If you could have a look to see if others online have the issue I'll look into it when I get home.
I'm definitely wanting to do a proper Survival Multiplayer still.
Is it worth doing a poll to find out what the consensus is - how many people still playing (or want to start again) who want Teh Mine to stay on peaceful vs how many want a switch to easy/normal/hard setting.
If there's an even split, and we can't do that multiple-worlds-on-one-server thing (can't remember if that was looked into?), I'm very tempted to try setting it up SMP on hard on my server.
(In theory, the new world format means it requires less memory+cpu, although I've not yet researched to see if that's the case).
Ok, so I made a poll:
msg:39382.1
Just to gauge interest - obviously it's up to Ant what Teh Mine actually does.
You can answer both questions, or either question individually, depending how you feel.
I don't mind changing it to be whatever the consensus is and sending Jon (and anyone else) the current world if he or they want it.
I have recently (or not so recently) lost interest in playing, maybe a change will give me a bit more interest.
As mentioned before, I would quite like to play some nice challenging SMP and starting from scratch. However, I also want to keep the world we've already created, and would want to continue creating things in it without having to worry about mobs. Dual-mapping would suit perfectly, if that's possible, or some kind of Survival area far away from the current spawn point.
I would certainly want it - thanks
In case anyone is trying to access Teh Mine now I have tried to upgrade the server to 1.2.3 and it is having problems (or taking ages) converting the worlds.
Well the conversion on the main world has started and after 2 minutes it's not even done 1% yet :|
It seems we have quite a large map.
See, I suggested trimming it again and again, but did anyone listen? Honestly. If I ran the planet, we'd be in so much better shape.
Not really. We'd all be so screwed I'd be in the Guinness Book of Records.
Have you seen any server plugins relating to reminding you how long you've been playing for?
So like players can do a /dailylimit 120 and then after a total of two hours in any 24 hour period it starts telling you to get off and do other stuff?
Ha, no, but that is a good one. "Do some fucking work"
Wow, that's a speedy process isn't it! All for what? A few new monsters and a higher sky? Whoop whoop!
It's not affecting the monsters, and it's more than just adding height.
It's a complete change of how the data is stored, which makes it more efficient and more flexible for mod authors.
It shouldn't take as long as it is, but I guess that's a combination of:
1a) Minecraft storing each region (512x512 block areas) in individual files;
1b) Us lot having explored and built things across relatively vast area;
1c) the server being Windows, which isn't great at handling large numbers of files;
2) Mojang not bothering to performance test the process on non-small worlds, and thus putting little/no effort into optimising the code once it was completed.
(Mostly I suspect it's down to reason 2 there.)
I was being a bit facetious there Pete. But yeah I agree it's probably #2 mostly. It's a fun game but I don't think I understand why it's written in Java.
Simple: because Notch knew Java.
And that's not really the problem - Java is perfectly capable of being fast enough.
Assuming the in-game converter uses the same code as the standalone tool, which I just had a quick look at, then the slowness probably comes from a bunch of debugging functions left turned on, (and using an exponentially slow method of concatenating strings for some of them).
*shrug* Oh well.