Quote from TXF
I..can't even use this snapshot. Maybe it's due to the login servers being down? But even trying to play single player, it says "Failed to connect to server. Connection refused: Connect"
My question, is why is it trying to connect to a server...if I'm playing in offline mode, on single player?
Its already been pointed out that they are migrating to client/local-server setup for SP mode. Natrually this inherets the problems that come with networking, but should streamline development once the inital kinks are worked out. Someone else already mentioned the added boon of being able to have friends add/drop into your SP games, without having to manage the server separately.
But to the topic at hand. Assuming its not another odd bug, it might be firewall or security suite software blocking it. If you enable java console (in windows), you should be able to bring it up via the java tray icon and see whats going on.
It should look something like this:
Server> 2012-05-18 21:58:56 [INFO] Starting Minecraft server on 127.0.0.1:49921
Server> 2012-05-18 21:58:56 [WARNING] **** SERVER IS RUNNING IN OFFLINE/INSECURE MODE!
Server> 2012-05-18 21:58:56 [WARNING] The server will make no attempt to authenticate usernames. Beware.
Server> 2012-05-18 21:58:56 [WARNING] While this makes the game possible to play without internet access, it also opens up the ability for hackers to connect with any username they choose.
Server> 2012-05-18 21:58:56 [WARNING] To change this, set "online-mode" to "true" in the server.properties file.
Server> 2012-05-18 21:58:57 [INFO] Preparing level "Terraria2"
Server> 2012-05-18 21:58:57 [INFO] Default game type: 0
Server> 2012-05-18 21:58:57 [INFO] Preparing start region for level 0
Server> 2012-05-18 21:58:57 [INFO] Done (0.568s)! For help, type "help" or "?"
Connecting to 127.0.0.1, 49921
network: Connecting http://127.0.0.1:49921/ with proxy=DIRECT
Server> 2012-05-18 21:59:00 [INFO] starlinvf [/127.0.0.1:49922] logged in with entity id 281 at (-210.73296098129987, 72.0, 190.33335346543691)
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And this is where the conflict of sanity came into play. The Dev team wanted to hold off until everything, including the mod API, was finished and stable. But with the length of the update being the longest in MC history, the player base started getting impatient and clamoring for a content release to keep them busy. So they pushed back several features they had planned, focused on phase 1 with the code base merger and added some content to help satisfy the masses.
Everyone who was involved with testing the snapshot knew it was buggy, and the release would had benefited from being delayed another 2 months or more to work out the odd bugs. But apparently that wasn't enough to stop a lot of players from getting the snapshot, despite the risk, just to mess around with the new content.... and then come here in a panic when something breaks.
I've been in a lot betas in my days, but this is one of the few instance where the community demands got everyone in over their heads. Then came the delicious tears of butthurt once people realized they were getting what they asked for, but not what they expected.... followed by the "the merger is the worst thing ever" threads, a couple months of rampant misinformation, and now an outcry for a roll back to a divergent code base because it worked better.
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If you can roll back again to a pre-broke version of the map, clear the server.log, load it up, have a player check the area, and then come back with the log.
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You don't. If you lost your one copy of the world save, your not getting it back without some very very expensive data recovery services.
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Sometimes I equate Minecraft to Prime95 for your GPU, since thats pretty close to what its doing.
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Login to the website and run the in-browser version. That'll cache the game files locally.
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A bigger initial investment will get you a system that'll last longer and accept better upgrades down the line. Or you can go a cheaper route and try to add on every year to keep pace with newer games.
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