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Dockercraft: Manage Docker containers from Minecraft

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Re: Dockercraft: Manage Docker containers from Minecraft

#71
post #34

can you use some sort of redstone contraption to interact with the containers?

Maybe that would be a good way to do scripting within the game... :)

Imagine a skyscraper, each floor is a forest of docker cubes. Now imagine a massive Redstone engine managing them, not unlike one of the Minecraft GPUs.

Re: Dockercraft: Manage Docker containers from Minecraft

#72
I hope this one works better than kitematic! I'm really excited by the implications of docker, but the practicality of using it on windows has proved to be troublesome.

It is very difficult to get docker containers running locally (at least using the gui tools)

I know that MS believes in it wholesale so am really looking forward to the day when the tools catch up to their promises.

So far I've been bashing my head against the wall whenever I've gotten past "tutorial phase 1"

Getting a webhost, database, memcached, rabbitmq, load balancer etc... All talking to each other on a local 'dev' system... theoretically a perfect mirror of the thing that will be the super scalable production system.

Difficult.

I'm undoubtedly doing stuff wrong, but if there are any docker wizards out there, please point me to your blogs! I'm dying to finally wrap my head around the promises of scalable containerization.

EDIT: I just watched their youtube video. This interface is honestly amazing. To be able to arrange virtual machines in 3d space. What a phenomenal tool. This will really help me learn how to use docker effectively.

Re: Dockercraft: Manage Docker containers from Minecraft

#73
post #58

This is actually really cool. The concept of Memory Palaces is borne out of the fact that our brains are way better at remembering geographical information than arbitrary information. If you are managing a lot of servers or whatever you'd actually have a much easier time using something like this. When someone forgets which box you are talking about: "You know, that server out by the river." Or imagine flyig above al…

it might be cool to represent the physical datacenter in something like this.

Re: Dockercraft: Manage Docker containers from Minecraft

#76

This is probably offtopic, but the state of Minecraft modding is really bad * One dude is maintaining Forge/MinecraftCodersPack/Fernflower, which powers pretty much every mod * Ad-infested forums and adfly links are the preferred way of distributing mods * The last moddable client version is 1.8.0, 1.9 is out. * Getting a mod started is really difficult, and it's not clear what should/shouldn't be in source control.…

>One dude is maintaining Forge/MinecraftCodersPack/Fernflower, which powers pretty much every mod

Forge is maintained by cpw and Lex, as well as a large community of modders. MCP is a completely different project and is still headed by Searge and ProfMobius (now with Mojang), among others. And I'm not sure what Fernflower has to do with anything.

>Ad-infested forums and adfly links are the preferred way of distributing mods

Partially true. Many have moved to Curse or CurseForge (which isn't any better).

>The last moddable client version is 1.8.0, 1.9 is out.

1.9 is not out, and work cannot even begin on enabling 1.9 mods until MCP is released. They'd be working with obfuscated code otherwise.

>Getting a mod started is really difficult, and it's not clear what should/shouldn't be in source control.

Having just recently gone through this, I wouldn't say it's that bad. It will generate a .gitignore file for you, and set up workspaces for both IDEA and Eclipse. Other IDEs may be more difficult to setup.

Re: Dockercraft: Manage Docker containers from Minecraft

#77

Earlier quoted context omitted.

Minetest is very... opinionated... when it comes to modding. Gluing a Java webserver to it as I've done with Minecraft wouldn't be possible, as far as I can tell.

I haven't done any Minetest modding, but I'm sure a pretty large part of that is due to the lack of a JVM. Forge can easily enough unpack the jar for clean enough source to plug into. C++ requires the Minetest devs themselves to guess what modders want to do and build Lua entrypoints. With the new Windows 10/Pocket edition of Minecraft being C++ as well, they'd have to do the same thing I would think.

Sorry, I should have been clearer. When I looked I couldn't work out how to build my own Lua "entrypoints" - mainly because I don't know Lua.

Re: Dockercraft: Manage Docker containers from Minecraft

#79
post #52

This is probably offtopic, but the state of Minecraft modding is really bad * One dude is maintaining Forge/MinecraftCodersPack/Fernflower, which powers pretty much every mod * Ad-infested forums and adfly links are the preferred way of distributing mods * The last moddable client version is 1.8.0, 1.9 is out. * Getting a mod started is really difficult, and it's not clear what should/shouldn't be in source control.…

Strange, why isn't there a homebrew/bower/npm/whatever package manager for minecraft? ~ modcraft install # installs to your minecraft server ~ modcraft create # creates a new package with your .gitignore already setup so you can make your own mod etc. etc. Years ago when I played minecraft I remember someone was hired specifically to make Minecraft have an API to make modding easier. What happened to that?

I actually tried doing something like this maybe a year back, but it got out of my scale in terms of complexity vs the amount of time I was willing to put into it. Having to manage jar and asset patches, replacements, additions, deletions (as well as the same things for the items within each jar, for example), as well as having to handle config files and other random messes that mods created, without any sort of breakage was quite difficult, especially considering how incorrect installation order of mods would often cause conflicts (meaning that even if modloader and forge, for example, worked alone and forge could be installed before modloader, installing modloader first might break forge). Making this work without an accidentally Turing complete build system is very difficult. Maybe a standard MC build system and API would help clean this all up to the point where Mojang could create a working system to handle all of this properly while interfacing with the launcher's profile system.

Re: Dockercraft: Manage Docker containers from Minecraft

#80
post #72

I hope this one works better than kitematic! I'm really excited by the implications of docker, but the practicality of using it on windows has proved to be troublesome. It is very difficult to get docker containers running locally (at least using the gui tools) I know that MS believes in it wholesale so am really looking forward to the day when the tools catch up to their promises. So far I've been bashing my head ag…

Kubernetes. Specifically, running kubelet locally is a great way to bring up a "pod" of just the containers you want, configured the way you want. It's actually pretty conveniant, and as dev I have started preferring it as a way of quickly bringing up new things to test on my dev machine. And Kubernetes was designed to scale...you should be able to take your local config file and make it part of the broader client/server based Kubernetes setup...and it will bring your containers up across a cluster of servers.
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