I'd give them durability, so you can crash a couple of times and be fine. Going hand in hand with armor degradation in 1.9, maybe the damage done to the boat could affect the speed or whatever.
But before this, they really need to fix the sync issues. Currently, regardless of how the other boat mechanics work, it's barely even possible to use them on a lot of servers anyway.
- 4HeadTiger
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Member for 11 years
Last active Thu, Aug, 18 2016 21:42:53
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Sep 24, 20154HeadTiger posted a message on Community Roundtable: BoatsPosted in: News
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Sep 24, 20154HeadTiger posted a message on Community Roundtable: BoatsPosted in: News
Proper boats are possible. See: Archimedes Ships and Ships Mod;
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1444787-ships-mod-build-sailable-ships-out-of-blocks
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1289952-archimedes-ships-v1-7-banking-ships -
Sep 10, 20144HeadTiger posted a message on Microsoft Buying Minecraft?If it happens, it would just be Microsoft owning the Minecraft IP. I imagine that Mojang would be quite explicit about the original devs needing to stay on the project.Posted in: News
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Aug 13, 20144HeadTiger posted a message on The Doors: Not Just a BandOne or two look a little funny, but I'm sure I'll get used to them pretty quickly. Man we've needed things like this for a really long timePosted in: News
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Jul 1, 20144HeadTiger posted a message on NOTICE: Important Forum Update InformationAustralia ftw! Server goes down at midnight and will be back up before I get out of bed in the morningPosted in: News
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Jun 18, 20144HeadTiger posted a message on Minecraft Server Changes, EULA - A Brief LookPosted in: NewsQuote from clonex10100
I feel like the EULA change is acomplishing exactly the opisite of what mojang intended. They don't want you to have to pay again to enjoy minigames right? That's what this whole thing is about? Well guess what, right now i can win minigames on sucesful servers without paying, because they balance it. VIP Is really just to support the server, and they give you a reward of more classes. Mojang says you can't donate for classes. They also say that you can do pay to play. This means that to support themselves big expensive servers are going to go pay to play. Right now i can play on Hypixel, mineplex, mcpvp, and playmindcrack without paying, but if i want special perks i can pay. After mojang starts inforceing this i'll have to pay just to play!!! Insted of eliminating having to pay twice for the game, they're forceing me to pay!!!
That is a very good point. By preventing people from paying large sums of money, you force the rest of the players to cover the deficit.
The counterargument is, of course, that if you play on the server, you do kind of have an obligation to contribute.
I really feel bad, however, for the players who've spent sometimes thousands of dollars on items. Just like BAM and your money is completely and utterly wasted, while all the other players get the same stuff for free. Of course, I guess it would work if the server started charging a monthly fee, then summed up how much you'd spent on purchases and gave you the corresponding number of prepaid months, but then we get back to the point you make;
That EVERYONE then has to pay ~just to play~. In many cases, that is going to force people off of the server. In many cases, I think it will actually drive more kids into spending money, and in a far more manipulative way, which actually contradicts the entire point of the changes in the first place.
Unfortunately, it's really just a no-win situation, and the best Mojang can do is try to find the situation with the least downsides. Whether they've done so is dubious, but w/e, the community will survive in one way or another... -
Jun 14, 20144HeadTiger posted a message on Minecraft Server Changes, EULA - A Brief LookPosted in: NewsQuote from MentalMouse42
The problem is that the players run the gamut from kids (or unemployed adults) in their parents' basement, to wealthy professionals. A price that's "reasonable" for one person (say, $10/set for iron armor, or $100/set for diamond) can easily be extortionate for another. And it's not fair when being employed in the RW means you can afford much better equipment in-game.
Indeed. That said, I was simply stating that it is not absurd for a player to be able to buy perks and benefits on a server, not that reasonable prices are easy to settle on.
The only way, however, that I think this could possibly work without absolute exploitation if if Mojang create a kind of in-game "Store" with a range of official "perks" and stuff.
