owsf2000: (default)
Just in case anyone was wondering why it doesn't show up as such, goldp had problems with his isp earlier this week and that caused his ip to change for the first time in years.

If you're part of the server (or on my friend list and want to be on the server) and see this, just send me a pm asking for the ip. I'd just post it here but I can't seem to find the previously-well-displayed box to mark this stupid entry as friends-only. :P I'd assume it has something to do with teh screening options, but it isn't quite clear, for those of us who hate to Assume Shit, what is being screened or allowed.
owsf2000: (default)
I guess it's beginning.

I don't even see the reason for this thing to exist personally, although one shill in the comments has posted multiple times the "pros and cons" of a Windows 10 Edition. The pros being things that Minecraft has not needed to become as popular as it is, and the cons being those very same things Minecraft doesn't have. (Meaning it's a very poor list of reasons, doubled up to make it look like he has a point.)

So anyway this Windows 10 edition will be free to anyone who already has PC Minecraft - or 10 dollars if you don't. And the new version will be based on the Pocket Minecraft edition. IE: Essentially one of the weakest editions available.

- No dedicated servers (Although they're hoping for that "later")
- Multiplayer limited to 7 players.

Apparently it's only advantage is that it will be able to interact/multiplay with all Windows sources (phone, tablet, Windows 10, and Xbox Live).

So we can see how they're aiming to pool everyone into the primarily-Windows-Only version they're creating, which will likely have difficulties with mods, etc. (Do you really expect them to allow Mods on this if it's going to be interacting with Xbox Live? Likely only if those are bought and paid for thorugh the store.) Then eventually after they reach "feature parity" with proper Minecraft PC, we'll likely start to see the new things added to Windows 10 first or perhaps only. Then when enough people are switched over to the Windows 10 edition (After all it's free, or 1/3 the price currently of PC Minecraft) they'll find little reason to keep the PC servers going using the excuse "anyone on PC minecraft can just download the free Windows 10 Edition and continue to play!"

Really not hard to see this coming, we'll see how it stands a year or two from now, and see I called it.
owsf2000: (default)
The guardian farm is currently functional. Based on tests, while standing near the nether portal the drop rate is approximately 15000 items per hour. This is with just 1 tank operational. I have 3 other tanks in the works. Going to do some tests and modifications with the new ones as I go to test efficiency etc. For instance the yellow tank is going to attempt two new things.

1. An extra level of lava in the kill tank.

2. XP farming potential.

I will be adding an item sorter and massive storage system to the farm as well, but for now you'll have to grab stuff out of the drop chest.


The extra level of lava is a no-go. You'd swear the HP on these mobs were set deliberately to either instantly die in lava, or to have as much hp as possible after getting out of it. ^^ Oh well, no biggy.

The XP farm potential is there, so long as you have splash potions of harming anyway. I'll be planning out a way to move all 4 tanks of mobs into a central location for splashing at some point this week.

I'd wager this thing has the potential to be more efficient XP farm than an End Farm. Builds up mobs quickly and constantly, and you aren't forced to punch each and every mob individually. (In fact doing so in this farm could prove fatal!)

There's some fancy redstoning I want to do as well to wire the mode change into a single button.

I may however start working on the item sorter + storage system first. But that requires digging out the rest of the chunks below block 39.
owsf2000: (default)
Goldp's scripting skillz has managed to let us upgrade to 1.8.1 without being affected by the disappearing chest or deactivated nether portal issue. At least, as far as we've been able to see.

Additionally, according to the Wiki, old chunks that would have had an Ocean Monument spawn in it still has them spawn in some situations. Particularly so long as nobody's been near the chunk for more than 3 minutes. So surprise, there are some ocean monuments showing up "relatively" close to spawn. (within 1000 blocks)

There's one to the south about half way towards Kobanal's village - I suspect it's close to the southern Stronghold that nobody ever goes to - that I'll probably be trying to build a trap around.

Also I've already brought back some of the new stone types (granite, etc). They're in the upstairs storage area of Main Station if anyone wants some.
owsf2000: (default)
The bugs we discovered in the first attempt to ugprade are still present, however we figured out how to avoid them.

