Quote from BadW0lf
The board also seems to lag from the sheer number of JavaScript functions it calls.
Also, you've got quite a few JavaScript errors. You should look into them.
Uncaught ReferenceError: GS_googleAddAdSenseService is not defined /news/420-the-forum-has-been-upgraded/page__st__40/:301 Uncaught ReferenceError: GA_googleFetchAds is not defined http://static.minecraftforum.net/public/style_images/mcf/skin/icon-search.png Failed to load resource: the server responded with a status of 404 (Not Found) http://i.qkme.me/353ej9.jpg Failed to load resource: the server responded with a status of 500 (Internal Server Error) http://static.minecraftforum.net/public/style_images/mcf/skin/search_icon.png Failed to load resource: the server responded with a status of 404 (Not Found) http://static.minecraftforum.net//public/style_images/mcf/editor/toolbar_bg.png Failed to load resource: the server responded with a status of 404 (Not Found) http://static.minecraftforum.net/public/style_extra/bbcode_icons/twitter.png?t=B8DJ5M3 Failed to load resource: the server responded with a status of 404 (Not Found)
Yeah, I'm getting hundreds of errors in my web developer console also, and a lot of 404s for images. It looks like this mix of multiple systems is not completely thought out.
Everything is so much slower than before. This may be what keeps me off the forums for good.
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What's wrong with the one that's there? (other than it hasn't been updated since v6).
There's even a separate one for mods.
There's even one sorted by block ID, although, people have attempted to delete it because it is too similar to the main one.
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It's this kind of stuff about Notch that makes me proud to support the game.
By the way, even though piracy is not theft, it is still wrong, and still against the law. If you play Minecraft regularly, and refuse to spend the tiny bit money it costs for an account, then you should be ashamed of yourself.
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Through the web interface, you can view other worlds, in an isometric google-maps like interface. You can pick one you like and click a button to request to be added to the whitelist. If you are denied, or if you are just shy, then hit the clone button, and you instantly have a clone that you can play.
All of this is very cheap too. 10 hours/month for free is extremely generous, and the monthly rate ($5/mo, with slight discounts for buying multiple months) is quite good.
There is just one downside, as I see it, but unfortunately it is HUGE. You can't install mods. You can only play on vanilla (officially released) servers. They claim to be working on adding bukkit support, so I assume that will include mods. Until that time, this is really nothing more than a toy, in my opinion. You just cannot host an open server without worldprotect or logging mods, etc.
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this indicates 1.3 will only contain a server side API.
This FAQ, though, clearly states that the API will be both client and server.
So, the confusion about this is understandable. I'm guessing that the client API will be later than 1.3, but there's really no way to know for sure.
Regarding how client mods will be installed, which was the original question, this interview clears that up:
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Hmm, I guess that's an oversight on the wiki. But, it's pretty obvious to most people.
Find any village. Go to the main building. A woman will greet you and if you right click on her, it will open an interface for buying and selling.
The middle section of that interface shows things that you can sell to her. It's not labelled, but that's the section you should be focusing on. If all the items are greyed out, than that means you have nothing they want. Look to see what they want, and then come back later. If an item is not greyed out, you can ctrl-click it to sell a full stack.
One of the easiest things to get and sell is cobblestone. It's worth 1d each, which is less than anything else, but it's still a good deal because I usually have lots of it. If you are at a Norman society, wood is good. If you are at an Indian building, then get a brick maker as soon as possible, because they will want a lot of mud bricks and cooked bricks.
I'm not completely sure about how to fix the first one. I had a situation like that once, but in my case, she kept jumping down into a pit and getting stuck. I filled in the pit, and it fixed the problem. I don't know if stairs would work for you or not. You could try destroying the roof. It will be rebuilt the next time the building is upgraded, and shouldn't harm the village.
Sometimes in the Indian villages, the people prefer to use the back windows instead of the front doors. So, make sure there is a path into at least one of the back windows. If it's 2-high above the ground (instead of 1), then I always place a block of sand as a step in front of the window, and it solves a lot of pathing issues. Inside the window, there's always a chest by the window, that functions as a step.
For the "construction not starting" issue, it's almost for sure because they don't have space to build. In the main building, click on the top-most sign. It shows a map. Click the arrow in the bottom right, and you'll be taken to a page with a key. It's worth writing it down, and referring to it when you study the map. By doing this, you can find the obstacles, and clear them.
If you have build an area higher, build it with sand or dirt, so that they can build on top of it. If you use man-made materials like cobblestone, then they won't build there.
