Sigh.
So this "thread" is a tree. Any responses people have made to other people are lost/buried in the mess.
Someone said that they did the research, and Oauth isn't that much stronger, and phone-based 2-factor authentication is weaker because phones are badly secured. I even mentioned that Oauth just means that your authentication company knows that much more about your activity than before.
Some of us attempt to keep different identities for different things. I use my real name in my gmail mail account, and my "brand" name, keybounce, in my YouTube account. Well, the login databases merge -- now what? Ohh, google plus merges with youtube, and google plus's TOS requires your legal name rather than a nickname? Oh, now a name used for minecrafting, and a name used for live streaming are merged.
What's next?
** The single most dangerous thing for privacy of end users is database joins. **
This has been true for decades. Being able to merge/join different databases, and correlate information, is the single biggest privacy revealer. A recent "lets see if we can de-anonymize anonymous user ID" post pointed out that as soon as they had a "Where someone spends most nights", they could look up public records of mortgages. Suddenly, you realize how trivial it is to identify most people by their house if you can track their phones, or their IP addresses.
And that's just the single, first-step. Toss in a few other databases and you can trivially correct the errors/omissions from that.
I've taken steps, repeatedly, to avoid this. Different email addresses on every signup. Etc. I don't want to be tracked.
But now? Between Microsoft / Mojang, Amazon / Curse / FTB / Forums?
How likely is it that there's an information parterning agreement between Microsoft and Amazon, or their subsidiaries, going on here? Maybe Mojang wants to know about their forum users, and Curse is happy to help out?
This is what we, users who actually know privacy risks, and have tried to bring this to the attention of others, have been talking about.
But does anyone read risks-digest anymore? Has an entire generation grown up assuming that corporations knowing all your personal details is the norm?
1
Not dead, merely resting :-).
Curseforge: https://www.curseforge.com/minecraft/mc-mods/realistic-fluids-overhaul-compatibility-and
Seriously, this is not ready for multiplayer servers. Not when you have 30-40K block updates per tick.
0
Sadface; this appears to be the only current 1.12.2 Mystcraft thread after the European data purge.
New version changelog:
[Compat] Matches Minecraft's feature locater handling for nether fortresses ("Fortress")
[Admin] Adds button to link modifier block to mark age as "dead" for recycling
(Thanks to HellFirePvP for the below fixes and improvements)
[Bugfix] Fixes Intra-Linking-Only not functioning at all
[Bugfix] Explosions occasionally crashing on dedicated servers
[Bugfix] Fixes Player-permissions being lost after teleporting using Mystcraft
[Bugfix] Fixes the dynamic book container not accounting container changes due to environmental changes
[Bugfix] Fixes advanced lake generator wrongly checking for blocks
[Bugfix] Fixes crystal formations not spawning
[Bugfix] Fixes broken "End" Terrain rule
[Bugfix] Fixes tooltips on writingdesk displaying minecraft:air for empty slots
[Bugfix] Fixes page tooltips on the bookbinder not showing up at all
[Bugfix] Fixes mystcraft archivist villagers not being acted upon with items on sneaking
[Performance] Auto-blacklist gaseous fluids from generating as fluids
[Performance] Improve generation performance on Skylands-Terrain worlds
[Compat] Require more recent Forge version to prevent certain issues
[API] Added IPrimerFilters to ITerrainAlteration to filter the ChunkPrimer during terrain generation
0
Biome Bundle, aka an entirely new system for generating biomes that was 100% incompatible with everything, started life as a Spigot add-on, and became forge later. (My memory/understanding).
The two systems are highly non-compatible, and different. Translating between the two is non-trivial.
Worse, Spigot is 100% server side as I understand it (the original Bukkit was 100% server side). This means no new blocks can be added.
Streams wants to add new blocks, one for each direction the water can flow (which I think is 25 different ways). This makes it non-spigottifiable.
0
Of all the reasons to hate adfly, this is the best so far. This is what it told me:
Never enter your password unless you are on adf.ly?
0
Hmm ...
Is there some way to specify the order in which structure mods place structures? For example, if Streams goes first, then the other mods would find "This is a water location, not a ground location".
This doesn't work with "structures" that are purely chunk dependent (things like caves) unless they do additional work (such as not placing a cave node in water blocks), not to mention the "funny" things that happen in biomes like Mesa Bruce or Ice Mountains (which add extra "ground" on top of the normal ground -- and when a vanilla river flows in the area, you can tell that they are looking for valid ground in only a few spots, and will happily have ground sticking up that is 95% over water.)
Actually, when you look at it that way, since normal vanilla "Structures" can be on top of normal vanilla rivers, that current behavior of currents matches the current behavior of the non-currents :-)
0
Bump
I just found this map, and I enjoy a pure puzzle / no parkour map, so I will be trying this.
What is the highest version of minecraft that this works in? I know that piston timings have changed, and in particular I'm thinking of the redstone overhaul in 1.5.
0
Could you please point to a description of the change from LegacyLauncher to ModLauncher? Last I heard, everything was a chain of tweakers, so I'm very much out of date here.
0
And resume! Episode 10
Three monuments! Two achievements! One Ocelot! And Zero kitty cats so far!
Watch on YouTube
0
"I make a crazy, insane counter maneuver to outflank you!"
Die: "Two!"
0
I was never able to figure out how to save the water-level data table. I'm keeping the blocks as 8-11, so that it can either be added to an existing world, or removed with minimal damage. So there is no NBT data associated with the blocks in the world.
Rain and water level: Yea, I tried that. Mine works. But it works too well -- although I try to limit rainfall to "what it would take to fill the sea level block in question", it still goes overfull.
The block updates to the client ... yea, that is a big killer. It's why I say that mine work works well enough in single player and is not recommended for servers. I don't know how to do custom update packets.
My plan (and probably starting next weekend) is to convert to forge fluids, and just have 8 states per block instead of thousands. But for normal vanilla-driven block updates, there is currently a hard-coded limit of 1000 updates per tick that needs to be raised up. It's a two-byte patch (a java instruction to load a constant, just change the constant.)
Which means I need to learn ASM :-).
(patching two bytes used to be so simple in the days when you just pointed a disk editor at the block of the disk the file was stored on.)
First problem is that ocean and river *biomes* do not go to the shore. So you would wind up draining the area near the beach into an underground cave, but having a big wall-o-water in the oceans that are not flowing into the hole by the beach.
That ... actually, that would probably be sufficient.
Heck ... disabling the flow in ocean biomes would solve the problem of ChromaticCraft compatibility.
So here's a question. Lets say you are in a cave under the ocean. Place a bucket of water on the floor -- what happens?
0
Are you using RTG?
0
Don't we have a fight scene from real life (a recent movie) showing a big sword battle near the lava inside the giant cavern?
1
Of course. If you have some good photos of interesting real-life spots in those places, I'm sure they can model those into the game.
0
You can do a git clone from bitbucket to your local drive, and that will get all the history.
0
It's "resting". :-).