So, redstone update! Lots of changes this time around.
Can't wait to start playing with sensors and hoppers and junk.
Sensors will be seriously cool.
How long before we get a Bukkit release to put on our "vanilla" server, though?
Man, actually I could make a wall that only goes up around my house when it gets dark!
Yup, or lights that come on when it gets too dark.
Man, there's a lot of new stuff in this that's all useful: http://www.minecraftwiki.net/wiki/Version_history#1.5
redstone blocks that can be pushed means t-flip-flops that take up even less space, I think
The nether quartz will make for nice-looking buildings
The netherrack smelting into nether bricks which are then combined into netherbrick blocks makes for new construction materials
The stairs no longer stopping you from running HOORAY
shortcuts for inventory management, those'll take a bit to get used to
tougher monsters (skellies shoot from further away, zombies now mob up on you)
WATER HAS BEEN FIXED SO DIPPING YOUR BUCKET IN THE LAKE DOESN'T CAUSE A CURRENT HOORAY
Any news on when the server will be updated to 1.5? I've been playing a SP world while I wait.
Quote from: LennyLen on April 02, 2013, 07:54:13 PM
Any news on when the server will be updated to 1.5? I've been playing a SP world while I wait.
Bukkit just released a DEV package. Shouldn't be /too/ long till they have a beta release out we can use.
They've had a beta thing for ages already. I wish they'd release it already, single player is kinda boring
Quote from: Mr. Analog on April 03, 2013, 08:41:53 AM
They've had a beta thing for ages already. I wish they'd release it already, single player is kinda boring
:P
Yeah, I've done a couple of single player maps and I agree, it's more fun with other people. Good practice for restarting on a map, though.
Quote from: Thorin on April 03, 2013, 01:10:01 PM
Yeah, I've done a couple of single player maps and I agree, it's more fun with other people. Good practice for restarting on a map, though.
Not sure if I'm understanding correctly, but I think Mr.A was talking about beta 1.5 ;D which I think is pre smp :D
If you know about that, then nm.
Quote from: Tom on April 03, 2013, 01:25:53 PM
Quote from: Thorin on April 03, 2013, 01:10:01 PM
Yeah, I've done a couple of single player maps and I agree, it's more fun with other people. Good practice for restarting on a map, though.
Not sure if I'm understanding correctly, but I think Mr.A was talking about beta 1.5 ;D which I think is pre smp :D
If you know about that, then nm.
An unsupported test build for 1.5 out for a while now:
http://forums.bukkit.org/threads/when-will-bukkit-be-updated-for-minecraft-1-5.13701/
So m'yaa
Quote from: Mr. Analog on April 03, 2013, 02:30:12 PM
Quote from: Tom on April 03, 2013, 01:25:53 PM
Quote from: Thorin on April 03, 2013, 01:10:01 PM
Yeah, I've done a couple of single player maps and I agree, it's more fun with other people. Good practice for restarting on a map, though.
Not sure if I'm understanding correctly, but I think Mr.A was talking about beta 1.5 ;D which I think is pre smp :D
If you know about that, then nm.
An unsupported test build for 1.5 out for a while now:
http://forums.bukkit.org/threads/when-will-bukkit-be-updated-for-minecraft-1-5.13701/
So m'yaa
Ah, I thought you were making a cheeky joke about beta minecraft, not the dev build of bukkit. 1.5 was a /huge/ update code wise, so things will take a while.
*shrug* I guess
Maybe 10 or 15 years from now when Mojang has built-in mod support for Minecraft this won't be a problem (hahahaha)
And there's the downside to having mods.
Quote from: Thorin on April 03, 2013, 08:35:26 PM
And there's the downside to having mods.
One of the upsides is we get to wait long enough to not hit some of the more stupid bugs in the "point zero" releases from mojang.
New CraftBukkit Beta Build for 1.5.1 available today.
http://forums.bukkit.org/threads/craftbukkit-1-5-1-r0-2-is-now-available.141097/
So 1.5.x has been out for a while and there are CraftBukkit releases available.
What do we gain from CraftBukkit? I know there's the teleporting which is kinda nice but kinda cheaty-feeling, and the detailed message when people try to connect and aren't on the whitelist.
What do we lose due to using CraftBukkit? Well, we have to wait when there's new Minecraft versions out, for the CraftBukkit builds to catch up.
Have I missed anything? If not, we should just switch back to vanilla (which still allows a whitelist, right?).
We're just waiting on me at the moment.
:D
:D :D :D
I'mma workin' on a picture at the moment, a certain Marionette, maybe you could, I dunno, update the ollllllllll Minecraft
;-)
DYNAMIC MAPPER IS DOWN: http://tomasu.org:8123/. I can only assume that means Tom is updating the server :)
How's the map cleanup utility coming, by the way? I wouldn't mind our map getting cleaned up...
Quote from: Mr. Analog on May 08, 2013, 08:49:56 PM
:D
:D :D :D
I'mma workin' on a picture at the moment, a certain Marionette, maybe you could, I dunno, update the ollllllllll Minecraft
;-)
:D
Quote from: Thorin on May 08, 2013, 10:44:36 PM
How's the map cleanup utility coming, by the way? I wouldn't mind our map getting cleaned up...
I'm /very very very/ close to having my tool working. keep uncovering bugs ;D fix one, it uncovers another ::) but its very very very close now. I'm going to work on it a bit more tonight.
Quote from: Thorin on May 08, 2013, 10:44:36 PM
DYNAMIC MAPPER IS DOWN: http://tomasu.org:8123/. I can only assume that means Tom is updating the server :)
Sadly no. messing with the hardware a bit. It's back up for now though.
Hnnng so close!!
Quote from: Tom on May 08, 2013, 10:49:45 PM
Quote from: Thorin on May 08, 2013, 10:44:36 PM
How's the map cleanup utility coming, by the way? I wouldn't mind our map getting cleaned up...
I'm /very very very/ close to having my tool working. keep uncovering bugs ;D fix one, it uncovers another ::) but its very very very close now. I'm going to work on it a bit more tonight.
Just so you know, we're not paying you per bug that you fix:
(http://dilbert.com/dyn/str_strip/000000000/00000000/0000000/000000/20000/1000/100/21164/21164.strip.gif)
source: http://dilbert.com/strips/comic/1995-11-13/
..
Actually, we're not paying you at all.
Anyway, hopefully it'll be ready soon.
It's running on the map right now, hopefully it loads in mc with no complaints this time. Last run caused mc to complain/throw-exceptions, then lock up. :D
So just a question, you are going to let us know when you are going to take a snapshot before pruning the map right?
I'd hate to lose a build now that I've been playing more :)
Quote from: Mr. Analog on May 10, 2013, 08:42:23 AM
So just a question, you are going to let us know when you are going to take a snapshot before pruning the map right?
I'd hate to lose a build now that I've been playing more :)
I've been running tests on the hourly backups.
I'm planning on having a separate copy of the server and overviewer up for it when I get something that looks close to right.
I just ran a successful test (for varying degrees of success). Minecraft and overviewer don't complain at all, but it wasn't pruning enough.
I'm hoping to get something up, that's testable, today. We'll see.
Once we have something we're happy with, I'll take the server down, and run it on the main save, then bring it back up.
Second, less conservative test run (not counting torches or crafting tables as stuff to keep)
That second run looks awesome!
Would it be possible to increase the "keep it" chunk radius by a bit?
Here's the link to the test overviewer.
http://mc.tomasu.org/test/
I can immediately see some damage. I'm likely going to widen the areas around kept chunks to save against that a little. But if someone can come up with something a bit more cleverer, I'm open to suggestions.
One thought is to look for 1x2 or 2x2 pairs of cobble, to pick up on roads.
Quote from: Mr. Analog on May 10, 2013, 09:44:04 AM
That second run looks awesome!
Would it be possible to increase the "keep it" chunk radius by a bit?
Damnit. You beat me to a reply.
I can't recall, what's the default number of chunks that load around a player character in SMP? Maybe that should be the radius? I dunno :shrug:
Also the tricky bit using cobblestone is it's naturally generated by lava+water, so you may get some structures like that, very tricky to sort out.
Yeah, I was thinking of checking if there was air above them, and maybe detect longish stretches of 2 cobble. But as for widening the area around the kept chunks, I was thinking of drawing a circle of some radius around that chunk, probably two to start, then try increasing it. But it still won't keep from deleting long sections of road.
Kk, I just checked the wiki (http://www.minecraftwiki.net/wiki/Chunks) and it seems like in SMP the default is a 3 dimensional grid with a radius of 10 chunks is loaded around the player.
The max setting for this is 15
Roads are going to be a problem I guess, some people use cobble, some people use gravel... wacky
I'll try a few options. I do want to try seeing how hard it'd be to detect stretches of road (be they gravel or cobble). That code might not happen till tonight mind you. getting rather tired.
My sleep schedule got flipped turned upside down.... *cough* trying to straighten it out today, but I'm getting tired enough that I can't really code, and If I don't go for a nap, then I'll not get much done tonight. soooo... yeah.
I had to break myself out of a bad cycle by just forcing it. For a while I was going to bed at like 8 PM (or napping earlier) and getting up between 4 and 5 AM.
I'm pretty sure this was just depression but still it was getting really bad, basically I'd get up at some godless hour, surf the web, talk to some friends in weird timezones and then work, and then when I was done I was completely done, like non-functional. No games, no drawing, no nothing, just on the couch and out like a light or just actually going to bed right after dinner.
Playing D&D regularly Thursday nights forced me to be up later at least once a week and there were days where I had to brew up coffee after work just to stay awake. Then I'm not sure what happened because I gradually shifted back into normal.
I hate when that happens, it seems to happen once in a while and it makes me crazy because it feeds itself, and then my Minecraft builds suffer! :D
Speaking of which you should all visit my flying city!
Heh. Well the 3 weeks at my moms place didn't help much... I'll eventually get it sorted out.
We definitely need to find a better way to recognize chunks. Just look at my poor plane! http://mc.tomasu.org/test/#/561/64/826/-2/0/0
What if we plant netherrack or give you a list of chunks to protect? Either could be done by flying around...
Can you tell us the algorithm you use to determine what chunks to keep?
