow ever used as a wood sealant
https://media.oglaf.com/comic/closed-casket.jpg
It's not October anymore but the idea of a coffin canoe easter egg makes me smile.
much like base tfc has the bucket, firmaciv will have... the vanilla boat
Vanilla boat is kinda like a coffin tbh
That looks pretty neat, when will this be added
before the end of the year, maybe
I love peeking in here and looking at the progress, thatβs a nice boat model
It's very nice, no oddly sharp edges π
I've had this model for a few months but I guess I figured I would post it again, lol
That looks sick!
Please keep feet inside the vehicle at all times. /j
looks so nice
oh dang see I didn't realize there was a whole pack tied to the boats lol
I have an official modpack for this but it's actually a standalone mod
this was the old mod icon π
from a year ago
yes
hype
now available on Modrinth!
is it already in 1.20.1?
try clicking on it?
it's been 1.20 for like a week
Firma Civilization (Firmaciv) (1.18, 1.20)
Firma Civilization (Firmaciv)
I thought it was still heavily WIP lol
curseforge doesnt have 1.20
forgot how alpha never show up
BUG
i picked up a birch twig in a survival world and got the oar advancement
It's a very determined twig. It thinks it can, you just need a smaller boat.
whoopsie
I added that achievement a looooong time ago
i see lol
Is the bug fixed?
Is this bug fixed btw?
yes, it's also fixed for 1.18
1.18 needs an additional fix for that though, I broke the kayak pose in the process
btw, looks like there's a shader problem with water occlusion render layers
thats why they look so dark on the inside
it happens to vanilla boats too
The 3d textures are very neat. Keep up the nice work
Beautiful ^^
lol
thanks for 15k β€οΈ
i want all the things its doing π
15k on the old feature set
Not dissing the kayak, but i really really like the canoe and rowboat models, theyre so good
thank you β€οΈ
I love this mod, the early boats are so good for TFC gameplay
and the immersive coordinate stuff is just really fun
neat
- make third-person automatic for rowboat pilot seat?
- if the boat has been still for long enough, animals should leave
- tell the user what they can do with empty compartments they're looking at (paddle, pilot, place, passenger)
- other block compartments
- logpile
- large vessel
- barrel
- workbench
- make kayak ride slightly higher in the water without affecting how it appears on land
- kayak paddle, canoe paddle, oar in-hand models?
- navigation tools in-hand models
- watercraft frames
- models x 20
- blockstates x 20
- block entity
- stop kelp from slowing down boats
- interact with other compartments while riding the same boat
- fix boat renderer mixin
- tow boats with leads
- show "sneak + rmb to eject" when a mob is riding a compartment
this is pretty much the backlog for next release
I kinda wanna add paddling animations for canoes and kayaks but I have no idea how rn
but that hasn't stopped me in the past so who knows
Would you consider giving the outrigger a crab claw sail, as opposed to the Bermuda rig? Would fit the Polynesian style more.
Something similar to this.
yeah, I'm not married to the rigging on that one π
that said i also need to make sure I can animate it properly
and some rigging types will just be easier than others for that
That makes sense. It looks fantastic regardless.
this could be really difficult cause it folds on two dimensions unlike bermuda rigging but we'll see what happens
I might not be able to do it
I'm trying something stupid, let's see if it works
if it looks like I'm inventing 3D animation from scratch, well...
triangle
Windwaker Music starts
I thiiiiink I can algorithmically send ripples through the sail based on windspeed, on top of the actual sailing animations
idk
90% sure the mast and sail will be separate entities...
Rubberbanding due to bad connections is gonna look crazy lol
@glass sleet keeping this as a product testimonial π
lmao
I think I'm going to start with bermuda rigging on the outrigger but i might change it down the line. I understand the physics of bermuda rigging better and I basically need to understand it okay in order for to not look silly
That's understandable. Whatever choice makes the mod better is ultimately the right choice. Regardless, I'm excited to see where the mod goes from here.