1. Half-Broken Doors: These are doors that open in a particular direction. Either one side of the double-door setup will be half broken, but also the older doors appear to open in that particular direction as well. It's just a graphical glitch for the most part. If you see one, destroy it and replace it.

2. Deactivated Nether Portals: All portals lit prior to 1.7.10 (so 99.5% of them) will be deactivated in 1.8. The solution is to relight them in 1.7.10. Goldp and I plan on relighting the real-world portals we find connected to the Nether Network. We'll place a redstone torch on the portal to show we've relit it. If you feel like relighting your own, just place a redstone torch (or a sign I guess) to show us that it's already been done. We'll relight the portals on the nether-side in 1.8. Much faster to run around there than the main world after all!

3. Disappearing Chests: This appears to affect chests from BETA 1.7.3. Yes. It's that old. Chests from that time and before did not have directional data in their meta data stuff. This showed up for half the chests right away when directional data was added because you'd have chests that were functionally the same they use to be, but visually they were 90 degrees off. Often appearing to extend into walls as a result. Naturally when we saw those, we fixed them. BUT the other chests from back then, the ones that didn't show this glitch, were also affected. They had "0" directional data - but they just happened to be facing the correct direction anyway. These, as well as any visual-glitched chests that were unfixed from before, are the ones that are disappearing.

On the plus side, this means if you joined the server post-beta, you're perfectly safe. (Fuji, Tokoz, etc) I've identified some chests at spawn that are affected. I've moved shit out of them, and will be removing/replacing them so they have directional data. But I haven't checked every single base, and for bases that aren't mine I wouldn't necessarily know if it disappeared in 1.8.

Main people that would be affected by this would be Goldp, myself, Kane, and Korb. As I think we're the only 4 from back then. (The Op Crew so to speak.)

Goldp quickly moved into the 1.2 continent, and Kane left for the ocean to build his glass tower, moving all his stuff there. Those two are mostly safe, leaving Korb and myself as the most likely at risk! Might want to check bases in the Beta Lands and put any valuables in enderchests or in bases away from spawn to make sure they aren't affected. We'll be spending this week doing the nether relighting and perhaps looking for old base stashes. Goldp may also be able to get a script to run that'll automatically fix the chest issue.
owsf2000: (default)
I wonder if this is one of the first minor effects of Mojang being bought by Microsoft - slow updates to initial version release bugs.

We had tried to update Pseudo World to 1.8 about a week after it was released but found there were 2 conversion bugs introduced.

1. When players logged in, probably just for the first time, flowers and apparently some chests would get popped into items and fall on the floor.

I had noticed the flowers outside of Main Station popped and lying there for no reason (I kind of assume it's because they were next to light sources but I really don't know for sure) but it wasn't until a bit later after fixing some of the things with #2 below that I went inside the station and saw several chests... just..... gone. That was the breaking point of doing a rollback to 1.7.

2. All nether portals were deactivated. Meaning we had to reactivate them all manually. And this was a bit more problematic than you'd think given how many portals we freaking have. Plus, inactive portals aren't instantly relit when you go through the other side. So often times we ended up with temporarily cross-linked portals and new portals forming next to, or on top of, or nowhere near, existing (but inactive) portals.

I had reactivated and fixed a bunch of portals, but there were still a LOT to light. And the odds of me forgetting or outright not knowing all of the ones that exist were quite high anyhow.

The delays in fixing stuff like this (We ALWAYS have at least 1.x.1 if not 1.x.2, 3, 4, etc, within the first week or two of a major release) may just be mojang having to pick up bukkit and update that to 1.8. But then I guess the whole bukkit mess is linked to the microsoft deal indirectly.

If it continues on, we might have to bite the bullet on this and update again and deal with the buggy code. I'm going to want to do some planning for it beforehand however.
owsf2000: (default)
Here is Microsoft's announcement of the Mojang purchase.

Here are some tidbids that make me worry about it.

"Microsoft’s investments in cloud and mobile technologies will enable “Minecraft” players to benefit from richer and faster worlds, more powerful development tools, and more opportunities to connect across the “Minecraft” community."

