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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Why did it take 3 pages for someone to ask about what mods the OP has installed?
internal server error is most commonly caused by mods being installed.
SMP code base is new to most modders and even though some say they have updated for 1.3.1 their mods are far from stable. Try a clean install of minecraft and check your stability.
The OP probably has a discrete Nvidia graphics card - I think i saw his machine was alienware m17x R3. You can't downgrade to just integrated on alienware machines. Those came with Nvidia 460m's initially with many upgrade options since initial release. Nvidia drivers use 'optimus' to run graphics through the integrated intel GPU for light tasks saving the discrete GPU for only intense 3d applications. Sometimes there is some manual effort required to force the Nvidia GPU to be used for certain tasks, but I would bet minefraft's exe is already set to use the nvidia GPU by default.
His other specs are also fine for minecraft or really most games. You don't need a $1000 CPU for minefraft... any dual core will do.
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You cannot do one test to conclude what the outcome will be of the race condition you have setup.
As was mentioned above, in this case race conditions are resolved by the java hashset.
Every block update for a tick is placed in a hashset to be processed in an order for that tick -- thus resolving any race conditions by processing equally timed events in some order. The way the hashset is ordered is random, but consistent for a given circuit.
The hashset is automatically re-sized when needed which can change the order updates are processed, which results in a change in the way a circuit behaves after the game has been running for a while vs a fresh start.
Sethbling has probably the best video on this:
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Farm XP at a spider spawner and you will accumulate massive amounts of string.
Then you basically have colored sheep for the dyes that come in limited quantities -- all the ones that require lapis or ink sacks (blues - gray to black). I count about 8... unless you have a good squid farm, then you can just do sheep pens for the five shades of blue.
Renewable resource list: http://www.minecraftwiki.net/wiki/Renewable_Resources
If you don't like the spawner part you can make your pens of the limited dye sheep larger than you need and dye the excess wool to the desired color with your easy to farm renewable dyes. Wool doesn't have to be white to dye it, so still just need the 5-8 pens.
Example: You want to do a blue and a green building. You could have pens of blue and pens of green sheep -- keep them seperated and sheer them as needed. Or you could do one massive blue sheep pen and cactus farm. When it is time to build you just dye some of your blue wool to green.
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I just entered 1, 2, 3 etc ... until i saw something i liked on Seed 8
Big desert start near tiaga (for ice). Other biomes close.
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Use levers and redstone lamps. When the player turns a lever on it will light up giving them an easy indicator...
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The big number is all mobs loaded. Standing at your collection point in peaceful for 2-3 minutes to see what the total tends to be and comparing it to standing there 2-3 minutes in non peaceful should give you an idea of the number of hostile mobs that are spawning.
From what you reported it sounds like nothing in spawning - no creepers, skeletons, zombies, etc. And no slimes.
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So then when you leave peaceful the change should be how active your hostile spawning is.
If you idle at peaceful at around 480 entities and you idle in easy+ at the same level then it seems like your game is not spawning any hostile mobs. Shouldn't take long for the game to add hostiles unless you lit up the caves super well.
I would confirm any hostile mobs are spawning first, so go check a non lit area... If there are issues I would try without mods and see if you have any change.
The seed and slime chunks look to be accurate from the slime finder website.
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The number counts entities, mobs both hostile + passive are in this count. Along with any items on the ground.
In peaceful mode idling in one location the total number of entities should remain fairly constant. So outside of peaceful the total entities in that list above the baseline you saw in peaceful should be hostile mobs.
If you are getting no change between peaceful + easy+, then maybe something else is wrong with your game. If you go to a new area do hostile mobs spawn like normal?
Maybe one of the mods you have installed has broken spawning.
Edit:
The first number - 0 in your case is how many entities are on your screen (can be behind walls).
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So much wrong in one post...
Pumpkins are solid blocks. Slimes can spawn on them.
Torches occupy the block they could spawn in and glowstone is a transparent block, so slimes cannot spawn on either.
Spawning floors should be 3 high to allow large slimes to spawn. The floor/cieling can be any thickness, but 1 thick would be the ideal to make the best use of space.
With the right placement you can light two floors at a time:
Basic concept from a ethos' SMP video on slimes.
To the original poster. To find out if you have a hostile mob issue try using f3 and going to peaceful then back to easy+. Watch the 'E:' value. It should give you a count of all entities. Get your count before going to peaceful and then look at it after. If the difference is ~70-80 then you have too much dark space.
If you go from peaceful to any other mode a few times and don't get slimes out of your system there might be something else wrong with your system. Maybe they are stuck somewhere or dieing in transit.
Or if you don't want to switch modes just watch the 'E' values. It should go up/down fairly rapidly. As long as those numbers are changing hostile mobs are spawning and de-spawning.
The critical dark space is anywhere < 32 blocks away -- hostiles here will not de-spawn and lock up a spawning space.