VALHEIM MENTIONED
SKELETON SURPRISE
i dont know how old this piece of paper is
but it has the plans for 2 sizes of ship
the top one is the sloop I've been working on
soooo now you have an idea of the scale of my plans π
and the sloop could now be argued to be 8 blocks long, minus the bowsprit
so the next one is probably gonna be proportionally longer too
I also have no idea what kind of rigging to do for the next size up
I was also kind of wondering if the sloop should be a cutter
but I think only working with 2 sails is probably enough for me to get started with
but a cutter doesn't seem like a big enough step up from a sloop in terms of rigging, for ship #2
I think ship 2 should have 2 masts
maybe a schooner like this one
I still wanna be wary of long boats until I figure out the hitbox situation though
For a 2 masted ship, I think a brig or brigantine would be more interesting, since it would offer a different sail shape than the sloop. Though I'm not sure how difficult square rigged sails would be to implement.
I'd have to figure out how square rigging works π
things are still pretty cartoony, but less than small ships for example
especially since I'd want to know how the sails react in different conditions
it adds another layer of complexity i guess
aesthetics, game balance, gameplay, and my ability to actually implement the visuals to be close enough to the real thing π
I think a bit of cartoony-ness is unavoidable, considering you're working within the constraints of Minecraft. You seem like you've struck a pretty good balance with the ships you've implemented so far, though.
the diference between this and small ships is that these ones are more or less supposed to be realistically scaled
like you might reasonably make a 3 meter long rowboat or an 8 meter long sloop irl
I realized the proportions in small ships were a bit off when I could plop their largest ship in a moderately sized pond.
might switch the sloop to gaff rigging
dunno
we'll see once I get closer to final on the look of the sails in general
Dhow or cog for the next size up IMO
Technologically accurate and pretty easy to model
And both could have two masts and it wouldn't be weird, tho both typically had just one large one
just wait until the sail is set up
it won't ever be straight
it's gonna look gorgeous π
So it'll have GMOD ragdoll physics
no
boat mom ?
hm?
cool nickname
oh, lol
It was mommy, got changed
Thankfully
yeah, I wasn't going to let that joke run too long
It implied one hell of an epidural painkiller dose that's for certain
dude, why.
hm?
Will larger boats be able to break ice at sea rather than come to a dead halt
If the ice is too big or it is blue ice it could sink Titanic style
Only those big icebergs have blue ice so checking for it should be easier than checking for big ice
Hyper, will you join my server when I add FC? π
[ deleted ] Reasons: Wrong Channel
what?
maybe π
It would be a great place to find out how people play your mod in the wild
for sure
no ones really used it on a decently sized server before
i think
I'm not sure lol
that's the texture for Create: Rails N' Steam, that's one of 6 woods I've done so far.
just waiting on some stuff from traister before the release, it's basically feature-complete
this is gonna be one of those updates where the changelog is like 2 pages long
Nice. Just like TFC 1.20 lol
just want feedback.
i've seen some of you asking for a feedback on a texture as a block or item. it's nothing new, tho
I can give you feedback but this isn't the content dev channel, it's the thread for my mod...
don't realize that i was on the wrong channel, thanks for pointing out that.
wow, beautiful
0.1.0 is out, and it's by far the biggest update yet!
be aware that it's in alpha and there may be bugs. if you encounter any, please contact me or add them to the issues page on Github!!
getting into megabyte territory π
i forgot to change the recording settings from streaming so it's super compressed π
I'll just have to remember next time there's a major update
off topic, whats with the hunger bar?
looks like my character is a little hungry
i meant why is there icons on it
it's my resourcepack
Ah thank you
redstone at least
wdym, the person or the... stone
this fellow
So far I haven't done much testing Hyper, but it does look like even with the config to disable vanilla boats set to true, I can still place them and use them.
