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    posted a message on Introducing Bukkit - a new Minecraft Server mod
    Quote from Tigii »
    Great job man. You should be a sales man. You could almost sell nuke waste to someone. Not saying Bukkit is nuke waste xD. It's great.


    Well that's productive. I'm new to Minecraft server administration and some google searches came up with Bukkit so I decided to give it a shot. I'm using hMod right now anyways (since I'm unable to get Bukkit to work).

    Next time you decide to say something snarky without providing any real help to somebody's inquiry, keep your snide remarks to yourself.
    Posted in: Minecraft Tools
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    posted a message on Introducing Bukkit - a new Minecraft Server mod
    I'm having issues trying to get a bukkit server running. I'm running Ubuntu x64 server 10.10 with 4GB ram and an Athlon X3 processor. I can start the server up fine and once it's started I can enter console commands no problem.

    However once a player connects (myself, for instance, to test it out) the server then breaks down. Within 4 seconds the server console stops accepting commands and the game client times out. The console accepts commands (hitting enter after entering a command gives me a new line with a fresh carat) but it doesn't actually execute the command, or even give me an "invalid command" warning. Nobody can connect and I can't even execute "stop". I have to kill the server using sudo killall java.

    Here's some example console output (note that there are no java exceptions or warnings at all):

    20:33:21 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-523-g1e5ec12-b533jnks (MC: 1.3)
    20:33:21 [INFO] Preparing level "world"
    20:33:21 [INFO] Preparing start region
    20:33:22 [INFO] [GuestPrev] version 1.4b by SunShe is enabled!
    20:33:22 [INFO] Done (0.063s)! For help, type "help" or "?"
    >say test
    20:33:25 [INFO] [CONSOLE] test
    20:33:29 [INFO] 143 recipes
    20:33:29 [INFO] sesopenko [/192.168.1.2] logged in with entity id 92
    20:33:32 [INFO] sesopenko lost connection: disconnect.quitting
    >say test
    >
    Posted in: Minecraft Tools
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    posted a message on Frequent Crashing Since Halloween Update
    has anybody been able to confirm if a driver update helps with survival single player?
    Posted in: Legacy Support
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    posted a message on Who has mixed thoughts about biomes?
    Quote from Fisty »
    I personally feel the Biomes take away from the landscape. Random patches of snow in the middle of a vast sea of green forest feels extremely unnatural. Perhaps if the land appropriately got colder and snowier the further north you go (little problem with one tiny fact though - The Minecraft in game world being what was it - 8 times the size of the Earth?)


    I've noticed that the biomes are too small to be "realistic", too. Like others have said, it's not really biomes that are the trouble when first starting off, but the way it decides where to place the spawn point. If it were to use a little bit of intelligence to decide where to place a spawn point and then made biomes larger it would be better, I think.
    Posted in: Alpha - Survival Single Player
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    posted a message on Who has mixed thoughts about biomes?
    Wouldn't it be cool if you could get a rough view of the landscape and choose where to "embark" like dwarf fortress? :smile.gif:
    Posted in: Alpha - Survival Single Player
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    posted a message on Who has mixed thoughts about biomes?
    While biomes are great in theory I find they don't make for good gameplay mechanics, especially when starting a new game. How are you supposed to do anything if you start in a desert and have no means to find coal before sun down?

    While it makes for a pleasant landscape it makes for unbalanced gameplay.
    Posted in: Alpha - Survival Single Player
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    posted a message on Frequent Crashing Since Halloween Update
    About every hour of gameplay minecraft completely freezes up on me. The interior of the window goes grey and the top left it says it's not responding. Windows asks me if I want to wait for the program or force kill it. I once waited 5 minutes and it didn't sort itself out.

    It's annoying because when I load my save game after the crash, it reverts the blocks to the last saved positions but my player is placed where I was before it crashed. If I happened to be standing in an area that was mined out since the last save I die from being crushed by blocks when the game loads up and I lose all my stuff. Quite annoying.

    This started since the Halloween update.

    Also it runs much slower since the Halloween update. I'm running a dual 3.6 GHZ with 8gb ram and Nvidia GTX 280 video card. It shouldn't be running as slow as it is now.

    I'm using windows 7 64 bit in case that info's required. Latest sun java from sun's website.

    I'm using the latest minecraft.exe downloaded from the website.
    Posted in: Legacy Support
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    posted a message on lantern recipe
    Quote from Karrot321 »
    They aren't in the game yet.


    oh sweet!

    I started a new game but paused it after about a half a day's play to figure out how to make lanterns, fearing all my torches were going to burn out soon.

    So torches don't burn out yet either?
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on lantern recipe
    What's the recipe to make a new lantern? I tried using the search but it says it's overloaded.

    Does it use new blocks from hell?
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on Clone Ultima Online's "Grey/Red" System to control griefers
    Quote from Spehss Mahreen »
    Us raiders hate these damned 'griefer' threads. Raiders destroy things, and if you don't want us to have fun, than you shouldn't have fun either. Making things safe makes our jobs impossible, and that rids us of fun. Please think prior to typing, and remember, we bought this game too!


    did you notice the "rare" part of this concept? These blocks should be rare. I mean that if somebody mines and builds at their normal pace, they should only really be able to protect about 1/3-1/2 of their structures. They then have to decide which to protect and which to leave "open to the elements" or open to human nature. It has to be rare enough that you're forced to make a decision over what to protect.

