|
Yeah, and the problem is that the overhead per player is high enough already without idiots like him putting bloat in just to be lazy. Justifying it as good coding practice is just absurd.
|
# ? Oct 14, 2013 11:41 |
|
|
# ? Jun 3, 2024 18:03 |
|
Fruit Chewy posted:Has anyone here tried out Electrodynamics? It looks interesting so I threw it into a new 1.6.4 pack I've been messing around with. I was hoping to use its alloy tools over TiCon since I've used it quite a few times now. I was also looking at Metallurgy but it seems to have a thoroughly ridiculous amount of new ores and I don't want that much worldgen cluttering up my storage when there's probably only a use for a handful of them. I can't speak for Electrodynamics but Metallurgy is pretty fun. Most of the common ores it adds have uses outside of Metallurgy; and the rare one are rare enough that you will not find them often enough for it to be annoying (maybe if you rely on Quarries, I dunno). It looks daunting when it says it adds like 50 new ores but they really aren't as obtrusive as they sound. Now; they aren't exactly really useful ether but I personally like having it around for one more thing to collect. Hunting for enough metal to make all the Metallurgy armors and display them on Bibliocraft armor racks is fun Killer-of-Lawyers posted:Yeah, and the problem is that the overhead per player is high enough already without idiots like him putting bloat in just to be lazy. Justifying it as good coding practice is just absurd. Maybe people are just using it for the fancy tanks but I haven't had a use for Railcraft for months. After chucking it into the bin I found I didn't miss it at all.
|
# ? Oct 14, 2013 13:12 |
Killer-of-Lawyers posted:Yeah, and the problem is that the overhead per player is high enough already without idiots like him putting bloat in just to be lazy. Justifying it as good coding practice is just absurd. But it is good coding practice for some environments. Developer time is relatively expensive. Hardware is relatively cheap. Within reason, it's cheaper to throw more hardware at a problem rather than spend a lot of developer hours fixing it. Problem is that is not one of those environments. Minecraft is already so kludgy that piling more crap on is going to have noticeable effects.
|
|
# ? Oct 14, 2013 15:58 |
|
Mystic Mongol posted:So here's an illustrated walkthrough of how to get started with MJ in Big Dig. Brilliant, this'll help a lot. On a barely-related note, I know UE storage will accept any kind of power, but could I use, say, a Redstone Energy Cell to power UE stuff?
|
# ? Oct 14, 2013 16:33 |
|
Ego Trip posted:But it is good coding practice for some environments. Developer time is relatively expensive. Hardware is relatively cheap. Within reason, it's cheaper to throw more hardware at a problem rather than spend a lot of developer hours fixing it. Pretty much this. Minecraft is just an amazingly poorly coded piece of software. I also really find it hilarious to consider dev time as a precious resource with regards to a mod, even though I have almost none of it right now. I am sorry about the TE delays - it's just been a bit of a nightmare trying to juggle all the work the past few weeks here. I'm basically at the point where we have only a few minor things left before I set the new team loose on it, and we might just push for TE 3 directly.
|
# ? Oct 14, 2013 16:41 |
|
Thanks for sticking with it. Minecraft is a bit pile of poo poo without mods. Essentially we got the worst implementation of the best form of game. A frustrating vision of what could have been. Truly the darkest of universes.
|
# ? Oct 14, 2013 16:44 |
|
Regarde Aduck posted:Thanks for sticking with it. Minecraft is a bit pile of poo poo without mods. Not going to lie, if I knew that I could set up a Kickstarter and pull in a really absurd amount of cash, I'd be more than willing to write a voxel engine and game. I can't even consider that right now though, since I'd have to be amazingly dumb to drop out of a PhD fellowship when I've finished everything except for the dissertation.
|
# ? Oct 14, 2013 17:06 |
|
Strange, I can't get the Technic Launcher to actually use the beta build, which is really annoying. Just keeps restarting on the stable build.
|
# ? Oct 14, 2013 17:22 |
KingLemming posted:Not going to lie, if I knew that I could set up a Kickstarter and pull in a really absurd amount of cash, I'd be more than willing to write a voxel engine and game. Something to dream about happening in the future, then.
