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    posted a message on Minecraft: Procedural Survival +, Development Blog
    Minecraft: Procedural Survival +
    Development Blog: Currently in Pre-Production

    Table of Contents
    1. What is "Minecraft: Procedural Survival +"?
    2. Background: Who am I?
    3. The Project: Planned features.
    4. The Team. See: Help wanted!

    TLDR: I'm making a map! It'll be complicated! This is a development blog. If you don't like reading about these kinds of things and just want a short and sweet "This map is cool, you should download it," wait until it's done being developed.


    If you want to help work on this project, I expect you're the kind of person that does like to read about these things. Enjoy!


    1. What is "Minecraft: Procedural Survival +"?

    Minecraft: Procedural Survival + (or MPS+ for short) is a project to build upon and enhance the vanilla Minecraft survival experience, to create something significantly more exciting, diverse, unique and objective-driven than simply hopping into a new seed and trying to make it to the Ender Dragon. Using hand-crafted map modules and a sophisticated, roguelike-esque procedural map building algorithm, MPS+ aims to offer a more condensed, more diverse and more challenging survival experience that feels more compelling to play over, and over, and over. Importantly, MPS+ is - at least for the most part - not an adventure map; the game is played in survival mode, players can break and place blocks, and generally use their full arsenal of Minecraft survival techniques.

    How's it work?

    First, MPS+ generates you a map. It's a smaller map, consisting of just 100 chunks: a 160x160 block area in width. But unlike the classic Minecraft overworld, with its large expanses of more or less useless and unchallenging terrain, MPS+ crams an extensive amount of content and variety into this small space. The map is generated in layers: an overworld layer, an ore layer, and a dungeon layer. The player or players spawn in the overworld layer, where they'll have free reign to run around exploring the terrain, gathering resources, setting up a base and saving up to progress to the more challenging dungeon layer. (The ore layer is just an extension of the overworld layer; it dictates, as you might imagine, what ores you can find just beneath the surface!)

    The dungeon layer is where things get interesting. Each map has a large, sprawling dungeon beneath the overworld layer, which will prove to be a much larger challenge. Somewhere in the dungeon is the map's exit or objective room. Once you locate the exit, you'll be prompted to go retrieve some items; these objective items could be found at the end of challenging puzzles, held by dangerous bosses, or may simply be obtained by gathering and processing. It all depends on what the map generates! Once you complete the objective, the exit is unlocked and you can leave your world behind... for a new, more challenging one! New overworld tiles, new dungeons, and a higher difficulty level. Are you up for the challenge? How far can you get? Each map you progress through provides an interesting objective to work towards, and a unique scenario in which to work towards it. Is your overworld barren of resources? Or teeming with monsters? Perhaps it's perpetual night? Or... at the bottom of an ocean!

    2. Background: Who am I?

    I'm a guy with a serious passion for games and game development. I graduated university mid-2016 from a game design and computer science program, and my experience with game design stretches back eight years. Regarding Minecraft specifically, some folks may recognize me as one of the old mappers for the Overcast Network; I designed and collaborated on about a dozen multiplayer objective maps - things like Team Deathmatch and Capture the Flag, amongst others - before leaving to focus on the remainder of my university studies in 2014. Since then, I've admittedly grown a bit rusty with Minecraft. Command blocks, for example, were only just becoming really powerful when I stopped playing, and before then, I'd been relying mostly on a third-party server plugin for most of my mapping functionality. But now that I'm back into working on projects, seeing how far Minecraft has come, and how many new options are available for mappers, has inspired me to get back into it.

    Minecraft is a super-diverse, super-flexible game and people have done a ton of really amazing, creative things with it. But at its heart, it is - or at least, was - a survival game. A game about gathering and processing resources, making bases, progressing to stronger and stronger equipment, and then taking on tough challenges. But every game gets a little stale after a while - I know that vanilla survival has become a little lackluster for me, personally. There are some interesting survival-plus challenges that have popped up over the years to breathe new life into the survival genre: the old 404 challenge, and of course, skyblock-and-associates. This is what I'm trying to emulate: a map that is still, at heart, the vanilla Minecraft survival game... but much, much more. Something more interesting to play - something interesting enough to keep playing - something that offers new, unique challenges around every corner, and new situations to work through.

