Author
|
Topic: Minecraft - f13 Server is: chugging along... again (Read OP) (Read 697683 times)
|
Sky
Terracotta Army
Posts: 32117
I love my TV an' hug my TV an' call it 'George'.
|
Bump  I've been on my creative map (Area 53) trying to learn redstone. I had an idea for a door that was just beyond my limits to create. Turns out an XOR gate was just the trick. Basically a pretty simple project: a sticky piston-driven stone door activated by a lever on either side. I was mostly struggling with having both levers work, which is where teh XOR came into play. So I built a default (read:taken from wiki) XOR and then played with extending out various components, then I built a couple prototypes to play around with how I would actually wire it to a sensible door/level layout in a somewhat sensible space. Then for grins I just ran a line off the output to some repeaters on music boxes for a little door chime thingy. But playing on creative just made me want the longer block destruct/placement that seemingly doesn't work on SSP :(
|
|
|
|
Sky
Terracotta Army
Posts: 32117
I love my TV an' hug my TV an' call it 'George'.
|
Is there some setting for SMP that allows us to dig out 5 blocks instead of the 4 blocks of SSP? Can that setting be applied to SSP?
Weird. Started a new SSP with the current snapshot and it digs 5 ahead. My old world only digs ahead 4. So.....NM.
|
|
|
|
Hutch
Terracotta Army
Posts: 1893
|
current snapshot
I've been dinking around in a ssp world from an older "current snapshot". I'm getting impatient for them to officially publish the next update.
|
Plant yourself like a tree Haven't you noticed? We've been sharing our culture with you all morning. The sun will shine on us again, brother
|
|
|
Sky
Terracotta Army
Posts: 32117
I love my TV an' hug my TV an' call it 'George'.
|
This latest snapshot said they're close to releasing 1.3.
|
|
|
|
Xanthippe
Terracotta Army
Posts: 4779
|
I'm at a loss for anything to do right now. Just waiting for the next patch. I don't want to play with the snapshot even. So much is going to change.
|
|
|
|
Mrbloodworth
Terracotta Army
Posts: 15148
|
Jens Bergensten @jeb_
Ok, the plan is to get 1.3 out on August 1, with pre-releases a week prior to that. #ValveTime
|
|
|
|
koro
Terracotta Army
Posts: 2307
|
August? Jesus.
|
|
|
|
Mrbloodworth
Terracotta Army
Posts: 15148
|
This one features some heavy, heavy back end stuff. Such as unifying the server/client.
|
|
|
|
Sky
Terracotta Army
Posts: 32117
I love my TV an' hug my TV an' call it 'George'.
|
Snapshot is pretty stable. Can get a little laggy at times, but otherwise I've been playing on it for a few days without much issue. Surprised to hear the release date, but as long as they keep putting out the snapshots, it's ok by me (for SSP, anyway).
Once the new server goes live, looking forward to re-roofing the tudor shack with pine steps.
X, advice from my sunday beer buddy: build bigger houses :) I explained the whole villager thing, but he saw my tudor shack first and wondered why the rest of the houses (and tower) were so small. Really liked your cool windowy house, though.
|
|
|
|
Xanthippe
Terracotta Army
Posts: 4779
|
I'm just trying to get more houses so the village grows more villagers; hence the small size.. I'm about out of imagination on different looking ones.
Even considering making ugly little villager breeder spaces just to get more.
Somehow they keep disappearing though (the villagers). I am trying to figure out how to prevent them from dying out without having to resort to reseeding them. The problem is particularly difficult on hard mode, where zombies actually break doors. The only thing I know how to do to keep them alive is to build fences around towns, or to stick a block in front of a door to prevent zombies from breaking the door (which also prevents the villager from leaving). Cheesy.
|
|
|
|
Ingmar
Terracotta Army
Posts: 19280
Auto Assault Affectionado
|
Villagers will fall into holes so make sure there aren't any of those around where they are (or fence them off.)
|
The Transcendent One: AH... THE ROGUE CONSTRUCT. Nordom: Sense of closure: imminent.
|
|
|
Fordel
Terracotta Army
Posts: 8306
|
Yea, that took awhile to figure out. We even made a rail system to kidnap "relocate" villagers from another town because ours kept disappearing. 
|
and the gate is like I TOO AM CAPABLE OF SPEECH
|
|
|
proudft
Terracotta Army
Posts: 1228
|
First they came for the creepers, and I said nothing.
|
|
|
|
Sky
Terracotta Army
Posts: 32117
I love my TV an' hug my TV an' call it 'George'.
|
The last time it was a villager hole, couldn't find one this time when I had a look about. Interesting idea on the rail line because I love workin' on the railroad, all the live long day. Except I ran low on iron this last time, dernit. How does it work to relocate?
|
|
|
|
proudft
Terracotta Army
Posts: 1228
|
How does it work to relocate?
