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    posted a message on Distributed Computing Peer-to-Peer Multiplayer Minecraft
    Has anyone suggested this before? The recent merger of the client and server in the upcoming 1.3 release made me think of it.

    I know the majority of computing power used when running MC is spent actually rendering the world, but when generating terrain the CPU can take a beating too (Especially with a variety of generator-altering mods.)

    Would a distributed computing model with hash validation (For sniffing packet griefers) help to take some of the strain off the machines of people who don't exactly have the most powerful of computers (Or netbooks, for that matter.) and who still want to host multiplayer games?

    I'm not a CS major, so I honestly have no idea. But I'm curious, for those of you lurking the forums who may be.
    Posted in: Mods Discussion
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)
    Suggestion:
    Mined ore with randomized prefixes and affixes. Combining this ore into tools and armor imparts these properties on the resultant item.
    It'd be a fun crafting mechanism and gives the player more of a reason to mine. And more itemization and uses for the RNG are always better in these sorts of games.

    Perhaps it can be set to have the chance of an ore being magical tied to the tier of quality the ore comes from. With stone having like a less than 1% of being enchanted. And since it's only used for tools and armor and is extremely rare anyhow, diamonds could sport a 100% of enchantment.

    Sure, they won't stack, but I'd deal with it for the chance to find a good property to craft an item I want.

    And to make it simple, the properties could advertise a version for armor and a version for tools/weapons. Such as:
    Heated Iron Ore -
    +10-20 Fire Damage if used for tool
    +50% Cold Resistance if used for armor
    Posted in: WIP Mods
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    posted a message on The BigTrees Mod
    Wow, I didn't think it was possible but your mod is totally compatible with Frizzil's Hack/Mine mod ( http://hackslashmine.wikia.com/wiki/Hack_Slash_Mine_Wiki ). Makes for some awesome creepy hacking and slashing in forests and swamps.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] Checkpoints! [v1.32]
    I've been waiting to see if this mod goes multiplayer as I only play SMP. Forever Alone Minecraft is just depressing. Especially when you build awesome stuff and can't share it with anyone.

    As others have said, this mod would be hellah-useful on a server and I'd love to have it on mine. Guess I'll continue to lurk this one along with the 10,000 other SSP-only mods I'm hoping will eventually make the conversion.
    Posted in: Minecraft Mods
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from AlexSledge

    I've put together a version of Formivore's Mod's for Server for MC 1.2.3 linked below. For all other information see Formivore's wiki & installation instructions (jars go into minecraft_server.jar, /resources folder goes into the same folder you will be running the server from).


    I can't thank you enough, man. I do hope Formivore continues mod development, just because he's so dang good at it (His code is impressively tight considering all it does.) But just in case he does step down I'm glad that he had the consideration to make his projects open source, and that there are devoted people like you willing to take up development (Or at least updates.)

    Incidentally, y'think if Formivore retires (As he's said he might do) you'd actually be willing to continue the official development?
    Posted in: Minecraft Mods
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    posted a message on 1.1.0 [SMP] Chainz V 1.1.2
    Oh man, this thread really hasn't been updated since last month?
    Where are all the demands for a 2.3 update? :D
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from TDWP_FTW

    We'll be adding SMP support when the official Modding API comes out with 1.3.


    So many good mods giving up SMP support "until a later date" lately. And there were so few to begin with. Guess people just don't play multiplayer Minecraft anymore -_-

    And I hadn't seen anything to suggest the official modding API would be released with 1.3. Last I saw, Jeb mentioned it would be a work in progress throughout each patch iteration, but probably not actually usable for a very long time. But who knows now that Bukkit is officially handling it. But I hadn't seen any time-frames from them at all yet. So official API or not, I'm keeping you to your word. ExtraBiomesXL SMP by 1.3!
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] μTweaks Mod [ENDERMEN DROP THEIR BLOCK! | Craftable Netherbrick | + MORE!] (uTweaks)
    Huh, interesting. Looks like everything you've changed with this mod is still relatively balanced.

    Now my only suggestion is for SMP support ;)
    Posted in: Minecraft Mods
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    posted a message on The BigTrees Mod
    Quote from JonathanTheBlack

    You need to re-do your download file so it's compatible with MagicLauncher. Just move all the class files out of the jar folder into the main folder.