    3. The Project: Planned Features

    MPS+ is currently in Pre-Production. That is to say, it's in the planning and prototyping stages. Nothing is set in stone, and I still need to do a lot of research to figure out what precisely is possible with Minecraft nowadays. But at a general level, here's what the vision for MPS+ is:

    The Map Generation Process
    MPS+ generates a map out of hand-crafted map tile modules, not unlike how roguelike dungeon-crawlers do. The overworld is made from a 5x5 grid of 32x32x32 modules; the ore layer, just beneath that, is another 5x5 grid of 32x(10?)x32 modules; the dungeon layer is more complex, a 9x9 grid of 16x(20?)x16 rooms. There should only be one or two entrances from the overworld or ore layers, down into the dungeon, and somewhere in the dungeon there needs to be an exit room. The exit room will contain instructions for the players regarding how to obtain the necessary victory items. For example, if it requires a key held by a boss monster, the exit room will say this.

    A fourth layer is reserved for special rooms, like a boss lair or a puzzle challenge.

    To power this map generation process, a lot of map tile modules will have to be made. In all likelihood, most modules - or at least, the ones with exceptionally interesting landmarks to interact with - will require several variations to keep players on their toes. The map generator will need to be smart enough not to excessively reuse tiles, possibly with some kind of memory system to keep track of how many times a tile has been used; it will need to be able to tell how "difficult" a given tile is, and weigh in more difficult tiles the more times the map is cleared; it will also need to be able to tell what tiles offer what possible resources, for the purpose of generating an objective for the exit room.

    The Gameplay Loop
    As already mentioned, the gameplay loop - the things that the player or players do - is very much like vanilla survival. They'll spawn into the map with no or limited equipment; they'll explore the map and collect resources in order to survive; as they progress and obtain more powerful equipment, they'll locate and enter the dungeon; upon finding the exit room, they'll receive their objective for the map; finally, they'll work towards completing the objective, either by hunting down a puzzle room or a boss room, or by processing the objective items themselves. All the while, they'll have to contend with every challenge a vanilla survival player does: hunger, monsters, and a treacherous environment.

    When the players complete the objective, they'll be stripped of their items - there may be a bonus option for high-performing teams to either bring a small number of things with them, or cash in their progress to receive extra loot on the next wave - and then a new map will be generated, with a new collection of interesting tiles, a new dungeon, and a new objective to find and complete. The meta-objective is, of course, to complete as many maps as possible.

    Much like SkyBlock and associated challenges, it may be possible to fail a map! If players are not careful enough with their resources and lose vital items due to death or recklessness (eating melon, anyone?), it may be unfeasible - if you lost all your armor and expended the map's iron - or impossible - if you exhausted a resource needed for the objective - to complete a level. That may spell game-over! Though you can always try again from level 1; there'll be a new challenge waiting each time.

    Actually Cool Maps
    Procedural generation is a super-cool thing but it gets seriously overhyped. Minecraft - totally vanilla Minecraft - boasts a procedurally generated map. But the more organic and complex procedural world generation gets, the less interesting its diverse results become. Anyone that's played a few too many games of survival can tell you that, at the end of the day, a hundred billion varieties of hills and valleys means little when one of these hundred-billion hills offers no serious gameplay variation compared to any of the others.

    MPS+ intentionally diverges from the super-complex, super-organic procedural map generation algorithm, emulating roguelike dungeon-crawlers where maps are generated by putting a bunch of hand-designed tiles next to one another. In this way, the map developers can assure that interesting challenges await in each part of the map... even if the map looks a little - or a lot - less natural and organic, from tile to tile.

    MPS+ aims to offer lots of really cool environments, challenges and landmarks to be found with each of its map tile modules. Towers and dungeons and villages to be explored, treacherous landscapes with curious quirks that have to be overcome, more deliberately placed resources and loot to make players think about conserving their equipment and farming for surpluses... doing away with meaningless stretches of hills and deserts that offer no significant gameplay variety.

    A Whole Lot of Dungeoneering
    Depending on how many maps you complete, you may find more interesting - and more challenging - dungeons and dungeon themes. Vanilla cobblestone dungeons, mineshaft dungeons, stronghold dungeons... jungle-temple inspired dungeons, witch-infested lairs and libraries, nether and end themed dungeons... and even, potentially, the terror that is the underwater temple!

    It may be that some dungeons are protected by a mysterious force, and that you'll be forced into adventure mode when you first enter! You'll have to navigate the dungeon using only the power of your own two hands... well, and whatever gear you've brought along. But no block breaking, until you find the dungeon's core and disable it! Then you can have at the dungeon's resources, plugging up dangerous falls and looting sealed chests for goodies.

    Wireframe:

    A reference illustrating the map grid, and the sizes of the layers. The green layer is the overworld, the brown layer is the ore layer. Below that is the dungeon in orange, and finally, an example of a challenge room in red. While the overworld will always be generated with the full 5x5 grid of map tiles, the dungeon will rarely utilize the whole 9x9 space, and may twist and turn... like you'd expect a real dungeon to!