This is so damn good
I know this is all im saying
in this chat
but im just saying the truth
β€οΈβ€οΈ
btw, there are some bugs right now that might make it annoying, but not at all impossible, to make rowboats in survival
notably, oarlocks don't drop themselves, and neither do shipwright's scaffolding (which are called Angled Frames or something in this release)
they also take forever to break
I'm working on a fix right now
https://modrinth.com/mod/firmacivilization/version/0.1.1-alpha
https://legacy.curseforge.com/minecraft/mc-mods/firmacivilization/files/4920841
Huge bugfix update for yesterday's big release!
-
Fixed a bug where the firmaciv compass did not rotate correctly at certain angles
-
Fixed a bug where the canoe's health was 8 times lower than it was supposed to be
-
Fixed a bug where players using the Better Third Person mod would forcibly and incorrectly rotate compartments when they enter them from third person
-
Fixed a bug where player leg outer layers were not positioned correctly in compartments with custom sitting poses (kayak, canoe, rowboat middle seats)
-
Fixed a bug where compartment and cleat status icons became slightly misaligned when the Minecraft window had an odd numbered height
-
Fix broken translations on canoe component blocks
-
Fix incorrect translation on Shipwright's Scaffolding
-
Fix Oarlocks not being assigned a tool and not dropping anything
-
Fix Shipwright's Scaffolding not being assigned a tool and not dropping anything
damn you work fast
these were all pretty easy fixes
0.1.2 - minor rework of the vanilla boat disabling stuff
question anyone who's been playing on 0.1.0 and later
is it too hard to find the right type of wood to make a canoe?
I don't think so
have you tested on a server?
Not yet but I can
What wood do you need to make a canoe?
Firma Civilization (Firmaciv) (1.20, 1.18)
Firma: Civilization (Firmaciv) (1.20, 1.18)
Firmaciv broke small ships π
let me take a look, I've tested them together before
Thanks!
small ships uses some extremely suspicious boat mixins though
I really dont know why they chose to do it that way
I'm thinking about trying this mod, does it require any keybinds? Controller player here
Awesome, thanks
0.1.4 is out π
it should be up on curseforge soon too.
so everytime i get into a non firma civ boat i get The game crashed whilst unexpected error
Error: org.spongepowered.asm.mixin.injection.callback.CancellationException: The call m_7310_ is not cancellable.
it should be fixed in 0.1.4
it's a conflict between small ships and firmaciv, they both (as of 0.1.3) mixed into the same class
small ships has an enormous amount of boat mixins for some unknown reason
BTW, the TFC Mangrove Boat is still craftable. I think all are supposed to not be?
Was about to say I did an update earlier.
I don't think that made into the release
I'll look at it in a little bit
in the meantime, it's up to you whether you want to craft a mangrove boat I guess π
it won't work
Oh? So the boats don't work? I was about to make some dummy items to work around breaking the balance of Civ so that I would be able to craft the Small Ships. But if the regular boats don't work either way, can just readd their recipe with KubeJS.
if you're using small ships you will need to manually re-enable boat recipes, or make new ship recipes
firmaciv is not expected to be compatible with small ships by default
it will have its own ships soon
With KubeJS, re-anabling/making a new recipe should be easy.
There also is a bamboo raft in Minecraft now, should remove that
that should be done in dev
You should add a raft version of the canoes that would be awesome
Have it be like 2x2 or smth
I was thinking about adding a raft at the same tier just so it's easier to find materials to make one, but I'm not sure
Hyper, are you porting all of the TerraFirmaThings features? Seems like you're taking on a lot.
Works great now!
I might just port the ones I like
or the ones that make the most sense in modern tfc
Sick
doing a lot of rowing around in the rowboat is hurting my brain a little because of the camera controls
I'll have to look into doing a custom third-person camera for rowboats I think
boats in ice! weird.
lots of things you can test on your own π
update coming today to make navigation tools bronze age instead of steel age
I didn't realize that glassworking required steel
Glassworking doesn't require steel...?
does it?
Nope, I got glass going while still in bronze age.
i was able to make a glass bottle before simon made the blast furnace on pluto's server
how did you get the gem saw?
