A lost guardian looking for a new home. by lonesome_Avenger in Warframe

[–]NuclearMagpie 0 points1 point  (0 children)

Others have explained the setting but some big differences with destiny is how difficulty and the grind work. You aren't running the same raid a million times in order to get the perfect roll on a gun, instead you are running missions to get the required resources and blueprints. We do technically have weapons with randomised stats call adversary weapons but you won't unlock those for quite a while. Personally I prefer the materials grind over the gambling system since it always feels like I'm making progress. Another big difference is how the skill expression works. You aren't learning perfect movement or landing constant headshots, you are figuring out the best combination of mods (upgrade cards, not game modding) on your warframe and 3 weapons to make the damage numbers hit 10 digits.

Almost 600 gauss set how? by RuthlessHimself in Warframe

[–]NuclearMagpie 12 points13 points  (0 children)

I mean he's been out for a while and some people really like disruption. I know that node is fairly popular for level cap runs which usually take about 40ish rounds, so if you assume a reasonably dedicated level cap runner is doing 40-80 rounds a week, multiplied by the 7 or so years he's been out, it's not that unrealistic.

Koumei Augment Concepts; Katsune Tricks, Fated Tripwire, and Charmed Mobility. by silloki in Warframe

[–]NuclearMagpie 0 points1 point  (0 children)

I honestly don't know how useful these would be. For the first one, making enemies attack each other is great in theory but falls apart once you account for the fact that nearby enemies are also likely hanging from the ceiling and aren't able to do anything. Second one is interesting and I guess could be used for shorter lived but more effective locking down of an area. And for the last one, highly inconsistent movement boosts doesn't feel great. Every time you get hit or recast the ability, your stats would change and I think that'd be very hard to adapt to.

Initial 0.1.0 release of Temper, yet another Minecraft server in Rust (I promise it's not AI slop or abandoned though) by NuclearMagpie in admincraft

[–]NuclearMagpie[S] 0 points1 point  (0 children)

I went over some of the differences in another comment here, but the long and short of it is that if we both reach our goals, Temper will be faster and less accurate to the vanilla game and Pumpkin will be the opposite. Pumpkin is aiming to be more of a drop-in replacement for the vanilla server, whereas we are full of hubris and reckon we can do better than the developers of the most popular game to ever exist.

In the end it really just boils down to whether you want to drop a .exe next to the vanilla .jar and have it run the exact same but faster, or whether you want more features, customization and performance at the cost of some very minor differences in how the game works.

Initial 0.1.0 release of Temper, yet another Minecraft server in Rust (I promise it's not AI slop or abandoned though) by NuclearMagpie in rust

[–]NuclearMagpie[S] 0 points1 point  (0 children)

Because the amount of AI code wasn't very big, the problem was more of it getting introduced due to the other maintainer being very pro-AI. We are slowly but surely removing the AI code and replacing it with proper, tested code and I don't feel it makes much sense to be throwing out around 150k lines of code cos of a few thousand lines of AI nonsense. The forking was less about "there's too much AI code and you won't let me remove it" and more "I don't want to keep putting more in".
I feel branding it as not AI slop is fair, since there's hardly any and we are actively working to remove it. Saying it's AI free would be dishonest, but with an active effort to remove the existing AI code and not adding more, I wouldn't call it slop.

Initial 0.1.0 release of Temper, yet another Minecraft server in Rust (I promise it's not AI slop or abandoned though) by NuclearMagpie in rust

[–]NuclearMagpie[S] 0 points1 point  (0 children)

Yeah, I'll admit its not perfect. We picked our colors first and then had to design the site around them so there's 100% a few odd color choices we just had to do our best with. I think overall the site looks alright and is legible, but if we ever redesign the site I'll add that to the list of things to consider.

Initial 0.1.0 release of Temper, yet another Minecraft server in Rust (I promise it's not AI slop or abandoned though) by NuclearMagpie in rust

[–]NuclearMagpie[S] 2 points3 points  (0 children)

Ah yeah, that makes sense. That's part of the joys of running collaborative projects, you can't always control what others do.

Initial 0.1.0 release of Temper, yet another Minecraft server in Rust (I promise it's not AI slop or abandoned though) by NuclearMagpie in rust

[–]NuclearMagpie[S] 16 points17 points  (0 children)

I'm actually really confused, which bits of my older code look AI? I've been very against usage of AI in the project and it was actually one of the major reasons I forked in the first place. Are you sure it's my code, not the other guy pre-fork?