It's really basic right now. This is the first real run of the code. I don't expect it to be anywhere near useable quite yet ;)
All it does right now is look for the following blocks:
static const uint32_t keep_block_ids[] = {
BLOCK_GLASS, BLOCK_LAPIS_BLOCK, BLOCK_MUSIC, BLOCK_BED, BLOCK_POWERED_RAIL,
BLOCK_DETECTOR_RAIL, BLOCK_PISTON_STICKY_BASE, BLOCK_PISTON_BASE, BLOCK_PISTON_EXTENSION,
BLOCK_WOOL, BLOCK_PISTON_MOVING, BLOCK_GOLD_BLOCK, BLOCK_IRON_BLOCK,
BLOCK_DIAMOND_BLOCK, BLOCK_FURNACE_BURNING,
BLOCK_SIGN_POST, BLOCK_PRESSURE_PLATE_STONE, BLOCK_PRESSURE_PLATE_PLANKS,
BLOCK_REDSTONE_IDLE_TORCH, BLOCK_REDSTONE_ACTIVE_TORCH, BLOCK_PORTAL, BLOCK_REDSTONE_REPEATER_IDLE,
BLOCK_REDSTONE_REPEATER_ACTIVE, BLOCK_LOCKED_CHEST, BLOCK_FENCE_GATE,
BLOCK_ENCHANTMENT_TABLE, BLOCK_REDSTONE_LAMP_IDLE, BLOCK_REDSTONE_LAMP_ACTIVE,
BLOCK_ENDER_CHEST, BLOCK_EMERALD_BLOCK,
BLOCK_COMMAND_BLOCK, BLOCK_PRESSURE_PLATE_GOLD, BLOCK_PRESSURE_PLATE_IRON,
BLOCK_REDSTONE_COMPARATOR_IDLE, BLOCK_REDSTONE_COMPARATOR_ACTIVE, BLOCK_DAYLIGHT_SENSOR,
BLOCK_REDSTONE_BLOCK, BLOCK_HOPPER_BLOCK, BLOCK_NETHER_QUARTZ_BLOCK, BLOCK_NETHER_QUARTZ_STAIRS,
BLOCK_ACTIVATOR_RAIL
};
Then after its marked chunks with those blocks for keeping, it goes through the bitmap and enlarges the area to keep by 1 chunk around previously kept chunks.
The padding will be increased. And will fix /most/ if not all issues like the one you pointed out. I noticed a few others myself.
Posting this here was to get people to point out issues, and possible non hacky solutions. It would be nice to be able to run this at some point in the future without having people place down random blocks around the map.
The problem is all the little single-chunk dots around the map. I don't know why some of those are being selected, like: http://mc.tomasu.org/test/#/431/64/8095/-1/0/0. Why was that one included?
As for blocks, how about including:
- stone brick blocks
- farmland blocks
-
JUNGLE TEMPLE http://mc.tomasu.org/test/#/2100/64/24/max/0/0. Sorry, got distracted while trying to figure out what other blocks to include.
How long does it take to run?
Most of those dots are due to villages using glass panes that I never seen before... Others with no village, there has to be something underground that we can't see. I'm not sure what it is, maybe hidden portals, maybe a sign..
But yes, looking for stone bricks and tilled soil is a good idea as well. Though tilled soil will pick up villages again...
It takes about 5-10 minutes to run on the old map. But it's multi threaded, on this beast of a laptop of mine :D. While working on it the past few days, I realized quickly I had to thread it. It was crawling up over 20m at one point and just said "nope" and spent 20m or so to stick the main scanning in a worker queue setup. then earlier today I stuck the deleting/saving in a thread and that saved 5m or so.
Want fun? I tested loading up the entire map into ram with my tool, rather than selectively loading regions (a region is a 32x32 block of chunks). Turns out it takes more than 24GB ram to load our current map.
append: oh, and strongholds and such use a lot of stone brick...
Quote from: Thorin on May 10, 2013, 11:36:40 AM
The problem is all the little single-chunk dots around the map. I don't know why some of those are being selected, like: http://mc.tomasu.org/test/#/431/64/8095/-1/0/0. Why was that one included?
It looks like it found a generated mine, which would have wood, fence and rail track in it.
Looking at http://mc.tomasu.org/test/#/392/64/425/-2/0/0 the area I am familiar with it has taken out water which is OK however I know that I can see the edge of the short from my flooting house and see the edge of my other structures, so increasing the protect radius to player standard or player max chunk load would be a good idea.
Not sure why Thorins plain got chopped up since is it made of wood... that should be looked into.
Shouldn't wooden planks also be in the list (or am I blind)
Wood planks are used a lot by vanila minecraft in generating the world. I'm trying to pick out things that mc doesn't itself use/do.
At any rate, if you've placed a wood plank you want to keep, its pretty much guaranteed that you've placed something else thats in the list.
Quote from: Lazybones on May 10, 2013, 11:50:44 AM
Quote from: Thorin on May 10, 2013, 11:36:40 AM
The problem is all the little single-chunk dots around the map. I don't know why some of those are being selected, like: http://mc.tomasu.org/test/#/431/64/8095/-1/0/0. Why was that one included?
It looks like it found a generated mine, which would have wood, fence and rail track in it.
There's a reason I'm not looking for regular fence, wood planks or regular rail.
Hm, while adding in a simple filled circle algorithm, I noticed I got the bounds checking for the old single chunk padding code wrong. hah. probably wouldn't pad the top left edges properly. now to test the new circle fill code.
Things to look for:
Double Chests ( I think the game only generates singles but I could be wrong).
Double Doors
Iron doors
Buttons / Toggle switches?
Ladders?
Steps of any kind or maybe of specific materials? I guess those are used in villages... don't think they are used in any underground structures
Furnace (found in villages but also in the most basic of player homes.
Iron doors, bars and stone buttons exist in Strongholds, though I don't think it would be required to reload those
Also I don't mind NPC villages / mines staying the same, those are the only structures in vanilla that use planks right?
Quote from: Lazybones on May 10, 2013, 12:28:10 PM
Things to look for:
Double Chests ( I think the game only generates singles but I could be wrong).
Double Doors
Iron doors
Buttons / Toggle switches?
Ladders?
Steps of any kind or maybe of specific materials? I guess those are used in villages... don't think they are used in any underground structures
Furnace (found in villages but also in the most basic of player homes.
Double chests: good idea, something I haven't gotten around to yet.
Iron Doors: found in dungeons/strongholds a lot
Buttons: eh, I think they can be found in the newer buildings
Levers: I may check for levers, haven't decided
Furnace: I was checking for regular furnaces, then decided to only check for active furnaces.
I'm running a run with the circle fill right now, with a radius of 4, so it should be 8 chunks across (diameter). If that isn't enough, I can expand it some more. Oh, I also removed at least one block type from the list I used to run the last test. We'll see how it goes.
Note, the main reason I'm not checking for some types of items is because they are items, and not blocks (levers!), I have to check in a different place for that info, and I haven't gotten around to scanning that yet.
I'm also going to have to load in player data for the player's positions if it isn't stored in chunks as well.
Go with the SMP radius of 10, things would be less spotty around built up areas I think
Ok, updated. Please let me know of any more issues :)
It's looking pretty good.
old: http://mc.tomasu.org/#/4336/64/5733/-9/0/0
new: http://mc.tomasu.org/test/#/4336/64/5733/-9/0/0
Probably should add glowstone if scanning the overworld since it isn't natural there. Same goes for any nether block in the over world
Also I don't think power rails ( i only saw detectors in your list) generate but are very common in the rail system.
Trapdoor Might be another one.. I know I use them a lot with ladders, that would not sure if that is a block or an item.
Quote from: Tom on May 10, 2013, 02:01:41 PM
old: http://mc.tomasu.org/#/4336/64/5733/-9/0/0
new: http://mc.tomasu.org/test/#/4336/64/5733/-9/0/0
That looks much more natural..
Ok instead of adding things It might be worth looking specifically at these islands and figuring out why they where kept
http://mc.tomasu.org/test/#/-216/64/6482/-6/0/0
They almost look like nether hops. but that would be annoying farming that much obsidian. It could be someone placed signs or something. Or possibly theres a dungeon/stronghold or something down there. I'll try later to figure out for sure..
The circles look kinda funny on the map.
There are still a bunch of little dots of water that could probably be removed. I think we should check each of those areas to see if there's actually something useful, and if not, then remove it.
I also want to double-check my stuff before we officially switch over. I'm hoping that you will 1) convert the map, 2) post it online and ask us to check within 48 hours, 3) switch back to the original map, 4) let us mark areas to save (like my giant underground room) with netherrack or similar, 5) convert the map again and switch to the converted map for good.
How much difference is there in map size now?
And what are we doing with the nether?
I know, lots of questions.
Quote from: Lazybones on May 10, 2013, 02:07:53 PM
Ok instead of adding things It might be worth looking specifically at these islands and figuring out why they where kept
http://mc.tomasu.org/test/#/-216/64/6482/-6/0/0
Quote from: Tom on May 10, 2013, 02:11:15 PM
They almost look like nether hops. but that would be annoying farming that much obsidian. It could be someone placed signs or something. Or possibly theres a dungeon/stronghold or something down there. I'll try later to figure out for sure..
More likely they're teleport-hops from a player with op status looking for new land, and they might've placed a bed or sign or something.
Quote from: Thorin on May 10, 2013, 02:13:27 PM
Quote from: Lazybones on May 10, 2013, 02:07:53 PM
Ok instead of adding things It might be worth looking specifically at these islands and figuring out why they where kept
http://mc.tomasu.org/test/#/-216/64/6482/-6/0/0
Quote from: Tom on May 10, 2013, 02:11:15 PM
They almost look like nether hops. but that would be annoying farming that much obsidian. It could be someone placed signs or something. Or possibly theres a dungeon/stronghold or something down there. I'll try later to figure out for sure..
More likely they're teleport-hops from a player with op status looking for new land, and they might've placed a bed or sign or something.
Tom you might want to do add the cave render to the map and see if it highlights the cause... we can then remove single items in the original map and run the convert again.
running the render again with caves and "poi"s. I'm not likely to do much work on it today untill after I've had a nap or something. But I'll put up a new server instance with this map. Then people can take a look around and see whats up.
Quote from: Thorin on May 10, 2013, 02:12:15 PM
How much difference is there in map size now?
Old map size: 1.8GB
New map size: 588MB
Quote from: Thorin on May 10, 2013, 02:12:15 PM
And what are we doing with the nether?