Server owners have the ability to hide any item from the store, and can control how much each item costs, WITHIN a range determined by Mojang and the community. Building from this, the server owner may be able to add their own commands and items etc to the store, but these things would have to take preset values (aka, Tier 1 command = $X, tier 2 command = $Y, etc). The vast majority, if not all of the revenue, goes to the server owner (imo Mojang would be justified in keeping a few cents per transaction, since it would cost them to make a shop like this).
Now to address your point, we can add a secondary currency mechanic (to somewhat equalize people with different amounts of spending power). Basically, we add something called the "MC Coin" as a 100% official vanilla in-game currency. Items in the store now cost real money AND coins. Coins are earned over time by players, and perhaps for doing specific in game things, however while a server owner can control their value, and the rate at which players get them, these coins can't be sold. This means that rich people still need MC coins to buy things, meaning they can only spend their riches as fast as unemployed 37 year old basement lurkers can spend their allowance.
Sure, it still has flaws, but at least it stops servers from charging 10k USD for a warp location, while still allowing good servers to sell perks etc freely at "reasonable prices". Note that existing sales systems wouldn't necessarily be broken, they would just remain subject to the "no benefits" policy thing.
It is important to note that this relies very heavily on the initial "choose a reasonable price" phase. If this phase is done well, the system will work well. If this phase is botched, then the system will be fundamentally corrupt to begin with. -
Jun 13, 20144HeadTiger posted a message on Minecraft Server Changes, EULA - A Brief LookPosted in: News
Note that this is not what Mojang said...
Quote from The message from Mojang »if the stuff you sell affects gameplay, we’re not cool with it.
Preventing server owners from providing any incentive to buy anything is not the same as preventing server owners from selling absurd things for absurd prices.
The majority of the community will most likely agree with me on the notion that it is not absurd for a player to be able to pay a reasonable amount of money and get a reasonable perk in return. Absurdity is when a server owner charges, for example, 1000 USD for a pickaxe that never breaks. -
Jun 7, 20144HeadTiger posted a message on Minecraft Server Changes, EULA - A Brief LookPretend Mojang is saying something like "We don't like it when people kill puppies".Posted in: News
Everyone is now freaking out as if Mojang is about to feed all the puppies in the world through a blender to ensure that no one else can ever kill a puppy ever again.
LOGIC \o/ -
Jun 7, 20144HeadTiger posted a message on Minecraft Server Changes, EULA - A Brief LookTo solve problem;Posted in: News
1) Make something like an IAP system that uses a central list of prices
2) You buy item at price determined by Mojang & Community
3) Server gets all (or say 99% of) the money from purchase (Mojang takes tiny cut to cover cost of system)
If something is not registered with Mojang's list of prices, you can't buy it. In this situation, mod maker or server owner sends request to have it added. By default, you would have all vanilla stuff, and all really popular "loot", which would keep most server owners mostly happy. Adding a few key things for the more popular mods, like Copper, Tin, etc, would not be very hard. When this isn't enough, you can send a request in for it to be added.
Optional - Server has a price range. Specific server owners could be given more freedom with prices at the discretion of Mojang [application accepted/denied system?]
Result - Server owners can still sell content, but their selling ability is determined by Mojang & the community as a whole. If you have a good server, Mojang will let you charge more. If you're a bad apple and try to charge 1000USD for a pickaxe that never breaks, they can tell you to get lost and force you to charge a reasonable amount.
I mean, it is quite clear that Mojang is a "good company". They might be lazy. They might want money like everyone else. However, they seem to genuinely care about the community, and I honestly believe that they are going to be trying really hard to not mess things up for anyone (if not solely because they realize that this attitude humanizes them with the community and is partly responsible for the massive popularity of the game, and huge profits of the company). Unfortunately, their typical "do what you want" approach just doesn't seem to be working in this situation. -
Jun 7, 20144HeadTiger posted a message on Minecraft Server Changes, EULA - A Brief LookPosted in: NewsQuote from RedSnowRose
http://epicraidspvp.buycraft.net/
this is true there are things that have alot of money
Lol @ the login system.
