• 2

    posted a message on I found the source of the extreme lag in Minecraft 1.8 - it is the water physics due to the addition of the underwater temples.
    Quote from Chesterfloood»

    What is your hardware? People with 32 bit hardware will be extremely rare in 2014.

    This is false. I don't know about the circles you travel in, but most of my family uses computers that are between 5-10 years old and run 32-bit Windows XP or have been formatted to 32-bit Windows 7. Not only is it not "extremely rare" it isn't even moderately uncommon. They aren't PC gamers, but rather have a PC for internet use and either casually play minecraft and a handful of social games, or have kids who play minecraft and a handful of social games. Their computers are mostly hand-me-downs from other family members who use computers for work or gaming. This is also true of several of my coworkers and many of the students at my school.

    Sorry to derail the thread, and I'll drop it, but that assumption is just plain wrong.
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on I found the source of the extreme lag in Minecraft 1.8 - it is the water physics due to the addition of the underwater temples.
    Quote from kaazoo71»

    Someone reported this on a Mojang Bug Tracker. I run a 64 bit Java and a 64 bit system. Whoever reported this is basically claiming the issues is people like LeslieGilliams running a 32 bit. That is not the case. I have the same water lag issues and I'm on 64. My graphics are way higher than required to run Minecraft and I never had issues before the 1.8 update. I did not report this, I'm just posting the link.

    https://bugs.mojang.com/browse/MC-71304?filter=10613&jql=project = MC AND status = Open AND text ~ "Water" ORDER BY affectedVersion

    The simple fact of the matter is that it doesn't matter whether 64-bit java makes the problem go away 100% or not (it doesn't) because the lag wasn't present before the update and it is now. That suggests that something is amiss and it should be fixed. Hardware and software issues may exacerbate the issue, but they aren't creating the issue. It is one thing to say "yes, there is a problem, here's some stuff you can try while they address it" versus "get a better rig" or "update your java" which seems to be the most popular answer.
    Posted in: Recent Updates and Snapshots
  • 2

    posted a message on I found the source of the extreme lag in Minecraft 1.8 - it is the water physics due to the addition of the underwater temples.
    FWIW I agree that there is definitely something odd going on with water. I don't have lag that affects me in any game-impacting way, I just notice a lack of smoothness when walking around water. It doesn't matter if I'm using a high or low draw distance, fancy or fast graphics, default textures or a 256x texture pack; the game runs smooth and fast when there is no water, and has a bit of lag when there is water. I have a pretty powerful rig:

    Intel Core i5 3.3GHz, GeForce GTX570, 64-bit Java with up to 3GB Ram dedicated to minecraft

    It has been my experience that dumping all video settings to their absolute minimum has no impact on this issue. There's just a little bit of weird judder when water is near that doesn't exist when its not. It isn't game-breaking for me, but I imagine it is magnified on weaker hardware. I agree with Leslie that all of the argument over the power of the system does nothing but obscure the fact that something is wrong. It is frustrating to have people respond "get a better machine" when that has no bearing on the fact that there is a problem with the software that should be fixed.
    Posted in: Recent Updates and Snapshots
  • 2

    posted a message on Snapshot 14w11b Ready for Testing
    As a survival player I seriously appreciate the idea of faster carts, but don't necessarily like the idea of derailments. Realism is overrated, but fast travel is not.
    Posted in: Minecraft News
  • 1

    posted a message on Snapshot 14w04a Ready for Testing!
    Quote from Allegheny

    That would require a lot of programing with all the different blocks, not to mention how would you trouble shoot your circuit design? No it would be easier if they took another cue from the modders and made it possible to craft redstone and iron to form wire that could be run right up the wall or over the ceiling. Side by side wires? provide a way to insulate the wire like colored wool or add a new resource like rubber also dyeable.


    I don't use too many mods, but I've always liked the idea of vertical redstone. The space necessary to create vertical wiring is a huge pain. I similarly like the idea of insulated wire. It would be particularly cool if you could cross insulated wire to really shrink down redstone contraptions.
    Posted in: Minecraft News
  • 2

    posted a message on Trading (1.3)
    Right now the emerald to item ratio is out of control. Emeralds are exceedingly rare, and I sure wouldn't spend three on a pair of leather boots, or one for 3 wheat, or whatever. Hopefully there's some tuning done to revalue stuff.
    Posted in: Recent Updates and Snapshots
  • 3

    posted a message on 1.3.1 is Now Live!
    Quote from Nostaire

    Its been, what, 6 months since the last release? And all we get are bug fixes and a feature ripped from mods (Ender Chest)? Bug fixes that somehow caused even more bugs...