I'll run it on the nether too. that way we get more quartz.
I haven't looked at all of the stretch of circles, but the two-three I've looked at have gates.
oookkaaay. we're up at: mc.tomasu.org:25567
Latest map looks soo good! Man this is a great thing you've made!
Clean it up and sell it to admins of the BIG minecraft servers. ;)
So what blocks will you be looking for in the nether? I'd say torches, stone, stone brick, cobble, gravel, dirt, sand, glass, chests, obsidian, rail, redstone are all good candidates. And in the nether you might only need to keep the chunk plus a radius of 1 instead of 10.
It'll be nice to have more land and less water again. I wonder how the reclaimed parts of the world will fill back in.
I gotta say, so many Minecraft admins would drool over a tool like this.
So cool
Man, the dynamic mapper's gonna look way different :)
Okay, I've looked around a bit and don't see any of my stuff significantly broken. You could probably go down to 9 or 8 chunk circles if you wanted to.
I also tried boating on the new, shrunken map and found that non-mapped areas still turned back into ocean. Does this tool actually completely remove chunks from the map's memory so that it re-creates them?
Might need more testing there could be rules in the world gen to creat mostly similar adjacent land mass with graceful transitions.
I suggest we call the tool Tera-Reformer
Some of those circles that people were curious about are subterranean portals I generated from the nether.
Quote from: Thorin on May 10, 2013, 05:35:06 PM
Man, the dynamic mapper's gonna look way different :)
Okay, I've looked around a bit and don't see any of my stuff significantly broken. You could probably go down to 9 or 8 chunk circles if you wanted to.
I also tried boating on the new, shrunken map and found that non-mapped areas still turned back into ocean. Does this tool actually completely remove chunks from the map's memory so that it re-creates them?
Its running the same version of mc, so it'll generate the exact same terrain.
Quote from: Tom on May 10, 2013, 08:40:12 PM
Quote from: Thorin on May 10, 2013, 05:35:06 PM
Man, the dynamic mapper's gonna look way different :)
Okay, I've looked around a bit and don't see any of my stuff significantly broken. You could probably go down to 9 or 8 chunk circles if you wanted to.
I also tried boating on the new, shrunken map and found that non-mapped areas still turned back into ocean. Does this tool actually completely remove chunks from the map's memory so that it re-creates them?
Its running the same version of mc, so it'll generate the exact same terrain.
I said that dead tired and forgot that some of the intervening versions between the land was generated and 1.4.6 may have updated the terrain generation (unless that happened in 1.4.7?). I think maybe the terrain generation may be smart enough to look at existing biomes, so it'll continue with an ocean or river or swamp, but the oceans shouldn't be as large anymore.
Quote from: Lazybones on May 10, 2013, 05:14:19 PM
Clean it up and sell it to admins of the BIG minecraft servers. ;)
Don't think that hasn't crossed my mind ;)
at the very least binaries will be put up behind adfly links >:D
Well on the test instance we can hop in a boat and expand the search to find out if it helps.
If it works you have a tool that is probably worth the add money or even a small fee. I imagine some servers have monster map files from random users wondering out to the unknown.
Quoteoookkaaay. we're up at: mc.tomasu.org:25567
Wouldn't having a test server running the latest version be more pertinent?
Quote from: LennyLen on May 11, 2013, 10:24:03 AM
Quoteoookkaaay. we're up at: mc.tomasu.org:25567
Wouldn't having a test server running the latest version be more pertinent?
I was far too tired to work on doing an upgrade last night. The test is mainly to see if its ok as is. nothing people care about is missing etc.
I'm currently working on a bit of a refactor to make it easier to add more bits to "keep". Like player locations and map spawn.
append: oh, and also to handle multiple dimensions.
I guess I better get to testing!
Everything is perfect!
All my builds, my mines, my stuff, my machines, everything is there and working perfectly
so the point of this tool was to a) remove and regenerate less water, b) remove and regenerate neither to get new resources in the next update.
I guess we need to test that those two things happen by updating the server.
Quote from: Lazybones on May 11, 2013, 03:49:06 PM
so the point of this tool was to a) remove and regenerate less water, b) remove and regenerate neither to get new resources in the next update.
I guess we need to test that those two things happen by updating the server.
Yeah, I'll put up a test of 1.5 once I'm done with the latest changes.
But I think the water changes were done prior to 1.4.6 or in 1.4.6.
For the water we may need to just spawn in some boats that re-travel those areas further and see if there is significant change.
Is the overviewer set to update the new test map regularly. We should be able to do some random spot checks and look for differences.
Quote from: Lazybones on May 11, 2013, 04:16:29 PM
For the water we may need to just spawn in some boats that re-travel those areas further and see if there is significant change.
Is the overviewer set to update the new test map regularly. We should be able to do some random spot checks and look for differences.
It's not set to update no. I can see if its easy enough.
The Nether seemed to be in good shape when I tested it earlier though it was only a cursory look at things
The nether hasn't been run through yet. Need a slight change to make that work, but I'm currently still working on the bits that need to happen before that bit.
Quotenothing people care about is missing etc.
I couldn't tell because I can't login. ;)
Took a boat out and seemed to get exactly the same ocean and land mass generated... I might have the wrong commands or might not be opted on the test server so I could not teleport as far as I could tell to test other areas further out.
Quote from: LennyLen on May 11, 2013, 10:15:34 PM
Quotenothing people care about is missing etc.
I couldn't tell because I can't login. ;)
Quote from: Lazybones on May 11, 2013, 10:19:43 PM
Took a boat out and seemed to get exactly the same ocean and land mass generated... I might have the wrong commands or might not be opted on the test server so I could not teleport as far as I could tell to test other areas further out.
Odd. I made a copy of the server folder, the config should be exactly the same...
config looks fine, and the port is forwarded or noone could get to it. So I don't know wtf is going on.
Lazy: you've made sure you're checking out new areas? I suppose I can try an upgrade today and see if that changes anything. Who knows, some of the gen changes might have been in 1.4.7 (we're on 1.4.6). Though I could swear they happened in between our last upgrade points....
Was trying to find out when the generator changed and found this tool.
http://www.minecraftforum.net/topic/1119044-tool-biome-painter-10-edit-your-minecraft-worlds-biomes/
Makes me think that once generated there is another place in the map file that also contains what biome was / should be there. Thus there is probably something more than the chunk that needs to be deleted.
The biome information is stored inside the chunk data as a separate byte array. Interestingly, its stored per x,z coord.
In case anyone tries to look at the test map and sees that its messed up, thats the first test run of the new refactor, no idea why its not properly padding the chunks, but I'm a wee bit too tired to figure it out atm. I'll fix it tonight.
It's properly scanning for all maps in a "level". So the nether, the end, and the overworld, AND it'll notice mystcraft ages, other ages are very hit and miss, like it may not handle the twilight forest mod properly, and others like it. But I have some plans on how to handle that a bit better in the future, spent a bunch of time working on it when I was at my moms, but never quite got it to work properly :(
Also marks player's spawn and current location. Though I've noticed that one or both of them on some players are wildly invalid (outside the bounding rectangle of the current untrimmed map).
Mystcraft?
Quote from: Mr. Analog on May 13, 2013, 10:58:19 AM
Mystcraft?
That mod on the ftb server that lets you create new "ages" (aka: dimensions, maps, worlds, etc).
Quote from: Tom on May 13, 2013, 10:59:54 AM
Quote from: Mr. Analog on May 13, 2013, 10:58:19 AM
Mystcraft?
That mod on the ftb server that lets you create new "ages" (aka: dimensions, maps, worlds, etc).
Oh, cool! I remembered that from FTB I didn't know we were adding it to Vanilla (or am I reading that wrong?)
Quote from: Mr. Analog on May 13, 2013, 11:04:57 AM
Quote from: Tom on May 13, 2013, 10:59:54 AM
Quote from: Mr. Analog on May 13, 2013, 10:58:19 AM
Mystcraft?
That mod on the ftb server that lets you create new "ages" (aka: dimensions, maps, worlds, etc).
Oh, cool! I remembered that from FTB I didn't know we were adding it to Vanilla (or am I reading that wrong?)
I had not planned on adding it. I would not be against it, but I think others don't wan't to mess with server mods on the main server. I've just been keeping mods in mind when writing the code. Especially since Bukkit changes the locations of the main world maps. It's pretty odd if you ask me. not sure why it does that. Makes it non trivial to find the map data.
Ahh okay very cool :)
Quote from: Tom on May 13, 2013, 11:06:19 AM
Quote from: Mr. Analog on May 13, 2013, 11:04:57 AM
Quote from: Tom on May 13, 2013, 10:59:54 AM
Quote from: Mr. Analog on May 13, 2013, 10:58:19 AM
Mystcraft?
That mod on the ftb server that lets you create new "ages" (aka: dimensions, maps, worlds, etc).
Oh, cool! I remembered that from FTB I didn't know we were adding it to Vanilla (or am I reading that wrong?)
I had not planned on adding it. I would not be against it, but I think others don't wan't to mess with server mods on the main server. I've just been keeping mods in mind when writing the code. Especially since Bukkit changes the locations of the main world maps. It's pretty odd if you ask me. not sure why it does that. Makes it non trivial to find the map data.
Yes, PLEASE don't add any server mods to the vanilla server. I'm at the point where I'd be happy to even drop Bukkit and go back to true vanilla Minecraft so that we could catch up on the versions. I would miss the easy teleporting to home and back but I didn't mind using the nether portal network and the new Tele-Portals we've been building make it even easier. Is there even anything else from Bukkit that we use?
Theres the whitelist message plugin which was the main reason we went with it. I like some of the bukkit commands.
Ok, I'm fairly happy with how things look. I've updated the test server to 1.5.2. Please break it ;D
dynmap is up on port 8124 for the test server. it's doing a full render as we speak, so don't run one again please ;)
Quote from: Tom on May 14, 2013, 07:22:03 AM
Ok, I'm fairly happy with how things look. I've updated the test server to 1.5.2. Please break it ;D
dynmap is up on port 8124 for the test server. it's doing a full render as we speak, so don't run one again please ;)
I jumped on and things seem ok. I used my teleport station to check my various bases and with only a couple of exceptions, everything was normal. The exceptions are in Lennyton, where some fences and brick wall blocks have vanished, as well as a whole lot of crops. So unless another player did that, it seems very odd.
