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TPU Minecraft Server

FordGT90Concept

"I go fast!1!11!1!"
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It seems that the server is down or it lost internet connection. :confused:

java.net.SocketException: Connection reset


Edit: It's after 4AM and the minecraft restart didn't fix it. It is still down. :(
 
Last edited:

Kreij

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...every single one of my trees is gone :mad:
Edit: and half my house is gone...fucking lovely

What happened? Fire?

@Ford .. Never thought it might be the keyboard. Everything else works and I don't use F3 for anything else. lol
I'll test it tonight.
 

newtekie1

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ok, sorry about the server being down for some time, it is now back up again.

Windows installed automatic updates and rebooted the system. Which wouldn't normally be a problem because I have it automated to run the server on reboot, except the server exe changed names so it broke the automatic server start when the computer starts. That should be fixed now.
 

FordGT90Concept

"I go fast!1!11!1!"
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Did you load a save before Phx's fire? Everything I did after about 9 PM is gone. I'd rather phx have his house back though because KarL wanted some changes anyway.
 

newtekie1

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No, it should have picked up right where it left off. The most that should have been lost is 1 hour from the last world save. The last backup was at Midnight, I can load that if you want.
 

FordGT90Concept

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Check the logs for when his fire was. If it was just a little after midnight, I'd go for it.

I think a lot more than an hour is missing. I had a retaining wall built along that whole thing, the door in the inn moved, and a bunch of other stuff.
 

newtekie1

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I loaded the backup from Midnight CST, Phx's house is back in order.
 

PVTCaboose1337

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Who or what started the fire?
 
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Dangit.. The server backup had to be the day I started my house:banghead:

The entire thing is gone now. :twitch:
Countless hours gone. Oh well..
 

FordGT90Concept

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Benchmark Scores Faster than the tortoise; slower than the hare.
I lost work too (because of a Windows Update that TKO'd the Minecraft server) but it pales in comparison to what phx lost. :(
 

Phxprovost

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It's up to you Provost.
 
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Oh yes I would join this. Minecraft is sooooo adictive, I'd join and build stuff with you guys
 

PVTCaboose1337

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How is the trade center coming along? I have things I need to trade. I want more gunpowder!
 

Kreij

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@l33tGaMeR : PM Furher Newtekie and beg for admittance. :D

Don't think of it as hours lost guys, think of it as the Pheonix rising from the ashes !!!
(okay, I'll shut up now.)

I'm so used to losing stuff when dying from lag that I just assume something will be gone every time I log in. :/
Anyway, unfortunate events gents. I'll help if I can.
 
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@l33tGaMeR : PM Furher Newtekie and beg for admittance. :D

Don't think of it as hours lost guys, think of it as the Pheonix rising from the ashes !!!
(okay, I'll shut up now.)

I'm so used to losing stuff when dying from lag that I just assume something will be gone every time I log in. :/
Anyway, unfortunate events gents. I'll help if I can.

Yeah I've asked for the IP to connect to the server. Can't wait to dig out my entrap..... FUN dungeon!
 

char[] rager

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Sorry guys, I have not been on for a while because I have been busy.

Here is an interesting read from Notch's blog:
Terrain generation, Part 1
I’ve been promising to write a technical post on Minecraft for a while, but never really got around to doing so. I’m on a tiny airplane now, though, with nowhere to run, so here we go!

One of the most complex parts of Minecraft is the terrain generation. When I changed the game over from being just single zones of a map to an infinite map, the terrain generation got a whole lot more complicated, as terrain needs to get generated on the fly as the player explores, and it has to be the same no matter what direction the player approaches it from.

1) How infinite is it?

First of all, let me clarify some things about the “infinite” maps: They’re not infinite, but there’s no hard limit either. It’ll just get buggier and buggier the further out you are. Terrain is generated, saved and loaded, and (kind of) rendered in chunks of 16*16*128 blocks. These chunks have an offset value that is a 32 bit integer roughly in the range negative two billion to positive two billion. If you go outside that range (about 25% of the distance from where you are now to the sun), loading and saving chunks will start overwriting old chunks. At a 16/th of that distance, things that use integers for block positions, such as using items and pathfinding, will start overflowing and acting weird.

Those are the two “hard” limits.

Most other things, like the terrain generation seeds and entity locations use 64 bit doubles for locations, and they do much subtler things. For example, at extreme distances, the player may move slower than near the center of the world, due to rounding errors (the position has a huge mantissa, the movement delta has a tiny, so it gets cut off faster). The terrain generator can also start generating weird structures, such as huge blocks of solid material, but I haven’t seen this lately nor examined exactly what behavior causes it to happen. One major problem at long distances is that the physics starts bugging out, so the player can randomly fall into ground blocks or get stuck while walking along a wall.