    All game systems need to be balanced or else it's a shitty game system and nobody will play. If griefing isn't balanced then the non-griefing players will quit and the griefers will have nobody to greef. Myself, I'm not autistic enough to have fun only building structures. I'm like many people who need a balanced pvp game system to hold my attention. I'd like to switch back and forth between raiding and building. It would be awesome for "towns" to raid each other for rare blocks and compete for resources. Survival single player was much more fun than old school single player. And I'm itching for the day when you can tango with other players in a multiplayer game.

    Quote from Hypevosa »
    For the purpose of guard blocks it would probably mean that anything within the shape formed by the blocks (including everything above and below that shape) is considered to be "protected", so destroying any blocks or placing any blocks in that space would be a "misdeed"


    That would be mathematically and logically tougher to program than a simple radius check from a single block. This is coming from a full time developer :wink.gif:. Not to mention you'd have to mine a ****load of those blocks. Notch would have a lot of reusable code from the lighting system (or at least the knowhow to do it from experience in building the lighting system) that would make it quick and easy to decide which blocks are protected if it was based on distance from the block. I think it would be cooler if there were fewer of them so that if you come across one you covet it.
    Posted in: Suggestions
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    posted a message on Clone Ultima Online's "Grey/Red" System to control griefers
    Quote from 101_Force »
    I love this idea, but how do you determine in the world of Mindcraft what a misdeed is? Sometimes griefers just steal blocks from other people's creations, and as far as I know few (if any) online servers have implemented player V. player battle. For PVP the guard zone makes sense, but what about for mining? Will the guard zone put a stop to all mining within a certain radius as well? If not griefers can still steal and ruin other people's work, or remove a block while someone is above it, causing them to fall to their death or in to lava.

    It's a great idea, but I don't quite see how to make it work yet.


    It could be a configurable block. You whack at it and it opens a window, not unlike whacking at a workbench. The owner can change settings such as it's protecting only people, people and blocks, or just blocks.

    There is the aspect of ownership of the guardzone block, too. What happens if a player finds one of these (they should be rare, remember), they place it down and then never log back into the game? Well how about the ability to destroy one of these blocks by whacking at it for a long while with a diamond mining pick? A griefer isn't really going to go through the trouble to mine their own diamond so if they're able to run around and destroy guard blocks then kudos to them :biggrin.gif:.
    Posted in: Suggestions
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    posted a message on Clone Ultima Online's "Grey/Red" System to control griefers
    I'm itching for the day when survival multiplayer is finished and the idea of linking servers sounds frickin' awesome! I have a feeling I'm going to be losing many nights sleep.

    There is one aspect of multiplayer gameplay that loads of players discuss: griefing. I firmly believe it HAS to be dealt with or else Notch won't really have a great multiplayer game on his hands.

    For that I propose a system very similar to Ultima Online's solution back in it's old-school days when OSI owned and ran the game.

    Ultima online had the "grey" system. There could be a similar system in minecraft. Players were classified into 3 colours: Blue, Grey and Red. Blue was the "safest" and Red meant you were open for ownage.

    People needed a safe place to perform their doings, such as trading and crafting. This was possible in guard zones in the towns. There could be a very rare type of block that creates "guard" zones, almost like the light created by torches. These guard zones instantly whack people who misbehave. If somebody misbehaves anywhere, they go grey and anybody can attack them. If they performed a dirty deed while in a guard zone, they're instantly whacked. If they die while grey, they have a timeout before they can resurrect. After they ressurect, they're no longer grey. That same timeout runs while they're alive and they can lose their "grey" status if they hide and stay out of trouble.

    If they misbehave enough, they go red. Red takes astronomically longer to time-out. While they're red, they can be attacked and killed by anybody and guard zones instantly whack them whether they were being naughty or not. If they die, they have a timeout to be resurrected. Red players are still red when they're resurrected.

    It was a system that worked VERY well for a long time and I think it could work very well for minecraft. Ultima Online was practically a sandbox game as well that afforded a lot of freedom to it's players just like minecraft.

    The idea of guard zone blocks is ingenious, I believe. If you're building something important, you'll go through the effort to collect guard zone blocks to protect it. This also deals with the simple problem of deciding whether blocks are available for anybody to harvest (the common landscape) and your valued structures. The game system can't really determine this without players marking their structures somehow.

    I see a lot of awesome gameplay coming out of a system like this, for both types of gameplay. It also allows somebody to transition back and forth between both types of gameplay, too.
    Posted in: Suggestions
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    posted a message on HOW-TO: Run a server on Amazon EC2
    If you're spinning up micro instances I recommend mounting another ebs volume and creating some swap space. You don't want a kernel panic happening due to running out memory. a 1gb ebs volume costs like 50 cents per month if you're using it as swap. You can create and mount an ebs volume using the AWS management console on their website then google for "mount swap linux" to find out how to mount it as swap. If you like you can even add it to the fstab so it mounts on boot.

    I've been using amazon AWS for about 2 years now and I've found the new micro instances have about the same CPU capability of the small instances. It's just difficult working with that tiny amount of ram. EBS instances are real nice however, I wish we had those long ago :biggrin.gif:.

    I tried Linode out but I found their system a little unprofessional compared to amazon and I prefer paying by the hour rather than paying by the month. Plus they screw with the images you have available, blocking various commands that I've found handy in the past (like updatedb). People tested it to run faster for the price but there's more to value than just price and speed for some.
    Posted in: Server Support and Administration
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