I think he may be referring to the change from a full texture sheet to seperate files for each texture. So, I guess he wants you to update the texture pack template.
-snip a whole lot of information/arguments against mine.-
All right then. I guess I didn't think about it long enough. I saw that chunks would stay loaded and instantly flipped, and it kinda spiraled out of control. I didn't think about how many chunks would stay loaded with portals/interfaces and it definitely didn't occur to me that unloaded chunks could cause a crash. Maybe it was just worded badly, but that change threw me for a loop.
Sorry for the trouble and thanks for waylaying my concerns.
- Portal seals and void interfaces keep the chunk they are placed in loaded at all times. In addition two new seals have been added: Magic+Earth and Magic+Earth+Earth. These seals keeps a 3x3 and 5x5 area of chunks loaded around where they are placed.
This is just wrong. I don't see why you would need to make portals and void interfaces keep chunks active if you now also have seals that do the EXACT SAME THING. It's duplicate functionality and, in my opinion, completely unnecessary.
I think that Azanor should remove that functionality from the portals and interfaces and make it exclusively for those seals. After all, you can put an "active chunk" seal on a wall nearby the portal/interface and it would do the same thing as the portal itself activating chunks. Plus, I expect that a lot of people use many portals for transportation and that many active chunks could cause some big problems for those with lower end machines.
Other than that, great update! Improvements and bugfixes are sometimes the best things that happen!
I was screwing around in creative, corrupting an NPC village, when I noticed something odd. It seems that with large amounts of storage tanks, the pipes do not always communicate properly. I sat there watching for like 10 minutes, but one of the columns of vis refused to be purified.
The storage tank has an amount of taint in it. It is directly connected to a conduit, which is directly connected to a filter. The filter should be running because of the taint, but it isn't. It's happening for the entire column of storage containers.
They go up about 25 blocks. Also, most of them are linked at some point, so there is a free exchange of vis going on all over.
Btw, this is the first release of TC2, so version 2.0 I guess it would be... Not sure if this has been fixed in the newer ones.
Could you update the server to 1.2.3? My computer ran the server before I updated Minecraft 1.2.3. And until you update, I can't use it. I like your server alot, and would like it if it was back up. Thanks.
Don't you keep backups of all the .jars?
EDIT: On a side note, is the server down right now? I can't connect...
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I think he may be referring to the change from a full texture sheet to seperate files for each texture. So, I guess he wants you to update the texture pack template.
Edit: Ninja'd
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FC has already dismissed the idea, and it's not really needed anyway.
EDIT: Ninja'd by the man himself, anyway.
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But you know me already Odark.
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All right then. I guess I didn't think about it long enough. I saw that chunks would stay loaded and instantly flipped, and it kinda spiraled out of control. I didn't think about how many chunks would stay loaded with portals/interfaces and it definitely didn't occur to me that unloaded chunks could cause a crash. Maybe it was just worded badly, but that change threw me for a loop.
Sorry for the trouble and thanks for waylaying my concerns.
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This is just wrong. I don't see why you would need to make portals and void interfaces keep chunks active if you now also have seals that do the EXACT SAME THING. It's duplicate functionality and, in my opinion, completely unnecessary.
I think that Azanor should remove that functionality from the portals and interfaces and make it exclusively for those seals. After all, you can put an "active chunk" seal on a wall nearby the portal/interface and it would do the same thing as the portal itself activating chunks. Plus, I expect that a lot of people use many portals for transportation and that many active chunks could cause some big problems for those with lower end machines.
Other than that, great update! Improvements and bugfixes are sometimes the best things that happen!
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This topic moves too fast... I always lose my posts.
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The storage tank has an amount of taint in it. It is directly connected to a conduit, which is directly connected to a filter. The filter should be running because of the taint, but it isn't. It's happening for the entire column of storage containers.
They go up about 25 blocks. Also, most of them are linked at some point, so there is a free exchange of vis going on all over.
Btw, this is the first release of TC2, so version 2.0 I guess it would be... Not sure if this has been fixed in the newer ones.
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Don't you keep backups of all the .jars?
EDIT:
On a side note, is the server down right now? I can't connect...0
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