These seem to be primarily Xbox One issues, when it comes to the cloud where they've made just that promise for games. This would probably mean save data will end up in their cloud rather than on actual servers and PCs.

The development tools makes me think they're going away from java.

"Minecraft is more than a great game franchise – it is an open world platform, driven by a vibrant community we care deeply about, and rich with new opportunities for that community and for Microsoft."

I read this as "DLC".

“As the founders move on to start new projects, we believe the high level of creativity from the community will continue the game’s success far into the future.”

I highly doubt community creativity will be nearly as high once the new rules are put into place for how mods/plugins may or may not be done. I can surely bet they'll forbid any GPL projects as a clause in the EULA basically states that mod makers permit mojang to take the ideas and build them directly into minecraft. "If you don't like that, don't make mods/plugins." is essentially how the eula works. (And I'm pretty sure it's always said that.)

Regardless, I don't know what kind of creativity you're going to get out of the leaving founders. Notch himself has explicitly said he's going back to tinker silly little experiments and if he sees any experiment start to grow the way Minecraft did --- he'll immediately abandon the project. (Way to go!)

So yeah, I can easily see my predictions turning out true, in one form or another within the next few years.
owsf2000: (default)
That subject probably says it a bit more harsher than I really intend it but no matter how I try to word it, it's all the same.

Apparently Microsoft is close to closing a deal to buy Mojang for 2 billion.

Apparently this has been in the works for a few weeks now. That's long enough to cover the whole bukkit shakedown and the GPL DMCAing going on for bukkit to help ensure it comes to a halt. I wonder if these guys knew about the deal... And I wonder if that's the main reason for the sudden intention for Mojang to start enforcing the eula.

So I guess I'll make a few predictions.

1. Minecraft popularity will likely begin a headlong crash.

2. There will probably be a move away from java into windows-specific programs.

3. I will start to become more productive again as my interest in the game starts to dwindle with the loss of bukkit plugins and a large, diverse plugin/mod community.

In all honesty I see a major clampdown on all mods and plugins in the future.

Regardless of their other games, Mojang is basically Minecraft. They're shooting themselves in the foot in the long run (Some ACs on Slashdot appear to be claiming to be on the inside, thus posting as AC, and seem to indicate that the devs are basically being let go when this goes through. Something about Microsoft not being interested in amateur indie java programmers.)

Oh well. 2 Billion for Notch and a couple others. I hope Notch plans on retirement because I honestly don't think he'll be able to repeat this kind of success or even produce anything to hold a candle to it.
owsf2000: (default)
As a public service announcement to anyone who still checks LJ that plays the server, the server is not actually down. goldp's isp no longer gives away free static url type thingies so what we've been connecting to won't work, but we can still connect directly via the ip. If you need the ip, which admittedly may change from time to time since it's technically dynamic (but he's usually connected all the time anyway so it'll probably be pseudo-static), send me a msg here on LJ and I'll try to get back to you with it.

Alternately you can ask him directly on irc. We still sit in the old #ow channel on esper.net, although we're not always at the keyboard! We're not ignoring you if you don't get a reply! ;)

If I have a way to contact you other than LJ I'll probably end up sending you the ip that way.

If anyone from back in the day has minecraft but hasn't had access to the server, feel free to request it.
owsf2000: (default)
For any of the people that play on goldpseudo's minecraft server: We now have a second end farm built in the end. It concentrates all the endermen to a relatively small platform for quick XP.

Fuji's also working on an iron farm for us.

Hoppers are fun.
owsf2000: (Default)
This rant is minecraft related. It's more specifically for public minecraft servers that have moderators appointed to crack down on hackers and shit. (This is not about Pseudo World. That's a private server!)

IF you're going to do that because you can't be arsed to log on to your own server enough do the following things:

1. Make sure the mods have the proper commands and powers to prove someone is cheating.

2. If those powers are "too op" for regular players to have access to, make sure your moderators understand that they are NOT actual players and are in fact people there intended to oversee the game.

3. Make sure those moderators, regardless of the above, are COMPETENT minecraft players.

A public server I play lately on and off (I always seem to have a public and private server that I play on.) fails all three of the above.