|
|
# ? Oct 14, 2013 17:23 |
|
KingLemming posted:I can't even consider that right now though, since I'd have to be amazingly dumb to drop out of a PhD fellowship when I've finished everything except for the dissertation.
|
# ? Oct 14, 2013 17:59 |
|
KingLemming posted:Not going to lie, if I knew that I could set up a Kickstarter and pull in a really absurd amount of cash, I'd be more than willing to write a voxel engine and game. You'll have to start that kickstarter as soon as you finish your PhD then. Thanks for sticking with TE despite your schedule, we're all looking forward to the 1.6 release.
|
# ? Oct 14, 2013 18:08 |
|
KingLemming posted:Not going to lie, if I knew that I could set up a Kickstarter and pull in a really absurd amount of cash, I'd be more than willing to write a voxel engine and game. $100 for your kickstarter to replace minecraft.
|
# ? Oct 14, 2013 18:16 |
|
Rhonyn Peacemaker posted:$100 for your kickstarter to replace minecraft. I'll shovel some money this way as well.
|
# ? Oct 14, 2013 18:48 |
|
Lizard Wizard posted:Brilliant, this'll help a lot. On a barely-related note, I know UE storage will accept any kind of power, but could I use, say, a Redstone Energy Cell to power UE stuff? There are some UE machines that only accept power from EE/UE wires. Mekanism machines are good about accepting anything. I don't quite understand how a UE machine can't accept all power given that its entire concept is being a universal api that does everything, but that's how it is. There are also some bugs with UE machines (and especially energy cubes) where they will stop charging from mj power networks like Redstone Energy Conduits and you have to pick them up and place them again for their power to go up. This mostly happens when chunks load/unload, so if you have a chunk loaded base it's a non-issue. I'd recommend using an energy cube as a buffer between power systems and even as a buffer between UE power makers and machines, because they magically step voltage to appropriate levels.
|
# ? Oct 14, 2013 19:20 |
|
KingLemming posted:Not going to lie, if I knew that I could set up a Kickstarter and pull in a really absurd amount of cash, I'd be more than willing to write a voxel engine and game. Given how incredibly well-regarded TE is (it certainly lives near the top of must-have mod lists, really), I suspect a Kickstarter for a game by you would probably do pretty drat well. I know I'd be willing to throw some cash at one. So, good luck with your PhD, and we'll be waiting for that Kickstarter when you've finished.
|
# ? Oct 14, 2013 20:12 |
|
You guys realize Minecraft has been released in C++ for about 3 years now right? http://minetest.net/
|
# ? Oct 14, 2013 20:25 |
|
Turtlicious posted:You guys realize Minecraft has been released in C++ for about 3 years now right? That doesn't automatically mean "better" though, and it's not really what I'd have in mind. Java isn't automatically horrible; there are just a lot of people that point at it and scream MC has issues because of the language it was written in. It's definitely possible to utilize multiple threads in Java - TE does it in a few places.
|
# ? Oct 14, 2013 20:37 |
|
Killer-of-Lawyers posted:Yeah, and the problem is that the overhead per player is high enough already without idiots like him putting bloat in just to be lazy. Justifying it as good coding practice is just absurd. Minecraft server performance.
|
# ? Oct 14, 2013 20:52 |
|
I'm sorry, what?
|
# ? Oct 14, 2013 20:58 |
|
Turtlicious posted:You guys realize Minecraft has been released in C++ for about 3 years now right? And this is why i dont have much hope in an alternative, better written "Minecraft". Like Wow, i expect MC will sit at the top of its genre until replaced by "Minecraft 2" and no amount of better written code or gameplay will topple that. Its not to say it cant spawn an alternative choice, but i cant imagine we'd see a similar modding community grow around it. But, you know, Terraria, Starbound. I'm sure theres plenty of other examples and i really want to be proven wrong in this case as a less lovely minecraft with greater modding flexibility would be wonderful. VVV Oh. Well that clears up everything. It cleared up nothing, im still confused Thyrork fucked around with this message at 21:05 on Oct 14, 2013 |
# ? Oct 14, 2013 21:03 |
|
Lizard Wizard posted:I'm sorry, what? I don't even like the show but the robot is called Big O. ( it's a bad comp sci joke - in computer science, big O notation is used to classify algorithms by how they respond (e.g., in their processing time or working space requirements) to changes in input size. ) Diet Lime fucked around with this message at 21:08 on Oct 14, 2013 |
# ? Oct 14, 2013 21:04 |
|
KingLemming posted:That doesn't automatically mean "better" though, and it's not really what I'd have in mind. Java isn't automatically horrible; there are just a lot of people that point at it and scream MC has issues because of the language it was written in. It's definitely possible to utilize multiple threads in Java - TE does it in a few places. Well, it's multi core threaded for one, and I've been playing it for a while and it's p. great, they even ported a bunch of mods. (One of them was IC2 )
|
# ? Oct 14, 2013 21:15 |
|
Isn't there a thread limit of ten in Java, though?