    Wow, that's a pretty freaking belligerent and naive manner of requesting a feature. Maybe his mod requires the editing base classes, and thus NEEDS to be in the jar.

    And personally I think Karob's default tree height is spot on for the realistic forest / jungle look. If you want worlds filled with giant fantasy trees to the sky then the options to make it so are easily editable.
    Posted in: Minecraft Mods
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    posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPC
    Thanks for catching MisterFiber's table-flip. Any chance of getting the SMP version of ExtraBiomes up and running in the future?
    Posted in: Minecraft Mods
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from Gaelstrom

    Will the new Anvil system screw up generation at all? Or slow updating or anything?


    That's kind of a catch 22 question. If it screws up generation it'll take longer to fix and update.

    But it's probably just taking extra time to scan through the mods and peel out all of the hard-coded references to the previous height limit. Volatile parameters, man. I'd have thrown the height limit into some kind of constant global variable from the start. Meh, hindsight's 20/20.
    Posted in: Minecraft Mods
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from MissAllaprima

    When you update this, could you possibly add an option to have it only generate certain cities? I love the underground cities but the surface ones are so lacking in life and are generally in need of work. I couldn't find where to change the spawn rate of above-ground cities anywhere.


    Read the instructions on the wiki. If you don't have the five minutes, I'll save you the trouble by letting you know you can just delete the .tml files for the cities you don't want to generate. But still, read the wiki if you have the time. The level of customization in this mod is outstanding.

    In other news it looks like Formivore is in the process of updating, if the timestamps on the source code are to be believed. Wewt! I was worried he was becoming disenfranchised with Minecraft modding, but it looks like he's coming through in the end.

    Still, I've seen more than a couple of generator-affecting mods have a heck of a time compensating for the new Anvil file format. Mr.Fiber practically table-flipped over it and nearly gave up work on his ExtraBiomes mod :(

    For me though, the Walled City mod is the cornerstone of my server. I'd be way bored with Minecraft server administration by now without it. So here's hoping Formivore continues his awesome work on this awesome mod for the foreseeable future.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2]LCTrees & LCCrops [v1.4.6] [Forge][SMP][Bukkit][+36 Trees][+7 Biomes][+10 Flowers]
    Any chance of dropping Forge as a requirement in the next update, seeing as how vanilla MC itself now supports more blocks and sprites?
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Hey FlowerChild, congrats on having Mojang help to prove you right concerning the whole Forge debacle with their official API announcement. I'd figured Mojang would've gone with the bukkit team for API dev, considering they were at Minecon and all. Still, such a shame though. So many man-hours spent on what will eventually become abandonware...

    Here's hoping the bukkit team get cracking on some actual client-side modding API additions soon.

    And thanks for being a voice of reason in the Minecraft modding community. I certainly hope you stick around and impart more wisdom for the foreseeable future.

    PS: My intention is not to stir the pot or troll, and I apologize for the OT post, but I just have a lot of respect for FlowerChild and wanted to express it.
    Posted in: Minecraft Mods
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    posted a message on [API] Minecraft Forge
    Quote from Letrange

    With Mojang hiring the Bukkit guys, does anyone have any ideas what this means forge? All the mods my friends and I like to use are all Forge based (IndustrialCraft^2, Redpower 2, RailCraft, BuildCraft). So I'm getting kinda worried about that Mojang seems to have gone for the Bukkit guys for their API stuff and what that means for the long term survival of Forge and the mods that build on it. Anyone have any thoughts?


    I wondered this myself, but SOTMead is basically right. This not only marks the slow but inevitable death of Forge and other user-created APIs like it, but the beginning of something far greater.

    But the key word here is 'slow'. Bukkit works great as a server mod API (IE, chat-based services like extra commands), but offers virtually nothing for client-side modding (IE, extra blocks and items and such). It'll take some time before they can catch up to Forge in that respect, so expect Forge to perhaps slow down but continue development until the official Bukkit-based API inevitably overtakes it.

    In the end I'm sure that the truly popular mods will jump the Forge ship ASAP and continue development using the official API. But it'll take a lot of time and effort to make it so. I don't envy those poor modders who will eventually have to refactor much of their code. But that's all part of the risk of coding for a perpetually changing base (Something Forge was initially created to avoid, ironically enough.)
    Posted in: Minecraft Mods
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