    Scale Reference:

    For a general idea of how large these spaces are... have a modest house with a few villagers!


    4. The Team. See: Help Wanted!

    • Lyzák, creative director, mapper
    • ???
    Right now, I'm the only person on the team! A project this big is a frightening proposition for a one-man army, especially considering that I never got to work with command blocks - something a project of this scale will need excessively.

    If this kind of project is of interest to you, consider dropping me a private message - please do not post in this thread asking to be a part of the team; this thread is for generating conversation about the features and development of this map, and posting updates about its progress.

    The kinds of teammates I'm looking for:

    Mature, eloquent, and a team player: I'm not putting an age requirement up front because I know that there are some exceptionally talented Minecrafters in the community and age is not the whole story. However, you do need to be mature, understand what it means to work in a team, understand commitment and professionalism, and be able to communicate - especially communicating your ideas - intelligently. Imagine you're applying for a job: is your application riddled with spelling and grammatical errors? Are you using chat-speak?

    In addition, you should be able to stay in touch. That likely means Skype. But we'll talk about that.

    Experienced Minecrafter: This should go without saying, but here it is. You should know the game inside and out. Do you need to know every facet of Minecraft? Everything that can be done with any block? No, of course not. I, personally, am a little behind the times myself and am still getting caught up, and I have no experience with command blocks. But you should know the Minecraft survival game from beginning to end, understand how the game progresses and the implications individual resources have on a player's ability to play the game.

    Exceptionally creative or technically experienced: You need to offer the team one of two things. Either you are an exceptionally creative mind that can come up with unique ideas and bring them to fruition by prototyping them and building them - basically, someone to assist in building the game's map tiles - OR you are an incredibly technically experienced mind that understands the underlying game logic behind Minecraft, and especially, has extensive experience with complex redstone and command block mechanisms. To reiterate, I need: 1) Creative map-tile builders with excellent building chops, and 2) Map-logic builders with excellent redstone and command-block chops.

    I'm not providing an application form. I need intelligent, seriously driven players for this project: if you fit that bill, I'm more than confident you can send me a private message that explains how you want to help, and why you're a good candidate for the team.
    Posted in: Maps Discussion
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    posted a message on NotEnoughItems causing frequent (but random) freezing; 14 mods

    Sigh. Just couldn't be that simple, could it?


    So, I went into my modded profile and set the JVM argument -Xmx4G up from 1G. Played for a while, seemed like things were going more smoothly... until I crashed again. I was monitoring the application's RAM usage the entire time, and it never exceeded 1.06gb. However, Game Output gave me java.lang.OutOfMemoryError again...


    This time, it was accessing the console of a big reactor (which I'd built previously and had used before, so so much for the "interfaces of modded blocks I'd not used before" rule). Game spiked for several seconds. I got a single additional frame, and then I was back to the never-ending "Shutting down internal server" screen.


    Game output at time of crash:


    Exception in thread "Thread-18" [18:05:27] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2280ms behind, skipping 45 tick(s) [18:05:33] [Server thread/INFO]: Stopping server [18:05:35] [Server thread/INFO] [FML]: Applying holder lookups [18:05:35] [Server thread/WARN] [FML]: Unable to lookup chisel:cobblestoneWall for public static com.cricketcraft.chisel.block.BlockMarbleWall com.cricketcraft.chisel.init.ChiselBlocks.cobblestoneWall. Is there something wrong with the registry? [18:05:35] [Server thread/WARN] [FML]: Unable to lookup chisel:obsidian2 for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.obsidian2. Is there something wrong with the registry? [18:05:35] [Server thread/WARN] [FML]: Unable to lookup chisel:arcane for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.arcane. Is there something wrong with the registry? [18:05:35] [Server thread/WARN] [FML]: Unable to lookup chisel:thaumium for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.thaumium. Is there something wrong with the registry? [18:05:35] [Server thread/WARN] [FML]: Unable to lookup chisel:tallow for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.tallow. Is there something wrong with the registry? [18:05:35] [Server thread/WARN] [FML]: Unable to lookup chisel:bloodRune for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.bloodRune. Is there something wrong with the registry? [18:05:35] [Server thread/WARN] [FML]: Unable to lookup chisel:bloodBrick for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.bloodBrick. Is there something wrong with the registry? [18:05:35] [Server thread/INFO] [FML]: Holder lookups applied Exception in thread "Server thread" Java HotSpot(TM) 64-Bit Server VM warning: Exception java.lang.OutOfMemoryError occurred dispatching signal Unknown Signal to handler- the VM may need to be forcibly terminated 


    Launcher Log at time of crash:


