Notch had "No Plans" of selling Minecraft to Microsoft 2 years ago too...:P
People need to stop treating this whole deal like there is any kind of personal bond between the corporation, the game and the players. It's all about business and bottom lines, especially when stockholders make the calls. When the deal was announced, I'm sure many stockholders had a WTF moment. If Minecraft shows that it's not profitable over the next few years, you can bet they will make whatever changes necessary to keep it in the black, regardless of what was tweeted by Philly boy.
- BobbyBlox
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Member for 12 years and 5 months
Last active Tue, Oct, 31 2017 20:20:21
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Sep 23, 2014BobbyBlox posted a message on After Microsoft: What About Minecraft Youtubers?Posted in: News
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Sep 15, 2014BobbyBlox posted a message on [Official] Microsoft has Bought Mojang and a message from Notch.Not sure if you saw it, but minecraftcpw Forge mod loader dev has already stepped down. https://twitter.com/voxcpw/status/511501958910578688Posted in: News
The natura mod dev also threw in the towel today.. It's too early to be making these kind of moves in my opinion, I'm sure in the short term other devs will step up to fill these voids.
I'm more concerned with MS's stance on letting mod devs see their code. I'm thinking it won't be as open as Mojang was. I'm predicting a tight mod API that doesn't allow as much creativity. Again, it's too early to tell. I just hope nothing changes because this game thrives off of the community. -
Sep 15, 2014BobbyBlox posted a message on [Official] Microsoft has Bought Mojang and a message from Notch.Posted in: NewsQuote from UltimateFanBoy»
*sigh*
I know, the truth hurts :-/ -
Sep 15, 2014BobbyBlox posted a message on [Official] Microsoft has Bought Mojang and a message from Notch.Honestly I'm surprised it lasted this long. There has been a lot of work done by Mojang on Minecraft, and being a non-subscription sandbox game there is only so much money you can squeeze out of it. I'm amazed Microsoft bought it for so much. If they don't do something to generate additional revenue (i.e. shutdown the auth servers and release a sequel, offer DLC, charge subscrition, etc....) then I will be really surprised.Posted in: News
I know some are trying to be optimistic about this, but you have to be really naive to think Microsoft isn't going to change something to generate more $$. I guarantee...if you want to continue to play this game....you will have to shell out some money. 2.5b is a lot of money to recoup. -
Sep 15, 2014BobbyBlox posted a message on [Official] Microsoft has Bought Mojang and a message from Notch.Posted in: NewsOk, (it's not like anyone is going to read this over the other thousand in this thread, but still) I do agree, I'm really depressed.BUT, we could all tell that mojang was running out of ideas (it took them one year to put out 1.8 -_-) and microsoft is pretty big, so they have room for new ideas. Also, IF they DO ruin the game... the launcher we got after 1.5 can still let us play 1.8 and lower, so yeah.... just tryin to be optimistic... best of hopes -gtc
I thought even single player required that you log into the MC auth servers first? The last time I checked ithe launcher required an online connection even to play single player (since they combined multiplayer and singleplayer back in 1.6 I think).
Even FTB is like this, recently I was not online and I couldn't launch FTB because it couldn't reach the auth servers.
[EDIT] Oops, I just fired up vanilla and saw the offline mode option. It's been a while since I played vanilla, I must have gotten it confused.
I checked FTB and I couldn't play offline and I saw on the forums that this is a common complaint, apparently the FTB launcher requires online authentication to play. But I guess you can just rebuild the pack manually and launch it if you wanted to.
I wonder if the FTB devs will change this now that people are concerned with the future of the game. -
Sep 15, 2014BobbyBlox posted a message on [Official] Microsoft has Bought Mojang and a message from Notch.$ changes everything unfortunately. Now he is just known as a hypocrite sell out, especially after his criticism when Facebook bought the Occulus Rift.Posted in: News
We were in talks about maybe bringing a version of Minecraft to Oculus. I just cancelled that deal. Facebook creeps me out.
— Markus Persson (@notch) March 25, 2014
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Sep 15, 2014BobbyBlox posted a message on [Official] Microsoft has Bought Mojang and a message from Notch.Posted in: NewsI haven't seen this question really asked or answered, so here we go. It's a question about legal obligations.
I bought the game prior to 1.0, where (I believe) it was claimed by Mojang that people who bought the game would never need to pay for it in the future. I am aware that at some point they dropped that promise for new buyers, but also reassured previous buyers that they were still good on this. Now that Microsoft has purchased the game, are they legally obligated to uphold that promise from Mojang?
My concern is that, one day I may try to load up Minecraft and find that it tells me that I must subscribe to a monthly fee to continue playing, even if I don't wish to download any new content. Since the client requires a log-in, this is something they technically have the ability to do. From my own perspective, I bought a product back in 2010 or whenever it was, not a monthly subscription. I believe that they would be required to continue to allow access to play the game for me and anyone else who purchased the game when Mojang offered that promise. Anything less would be breach of contract. Again, in my opinion. Would love to see someone verify or refute this, though. The uncertainty is rather annoying.
