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Author Topic: Minecraft Beta  (Read 8036 times)
Fador
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« on: December 21, 2010, 02:19:58 am »

Ok, we have moved to the Beta stage of Minecraft.
First Mineserver beta releases are in downloads.

Don't expect everything to work! I was able to finish most of the server side inventory stuff but there might still be some bugs related to it!

But anyway, please report any bugs you see Wink
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nicklozon
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« Reply #1 on: December 22, 2010, 07:06:58 pm »

Good job, I was wondering how much of a headache it was going to be for mineserver to make those changes Wink
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Fador
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« Reply #2 on: December 23, 2010, 01:48:30 pm »

I'm still working on the chest/workbench/furnace inventories!

Player inventory is mostly working.
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Fador
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« Reply #3 on: December 26, 2010, 02:56:51 am »

Player inventory now really working except for crafting and equipped items.
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Fador
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« Reply #4 on: December 26, 2010, 05:19:52 am »

There..I worked whole night and the item interactions seems to be working quite nicely.
But crafting is not implemented, sorry! Chests do save the items now.
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Fador
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« Reply #5 on: December 26, 2010, 05:39:09 am »

little update: Furnace inventory not working. Crashing the client
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Fador
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« Reply #6 on: December 28, 2010, 05:23:34 pm »

Crafting is now implemented but only the basic recipes are hardcoded there!
You can try mineserver.be-server.

I'm thinking of a way to put custom recipes easily to the server, maybe some own configuration file for those..

There was still one bug reported, if you're holding an item and clicking another item in the inventory, strange things happend Wink
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Soul_Cake_Duck
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« Reply #7 on: January 08, 2011, 02:44:59 pm »

I would personally hardcode as little as possible.

A simple config file, each line being one craft sounds like a good idea.

item ID's, with 0 for empty and "." as a breakline symbol (usefull for craft recipes other than 3x3) = [no of items] [item ID]; flags (for allowing horizontal / vertical mirroring of recipe).

That's how I would imagine it at least.

EDIT: "CraftID = [craft] = [quantity] [item ID];flags" would be even better as it would allow for easier modding, since this way the plugins could contain their own copy of this config file containing only the crafts they're trying to change, it'd also allow for simple conflict resolutions based on the loading priority/order. (last or first takes precedence, whichever you decide)
« Last Edit: January 08, 2011, 03:09:57 pm by Soul_Cake_Duck » Logged
Fador
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« Reply #8 on: January 08, 2011, 10:43:30 pm »

well actually... https://github.com/fador/mineserver/tree/master/bin/recipes

All recipes are now defined there =b
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Tellan
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« Reply #9 on: January 09, 2011, 01:50:06 am »

I think he wants the recipies allowed in plugin for people who dont like building from source. As long as you start distributing binaries Tongue
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Soul_Cake_Duck
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« Reply #10 on: January 09, 2011, 02:39:22 am »

Well, it was mostly an idea on how to go around doin' it.

But since you've put it that way, yes. It's I think a good idea to make making changes with plugins as easy as possible.

Oh, how I wish the number of blocks wasn't limited by mc itself and that you could push graphic elements(mobs, blocks, item, gui) from the server to the client (stored on a per server basis to make sure a server mod doesn't break your game). Couple that with an easy way to create server mods (plain txt / xml for common stuff like mobs, items, blocks, gui; LUA for the more complex stuff like mobs AI, new items/blocks behavior)... well, you can imagine I reckon.

It's all very possible too, but mc was just written soooo baaaad. Oh well.
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Tellan
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« Reply #11 on: January 09, 2011, 03:35:42 am »

Server coupling mod for MC client? Tongue Have the server compile on of those for all of the blocks added or changed on it. Anyone who can host a decent MC server should at least be able to make a quick http or ftp and host the file on it.
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