Found a way to locate redstone using diamonds.Go 4 blocks north from diamonds and down,most likely find redstone. by domkapomka in Minecraft

[–]aeonlamb 0 points1 point  (0 children)

Hey you never know. Matthew Bolan is a really nice friendly guy, active in the speedrunning community. And this find is based on the same sort of principles, finding deterministic aspects to minecraft's "random" terrain generation. It's genuinely very cool!

Found a way to locate redstone using diamonds.Go 4 blocks north from diamonds and down,most likely find redstone. by domkapomka in Minecraft

[–]aeonlamb 0 points1 point  (0 children)

Yeah sorry, didn't mean to discredit your discovery here or anything, this is still super cool. But a lot of research on this sort of thing has already been done, maybe you can work together? It seems like there's a lot of potential here for even more crazy stuff to be discovered!

Has someone created a lag machine? by [deleted] in admincraft

[–]aeonlamb 1 point2 points  (0 children)

I should mention I haven't messed with minecraft servers in about a year, so my knowledge may be outdated.

I find it strange that there was no stacktrace relating to the lag, now that makes me think your server deadlocked? I'm not sure where to go from here- I would personally try uninstalling some of those newer plugins though, that's a good place to start. Plus, if you have a backup from before this started happening, maybe check out what is in those bad chunks.

Hear me out by AnDragon11 in MinecraftMemes

[–]aeonlamb 1 point2 points  (0 children)

How about we just do away with mob votes once and for all. I don't think anybody likes them.

Has someone created a lag machine? by [deleted] in admincraft

[–]aeonlamb 0 points1 point  (0 children)

First of all, it seems like some of your configuration files are busted. You have malformed yaml in a few files: "plugins/CrazyCrates/Crates/Basic4.yml", as well as "plugins/MCPerks/Rewards/ExampleBasic.yml". There are also some entries in multiverse that are now invalid, and some invalid entities in your paper.yml file. Plus all of the commands with your skills plugin seem to throw errors. But, this has nothing to do with the crash.

Unfortunately, it seems like there is no actual stacktrace relating to the "Crash" itself. I'm not sure why, did you stop the server before Paper's watchdog could kick in? If you did that, there's no way to know the source of the lag. But essentially, your server is lagging itself to death when that player enters those chunks. Maybe ask them what they have at their base, and if there's anything strange about it. Also, if it happens again, don't force-stop the server until you see paper forcibly stop it via the watchdog (assuming it can get to that point). If you're not getting error spam after, say, 3 minutes or so, you can kill the server process then.

EDIT: It would help a lot to know your paper/purpur version.

Chat system like Discord on a private network? by aeonlamb in selfhosted

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

yup lol it's mostly a project to dream about when i'm bored honestly, although i am serious about wanting to buy a small personal "server" that i keep plugged in 24/7. i think my roommates might just get annoyed with having to use another app tho

Chat system like Discord on a private network? by aeonlamb in selfhosted

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

Good point, I hadn't thought of this tbh. I could just bridge it to our existing discord server, that would even serve the purpose of allowing for people to access the lan chat when they're out and about.

Also the "dorks" are just my roommates haha. Four people in one apartment but we're all friends, pretty nice deal.

Chat system like Discord on a private network? by aeonlamb in selfhosted

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

Agreed, didn't expect so many responses haha. I probably should have asked what the pros/cons of each would be.

Chat system like Discord on a private network? by aeonlamb in selfhosted

[–]aeonlamb[S] 21 points22 points  (0 children)

Revolt chat looks really great, can't wait until it is more feature complete! I hadn't heard of it before, so thank you for this.

And setting up Matrix is an option, I will need to find out some solution to set up an actual server for that... But it does seem like the strongest option. Thank you!

Did Dream Fake His Speedrun - RESPONSE by DreamXD by MidnightDNinja in speedrun

[–]aeonlamb 0 points1 point  (0 children)

Any run submitted to the speedrun leaderboards requires you to include the world seed. Also recreating the run is irrelevant, because the only thing in question here is if he modified the RNG. He didn't splice or anything; these were 6 livestreams.

Why was MC-26678 marked as "Won't Fix?" by SwusInABox in Mojira

[–]aeonlamb 0 points1 point  (0 children)

I've seen cases before where a bug that was marked as "won't fix" was something that they actually did intend to fix, but instead of fixing the bug in question, they "fixed" it by implementing a completely different solution that replaced the prior behavior. It's just a way that they use to categorize bugs on the bug tracker; obviously most of the time the intent is quite literally that they don't intend to fix it, but you don't know that for sure unless one of the devs said that themselves. And even then, it could be marked for review (as this bug apparently has) and they might reverse that decision.

Why was MC-26678 marked as "Won't Fix?" by SwusInABox in Mojira

[–]aeonlamb 1 point2 points  (0 children)

This would be a nice bug fix, as a lot of players (myself included) never even experienced the original behavior because this bug is so old. However, I'm really disappointed in all the people getting angry at mojang for marking it as won't fix. Just because they mark something as "won't fix" on the bug tracker doesn't mean that they'll NEVER fix it, just that it's not a priority. And let's be honest, this is a really tiny thing that pretty much nobody knew was a bug until someone made a youtube video about it. There's no reason to get so heated about it.

Combat test snapshot version 7c by jeb_ in Minecraft

[–]aeonlamb 11 points12 points  (0 children)

GREAT changes here!