Lapis
Pyrite
let me double check but I'm pretty sure you can only quern uncut gems
There are 3 tiers of gemstones. Diamond ruby and emerald are the ones that need a steel pick.
hmmmmm
I mean, testing aside. I did get glass in the bronze age.
I might still make cut gems powederable
check first
check what?
How are you getting cut gems before uncut ones???
sluice I think
from a sluice
I pretty much never mine for the other bronze components, I just use river deposits
Ah, yeah. You need to mine a gemstone ore to get your gem saw.
so I end up sluicing a lot of gravel and I have a bunch of gems
idk, it still doesn't make sense to me that you can't grind the cut ones
I feel like sluicing needs to give uncut gems..
Agreed
sometimes my boats break and kinda fuck with the hud and wont be movable. the little icon next to the crosshair stops appearing and opening a menu while looking at it throws the ui into the corner
this is a known bug, you can always check/use the issue reporter on github
if you want to report the other part of that bug, with reproduction steps and details, please do!!
Im not quite sure what i did to cause it, but while i looked at the boat, the WTHIT icon stopped working, itd be either absent entirely or off on the right side of the screen. The same happened when i opened my inventory and again when i tried to relog. Simply looking away seemed to fix that, and relogging fixed the boat
Major server crash due to whatever this is:
It was a bit hectic, but it was either the chickens in two different canoes or something in the two chest filled canoes.
hm, ok
can you try your best to put this in the issue tracker along with the log
0.1.8 is out
- Fix Navigator's Timepiece item heat data
- Fix dedicated server crash from boat control code
- Add custom Compass to creative tab
- Anvils can now be stored in boats but are not usable
- Workbenches can now be placed in boats and are fully functional (traister101)
- Compartments now render their blocks larger in rowboats
- Change the positioning of compartments in canoes
it's also on curseforge but they take forever to approve π
Hurray!
I love peeking in on the progress of this mod now and then
Its fun to do, especially at the right timing and you get to see lots of progress
My KubeJS gets flooded with errors about failing to parse florae and afc boat recipes:
[02:29:11] [WARN] Failed to parse recipe 'afc:crafting/wood/boabab_boat[minecraft:crafting_shaped]'! Falling back to vanilla: ItemStack 'result' can't be empty!
I have never installed either mod. Deleting afc and florae folders in the firmaciv.jar fixes it
yeah, I'm aware...
considering some options
it might be possible to not load those folders if the mods aren't found.
if you want I would encourage you to add it to the issue tracker on github
I have never installed florae
honestly based
π€« based
i booted it up once to see what it was like, was overwhelmed by how absurdly dense even a fuckin treeless plains was and promptly uninstalled. way too much shit going on, no thanks
Need to use the is mod loaded forge recipe condition
Those recipes shouldn't be present anymore. I got really frustrated with the log spam and ripped them out. We aren't registering anything when those mods are present currently so I planned to override them correctly once we were
And yeah it's just a mod loaded condition to avoid the errors
Though the recipes were also retuning air which causes well problems as it still technically exists just with no output
apparently 0.1.8 never made it all the way onto curseforge so
hopefully that's fixed now
leaving the server temporarily, my DMs are open, the issue tracker is open, I will keep working on bugfixes and slowly on new features. I just need a reset on my discord habits.
o7
Hypers doing great work with the sloop what do you guys think?
likey
Talking with hyper about changing how the canoes are carved. Haven't done the work to have the models make sense atm but this should give a good idea of what the end result will be like. Opinions? Hyper says she likes processing them one by one more
Ah and far as the model comment goes they won't start off with a cut. Basically they'll look like stripped logs at the beginning instead of all 3 having a cut
i do prefer the one at a time approach tbh
Gah
I feel like the edges are werid
Like once you are scraping with the axe you get the edges of the bordering logs
i like the all-in-one approach
I like the one at a time

At least Simon is sane
Really not a fan of the all at once axe carving though huh? I like that so much better... βΉοΈ
You werid people win
It's gonna continue being processed one by one like in the current builds
I'm really just not a fan of the unequal carving you end up with doing it one by one
This~! I love it!
