MineCraft 1.3 Release

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Re: MineCraft 1.3 Release

Unread postby MrEMan » 1 Aug 12, 11:24 pm

1.3.1 is out... what now?
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Re: MineCraft 1.3 Release

Unread postby PirateEggs » 1 Aug 12, 11:33 pm

MrEMan wrote:1.3.1 is out... what now?

http://dl.bukkit.org/
Until there is a download for 1.3 on there, nothing.
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Re: MineCraft 1.3 Release

Unread postby Aasher » 2 Aug 12, 4:11 am

Hydra wrote:What about having a new world, and the current world as a 2nd world?


Hmmm... doesn't seem too bad of an option at first glance. However I can see problems arising in one map (the older one) eventually getting abandoned as people will eventually get their projects transferred to the new map.
Plus, I believe most of the players want a re-haul of the current spawn as some kids built rubbish all over it before it got properly set up... so I'm thinking your original idea of a new spawn, way out in the undiscovered lands, would probably be a much better option.
Also, that way it can also keep all the economy and trading on one map... now that the GON server has become a lot more capitalized with the newly added, awesome mods!

PirateEggs wrote:think people should be able to take a few chests over, no buildings, start new, start fresh.


I totally disagree, 100% disagree. That would not be fair one bit at all... some people have gone to great lengths to build impressive constructions as well as built up a nice stash of months of material collecting.
Some people might not care too much about their projects and might not go to great lengths to collect large amount of resources, other people do. I think it's just plain rude to suggest that just because you don't hold your projects in as high of a regard as I do mine, that I must also disregard my efforts as easily as you do.

PirateEggs wrote:or, why don't we just stick with the current map and completely ignore the 1.3 rubbish?

Most, if not nearly all of the 1.3 benefits can be seen without a new map. I could be wrong but I don't think there is an actual extra biome. There are new structures that are biome specific though, such as pyramids with chest rooms in the occasional desert.
However I think a few people would be upset with the notion of not updating the map as they seem to think that, the possibility of finding one emerald in one of the almost 20 different types of biomes, is basically the height and summery of the whole update.

There seems to be two main types of people, those that care more about getting a new map, mostly for above mentioned reason, and those that care alot about their time spent projects.
Hydrah, I think your first idea about shifting spawn would keep BOTH types of people happy... and if it doesn't cause trouble for the server load then I can't think of a plausible argument against it.
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Re: MineCraft 1.3 Release

Unread postby flamesplom » 2 Aug 12, 8:55 am

Hydra wrote:As far as the GON server goes, I think we'll just have a warp/spawn out to a far away place where nobody could possibly have been.

I think this is the best option.
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Re: MineCraft 1.3 Release

Unread postby Hydra » 2 Aug 12, 9:02 am

Oh joy.
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Re: MineCraft 1.3 Release

Unread postby MacrossFiru » 2 Aug 12, 9:29 am

Hydra wrote:Oh joy.


SarcasmException must be re thrown or caught.

:P~

~ root#
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Re: MineCraft 1.3 Release

Unread postby Hydra » 2 Aug 12, 10:04 am

Even when http://dl.bukkit.org/downloads/craftbuk ... atest-dev/ is updated with a 1.3.1 compatible build, the plugins might not work.

I do wonder what plugins will remain working with this update, I guess it comes down to how much the bukkit guys change their API.
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Re: MineCraft 1.3 Release

Unread postby Giblet1 » 2 Aug 12, 10:29 am

We talked about a new map and having the map we are on now as a different world we can bring buildings over from. Also setting up spawn to have maybe 100 blocks each way from spawn protected (and maybe worthy buildings built inside later). Also we won't need currency anymore as emeralds will be the new money, so that will probably be getting turned off. You will still be able to use the signs to trade though.

Also the creative world will just be the same one as it is now.
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Re: MineCraft 1.3 Release

Unread postby ZeroErrors » 2 Aug 12, 10:45 am

Ye what Gib said.

A large spawn area so we don't get all the junk and it can be organised.
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Re: MineCraft 1.3 Release

Unread postby ZeroErrors » 2 Aug 12, 10:54 am

well just read some tweets

EvilSeph ‏@EvilSeph
@CraftBukkit update has been at 100% since Monday, ran into big problems but I'm nearly happy enough to get a build out. Sorry for the wait

So bukkit has been updated they just have not released it yet :(
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Re: MineCraft 1.3 Release

Unread postby Hydra » 2 Aug 12, 11:13 am

I've fired up a 1.3.1 test server ( the 1.2.5 stuff is backed up.. don't worry! ) so you can play around for now :)

NO plugins, so good luck.
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Re: MineCraft 1.3 Release

Unread postby matthewdev » 2 Aug 12, 11:53 am

Giblet1 wrote:...and maybe worthy buildings built inside later.


Excellent idea, maybe just copy buildings into the spawn if they meet a set of building requirements.

Also I'm all for moving the spawn somewhere else on the same map.
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Re: MineCraft 1.3 Release

Unread postby Hydra » 2 Aug 12, 12:00 pm

Ooooor we just fire up a new world with huge biomes, moving stuff over once we have worldedit.
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Re: MineCraft 1.3 Release

Unread postby Aasher » 2 Aug 12, 2:31 pm

Giblet1 wrote:Also we won't need currency anymore as emeralds will be the new money, so that will probably be getting turned off. You will still be able to use the signs to trade though.



Oh come on, surely you see the downfalls of having emeralds as the currency as opposed to the money system?

Firstly, emeralds will be hard to set a ratio value to other items... for example, one villager may give you an Emerald for if you give him 40 Wheat, while another will give you an Emerald if you give him 1 Diamond while other yet may as 2 Diamonds and give an Emerald in return. That doesn't give it a proper value.

However, lets say for arguments sake, that 1 Emerald = 1 Diamond. Now, what if somebody wants to buy 2 iron from a shop keeper? There is no $$'s anymore so how does that work out if say a newer player needs to make a sword and doesn't have a whole emerald to buy 16 swords worth of iron? It's much fairer if they say, had the option to sell some of their cobble/coal/etc and had some small cash in hand to buy stuff.

I know the money system needed working on with adjusting server pricing but I think it had great potential. However, maybe it's just a case of too much trouble let's just stick with something that doesn't require much work despite the players efforts?

I do remember people asking the admins if it was worth them going through all the trouble getting up their stats and saving up money before the update or if it'll all be taken off them once the new update came through and unless I remember wrong, we were assured we could keep a hold of our efforts.
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Re: MineCraft 1.3 Release

Unread postby PirateEggs » 2 Aug 12, 2:40 pm

ZeroErrors wrote:So bukkit has been updated they just have not released it yet :(

Yeah, they've been working on it / had it done probably hours from the snapshots release, but they have said they are not going to be releasing Bukkit versions of snapshots.

Emeralds are single player currency, in servers they're stupid and useless.
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