    [18:06:00 ERROR]: Game ended with bad state (exit code 137) [18:06:00 INFO]: Ignoring visibility rule and showing launcher due to a game crash [18:06:00 INFO]: Deleting /Users/[USERNAME]/Library/Application Support/minecraft/versions/1.7.10-Forge10.13.2.1291/1.7.10-Forge10.13.2.1291-natives-1428963707353191000


    FML client log:


    [18:05:05] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save 20Mod World<br>[18:05:33] [Server thread/TRACE] [mcp/mcp]: Sending event FMLServerStoppingEvent to mod mcp<br>[18:05:33] [Server thread/TRACE] [mcp/mcp]: Sent event FMLServerStoppingEvent to mod mcp<br>[18:05:33] [Server thread/TRACE] [FML/FML]: Sending event FMLServerStoppingEvent to mod FML<br>[18:05:33] [Server thread/TRACE] [FML/FML]: Sent event FMLServerStoppingEvent to mod FML<br>[18:05:33] [Server thread/TRACE] [Forge/Forge]: Sending event FMLServerStoppingEvent to mod Forge<br>[18:05:33] [Server thread/TRACE] [Forge/Forge]: Sent event FMLServerStoppingEvent to mod Forge<br>[18:05:33] [Server thread/TRACE] [appliedenergistics2-core/appliedenergistics2-core]: Sending event FMLServerStoppingEvent to mod appliedenergistics2-core<br>[18:05:33] [Server thread/TRACE] [appliedenergistics2-core/appliedenergistics2-core]: Sent event FMLServerStoppingEvent to mod appliedenergistics2-core<br>[18:05:33] [Server thread/TRACE] [CodeChickenCore/CodeChickenCore]: Sending event FMLServerStoppingEvent to mod CodeChickenCore<br>[18:05:33] [Server thread/TRACE] [CodeChickenCore/CodeChickenCore]: Sent event FMLServerStoppingEvent to mod CodeChickenCore<br>[18:05:33] [Server thread/TRACE] [NotEnoughItems/NotEnoughItems]: Sending event FMLServerStoppingEvent to mod NotEnoughItems<br>[18:05:33] [Server thread/TRACE] [NotEnoughItems/NotEnoughItems]: Sent event FMLServerStoppingEvent to mod NotEnoughItems<br>[18:05:33] [Server thread/TRACE] [<CoFH ASM>/<CoFH ASM>]: Sending event FMLServerStoppingEvent to mod <CoFH ASM><br>[18:05:33] [Server thread/TRACE] [<CoFH ASM>/<CoFH ASM>]: Sent event FMLServerStoppingEvent to mod <CoFH ASM><br>[18:05:33] [Server thread/TRACE] [appliedenergistics2/appliedenergistics2]: Sending event FMLServerStoppingEvent to mod appliedenergistics2<br>[18:05:33] [Server thread/TRACE] [appliedenergistics2/appliedenergistics2]: Sent event FMLServerStoppingEvent to mod appliedenergistics2<br>[18:05:33] [Server thread/TRACE] [ArchimedesShips/ArchimedesShips]: Sending event FMLServerStoppingEvent to mod ArchimedesShips<br>[18:05:33] [Server thread/TRACE] [ArchimedesShips/ArchimedesShips]: Sent event FMLServerStoppingEvent to mod ArchimedesShips<br>[18:05:33] [Server thread/TRACE] [CoFHCore/CoFHCore]: Sending event FMLServerStoppingEvent to mod CoFHCore<br>[18:05:33] [Server thread/TRACE] [CoFHCore/CoFHCore]: Sent event FMLServerStoppingEvent to mod CoFHCore<br>[18:05:33] [Server thread/TRACE] [ThermalFoundation/ThermalFoundation]: Sending event FMLServerStoppingEvent to mod ThermalFoundation<br>[18:05:33] [Server thread/TRACE] [ThermalFoundation/ThermalFoundation]: Sent event FMLServerStoppingEvent to mod ThermalFoundation<br>[18:05:33] [Server thread/TRACE] [ThermalExpansion/ThermalExpansion]: Sending event FMLServerStoppingEvent to mod ThermalExpansion<br>[18:05:33] [Server thread/TRACE] [ThermalExpansion/ThermalExpansion]: Sent event FMLServerStoppingEvent to mod ThermalExpansion<br>[18:05:33] [Server thread/TRACE] [BigReactors/BigReactors]: Sending event FMLServerStoppingEvent to mod BigReactors<br>[18:05:33] [Server thread/TRACE] [BigReactors/BigReactors]: Sent event FMLServerStoppingEvent to mod BigReactors<br>[18:05:33] [Server thread/TRACE] [chisel/chisel]: Sending event FMLServerStoppingEvent to mod chisel<br>[18:05:33] [Server thread/TRACE] [chisel/chisel]: Sent event FMLServerStoppingEvent to mod chisel<br>[18:05:33] [Server thread/TRACE] [EnderIO/EnderIO]: Sending event FMLServerStoppingEvent to mod EnderIO<br>[18:05:33] [Server thread/TRACE] [EnderIO/EnderIO]: Sent event FMLServerStoppingEvent to mod EnderIO<br>[18:05:33] [Server thread/TRACE] [ExtraUtilities/ExtraUtilities]: Sending event FMLServerStoppingEvent to mod ExtraUtilities<br>[18:05:33] [Server thread/TRACE] [ExtraUtilities/ExtraUtilities]: Sent event FMLServerStoppingEvent to mod ExtraUtilities<br>[18:05:33] [Server thread/TRACE] [Mantle/Mantle]: Sending event FMLServerStoppingEvent to mod Mantle<br>[18:05:33] [Server thread/TRACE] [Mantle/Mantle]: Sent event FMLServerStoppingEvent to mod Mantle<br>[18:05:33] [Server thread/TRACE] [TConstruct/TConstruct]: Sending event FMLServerStoppingEvent to mod TConstruct<br>[18:05:33] [Server thread/TRACE] [TConstruct/TConstruct]: Sent event FMLServerStoppingEvent to mod TConstruct<br>[18:05:33] [Server thread/TRACE] [ThermalDynamics/ThermalDynamics]: Sending event FMLServerStoppingEvent to mod ThermalDynamics<br>[18:05:33] [Server thread/TRACE] [ThermalDynamics/ThermalDynamics]: Sent event FMLServerStoppingEvent to mod ThermalDynamics<br>[18:05:35] [Server thread/DEBUG] [FML/]: Reverting to frozen data state.<br>[18:05:35] [Server thread/INFO] [FML/]: Applying holder lookups<br>[18:05:35] [Server thread/WARN] [FML/]: Unable to lookup chisel:cobblestoneWall for public static com.cricketcraft.chisel.block.BlockMarbleWall com.cricketcraft.chisel.init.ChiselBlocks.cobblestoneWall. Is there something wrong with the registry?<br>[18:05:35] [Server thread/WARN] [FML/]: Unable to lookup chisel:obsidian2 for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.obsidian2. Is there something wrong with the registry?<br>[18:05:35] [Server thread/WARN] [FML/]: Unable to lookup chisel:arcane for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.arcane. Is there something wrong with the registry?<br>[18:05:35] [Server thread/WARN] [FML/]: Unable to lookup chisel:thaumium for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.thaumium. Is there something wrong with the registry?<br>[18:05:35] [Server thread/WARN] [FML/]: Unable to lookup chisel:tallow for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.tallow. Is there something wrong with the registry?<br>[18:05:35] [Server thread/WARN] [FML/]: Unable to lookup chisel:bloodRune for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.bloodRune. Is there something wrong with the registry?<br>[18:05:35] [Server thread/WARN] [FML/]: Unable to lookup chisel:bloodBrick for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.bloodBrick. Is there something wrong with the registry?<br>[18:05:35] [Server thread/INFO] [FML/]: Holder lookups applied