facts
Hyper recorded a short video of the sloop with shaders. https://cdn.discordapp.com/attachments/777982404987060235/1185722964042338345/sloop_hightlight.mp4
Very pretty
I gotta say i really don't like the cubes
tbh it vaugely reminds me of vintage story
I mean it's Minecraft
But also the next best way is like shader magic I'm pretty sure
Neither Hyper or I know any shader stuff
She doesn't think a flat sail would look as good anyhow though
I think with waves they'd be about equal but it's not like I know how to do it
Rather like the cubes anyway
I like it a lot personally
this is better, keep it
We'll revisit it later on
Once Hyper comes back you guys can start a petition or something
She prefers doing each block individually and I gave in earlier
make a config.
That's not really worth the time
Spruced it up a bit but man I just really dislike the edges you end up with while processing
Could always have a config option. That way people who like all in one and one by one approaches can choose. Thatβs if thatβs feasible to implement.
To do it properly imo it'd need to be per player
It's 50/50 for and against going from the reactions in here so I think it's kinda screwy to go the easy way out and leave it as a server side toggle
Half the people on the server won't like it
Wood chips are confirmed cr0nchiest kind of chips, that do be sounding tasty when that fast
Which version has the rowboat? I'm on 0.0.44-alpha but all I have is the dugout and kayak
The new discord mobile update is actual trash so i cant find pins so ill try searching broadly
This one i think #1046477068143181924 message
Fantastic, thanks
Np
Oh, I forgot to specify, is there rowboats in 1.18? cause I'm on 1.18 TFC
She's been focusing on 1.20
Like with TFC I believe there's no plans to maintain/update the older version
At least not while it's in active development
Shouldn't be much of an issue to port down once it's finished
Shes still got a lot of things planned though so it'll be a bit until then
makes sense
The stuff she's got planned is pretty awesome
I personally don't see much of a point in using any other boat mod if it all comes together
I'll definitely keep my eyes peeled. Lately been exploring TFC with the wife. I remember trying TNFC when I was younger, and not understanding hardly anything, especially prospecting and mining xd. Been enjoying myself a lot more since my brain can understand what's going on.
Also been getting that unscratchable itch to play a TFC RP server, especially one with geopolitics, kingdoms, and RP.
Hyper made herself another mod just cause she wanted to have a 3D model when held and 2D model everywhere else smh
is hyper mute now?
It's not yet released but it's sadly not Hyper lib π
It's pretty nifty though, lets you define hand held models though json only
isn't that a thing already ?
So it's fully resource pack driven like CIT and other such things
Hyper left the server temporarily
really?
I douno. Hyper said she looked around and didn't find anything. I'm familiar enough with CIT that I know it's a bit of a pain to do it with that
It's meant to be like CTM where you just include the assets and stuff only happens when the mod is present
OH
because its pretty easy to set models differently if its in the inventory or not
The mod just looks in a particular directory and applies the models for you. It's kinda like how item models for blocks just magically work without you needing to do anything extra
Just put a file in the right spot with the right name
She just uploaded it today so it's still going through Modrinth and Curse stuff
One question is does it show as 3d on the ground
2D version, it's like Tridents and Spyglasses
Sad....
Yea but isn't the mod supposed to be easily toggable etc..?
You cannot normally have a different model
It's resource pack driven...
It functioning requires there be a resource pack with the right assets
It reads in the item/held directory and tries to apply any models it finds as a held model for that item
The normal model location is used for everything else
But frankly I think the explination is probably wasted on you
I don't think you've ever done resource pack stuff cause I've mentioned more than once it's like CTM or CIT, both are very easy to work with
I've literally made a resource pack with the only goal of making IE blocks with connected textures.
That use two type of connected textures at the same time.
