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MC 1.4 Updates
Topic Rating: +4 (4 votes) 
October 26, 2012
8:28 am
frelling
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So far there has been no news as to an initial release of a 1.4 compatible version of CraftBukkit. I expect to see some sort of release within the next 24-48 hours. It should be understood that there is a good chance that such an initial release may not be stable enough for game play; but lets keep our fingers crossed. The main intent of getting an initial release is to allow plugin developers to test their plugins and start working on patches, if needed.

We have a similar need to test our own Veterancraft plugins, but more importantly, we want to gauge how well other plugins are working and get an idea of how large of an impact this update will have on being fully operational.

Some of you have asked whether there will be a new world? That will depend on how well new features will be applicable in old worlds. At this point in time, I'm not aware of any biome changes or new ores and my initial guess will be that there won't be a new world. Then again, that may change as we have an opportunity to test and validate new features.

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
October 26, 2012
6:18 pm
Emulated
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My only concern would be witches, and if they are going to spawn in existing swamp biomes or if a new world would be required for their existence.

Not exactly a game breaker either way.

Anthony Hughes

#Vetra
October 27, 2012
12:44 am
frelling
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Thanks for pointing this out. As I mentioned previous a new world will depend on how well new features will translate to existing worlds. I'll keep an eye out for Witches once we have the opportunity to test things under a 1.4.2 compatible CraftBukikit version.

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
October 27, 2012
12:49 am
frelling
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Well, it seems that @TravisMaranth has awoken from his slumber a couple of hours ago and is continuing on plugging away on a CraftBukiit update. Speaking of slumber, I will do the same, and hope that some more applicable news will be available later today.

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
October 27, 2012
8:59 pm
frelling
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It the end of Day 3 of 1.4 and still no official news when we can anticipate the next CraftBukkit release. The forums are abuzz with dozens of server admins throwing temper trantrums, but between all of that "noise" the general consensus seems to be that we might see something by Monday or Tuesday.

Personally, I didn't think it would take that long, but apparently there are a lot of under-the-hood changes in 1.4 that have to be accounted for - something I wasn't aware of.

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
October 28, 2012
12:52 pm
Figalo_Foo
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Do you know if there will be a rule against placing whithers because they are very destructive to people and houses.

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October 28, 2012
1:04 pm
LightWarriorK
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Emulated said 
My only concern would be witches, and if they are going to spawn in existing swamp biomes or if a new world would be required for their existence.

Not exactly a game breaker either way.

Anthony Hughes

 

IF what I've heard is true, witches WILL spawn in existing swamps along with slimes.  Although for witches, we'll have to manually build huts for them unless there is a new world, since they won't otherwise spawn.

My suggestion, although I don't know if it's feasible, would be to create a temporary 1.4 clone world of Seraph's Realm with the same seed, and then use World Edit to replace the swamp biome chunks in the online world with those from the 1.4 world, so we'd have the same world, just with the witches huts in place.

 

Figalo_Foo said 
Do you know if there will be a rule against placing whithers because they are very destructive to people and houses.

That's a very good point.  I would assume that this is a widespread issue, and if there isn't a way to prohibit whithers from spawning, there soon will be.  Particularly in Vertonia, a whither would be very bad news.  In the OR or SR, it could still work, but I'd be worried for Kerr Keep.

"Awake, oh man, and be wise." -Thoth
October 28, 2012
1:52 pm
frelling
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The plugin update cycle has begun. Bukkit has been pumping out development releases of CraftBukkit 1.4. The good news is that all our in-house plugins - with a few minor tweaks here and there - are working well. The bad news is that the same cannot be said for other plugins. Put all together current development releases are very unstable. This is no surprise and is to be expected. We'll just have to wait as Bukkit pumps out patches and other plugin developers update their code.

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
October 28, 2012
5:49 pm
Figalo_Foo
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I dont know much about Witches but LWK's idea might work. i dont know if anything is required besides materials but i can start making some huts.

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October 28, 2012
11:26 pm
Spentxlr8tion
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Figalo_Foo said
Do you know if there will be a rule against placing whithers because they are very destructive to people and houses.