When I teleported to The Farm, I teleported into rock, instead of the usual location, which was about 20 metres away.
man, I wanna test this so bad...
oh wait I can log into Minecraft using the web client!
Quote from: LennyLen on May 14, 2013, 01:55:08 PM
Quote from: Tom on May 14, 2013, 07:22:03 AM
Ok, I'm fairly happy with how things look. I've updated the test server to 1.5.2. Please break it ;D
dynmap is up on port 8124 for the test server. it's doing a full render as we speak, so don't run one again please ;)
I jumped on and things seem ok. I used my teleport station to check my various bases and with only a couple of exceptions, everything was normal. The exceptions are in Lennyton, where some fences and brick wall blocks have vanished, as well as a whole lot of crops. So unless another player did that, it seems very odd.
When I teleported to The Farm, I teleported into rock, instead of the usual location, which was about 20 metres away.
Do you know if those areas were "kept"? if all that was out there was torches and stone brick, and they were 10+ chunks (160+ blocks) away from the nearest kept chunk, they'd not be included. What all is out there? can you link me to the overviewer for those locations?
Hokay so all my major builds looked fine, Nether seemed untouched still, I had to go pretty far for nether quartz to appear.
Redstone timing has changed AGAIN so my 3x3 door doesn't work
Teleporters seemed to work just fine, chunk loading was slow though, it may have been the crappy web client though
QuoteWhat all is out there? can you link me to the overviewer for those locations?
There's an entire NPC village, which I've added to extensively, plus built a castle alongside. http://mc.tomasu.org/test/#/9765/64/1713/-3/0/0
You probably had to go far for nether quartz because Tom hasn't cleaned up the nether map at all, that's what I'm guessing.
I'm a little worried about Lenny's discovery that he's being teleported to the wrong location (even if off by only twenty blocks). ... Just used the web client to check all the Tele-Portals I built and they all teleport to exactly the right location.
There's some funny parts of the map that I saw in the Overviewer for the test world, though. These are areas that you'd think would be rounded off, but for some reason some of the chunks aren't loaded:
http://mc.tomasu.org/test/#/-2476/64/1440/-3/0/0
http://mc.tomasu.org/test/#/-2916/64/-775/-3/0/0
http://mc.tomasu.org/test/#/-1567/64/-853/-2/0/0
http://mc.tomasu.org/test/#/9334/64/8386/-2/0/0
There's a couple more, but these illustrate the point quite well.
Quote from: LennyLen on May 14, 2013, 02:48:59 PM
QuoteWhat all is out there? can you link me to the overviewer for those locations?
There's an entire NPC village, which I've added to extensively, plus built a castle alongside. http://mc.tomasu.org/test/#/9765/64/1713/-3/0/0
Missing fences are likely due to lightning I'm guessing.
Quote from: Thorin on May 14, 2013, 03:00:19 PM
You probably had to go far for nether quartz because Tom hasn't cleaned up the nether map at all, that's what I'm guessing.
It ran on the nether. It removed quite a bit I think. But remember we're keeping a radius of 10 chunks around any chunk that was deemed keepable, so you get to walk a minimum of 160 meters to find new areas.
Quote from: Thorin on May 14, 2013, 03:00:19 PM
There's some funny parts of the map that I saw in the Overviewer for the test world, though. These are areas that you'd think would be rounded off, but for some reason some of the chunks aren't loaded:
http://mc.tomasu.org/test/#/-2476/64/1440/-3/0/0
http://mc.tomasu.org/test/#/-2916/64/-775/-3/0/0
http://mc.tomasu.org/test/#/-1567/64/-853/-2/0/0
http://mc.tomasu.org/test/#/9334/64/8386/-2/0/0
There's a couple more, but these illustrate the point quite well.
Barring horrible bugs, those never spawned in to begin with.
Checking that first one, it seems thats the case. Take a look at:
http://mc.tomasu.org/test/#/-2518/64/1454/-3/0/0 vs http://mc.tomasu.org/#/-2518/64/1454/-3/0/0
Oh, is there a nether map available for the test server? [checks test overviewer, sees dropdown list, changes to nether map] Neat! I suggest on the nether we run it with a radius of two or three chunks instead of ten. And look for cobble, stone, stone brick, gravel, glass, torches, signs, chests, rails, obsidian, wood blocks, dirt. That would remove a lot more and still keep all the important parts people have built up. We might need to dig out a few tunnels that people didn't put torches in, but digging out netherrack isn't exactly hard. And then we could get lots more nether quartz. And more glowstone.
Makes sense that those pacman areas just never spawned in, I didn't think to look for that.
I think once we have finished the map cleanup I might go put stone or stone brick floors and torches in all the nether tunnels that I know about.
Here's what is /not/ looked for in the nether:
static const std::vector<uint32_t> nether_nkeep_block_ids = {
BLOCK_BEDROCK, BLOCK_AIR, BLOCK_STILL_LAVA, BLOCK_MOVING_LAVA, BLOCK_MOB_SPAWNER, BLOCK_GRAVEL,
BLOCK_BROWN_MUSHROOM, BLOCK_RED_MUSHROOM, BLOCK_FIRE, BLOCK_MOB_SPAWNER, BLOCK_CHEST,
BLOCK_NETHERRACK, BLOCK_SLOW_SAND, BLOCK_GLOW_STONE, BLOCK_NETHER_BRICK, BLOCK_NETHER_FENCE,
BLOCK_NETHER_BRICK_STAIRS, BLOCK_NETHER_STALK, BLOCK_NETHER_QUARTZ_ORE, BLOCK_WOOD_TORCH
};
Everything else will mark a chunk as "keep".
Reducing the radius for the nether is a simple enough thing.
Note about some of the things in that list:
- gravel is generated naturally in the nether, in somewhat large areas.
- torches are /spammed/ everywhere by everyone (and rightly so!)
- nether stalk is just netherwart
- chests I think can be found naturally? I can remove them if you think you'd find a player placed chest all by its lonesome and a person still expects to find it later.
I didn't realize gravel occurred naturally in the nether.
Torches I figured would be useful to identify because people use them to mark their tunnels, so if the torches are ignored then there will be several tunnels that will need some diggy-diggy. But that's not really a big deal, and you're right, there's torches strewn about some caverns just to help people find their way back home.
Chests I didn't think spawned naturally; maybe they're part of nether fortresses? I can't think of where else they would spawn naturally in the nether. I don't think on our map there are any chests placed all by their lonesome.
And yeah, I wouldn't mind seeing what it looks like with the radius down to two chunks.
I think the overworld map could probably have its radius-of-chunks-kept moved down to seven or eight.
...
Programmer question: at some point are you going to make the radii and the blocks-to-keep arrays configurable? Maybe a little settings screen that then writes to a config file that you can read from?
Time to lay some cheap cobble floors in those neither tunnels to help ensure that they stay.
I agree with dropping the radius if the list is exclusive instead of inclusive as stated above.
Quote from: Thorin on May 14, 2013, 05:18:54 PM
Programmer question: at some point are you going to make the radii and the blocks-to-keep arrays configurable? Maybe a little settings screen that then writes to a config file that you can read from?
Yup. Well, its a cli program at the moment. The end goal is to allow the chunk/block detection and other things be scriptable in lua, but I was having a rather hard time getting lua to act properly.
So until I get that to work, I'll likely have a nice config file that lets you tie a list of block ids to a dimension, a radius (or even a shape), and it'll take care of the rest.
Some time after all that, it'd be nice to give it a fancy gui front end that shows a preview and the like, but that'll take some more time.
Quote from: Lazybones on May 14, 2013, 05:52:08 PM
Time to lay some cheap cobble floors in those neither tunnels to help ensure that they stay.
Put them only in the tunnels you absolutely want to keep.
So... Can you re-run the tool with a radius of two or three for the nether map?
I've also been looking at all the sign options. Here's what I think we really need: Public Signs (identified by [ and ] being in the text), Personal Signs (all the other ones). There's way too many options at the moment and it still doesn't show some of the signs.
Don't forget when you're ready to do the actual map change, take the existing server offline so we don't build something that is then lost because you've switched maps...
I'm so looking forward to maybe playing some Minecraft this week! I'm too damn busy :(
Quote from: Thorin on May 15, 2013, 03:56:28 PM
So... Can you re-run the tool with a radius of two or three for the nether map?
I can. Did you mean now?
Quote from: Thorin on May 15, 2013, 03:56:28 PM
I've also been looking at all the sign options. Here's what I think we really need: Public Signs (identified by [ and ] being in the text), Personal Signs (all the other ones). There's way too many options at the moment and it still doesn't show some of the signs.
I'm not really sure what to do with all that, overviewer's sign stuff seems a tad iffy.
Quote from: Thorin on May 15, 2013, 03:56:28 PM
Don't forget when you're ready to do the actual map change, take the existing server offline so we don't build something that is then lost because you've switched maps...
That's the plan all along. I'll notice people about it on the forums (both of them), take down the old server, run the tool, and swap it over.
Quote from: Thorin on May 15, 2013, 03:56:28 PM
I'm so looking forward to maybe playing some Minecraft this week! I'm too damn busy :(
I've been wanting to play some more lately. The updates make it even harder to ignore, but I've got so many things I want to do these days. The tool itself has been a high priority, taken up a rather large chunk of time the past week or so. I want to get back to my rss app too.
I am so looking forward to playin' some 'craft this weekend
Especially if rainy... and history has shown!
Quote from: Tom on May 15, 2013, 04:02:20 PM
Quote from: Thorin on May 15, 2013, 03:56:28 PM
So... Can you re-run the tool with a radius of two or three for the nether map?
I can. Did you mean now?
Whenever you get a chance, I just want to see how much we'd lose (and I'm not too worried about having to re-dig a few tunnels).
Quote from: Tom on May 15, 2013, 04:02:20 PM
Quote from: Thorin on May 15, 2013, 03:56:28 PM
I've also been looking at all the sign options. Here's what I think we really need: Public Signs (identified by [ and ] being in the text), Personal Signs (all the other ones). There's way too many options at the moment and it still doesn't show some of the signs.
I'm not really sure what to do with all that, overviewer's sign stuff seems a tad iffy.
