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Impact of 1.3.1 Bukkit on Veterancraft
Topic Rating: +5 (5 votes) 
August 6, 2012
4:33 pm
frelling
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We've been keeping a close eye on Bukkit's 1.3.1 development. The good news is that they are actively working on upgrades. The bad news, there are many things that need to be fixed or added. At this point, I cannot reasonably see an update until 2-3 weeks from now; but we'd have no problem in being proven wrong. We continue to test MC 1.3.1 client against a virgin install of Bukkit's 1.3.1 development server; so far, many of the new features are extremely buggy.

For those of you that are familiar with Bukkit's development, let's make this point clear. We will not even consider an upgrade until they've released a Beta build. The operative world here is "consider", which should not be construed as "will", "shall", or "must." Chances are we won't even consider the first available beta build other than as an opportunity for us to do more extensive testing. We are certain that most of you understand that it is more important to have a stable multi-player environment rather than being on the bleeding edge. For those that don't, please feel free to vent in the Bukkit forums - not here.

We are still uncertain how much of the new features will translate to existing worlds. For example, Running a 1.2.5 world under 1.3.1 caused all villagers to disappear. 1.3.1 features such as large biomes, temples, etc. will most likely only be applicable to new worlds.

Speaking of new worlds. Because of the recent issues with our hosting provider about excessive disk space and CPU usage, we cannot see us creating Seraph's Realm until we are on our dedicated solution; even if a stable version of 1.3.1 arrived tomorrow. Each world is about 1.1 TB in size and adding that to the mix of our backup strategy will cause us to exceed our disk space cap. Certainly, there are things we could do to find a happy medium, but it would be time spent away from migrating to our final destination, which is more important now than 1.3.1.

Human beings, who are almost unique in having the ability to learn from the experiences of others, are also remarkable for their disinclination to do so. - D. Adams
August 6, 2012
5:28 pm
devilof98
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vent?

August 6, 2012
5:34 pm
RikkidoSeph
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vent 1  (vnt)

n.
1. A means of escape or release from confinement; an outlet: give vent to one's anger.
August 6, 2012
6:13 pm
Koitenshin
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I don't mind waiting until Bukkit has a Recommended Build. I also have a few questions regarding the Seraph's Realm.

1) Will it be fully pregenerated so as to avoid lag during chunk creation?

2) Will you force a dynmap render before it's available?

3) Will it have normal sized biomes, or the new extra large ones?

4) Will weather be enabled there like in OR?

5) Will people be allowed to strip the land completely like in OR? (I hope not, but better to ask.)

August 6, 2012
9:12 pm
Emulated
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All things considered - once we've migrated perhaps we should consider removing the Outer Reaches entirely. The majority of it's usage will be made mute once Seraphs Realm comes out.

My two shillings. (you can't keep them, I'm cheap)

Anthony Hughes

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August 7, 2012
2:28 am
Zenzar84
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ya we have thos second worlds for strip mining, exploring all the new content and so on, so the use of the worlds is purely for strip/mining and all thos things so we dont destroy the main world, all the old settings and rules will still apply to the SR.

 

not to steep on your toes frell :P but its most likely 1.1GB not TB (1000GB) :P
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August 7, 2012
3:39 am
Okarim
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Got to disagree with removing OR while all this time it was assumed it would be safe in 1.3.

And idunno, Zenz, 4meg per chunk sounds realistic.

August 7, 2012
4:41 am
Koitenshin
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If the map is indeed 10k x 10k it's about 1.1GB. My project hit that size before I scrapped it upon learning of the newer 1.3 features.

August 7, 2012
6:35 am
LightWarriorK
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Personally, I would like to see the O.R. kept.  I have my farm there, and even though I know it's not a permanent world, I'd like to get a little bit more use out of it.

But I can definitely see where Tony is coming from, the O. R. will be pretty neglected once the S. R. is in place.  Between emeralds and the new features, I think most people will want to just mine the S. R.

The one thing that might warrant keeping the O.R. is what might happen with the generation % of gold and diamond with the inclusion of emerald.  If gold and diamond are more rare in the S. R., some people might want to keep mining in the O. R.

I agree with Koit's questions, although I would venture that with the actual possibility of exploration that it would be preferable to leave it un-generated at the start.  If the glories rumored about the new machine are true, the chunk generation may not be as much of an issue an issue.  Once enough of the world is explored, a force render of the rest would make sense.  But that's just my thought on it.

Probably my biggest question right now is, do we know what is going to happen with The End yet?

In any case, I perfectly agree with the schedule, frelling, I'm doing the same with the MCF Staff Server.  Waiting for the Recommended Build is the smartest thing.

