hey hannessolo it isnt the ultimate cheater update it is preparing for something much larger and more involved than right now
like they said the merging of SSP and SMP. It is also something to help new players and if you dont like it then why dont you just turn off the cheats?
I just had a thought....What if you (Jeb) were to make it so people with 1.2.x could play on servers running 1.3+ ?
Or people with 1.3+ could play on a server that is only 1.2.x ?
I think that would be great, because then, people wouldn't need to wait for their favorite server to update! or Visa Versa!
Get spoutcraft you just outlined exactly what it was made for
I was told the chest had apples and wood and stuff. Wouldn't that ruin the point of vinilla, starting with nothing?
I keep starting the game with nothing. I'm tired of it. I want to skip five to ten minutes forward to where I've got a handful of something useful to show for my work. It really doesn't take long to punch down six logs and turn them into most of what you initially need, and following that up with a handful of stone tools is just fine with me. That slight boost the bonus chest gives might even help a newbie really get into the game; and it's no good for achievements, you have to actually craft things to get the achievements for them.
So I'm fine with the bonus chest. It's not like I'm forced to have it every time I start a new world.
Rollback Post to RevisionRollBack
"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
This bonus chest, Seems the most useful item/s that it should have would be first, a map sheet and second a compass. All basic tools and food needed to get going can be gained the first/second day. Get some wood, make basic tools, sword, pick, axe, get more wood, maybe kill an animal or two for food and dig in for night. While dug in, dig down/around to get some stone and make a forge, then use some of the wood to make charcoal and torches to light up your hide out along with basic stone tools. If you have enough wood, make a door so you can see when it is day.
But to explore, it's very easy to get lost, even if you make a tower with torches on it. It's also easy to end up going in circles. A map would be the most useful thing starting out that you can not easly get without using an inventory editor, to see what is around and where.
Amazing update. I 100% completely totally approve of the single player commands addition. I'm curious as to how the mentioned "merge" of SSP and SMP will work. My only fear is if it would somehow affect current worlds. My only wish is that all of the upcoming features in the future are compatible with older worlds (1.2 +). I wouldn't like to see another "new world format" or "new biome" only available to new worlds (Yes, I know why it had to be done that way, I just wish there was an alternative to it.)
I tested this snapshot. SPC is enabled by default on already created worlds. So unless they somehow change it, all your current worlds will have it.
People whining about this being "cheating", really... you are given TWO choices, they are not forcing it down your throat. EVERYTHING is optional, are you guys so weak that you feel the need to use every feature they add? If you don't like it, simply ignore it like it doesn't exist. This is a great update and an opportunity for several scenarios, for example, what if you made a huge city or any big project in creative mode, and you would love to play on it in survival mode? What if you want to test out things you built in Creative? Some people (like me) love both creative and survival mode. The option to be able to mix them just like in SMP is beyond epic.
Thank you Mojang for an excellent update. Looking forward to the SSP/SMP merge, sounds pretty good.
The "Bonus Chest" is basically a chest that will spawn with you at the beginning that is full of the necessities to start a new world...(includes most wooden tools and some other stuff)...
It's not possible, the client would crash if it found a block or item on the server world only found in a later update.
What I was thinking was that there would be a "generic template" item/block that could then be used to create the "new" item/block. All the client or server would do is send info about this object, the other would then create the object using the generic template! I don't know if this is possible/economic in Java, but I know this is a pretty common practice in C++. That is why I suggested it, also, it would be awesome if people with 1.3 could play on a server that is version 3.2.5
To those worried that Mojang is going the route of EA and Origins and all that crap:
Other than comments here, where did you see anything about having to be online to play? Where do you see that your 100+ day worlds will suddenly be deleted if you can't log in to the server? Do you truly believe they'd do that, especially considering how often the server goes down? I don't agree with everything they do, but I do expect they have at least a modicum of common sense.
To those worried that Mojang is going the route of EA and Origins and all that crap:
Other than comments here, where did you see anything about having to be online to play? Where do you see that your 100+ day worlds will suddenly be deleted if you can't log in to the server? Do you truly believe they'd do that, especially considering how often the server goes down? I don't agree with everything they do, but I do expect they have at least a modicum of common sense.
So how would you implement a "demo mode" in this game? The only alternative to required login that I can see is to add an encrypted tag somewhere in the user's filesystem. But after that, (1) it's easily copied data, (2) if someone else logs in with your client, yours wouldn't be in demo mode anymore, (3) this might affect mod usage, like the META-INF folder in the jar does.
Rollback Post to RevisionRollBack
"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
So how would you implement a "demo mode" in this game? The only alternative to required login that I can see is to add an encrypted tag somewhere in the user's filesystem. But after that, (1) it's easily copied data, (2) if someone else logs in with your client, yours wouldn't be in demo mode anymore, (3) this might affect mod usage, like the META-INF folder in the jar does.
How about, if you're online require login, if you're not online, and you've not logged in previously, go into demo mode, and if you're not online, and you've logged in previously, and type the correct password for the person who logged in last, you're good?
Is it possible to get by it? Sure, but so is almost every other anti-piracy scheme out there. And it doesn't anger their paying customers.