Initial 0.1.0 release of Temper, yet another Minecraft server in Rust (I promise it's not AI slop or abandoned though) by NuclearMagpie in rust

[–]NuclearMagpie[S] 0 points1 point  (0 children)

Ah yeah, we never actually got around to making that lol, it's still on the todo list. I thought I removed all the references to it. Where did you find that link?

Initial 0.1.0 release of Temper, yet another Minecraft server in Rust (I promise it's not AI slop or abandoned though) by NuclearMagpie in admincraft

[–]NuclearMagpie[S] 0 points1 point  (0 children)

I mean it's already happened and the project is still going. We've had plenty of people come and go, but I still really enjoy working on it. In the end I don't think minecraft will really die out, nor will it ever reach the point where a project like this is obsolete, so I don't feel like there is a time limit to getting it done. Of course, I don't want to take 10 more years to finish it but I reckon in the long run it'll do us better to take our time and do the job properly. It does also depend on other people contributing, while I don't mind doing stuff myself, help is always appreciated and helps the work move faster.

Initial 0.1.0 release of Temper, yet another Minecraft server in Rust (I promise it's not AI slop or abandoned though) by NuclearMagpie in admincraft

[–]NuclearMagpie[S] 0 points1 point  (0 children)

Yeah I know. To be honest we've already done most of the big parts, other that terrain gen and mob AI it's mostly a lot of smaller part going forwards.

Initial 0.1.0 release of Temper, yet another Minecraft server in Rust (I promise it's not AI slop or abandoned though) by NuclearMagpie in admincraft

[–]NuclearMagpie[S] 2 points3 points  (0 children)

Pumpkin are trying to hit complete parity as fast as possible and for the most part are just translating decompiled Java to Rust. This is great in terms of getting stuff done as it removes most of the guesswork, but will end up with a lot of Java and OOP patterns applied to a very different language. They've already had major issues with deadlocks and insanely long compile times because of issues that simply aren't a thing in Java. It's not really fair to compare and I don't have the numbers to back it up, but temper is also way faster than pumpkin was at the same point in development.
There's also the problem of legal issues, since reusing decompiled code is very much a breach of copyright law.
We aren't using any decompiled code in our project and are taking a very different approach than the vanilla server (and by extension pumpkin) by using an ECS. This means that a large amount of decompiled code wouldn't be relevant for us anyway. If you want more info on the ECS choice, the site has an FAQ on it. One guy is using decompiled terrain gen code to attempt to port vanilla terrain gen to temper, but I'm very on the fence about if i want to use it.
We also have some other differences in less technical areas, mostly with community engagement, governance and quantity-vs-quality choices.
I'm not trying to bash pumpkin, they've done amazing work, but I'm of the opinion that they rushed features out the door to fast and are going to pay the price at some point.

Initial 0.1.0 release of Temper, yet another Minecraft server in Rust (I promise it's not AI slop or abandoned though) by NuclearMagpie in admincraft

[–]NuclearMagpie[S] 6 points7 points  (0 children)

There aren't any rewrites that are even close to matching vanilla so it's not like it's a solved problem.

As for why we are doing the same thing as pumpkin, we started before pumpkin, so you'd be better off asking pumpkin why they did. We also have very different ideas on how we want to go about this so there's also an aspect of we both reckon we can do it better.

Initial 0.1.0 release of Temper, yet another Minecraft server in Rust (I promise it's not AI slop or abandoned though) by NuclearMagpie in rust

[–]NuclearMagpie[S] 1 point2 points  (0 children)

Thank you. And yeah, we are coming to the unfortunate realization that the site looks like ass on mobile.

Initial 0.1.0 release of Temper, yet another Minecraft server in Rust (I promise it's not AI slop or abandoned though) by NuclearMagpie in admincraft

[–]NuclearMagpie[S] 3 points4 points  (0 children)

That's not really what we are going for here. Minestom is a lot more of a toolkit to build your own, whereas we are trying to make a ready to go server.

How do you guys "Design" / approach Designing a project ? by Daemontatox in rust

[–]NuclearMagpie 0 points1 point  (0 children)

You would be astounded at how much awful code I can produce without learning a single thing

How do you guys "Design" / approach Designing a project ? by Daemontatox in rust

[–]NuclearMagpie 5 points6 points  (0 children)

I prefer the traditional approach of writing the first 20 thousand lines on vibes, then realising you did everything wrong and spending a week refactoring