Orv Posted May 26, 2011 Could add the Planes mod. >_> Share this post Link to post Share on other sites
tabacco Posted May 26, 2011 1.6 is out today - Craftbukkit is updated, but they're warned that it's 'VERY experimental' so I'm going to hold off for a bit. As usual, please don't let your clients update until the server is ready or you won't be able to connect. Also, since 1.6 adds official Nether support, there's a *chance* we might lose the existing Nether content. I'm going to see if I can either preserve it or copy the current region files into the one the server generates once it's upgraded. I'll keep you posted when that happens. Share this post Link to post Share on other sites
elmuerte Posted May 26, 2011 I wish there was a way to fly around so I could visit all those interesting looking objects quickly and easily. Can you take the plane; although I'm not sure where it leaves. Share this post Link to post Share on other sites
elmuerte Posted May 26, 2011 there's not much of value in the nether.... so it's not a major loss Share this post Link to post Share on other sites
Jake Posted May 26, 2011 I wish there was a way to fly around so I could visit all those interesting looking objects quickly and easily. Trains are starting to come together a bit, which is quicker than walking but not as sweet as flying. Share this post Link to post Share on other sites
tabacco Posted May 26, 2011 Regarding 1.6 updates: http://forums.bukkit.org/threads/when-will-bukkit-be-updated-for-minecraft-1-6.18714/ Share this post Link to post Share on other sites
Murdoc Posted May 26, 2011 sweet, a new live map, I see where I am now! I was trying to figure it out on the old map, had no clue. Share this post Link to post Share on other sites
Squid Division Posted May 26, 2011 Most exciting new thing for me is the addition of hatches. People should use this thread as a change log so we know what new stuff has gone up around the server and can check it out. Share this post Link to post Share on other sites
a purple future Posted May 27, 2011 4 bug patches in a day might take a little while i think for 1.6 to not suck Share this post Link to post Share on other sites
ThunderPeel2001 Posted May 27, 2011 4 bug patches in a day might take a little while i think for 1.6 to not suck If only notch had the money to hire a development team, etc, etc... Share this post Link to post Share on other sites
endquote Posted May 28, 2011 I already updated my client without even thinking that I may not be able to log in to the server. Will have to play terraria in the maintime. Share this post Link to post Share on other sites
Laxan Posted May 28, 2011 I already updated my client without even thinking that I may not be able to log in to the server. Will have to play terraria in the maintime. Don't worry. Notch did the same. Share this post Link to post Share on other sites
tabacco Posted May 28, 2011 1.6.5 is out, fixing some of the more unfortunate bugs from 1.6.0-1.6.4 The consensus seems to be that it's relatively stable now. Waiting for a CB update now so I can upgrade the server. Share this post Link to post Share on other sites
a purple future Posted May 29, 2011 my understanding of optimization coding is pretty limited but i don't understand how frames per second affects chunk loading, as notch talks about on his blog. all i do know is that frame limiters are good things, especially on a game that bounces anywhere between 40 and 200fps for me. there is NO REASON to have anything run at 200 fps Share this post Link to post Share on other sites
Squid Division Posted May 29, 2011 So if I were to turn on the frame limiter, the chunks would load faster? Share this post Link to post Share on other sites
vimes Posted May 29, 2011 From what I understand, he's trading time spent on displaying the world for time spent on constructing the world : you'll see less FPS (but it shouldn't be noticeable as long as it's above 60) but you'll see the world be simulated and changed more quickly. Share this post Link to post Share on other sites
tabacco Posted May 29, 2011 I think the issue is chunk updating rather than chunk creation. The real question is, why is his renderer using so much CPU, which is what would be binding chunk updating (I assume)? Share this post Link to post Share on other sites
Squid Division Posted May 31, 2011 Killstar and I have started a 70s modernist/Sim City 2000 arcology inspired floating city ala Columbia south of the big hole. The central platform is halfway done, the power plant is done but not connected, and a chateau is in the beginning stages. Dont worry about getting up there, there's nothing in them yet. We'll build an entrance soon. Share this post Link to post Share on other sites
tabacco Posted May 31, 2011 Killstar and I have started a 70s modernist/Sim City 2000 arcology inspired floating city ala Columbia south of the big hole. The central platform is halfway done, the power plant is done but not connected, and a chateau is in the beginning stages. Dont worry about getting up there, there's nothing in them yet. We'll build an entrance soon. See also: Share this post Link to post Share on other sites
tabacco Posted May 31, 2011 1.6.6 is out... waiting on stable builds of both CraftBukkit and Essentials at this point. Share this post Link to post Share on other sites
tabacco Posted June 1, 2011 CB is updated, waiting on a stable build of Essentials (shouldn't be long, they were waiting on CB) Share this post Link to post Share on other sites
a purple future Posted June 1, 2011 i was trying to knock down a sign that someone else had put up (so i could change the text) and it wouldn't let me. is this a new feature of Essentials? anyway I added a third platform to the roman city/tracy island station that goes out to the pyramid, but it's barely labeled because I couldn't do anything to those signs. Share this post Link to post Share on other sites
tabacco Posted June 1, 2011 (edited) i was trying to knock down a sign that someone else had put up (so i could change the text) and it wouldn't let me. is this a new feature of Essentials?anyway I added a third platform to the roman city/tracy island station that goes out to the pyramid, but it's barely labeled because I couldn't do anything to those signs. Hmm... it protects signs, but they should have the same permissions as all other building. I'll check it out Edit: Try it now and see if it's working. the permissions nodes for essentialsprotect are not very clearly documented, I'm afraid. Edited June 1, 2011 by tabacco Share this post Link to post Share on other sites