Glowstone: open-source Minecraft server
61–70 of 79 posts
Re: Glowstone: open-source Minecraft server
#62Yes, I'm not really interested in gaming as of such, but that C code looks amazing.
Re: Glowstone: open-source Minecraft server
#63Is Minecraft still a thing? Have my kids (10,13) just grew out of it?
Minecraft is still alive and well. Still has hundreds of thousands of players daily every month on the servers. The problem is because there is a mobile app now, people will just pay $7 and play on their phones. Therefore new players arent entering the market. It's a shame. Some of the things people have created for the MC community are nothing less than truly amazing. For example
I presume you accidentally posted too soon. Would love to see the example.
Re: Glowstone: open-source Minecraft server
#64I'm old enough to remember when buying Minecraft Alpha included a promise that the code would be made open source some day. IIRC it was "when I'm tired of working on it", which given the success it's been is probably never. (For some value of "I" that's not Notch.)
Re: Glowstone: open-source Minecraft server
#65This is nice, but considering the animosity the modding community receives from official channels I'm really surprised why FOSS Minecraft clones that specifically focus on mods, like MineTest, haven't taken off comparatively. https://www.minetest.net/
I see this sentiment a lot on HN. I know nothing about Minecraft, but I'd be surprised if the factors at play here are any different from other situations where "superior" FOSS clones fail to overtake the original closed versions: Network effects. If Minecraft is a multiplayer game whose fun is largely derived from sharing your experiences with others, then a new and "better" version isn't really better at all if it'…
Modded Minecraft is pretty unlike a typical modding community. Few people add one mod to their Minecraft game, what people tend to do is run a mod _pack_ which is typically dozens of mods with different authors that are integrated together by the pack author the way a movie's Editor turns hundreds of hours of pictures and sounds into a coherent 2 hour film.
It's out of hand enough that you will see people saying e.g. "Ugh, I can't face Magic Bees without Gendustry" - Minecraft doesn't have any bees at all, bees are added by a mod called "Forestry", then magical bees are added to that with "Magic Bees" by a different author and the mod called "Gendustry" by yet another author exists _solely_ to make the genetics gameplay from the Forestry mod more... industrial.
So there's an _ecosystem_ at work here, akin to the Windows vs Unix ecosystems and that network effect applies to your whole ecosystem.
The PC "Java" Minecraft associated with modding actually ships new versions relatively often still after all these years. But because mods are so involved, even tiny changes under the hood can mean hours of software development for the mod authors, so the ecosystem moves to newer versions less steadily, a "pack" of mods will usually be forever associated with a specific Minecraft version. Unlike most games which "upgrade" like a web browser or operating system, Minecraft actually lets you pick at start time which version you want to run in order to facilitate this. For example one of the most famous packs "Agrarian Skies" is for 1.6.4 and will never work with a newer Minecraft but still has some players.
As a result of players being interested in this ecosystem rather than the individual mods, it only takes one of dozens of key developers to stymie a move to a different platform, whether that's a new Minecraft version or somebody else's Minecraft clone. If this happens, the only way forward is for part of the ecosystem to evolve around the gap which happens much more slowly.
Example: A big part of Minecraft is crafting, and mods often add dozens of new things to craft and even new ways to craft things. Rather than have a web browser open on your phone to check what you're doing as you play, the game needs an integrated way to remind you how to make, say, a Wireless Crafting Terminal (yes that's a thing you can make inside the game). The first mod to do this was called Too Many Items. So a pack would add "Too Many Items" and that made players lives easier
But TMI was limiting and ceased to be maintained. What to do? Fortunately Not Enough Items came along. Not Enough Items was maintained for a long time, and became pretty sophisticated, able to tell players which complicated industrial machines could produce which products and with what inputs. But eventually Not Enough Items too fell by the wayside and in the latest Minecraft versions packs use Just Enough Items which is different but arguably better.
Re: Glowstone: open-source Minecraft server
#66Is Minecraft still a thing? Have my kids (10,13) just grew out of it?
Re: Glowstone: open-source Minecraft server
#67I don't want to denigrate the effort, but... I'll be interested when I see something with a Forge-equivalent API. Porting Electrical Age to a different Java-based minecraft server is in principle not terribly difficult, it's reasonably well abstracted already, but there needs to be a modding api.
While there's no reason this is fundamentally impossible, there are several difficulties: - Forge doesn't really have an API layer and expects devs to work directly against deobfuscated Minecraft code. Mods break every Minecraft version. - Forge-level mods require cooperation from the client, beyond what the official client offers. Forge mods are structured so the same mod file runs on both clients and servers. - Bec…
And yes, you'd need to create a client mod. Sure, it's a compromise, but it'd still be an improvement over the current state of affairs.
Re: Glowstone: open-source Minecraft server
#68Earlier quoted context omitted.
While there's no reason this is fundamentally impossible, there are several difficulties: - Forge doesn't really have an API layer and expects devs to work directly against deobfuscated Minecraft code. Mods break every Minecraft version. - Forge-level mods require cooperation from the client, beyond what the official client offers. Forge mods are structured so the same mod file runs on both clients and servers. - Bec…
I can address the first point, at least. Forge-equivalent wasn't meant to mean identical; I'd be absolutely delighted to see a better (that is, existent) API, it just needs to support about the same things. Which does not include coremod hackery. And yes, you'd need to create a client mod. Sure, it's a compromise, but it'd still be an improvement over the current state of affairs.
Then we will be adding a way for plugins to provide new textures in resource packs.
Once that's all done, we will create a client Forge mod to allow for plugins to add new blocks rather than reuse existing ones.
We also have a pretty nice modular system for AI tasks, but it needs more stress testing with a pathfinding implementation before we start finalizing the API for it.
Re: Glowstone: open-source Minecraft server
#69I just tried setting up a Glowstone server on a Linode instance. It was a very quick experience. However, I ended up switching to the official Minecraft server jar provided by Mojang when I realized that Glowstone doesn't support the "allow-flight" option for flying in creative mode :/
Re: Glowstone: open-source Minecraft server
#70Needs Rust, blockchain and AI to qualify for the front page.