    Interesting that less than half a minute before the crash, the FML client log mentions "Gathering id map for writing to world save [save_name]"

    Posted in: Java Edition Support
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    posted a message on NotEnoughItems causing frequent (but random) freezing; 14 mods

    Welp. I'm a big ole' idiot. Here I am sitting on 16gb of RAM and I forgot to tell Minecraft it could use more... somehow. I feel like I did this a long time ago.


    Guess things never change.


    Thanks grimallq, even if you pointed out the obvious. I totally saw that in the log, too, and dismissed it as unimportant (I am gud at computer, guys).


    Anyhow, I'll poke my profile java arguments and test it some more, see if it buggers off.

    Posted in: Java Edition Support
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    posted a message on Can someone help me with a crash?

    What grim is saying is that the text you posted says that a crash report was saved at the location C:\Users\GHay\Desktop\MultiMC\instances\1.7.10(Froge)\minecraft\crash-reports\crash-2015-04-13_02.32.14-client.txt


    The crash report is the part that helps people figure out how to fix your problem. So you need to go to that location, grab the crash report, and post it.


    The comment about "spoilers" is just a reminder to, when you DO post the crash report, put it in spoiler tags so that it doesn't take up a ton of space while people aren't reading it.

    Posted in: Java Edition Support
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    posted a message on NotEnoughItems causing frequent (but random) freezing; 14 mods

    Can't get a crash report. There's literally nothing being generated anywhere.


