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Messages - M

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181
Games / Re: Minecraft; Version 1.3.2 released, mainly bugfixes!
« on: October 03, 2012, 09:14:34 AM »
there's already 4(maybe more i forget) mobs that drop meat though, and that's why sheep don't i guess
Yeah, but that begs the question of what does one do when only sheep spawn

Then again I guess an entire chicken is less filling than a single steak so

hey M i was bored so here's a mutton texture


That looks way more vanilla than the one I was using, and is still the same thing I was going for. Thanks!

My plans are eventually to redo a lot of food and give you some reason to actually eat different things, but baby steps.

182
Games / Re: Minecraft; Version 1.3.2 released, mainly bugfixes!
« on: October 02, 2012, 06:37:37 PM »
All the megas

Why would you do that when you can create your own modpack?


Because Redpower2 isn't updated to 1.3.2 yet
If it was, I'd just be playing my thing with some RP2, CC, and a few other butts and pooches. Right now the modlist is:
- Forge, Player API, Render Player API
- Better Blocks & Items, Fancy Fences, Useful Storage (Vanilla with sprinkles)
- Dumb Moving
- Balkon's Weaponmod
- InvTweaks
- ComputerCraft 1.43pr1
Once RP2 is updated, RP2 Core, Wiring, Logic, World, Machine
Might be some other stuff I'll use, I dunno yet
If RP2 World is compatible, I'd like to use Better World Gen too for the floating islands generation. I was using it, but newer forge builds broke it (as they did CC 1.42, hence 1.43pr1)

Alternately my own mods
I've made... MUTTON
It drops from sheep (1-2) and can be COOKED and it is ~glorious~
I also made a thing wot prevents creepers from spawning, because forget those guys

Thinking about new stuff to try out while I'm learning to stuff
Probably gonna try making an oven for superior cooking

183
Games / Re: Minecraft; Version 1.3.2 released, mainly bugfixes!
« on: October 02, 2012, 02:23:28 PM »
The elevator I saw worked on multiple floors, could be called from any floor to the current floor, and the main part fit inside a normal building. They did have a big circuit room under the building, though.
Oh, I know the one you mean! I saw that when I was bumming around the youtubes yesterday. I didn't see a runthrough of the workings of it though, probably just closed it because I got bored. I like my design anyway - with a stateful server operating it, I could easily call it to any floor.

184
My server's back on TFC - PvP enabled, no smart moving, normal difficulty, no ops

tf.clockler.com default port (25565)

NOTE: By "no ops" I mean nobody is an op ingame. If you're sufficiently a douchebag, I will still console-fu your ass into oblivion. This does entail using smart moving - it's disabled because I don't want to use it without my own configuration, and I'm too lazy to do that right now. If you want smart moving, be a good child and don't piss me off with it, and when I get to it I'll enable it if people want it.


If I do put the server on something else to forget about a bit, the MOTD will say something about it (like "NOT TFC SORRY" or "UR A rooster GO AWAY") - I'll keep world backups and whatnot, so don't worry.

185
Games / Re: Minecraft; Version 1.3.2 released, mainly bugfixes!
« on: October 02, 2012, 02:12:52 PM »
Most of them that I saw use the same principle, except they just have a giant stick of supports off the bottom.

My first try was using a lot of motors moving the platform itself, but that's a) prohibitively resource-intensive (frame motors are expensive) and b) a bitch to wire. This way is compact and quite simple. And cool as forget.

I could easily implement a stateful server program on the computer, which would track what elevation the platform is at (by adjusting its internal elevation every time it moves it) and then allow you to just control it via rednet packets (send it a number, it will send the elevator there)

I wonder how CC computers handle being moved on a frame? I MUST EXPERIMENT. LATER. WHEN REDPOWER UPDATES, BECAUSE CC1.3 IN TEKKIT IS HORRID. :(

186
Games / Re: Minecraft; Version 1.3.2 released, mainly bugfixes!
« on: October 02, 2012, 12:49:15 PM »
Welp

I'm a RP2 addict




Compact elevator engine using frames that are deployed/broken so it never gets bigger or smaller
Recycles frames from breaker to deployer
Controlled via CC computer because RP2 computer involves far far too much richarding around

It's on tf.clockler.com, tekkit 3.1.2 ~creative~ if anyone wants to pop in and blow it up (or not, not blowing it up is fine too)
Also jesus christ CC1.3 sucks how do you even I CAN'T USE THE HOME AND END KEYS

187
tf.clockler.com
16 slots - PvP enabled, no op but don't be too much of a douche~
NOTE: This will run what I feel like when I feel like
Bug me on Steam if you want it running a thing that it's not. As of this edit it's running Tekkit creative because I want to mess about with stuff.