You said there a mod for held models, but I'm pretty sure you can do that without a mod.
with forge:seperate_perspective loader or something you can make different held models depending on what you do with the item, that's what TFC uses for its javelin, and you can choose a model, but also a normal sprite. That's built in forge so I suppose the only advantage of the mod is to only enable if the user has a specific mod???
Yeah so I can't find any docs for that but it looks to do exactly what Hyper wanted
Love the undocumented forge magic bs
I used forge:seperate_perspective for most of my 3d models and tfc uses it too
But i think its named seperate transform now
They changed the name in 1.20
Maybe thats why you cant find it
It seems like it still uses stuff in code? Hyper knows more about this topic than I do as she well did it. TFC still has a custom Renderer for Javlins as well as the json thing
It's also not a Entity Renderer like TFC seems to be using
It doesn't in my knowledge, I've changed the javelin model and I was able to change it to a 2D sprite then back to a 3D model.
the custom renderer is for the entity
the item doesn't need one
So you can change the handheld model, and what shows in the inventory but not what shows when you actually launch it.
It's litterally got Item in it's name
Looks to be used for items
Again I didn't touch any of this stuff Hyper worked on it
It looks to both of us though that you need to do some BS in code to use it
stone_in_hand is the json model for inhand
and stone_gui is the simple 2d sprite
stome_throwing is the model when you are about to launch it, and that is all in json
Hyper and I both are pretty confident it needs the custom renderer
Hyper said she primarily looked at Firmalife which doesn't use this forge:seperate_perspective thing whatsoever
uh I see
Russian is also conveniently the last person to touch the Javelin json models
And the custom Renderer stuff
Thing is you probably need code for 3d models that change depending on nbt
So I'd assume he would have removed it if it was unneeded
I think glassworking does that
where the glassblower will have new things on it
I will try that model thing but on a random ass item to see if it works
And I'm going to tell you the result
Any use of the awful predicate system (outside the default conditions) requries custom registration code
Glass working model swapping probably uses predicates
I'm going to change the stick model to have a 3d model in hand
and tell you if it works
@faint tartan
Wonder what the deal is with TFC still having the custom Render then
No idea but it seems to work
Here is the model file:
So I suppose i can give it a different model
on the ground
idk
I found docs for it. The most recent version there's docs for is uh 1.17 https://docs.minecraftforge.net/en/1.17.x/models/advanced/perspective/
It's not documented as soon as 1.18 and then hasn't been documented since
So basically your average hidden forge feature
Traister you are mistaken
You need the json and the renderer if you have an entity model
Itβs not either or
The code renderer is only needed if you are rendering an entity model in your hand
And the entity model is defined in a json model file that points to an item stack renderer
And the separate transforms model either chooses that json with the entity model or a flat item texture based on the perspective
If you just want to use something like a block model, the separate transforms model works and you can use it completely in json
But yeah I would say a separate mod is overkill for this subject as the forge api is pretty robust in this area you can even define custom item usage animations
What's the javelin need an entity model for?
And besides Jerome went and proved it works for Hypers use case
As I mentioned I didn't actually deal with any of this
Okay. I had not checked. She said all she saw was the entity renderers
some use cases work better for entity models, in this case vanilla uses an entity model for tridents because i believe its too long to be a block model and thats what i modeled javelins after
if you wanted for example an item for hypers boats youd want to use that special code renderer to render the entity model in your hand
its also used for stuff like chests, technically the name is a BlockEntityWithoutLevelRenderer or a BEWLR
She wants her paddles to have a 3D model when held but 2D one elsewhere
No entity renderer
Yep, I was talking to her throughout
It's a hidden forge feature so it's not like either of us knew about it
That's the most recent version it's documented for
What if you applied half work to the adjacent block, so full carve on work block, partial on next?
@steady talon Half as in like it's half of a full carve? That'd take like 4x more states
It'd inflate stuff a ton
Half the rate, so in the time itβs taken to carve the target block, the next has been worked half way. Can you apply progress every other tick?