How about, if you're online require login, if you're not online, and you've not logged in previously, go into demo mode, and if you're not online, and you've logged in previously, and type the correct password for the person who logged in last, you're good?
Is it possible to get by it? Sure, but so is almost every other anti-piracy scheme out there. And it doesn't anger their paying customers.
So, basically, adding complexity to the idea of storing an auth token on the user's machine. Complexity does not equal security.
Storing a password hash for the last logged-in user, and requiring that user to login to unlock the game (else go to demo mode), that would be reasonable.
But then you'd get into situations where a computer may not be online, but it's used by several people who all play the game. Fortunately, Minecraft keeps its data in a user's private data folders, not in the computer's public data folders. So that solves that, since there are basically no modern OSes for which this should be an issue. If you can't get your brother to unlock his game in his user account for you, then maybe you shouldn't be playing it.
And it's still an easily-copied block of data. Mojang would have to develop a process for invalidating user accounts that are being abused by people copying the password hash and using that account's login.
like they said the merging of SSP and SMP. It is also something to help new players and if you dont like it then why dont you just turn off the cheats?
Get spoutcraft you just outlined exactly what it was made for
I keep starting the game with nothing. I'm tired of it. I want to skip five to ten minutes forward to where I've got a handful of something useful to show for my work. It really doesn't take long to punch down six logs and turn them into most of what you initially need, and following that up with a handful of stone tools is just fine with me. That slight boost the bonus chest gives might even help a newbie really get into the game; and it's no good for achievements, you have to actually craft things to get the achievements for them.
So I'm fine with the bonus chest. It's not like I'm forced to have it every time I start a new world.
"Well then, let's get awesome!"
I'd guess in a release.
Depends on if the point of Vanilla is "starting with nothing."
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
i looked in creative no new item
i looked at chest no differnce so what does it do?
edit:
nvm i found out it just makes random chests spawn with items in them
plz don't discriminate about my spelling i know it sucks but i try my best
Guys don't forget YOU CAN TURN OFF THESE OPTIONS!!!
But to explore, it's very easy to get lost, even if you make a tower with torches on it. It's also easy to end up going in circles. A map would be the most useful thing starting out that you can not easly get without using an inventory editor, to see what is around and where.
I tested this snapshot. SPC is enabled by default on already created worlds. So unless they somehow change it, all your current worlds will have it.
People whining about this being "cheating", really... you are given TWO choices, they are not forcing it down your throat. EVERYTHING is optional, are you guys so weak that you feel the need to use every feature they add? If you don't like it, simply ignore it like it doesn't exist. This is a great update and an opportunity for several scenarios, for example, what if you made a huge city or any big project in creative mode, and you would love to play on it in survival mode? What if you want to test out things you built in Creative? Some people (like me) love both creative and survival mode. The option to be able to mix them just like in SMP is beyond epic.
Thank you Mojang for an excellent update. Looking forward to the SSP/SMP merge, sounds pretty good.
Profile pic by Cheshirette c:
The "Bonus Chest" is basically a chest that will spawn with you at the beginning that is full of the necessities to start a new world...(includes most wooden tools and some other stuff)...
What I was thinking was that there would be a "generic template" item/block that could then be used to create the "new" item/block. All the client or server would do is send info about this object, the other would then create the object using the generic template! I don't know if this is possible/economic in Java, but I know this is a pretty common practice in C++. That is why I suggested it, also, it would be awesome if people with 1.3 could play on a server that is version 3.2.5
Other than comments here, where did you see anything about having to be online to play? Where do you see that your 100+ day worlds will suddenly be deleted if you can't log in to the server? Do you truly believe they'd do that, especially considering how often the server goes down? I don't agree with everything they do, but I do expect they have at least a modicum of common sense.
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
So how would you implement a "demo mode" in this game? The only alternative to required login that I can see is to add an encrypted tag somewhere in the user's filesystem. But after that, (1) it's easily copied data, (2) if someone else logs in with your client, yours wouldn't be in demo mode anymore, (3) this might affect mod usage, like the META-INF folder in the jar does.
"Well then, let's get awesome!"
How about, if you're online require login, if you're not online, and you've not logged in previously, go into demo mode, and if you're not online, and you've logged in previously, and type the correct password for the person who logged in last, you're good?
Is it possible to get by it? Sure, but so is almost every other anti-piracy scheme out there. And it doesn't anger their paying customers.
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/
So, basically, adding complexity to the idea of storing an auth token on the user's machine. Complexity does not equal security.
Storing a password hash for the last logged-in user, and requiring that user to login to unlock the game (else go to demo mode), that would be reasonable.
But then you'd get into situations where a computer may not be online, but it's used by several people who all play the game. Fortunately, Minecraft keeps its data in a user's private data folders, not in the computer's public data folders. So that solves that, since there are basically no modern OSes for which this should be an issue. If you can't get your brother to unlock his game in his user account for you, then maybe you shouldn't be playing it.
And it's still an easily-copied block of data. Mojang would have to develop a process for invalidating user accounts that are being abused by people copying the password hash and using that account's login.
"Well then, let's get awesome!"
Or wait for information. Whatever works best for you.
Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/