1. The commands they have access to are "invsee" which lets them see what's in your inventory at any time they desire. and the "find block" plugin. Which announces to them whenever a player finds a vein of ore like iron, gold, lapis, diamond, or emerald. It doesn't work for coal or redstone. Probably because the shit is too common or limited in use. Regular players don't see this on this server. But the mods love telling us they have it.

Why they fail this? These commands only generate witch hunts. They see you getting ore often and can see how much you have in your inventory. They don't know how you're getting it. FAIL.

The other abilities they need after this is the ability to go invisible and the ability to quietly teleport to the suspect to witness firsthand what they're doing. If you're in some tiny dark tunnel you're digging that changes direction for no particular reason and just happens to find all the diamond or emerald ores? Yeah, perhaps you're using xray and should be banned. However on a pvp server, having the ability to instantly teleport to other players would be "too op" especially if you were using it to attack them.

2. They fail in this measure because the moderators are considered regular players. Regular players on a RAID, GRIEF, PVP server. Having any more powers than the commands above and the ability to kick and/or ban players is "too op" and they wouldn't be able to be regular players.

Why they fail this? Most of the mods there seem to only be mods for the commands. Very few actually care enough to actually look for cheaters. So this means you have a bunch of pvpers looking for ripe targets with their ability to see your inventory. Many wouldn't be moderator if it meant they couldn't you know, attack other players and destroy their bases. They can't get commands to fully sniff out cheaters without causing a lot of valid concern unless they're considered staff rather than player. And they don't want that.

3. I don't know if it's just the type of server it is, and the type of player it attracts. But I swear it feels like not a single damned moderator on that server has a clue how to play minecraft beyond digging down to diamond level, getting diamonds, making diamond armor/sword plus enchantments, then attacking other players.

Sure. They know the statistics. They've probably read the minecraft wiki. But I seriously doubt ANY of them know how to cave out the darkness.

So why the rant? In my case in particular I was accused of xraying on two different nights by two different moderators. I know for a fact I wasn't. When I cave, I go find a big deep hole and jump in with my basic armor and tools. A stack of wood, some water, some ender pearls, food, and some torches. That's about all you need to handle just about everything.

When I cave, I also go fairly fast. I'm not taking my time. I run down corridors lighting it up. I make note of ore veins I find in the walls as I go and then on the way back (or at least periodically if it's long) I'll turn back and harvest everything up. That shows up fairly fast. When you're low enough there's ores everywhere. mostly iron. some gold. some lapis. diamonds if you're low enough and are lucky. and emeralds if you're in an "extreme hills biome". In both cases, I was.

Apparently the mods seem to think that the statistical chances of finding an emerald vein, which is always just 1 block, are so insignificantly tiny, that nobody should find more than 3-4 ores on a single caving trip per day kinda thing.

I can find, on average, 8-10 per half hour in a good cave/abandoned mine setup.

So yeah, usually when I hit the 4-5 ore limit, and particularly manage to find each like 5-10 minutes after each other, it becomes "OWSF! STOP XRAYING!".

At least one was "polite" enough to say "tpa me to you owsf. Now. I need to see your mine."

ie: He thought I was digging a mine. I let him see it since I wasn't near my base. And as a moderator on a pvp/grief server, there was nothing to stop him from also setting a home for later use or just outright attacking me on the spot. He seemed surprised I wasn't in a tiny dark tunnel, but still accused me of mining the blocks over the emerald ore that was exposed in front of us. I didn't. That was the 5th ore I had found. I found the 6th, 7th, and 8th not too long after he left. :P

(edit: To be clear. What I was showing him was the large cave/corridor setup I was standing in around lakes of lava. I was not in any kind of artifically dug mine.)

I'll admit. When I read the conditions for emerald veins on the wiki before 1.3 was launched, I thought I'd never see one in the wild, and was glad that emeralds could be gotten from villagers. But then I started caving some new 1.3 chunks. And my fears were quickly erased.

What they don't get is that there's up to 8 1 block emerald veins per 16x16 chunk. 8 chances to be placed by the land generator. If it tries to get placed in an air block, it fails. But all 8 are likely going to be far enough apart on average so that you're not going to lose all 8 due t a bad placement.