    I can understand people's excitement, but this isn't the process we were promised when we spent money on the game. The most game-changing thing added since the game's official release almost a year ago is jungles. We bought this game half-completed, they took our money promising a whole and complete game with features they will probably never add.

    I'm not unhappy, but I certainly won't be praising a group who clearly abandoned their project in favor of making money elsewhere. This herd mentality of "every comment is joy" while being nearly spat on by the devs doesn't make me feel like singing Beetles tunes, that's for sure.

    I hope Notch is setting aside most of his money, I don't think he will have this kind of luck again with any of his side-projects and the MC well will run dry.

    Just think: They spent all this time trying to release a more efficient and stable game while Optifine and similar teams have been on the job putting out damn-near weekly releases to squeeze out the best from a cluster**** rendering system.


    Eh... you should read the full changelog. That little snippet up top seems to be for those who installed prereleases and has little to do with the incredibly massive number of changes for those of us who ignore all the prereleases.
    Posted in: Minecraft News
  • 2

    posted a message on Too many caves! Game is too easy
    I wouldn't mind one bit if they weren't so "messy," particularly abandoned mines. In my present SMP world that I play on with a friend, we have a serious problem with crazy overlapping mineshafts. We have spent hours upon hours exploring a mineshaft we found under an ocean, but it doubles back on itself and just goes on forever. Whenever we think we have it fully explored, cave spiders lead us to another spawner and another branch that we missed somehow. We've probably taken out thirty or so spider spawners.

    If the generation was smoother, it would have been epic, but instead it is horribly chaotic and ugly, with floating pieces of mineshaft and rooms that have dozens of openings at different levels due to badly coded intersections. Many of the halls don't have floors, gravel is everywhere, many halls are partially or completely blocked by the floors of an intersecting shaft above, and overall it is just a jumbled mess. We've had fun with it, but we would have had more fun if it wasn't so clearly created by bad algorithms (just way too much floating stuff). At least the ravines are open. When mineshafts intersect with each other, things get ugly.
    Posted in: Survival Mode
  • 1

    posted a message on [POLL] Jeb please allow Silk Touch to move mob spawners!
    /signed

    The first time I found a mob spawner, being a noob, I thought I could bust it to collect and place somewhere new. Imagine my disappointment. Then, learning of silk touch I immediately thought about how cool it would be to silk touch a mob spawner. Denied again. This should totally be allowed. Mob spawners aren't exactly common anyway.
    Posted in: 1.1 Update Discussion
  • 22

    posted a message on Separate the Hotbar and Inventory - Now with Pictures!
    Why don't we separate the hotbar from our inventory, MMO style? For example, if I dragged an iron pick from my inventory to slot one of my hotbar slots it would just place the iron pick icon there. If there were iron picks available in my inventory, I could use it. If not, the button would just be grayed out. I'm aware that this would mean one less row of inventory, but I'm sure it would be easy enough just to add an extra inventory row.

    Ideally, we would be able to fill as many hotbars as we wanted with different items, and switching out obsolete items (like wooden tools) would be a matter of just dragging an item in our inventory over them. This idea would make it so people could have an adventuring/mining hotbar with tools and torches, a building hotbar with different blocks, a food hotbar, etc. The only thing it would eliminate is the timesink of inventory management, and a tiny bit of challenge when swapping out or switching to a new button when a sword breaks.

    EDIT: Added mockups.




    Here's a breakdown of the images:

    Extra row of inventory to make up for lost space
    New hotbar included at the bottom. It looks the same, but works differently as described.
    Grayed out stone hoe as there are no stone hoes in inventory
    Total number of items displayed in hotbar
    Arrows for swapping to other hotbars included. Could be numbered 1-99.
    EDIT: Added a red mask to unavailable items to make it more obvious.
    EDIT: The pictures seem to have actually confused some people. Here's the idea, that bottom row, what I'm calling the "hotbar" and what is visible when you are not in your inventory isn't actually a part of the inventory. It is separate (hence the title) and only links to items in your inventory.

    Some other questions answered:

    New items would be added to the hotbar by just dragging them from the inventory. This could be used to add an item to an empty slot or to replace an existing one.
    Hotbars can be switched either by clicking the arrow or using Shift + Number for 1-9. Possibly alternate shourcuts could be assigned to other hotbars.
    Durability could be handled one of two ways. Either it could display the lowest durability (as it does in the mockup), or durability will only be displayed if there is a single item left.


    Note: This idea comes from seeing a thread about "securing items to the hotbar" and immediately thinking that it would be a great idea. Turns out the thread had nothing to do with what I thought it did, so I decided to make my own suggestion.
    Posted in: Suggestions
  • To post a comment, please .