If you can manage to shove a villager into a cart, they will pretty much stay in it and you can then give the cart itself a shove onto the (hopefully) powered parts of your track and then zoooooom! Successfully shoving them around buildings, etc, and into the cart can be somewhat maddening, though.
|
|
« Last Edit: July 02, 2012, 07:37:20 PM by proudft »
|
|
|
|
|
Lantyssa
Terracotta Army
Posts: 20848
|
Make a hole so they fall into the cart...
|
Hahahaha! I'm really good at this!
|
|
|
Sky
Terracotta Army
Posts: 32117
I love my TV an' hug my TV an' call it 'George'.
|
Hm. There has to be a way to automate that, I guess at some point I'll have to learn clocks. Are villagers affected by water like mobs? Maybe wash them into a hole that dumps into a cart on a timer. But then how to get them out. Hm.
Then again, if nobody is around the chunk won't load and it won't run. Bah.
|
|
|
|
Count Nerfedalot
Terracotta Army
Posts: 1041
|
How do you get the villager out at the other end?
Also, my biggest problem with keeping villagers alive is that about 1/3 of the time the zombies spawn INSIDE the houses instead of outside. Once they even spawned in the hidey-hole basement UNDER a house where I had stashed a couple villagers in their armageddon bunker in case they were needed post-apocalypse to repopulate the planet.
|
Yes, I know I'm paranoid, but am I paranoid enough?
|
|
|
Fordel
Terracotta Army
Posts: 8306
|
Just break the cart with a sword.
|
and the gate is like I TOO AM CAPABLE OF SPEECH
|
|
|
Mrbloodworth
Terracotta Army
Posts: 15148
|
Snapshot 12w27a is here! Let's jump straight into the info:
Boats, when broken, now drop boats Re-added debug graph on F3 menu Signs are stackable now: Crafting them now gives 3 signs instead of 1, stack up to 16 Added /debug command to enable and disable profiling Changed a few things around pistons - Most contraptions still work fine, but some require changes to repeater delays and similar. Overall, pistons should have fewer bugs, but will appear to update slightly slower. Improved performance on MP and SP, including reduced CPU, RAM & bandwidth requirements When opening SP worlds, users are now given their local IP address & port instead of hostname & port to avoid OS conflicts Creative mode inventory now shows potion effects Fixed some bugs Fixed /kill not working Fixed powering specific glitched pistons crashing the game Fixed a visual bug causing pistons to be partially invisible or in the wrong location momentarily Fixed being able to place portals in the nether in locations where they would end up in illegal locations in the overworld Fixed the game crashing when publishing SP worlds with certain language settings Fixed players on minecarts, boats or pigs and spider jockeys not being displayed in the correct location Fixed a bug with dispensers Fixed /say not accepting some strings form the console, often triggering the help dialogue Fixed being able to transmute blocks to certain data values using an orientation-dependant tripwire bug Fixed drinking potions in creative not consuming the potions, but still giving empty bottles Fixed signs sometimes not saving the text when placing them Jeb said: Minecraft 1.3: The Good Lots and lots of bug fixes and new features. Players who mainly play in multi-player on servers should enjoy a smoother and more stable experience, as this has been our focus of the development. We’ve looked over the network packets and added encryption to prevent session stealing. Dinnerbone has updated the chatting screen, to allow for easier editing and clickable links. The single/multi-player merge has added the possibility to share your single-player worlds with friends who are on the same local network. It has also enabled players to use multi-player-like commands in single-player (such as /gamemode and /give), but only if cheats are enabled. We’ve added emeralds, emerald ore and a trading system that makes it possible to buy items from villagers. Villagers will add and remove items depending on what you buy. We’ve added the possibility write in books and leave stories for other people. We’ve added new terrain features, and you can choose to begin the game with a “bonus chest,” to get you started quicker. We’ve added tripwire, so you can create new traps and contraptions. We’ve also added new stairs, new half-slabs, cocoa plants and tweaked dispensers, leaves, cauldrons, levers, gravel, pressure plates, cookies, buckets, boats, minecarts, ice, furnaces… Plus you get magic orbs from mining and smelting (and not just killing monsters)! Minecraft 1.3: The Bad Since single-player has been turned into a shell on top of a background server, the game’s resource requirements have increased. When playing single-player, the game needs to be able to both simulate and emulate the world, which take many more CPU cycles. We’re working on optimizing rendering, but those improvements will not be included until Minecraft 1.4. Minecraft 1.3: The Ugly A couple of problems and expected features have been pushed to Minecraft 1.4. The most notable problem is the lighting issues causing black regions in the terrain. We’re looking into ways to solve this, but lighting is a very expensive calculation and we are struggling with finding a solution that doesn’t hurt framerate. And the most notable missing feature is the modding API. Throwing out single-player was the first step in order to make the API possible, and that’s done now. We decided to release 1.3 without the API, because otherwise it would be an even longer wait for a Minecraft update. We’ve also added an extremely basic version of “adventure mode.” We’ll work more on this in future updates. To Summarize The time between Minecraft 1.2.5 and 1.3 has been the longest update interval yet, and that was because we changed so much in the game engine. I (jeb_) was a little scared to push it to the public, but waiting even longer is not a solution. If you want to get the whole Minecraft 1.3 change log, I suggest you read redstonehelper’s great summary here.