    Minecraft never actually closes. It just hangs on "Shutting down internal server" forever. No crash message.

    Forge does not output a crash message to the crash-reports directory.

    The log simply reports "Shutting down!" on the last line.

    The OS X console does not output anything relevant to Minecraft, or even anything timestamped at the time of the game shutting down.


    EDIT:

    Actually, I do get ONE thing in the game output, after forcibly quitting the Minecraft Client:

    Exception in thread "Server thread" Exception in thread "Snooper Timer" Exception in thread "Snooper Timer" Java HotSpot(TM) 64-Bit Server VM warning: Exception java.lang.OutOfMemoryError occurred dispatching signal Unknown Signal to handler- the VM may need to be forcibly terminated

    Posted in: Java Edition Support
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    posted a message on NotEnoughItems causing frequent (but random) freezing; 14 mods

    I'm sorry, I should clarify - the game doesn't stutter and freeze because it's frameskipping. I mean the game stops responding, and shuts itself down.


    I'm going to attempt to glean a crash report, but it's not easy. Forge isn't saving a crash report to the crash-reports directory and Minecraft doesn't output a report when the game shuts down.

    Posted in: Java Edition Support
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    posted a message on NotEnoughItems causing frequent (but random) freezing; 14 mods

    I suppose it would be silly to ask "Has anyone had this problem?" since I'm using a very specific non-mod-pack organization of mods, but perhaps someone has an idea as to why this might be happening?

    Posted in: Java Edition Support
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    posted a message on NotEnoughItems causing frequent (but random) freezing; 14 mods

    Having an issue on my modded profile where the game will abruptly stop responding. I'll then be greeted with a "Shutting down internal server" message that hangs indefinitely (and makes my computer's fans really upset). This issue can either happen when I'm trying to access the interface of a mod block, typically one I've not used yet in the play through, but occasionally happens literally doing nothing. The game begins to spike periodically, and then permanently - then the "internal server" shuts down.


    Even more frustrating, the game seemingly outputs absolutely no crash log or error. The game log simply says "Shutting down!" on the last line. Nothing is generated in the crash-report folder via Forge. Nothing is generated to the OS X console. Minecraft never actually even closes until I force it to, it just hangs forever on "Shutting down internal server."


    I have quite a few mods installed:

    Applied Energistics 2

    Archimedes Ships

    Big Reactors

    Chisel 2

    Thermal Foundation, Expansion, Dynamics

    Ender IO

    Extra Utilities

    Tinker's Construct

    CoFH Core (dependency of Thermal Expansion)

    Mantle (dependency of Tinkers' Construct)

    And... finally, NotEnoughItems


    NotEnoughItems is the culprit. I don't know why, and I don't know how, but when I remove NotEnoughItems and its dependency, CodeChickenCore (I suppose I could try to regression-test CodeChickenCore by itself or with a different CodeChicken mod, like Ender Storage), from my mods folder, the game runs just fine. Period. I've tried installing numerous different versions of NotEnoughItems and its core. Usually installing other versions results in hard-crashing the moment I open my inventory. The "Most" stable combination I've used - and the combination that is causing the erratic freezing - is NEI 1.0.3.74 with CCC 1.0.4.29.


    I have NO idea what is going on.


    Can't get a crash report. There's literally nothing being generated anywhere.


    Minecraft never actually closes. It just hangs on "Shutting down internal server" forever. No crash message.

    Forge does not output a crash message to the crash-reports directory.

    The log simply reports "Shutting down!" on the last line.

    The OS X console does not output anything relevant to Minecraft, or even anything timestamped at the time of the game shutting down.


    This most recent "crash," I did actually get a little more in the Game Output window (only after forcibly quitting the client). The line prior to "Stopping Server" was timestamped 15 minutes prior, so in theory the following is the only relevant information I have...