I'm suggesting to simplify it - you've already got signs on the map if they've got [ and ] in them. I'm suggesting you make one rule for signs that have [ and ] on them, and a second rule for signs that don't have [ and ] on them. Pretty simple, isn't it?
Quote from: Tom on May 15, 2013, 04:02:20 PM
I've been wanting to play some more lately. The updates make it even harder to ignore, but I've got so many things I want to do these days. The tool itself has been a high priority, taken up a rather large chunk of time the past week or so. I want to get back to my rss app too.
I hear ya there, I've been too dang busy to really get anything built, too. Thanks for working hard on this tool so we can all enjoy a fresh map without losing our builds.
Quote from: Thorin on May 15, 2013, 07:49:51 PM
Quote from: Tom on May 15, 2013, 04:02:20 PM
Quote from: Thorin on May 15, 2013, 03:56:28 PM
So... Can you re-run the tool with a radius of two or three for the nether map?
I can. Did you mean now?
Whenever you get a chance, I just want to see how much we'd lose (and I'm not too worried about having to re-dig a few tunnels).
Quote from: Tom on May 15, 2013, 04:02:20 PM
Quote from: Thorin on May 15, 2013, 03:56:28 PM
I've also been looking at all the sign options. Here's what I think we really need: Public Signs (identified by [ and ] being in the text), Personal Signs (all the other ones). There's way too many options at the moment and it still doesn't show some of the signs.
I'm not really sure what to do with all that, overviewer's sign stuff seems a tad iffy.
I'm suggesting to simplify it - you've already got signs on the map if they've got [ and ] in them. I'm suggesting you make one rule for signs that have [ and ] on them, and a second rule for signs that don't have [ and ] on them. Pretty simple, isn't it?
Quote from: Tom on May 15, 2013, 04:02:20 PM
I've been wanting to play some more lately. The updates make it even harder to ignore, but I've got so many things I want to do these days. The tool itself has been a high priority, taken up a rather large chunk of time the past week or so. I want to get back to my rss app too.
I hear ya there, I've been too dang busy to really get anything built, too. Thanks for working hard on this tool so we can all enjoy a fresh map without losing our builds.
I fell asleep at about 5:30 or so, so I didn't get a chance to mess with the map yesterday. I'll re run it today.
A chunk radius of 4 looks... Odd...
So is everyone happy with the map trimming? If so, can we take down the server, run the map clean-up, update the server, then put it back up with the new map tomorrow?
Yes, do it!
My stuff is all built in rather populated areas so near zero impacts for me.
I can't recall has the map been rebuilt?
I feel like Minecraftin' tonight
Not yet. I can probably do it today when I have a few spare minutes.
Quote from: Tom on May 24, 2013, 09:12:28 AM
Not yet. I can probably do it today when I have a few spare minutes.
Awesome
Awesome
Awesomenaaaaaaaaaaaaaaaauts
Will you also have the main server updated to 1.5.x? I'll have to update the computers in my house to have the new client, since I don't use a standard setup so that I can keep users separated more easily.
Quote from: Thorin on May 24, 2013, 12:18:35 PM
Will you also have the main server updated to 1.5.x? I'll have to update the computers in my house to have the new client, since I don't use a standard setup so that I can keep users separated more easily.
See this is why I use Magic Launcher because you can load more than one version and sets of mods in a config.
So if you have more than one server you want to play on but are on different versions you can!
Quote from: Thorin on May 24, 2013, 12:18:35 PM
Will you also have the main server updated to 1.5.x? I'll have to update the computers in my house to have the new client, since I don't use a standard setup so that I can keep users separated more easily.
Yeah, I'll do both at once.
Map trim is fine with me.
We's all upgraded. Please let me know if anything is broken.
Going out to BPs real soon here, so I may not be able to fix things for a few hours. thx.
Did you ever know that you're my hero
(http://i.imgur.com/ZS96NBg.png)
Hah-haaa! Cookies on dowels!
Quote from: Mr. Analog on May 24, 2013, 01:31:17 PM
Quote from: Thorin on May 24, 2013, 12:18:35 PM
Will you also have the main server updated to 1.5.x? I'll have to update the computers in my house to have the new client, since I don't use a standard setup so that I can keep users separated more easily.
See this is why I use Magic Launcher because you can load more than one version and sets of mods in a config.
So if you have more than one server you want to play on but are on different versions you can!
Yeah, I use Magic Launcher as well. I need it to remember multiple logins and passwords on multiple computers, and keep all of the single-player maps separate per user as well. I tried doing that with the multiple configs but ran into a problem with keeping the passwords separate.
I have everything set up so that I can copy it onto a USB drive and move from machine to machine. This also makes it much easier to manage the multiple users.
Yay, the server's answering on 1.5.2!! However, fly mode is enabled, please turn that off.
Quote from: Thorin on May 24, 2013, 10:52:51 PM
Yay, the server's answering on 1.5.2!! However, fly mode is enabled, please turn that off.
I've also lost connection to the server twice, and while I was on there was serious,
serious rubber-banding. As in, it put me back to where I was 20 seconds ago.
...
And now I can't get on :(
There must be a major hub down or something
Yeah, could be that it's affecting the east side of Edmonton and thus both you and our Minecraft server.
Everything else pings fine for me over here, but I keep getting disconnected from tomasu.org.
I seem to be having some strange internets problems. Some sites are slow, others not so bad. I was thinking it was just my wireless, but if you guys are having issues, its probably some shaw thing. I was having intermittent issues this/last week as well.
Quote from: Mr. Analog on May 24, 2013, 06:44:32 PM
Did you ever know that you're my hero
(http://i.imgur.com/ZS96NBg.png)
Hah-haaa! Cookies on dowels!
Don't you make me watch that again. You know I will. Serve you right too.
Update: Overviewer is re-genned.
Also, I fixed the sign code. There was a very stupid logic error in the python code I wrote for the sign detection. I'm very not familiar with python still. So I didn't rip out the original options, but they all actually work properly now.
Hopefully the connection is better tonight so we can do some creating and mining.
Feel like posting the sign code? Mr. Analog suggested changing it to show all signs except ones marked explicitly private in some way. I'm wondering how it works now and if I could figure that out.
All the doors to the farm at spawn were left open, and the animal release door I'd made has been destroyed (all the sand removed and blocks placed in the mechanism). Some blocks have been broken, too. Glass has been broken at CowGirl's animal farm, and all the gates were left open.
Tom, can you check that the server is still whitelisting, and if not, if someone we don't know has logged on recently?
It should be... I'll have to fix things when I get back (I'm in Calgary atm). Want me to roll back at that point?
Nah, I'm busy fixing things already. Unless the whitelist is off and the idjit comes back and messes more things up. Apparently there's one or more holes in the giant glass tower.
Yes, we've very definitely been a griefer on our server. Snowie0wl and I have found several man-sized holes in the side of buildings (even where there are obvious doors right nearby into said building). Tom, do you have any way of checking that the whitelist is indeed being enforced?
Quote from: Thorin on May 25, 2013, 06:43:59 PM
Yes, we've very definitely been a griefer on our server. Snowie0wl and I have found several man-sized holes in the side of buildings (even where there are obvious doors right nearby into said building). Tom, do you have any way of checking that the whitelist is indeed being enforced?
I can try sending from my phone. Might do that.
So I checked. The config looks fine.
Are you able to view the access log since the map update? If the whitelist is in place someone must have jumped on and did the damage... It is a fairly narrow time window since the update.
Plz someone check my shizz at spawn city I still have a lot of stuff built up there that I use
Thx
Yeah, I'll check the log as soon as I get settled in at home. 30-60min.
Nothing off-hand that I saw in your stuff, Mr. A. There was a side-entry into Grand Central Terminal (glass broken), and a bunch of fence posts on the big windows are gone. The doors to it were left open. All the doors and gates at Spawn City Urban Ranch were left open and all the animals let out, and my special dropping-sand door to release them was buggered up (pistons removed, redstone re-arranged, sand removed, cobble blocks placed in the way).
Nothing was noticed outside of Spawn City, other than the animal farm by CowGirl's place being broken into and, again, fences open and animals wandering around.
The strange thing is, Tom's looking at the logs and doesn't see any bad logins.
The description of the damage you incurred is identical to what happened at my village, which I first discovered on the test-server. So either it was the update itself that caused it, or the trimming program, or there was a griefer, but it was pre-update.
I'm going to check my other builds
just in case
It is remotely possible some strangeness happened with the map prune, but I think it's pretty unlikely. I don't do anything too fancy.
I even checked the logs back into 2012, There's a couple people I'm not 100% sure about: toothless1011 and pantsalot0. But both of them were last on in january this year. I doubt stuff has been broken that long.