Actually... the Wither isn't really that destructive. After spending A LONG TIME (seriously, I spent way to much time with this thing) I can say that if you just spawn it in a cave, or in the middle of a bare plains biome, you will only have a few craters. Also, if the Wither doesn't "see" a player/mob nearby, the only thing that it will do is send out the minor explosive cannon thing-a-ma-bobs. And another thing on the mater, I would assume that residence plugin will be updated to where you can set wither damage to false or true.

 

That's all I have to say Wink

October 29, 2012
7:15 pm
frelling
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A quick update. The plugin review is moving along, albeit at a slower pace than anticipated. There were a few easily solved snags with Multiverse. LocalShops requires some further attention. There are some concerns about SimpleSpleef also. But so far, none look to be show stoppers. There are still some performance issues and incomplete support for 1.4 items/features, but I know they are being worked on. Meanwhile, I'm continuing with the plugin review.

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
October 29, 2012
7:25 pm
sascha_winter
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Thank you for the continuous info on the 1.4 update progress.

October 30, 2012
2:30 am
frelling
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LightWarriorK said
My suggestion, although I don't know if it's feasible, would be to create a temporary 1.4 clone world of Seraph's Realm with the same seed, and then use World Edit to replace the swamp biome chunks in the online world with those from the 1.4 world, so we'd have the same world, just with the witches huts in place.

That's a very good point.  I would assume that this is a widespread issue, and if there isn't a way to prohibit whithers from spawning, there soon will be.  Particularly in Vertonia, a whither would be very bad news.  In the OR or SR, it could still work, but I'd be worried for Kerr Keep.

Sadly, biome generators do not always replicate the same world across major releases. I've already regenerated both SR and OR with 1.4 on the test server and noticed small differences. They might be small enough to ignore should witches not spawn in SR, but it would be a real pain to use WorldEdit or even MCEdit to replace chunks. But that is exactly the reason why we have alternate worlds. We would regenerate Outer Reaches so that we have every cutting-edge feature at least in one world.

 

If witches do spawn in Vetronia and are that much of a pita (pain-in-the-a**) Multiverse can be configured to prevent spawning in Vetronia; that is under the assumption that Multiverse is updated.

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
October 30, 2012
6:34 am
LightWarriorK
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frelling said 

Sadly, biome generators do not always replicate the same world across major releases. I've already regenerated both SR and OR with 1.4 on the test server and noticed small differences. They might be small enough to ignore should witches not spawn in SR, but it would be a real pain to use WorldEdit or even MCEdit to replace chunks. But that is exactly the reason why we have alternate worlds. We would regenerate Outer Reaches so that we have every cutting-edge feature at least in one world.

Yeah, I was afraid of that.  I wouldn't mind regenerating the OR, although I would lose my farms and several hundred farm animals.  I don't think many people visit it these days unless they have a reason like that.  Just give some notice so I can move my residence and purge my farm.

If witches do spawn in Vetronia and are that much of a pita (pain-in-the-a**) Multiverse can be configured to prevent spawning in Vetronia; that is under the assumption that Multiverse is updated.

I don't think witches would spawn in Vetronia naturally, unless there was a village that had generated in a swamp.  Unless you meant whithers.  But in either case, so long as the monsters flag in Residence covers them, and their effects, it shouldn't be a problem.

"Awake, oh man, and be wise." -Thoth
October 30, 2012
3:49 pm
Dalferes
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Is there any consideration to regenerate the Nether since it will have the new wither skelly monster there or will it have the ability to spawn now without regenerating the Nether?

This is my signature and I hope you enjoy it. - Dalferes
October 30, 2012
5:12 pm
frelling
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Dalferes said
Is there any consideration to regenerate the Nether since it will have the new wither skelly monster there or will it have the ability to spawn now without regenerating the Nether?

Regenerating the Nether has been on the table for quite some time and I believe that this time around it may become a reality. Obviously, none of this will happen without advanced notice (same goes for the OR). In a pinch, we could add another nether linked to SR, but that's another world and would bring the total to 5 worlds (excluding the end). Although there is no logical limit to the number of worlds we can have, there is an exponential increased computational cost for each world because Minecraft is more or less a single-threaded application.

