MystCraft - Trapped in the plane of infinite mushrooms for eternity
261 replies, posted
[QUOTE=ElectricSquid;37097825]You can hardly blame people though, for not knowing about a point-and-click adventure game from the 90s, but it just kind of disappointed me.[/QUOTE]
well considering it's one of the biggest games in history and was the biggest selling PC game before The Sims I'm disappointed in seeing the masses of people that have no idea what Myst is
Might try it out, Have'nt played the game itself but seen gameplay looks good, So i'll know some of the concept.
Holy damn, I want it for 1.3
[QUOTE=343N;37088390]Made a spotlight video: [media]http://www.youtube.com/watch?v=ga7Ik205-LE[/media]
It's still uploading at the moment
pls add to op[/QUOTE]
Nice porno music.
[QUOTE=Waffl;37099980]Might try it out, Have'nt played the game itself but seen gameplay looks good, So i'll know some of the concept.[/QUOTE]
What's funny is that the mod's entire concept IS the backing premise of the Myst series: Having magical linking books that can transport you to other worlds. As far as I know, the mechanics and nuances of linking books in Myst and the mod are practically the same. I mean, it's not surprising since the mod's name is MystCraft (though somebody in the early forum posts suggested that they change the name to something "better suited to the mod") but basically the only thing lacking in the mod is complex pre-generated structures.
I can't wait for Forge to be updated, so that this mod is updated.
I want to play it so bad. Myst was the first game I ever played. My dad, brother and I would all collaborate on it and we had a huge folder full of notes about myst/riven.
I'm still waiting for Myst III and Myst IV to come out on GOG. I guess this can tide me over. It actually looks interesting as hell.
I really want this to be released for 1.3.
I wouldn't get too excited for it, it's plausible the next update might not be until 1.4 with plugins. Being that the new snapshot seems to add a number of features to be released in 1.4, it might not be that far off.
Every time this thread updates I get my hopes up that it's released.
I hope you're wrong
[QUOTE=Cows Rule;37158634]I wouldn't get too excited for it, it's plausible the next update might not be until 1.4 with plugins. Being that the new snapshot seems to add a number of features to be released in 1.4, it might not be that far off.[/QUOTE]
If that's the case, then I'm not updating to 1.4 until this mod is updated.
I kinda want to try out that rollback tool to try out this mod, I always loved going to the Nether because it was so different, along with building outposts where ever resources are plentiful using the Nether as fast travel if I'm going far, this feature adding Ages of infinite possibilities and such really fits my play style. I've opted to be patient and wait for an update.
(pssssssssst, using the tekkit launcher to launch vanilla will give you a 1.2.5 jar )
Trapped in a void world on one block right now, I literally have nothing. I think I need to make a new world.
[QUOTE=Acrono;37185601]Trapped in a void world on one block right now, I literally have nothing. I think I need to make a new world.[/QUOTE]
yeah, you do.
[QUOTE=Acrono;37185601]Trapped in a void world on one block right now, I literally have nothing. I think I need to make a new world.[/QUOTE]
Assuming your world has some significance and you don't want to lose it, if you install a mod like Too Many Items or otherwise hack your inventory you can give yourself a bunch of books and feathers and just jump through ages until you find a star fissure.
[QUOTE=Acrono;37185601]Trapped in a void world on one block right now, I literally have nothing. I think I need to make a new world.[/QUOTE]
You could try edit your savegame and change the dimension number to the overworld.
What happens if you die in another world? Do you respawn in your overworld or are you stuck there? What if the world has collapsed?
Also, what's this people are saying about surviving a collapse? Do you just have to make a "flying" structure - is the decay only to touching blocks, not the whole vertical stack?
The whole collapsing world thing reminds me of Bastion. Fucking awesome.
I'm sure the world decay only applies to the generated blocks and not player placed ones. But there'd be no use, as if you survived, you'd be sitting there in a floating house in the middle of nowhere
World Decay affects all blocks period. So unless you want a collapsing house, you should build the house floating off the ground so nothing is touching it.
This is pretty fun, I've been generating tons of ages for the notebook, but I seem to get a lot of rain and darkness, I want to generate a sky lands age with eternal darkness to be like some kind of asteroid field.
[QUOTE=Cows Rule;37198255]This is pretty fun, I've been generating tons of ages for the notebook, but I seem to get a lot of rain and darkness, I want to generate a sky lands age with eternal darkness to be like some kind of asteroid field.[/QUOTE]
You aren't the only one! I seem to get more normal terrain with dark and rain. I think its more frequent (?)
[editline]12th August 2012[/editline]
BTW for you guys loosing green book, Enderchests crossworks trough worlds so if you want to go back to the spawn world place one in an enderchest next time and spawn it via toomanyitems.
It appears the Hell modifier doesn't seem to make worlds with netherrack, this disappointing me as I rather like the Nether and it's features.
[QUOTE=Cows Rule;37208822]It appears the Hell modifier doesn't seem to make worlds with netherrack, this disappointing me as I rather like the Nether and it's features.[/QUOTE]
Technically Hell is just the biome present in the Nether that enables the Ghasts and Pigmen to spawn. The actual Nether terrain is a different part of generation, I believe.
Building house on vines world:
[img]http://niggaupload.com/images/esDb.png[/img]
this mod is kickass.
[QUOTE=Black;37212486]Building house on vines world:
[img]http://niggaupload.com/images/esDb.png[/img]
this mod is kickass.[/QUOTE]
Makes me think of morrowind...Heaven forbid if a fire starts somewhere...
Sadly fire doesn't spread like that anymore. I once burnt down an entire continent with one flint and steely before they eliminated fire spread.
[QUOTE=Cows Rule;37214947]Sadly fire doesn't spread like that anymore. I once burnt down an entire continent with one flint and steely before they eliminated fire spread.[/QUOTE]
That shit was awesome. I remember when my friend and I were playing (we each had separate houses) and his fireplace went horribly wrong. It burned down his house, and a tree was attached. Shortly after the whole fucking forest was gone. Sure it kinda lagged, but it was so much more realistic and so much better. It was removed because instead of optimizing it, the better solution is to cap it. (Yeah well I very much wish fire could spread like before :( )
It should be added as a server command that only the admin could change: a boolean value that determines fire nerfing.
1 is for after Beta 1.6, 0 is for the old-style forest-engulfing house-ruining glory of Alpha and such.
oi, trapped myself in a skylands world after falling into a void and losing my linking book. I was originally trying to learn Technic in survival, but now I'm just going to play around with Mystcraft using this dimension as a hub world.
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