This is what I've got, sorted by last-seen:
Mr_Analog: mintime: 00:00:00, maxtime: 06:15:18, totaltime: 12 days 06:42:56, connects: 301, last seen: 2013-05-26 08:34:18, reason: quitting: 290, genericReason: 8, endOfStream: 2, UNK: 1
Snowie0wl: mintime: 00:00:07, maxtime: 11:06:20, totaltime: 9 days 22:22:01, connects: 170, last seen: 2013-05-26 04:59:26, reason: quitting: 166, endOfStream: 3, genericReason: 1
ThorinC: mintime: 00:00:00, maxtime: 13:16:33, totaltime: 28 days 03:45:00, connects: 709, last seen: 2013-05-26 01:35:52, reason: quitting: 594, endOfStream: 53, genericReason: 47, UNK: 15
kdevil: mintime: 00:00:05, maxtime: 01:33:53, totaltime: 5 days 07:07:24, connects: 298, last seen: 2013-05-25 21:39:26, reason: quitting: 262, genericReason: 21, endOfStream: 15
BMan_C: mintime: 00:00:00, maxtime: 01:56:43, totaltime: 3 days 17:22:05, connects: 428, last seen: 2013-05-25 20:35:09, reason: quitting: 410, endOfStream: 8, genericReason: 5, UNK: 4, overflow: 1
YellowBear_: mintime: 00:00:00, maxtime: 18:50:05, totaltime: 5 days 03:40:04, connects: 213, last seen: 2013-05-25 20:34:54, reason: quitting: 209, genericReason: 2, UNK: 1, endOfStream: 1
gizmo883: mintime: 00:00:00, maxtime: 02:33:38, totaltime: 2 days 05:19:36, connects: 197, last seen: 2013-05-25 18:42:32, reason: quitting: 193, UNK: 2, endOfStream: 2
aethun: mintime: 00:00:00, maxtime: 06:29:36, totaltime: 4 days 10:35:03, connects: 161, last seen: 2013-05-25 05:55:47, reason: quitting: 130, endOfStream: 19, genericReason: 10, UNK: 2
LennyLen: mintime: 00:00:00, maxtime: 2 days 00:41:59, totaltime: 49 days 23:36:47, connects: 458, last seen: 2013-05-25 01:12:10, reason: quitting: 278, genericReason: 130, endOfStream: 36, UNK: 14
LadyLeenie: mintime: 00:00:00, maxtime: 02:24:39, totaltime: 3 days 02:08:50, connects: 546, last seen: 2013-05-12 14:46:52, reason: quitting: 536, endOfStream: 5, UNK: 4, genericReason: 1
bag0bones: mintime: 00:00:07, maxtime: 10:55:33, totaltime: 8 days 17:45:31, connects: 181, last seen: 2013-05-11 20:42:04, reason: quitting: 176, genericReason: 4, endOfStream: 1
CowGirl_: mintime: 00:00:19, maxtime: 02:38:26, totaltime: 19:12:31, connects: 22, last seen: 2013-04-21 22:45:25, reason: quitting: 22
ACEBullfrog: mintime: 00:00:18, maxtime: 00:33:40, totaltime: 02:54:07, connects: 27, last seen: 2013-03-11 21:53:45, reason: quitting: 25, genericReason: 2
stormey494: mintime: 00:00:03, maxtime: 1 days 03:08:57, totaltime: 3 days 00:06:28, connects: 157, last seen: 2013-03-09 10:03:28, reason: quitting: 152, endOfStream: 4, genericReason: 1
Gemini000: mintime: 00:00:07, maxtime: 00:00:07, totaltime: 00:00:07, connects: 1, last seen: 2013-02-28 12:43:31, reason: quitting: 1
Tomasu82: mintime: 00:00:00, maxtime: 09:57:29, totaltime: 3 days 18:33:00, connects: 149, last seen: 2013-02-23 23:52:21, reason: quitting: 127, endOfStream: 9, genericReason: 8, UNK: 5
sevalecan: mintime: 00:00:00, maxtime: 03:03:12, totaltime: 1 days 10:46:21, connects: 61, last seen: 2013-02-22 18:54:34, reason: quitting: 58, genericReason: 2, UNK: 1
BHXSpecter: mintime: 00:00:00, maxtime: 08:40:15, totaltime: 4 days 04:52:46, connects: 197, last seen: 2013-02-09 15:43:49, reason: quitting: 186, genericReason: 9, UNK: 1, endOfStream: 1
derekvpierce: mintime: 00:00:05, maxtime: 05:52:55, totaltime: 2 days 13:53:46, connects: 60, last seen: 2013-02-01 22:37:10, reason: quitting: 55, genericReason: 3, endOfStream: 2
someone972: mintime: 00:03:45, maxtime: 00:04:40, totaltime: 00:12:26, connects: 3, last seen: 2013-01-26 18:20:08, reason: quitting: 3
toothless1011: mintime: 00:02:20, maxtime: 01:45:44, totaltime: 05:50:43, connects: 10, last seen: 2013-01-24 16:19:00, reason: quitting: 7, endOfStream: 3
Gnamra: mintime: 00:00:11, maxtime: 00:39:53, totaltime: 01:16:14, connects: 7, last seen: 2013-01-19 00:34:49, reason: quitting: 7
cphoton: mintime: 00:00:11, maxtime: 00:01:43, totaltime: 00:03:33, connects: 3, last seen: 2013-01-17 17:20:32, reason: quitting: 3
LUCKYCH4RMS: mintime: 00:00:00, maxtime: 03:18:42, totaltime: 4 days 12:45:48, connects: 320, last seen: 2013-01-07 18:24:31, reason: quitting: 254, UNK: 34, genericReason: 29, endOfStream: 3
relpats_eht: mintime: 00:00:13, maxtime: 00:30:47, totaltime: 01:45:45, connects: 8, last seen: 2012-12-26 19:54:07, reason: quitting: 8
Melbosa: mintime: 00:00:05, maxtime: 07:14:01, totaltime: 5 days 16:30:11, connects: 125, last seen: 2012-12-12 23:02:38, reason: quitting: 113, genericReason: 12
Pantsalot0: mintime: 00:01:35, maxtime: 04:41:45, totaltime: 3 days 16:12:13, connects: 78, last seen: 2012-10-08 21:34:52, reason: quitting: 67, endOfStream: 8, genericReason: 3
blank5500: mintime: 00:00:35, maxtime: 02:59:00, totaltime: 1 days 01:25:33, connects: 25, last seen: 2012-09-23 17:55:29, reason: quitting: 23, endOfStream: 2
Nitehackr: mintime: 00:01:11, maxtime: 05:14:40, totaltime: 23:00:56, connects: 18, last seen: 2012-08-29 19:15:32, reason: quitting: 16, genericReason: 1, endOfStream: 1
MentalShark: mintime: 00:08:08, maxtime: 00:08:08, totaltime: 00:08:08, connects: 1, last seen: 2012-08-29 00:52:16, reason: quitting: 1
Kursed89: mintime: 00:00:00, maxtime: 00:37:38, totaltime: 02:07:24, connects: 17, last seen: 2012-08-29 00:51:49, reason: quitting: 13, genericReason: 2, UNK: 2
HeroCraig89: mintime: 00:01:28, maxtime: 00:12:01, totaltime: 00:18:02, connects: 3, last seen: 2012-08-27 02:39:52, reason: genericReason: 2, quitting: 1
AirFuzion: mintime: 00:00:00, maxtime: 00:02:07, totaltime: 00:02:07, connects: 3, last seen: 2012-08-27 02:39:40, reason: UNK: 2, quitting: 1
deathkiller246: mintime: 00:00:05, maxtime: 00:21:10, totaltime: 00:30:28, connects: 5, last seen: 2012-08-24 17:52:34, reason: quitting: 5
JD_Gamer: mintime: 00:00:23, maxtime: 00:08:57, totaltime: 00:11:49, connects: 4, last seen: 2012-08-23 11:55:53, reason: quitting: 4
Eowyn: mintime: 00:04:50, maxtime: 00:04:50, totaltime: 00:04:50, connects: 1, last seen: 2012-08-16 11:14:00, reason: quitting: 1
sillybee123: mintime: 00:04:36, maxtime: 00:04:36, totaltime: 00:04:36, connects: 1, last seen: 2012-08-14 05:08:36, reason: quitting: 1
StephenWalker: mintime: 00:00:48, maxtime: 01:24:13, totaltime: 01:34:31, connects: 5, last seen: 2012-08-05 04:27:54, reason: quitting: 4, genericReason: 1
iLLian1of7: mintime: 00:00:00, maxtime: 07:25:49, totaltime: 9 days 23:35:57, connects: 286, last seen: 2012-07-28 08:11:50, reason: quitting: 253, genericReason: 24, endOfStream: 7, UNK: 2
Ninja_Adam: mintime: 00:00:30, maxtime: 00:14:35, totaltime: 00:49:12, connects: 6, last seen: 2012-07-17 12:22:20, reason: quitting: 6
lovedatsnow: mintime: 00:26:40, maxtime: 00:26:40, totaltime: 00:26:40, connects: 1, last seen: 2012-07-15 16:44:29, reason: quitting: 1
pape73: mintime: 00:05:02, maxtime: 00:05:02, totaltime: 00:05:02, connects: 1, last seen: 2012-07-15 07:06:08, reason: quitting: 1
RawrBox: mintime: 00:00:00, maxtime: 00:36:18, totaltime: 00:42:46, connects: 10, last seen: 2012-06-16 18:43:06, reason: quitting: 9, genericReason: 1
thedmd: mintime: 00:18:43, maxtime: 00:21:29, totaltime: 00:40:12, connects: 2, last seen: 2012-05-20 14:40:44, reason: quitting: 2
Player: mintime: 00:00:00, maxtime: 01:48:57, totaltime: 02:21:51, connects: 15, last seen: 2012-05-19 02:06:06, reason: UNK: 11, quitting: 4
miquelfire: mintime: 01:15:36, maxtime: 01:15:36, totaltime: 01:15:36, connects: 1, last seen: 2012-04-30 19:24:49, reason: quitting: 1
allefant: mintime: 00:00:35, maxtime: 03:57:11, totaltime: 16:04:17, connects: 25, last seen: 2012-04-30 17:47:25, reason: quitting: 24, genericReason: 1
Mokkan: mintime: 00:05:26, maxtime: 00:05:26, totaltime: 00:05:26, connects: 1, last seen: 2012-04-28 00:03:41, reason: quitting: 1
BAF: mintime: 00:00:49, maxtime: 00:01:00, totaltime: 00:01:49, connects: 2, last seen: 2012-04-10 18:01:40, reason: genericReason: 2
bamccaig: mintime: 00:11:55, maxtime: 00:11:55, totaltime: 00:11:55, connects: 1, last seen: 2012-04-03 10:47:05, reason: quitting: 1
Eaglboy919: mintime: 00:00:00, maxtime: 00:09:36, totaltime: 00:21:02, connects: 5, last seen: 2012-03-25 16:12:31, reason: quitting: 4, UNK: 1
So just to keep peeps in the loop we checked the old map and there was no damage to spawn or areas accessible from the teleportals
I can only conclude it was shenanigans, Tom is going to regen the map here and we'll try it again.
It's possible it was my map tool. so we'll see. I just find it unlikely. I'm loading and saving the raw block data in one big go. its an array of bytes, its impossible to @% up, unless you're really really retarded (which admittedly, I sometimes am).
Map on 1.4.6 after trimming still looks fine
Make the change to 1.5 and we'll see, maybe it's something to do with 1.5?
So it looks like shenanigans. People should check their accounts, they might have been compromised or "borrowed".
Does anyone mind if we roll back? or do you want to keep the broken map?
Everything looks great now. And yeah, you may want to change your passwords or something.
Happy Minecrafting folks!
Huh... is there a way to un-roll-back an area? I had discovered and repaired some damage to my pyramid and hourglass, but the rollback undid the repairs. ::)
So you re-did the conversion, based on the map you still had, and there are no open gates or doors now and no holes in the side of the Grand Central Terminal?
