While I don't play multiplayer minecraft (and almost certainly never will), I don't see a reason I should vote No. Some of these communities show breathtaking world building skills (even if not always they are able to display an equal level of social skills). My vote has to be an Yes, because this is too an important aspect to the Minecraft world that can't be ignored.
I always thought that the concerns against self advertisement (that are the basis of many server-related threads being closed, moved or deleted) need too be toned down to more acceptable levels. Often there's genuine quality in the work shown by a server staff that should deserve more attention. By including a multiplayer server in community spotlights they will finally have an opportunity to get recognition among members of other communities and other minecraft playstyles.
The only thing that shouldn't happen is a move into multiplayer favored content, as happened with many other games in the past. Single player communities are usually less vocal and participant of online activities (including forums and whatnot). But these are sizable communities still. Often larger than the multiplayer ones. Let's not forget, for instance, that a large and representative number of minecraft youtubers are singleplayers. These are the people that most helped spread the word about minecraft, the people that explored the game mechanics to its fullest and shared their acquired knowledge in constructions, traps, grinders, redstone, and a host of other marvels.
I'm only mentioning this because I've seen this happen before. What starts as a good intention, ends up consuming everything else around it. And I would hate to see online services around Minecraft becoming yet another multiplayer exclusive.
- marfig
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Dec 7, 2013marfig posted a message on Minecraft 1.7.3 Pre-Release!Posted in: NewsQuote from BarX
Lol @ people complaining about some laggy gameplay with 1.7.X. I'm still getting a solid 400fps on flatworlds, about 165fps on AMP'd worlds and at least a consistent 290fps on regular worlds. This is with a junky Geeforce 9800 with a DESKFAN cooling it down. Seriously, if you're going to whine about laggy gameplay and you don't have a dedicated card to perform what minecraft has to offer, just stick to old outdated versions because no one wants to hear it.
You really are a cut bunny, aren't you? Come here you cute little wee-dee-lee-wify bunny! Come to papa.
No one wants to hear how awesome your rig is, bunny. Those that aren't as fortunate as you (and you are so fortunate, you cute little bunny) do have FPS problems. And with this release, more than before. That's a bummer, but that's life. Life, you know, something you probably have no idea what it is. -
Dec 7, 2013marfig posted a message on Minecraft 1.7.3 Pre-Release!Posted in: NewsQuote from AndorynIt's not like it's Google, that actually combines Google+ into Youtube. Those are actually from the same company, so I can see how that has purpose.
So I really wonder why Mojang is so interested in our Twitch account data...
Twitch has a similar ads mechanics to most other community driven services, like Google or Facebook. The Twitch Media Group, through its partnership programs live of ad placement and trading revenues. Mojang simply became a Twitch partner and is probably going to get its cut.
I'm not happy with this relationship between Mojang and what has essentially become an ad company. But fortunately Mojang did the right thing and isn't forcing it down our throats. You don't have to use it if you don't want to. So its not compulsory you create a twitch account to play minecraft. It will be only if you want to create or view twitch-based content. Which, frankly I don't advise anyone to do.
It's a interesting novelty to watch a live stream from within minecraft, but it will get old soon because YouTube has become the traditional Minecraft video source and I don't see Twitch ever being able to replace it or come near. -
Dec 6, 2013marfig posted a message on Minecraft 1.7.3 Pre-Release!Posted in: News
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Dec 6, 2013marfig posted a message on Minecraft 1.7.3 Pre-Release!Posted in: NewsQuote from Xbraveman
I just love how Forge isn't even updated to 1.7.2 then the pre-release for 1.7.3 is here
I'm pretty sure their intention is to skip 1.7.2 altogether (see here). - To post a comment, please login.
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I agree. You get funny feelings. And...
... that's because you fail to interpret what people are saying.
I simply find it amazing (but unlike you not enough to hate this community) that some people so easily degrade and diminish other people's complaints, because they are simply not affected by these problems. Take you for instance: You call "the smallest of things" the fact we don'y have mod support since version 1.7.2 and the fact the Plugin API is being promised for 4 years. Well done in completely ignoring and degrading your fellow players for whom this is a problem.
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A friend of mine was actually saying something to this effect the other day too. I can appreciate the potential problems this could bring, if the Plugin API was incomplete, hard to work with, or otherwise ended up becoming an undesirable option that forced many modders to keep working with Forge or modding directly. But let's face it, this is just an appeal to fear. Like you said, we don't have a Plugin API yet. So we don't know if it is going to be any bad. And there's also no indication that Mojang has plans to sign their jar once it is out. An option that won't do them much good. It's far from being full-proof. The .Net signing mechanism is one of the strongest I know and yet it is incapable of stopping even a modest hacker. I don't think Java could top it. They would be much better off by enforcing the current EULA on any stray modders and community websites.
If all of these things end up becoming truth, then we will have another problem to deal with. What we can't do however is to think that problem is going to happen and consequently we should stop wanting to have a Plugin API developed.