And the more surface area in your chunk, the more likely any remaining emeralds are going to be visible in the floor, walls, or ceiling. The more swiss cheese your mine/cavern are, the better your chances. And those are the kinds of places I run around in. Heck, on several instances I found two emeralds within 3-4 blocks of each other. Once this morning there was one in the wall of an abandoned mine corridor. And a second one in the floor right below it.

Anybody that caves even half as well as I do would find similar results. Unfortunately I doubt any of the mods have gone more than 200 blocks from spawn. (Not many players out further than than to attack. :P)

I suspect if I'm ever banned from that server, it's because I found 1 more emerald than they've ever seen in their lives. Which is probably 6.
owsf2000: (Default)
On Pseudo World I found a rather interesting area while caving with Kobanal earlier this week.

I found 3 spawners whose areas of effect ALMOST touch each other. Seriously, we're talking either no block or 1 block away. Those were a cave spider spawner, a skeleton spawner, and a zombie spawner.

As such plans were drafted to make a new Skelezombie Farm. Doing a bit more exploration, I found another couple of zombie spawners and cave spider spawners that were almost but not quite in range, bringing the total up to 6 spawners.

Then Fujitaka did some random searching as well and found another few zombie spawners. All in all there's probably 10+ spawners nearby.

And thus the idea was hatched to try to make a complex that will trap pretty much every spawner. The farm is now operational but not maxed. With one person there, they can make use of the Skelezombie dual.

If an extra person is there to do other things, they can activate the second zombie spawner that's hooked up, which increases the speed the main farm works. I've added places to grow trees and an egg/chicken farm near that zombie spawner. In 1.3 cooking stuff in the furnace gives XP so it's basically part of the farm. I'll be adding cobblestone generators as well.

I haven't hooked up the cave spider yet, mainly because they're a pain and I'm not 100% sure how to do it well. I'll be researching that on youtube.

The next portion of this setup is to hook up a dual-zombie farm that's a little ways off. (like 30-40 blocks off.) That one will be as productive as a skelezombie dungeon mob-wise although it wont' drop bones or arrows naturally. Not a big deal.

That dual-zombie farm will, however, be fitted with a switch that will either keep the mobs to itself for who ever's using it, or to divert the mobs over to the main farm - thus increasing the potential rate over. I'll work on that in a bit. Not sure if I'll do that or work on the cave spiders first.
owsf2000: (Default)
For those on goldP's minecraft server, the world map now only covers up to 310 chunk radius from the origin. This is to reduce load on the server since it was now taking about 11hrs to generate each map. The 310 range lets the maps generate in about 4hrs total. With this we may re-enable daily map updates instead of the current weekly update.

This captures almost all of the existing major bases/landmarks we've built so far except for Hungry Island. Kane's tower is the closest to the edge of the map - and that's about 4000-5000 to the south.

There's no barrier for us with respect to exploration, etc. We can still go past the edge of the map. It just won't be on the map for the foreseeable future. Essentially, if you want to make sure your base is on the map, stay within the boundary - there's a LOT of unused terrain in there after all!

This may or may not be temporary. It'll depend on whether we can get the original maps rendered in less than a day by (a) waiting for c10t to release a stable binary, (b) hacking c10t to make our own, or (c) switching mappers.

Not all mappers that are any good have been updated to render anvil maps (1.2.5) which is the big problem.

Oh noes!

May. 19th, 2012 03:21 am
owsf2000: (Default)
Minecraft.net appears down, preventing me from logging in and playing multiplayer! (Although apparently if you log in via the web browser you can.. not trying that though.)

Thankfully this isn't Diablo III, so I can still play single player just fine while I wait for it to work again.
owsf2000: (Default)
Since Fujitaka found another skeleton/zombie spawner combo very close to his new sky home, I spent time trapping it up this weekend instead of working on a tower grinder.

It's now fully stocked and operational. It's out west from Main just north of Korb's cobblestone path in the snow biome. It's somewhere before the netherrack pyramid - I have a small dark wood house made to protect the ladder going down to it.