Lol @ the... wait wut...
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Jul 6, 20134HeadTiger posted a message on Cube World Wiki is LiveIs... what... what is this game?Posted in: News
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Jul 5, 20134HeadTiger posted a message on Wondering Where Minecon 2013 Will Be?Something cool in future would be a "mini-minecon" for AU/NZ. It's not feasible to have a full scale one, but I think there would be no problem sending the devs on a quick Aussie tour and giving the (relatively small) pacific community the chance to come and have a look/say.Posted in: News
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Jun 27, 20134HeadTiger posted a message on Community Creations - 1.6 Update, In a Nutshell"Don't want to bother reading the endlessly long changelog?"Posted in: News
*changelog is about half a page long and can be read in less than a 30 seconds* - To post a comment, please login.
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RFO2 adds something called an Observer, which is treated in a similar way to players (i.e, updates all chunks near the observer). So one option (probably the best imo) is simply to make a chunk loader and register it as an observer (which you could then place wherever you wanted to perform fluid updates).
The relevant parts of the code should be... the server tick event in the mod's container class (RFOMain or RFOCore or whatever).
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That definitely shouldn't be happening. According to the Java specification, Integer division rounds towards 0.
Therefore (-8 / n ) should be equal to 0 for any |n| > 8.
https://docs.oracle.com/javase/specs/jls/se8/html/jls-15.html#jls-15.17.2
You should check the output when doing division in your IDE, and then compare it to the output of the same code running on a website like this (which works as expected for me, i.e -8 / 256 = 0);
http://www.tutorialspoint.com/compile_java_online.php
Re Lava, umm, the viscosity code determines the minimum content of a block before that block can flow. The lava flow rate is slowed down, basically by using modulus to skip block updates (aka, update the block only once every Nth sweep). I don't know why it would be eating performance though... I wonder if lava is spamming lighting updates or something?
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If it seemed to happen near a fountain, then it's probably from the default fluid-fluid displacement interaction... probably...
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I'm reasonably sure that it already does most of the things you say - I remember looking through it, and it was nowhere near as bad as I was expecting, which is why I didn't do custom packets after all.
Blocks are already stored relative to the chunk, the blocks are only 4-5 bytes each, and the only per-block optimization available, would be to reduce the 12+4 bits of ID+meta into a simpler fluid ID + meta (which would be ~3 bytes per block). By ordering the blocks, I could get it slightly lower, to 2 bytes per block, with a 3-4 byte header for each ordered section.
So there are definitely some savings that can be made, in the order of 30-50% depending on how I do it, but equally, bandwidth isn't a serious issue for the mod anymore, so it got pushed down the list a little bit.
@Snipe
Umm...
possiblyprobably. Oil certainly used to do something like that in my older builds, but I thought I fixed it. Can you figure out where the oil is coming from?0
No custom packets. I was going to, but then I got lazy and decided to just use the vanilla updater with some really boring update staging (near chunks update more, far chunks update less). It's mostly the same result as using a custom packet, though I suppose a custom packet could maybe use some hacks and a ZipStream to compress it a tiny bit more.
The main reason for it needing the mod on the client is because I added some other client side stuff (blocks and TE's, also I think I was experimenting with the client side rendering stuffs at one point, etc). It shouldn't be that hard to turn it into a server mod if people think that that would be a good idea though.
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The pressure... no idea why it doesn't work. Just to be sure, pressure only works if you are using the rewrite of the mod, and will not work if you are using any of the jars linked in the OP of this thread.
Link: https://bitbucket.org/4HeadTiger/minecraft-finite-fluids-v2.0
The viscosity shouldn't be an issue. Even with just 2-3 blocks worth of head, pressure should travel tens of blocks. That being said, there may be some kind of counting big messing with it somehow...