I wouldn't worry about it. It's easy to obtain non obfuscated MC code for each version so if MS runs in a direction people don't like then I'm sure there will be many out there that find a way to maintain pre-microsoft versions. Using basic java start commands there are already ways to log into the game (single player, and multiplayer with the online-mode=false set on the server properties) without using their auth server.
So I would say that the current state of the game will remain intact. -
May 26, 2014BobbyBlox posted a message on Modpack Spotlight - Agrarian SkiesPosted in: NewsQuote from TXMount
I love the modpack, but have one issue with it: I keep getting troll/decor rewards. I remember seeing on a youtube spotlight that the system is supposed to limit the number of times you can get a "useless" reward, and was wondering if there might be a way to edit that limit? I've got a chest filled with twenty different types of colored wood and stained glass and purple wool stairs (three times on the wood, twice on the stairs, once on the stained glass). Frankly, most of the wood is useful to me only as charcoal, and the wool stairs as fuel to convert it... :\
I avoid the reward bags as often as possible because of this. I thought I was the only one getting these 1% chance useless rewards every time. -
May 23, 2014BobbyBlox posted a message on Modpack Spotlight - Agrarian SkiesI figured out my issue with the rain, the server properties had a bad setting in it. Once I deleted it and let it recreate itself it was fine.Posted in: News
Man, this is a grindy mod pack. I doubt I'll have it running for long since a lot of people have already thrown in the towel and it's only been up for 2 days. So much chopping down trees and smashing cobble...drives you nutty after a while. -
May 23, 2014BobbyBlox posted a message on Modpack Spotlight - Agrarian SkiesWhat is the mod doing the backups in this pack and is it configurable like forge servertools? I'd like to specify how many backups to keep, the frequency and the location if possible.Posted in: News
[edit]I just realized it tells you the name of the mod when it backs up the system lol. Aroma is the backup and the config file has options for frequency and location of backups, but I don't see any option to delete old backups, maybe that is only in the new 1.7 FTB version. Oh well, I can write a script to do this.
And what is the approximate randomization of rain? I've had the server run for over 7 hours with no rain. When I first started the server it rained, but it hasn't since. -
Apr 29, 2012BobbyBlox posted a message on Change Your Minecraft Name? Possibly In The FutureOver 27 million registered names? Yeah, good luck changing your name to anything meaningful (or without a bunch of numbers at the end of it).Posted in: News
I wish they had different nameservers so you could just choose a different server if your name wasn't available on one. Even if there was just a display name that wasn't didn't require it to be unique like someone mentioned above, that would be better.
Already in use :-( -
Nov 19, 2011BobbyBlox posted a message on Minecraft is Officially Out!Grats fat guy that knows java well....Posted in: News
Kidding,im an addict. thanx for that - To post a comment, please login.
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I'm having a lot of problems with 1.4.0 more planets in the space astronomy pack, and I had a few questions about this particular mod.
1. Is this a project continued from extra planets mod?
2. If so, is the extra planets wiki worth looking at for guidance?
3. Is this still being developed for 1.7.10? I notice a recent update, but I'm not sure what the status officially is for that version of minecraft. Some posts seem to suggest that it's in a new dev branch now.
4. Are there any known community wikis or documentation already provided for more planets?
5. SteveKunG do you need any additional assistance, like testing, examples of bugs aside from github reports, etc? I'm willing to dedicate some time to this project if you do.
Thank you (and all of the minecraft modders and community testers) that make this game the best game on the planet!
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No offense, but you quoted his WHOLE original post, which is a little unnecessary to just tell him how awesome he is.
I've just narrowed my compliments down to "Reika,..................wow"
Reika, do steam pipes pop? Or do they not have a max pressure?
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Happy holidays everyone!
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Do you mean something other than a liquid pipe? I tried a lubricant and steam pipe and neither of those did anything. Liquid pipe just drains it only to 3mb, after that a pipe under the reservoir doesn't even fill with the liquid.
Or are you referring to any other pipes from other mods?
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I remember doing this in the past, but I don't remember how. Pumps don't appear to suck fluid out of reservoirs either.
Any suggestions?
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No one is forcing you to use this mod. Reika is by far one of the most active modders in terms of support and content releases. If you run into issues, just ask here. If he doesn't answer, ask again. I don't know any other modders who respond to so many posts, and also comment on reddit and youtube when things come up regarding his mods.
I can't imagine how much time he spends developing all of this stuff, I surprised he even has time to do any documentation.
Yey! Thank you!
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Thanks, I'll check those out.