Use or not, it's there for those who want to use it. I suspect Fuji and Korb will probably get the most use out of it however since the rest of us are closer to the Skelezombie Farm at New Fort.
owsf2000: (Default)
Over the weekend in my single player world I constructed a mostly standard Tower mob grinder. Where mobs spawn high up on platforms, get pushed off the ledges with pistons, and take damage when they fall. In a normal grinder they just die at the bottom (or are suppose to) so you can safely collect the mob drops.

I went one step forward and implemented it one step further, doing something I had planned on doing for a long time. Making it so the mobs were spawned and brought to a small collection hole where they're damaged down to near 1hp. This allows you to kill them for experience.

It works pretty well, although I'm not getting a large mob buildup - most likely due to the area not being completely lit up in the caves or on the surface. So a lot of mobs end up spawning elsewhere. Even still there's always some mobs falling into it, so I consider it a success.

I had to set it so they'd fall with like 2-3hp instead of 1hp however. While the tower's design does make it so that they won't take damage normally, there were plenty dying anyway when they hit the bottom because they'd find a way to take damage up above. For instance if the piston that pushed them off glitched and made them take a point of suffocation damage, or if they jumped at the bottom's collection streams and ended up taking a potential 1hp of damage there before being swept into the final shaft.

Now they all tend to live and can be killed with a stone sword. Some are still 1hp at the bottom so can die with a single hit with the fist but those are the ones that otherwise would have died.

I plan on recreating this on john's server next weekend. There's a couple of modifications I want to make to the bottom. I'll probably be placing it down at the skeleton spawner location I found in the desert but haven't finished trapping.
owsf2000: (Default)
And since I can't remember if I shared this video or not, have it again.

owsf2000: (Default)
The harddrive the server's been on is acting up so goldP's got the server offline to do some diagnostics and the like. It likely won't be back up til tomorrow at the earliest. We're hoping at the worst it's just a loose cable which apparently has happened a few times in the past for that comp.

There are plenty of backups of the world, so no worries there.
owsf2000: (Default)
I've been a busy little beaver it seems. :P

We now have an Enderman farm in The End. I used Etho's design from his Let's Play series. I also built a huge farm under it for wheat, since punching 50 levels worth of enderman can make one hungry. That floor is not done however. I ran out of seeds for the farms, and there's enough room in between them where I plan on putting storage chests and the like. I'm likely going to be moving the enchant table, etc down there as well. I figure it's best to build under the farm rather than along side it where enderman may teleport to. Trying to think of a way to prevent them from teleport above the side rail and I think I just thought of a way to do that.

The Grinder at Main Station now works again. Where it's a tower/fall grinder that used the sign glitch to confuse mobs into walking off the ledges it had stopped working productively with 1.2 and the new mob AI. I've converted the platforms to utilize pistons to push mobs off the edge when they step next to it. I also converted the floors such that it is impossible for spiders to spawn up there. We have plenty of silk and can utilize spider spawner traps for more silk if we ever run out of ... fishing rods. (Is there any other use for string other than bows (gained at the Skelezombie farm aplenty now) or wool blocks? (yay for sheep farms.)

I was thinking of implementing a day/night sensor. Of course those things depend on BUD switches which in most cases are technically exploiting a bug. I believe at least one method doesn't rely on the bug however so I might look into it. Not 100% sure what I'd like to use it for that I'd feel comfortable with however. While it would look cool to set up city lights, it would also mean there's potentially a slight chance of mob spawning in those areas between sunset and when the BUD activates. Of course there is the option of using decorative lights in some places just to light up a building. If they ever change the jukeboxes so they can be turned on/powered by redstone it would be fun to set them up to play stuff at sunset/sunrise. Ideally it would be set so that if redstone power hits the jukebox, it would start playing if not already (no interrupting the song). If the power is still there when the song is over - it should play it again.

Of course I also want speaker boxes. essentially it would be boxes that would repeat/mimic what's playing out of the nearest jukebox if powered. In cases where two jukeboxes are equally distant, just follow the standard southwest rule or something.
owsf2000: (Default)
I finished the new Blaze farm on goldp's server. It's out west near the Jungle Portal. (Yes Korb, finally a farm you know how to get to!)

July 2017



RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Jul. 20th, 2017 04:33 pm
Powered by Dreamwidth Studios