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
October 31, 2012
10:41 am
frelling
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First, the good news: The latest CraftBukkit development build seems to be working reasonably well. That is not to say that it is 100% 1.4 compliant. Some new mobs or features may not yet work as expected in SMP. However, many of us seem to agree that it is viable to consider using the latest development build for a production server.

That said, I have completed my review and testing of plugin updates on our test server. For the most part updates were minor and didn't require major changes to other setups. Even so, it was very tedious. Plugin developers are notorious for sneaking in major changes without adequate documentation only to have them discovered after updating. For now, I have a good handle on major changes and addressed any oddities of note.

The bad news is that we have a couple of plugins that aren't up to par yet with 1.4.

  • mcMMO - Throws exceptions when saving new chunklet data (placed flags, etc.). No new updates are currently available, so I'll have to fix it myself for now.
  • LocalShops - As some of you may recall, the LocalShops project hasn't been supported since the beginning of the year and we've been maintaining a not-so-current in-house copy in the interim. Its also throwing some exceptions, but nothing that can't be fixed. We have a newer, more powerful version of LocalShops in the works, but it is not yet ready for prime time. For now, we'll throw some more band-aids on it with the understanding that its newer improved - and current - version will follow soon.
  • OtherDrops - Another defunct plugin. This was a promising plugin in its heyday offering many possibility for creative drops. Frankly, we were just using it to drop cash for mob kills and a couple other minor drop adjustments such as dropping glass blocks when broken. The most likely replacement candidate will be ecoCreatures, which is less capable but perfectly suited for providing mob kill rewards.
  • SimpleSpleef - Yet another defunct plugin. There were some efforts to continue the project, but they have also stalled. For now, SimpleSpleef seems to be working, but given that it is no longer supported, we will be looking for a replacement.

While there is still some work ahead of us, there is nothing blatantly obvious that says we have to wait for a beta or recommended build release. Give fair seas and following winds, we should be upgrading within the next couple of days. Obviously, mcMMO and LocalShops are the most important plugins that need fixing before we can upgrade. Other plugin issues can be put off till after the upgrade, if need be.

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
October 31, 2012
8:46 pm
frelling
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Lo and behold, Bukkit released a Beta Build. I guess our hunches were right about its stability. The above mentioned mcMMO issue has been resolved and I'm in the process of testing ecoCreatures, which will serve as a replacement for OtherDrops - hopefully with more longevity than its predecessors: Other Drops, MobBounty, and MobDrops.

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
November 1, 2012
1:36 pm
Spentxlr8tion
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frelling said
Lo and behold, Bukkit released a Beta Build. I guess our hunches were right about its stability. The above mentioned mcMMO issue has been resolved and I'm in the process of testing ecoCreatures, which will serve as a replacement for OtherDrops - hopefully with more longevity than its predecessors: Other Drops, MobBounty, and MobDrops.

hallelujah!

 

Hurrah for frell!

Good work!

LaughWinkLaugh

December 9, 2012
5:20 pm
WallyBean
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frelling said

Dalferes said
Is there any consideration to regenerate the Nether since it will have the new wither skelly monster there or will it have the ability to spawn now without regenerating the Nether?

Regenerating the Nether has been on the table for quite some time and I believe that this time around it may become a reality. Obviously, none of this will happen without advanced notice (same goes for the OR). In a pinch, we could add another nether linked to SR, but that's another world and would bring the total to 5 worlds (excluding the end). Although there is no logical limit to the number of worlds we can have, there is an exponential increased computational cost for each world because Minecraft is more or less a single-threaded application.

 

I will keep my fingers cross that this happens.  I like building with nether brick and it appears others do to by the amount I have seen it and nether fence used.  Probably explains why I cannot find any for sale in any of the stand alone shops or in the shopping district.  Replenished map with new strongholds would be good for generating wither skellies so people could get skulls for decorating or making withers to fight in hopes of getting the critical mat to make beacons.  Hope its ok to be reviving a thread that has been silent for so long.

"The road to hell is paved with good intentions." -unknown
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