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Does computercraft include the illumination blocks? I'm currently using the column decrementers and analog wireless from expanded redstone, so I've already been able to do it with AE2 illuminated panels and redstone lamps, I'm just looking to change those lights out with something that is colored (red->orange->yellow->green) but that actually turn off/on like vanilla lamps. AE2's panels look the same on or off.
So I'm really just at the cosmetic stage, not the functional. Just curious what people use for this, I've seen a few videos where people use colored blocks for it that light up.
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I was hoping for something like vanilla's lamps, but color options as well.
I'm playing 1.7.10. And I tried the lamps in ReC, but they seem to stay lit, unless I'm not understanding how to switch them off. I thought Reika mentioned how he did it on his fusion reactor display, but I can't get the video to play. I swear some ISPs throttle youtube because I'm getting 58 down right now. I might try proxfree to get the video to play.
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I started noticing weird issues where the sound on the machines mutes occasionally for a bit, blocks not breaking on the first try (or lagging before they drop the item). And the sun/moon moves oddly, moving back and forth as it progresses through the sky, even though my system resources are showing very minimal usage (i7-4710HQ). I also have 4/12 off my ram allocated, but I dont think that matters when it comes to update times (I could be wrong on that though).
But when I ran opis it all pointed to crazy high update times on the electricraft batteries. I doubt that is your issue, but if you have opis it might be worth a check on your update times on tile entities, you might be able to see what is driving your tick rate down. It's amazing how low Reika's machines update times are, especially considering all of the animation, sound and dynamics involved. I've only had odd issues with the electricraft batteries and induction generators, both of which are likely because of the design on my power grid.
But the issue you mentioned about the extractor progress resetting reminded me of some of my machines when I watch them. Extracting/Inserting my control rods is funny to watch, they bob up and down for about 15 seconds until they are fully locked.
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Has anything else in the game been running strange, and does it occur without the clutch attached?
My extractor and blast furnace reset their progress fairly regularly, but it usually related to high update times on a few of my tile entities.
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AE2 rv2 is at this point more stable than rv1 according to some of the devs I've talked with on IRC.
Sadly, I still have many of the same bugs in RV2 (and extra cells' latest alpha versions) that I had in rv1. Most notably the unlimited power bug where AE2 doesn't use any power at all. It just fills the buffer, then I can disconnect the power completely and it goes down slightly then refills over and over.
Extracells is all screwed up for me too, I have a storage bus hooked up to my lubricant tank, and it goes out of an ME export bus regardless of the request. So I have water and jet fuel requested and it uses lubricant and just converts it at the export bus.
That mod has a lot work still, they change a ton in it, and it's still very buggy.
And one thing you will notice going from RV1 to RV2, your storage cells will be much fuller, even over the maximum in some cases, this is because some calculation bug was resolved causing items to not use up as much space as they should. I had to upgrade all of my cells.
What Alg did with that mod is great, but those devs must be coding day and night cleaning up all of that code. Even extracells appears to be very light so far, everything probably needs to be rewritten.
Ok, sorry enough chatting about AE2.....back to asking when V3 will be released :-P
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Would that mean it would be better to run dedicated lines to each battery? I'm not sure how I would do this given the space constraints, but it would help me in future designs.
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Not a ton of paths, I try to keep it all on one "trunk" line, and that line splits off to batteries as it travels. I made sure I didn't have any loops either. It's all platinum wire until it hits the auroral battery, then I use silver for the rest. Each battery usually about 3 or 4 wires off of the main silver line.
I'll have to look closer, I may have been a little sloppy in one spot, I had a section that had to go along a really long line distance, I wonder if I pop that off if it will make a difference. I'm pretty sure I had these issues before I built that section of the base though.
Does electricraft wire keep chunks loaded? The machines I'm powering out there are working (fans for the canola farm about 128 blocks away), so I'm assuming that means the chunk is loaded.
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No rush, thank you for considering it. I started to make screenshots and quickly realized that it wouldn't even make sense to post them since they are all over my base, I think I have about 20 batteries in different locations along 400 pieces of silver cable. I didn't realize there was that many until I started counting. A previous poster mentioned that he also had these crazy update times when he was using around 400 pieces of cable too, and thought that was the issue. But when Reika tested it and posted a screenshot it didn't appear to occur in his world. I'm wondering if the power/length penalty comes into play here, considering each block of cable has to calculate a lower output. I have no idea.
I started up a creative world to see if I could replicate it, and I got update times that spiked in opis when I started adding batteries, but the strange part was that some batteries on the line had very low update times, while others had extremely high update times. I couldn't find any patterns either, they were all different types of batteries, at different locations, all hooked up to a dynamometer just to check output. There was no relation to how full the batteries were either, some were completely full passing power through, some were partially full. But for some reason some were generating much higher update times (regardless of the size of the battery).
So I'm not really sure, but I'll keep trying when I have time.