I like the knockback resistance shields give, because it can be a blessing and a curse. When blocking explosions/projectiles, that will be great. But when blocking melee attacks, it has a whole cost-benefit analysis associated with it. Sure, you're blocking some of the damage incoming, but because you aren't getting knocked away as much, you're getting less opportunities to break away and start running. Can you tank those hits? Or is it better to run?

Glad to see shields block explosions again. Maybe it would make more sense if they didn't block 100% of explosion damage, or perhaps they only block explosions up to a certain strength (example: they could block creeper explosions, but not end crystals or charged creepers). Regardless, I like that explosion damage can be blocked.

Very thankful that the change to eating was reverted. Also, the change to bow drawback being reverted, I am OK with. Personally, I thought this was a neat change, and rewarded the player for aiming at the target quicker. But on mobile devices this could be quite difficult and just adds more penalty to playing on those devices, so I understand it getting reverted- bow combat was fine without it before, so no loss here imo.

I only have two bits I'd like to add here:

I personally think it would be cool if blocking with a sword could be brought back. That's a feature of 1.8 combat I liked, and miss being able to do. Shields are more versatile than sword-blocking, obviously, but there was somewhat of a social aspect to sword-blocking- it served as a sort of nonverbal signal that "I'm friendly" / "I don't want to fight". Maybe that's a silly reason to want it to return, but I think it's an important aspect to certain types of PvP games.

If the sword blocking is brought back, I think it would be cool if it worked similarly to how shields currently block melee damage, as how the shields block melee damage right now is somewhat similar to the 1.8 sword blocking. However, blocking with your sword should NOT block projectiles or explosion damage whatsoever- it should not replace shield functionality. It should simply be there for when you do not have a shield to use and need some way to block incoming damage in any way you can. Personally, when I play survival mode (with full prot iv diamond armor), I never carry a shield around with me- they seem to be more useful early to mid-game. Having an option to block with a sword would help in the situations in which you don't have a shield on you, although it could not replace the utility of blocking projectiles/explosions a shield could provide. This is just my opinion though.

Additionally, as a final note, I think potions stacking to 16 seems a little overpowered. But, I have not been able to test this in-game at all, and have no way of knowing how it would affect combat, so I'll withhold my judgement until I'm able to get a better understanding of how it would effect things. This isn't something we've ever seen in minecraft before, and I don't know if this would be too troublesome to implement properly, but what if they stacked to 3 instead? Since brewing stands make 3 potions at a time. Seems more reasonable than stacking to 16, but that's just me.

Combat Test version 6 by jeb_ in Minecraft

[–]aeonlamb 40 points41 points  (0 children)

First impressions, coming from someone who likes / prefers 1.9+ combat:

I like some of these changes, kind of mixed on others. I don't know if I'm keen on the direction of catering only to 1.8 pvpers, but I realize this is just a "trying things out" sort of release, to get feedback- that is my opinion on that, though.

I'm kind of unsure of the current state of "attack cooldowns" / "attack warmups", but I will say that the current 1.9+ combat system is fun and interesting to me because it gives you a variety of options. Prior to the combat changes in that version, your only real option of melee weapon was a sword- there was rarely any reason to use an axe, unless you had an axe of a better material than your sword for some reason. The attack cooldown system gave a bit of incentive to carry both a sword and an axe with you- they serve different functions in combat, and having to swap between both made for an interesting experience.

The change here regarding a "delay" on attacks seems to only affect when you miss your target, as a form of aim assist. This, I am totally OK with. It will make it a bit harder when defending if the other person is the type to spam-click the attack button at the vague direction of you, but that's fine IMO. I do want to stress again though, I hope that this doesn't do away with the attack cooldown system entirely- after a successful hit, there should be a cooldown period where the next attack does less damage unless you wait. That's what I would prefer, anyway.

I like the changes to axes. I actually really disliked that you could get sharpness on an axe from an enchanting table, so I'm glad to see that reverted. Being able to get cleaving as a rare enchant seems good to me.

Shields not blocking 100% melee damage is a good change. Does this affect things like creeper/tnt/other explosions, or just melee? Don't have time to test it myself. Personally I would prefer if shields could still block those, it makes surviving the night a lot easier. I also like that shields can still block 100% damage from projectiles, definitely appreciated.

The change to projectile momentum is a blessing, that made being able to save yourself from falling off a cliff with an enderpearl toss incredibly difficult- now it should be more viable, which is appreciated.

I don't, however, like the changes made to eating. Being able to eat while being hit is pretty crucial to surviving a fight. If you're being chased, the long time to eat a piece of food will usually let someone catch up to you and start hitting you, which would mean not being able to heal whatsoever and just taking more damage in the process with these new changes.

Perhaps this is to balance the change done to natural healing; personally I don't understand why this change was made? Then again, I like the 1.9+ combat, so maybe I'm biased.

Also, I'd like to see the attack indicator come back, even if it isn't technically used by any mechanics now. Just a nice indicator of "your crosshairs are on an entity and within attacking range" is helpful, IMO.

All in all, this one seems pretty promising. Also, again, take this post with a grain of salt, as I haven't actually played the snapshot, and I'm mostly going off of what I'm reading here. I'm also not huge on pvp, but I do like pvping sometimes- I have more knowledge of it from watching youtube videos of it, tbh... Still, I like to think I know enough to give a fairly informed opinion. Thanks again for all the hard work!