That's not really how it works
We use blockstates
So there's specific points of progress
Course we could move all the progress ultimately into the Block entity so that it's like a percentage but that's a lot of effort for this
All good. Thought it might be possible to update the adjacent block state less often causing it to lag behind in completion. Still getting my head around limitations.
It's kinda like doors
There's not like a part way open state
You can only really do that with a block entity (and a custom renderer)
The main thing is like you aren't interacting with the Canoe Components much at all
You make a canoe and then you probably won't ever touch them again
It's essentially a one time experience
They have 12 progress states and that's with 1 being essentially just a dud state
It should only exist in practice for a single tick
Haven't talked to hyper about that just yet as it has its own unique model so I assume there's some sort of reason
1 state is for when you are burning it
So there's 10 states that represent the carving
So basically you click 10 times and it's finished
Can like propagate the carving outwards with a delay but that's a good bit harder to do correctly than all at once
Just more stuff you have to worry about which I don't want to deal with
And Hyper said she likes processing them one by one, I don't think having a delay will change her mind
I don't really care enough ultimately cause it's like 30 seconds to carve a canoe either way
I just think all at once looks cooler
You can use scheduled ticks
You can if you aren't already using them for something else
Hyper said she'd still prefer individual carving
hi hi
just stopping in to drop off some roadmaps
this should be what you can expect from the next major update
there will probably be some 0.1.x releases in the next few days since i fixed some bugs in the upstream 0.2.0 branch
this is not the full roadmap, I have a separate tracker for minor features and qol changes
who are you
boat mom, jerome
Last name boat mom, first name Jerome.
"The name's Boat Mom. Jerome Boat Mom."
will attaching boats to fences with leads be a thing in the future? I think that would look very cool with multiple boats in a dock like build
i thought that was already a thing actually
I tried it but it didn't work
you can put a lead on a boat but not on a fence like you could do with animals
yeah
it's required actually cause boats drift in the wind now
at least in dev
how will boats react to rainy/stormy weather?
dunno, havent gottent there yet π
not having waves makes things a little... less interesting
then just add waves, ez
fair
also it says this in the roadmap i sent lol
will there be a below deck for bigger ships
there's a hold in the sloop but it's not walkable, let me see if i have a video of it
this video is about a month old but it still works the same
I dont think a walkable deck below is reasonably possible atm
but we'll see
plenty of people have told me I couldnt do what ive done so far π
new update today with a lot of invisible changes prepping for 0.2.0 plus some bugfixes
oh boy
what's "nifty ships"
the vanilla port
you are a saint
how lol
ive really been wanting a vanilla version i can fool around with
after 0.2.0 the next project is porting to vanilla
and then to keep the codebase unified firmaciv will start relying on the vanilla port eventually
I have some extremely cool stuff planned after that π
secret though
hopefully it focuses more on the "civ" part of firmaciv
like what π
the firmaciv features i have planned arent actually that secret tbh
after boats are "done"
the next thing I think I'll be doing in firmaciv is villages of some sort
yes there will be a config for it
gr noi village in my tfc!!!1
but honestly one aspect i would like to see expanded upon is the multiplayer part of firmaciv
yeah
boats are part of that
you wont be able to sail the sloop with one person
and its going to be by far the best way to transport things
oh yeah im aware of the boat stuff already
but just, more multiplayer stuff that isnt just
baot
yeah ik
i have some really old design docs for the non-boat stuff
boats just kind of took over my life because
they're cool, and it's also hard lol
at least you're enjoying it lol
but I think I'm going to implement some multiplayer features into navigation
for example I'm going to try and make it so every timepiece has a unique prime meridian
so you have to coordinate with other players to get consistent coordinates out of them
like you have to change the prime meridian to match basically
the other thing is there's explicit multiplayer stuff and then theres implicit right
so there's some stuff I have planned which you could literally do on your own but it will scale so much better with multiple players
deprecated
O_O
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