TFC is using a bit more RAM than I expected though, might need to upgrade by another 256mb-512mb if people are all playing at once


Yes it's mine you doof(s) go nuts

188
I agree with this having its own thread

Tekkit also


I was gonna start it later once I got my server set up but eh w/e

I never could make charcoal at all, despite being surrounded by thick ass trees
Apparently charcoal can be made in a pit up to 25 blocks wide and 13 high now (as of 47e or c? It says on the wiki page)

Imagine trying to get that going without being set on fire

Also, something nobody seems to do: It's called a charcoal pit, dig a hole and fill it instead of covering a stack

189
Games / Re: Minecraft; Version 1.3.2 released, mainly bugfixes!
« on: October 02, 2012, 12:43:37 AM »
Site is being derp, people have been told it's being derp so they can underp it

if you cheated for the blocks its not legit lol (or used creative)
legit as in "acquired via legitimate means"
like EE
technically legitimate just stupid

190
Games / Re: Minecraft; Version 1.3.2 released, mainly bugfixes!
« on: October 01, 2012, 09:41:20 PM »
Still appears down?

191
Games / Re: TerraFirmaCraft Server
« on: October 01, 2012, 09:35:07 PM »
As much as it is a richard move to ask this in a topic about someone elses server, this is where all the TFC players are so

If I were to rent a dedicated server and run TFC would it actually get used or would I be wasting my moneys

Then we could actually have it up allatime!

192
Games / Re: Minecraft; Version 1.3.2 released, mainly bugfixes!
« on: October 01, 2012, 09:33:46 PM »
Can't reach server

193
Modification Help / Re: Blockocraft
« on: September 30, 2012, 06:45:23 PM »
What if you quit trying to do infinite chunk-based terrain, because without engine-level support that is gonna be somewhere between cripplingly inefficient and entirely unworkable


So just get a generator that can generate a fairly large area (calling each tile one cubic meter, something like 2 square km of terrain would be fine), count on engine culling for render optimization, and only spawn blocks that are exposed to keep brickcount low
Building can easily be manipulated to deal with floating bricks

194
Games / Re: Minecraft; Version 1.3.2 released, mainly bugfixes!
« on: September 30, 2012, 03:52:03 PM »
MAGICAL GUIDE TO RUNNING SERVERS:

You want to allow about 128mb of RAM for the server itself, or 256mb for Bukkit (base). Add 32-64mb per player.

For each plugin you have, or each mod, add 32mb (aside from Forge, which doesn't seem to on its own effect memory usage at all). For very large mods that implement a lot of functionality (IC2, TFC, TC2, etc) you would probably want to add 64mb or even 128mb.

That will generally be enough, regardless of what anyone else tells you. Minecraft is only really memory hungry in that it needs to load the world - but if your server is running Vanilla or only slightly modded and uses over a gigabyte for less than 20 players, something is terribly, terribly wrong. Back in the days of Brohoster, we ran a vanilla server with 10 people on it for four hours with 192mb of RAM, and it ran pretty well. It slowed down when we all moved away from one another, due to needing to load more of the world, but when we were all clustered together it didn't lag at all. At least until we started TNTing the spawn, at which point it would stop for about five seconds and then everything would be gone.

tl;dr: RAM isn't really that important and odds are you have like 8-16GB of it anyway so go nuts


What's actually important when running a server is:
- CPU speed - the average desktop has this covered, but if you're running it on a 1.8GHz single core expect performance issues
- Disk speed - loading the world from a 5800RPM drive will be slow. From a 7200RPM drive, it will still be pretty slow. From a 10000RPM or 15000RPM drive, it will be alright, and an SSD will noticeably improve performance in almost all cases.
- Upload speed - So you think that a server just needs a gigabyte of memory? To do what? Load the world? How does the client find out about that world? If, like me, your upload speed is very slow, this is going to be the biggest obstacle. You could be running your server with 64GB of RAM on a 3GHz hex-core with a PCI-E SSD, but if you only have 5mbit upload, it's going to lag with ten people on it. Speedtest is your friend.

When you look at a Minecraft hosting provider, they'll often recommend a 512mb server for about 16 players. This is totally legitimate, as they have a 100mbit or gigabit uplink and SSDs to back that up, as well as often having private tunnels to reduce latency (less hops between you and the server)

195
Games / Re: Minecraft; Version 1.3.2 released, mainly bugfixes!
« on: September 30, 2012, 12:20:10 PM »
Needs more people

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