Quote from CanisSolaris
To everyone who's complaining that the new architecture of "SSP is really just local SMP and it brings all the SMP bugs to my precious!":
Here's a tip from a 20-year veteran of software development.
Moving to this architecture will DECREASE bugs and INCREASE stability on both SSP and SMP.
Read that again.
You see, maintaining two separate and diverging code bases with a bunch of overlapping functionality gives, at minimum, twice the chance for bugs to be introduced, and requires fixing common bugs in two places instead of one.
Don't like the mobs glitching into walls in SMP, so you play SSP? Great - that bug will get squashed sooner in a unified codebase.
That's the way it works, and it's the best architectural change they could make at this point, in my professional opinion AND as a user of their product. Feel free to continue to rage against the machine if you like.
Was going to write the same thing. This first iteration looks to be a little painful, but there is no reason they can't get their net-code from here to run locally as well as the old SSP ran. Maintaining two client versions was only wasting their resources. Once they have classic single player level of performance running local servers the SMP experience should come down to a bandwidth and latency rather than all the current issues built up in the existing client/server.
Pause should be an easy option to add. D3 beta has it when you are the only one in a game.
Also if the Mod API is coming from the bukkit members that joined the Mojang team. They already know how to work with the server jar and make plugins/server side modding that doesn't require a custom client. Combining SMP and SSP should make modding in the future simpler as well.
I think they will need a new UI for single player worlds and servers. In game you should be able to control the relevant server parameters of your single player world to allow it to accept connections from outside your network or not. And you should be able to manage if the worlds stay open or close with your client.
Maybe the game will evolve from here to have a global/regional lobbies/chat system. You can find and join friend's local servers. If they centrally host the chat system I think they can bypass port forwarding requirements for servers by initiating connections through the lobby. Probably be complicated, but imagine a friend asking for some help taking on a cave system or the ender dragon and there are no hurdles to getting into his world. They make that seamless/easy and it will be like a whole new game.
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Would the output through the multi-clutch be tied to screen rendering at all?
Tried with just rotarycraft and dragonAPI.
In MC video settings I set it to max FPS and get no flicker.
I set to power saver and get flickering maybe once per 3-5 seconds.
If I add back all my mods -- I get flicker rarely on max FPS and 50% of the time on power saver.
Balanced seemed equal to max FPS.
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Can confirm it is not there with just rotary craft + dragon api, so troubleshooting against other mods in my pack.edit:Tried finding it by removing mods and confirming when I was at the last one, but seems like rotarycraft + any mod will flicker.Even just rotarycraft + reactorcraft + dragon API. Had the flicker going through multi clutch.
Edit2: it is there with just forge and rotarycraft, but a lot less frequent.
Edit3: Reika here is what I think Benitsubasa and I are seeing:
Dynamo on the left 100% solid reading. Dynamo on right flickers output 1-2 ticks -- and this flicker does affect machines connected to it.
Just forge and 18d versions of dragonAPI, reactorcraft, and rotarycraft.
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There was no redstone in the area. Flat test world. Output was set to drive that direction on no signal.
Tried setting every output to the direction with the dynamo, but it still flickers.
Swap out the multi-clutch for any other gear/shaft/clutch etc and output is solid.
FTB has universal configurations. You might strart with those and see what conflicts remain.
What mods are you running to get so many conflicts? I have 64 mods in my custom pack and use configs generated by the mods and only had 2 item ID conflicts, which were easily resolved.
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RotaryCraft 1.6 v18d
Multi-directional Clutch intermittent transmission issue. With a regular clutch my output was solid 100%. With a multi-direction clutch my output flickered.
Tried to capture it here spamming screenshot:
http://imgur.com/a/fACdK
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What will the focus items do?
Very cool end game MJ power sink.
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As always this mod is awesome.
On the laser drill. I see AE ore is included. Will other mod ores be added?
Not sure if you have a clean way to look at what ores are in world gen and pull enabled ores from there.