|
# ? Oct 14, 2013 21:39 |
|
It would be nice if some of the mod authors, particular API designers adopted some philosophies from C++. Mainly "don't pay for what you don't use". Aka if someone doesn't want to use a feature of your API then they pay no runtime overhead. It's harder to achieve fully in Java but even the philosophy would help. A man can dream
|
# ? Oct 14, 2013 23:33 |
|
KingLemming posted:Not going to lie, if I knew that I could set up a Kickstarter and pull in a really absurd amount of cash, I'd be more than willing to write a voxel engine and game. If you'd be willing to design and create a game instead of just a tech demo or proof of concept I'll be all over it and I'm sure insane number of people would join in. We have tons of better-than-Minecraft tech demos as it is.
|
# ? Oct 15, 2013 00:00 |
|
Could someone running a 1.6.4 (maybe 1.6.2? I dunno about that) server throw this on and see if it dies when boxes are shift-crafted or shift-uncrafted? http://build.technicpack.net/job/Artifice/188/artifact/artifacts/Artifice-1.1.3-188.jar Edit: as in put things in and take things out, not making the boxes Syenite fucked around with this message at 00:17 on Oct 15, 2013 |
# ? Oct 15, 2013 00:07 |
|
Shukaro posted:Could someone running a 1.6.4 (maybe 1.6.2? I dunno about that) server throw this on and see if it dies when boxes are shift-crafted or shift-uncrafted? http://build.technicpack.net/job/Artifice/188/artifact/artifacts/Artifice-1.1.3-188.jar If you still need this tomorrow, I can do it for you. I'm about to nuke my server for a fresh map and mod set anyway.
|
# ? Oct 15, 2013 02:55 |
|
KingLemming posted:That doesn't automatically mean "better" though, and it's not really what I'd have in mind. Java isn't automatically horrible; there are just a lot of people that point at it and scream MC has issues because of the language it was written in. It's definitely possible to utilize multiple threads in Java - TE does it in a few places. I'm convinced most complaints about Java's performance are from people picking up residual gripes from back when it was interpreted, when it was truly loving awful. The JIT compiler is lightening fast compared to that. No it's nowhere near C++ generally, but it's not all that bad considering how easy it is to use. I reckon Minecraft's performance is mostly due to its design, not Java. Danny Glands posted:Isn't there a thread limit of ten in Java, though? Short answer, no. The only limit is hardware, you can use thousands if you want. tooterfish fucked around with this message at 10:44 on Oct 15, 2013 |
# ? Oct 15, 2013 10:40 |
tooterfish posted:Yeah, it's not like Java was designed with concurrent programming in mind or anything. I think that Java suffers from the same stigma as VB. They both used to be poo poo and they've both been used as an intro language for so long that a lot of bad code is out there. Now, they're both good enough to get you to where diminishing returns kicks in for most applications. If it's true that Minecraft was Hello World: The Game, it would be worse had it been written in C++.
|
|
# ? Oct 15, 2013 14:53 |
|
Danny Glands posted:Isn't there a thread limit of ten in Java, though? Nope. Java scales really, really well actually. C++ didn't even have a lot of the threaded support until the latest standard (11), and even then it's sort of kludged in. When it comes down to it, in the average case, Java is actually going to win out, because most people don't know how to code truly elegant C++. The only real advantage C++ brings to the table is memory usage - Java is actually pretty bad about this. lordfrikk posted:If you'd be willing to design and create a game instead of just a tech demo or proof of concept I'll be all over it and I'm sure insane number of people would join in. We have tons of better-than-Minecraft tech demos as it is. Already having discussions about this with my team. We're considering it, but we'd like it to have a twist. It seems we're all on the same page with how voxels should work, however.