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To be honest, where I personally in that spot, I would want to come up with those changes to my program architecture BEFORE rolling out a plugin API. This is so because those are the exact type of changes that can provoke backwards compatibility issues with former APIs. And once a Plugin API is out in the open, you'll want to avoid forcing modders to adjust their mods because the new Plugin API broke them. One of the advertised advantages of the Plugin API is exactly to stop with this terrible burden modders have been going through.
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But here's the thing, they just keep on pilling and pilling and pilling changes to the game architecture. They just don't stop. There should be a time when they should just say "Let's stop! Let's just make the bloody API already!". They have been on this for years and there's no sign it will ever stop. They just seem drawn into a typical coder endless circle of perfection that invariably is not leading them anywhere. All these changes that exist (as they say) solely for the purpose of a Plugin API, amount to nothing if they don't develop the bloody thing. There must come a time when they must realize this has been on long enough.
And that time hasn't come up yet because unfortunately the modding community is either small or not loud enough. I'm still stuck to 1.6.4 because Minecraft to me is not an option any longer without mods. Long gone is the time I could enjoy vanilla Minecraft. But after nearly 4 years, I think it is understandable that for some of us, vanilla is just not of any interest anymore. I mean, for how long can one take playing the same game over and over again?
And what does this mean, being stuck to 1.6.4? That I have missed on everything introduced in the game since then. All these updates, all these new features... players in my position don't benefit from them. We are closing in 1.8 and no Plugin API in sight, or even an estimate. Meanwhile Forge is still being tested on 1.7.2; the buggy update we all want to forget. Ahead of it there are still the changes and additions in 1.7.4 and 1.7.8. Never before was Forge so compromised by a Mojang decision. There's no indication we will get a Forge for 1.7.8 before the next update rolls on. Many modders have stopped and are waiting, some probably slowly losing the drive and interest to eventually update their mods when Forge finally catches up (we are still waiting to see the real extent of the damage to the modding community introduced with 1.7.2). So, 1.7.8 is almost certainly out as an option for finally playing an up-to-date modded Minecraft. We've been out of mods for 3 months and 2 versions. We may be out for a lot longer. No one really knows...
And all we get from the developers WE WANTED to respect and cherish, is a bunch of laconic statements, half-truths, non commitment and the distinct impression none of them really cares one iota they aren't treating their community with a bit more of respect.
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I think Dinnerbone would do great in marketing. His claim is one of those situations where we can say "With the truth you fool me".
He's almost certainly not lying, because whatever they do, it will affect or help implement the Plugin API. But I can be creating this great AI in preparation for my strategy game, but what will that mean if I don't actually end developing my strategy game?
They have been preparing the plugin API for 4 years. It's another sort of message that we should be getting. Not the same ol' stuff we have been listening since the formation of the solar system.
Which would mean 100 - 95 * 0.99 is the amount of actual work put on the Plugin API. That is 5.95%.
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It's hard to say because in your case you do manage to save and quit, which should work alright. You might need to check your computer for things that may affect file reading and writing. Could your anti-virus aggressively be scanning opened files and stepping on Minecraft toes when it is trying to save your player dat file? Stuff like that. Perhaps try to run the game a few times without the anti-virus on and see how that goes.
I greatly minimized my chances of lost research by getting into the habit of periodically going into the main menu screen (you just hit the escape key during the game). When you do this, Minecraft always saves the game, as you can check if you keep the launcher opened and go to the Development Console tab. I'm not sure if this is going to help you, because clearly you have something in your computer interfering with proper file I/O.
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No. Offline mode always creates the same player name. Can't remember which, but it is always the same player.
I think his problem is another. Something is corrupting his data files. All issues I've had with lost research happened to me when I get power cuts (which are unfortunately rather frequent in my current location). When the game doesn't properly save a player file, my research gets corrupted. Because his does save and quit the game, something else in his system is corrupting that file. Either a rogue mod, a virus, or something else.
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No. Modders who don't want to use the Plugin API, will keep modding outside of it. It's only modders who want to use the Plugin API that will have to be restricted to what it offers.
EDIT: I probably also advise you to drop the mod-slash-plugin distinction. It's not only pedantic, but unnecessary. It's not because the API is called Plugin API that we now have to call our mods plugins. And very likely, because of the traditional use of the word, we will keep calling mods to all but the simplest of plugins. A vast number of games offer modding APIs just like Minecraft is planned to offer. And in all those communities they keep being called mods.
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1. Will it expose all of the required Minecraft objects and methods? I won't be able to use it, if they forgot to implement access to the world generator and I want to create a new biome.
2. Will it be bug-free? I won't be able to use it, if bugs are many and varied, take years to be fixed and will invariably affect the quality of my own work. Mojang track record in this area isn't particularly good.
3. Will it be performant? I won't be able to use it, if my mod ends up resulting in a poor performance experience because the Plugin API adds an unacceptable overhead to vanilla Minecraft.