Many of these problems can be solved by changing the math into a local model centered around the player so the numbers all have vaguely the same magnitude. For rendering, Minecraft already uses local coordinates within the block and offset the block position relative to the player to give the impression of the player moving. This is mostly due to OpengGL using 32 bit floats for positions, but also because the rounding errors are extremely visible when displayed on a screen.

We’re probably not going to fix these bugs until it becomes common for players to experience them while playing legitimately. My gut feeling is that nobody ever has so far, and nobody will. Walking that far will take a very long time. Besides, the bugs add mystery and charisma to the Far Lands.

2) Isn’t that terrain shape pretty awesome?

In the very earliest version of Minecraft, I used a 2D Perlin noise heightmap to set the shape of the world. Or, rather, I used quite a few of them. One for overall elevation, one for terrain roughness, and one for local detail. For each column of blocks, the height was (elevation + (roughness*detail))*64+64. Both elevation and roughness were smooth, large scale noises, and detail was a more intricate one. This method had the great advantage of being very fast as there’s just 16*16*(noiseNum) samples per chunk to generate, but the disadvantage of being rather dull. Specifically, there’s no way for this method to generate any overhangs.

So I switched the system over into a similar system based off 3D Perlin noise. Instead of sampling the “ground height”, I treated the noise value as the “density”, where anything lower than 0 would be air, and anything higher than or equal to 0 would be ground. To make sure the bottom layer is solid and the top isn’t, I just add the height (offset by the water level) to the sampled result.

Unfortunately, I immediately ran into both performance issues and playability issues. Performance issues because of the huge amount of sampling needed to be done, and playability issues because there were no flat areas or smooth hills. The solution to both problems turned out to be just sampling at a lower resolution (scaled 8x along the horizontals, 4x along the vertical) and doing a linear interpolation. Suddenly, the game had flat areas, smooth hills, and also most single floating blocks were gone.

The exact formula I use is a bit involved (and secret!), but it evolved slowly over time as I worked on the game. It still uses the 2D elevation and noisyness maps, though.

STILL TO COME, ON TERRAIN GENERATION:

Biomes!
Caves and Large Features
Trees, Lakes, and Small Features
The nether!
Now I’ll prepare for landing so I can switch flights!
 

newtekie1

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I just installed a new mod that allows lockable chests.

To create a lockable chest, create the chest(single or double), then place a signpost directly beside the chest. Enter [Private] as the first line. Your own name will automatically be entered on line 2 as the chest owner. Optionally type in the full names of two other users allowed to access the chest's inventory on lines 3 and 4.

When done correctly, the sign will automatically fix itself to the side of the chest, protecting it from unauthorized access! Only the chest's owner can then break the sign or chest.

The owner of a container can add more users by placing additional signs beside the container with the heading [More Users], where lines 2-4 specify the names of the additional users. You can edit the users on previously placed signs by right clicking the sign, and using the command '/lockette <line number> <text>' to change it.
 
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Cool. Whitelisted chests :D
 

newtekie1

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Cool. Whitelisted chests :D

Yep, but remember I can open any chest, and I can remove the protection of any chest. So don't go around protecting chests that aren't yours. This isn't directed at you Bond, just a general warning.:toast:
 

PVTCaboose1337

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I just installed a new mod that allows lockable chests.

To create a lockable chest, creat the chest(single or double), then place a signpost on directly beside a chest. Enter [Private] as the first line. Your own name will automatically be entered on line 2 as the chest owner. Optionally type in the full names of two other users allowed to access the chest's inventory on lines 3 and 4.

When done correctly, the sign will automatically fix itself to the side of the chest, protecting it from unauthorized access! Only the chest's owner can then break the sign or chest.

The owner of a container can add more users by placing additional signs beside the container with the heading [More Users], where lines 2-4 specify the names of the additional users. You can edit the users on previously placed signs by right clicking the sign, and using the command '/lockette <line number> <text>' to change it.

Sounds really really helpful! Thanks alot!
 

Phxprovost

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I must be doing something wrong as i cant get the it to work, keeps returning "Lockette:no unclaimed container nearby to make Private!"
 

PVTCaboose1337

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Tekie, we just go private crates to work. Not sure how, it just started working.

Also, with this new crate technology, can we have a bank?

EDIT: Seems to work with crates placed by another player, but not by oneself.
 

Phxprovost

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The cows have come seeking revenge :cry:
 

PVTCaboose1337

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