|
# ? Oct 15, 2013 16:33 |
|
Shukaro posted:Could someone running a 1.6.4 (maybe 1.6.2? I dunno about that) server throw this on and see if it dies when boxes are shift-crafted or shift-uncrafted? http://build.technicpack.net/job/Artifice/188/artifact/artifacts/Artifice-1.1.3-188.jar I had a crash pressing 'shift' on the main(menu) screen. Had 100 other mods loaded(1.6.4) at the time, but the crash was from Artifice, KeyPress(dont have the exact log right now, can dig it up when i am at home if you need it.)
|
# ? Oct 15, 2013 16:47 |
|
Yeah, the problem with every Minecraft clone/killer is that it gets to Creative Mode and then stops. Placing and deleting a bunch of ugly blocks in a 3D environment does not a Minecraft make. Say what you will about Minecraft as a game but at least it is a game. The only thing that's really taken up the same block building formula and succeeded spectacularly was Terraria, and that really forged out to be its own game. There have been literally dozens of abandoned Minecraft wannabes and most of them tried to cram in really awkward shader effects instead of putting in actual gameplay.
|
# ? Oct 15, 2013 16:47 |
|
thevortex- posted:I had a crash pressing 'shift' on the main(menu) screen. Had 100 other mods loaded(1.6.4) at the time, but the crash was from Artifice, KeyPress(dont have the exact log right now, can dig it up when i am at home if you need it.) No need to dig that up, I'm rewriting a lot of old code to get rid of a bunch of weird stuff and make it possible to do new things.
|
# ? Oct 15, 2013 17:45 |
|
So, are there any 1.6.x mod packs?
|
# ? Oct 15, 2013 17:51 |
|
KingLemming posted:Already having discussions about this with my team. We're considering it, but we'd like it to have a twist. It seems we're all on the same page with how voxels should work, however. I hate Kickstarter in general, but I would contribute to this because
|
# ? Oct 15, 2013 18:08 |
|
KingLemming posted:Already having discussions about this with my team. We're considering it, but we'd like it to have a twist. It seems we're all on the same page with how voxels should work, however. Oh god stop getting me excited, if this happens I know the wait will be terrible Turtlicious posted:So, are there any 1.6.x mod packs? I'm not sure about current ones, but I'll be making one the moment TE is updated. Might run a server too, but I'm not sure about that yet. Taffer fucked around with this message at 18:48 on Oct 15, 2013 |
# ? Oct 15, 2013 18:46 |
|
Turtlicious posted:So, are there any 1.6.x mod packs? Mine is almost updated, like taffer i am waiting on TE also xD but so far over 101 mods and most appears stable
|
# ? Oct 15, 2013 19:00 |
Is there anywhere that the IC2 Experimental version for 1.6.2 is documented? All I can find is stuff for 1.5.x and enough recipes and mechanics have changed that it's almost no help whatsoever. Like, I want to make sure increasing my array of solar panels is worth it, or if there's better ways to power a tiny-rear end starter ME network and a handful of machines. My network: one storage bus going to a DSU for cobble, a controller, access terminal, and a disk drive with a single 4k disk in it right now, but I'll need to add more soon. The only reason I even have that much of a network, though, is because I decided I'd take all the uranium I'd mined and just trade it 1-for-1 with certus ore blocks, since I haven't found a single certus ore in digging a hole 12x11x64 (all the way to bedrock) despite using Custom Ore Generation to increase the frequency and size of all ore clusters.
|
|
# ? Oct 15, 2013 20:13 |
|
It's times like when I'm rewriting my connected texture code that I really wish pistons could just push tile entities.
|
# ? Oct 15, 2013 21:59 |
|
|
# ? Jun 3, 2024 18:03 |
|
Turtlicious posted:So, are there any 1.6.x mod packs? The Luddite 4 modpack will be coming out in the next 24hrs. It's a magic-only modpack centered on Thaumcraft and Ars Magica.
|
# ? Oct 15, 2013 23:32 |