    [16:26:58] [Server thread/INFO]: Stopping server<br>[16:26:58] [Server thread/INFO]: Saving players<br>[16:26:58] [Server thread/INFO]: Saving worlds<br>[16:26:59] [Server thread/INFO]: Saving chunks for level '20Mod World'/Overworld<br>Exception in thread "Netty IO #5" [16:27:08] [Server thread/INFO]: Saving chunks for level '20Mod World'/Nether<br>[16:27:08] [Server thread/INFO]: Saving chunks for level '20Mod World'/The End<br>[16:27:08] [Server thread/INFO]: Saving chunks for level '20Mod World'/Underdark<br>[16:27:08] [Server thread/INFO]: Saving chunks for level '20Mod World'/The Last Millenium<br>[16:27:12] [Server thread/INFO] [FML]: Applying holder lookups<br>[16:27:12] [Server thread/WARN] [FML]: Unable to lookup chisel:cobblestoneWall for public static com.cricketcraft.chisel.block.BlockMarbleWall com.cricketcraft.chisel.init.ChiselBlocks.cobblestoneWall. Is there something wrong with the registry?<br>[16:27:12] [Server thread/WARN] [FML]: Unable to lookup chisel:obsidian2 for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.obsidian2. Is there something wrong with the registry?<br>[16:27:12] [Server thread/WARN] [FML]: Unable to lookup chisel:arcane for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.arcane. Is there something wrong with the registry?<br>[16:27:12] [Server thread/WARN] [FML]: Unable to lookup chisel:thaumium for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.thaumium. Is there something wrong with the registry?<br>[16:27:12] [Server thread/WARN] [FML]: Unable to lookup chisel:tallow for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.tallow. Is there something wrong with the registry?<br>[16:27:12] [Server thread/WARN] [FML]: Unable to lookup chisel:bloodRune for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.bloodRune. Is there something wrong with the registry?<br>[16:27:12] [Server thread/WARN] [FML]: Unable to lookup chisel:bloodBrick for public static com.cricketcraft.chisel.block.BlockCarvable com.cricketcraft.chisel.init.ChiselBlocks.bloodBrick. Is there something wrong with the registry?<br>[16:27:12] [Server thread/INFO] [FML]: Holder lookups applied<br>[16:27:12] [pool-4-thread-1/INFO] [EnderIO]: ServerChannelRegister: Dimensional Trasciever data saved to /Users/[USERNAME]/Library/Application Support/minecraft/saves/20Mod World/enderio/dimensionalTransceiver.json<br>Exception in thread "Server thread" Exception in thread "Snooper Timer" Exception in thread "Snooper Timer" Java HotSpot(TM) 64-Bit Server VM warning: Exception java.lang.OutOfMemoryError occurred dispatching signal Unknown Signal to handler- the VM may need to be forcibly terminated
    Posted in: Java Edition Support
  • 0

    posted a message on Sony failed minecraft ps4 in cert testing
    Just to clear up some confusion, a failure to pass first-party console specifications is not an indication of "They released a buggy Minecraft" and it may not be "Oh, they'll fix up those bugs really quickly." Console specifications are incredibly rigorous and very small performance shortcomings can fail an entire test (for example: a common test run is a soak test, in which the tester runs the game for a very, very long period of time, in order to see how much RAM a game leaks. This is a very easy test to fail).

    Submitting a game to a console manufacturer for testing is exorbitantly expensive. I suspect Mojang will take their time making sure their next master is going to pass before forking over the several-thousand-dollar fee a second time.
    Posted in: MCPS4: Discussion
  • 0

    posted a message on End Platinum - an Ore with a Few Diffrences.
    I... look, I hate to be that guy, but I really just cannot read anything you're posting. You're almost haphazardly capitalizing random words for no reason. Just in case English is not your native language or you just haven't learned the grammar, you only need to capitalize words in the following circumstances:

    1) Capitalize only the first word of each sentence. All other words in a given sentence begin with a lower case letter, except:

    2) Proper nouns - that is, the formal name of someone, something or somewhere. The word "restaurant" is not a formal name, and so you don't capitalize it; however, "Billy's Grill," the formal name of some fictional restaurant, would be capitalized.

    3) The word "I" (not simply the letter), like in the sentence, "This is how I feel," is also always capitalized.

    End grammar lesson.

    As for your suggestion, I'm all for adding new ores, especially in a place as otherwise barren and useless as the End ("The End" is the formal name of a place in Minecraft, so we capitalize it), but... well, there are a few issues. Tiers in-between existing tiers, which are already so close in functionality, seems useless. Furthermore, you describe this ore as "something Enderman avoid," which makes absolutely no sense if it exists only in their home world. Finally, new ores do not need fancy new names. Recall that the existing minerals in the game are, "iron, coal, gold, diamond, emerald," so on and so forth. "Platinum" would be a fine name - it doesn't need to be any more complicated than that.
    Posted in: Suggestions
  • 0

    posted a message on Minecraft EULA Question?
    According to Minecraft's Terms of Use (or EULA, End User License Agreement), you may not do the following:

    "
    • give copies of our Game to anyone else;
    • make commercial use of anything we‘ve made;
    • try to make money from anything we‘ve made; or
    • let other people get access to anything we‘ve made in a way that is unfair or unreasonable.
    "

    You do not appear to be breaking any of these rules by having a soft currency (in-game currency with no real-world monetary value) that can be obtained on a forum.

