Earlier quoted context omitted.
What the game really needs is what was promised ages ago: a mod API on the C++ edition.
And a linux version of the C++ version.
Nostalgia for Minecraft
131–140 of 146 posts
Re: Nostalgia for Minecraft
#132A multiplayer persistent world like Minecraft with physics would be amazing, and probably replicate Minecraft's success. e.g. If I chop down a tree at the top of a hill it could roll down and potentially wreck your house. Or causing cave-ins and avalanches from indiscriminate mining. Building dams and rerouting rivers. Building realistic defenses and then siege weapons. Fun Add in critter breeding and predation for d…
>>A multiplayer persistent world like Minecraft with physics would be amazing, and probably replicate Minecraft's success. That is something that I'm actually trying to create. Although my focus is a world where you can create machines that are simulated by a physics engine. Users will be able to create humanoid robots, a mechanical giant clock, etc. Think Minecraft for machines. I'm still in the early stages right n…
Re: Nostalgia for Minecraft
#133I really think Minecraft mods are an underused method for teaching programming. I first got into programming in 7th grade developing mods. Times have changed, but ~5 years ago there were great tutorials, documentation, and good support channels (IRC) for modders. If regular development is too complicated, there are mods that add programmable computers (Lua, iirc). You can use them to mine, build, automate, or in the…
Nowadays there is Minecraft education edition; a variant of the Bedrock version which has a code editor to create automations, and a classroom mode. Aimed much more at schools than at individual student-hacker-learners, but a lot more accessible IMO, and has a heap of resources/docs and communities for those teachers.
Re: Nostalgia for Minecraft
#134A multiplayer persistent world like Minecraft with physics would be amazing, and probably replicate Minecraft's success. e.g. If I chop down a tree at the top of a hill it could roll down and potentially wreck your house. Or causing cave-ins and avalanches from indiscriminate mining. Building dams and rerouting rivers. Building realistic defenses and then siege weapons. Fun Add in critter breeding and predation for d…
IIRC, Markus Petersson, the creator of Minecraft, worked for a long time on Wurm Online, an MMO where you can kinda do what you're talking about - as a group or individual, you can level forests, dig down mountains, build roads, cities, etc. It's a slow and labor-intensive grind but it is a game where as a community you can change the whole game world's geography. I saw it was on Steam the other day, I guess they tri…
Picture my disappointment when I realised they meant wurm like a dragon wyrm.
Re: Nostalgia for Minecraft
#135Earlier quoted context omitted.
I don't know. They've added a ton of underwater content, new structures, mobs (bees, foxes, llamas, phantoms, drowns, etc), sunken ships and treasure maps. If anything, they've had a better release cycle since the acquisition.
the new structures and content that reward exploration are great! the new mobs, not so much. they don't have a purpose in game that wasn't fulfilled already, and while I appreciate the diversity they give not something new to do, just more of the same. what'd be interesting are additions that open up new things to do, like that parcour level demo that show off the new wax block, but tbh wax and bees scale seems off c…
This is something that definitely needs to be added at some point. One problem I would see is that there is already a very good mod that does that. In a sense they are between a rock and an hard place in trying to both copy and not copy it.
Re: Nostalgia for Minecraft
#136A multiplayer persistent world like Minecraft with physics would be amazing, and probably replicate Minecraft's success. e.g. If I chop down a tree at the top of a hill it could roll down and potentially wreck your house. Or causing cave-ins and avalanches from indiscriminate mining. Building dams and rerouting rivers. Building realistic defenses and then siege weapons. Fun Add in critter breeding and predation for d…
> So if you slay too many Gorgs soon there would be none left. Leave them alone and they'll eat all the Fraggles. Players would form culling expeditions every week. [...] I think the venerable Ultima Online had a few features like that, or was supposed to, not completely sure. Ultima Online tried to have such an ecology, but the players didn't react to it as described despite the game designers giving players minimal…
Richard's recollection is flawed on this (he wasn't close enough to the tech to know why it failed).
Reason #1: the closed loop fell victim to hoarding, particularly because the advancement system encouraged the production of goods with no value, as explicated in great detail in Zach Booth Simpson's detailed paper on "The In-Game Economics of Ultima Online."
Slides: https://studylib.net/doc/9778818/the-in-game-economics-of-ul...
Paper: https://web.archive.org/web/20090207141813/https://www.mine-...
Reason #2: the cost of pathfinding for the searches was too great. The Sims later solved this by having the agents in a very similar system use simple hillclimbing, with resources broadcast into a map.
Re: Nostalgia for Minecraft
#137Earlier quoted context omitted.
When it takes 30 minutes to load your mod pack and even with a RAM disk and a healthy number of fast cores on a dedicated server you're still dipping below 20 fps on some occasions, it's time for a leaner edition than java. I'm not even saying java is inherently the problem, but the java edition of minecraft is not performant and the bedrock edition is.
As I remember from setting up a server way, way back is you want to give that JVM as much memory as you can trow at it.
IIRC more memory also increases GC time so after a certain point the GC causes such annoying lagspikes it's often better to play with less.
Re: Nostalgia for Minecraft
#138Earlier quoted context omitted.
>>A multiplayer persistent world like Minecraft with physics would be amazing, and probably replicate Minecraft's success. That is something that I'm actually trying to create. Although my focus is a world where you can create machines that are simulated by a physics engine. Users will be able to create humanoid robots, a mechanical giant clock, etc. Think Minecraft for machines. I'm still in the early stages right n…
Looking for help?
Re: Nostalgia for Minecraft
#139Earlier quoted context omitted.
The performance would be pretty bad. Every time someone placed or broke a block, the game would have to check if there was a heavy object above it that now has to fall, if there was water flowing through that voxel that now has to be rerouted, etc etc. Combine this with many players in one world and you will not get many server ticks per second.
Just from the top of my head without thinking it through: If it was all deterministic, servers might just send player input and the physics simulations could happen locally on players' devices. And as the sibling comment said, multiple servers each handling a small region of the world (both gamespace and meatspace.)
Re: Nostalgia for Minecraft
#140Earlier quoted context omitted.
The problem I had with Minetest, is that the base sandbox is quite boring and I think you're not supposed to be playing it on its own, but then when it comes to mods there is so much choice and I couldn't find a place to start from (something like: "if you are a beginner, start from these 5 mods"), so I don't know where to start from. Any suggestions?
Yeah. That's a common problem and mostly because nobody has time documenting this. The minetest page itself helps a bit (under customizing, but it's not that helpful admittedly). FWIW, here're my recommended mods: Basic gameplay: 3d armor, mobs_redo + mobs_monster Logic: mesecons, more mesecone, digilines Hard monsters: NSSM (not so simple mobs), dmob (dragons, etc) (both need mobs_redo) Building more: Homedecor Ther…