|
|
|
|
Sky
Terracotta Army
Posts: 32117
I love my TV an' hug my TV an' call it 'George'.
|
Stackable signs and boats dropping boats = awesome.
My newest SSP had a bonus chest, it was just a wooden axe and pick.
|
|
|
|
koro
Terracotta Army
Posts: 2307
|
Ugh, wish they would either take out the debug graph from F3 for good or move it to another unused F-key. My game slows to a chug if I hit F3, and there's general info there that's of more use to the average player than just that debug graph.
|
|
|
|
Paelos
Contributor
Posts: 27075
Error 404: Title not found.
|
I want them to hurry up with the modding API. That's what will get me playing again.
|
CPA, CFO, Sports Fan, Game when I have the time
|
|
|
Hutch
Terracotta Army
Posts: 1893
|
Ugh, wish they would either take out the debug graph from F3 for good or move it to another unused F-key. My game slows to a chug if I hit F3, and there's general info there that's of more use to the average player than just that debug graph.
I use the x y z coords all the time when I'm planning tunnels and portals and etc. I like that they added the line that tells you what biome you're in. The graph is a curiosity, for sure. Try this: look straight up, or straight down, and watch the graph tail off to nothing. That said, I would also not cry if they moved the graph(s) to another F key. This game is enough of a hog as it is.
|
Plant yourself like a tree Haven't you noticed? We've been sharing our culture with you all morning. The sun will shine on us again, brother
|
|
|
Mrbloodworth
Terracotta Army
Posts: 15148
|
Click that link at the end of the second quote.
|
|
|
|
Pennilenko
Terracotta Army
Posts: 3472
|
The server needs the industrialcraft 2 mod and the buildcraft mod.
|
"See? All of you are unique. And special. Like fucking snowflakes." -- Signe
|
|
|
proudft
Terracotta Army
Posts: 1228
|
|
|
|
|
Hutch
Terracotta Army
Posts: 1893
|
According to the Minecraft home page, patch 1.3.1 is now live. I look forward to getting home tonight (edit: fixed a boo-boo in the link)
|
|
« Last Edit: August 01, 2012, 10:39:39 AM by Hutch »
|
|
Plant yourself like a tree Haven't you noticed? We've been sharing our culture with you all morning. The sun will shine on us again, brother
|
|
|
Fordel
Terracotta Army
Posts: 8306
|
Proudft and I live in a desert now, it sucks 
|
and the gate is like I TOO AM CAPABLE OF SPEECH
|
|
|
Xanthippe
Terracotta Army
Posts: 4779
|
Proudft and I live in a desert now, it sucks  Did our server get upgraded and biomes changed?
|
|
|
|
Trippy
Administrator
Posts: 23657
|
F13 server hasn't been updated yet. There's a poll that nobody is voting in where I'm gathering feedback on whether or not to start a new world.
|
|
|
|
koro
Terracotta Army
Posts: 2307
|
Don't you pretty much need a new world to see anything new that the patch adds as far as stuff you discover, like the desert buildings and new villages?
|
|
|
|
Bzalthek
Terracotta Army
Posts: 3110
"Use the Soy Sauce, Luke!" WHOM, ZASH, CLISH CLASH! "Umeboshi Kenobi!! NOOO!!!"
|
Usually no. Unexplored areas will produce new shit. It's just the already explored area which won't see anything new.
|
"Pity hurricanes aren't actually caused by gays; I would take a shot in the mouth right now if it meant wiping out these chucklefucks." ~WayAbvPar
|
|
|
Lantyssa
Terracotta Army
Posts: 20848
|
F13 server hasn't been updated yet. There's a poll that nobody is voting in where I'm gathering feedback on whether or not to start a new world.
Reset it!
|
Hahahaha! I'm really good at this!
|
|
|
koro
Terracotta Army
Posts: 2307
|
Usually no. Unexplored areas will produce new shit. It's just the already explored area which won't see anything new. I was going off the assumption that the world in question is pretty heavily explored already and reaching unexplored areas to start generating new stuff would be kind of a hassle.
|
|
|
|
|
 |