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New Today On Civcraft
Staged updated MusterCull config
Turned spawner mob AI back on, it did not seem to have any appreciable impact on performance, the MusterCull improvements where much better.
New Today on Civtest
Updated Civtest factorymod config, nether-factories should now be enabled so feel free to play around with them and test, these should also be final costs.
The Citadel 3.0 testing server on 25567 is running just fine right now and needs some people to play around with the features over there, I will leave Rourke to handling the specifics of that testing.
Bugs And Development Focus
As outlined here thanks to Flaminius's testing we can see that the issue with printing presses starts at the 5 page or so mark. Everything else seems to work ok, but the costs on all of this do need to plummet.
Bastions need fixing.
Awhile back, we sitched from quonic's generously hosted wiki to our own wiki at civcraft.org. I think most of the content has transitioned, but are there old pages still missing? If there are some old articles that haven't been moved over then feel free to download the images or pages and edit them in. We highly encourage using the wiki to document the history and legacy of your cities.
PrintingPresses are broken, we should fix them and then drop the cost like a rock until printing books is actually done. Thoughts on adjusted costs (Assuming they are ever actually fixed or broken in the first place)?
Civdisease development has caught the flu. We have a repository just waiting for commits.. How hard could it be to code in overdose effects for pufferfish abuse?
ttk2's thinking corner
I have heard some complaints about the FactoryMod github wiki, which seems to have been prematurely updated with the modified NetherFactory costs proposal before I actually accepted the pull, I can't really blame whomever did that because I was leaning to taking that pull for quite some time, but it does need to be reverted so that its accurate come launch day, can anyone take care of that?
Thanks to Rekvia for working on the Nether Tower design which seems to be coming along swimmingly, once these are ready I will be spreading several of them around various overworld nether biomes, their goal is quite simple, to allow organized groups to get their hands on endstone, so far the design is shaping up like this, the tower marks the location of the little dungeon containing the endstone, on the surface the tower acts as a premade archer tower, underground the cramped tunnels of the dungeon provide more interesting opportunities for combat. I expect people to fight over these, and they are made to keep that interesting. I should be putting these up tomorrow or the next day. Now I wish we could easily reinforce the obsidian and the tower structure just to keep people from digging straight through the dungeon, but that's probably not feasible.
I knew oil changes where supposed to be easy, but that was almost trivial, Guess I will be doing it myself from now on.
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