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#57582
Prodigy9 wrote:
shaddowdemon wrote:In regards to the redstone being enabled again... I can indeed place redstone... but it seems to be glitched. I don't know if it's one of the "secret changes", but when I press the button to run my circuit, part of my circuit disappears. Specifically, the redstone. So the path will break and ruin my circuit =/ And when I say disappear, I mean the redstone is deleted.
How long is your circuit? If it's really complicated, the "secret changes" might be to automatically delete things that Intelli deems too likely to create lag. I have rebuilt a few of the very simple circuits (12 redstone max) I had before the wipe, and can confirm that buttons work to run these circuits without breaking them.
It is a little complex I guess. It is designed to open double doors... since I use a button, there is a latch that is used to keep the doors open longer while the signal goes through repeaters to reset the latch. It isn't TOO bad... There are.. I believe 4 torches, 5 or 6 repeaters, and not much dust.

I just want to know if it is a glitch or if it is being intentionally broken.
#57619
Quentijn wrote:
leoht_reaver wrote:
kerovon wrote:We had noticed that when certain people spent large amounts of time around their mob farms, and gathered dozens of mobs that they just let sit while they were afk, that the server would start to suffer. These changes should not effect any reasonable manner of farming mobs. It only matters if your mob farm ends up with very large numbers of mobs just sitting around in it.
my mobs despawn afterlike 6 mobs.... by that time the mobs are still in the pipe running towards the collection area
And vanilla slips more and more away ...
Option D
Barely vanilla. Still nothing that changes core gameplay mechanics, but with the possibility for way more options. (A country system, etc)
#57620
Prodigy9 wrote:
Quentijn wrote:
leoht_reaver wrote:
kerovon wrote:We had noticed that when certain people spent large amounts of time around their mob farms, and gathered dozens of mobs that they just let sit while they were afk, that the server would start to suffer. These changes should not effect any reasonable manner of farming mobs. It only matters if your mob farm ends up with very large numbers of mobs just sitting around in it.
my mobs despawn afterlike 6 mobs.... by that time the mobs are still in the pipe running towards the collection area
And vanilla slips more and more away ...
Option D
Barely vanilla. Still nothing that changes core gameplay mechanics, but with the possibility for way more options. (A country system, etc)
ok lemme rephrase than :)
Mobs despawning when there are 6 like reaver said (or even when they are 10-20) is a major change of gameplay imo
#57621
Quen, would you rather:
Option A: as many mobs as you can handle, but with lots of lag
or
Option B: Mobs restricted to a certain number, but low or non-existent lag

your choice, but i think most will choose Option B, and that is what we have
#57634
Airlie91 wrote:Quen, would you rather:
Option A: as many mobs as you can handle, but with lots of lag
or
Option B: Mobs restricted to a certain number, but low or non-existent lag

your choice, but i think most will choose Option B, and that is what we have
"/who" could maintain full, with 0% block lag while I had 500+ zombies in my spawner, whilst AFK and after. My guess is that Intelli presume lag to come from these spawners, unless it was consuming too many resources, I don't think it was necessary though.
#57695
Mob limit is way too low even for non afk farming, despawn before I can even use them even my auto drown trap doesn't kill skellies fast enough.
@the vanilla stuff, anything that changes gameplay like a mob limiter or cost for redstone shouldn't be implemented, things like the realm systems I don't consider a big change because all it really is is grief protection that doesn't affect much.
#57717
shaddowdemon wrote:It is a little complex I guess. It is designed to open double doors... since I use a button, there is a latch that is used to keep the doors open longer while the signal goes through repeaters to reset the latch. It isn't TOO bad... There are.. I believe 4 torches, 5 or 6 repeaters, and not much dust.

I just want to know if it is a glitch or if it is being intentionally broken.
It's intentional, you are using a torch based RS_NOR latch with a timed self reset, torch based RS_NOR is not allowed as it is a looping circuit. Try to make a piston based latch rather than torch based. I'll post pics in a bit of one for you to use.

Edit: here's one i think you can figure it out, but if you have any questions feel free to PM me
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#58083
eplawsl wrote:
shaddowdemon wrote:It is a little complex I guess. It is designed to open double doors... since I use a button, there is a latch that is used to keep the doors open longer while the signal goes through repeaters to reset the latch. It isn't TOO bad... There are.. I believe 4 torches, 5 or 6 repeaters, and not much dust.

I just want to know if it is a glitch or if it is being intentionally broken.
It's intentional, you are using a torch based RS_NOR latch with a timed self reset, torch based RS_NOR is not allowed as it is a looping circuit. Try to make a piston based latch rather than torch based. I'll post pics in a bit of one for you to use.

Edit: here's one i think you can figure it out, but if you have any questions feel free to PM me
Ah ok, that makes sense. I always thought of the lag-causing ones as clock-generators and such that continually change states... I didn't know that this kind caused lag >.< Too bad redstone is already disabled again :( Thanks though!
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