My wishlist would be:
TE ores-
copper, tin, lead, silver
IC2-
Uranium
--Might be a bit to strong to make this a renewable resource, but bees can do it, so why not...
I guess technically i have MFFS installed. Haven't used it yet, so Monozite or whatever?
Not sure the role of the drill, so if these are outside of it's scope no worries.
Not sure when you add alternate recipes. I was running just TE recipes. The drill and pre-charger did not have TE recipes a day or two ago -- i enabled vanilla recipes to be able to see/use these guys.
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Ok further details.
Basic export bus of empty tesseract frame. Interface on magma crucible with tesseract frame = filled frame.
Was on appeng-rv10-i. I see there are some updates today, so I will try to confirm again in latest version.
Edit:
Doesn't seem to be happening in K. Maybe the crafting wasn't resetting and I had queued up some tesseracts trying to get the recipe to work, but was unable to see them in the crafting monitor in 10.i.
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One question on the basic export bus. Is it in craft+ single item mode?
Seems like it was crafting things when all i wanted was to export them when they were available.
Upgraded to precise export bus to turn off crafting, but wanted to confirm that is how the basic bus should work. Any way to indicate it is locked in single item + crafting mode?
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Enjoying all the 1.5 changes.
I was wondering if you guys planned some sort of companion machine to go with the planters new colored inventory?
Something like a hopper/relay, but that has a mode like the bio reactor's inventory. So you could limit this 'MFR hopper/relay' to only accept different items. Maybe it could use ghost items and a color interface that lines up with the planter. With a ghost item it you can always be sure your wheat seeds go to pink or something -- and it can use all of the seeds, so if you run out it doesn't reset where things go.
I'd understand if that only work with MFR machines. But that block would also be crazy useful for an adventurer's ender chest. Set it to stock a stack of wood, torches, food, bed, etc and access it from a pouch.
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Nice! downloading now
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Noticed in 1.5 the breeder now breeds chickens with seeds. Can you add all the seeds chicken breed with?
In vanilla i believe it is netherwart, melon seeds, and pumpkin seeds.
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Just tested some more and you seem to start taking damage in the lava when your heat is 75 over its limit. Which as you said with some heatsinks added on buys you a lot of time in the lava. I'm just glad the kenetic generator created heat -- forcing me to add some heatsinks. Saving me a death in the nether ;P
Heat is a cool addition to the mod. Nice balance point.
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How long should you be able to swim in lava?
In survival I was helped off the edge of a nether fortress and landed in the lava ocean. Think i placed 10+ blocks to get back to the surface. Shocked I survived.
I had some heat sinks, so i did not fill up the heat bar in my survival fall. So in test world I played around you get 100% protection with all parts of the suit -- no armor needed. No energy used to protect against lava. If the heat goes over the bar you don't take damage until you leave the lava.
Also dieing with the tinkers table GUI up adjusting the heat sink causes a crash? Bit of a corner case, but a crash is a crash.
Reproduce by say getting a 150 heat with a max heat sink on then moving the heat sink to 0 in the gui and waiting to die.
java.lang.IndexOutOfBoundsException: Index: 4, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at net.machinemuse.general.gui.frame.ItemSelectionFrame.drawSelection(ItemSelectionFrame.java:94)
at net.machinemuse.general.gui.frame.ItemSelectionFrame.draw(ItemSelectionFrame.java:79)
at net.machinemuse.general.gui.MuseGui.func_73863_a(MuseGui.java:104)
at net.machinemuse.powersuits.block.GuiTinkerTable.func_73863_a(GuiTinkerTable.java:60)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1021)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:870)
at net.minecraft.client.Minecraft.run(Minecraft.java:759)
at java.lang.Thread.run(Unknown Source)
Also the new axe with the radius breaking and whatnot. Does not work on mod trees and a few mod items like mystcraft tables/page holders, which all should break quickly with an axe.
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http://files.minecraftforge.net/
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On the CoFHCore update to 1.5.1.2.
What was the affect of the 'number swap' on ore generation with 1.5.1.1?