418 karma · joined October 8, 2011
Minetest has quite a lot of mods, admittedly - I even made a few. The problem with Minetest is that it has too many modders and not enough players. The problem with Minetest is that the voxel engine zone itself is fragmented: Minetest itself has three different maintained versions, and there's other clones like Terasology as well. The problem with Minetest is that the APIs are and will probably remain too limited for the most complex things, seeing as it's not the kind of modding where you turn the engine inside out for fun and it happens to work with most mods for some reason - and, even then, there's far too few developers on Minetest's core engine and far too many opened/unmaintained pull requests.
Also, some of the major redstone additions from the later versions, which are the ones I'd miss most.
There are, I believe, three distinct versions of the engine: the Java one, the C++ one and I think the console codebase is also separate.
(Also, uuterm is much lighter if you want a framebuffer-based terminal, however it needs a patch ( https://github.com/asiekierka/yuyulinux/blob/master/uuterm/u... ) to support 32-bit FBs properly.)
(Or just update to 1.7. Most mods should update seamlessly.)
As a mod developer, my plan on revitalizing Minecraft and making it more of a sandbox again was always centered about designing a modpack going in that direction - I've been working on it since December.
I don't really feel splitting the community into twenty reimplementations is a good idea myself, though.
Orebfuscator or Spigot.
>Also, send the input to the server, and not the position/speed vectors. That way you will also get rid of the speed hacks.
What? No. You can't make sure everyone moves the same way, and this would undoubtedly lead to desyncs. If you want to make sure players don't move too fast, use NoCheatPlus or what it was called.
A far bigger issue for servers is mods like Gammabright which make all blocks have a brightness of 15, thus not requiring you to use torches or light sources, as that's very hard to work around.
No. It wasn't Java.
The reasons are many, but here's some: All world logic happens in a single thread (fixed in Minecraft 1.8, now there's a thread per world). Entity lookups are very badly coded (mitigated, but not fixed by CoFHCore which explicitly excludes dropped items from the lookups). There are many bad coding decisions made throughout Minecraft (a nice amount of them is fixed by FastCraft, which optimizes Minecraft and reduces its RAM usage by ~300MB; OptiFine used to be good for the GPU but 1.7/1.8 integrated most of its fixes). Every neighboring block/tile entity access loads that neighboring chunk, then marks it as unused, then unloads it every 30 seconds (not a huge issue in MC itself unless you use a lot of pistons, but a massive issue for modded servers)
Etc, etc, etc. It is possible to scale Minecraft, however nowadays it is not possible to scale Minecraft without mods and at least a basic knowledge of how the engine works.
There was an experimental mod made by nallar in 2013 which dynamically ASM-patched Minecraft and every mod to make all world logic fully threaded in multiple worker threads, as well as a separate thread for chat; however, that was really hard to maintain in practice, especially as mods grew more and more complex.
A commonly used method is to run multiple instances of Minecraft servers and use a proxy glue server like BungeeCord to treat them as separate world on one server.
"t" is a Base64-encoded blob of data containing a few miscellanous bytes, as well as the URL the proxy should download (in this case, twitpic.com/show/large/...). "s" is the signature, used so we can't just abuse the proxy to download more.
They cannot do it any other way - the Internet Archive does not have infinite resources to host things, and they need to prioritize. 120TB is not an easy thing to host.
EDIT: By "necessity", I mean things such as GNOME (which is a very often used graphical shell in a majority of distributions) and udev (which is getting integrated into systemd, is used by most distros, and, bar Busybox's mdev or Gentoo's eudev fork, has no alternative) depending or planning to depend on systemd.