4. Will it be transparent and easy to use? I may refuse to use it, if modding for Minecraft ends up forcing me to write spaghetti code that makes my mod hard to maintain.
5. Will it be consistent across versions? I may not want to use it if I end up being forced to constantly update my mod to keep up with new versions of the Plugin API that break the old ones. It's enough already (but understandable) I may have to update my mod because of game changes. I don't need the aggravation of having to change it because Mojang keeps changing classes or methods names, or introducing deprecated flags all the time. Backwards compatibility is another area where Mojang doesn't have a stellar track record.
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Well, indeed I was assuming Minecraft had either been built, or, after all this time, modified to implement proper encapsulation across the board. What you are telling me is a bit disappointing, but it does explain your criticism of Forge's adoption of type annotations.
I remember Jeb (or someone else?) criticizing a few years back the code for its lack of a more strict adherence to OO principles. It seems Notch was a bit sloppy about it. But until today it never occurred to me encapsulation at the class level was one of the problems.
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I think you mean this twitter? Well, that's the type of stuff we have been hearing since 2010. How can such a laconic statement that ignores years of failed promises (as if this was the first time he or anyone else at Mojang promised the plugin API) can be made out to be a definite Yes?
I think some readers of this thread still didn't get it, maybe because they didn't read the whole thread yet. We have been promised the Plugin API with statements like those since 2010. Alright?
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Reflection is extraordinarily expensive for non event driven applications. We are talking about a method of accessing external package-private classes that up until recently was an order of magnitude (10x) for method calls with lookup and 3x more expensive for method calls without lookup.
It simply isn't possible to create a performant plugin API like Forge based on reflection. And this is the reason why they didn't do it in the first place. I suppose it could have been done for some parts of the code that don't need to run on a frame-by-frame basis, but then you'd have a inconsistent API that forced you to mishmash several methods of programming. That is undesirable. And would still not answer the performance issues it could bring in to the game.
I suppose. Type Annotations (or Reflection, since we are also talking about this possibility) can't answer all the modding needs. Particularly when it comes to actual behavior changing of existing methods. But if you are implying the Forge API could be coded on this principle, you must consider that what this means is that Forge would in fact have to patch the whole Minecraft code base, which would essentially make it a complete Minecraft binary. No mod API is created on a patch principle for this reason. It's just not possible to patch the entire code base and expect this to become a reliable and efficient API.
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By "Minecraft doesn't expose any of its classes", I mean these are not public classes that can be accessed from external code. Expose is being used in the context of Java OO access levels.
I'm not sure what other methods you say exist that allow you to tap into package-private classes and that can be reliably and efficiently used for the development of a mod/plugin API. But I'd honestly like to know.
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I don't do any modding at all, but I find this argument of yours a little strange. I do agree with everything else in your post.
Type annotations are prime candidates for a pluggable system such that which is offered by Forge. Since Minecraft doesn't expose any of its classes, your only access to their code is through type annotations (once their classes names are deobfuscated and their general functionality understood).
Sure, you could abstract this away from the modders by creating a proper OO interface to the type annotations. Essentially, hide the Forge details from the modder and present instead a OO centric approach to modding. But I think the overhead would be too much for modders to be able to code all but the simplest of mods.
Because Minecraft doesn't expose any of its classes, type annotations are the most reliable and direct away to plug in to the code at runtime. And modders just have to learn to live with the difficulties of this programming paradigm.
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The removal of numeric IDs is one of the most important changes to the game in recent times. It's, at least in my opinion, by far the best thing in the whole 1.7 branch. Even better than the new biomes, and the new blocks. Personally, I simply love this change in the game and my love for it has nothing to do with the Plugin API (for one, because as you know, we don't actually have a Plugin API).
This change can take effect immediately and is going to take effect immediately on many mod makers that can right now start changing their mods to support it. So long item ids clashes. One of the most ubiquitous problems with modding. With our without the Plugin API, with or without Forge, the change to items IDs is already a great benefit to the modding community.
I would hope so. I think the problem is however a bit more complex. If Mojang comes out and openly says the Plugin API is a dropped project, questions will arise about how are we going to support mods in the future. Will we ever be dependent on Forge? Will the Forge team be able to always respond to code changes? Will code changes like 1.7.2 that invalidate Forge rapid response happen more often?
There's a certain backlash that Mojang risks if they openly admit they were not going to develop the Plugin API anymore. It's just not pretty to see a game developer refusing to provide mod support for their game. So, in a way I can understand why Mojang is reluctant in admitting it. But I do agree they should just say it and be done with it. Maybe even strike a deal with the forge team along with a non disclose contract to save some (not necessarily all) of their troubles in deobfuscating the code.
EDIT: Just saw Zeno410 reply above me and that's pretty much in line with my reasoning. All this could be avoided and Mojang be freed from an obvious headache if they thought out ways to facilitate the work of the Forge team, or simply incorporate their work in Minecraft. After all, someone already did a Plugin API. And they didn't even have access to the code. It's only Mojang that doesn't, despite all their promises.