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If you do get villagers an automatic reed farm will probably be the most useful thing in 1.3.
Reed -> Paper is and string-> wool are the only automatically farm-able items that the villages trade emeralds for.
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Docm77 has probably the most detailed tutorial on this design.
No change to the design between 1.2.5 and 1.3. You just gain levels easier. If you built a lot of floor in the old design you could get level 50 in 5-6 minutes. Now you can get 30 in 1-1.5 minutes -- really just limited to how fast you can punch.
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The size of the trap does not = more items.
What is the goal of your trap? Items per hour, XP, or toggle between?
What mobs do you want to kill in your trap?
If you want enderman then you can't use water and you have to plan for a larger mob (3hx1). No water complicates other mob and item transport.
If you want spiders you have to plan for their climbing and size 1hx2.
There are a lot of good designs out now.
Old reliable is always just a plain dark room trap with spawning pads and 1-2 deep water currents on all sides. Relies simply on mobs to just walk off into the water and from there be pushed to a kill/collection mechanism.
Pressure plate as only spawnable space + piston to push mob off to its death is the most item per hour efficient, but resource expensive. Can be used with or without water. And hard to get an xp mode out of it.
JL2579 showed a nice efficient and simple water flush design where the mob spawns anywhere in i think a 2x7 cell of pressure plates, standing on a plate triggers water to flow over top them and push the mob out of the cell to take fall damage.
Shifting a floor back and forth with pistons will cause mobs to fall through the floor. These are usually called sieves or sifters. You can make them entirely without water for use with endermen.
My personal best trap is this one using the sifter technique:
No enderman, no spiders, Toggle XP (In 1.3 30 in 2 minutes) vs Item mode (11k items an hour).
The trap above is only 3 floors with about 2000 spawn-able blocks. I it was like 33x33x24h. I think it could possibly sqeeze more items per hour with another floor, but at 3 floors it spawn faster than you can punch kill the mobs and in item mode it runs pretty close to the hostile mob cap of 80 mobs.
One of the limiting factors on items per hour is how long mobs live in your trap. To optimize for items per hour you must kill freshly spawned mobs quickly, so you don't reach the hostile mob limit and stop mob spawning. At the cap no mobs spawn, so your system is less efficient than an ideal system.
Other critical items to know. Mobs cannot spawn above y=240.6 (eye level in f3).
Your trap will lose efficiency if there are any dark spaces outside the trap. Mobs can spawn within 128 blocks of where you stand - in a sphere around you. Outside of 128 blocks there is a region mobs can spawn, but they should instantly despawn. That distance is about 272x272 block square with you at the center -- this distance may have changed with the move to multiplayer client as less chunks appear to be loaded.
Building over ocean with an idle/collection point above y=190 virtually guarantees there will be no other spawning outside of your trap as the ground level is > 128 blocks away.
If you don't build a sky trap you can get good rates at normal ground/underground levels, but you have to make sure all the caves are well lit and eliminate spawning space in slime chunks in at least the 128 block range.
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In 1.2.5
A single overworld spawner got to 50 in 1.5-2 hours.
1 Blaze spawner got to 50 in 50-60 minutes.
Started a new world for 1.3, so don't know the exact times to lvl 30 from a spawner trap. Based on the spawn rate and number of kills to level 30 in 1.3 -- ~160 regular mobs.
Estimate 1.3 Level 30
20-25 minutes 1 overworld spawner
10-12 minutes 1 blaze spawner
I did have a save with a mob sifter dark room trap I made for 1.2.5. Was getting Level 50 in ~ 8.5 minutes in 1.2.5. Now, Level 30 in 2 minutes on 1.3.
That trap here:
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From charge up range:
A normal attack does not push them out of range.
You have to either hit them and back up.
Hit them while sprinting at them. -- assuming room behind them to be pushed back and you stop sprinting / backup a block or two from contact.
Hit them with a knockback sword. -- assuming room behind them to be pushed back
Hide behind an object, so they lose line of sight.
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Each button then sends a pulse the length required for the number of pulses you desire to be generated.
If each button adds a certain number of pulses and they are in order you should be able to wire each button so it goes through the path of the previous, so all the repeaters in the system are re-used to generate the correct pulse length.
Example:
This seems to do what you want, but hard to tell 100% since it is 1 tick pulses every other tick.
Buttons:
Red - Any pulse limiter to reduce button down to 1 or 2 ticks - doesn't matter:
Light blue - each limited pulse feeds into the previous extending the pulse length 2 ticks:
Special case if you are going farther than 15 blocks (add a tick to the button line and a repeater to the dark blue line):
You should be able to go 8 buttons between these extensions.
Toggleable pulsar clock - Snapshot may change how this clock works, but there should be options:
Every 2 ticks the clock is on it sends out 1 tick. Each button down the line adds 2 ticks to the pulse length, which should output the desired number of pulses.