"Awake, oh man, and be wise." -Thoth
August 7, 2012
8:02 am
meatbawllz
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I can also see just removing the OR like Anthony. I know there are a few minor things people have built there, BUT, in reality, who is going to mine in the OR when the new world is out? It will just be a world that uses up server resources that take from the performance of Vetronia and SR.  Although it may stay, I certainly see the case for removing it.

The questions I can answer:

2) Will you force a dynmap render before it's available?

No. It will be up for exploration, just like OR.

3) Will it have normal sized biomes, or the new extra large ones?

Whatever the 1.3.1 seed generates. The world will be generated on the newest possible map seed algorithm.

4) Will weather be enabled there like in OR?

Yes

Founder and owner of VeteranCraft. "He who says he can, and he who says he can't, are both usually right." -Confucious
August 7, 2012
8:12 am
Okarim
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At least one person did build a big animal farm in OR to keep Vetronia clear of it, by the way.

August 7, 2012
8:14 am
Koitenshin
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I asked #3 simply because I'm not sure if the server will be able to be told what biome type to use. I know in SP at least you can tell it to use the normal biomes, or the extra large ones.

August 7, 2012
8:50 am
LightWarriorK
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Okarim said
At least one person did build a big animal farm in OR to keep Vetronia clear of it, by the way.

That's me.  But don't not delete the O.R. on my account.  I always knew it wouldn't be permanent.  I only built it in the O.R. so that the number of animal mobs and and the wheat autofarm wouldn't lag Vetronia.  (I will probably do the same thing in the S.R for the same reason.)  I would just ask that before the O.R. is removed that I be given the chance to "/res area replace" it so I don't lose the Res, and so I can ravage the resources and slaughter the animals.

Koitenshin said 

I asked #3 simply because I'm not sure if the server will be able to be told what biome type to use. I know in SP at least you can tell it to use the normal biomes, or the extra large ones.

Correct, there is a setting, separate from the seed generation, for "normal" biomes like we have now, or "extra large" biomes that are a LOT larger.

"Awake, oh man, and be wise." -Thoth
August 7, 2012
10:04 am
Dalferes
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What we could also do is keep the outer reaches only for community events like build offs and dodgeball and stuff like that.  We can close off the portal and only open it up for when that time comes for that event, which will take them to the event, not where the portal leads to now.  There are a couple of issues with this concept though like people who res'd there and people who set homes there.  Regardless, just venting ideas.

This is my signature and I hope you enjoy it. - Dalferes
August 7, 2012
10:08 am
TSWG
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I dont wanna build tower defense again, lol...

 

wheres the copy pasta when you need it?

There are 3 steps one must take to profit in today's economy: 1.) Learn from lessons taught by others 2.) Don't give away everything you know.
August 7, 2012
11:29 am
LightWarriorK
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Just as an FYI, I did a test of the Large Biomes, and if we're limiting the world then they might be a little too large, although it might be alright.  According to the wiki, http://www.minecraftwiki.net/w.....rge_Biomes, the large biomes are 16x larger than standard biomes, the x and z each being multiplied by 4.

"Awake, oh man, and be wise." -Thoth
August 7, 2012
11:38 am
Okarim
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You'd prolly end up with the world being 4~6 biomes wide and high, so anywhere between 20 and 50 biomes total then, given how the biomes in OR are spread.

August 7, 2012
11:57 am
ryanpitts
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Dalferes said

What we could also do is keep the outer reaches only for community events like build offs and dodgeball and stuff like that.  We can close off the portal and only open it up for when that time comes for that event, which will take them to the event, not where the portal leads to now.  There are a couple of issues with this concept though like people who res'd there and people who set homes there.  Regardless, just venting ideas.

If we were to do this we wouldn't even need as big of a world as it is. A lot smaller in fact.

I have awesome shoulders.
August 7, 2012
12:02 pm
Okarim
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I would rather like an event world with special types of arenas that could be recycled. =) I myself would love to build a temple of doom in it one day, where you have to get through a place filled with traps, trying to be the first to reach the finish.

August 7, 2012
1:33 pm
Emulated
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My greatest concern with keeping the Outer Reaches isn't really that it won't be used from a game play point of view. It's that it will be hogging resources we could be using elsewhere, and depending on our new hardware's limitations it could be keeping us from exploring new and fun options that would have otherwise been available. I don't have a head for all this computer mumbo-jumbo, but I know our machine will have limitations... which means we may need to ration out resources to what is more integral to VeteranCraft's future.

Anthony Hughes

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