Umm... probably it needs more debugging
1. Firstly, test if the problem occurs in a superflat world with no other fluids in the surrounding chunks. If it does work in superflat, then it may be an issue with the way pressure is cleared, which I don't know how to fix (someone else might, but I don't).
2. Test the levels of the blocks. Basically, place a redstone torch inside of a fluid block to print the level+pressure+etc to the Java console (NOT chat). With regards to pressure, a block can only flow upwards if it is full, and has pressure > 0 (only full blocks can hold and provide pressure, so it's worth checking all of the blocks involved).
In this situation, the block "U" must be full (level = 8192, or Settings.MAX_FLUID) and pressure > 0 in order to flow upwards;
According to the pressure algorithm, the pressure for the blocks should follow this kind of pattern;
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ChunkData events. They work sort of like the Chunk load/unload events, but they fire when the chunk is saved or loaded to/from the disk, and they give you an NBT compound which you can put stuff in.
For per-world data, well, it *should* be possible to fit all of the data into the chunks themselves, but if you do need per-world storage, then WorldSavedData is the best way of doing that (just google, there should be lots of threads etc talking about it).
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Not very... Have a look in FluidUpdater#notifyChunkComplete(), that's probably the best place to start.
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iirc it should just not restart the threads after they die (they die if there are no updates in the queue, which usually happens at the end of a sweep, but there's a minor issue I've been meaning to address, where it's possible for the next sweep to start before the previous sweep ends [I haven't addressed it yet, since it's part of a larger issue where threads die and are restarted more than necessary])
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Will make a note of this. Threading issues are annoying. I haven't seen this happen before - were you testing on integrated client-server or were you running the server in a different instance?
Also not entirely sure where to start (unless I made a mistake, the threads shouldn't acquire new chunks till releasing old chunks... it's possible I messed something up, I think I know roughly where to look. It's also possible that the thread is simply being neglected, so you could try making it use a fair lock just in case).
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IIRC Ruins mod uses a rotation config system. I'll take a look later, but if it supports a heap of blocks already then it may be worth asking AtomicStryker if we can 'borrow' it.
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Give or take, though it may depend a little bit on how you define 'heavy lifting'.
The ChunkData object has a method like; "performAllUpdates()". This method gets called by the worker threads (which are managed by the Fluid Updater and Thread Manager). Inside this method, we find all of the blocks that need to be updated. For each block, we then defer to a method like "doFlow(...)" inside of the class for that block (BlockFiniteFluid), which contains the flow algorithm.
So...
- The flow algorithm is handled in the BlockFiniteFluid instance
- Block updates are flagged and processed through the ChunkData instance
- Relevant chunks are processed by the Fluid Updater (specifically, into queues which are processed by the threads)
- RFO plugs into the Fluid Updater during the Server Tick.
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Keep in mind, at some point I might be forced to redo some of the collision and motion stuff. There seem to be some problems syncing the ship between client and server, also vertical collisions are playing up (players bounce/vibrate when ships move vertically).
Re running it in a dev environment, what you have to do is enable coremods. Funny things were happening when I set it up myself, to make it work I had to add this to the VM arguments;
Re carpenters blocks. Wow that looks pretty neat. Makes me wonder about implementing slightly more advanced aerodynamics as well...
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You can do anything you want with a coremod, but then it might be incompatible with other mods (and/or other mods would need to know about your custom API, or else they wouldn't work).
Adding to Forge solves that problem - but as you say, contributing to forge might not be the smoothest of processes (I've never actually tried it - but I've read the guide and it doesn't seem thaaat hard. Getting the PR accepted might be another story).
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IIRC flow rate is determined by viscosity, which you define when you create the fluid (basically, how runny the fluid is). [note that I did NOT use realistic viscosity coefficients, you sort of have to guess and check, but there are a few examples which can help with this]