I won't be able to look until late tonight, but as long as doors aren't open and holes weren't made in buildings, I'm happy with it. And if something isn't working right I'll just fix it.
We had to do a rollback there was substantial damage done by someone all over the place.
All the open doors, holes in walls and stolen stuff is back and good to go.
Since we didn't see anyone we didn't recognize in the logs the only thing Tom and I could think of is that one of the accounts on the whitelist was compromised.
These are the accounts that logged in since May 24, 2013 -> to the point that Tom dumped the logs..
UserID | Date last seen |
Mr_Analog | 2013-05-26 08 |
Snowie0wl | 2013-05-26 04 |
ThorinC | 2013-05-26 01 |
kdevi | 2013-05-25 21 |
BMan_C | 2013-05-25 20 |
YellowBear_ | 2013-05-25 20 |
gizmo883 | 2013-05-25 18 |
aethun | 2013-05-25 05 |
LennyLen | 2013-05-25 01 |
The damage was already done when I logged in on the 25th, so it must have happened earlier. Someone put holes in my pyramid and destroyed some pressure plates, and also replaced some of the sand in my hourglass's central column with cobblestone (probably as a way to reach the upper section).
Nothing was stolen from my chests, though, so I wouldn't call it "malicious" so much as "curious and inconsiderate".
At this point I'm thinking the whitelist isn't working or there is some other backdoor in.
The damage I saw between the backup map we had vs what we saw from yesterday was fairly drastic.
QuoteThese are the accounts that logged in since May 24, 2013 -> to the point that Tom dumped the logs..
I posted about the damage here (http://forums.righteouswrath.com/index.php/topic,9455.msg71670.html#msg71670) on the 14th. And that was on the temporary test server.
edit: I also found some single strands of spider web added to places, which seems like an odd thing for a griefer to do.
edit2: The damage is still there to my areas after the rollback.
Hey, so... Was the test server properly protected via whitelist?
I noticed that http://tomasu.org:8123/ doesn't work anymore but http://tomasu.org:8124/ (different port, set up for the test server) does and shows us online when we're online.
Any chance we've accidentally switched over to using the test server you set up, and that the whitelist was never properly configured for it?
The port we used this morning was 25567, so I unno
Yeah, those URLs point to the Dynamic Mapper that were set up for the original server (Dynamic Mapper on port 8123) and for the test server (Dynamic Mapper on port 8124). Not to be confused with the port numbers used for the actual Minecraft servers (25566, 25567, etc).
I'm just wondering if maybe we opened the map on the test server, forgot to whitelist it, had some inconsiderates do some damage, then used that map to create the new 1.5 map from.
-----
edit: how much damage is there? Is it something people could fix and we can all help with, or anything? I don't want to spend two weeks rolling maps back and forth to fix something that I could help rebuild in an hour...
I really shouldn't have been doing much in case of the rollback contingency but I thought most of the problems had been fixed. I lost a ton of stuff with the rollback (~65 levers changed to redstone torches in the Double Dragon Railway, additions to my base, a bunch of material from caving (~14 diamonds, three records, gold, redstone, iron). Also, I swear I remember seeing my old farm/bed with the glass roof had been okay yesterday. Today, it had a hole in it and some missing crops (including that nice little bit made with carrots put there by someone else) and open doors. Did you fix that yesterday before I logged on Thorin? Someone else? Am I remembering properly that it was okay yesterday?
Most of the weird damage occurred sometime after I upgraded the server friday afternoon.
The whitelist should be working, noone we don't know is in the logs.
As for the roll back, I kept the old map, the reason for the port change on dynmap is I forgot to change it back to the regular port. So if we want to go back to the griefed map, we can.
Otherwise, we can refund people for lost stuff.
Quote from: Snowie0wl on May 26, 2013, 06:54:38 PM
I really shouldn't have been doing much in case of the rollback contingency but I thought most of the problems had been fixed. I lost a ton of stuff with the rollback (~65 levers changed to redstone torches in the Double Dragon Railway, additions to my base, a bunch of material from caving (~14 diamonds, three records, gold, redstone, iron). Also, I swear I remember seeing my old farm/bed with the glass roof had been okay yesterday. Today, it had a hole in it and some missing crops (including that nice little bit made with carrots put there by someone else) and open doors. Did you fix that yesterday before I logged on Thorin? Someone else? Am I remembering properly that it was okay yesterday?
Some of this sounds more like a map update glitch than active damage... 65 levers changed to redstone torches?
It could be he switched them out from torches to levers. then the rollback switched them back.
He was describing work he'd done. He switched a bunch of levers over to redstone torches on the Double Dragon Rail (it's really cool).
I say refund him the diamonds and records, I know he was on for hours trying to get skeletons to shoot creepers yesterday. And we can help rebuild whatever needs rebuilding. I just want the map to be stable so I can start building things again and not have it be a waste of time.
I found my first Nether Quartz yesterday
It takes a LOT of Nether Quartz to make a block though, a stack of 64 will yield 16 blocks, rather disappointing
I have also designed an automatic lamp that doesn't look like ass, you can use an upside town sticky piston with a redstone block, put the light detector on top of the piston and put the redstone lamps one block lower than the piston block, when night comes the signal stops and the piston retracts, this way you can light up to 4 lamps at once.
I prettied my design up using fence posts, it's about as compact as you can make it.
Anyway, I did it in creative, I'll be able to make a working model near spawn in the next couple of days :)
It may take a lot of quartz to make a block, but quartz is found in large clumps if you branch mine. There's a crap load of them too.
Yeah, I tried that automatic street light design, too. Still kinda big and clunky, especially when you want to hide the mechanism. The other problem I discovered with street lights is that since they're off the ground, they don't cover as large an area of the ground, so you have to space them closer together to keep monsters from spawning.
Redstone blocks with sticky pistons allow really quick transmission of power downwards; one piston pushes redstone down to activate the next piston below it, etcetera. Although it doesn't seem to work quite right, as when the top piston retracts all the others below it retract and then expand again. Still, it breaks the downward transmission.
That's too bad about the nether quartz ore turning into only a quarter of the number in blocks. Hopefully there's lots of nether quartz ore to gather.
I found lots, in one short trip to the nether I managed to get more than 64 nether quartz
So far it's the tightest automatic lamp design I've seen outside of FTB, if you could just craft an inverted sensor or lamp this wouldn't even be a problem, but you can't so you're stuck.
Other options for signal transmission include using tripwires, pistons and boats. I played around with this as well in creative but it's still clunky as hell
Imagine if you combine the massive amounts of quartz up with a fortune III pick?
Oddly that's what I was using to get 70 or so, otherwise it's quartz per ore block, and then you have to smelt it.
To build something like this:
http://en.wikipedia.org/wiki/File:United_States_Capitol_west_front_edit2.jpg
Is gonna take a lot of mining
You were using fortune 3 and only got 70 nether quartz? did you only take out a single node? I've seen people on the u-tubes take a few minutes, or maybe a half hour branch mining for quartz and get stacks on stacks.
Also they tend to like using silktouch to get the ore, then bringing it back to use their fortune on separately (for one reason or another).
I only found a couple veins, like I said I was more curious if I could find it let alone mine it :)
Ah. :) well have fun anyhow :D
So true.
Don't starve talk was about a page long so it has been split and moved to http://forums.righteouswrath.com/index.php?topic=9614.0
I just had a bizarre death. I was siting in a perfectly safe location and went AFK for a few minutes. When I got back I was looking at the respawn screen and was in flames. What's more weird about it is that I lost no XP whatsoever. I also did not respawn in the correct position.
Thomas, can you check to see if the co-ordinates where I died were stored? I was wearing a full set of enchanted diamond armour that I would like to get back.
As far as I know, your last death coords are not saved anywhere. I checked the logs, and the file format specs for players, and nada. there is a current position saved, but you respawned so I doubt that'll have what you want.
That really does sound like an odd death.
Oh well
If you die, type /back to get back to where you died. If this doesn't work, something got seriously messed up (also, change your password).
What enchantments were in the armour?
Quote from: Thorin on May 28, 2013, 11:19:49 PM
If you die, type /back to get back to where you died. If this doesn't work, something got seriously messed up (also, change your password).
That was my first action, and it took me to my actual spawn point. That was not where I died however. When I had joined the game a few minutes earlier, I had been inside the LennyTown keep. When I came back, and found myself dead, I was outside.
I doubt it was a security issue, as I was online the entire few minutes this all happened. Seems more like some weird glitch.
Quote from: Thorin on May 28, 2013, 11:19:49 PMWhat enchantments were in the armour?
Protection from pretty much everything + Respiration. I cant remember which enchantments I had on my bow and diamond sword.
Could it have been a lightning strike?
That's all I can think of.
That occurred to me as well, though it still doesn't explain how I got outside.
Hey, fly mode is enabled again by default, at least for me. Is this someone that everyone's allowed to use, or should we be making fly mode unavailable to keep the playing field level?
What client mods do you have installed? Fly mode is client side for the most part, and I've heard some inventory mods will enable fly/op mode on join if you're an op.
Yeah for a while we had a script that would detect flying and boot you out, or maybe it's your op status that isn't tripping it. What mods do you have installed?
I wish there was an item you could craft in-game that allowed flying, it would make building stuff so much easier lol.
I have Optifine, Rei's Minimap, and Zombe's Mod Pack. It's probably part of that last one, and it's probably something new or changed and that's why it's not already disabled. I'll check.
Here I thought it was something our server was giving me that I didn't want.
There is a server setting that I knew existed, but didn't see the last time I looked ::) I just re-disabled flying. it'll boot anyone the server thinks is using a fly-mod/hack.
It shouldn't block flying in creative mode though.
Thing is though, it is never enabled client side outside of creative, unless you have a mod that lets it happen. And some will enable creative mode powers if you're an op when you log in (like those inventory tools will enable cheat mode on join if you're an op, or so I've heard).
Let me know if you guys want me to change the dynmap port back to the default. I had it changed to 8124 for the test, and forgot to put it back (that setting is stored in a separate file...)
I looked at the Zombe's config file, there is a fly mod option but it's disabled by default. Also, to turn it on or off uses the hot key F, which does not enable/disable it in-game. Instead, I have to issue the /fly command to enable/disable. I think this command is part of Essentials, but I'm not sure. It's definitely not part of my client-side mod pack, though.