    In addition, there's nothing wrong with allowing players to donate. Servers can be expensive to maintain (if you want it done professionally). There's a difference between actual donations and "donations with perks," which is just a hyped-up semantic trick people use in the place of "Premium benefits" because they think it sounds less greedy. There's no reason to not have a "Donate because you like the server" option, even if you don't want to bother with pushing premium benefits. :)
    Posted in: Discussion
  • 0

    posted a message on How to Monetize Your Server - a Q&A
    Seriously - post a comment with a type of server, along with a description of how that kind of server works, and I'll add more monetization methods to the list! I am almost literally handing you gold - take advantage of it!
    Posted in: Discussion
  • 0

    posted a message on How to Monetize Your Server - a Q&A
    Added some server-type-generic methods for monetizing your server - almost anyone can do these!
    Posted in: Discussion
  • 0

    posted a message on Help with 1.8 Banners
    I cannot figure out any way to create a lightning bolt per se, but I have a pattern somewhat reminiscent of electricity.

    Black Banner > Yellow Diagonal Stripe (from upper right to bottom left) > Yellow Block Corner (upper right) > Yellow Block Corner (bottom left) > Black Spikes (top) Black Spikes (bottom) > Yellow Oxeye Daisy

    Or...

    Black Banner > Yellow Diagonal Stripe (from upper right to bottom left) > Black Border > Black Spikes (top) > Black Spikes (bottom) > Black Middle Dot > Yellow Oxeye Daisy
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on How to Monetize Your Server - a Q&A
    My name is Lyzak - I'm a game development student and hobbyist, a long-time Minecraft player and an ex-moderator from the Overcast Network (http://oc.tc).

    With the changes and now enforcement of Mojang's Minecraft EULA, I see a lot of people complaining that servers are completely unable to monetize anymore. "Servers will die," "Mojang shot themselves in the foot," "Paying for gameplay is the only viable method for..." Whoa, stop right there, bub. Comments like these get me really frustrated. Mojang has definitely made a lot of people have to reconsider how they're going to monetize their server experiences, but anyone who thinks that their server is going to die because pay-for-gameplay-benefits is the "only viable method" just isn't opening their eyes. Admittedly, gameplay benefits are the easiest solution - there are just SO MANY THINGS right in front of your face that you can... well... take away from players and ask them to give you money for. But they are NOT the only ways. There are so many more.

    So I'm going to play a little game in this thread. The rules are simple:

    Make a post naming a type of server (survival, objective/games, prison, skyblock, so on and so forth). Leave a little explanation for how that kind of server works, just so I get the background information I need (for example, I've never played on a prison server before, so I need a little context). I'll read your post and then provide you with a list, as long as I possibly can, of things you can do to monetize that kind of server while strictly adhering to Minecraft's new EULA restrictions.

    Aaaaand... go!

    ---
    Server-Generic Monetization
    "That is to say, anyone (typically) can do it!"
    ---

    A list of "premium" benefits:
    *Remember! Your premium packages should 1) not be hugely expensive and 2) probably expire after some time, except for maybe the highest-rank packages. Low-cost plans encourage spending and don't scare away players - having packages that cost $100+ dollars, even if you have cheaper options, can make people who would normally pay for lower tiers feel inadequate and not buy anything at all.

    • In-game status/nametag/badge (with colors!)
    • Forum status/nametag/badge (with colors!)
    • Ability to change in-game display name (/nickname)
    • Ability to join the server while full, or join server areas (like mini games or worlds) while full
    • Ability to use disguise plugins like /mobdisguise in lobby areas (where a mob disguise could not be used for any kind of advantage)
    • Access to decorative commands, such as /me
    • Access to aesthetic plugin bonuses, like "/hat" (allows you to wear blocks on your head as decoration)
    • Access to private in-dev servers (early-access or beta-testing)
    • Access to flying in lobby areas (where flying doesn't give any kind of gameplay benefit)
    Other ways to encourage spending money on the server:

    • Server-wide bonuses, boosters or events for meeting "donation" or "funding" goals during a period, such as a week or a month. Since these become accessible to all players, these can be gameplay-affecting!
    • Server-wide bonuses, boosters or events that can be purchasable by a single individual and happen semi-immediately, or whenever "deployed" by the purchaser (has to affect all players, remember). Since these become accessible to all players, these can be gameplay-affecting!
    • Subscription access - simply put, you have to pay to use the server. Only the most unique server experiences should offer this option. Also, always offer a free trial, because this method struggles with attracting new players!
    There's more! Drop me a comment about a specific kind of server and I'll go more in-depth!
    Posted in: Discussion
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