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It's probably hard to do an even comparison.
Many times since 1.7.3, sources of lag have been found and removed. But, there's also more features than before. I remember a couple of releases around 1.7.3 timeframe with incredibly bad lag from pathing, and I never experience anything like that now.
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I don't know if I'd say that.
If you make a mod that doesn't use modloader, then you have to make a new version of every source file you modify. This is the main source for incompatibilities. Sometimes you have two mods that are compatible that change the same file, but it matters the order that you add them, because they change the same file. Since the order matters, they can't just be dropped into separate folders.
Modloader adds interfaces for new recipes, new block types, etc. This means that the mods are no longer touching the same files. They just call the modloader interfaces to create new recipes. Now the order of installing mods doesn't matter. If you've used modloader much, you know that it supports a /mods folder, because most of the mods based on it can be patched in in any order.
I can't guarantee that a client API will create a mod folder like modloader does, but it seems like a pretty safe bet.
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Link?
I hope you are right, but when the bukkit team was hired, they told PC Gamer that it was to work on multiplayer mods.
I think the final plan is to eventually get rid of SSP, and when you start a single player game, it will just silently start up a server and connect you to it. At that point, mod makers will have to rework their mods to separate out the client and server portions. The server portions will use the new API.
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The Texturepack folder is only on clients. Servers don't have texture packs.
The new Mod API, if I understand it correctly, will be for server mods. Most server mods do not require clients to change anything. I would assume it will be more like Bukkit plugins are today.
I don't why you think it will be available in the next couple weeks, though. As far as I know, the bukkit team has been working on fixing up other bugs recently, and haven't really started on the server API. I would expect at least a month or two before it it is released. Even that is optimistic.
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http://games.slashdot.org/story/12/03/15/0440246/minefold-launches-minecraft-game-hosting-service
I did a google search, to see what people thought of them, and found this post. I figure it's better to resurrect it, than to start a new thread. Now that they've been around for some time, what do people think of this service?
I'm thinking of hosting a server with them, and just want opinions.
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Ah, I had actually looked at the pics in the spoiler, but didn't realize they were all separate layers. So, I see the design really is just inverted.
I also was editing the post as you quoted it. If the only difference is accessing the cluster from above instead of below, it may be the same, depending on if it gets light from the relays. That's something I'm not sure about yet. The guides don't seem to talk about it, and I haven't had time to test it myself yet.
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I apologize. I had heard that some of mod owners in the pack were not happy, but really was ignorant about which ones. I had intended not to use any mods in the pack where agreements had not been made between the parties, and honestly didn't realize that EE was one such mod. Basically, I'll probably get around to using EE at some point, by installing it myself separately.
The server I play on has Tekkit installed, and I obviously have to keep Technic to continue playing with those friends. I can definitely stop using EE on that server though. I completely agree that the Technic pack people should not include mods that they have not been given permission to add.
But, back on topic, your flower design is definitely not the same, unless you have part of it hidden underground. It looks like you have 13 collectors and 4 relays, instead of 17 and 5. If a relay only has 4 collectors transferring power into it, then it is under-utilized.
The guide doesn't really talk about how difficult it is to maintain such a design. I'm not sure if the design works if you invert it. The collectors need light in the blocks above them, and I don't think the relays give out light. So, I think that's why you are supposed to build it in the ceiling and access it from below.
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I'm not sure the cause for your anger. I have an old version (before they made the launcher). I have changed the config files a bit on that version, (ie I've set it up for cheat mode, for testing designs). I don't use it a lot, but sometimes I like to go back and see how things used to work.
Then I have the the 2.1, which includes two different versions (one for Technic SSP and one for Tekkit SMP).
What does that change correspond with? Is it when Minecraft went from beta to 1.0, or is it related to a big change in EE? Most of the pages on the wiki indicate they are up to date with v6, so if something is out of date, then I'd like to know.
As far as Maximo's discussion, your plan is inefficient, because your relays are not "saturated". To see what I mean, look at this guide Relevant to my questions, it's only updated to v6.
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Is there a way to see which version of EE2 I have installed? I have several different installations of Technic pack that I play, and want an easy test that I can do in each to see which version of EE2 they each have.
Speaking of versions, what is v6 (that I see refrenced frequently in the wiki)? It seems like it should come after v1.4.1.1, but clearly it doesn't. Is it the original EE? Are guides on v6 still relevant?
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You really should take some screenshots, and then post the bug here:
http://www.minecraftwiki.net/wiki/Talk:Known_bugs/Version_1.2.3