Yeah, essentials does have a fly command, I just noticed.
Well, as long as you can disable it if you want, right?
I wouldn't mind flying, it would save the world from nerd poles!
But that takes away half the challenge! I mean, why not set up a Creative server, then?
And it doesn't seem to remember from session to session that I want flying disabled.
The challenge of piling dirt blocks wheeeeeeeee
Why, I'll build a 200 foot tall automaton with a heart of pure blackness with on-ramps for arms!
...in FTB
I can see if I can disable the fly option in bukkit... but maybe not just now. it doesn't seem to be the simplest of things to do. have to mess with a permissions.yml file that is currently empty. And adding things may just break things.
Way too tired to muck with it. YAY ANXIETY! YAY INSOMNIA!
heh, that was me earlier this week...
This is me all this week >>:(((
Everything ok?
I know sleeping has been tough last few days because of the weather
Just been overly anxious. drinking too much cola, being too tired... Went to calgary last weekend, was kinda stressed about that. then some work stuff, etc.
Ahh
Go for a nap or do some activity for a while, get your mind off it
Quote from: Tom on May 31, 2013, 08:58:04 AM
Way too tired to muck with it. YAY ANXIETY! YAY INSOMNIA!
I understand this. I had a lot of trouble sleeping last night, too, fell asleep after 4:45am after tossing and turning for four hours.
Quote from: Mr. Analog on May 31, 2013, 10:09:33 AM
Ahh
Go for a nap or do some activity for a while, get your mind off it
Yeah. I've been doing that, and end up sleeping too much. That is part of the problem as well. Too much sleep triggers my depression /and/ anxiety. I end up trying to get up at a decent time, which means 6-7 hours of sleep or less, then I end up falling asleep on the couch... and sleeping for 4+ hours more.
Today I am going to /need/ a nap. and I hope its just a nap, rather than a full sleep, or my schedule will be worse than it was before.
Quote from: Thorin on May 31, 2013, 10:19:17 AM
Quote from: Tom on May 31, 2013, 08:58:04 AM
Way too tired to muck with it. YAY ANXIETY! YAY INSOMNIA!
I understand this. I had a lot of trouble sleeping last night, too, fell asleep after 4:45am after tossing and turning for four hours.
:( yeah, it was something like 4:30 (5?) am when I decided I spent enough time in bed. I figured that since I was tired, and that lately, I've been falling asleep in front of the youtubes, it would help me get to sleep. no such luck. but now, I'm tired enough for sure.
I guess I got back into that, I have to get so dead tired that I can't not sleep, mode.. which I hate so very much.
Yep, like I say, get out and do something different.
Why not see Iron Man 3 or hit Whyte Ave and go for lunch, just get out and try something. Get away from screens for a while (or y'know, big huge screens for an hour+ haha)
Yeah.. Though that trip to calgary didn't help too much ;) that was something completely different.
:thumbsup:
It's more about doing something to:
a) get out of the routine
b) occupy your mind
I'm getting better at coping with this myself but it's still way too easy to just sit back and not :)
One thing I noticed is that when I'm /not/ busy it gets worse :-x so not a terrible idea. but it being bad at all makes it hard for me to do anything. soooo yeaaaahhhhh. I plan on working on a personal project this weekend. maybe some cleaning and mucking with some computer hardware (new uninstalled amd fx cpu anyone?).
Keeping busy is super important, also getting out of the usual routine helps too.
I'm kind of slackin' today, gotta get on top of things before the TFS freeze heh!
Quote from: Mr. Analog on May 31, 2013, 11:37:39 AM
Keeping busy is super important, also getting out of the usual routine helps too.
I'm kind of slackin' today, gotta get on top of things before the TFS freeze heh!
Team Fortress Server?
;)
Quote from: Tom on May 31, 2013, 11:38:59 AM
Quote from: Mr. Analog on May 31, 2013, 11:37:39 AM
Keeping busy is super important, also getting out of the usual routine helps too.
I'm kind of slackin' today, gotta get on top of things before the TFS freeze heh!
Team Fortress Server?
;)
GOD I WISH
I could go for some TF2 right now...
Cleaning.
DEFINITELY do that :)
Quote from: Thorin on May 31, 2013, 11:46:58 AM
Cleaning.
DEFINITELY do that :)
LOL, I'm in the same boat this weekend loooooooool
I haven't vacuumed since February
If only they didn't keep adding porn to the internet I'd be done!
Quote from: Thorin on May 31, 2013, 11:46:58 AM
Cleaning.
DEFINITELY do that :)
I hate doing it so much, but I know I fee so much better after it is done.
Quote from: Lazybones on May 31, 2013, 12:15:32 PM
Quote from: Thorin on May 31, 2013, 11:46:58 AM
Cleaning.
DEFINITELY do that :)
I hate doing it so much, but I know I fee so much better after it is done.
Same here, I'm on mop patrol tomorrow
so much crap I don't see that I know is there
Quote from: Mr. Analog on May 31, 2013, 11:51:30 AM
Quote from: Thorin on May 31, 2013, 11:46:58 AM
Cleaning.
DEFINITELY do that :)
I haven't vacuumed since February
I see you didn't specify what year. That means you clean often enough that you assume people would just know you meant February of this year. Parts of my house, I couldn't even tell you what
year they were last vacuumed.
All I know is I don't want to have to yell at everyone all the time to clean up, because that's just gonna make everyone in the house hate me (more?).
I also made the mistake of looking at condo listings for other suites and I just want to get rid of everything in my house
This weekend may be the big spring clean I've been putting off...
Well, people who are trying to sell will get rid of anything and everything that takes up any space, because buyers can never see past a piece of furniture to see just how big the room is. If you were trying to sell your place, you'd want to get rid of the dining table (get a smaller one), the china cabinet, the mini-fridge, the garbage can, the water cooler, the coffee table (get a small one), all of the game consoles, the big speakers, etc, etc.
I know but I have boxes of clutter that can just go...
And in tough markets people move EVERYTHING out of the house and rent furniture to stage the home.. You can almost always tell when this has happened since the living room will look good but at the same time feel like it could not be used due to odd TV positioning, or lack of seating space.
Quote from: Thorin on May 31, 2013, 11:46:58 AM
Cleaning.
DEFINITELY do that :)
lol. I started last week. just have to spend a little more time at it. but I have so much crap. guh.
Quoteso much crap I don't see that I know is there
At a bare minimum, remove errant feces. ;)
Quote from: Snowie0wl on June 01, 2013, 04:52:06 AM
Quoteso much crap I don't see that I know is there
At a bare minimum, remove errant feces. ;)
I do try to use the toilet.
Quote from: Tom on June 01, 2013, 06:04:46 AM
Quote from: Snowie0wl on June 01, 2013, 04:52:06 AM
Quoteso much crap I don't see that I know is there
At a bare minimum, remove errant feces. ;)
I do try to use the toilet.
Well aren't we fancy!
*Mr. A craps while walking naked through backyard*
:lol:
Quote from: Mr. Analog on June 01, 2013, 06:58:13 AM
Quote from: Tom on June 01, 2013, 06:04:46 AM
Quote from: Snowie0wl on June 01, 2013, 04:52:06 AM
Quoteso much crap I don't see that I know is there
At a bare minimum, remove errant feces. ;)
I do try to use the toilet.
Well aren't we fancy!
*Mr. A craps while walking naked through backyard*
:lol:
Might want to check your HMA for rules about that sort of thing.
My owner needs to curb me
But we can't find my owner
I'm using Tapatalk from my phone to read this, and I only see the first couple of words in the new posts feed. I thought for a sec you lot were talking about upcoming features in a new snapshot - poo on the lawn!
THAT WILL NEVER BE A GOOD IDEA
Quote from: Thorin on June 01, 2013, 10:12:48 AM
I'm using Tapatalk from my phone to read this, and I only see the first couple of words in the new posts feed. I thought for a sec you lot were talking about upcoming features in a new snapshot - poo on the lawn!
THAT WILL NEVER BE A GOOD IDEA
Well, it would make sense what with the horses and all
You complain enough about there not being any way to fly in survival mode, imagine if you had to do regular sweeps of all your builds, just for poo?
Quote from: Thorin on June 01, 2013, 01:45:37 PM
You complain enough about there not being any way to fly in survival mode, imagine if you had to do regular sweeps of all your builds, just for poo?
I'm not so worried as animals don't spawn in ocean biomes :)
Stare in gaze-mazement at the all-new automagical night-sensing light!
You can find them at the NE corner of the teleportal station, it's about the tightest design I can think of.
Yeah, I noticed that light on the weekend. There's really no way to make a single-block-wide night-only light. Your design looks cool (I saw it both during the day and at night). Pretty expensive for materials, hey?
Quote from: Thorin on June 03, 2013, 08:38:33 AM
Yeah, I noticed that light on the weekend. There's really no way to make a single-block-wide night-only light. Your design looks cool (I saw it both during the day and at night). Pretty expensive for materials, hey?
Slimes are easier to come by so sticky pistons aren't as pricey as they once were, redstone lamps are pretty cheap and a daylight sensor is pretty cheap to build
Pretty nice gizmo but probably not for mass production, even with just a 2 lamp design. Also they need to increase the light value of redstone lamps, putting them on poles looks great but doesn't stop beasties from spawning.
What you'll need to build this sucker:
Sticky Piston:
3 wood
1 iron bar
1 redstone
4 cobblestone
1 slime ball
Daylight Sensor:
3 glass blocks
3 nether quartz
3 wood slabs
Block of Redstone:
9 redstone
The rest is cosmetic. I use fences and stairs to fancy it up.
The key to this working is that a sticky piston can be deactivated without being affected by the redstone block but only if it's upside down (?)
On the plus side now we have a super fast way of sending signal downward (using redstone blocks and upside down pistons)
Yeah, hostile mobs spawn in light level 7 or lower, redstone lamps put out light level 15 right next to them but if you raise them off the ground that reduces the radius of light that touches the ground. It's a sphere of light, really.
There are a few light level mods that can show you what block gets what light level, but that still doesn't help - for lightposts to be useful they have to be closer together than if the light source was on the ground.
It's almost better to create an -in-ground automated light system, at least then you'd get the full anti-beastie value from the lights.