Stone Legion

by Burns1200 at 9:40 PM
(750 Views / 0 Likes)
This week's Snapshot brings an exciting new feature: the ability to live-stream your game on with one click! How does it work?

Before you can start streaming, you will need to visit your Mojang account settings and link a Twitch account to your Mojang account. Then, while in the game, you may check the quality settings in Options -> Broadcast Options, or just go ahead and start broadcasting at any time by hitting F6. This key can be configured in the Controls options.

Currently, the livestreaming feature is only supported on Windows (XP and higher) and Mac OS X Lion (10.7) and higher. If you cannot start broadcasting in-game, go to the options screen and it should say why it isn't working.

To get snapshots, open your launcher and press the “New Profile” button. Call it “snapshots” and check the box saying “Enable experimental development snapshots” and save. To switch to the normal version, you can select it in the dropdown at the bottom left corner of the launcher.

This is a really awesome feature, and I will be demonstrating it on my Twitch page throughout the day*! Feel free to drop by, see how it works, and ask questions.


Click here!

[–]Lord of the villagersredstonehelper 59 points

5 hours

Warning: This release is for experienced users only! It may corrupt your world or mess up things badly otherwise. Only download and use this if you know what to do with the files that come with the download!

If you find any bugs, submit them to the Minecraft bug tracker!

Previous changelog. Download today's snapshot in the new launcher: Windows/OS X/Linux, server here: jar, exe.
Complete changelog:

More music from C418's new album - Already released

A very community oriented feature which is not gameplay related

Fixed some bugs

If you find any bugs, submit them to the Minecraft bug tracker!
Also, check out this post to see what else is planned for future versions.

Video of how to make the streaming work:
by Kane Hart at 3:18 AM
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Things are progressing nicely towards our first development build of CraftBukkit for Minecraft 1.7.2. Although this update did not provide or add as much feature-wise as previous Minecraft updates have, this is probably one of the more complicated and larger updates we've had to work with from a mod development standpoint. With "almost all of [the code in Minecraft] having been changed - be it little or big" (according to Mojang), there has been significant shifting around of code and logic - to the estimated tune of ~220k lines changed - within Minecraft, resulting in our slowest and most involved update yet.

Managing expectations - information about our initial CraftBukkit 1.7.2 builds
Five days ago (on November 10th) I sent out a tweet trying to describe what our initial findings were regarding the impact this Minecraft update has on the project but it's frustratingly very difficult to communicate everything I want or need to in 140 characters. Nonetheless, sending out tweets is still our best form of communication that doesn't push other important topics out of view (like the potential structure loss PSA).

The tweet was meant to explain that while we will definitely have development builds, our analysis and evaluation of the update (through reading the code and following Minecraft feedback/bug reports from the community) has revealed that there are issues in Minecraft that may prevent us from getting anything stable or reliable out. This was purely meant to assist us with managing expectations as to the quality, stability and reliability of any builds we're able to give out.

As for the 'issues we cannot fix' aspect of the tweet, this is due to the nature and policies of the Bukkit project: it is not so much that we are unable to fix the issues ourselves (though this can sometimes be the case), but rather that the issues present are not the project's responsibility to fix and, instead, would be better addressed by Mojang. While we do sometimes make exceptions if we have a really good reason to do so (like to fix a security issue), we try and avoid altering the way Minecraft itself behaves and functions.

To be clear:
  • There WILL be development builds; we're still working towards getting our first one out.
  • Due to significant changes in how Minecraft works, it will take us a while to get our Bukkit API updated. Hence, it is highly unlikely that all the plugins you are using will work on our initial development builds.
  • There will MOST LIKELY be promoted builds, but they'll be lower quality than you could usually expect from us due to issues we can't address.
What does updating CraftBukkit involve?
To give you an idea as to why this update is taking longer than usual, I need to briefly touch on what our update process involves. Every time a Minecraft update is released, we have to go through a repetitive, time consuming and dry multi-step process.

A simple breakdown of the process is as follows: decompile the server -> learn the new names (they change with every update) -> figure out how they apply to Bukkit's naming system -> learn what changed/what's new in the update -> update the changes we make to the server to support Bukkit -> get the code to compile -> fix issues that come up.

Since we're working with a code base that is unfamiliar to us, we can sometimes find ourselves having to jump back to a previous step. For example: we may come across a piece of code that we're not familiar with and once we're able to figure out what it does, we realise that we've named something incorrectly which we then have to go back and fix. It is this fluid and unpredictable aspect of the update process that makes it difficult to come up with a communicable ETA or any progress/status updates.

Though this process may seem inefficient or ineffective, this is the same process that we've used and improved upon to get all of our updates out (even our fastest ones) over the 3 years the project has existed. Bear in mind, the overview provided here barely touches the surface of our update process and is intended to give you a remote idea as to what we have to deal with for every update. This brief and simplified breakdown of our 'steps' does little to explain the varying level of difficulty or complexity of each step, for example.

How can I help?
The best way to help us out is to get involved.

If you're a server admin: once we have our first development build out, we'd appreciate any testing you could perform and any issues you can report. Please bear in mind that development builds are unsupported and should not be run on production servers.

If you're a plugin developer: once we have our first development build out with proper API support, we'd appreciate if you could test the build out and report any missing or broken API to our bug tracker.

If you're looking to help us out with the update, you'll have to work towards that goal by getting involved in other aspects of the project first. Due to the sensitive and extremely team oriented nature of the update process, we require that you build a relationship and demonstrate your commitment to the project before getting involved with updating will benefit the process. As the update process is incredibly repetitive and mundane, intense commitment is a key requirement for the team.

We know this update is taking longer than usual but I assure you we are working our hardest to get it done. Thanks for your patience and continued support, it makes a huge difference and really helps us push onward!

by Chris at 4:15 AM
(580 Views / 3 Likes)
Hey everyone, it's been too long since I've posted an update on here. As some of you may be aware based on speaking with Kane, we've been in the process of moving - hence minimal activity on my part. Now that we've officially moved, we will be in better shape to start working on Project Legion again.

In the past month I've been working on the item inventory system as well as learning how to model in Blender. One of the cool features about Unity is that you can essentially save a blender file right into your Unity asset folder where you want to store your models and they will automatically import into Unity without hassle. This makes it a lot easier to transfer models from Blender into the Unity editor.

Unfortunately things havent been so easy when it comes to server programming. It seems the Unity headless server which I mentioned a few posts back is truly headless, meaning, you cannot do anything with it in command line other than start it up, stop it, and print debug logs. This is problematic when trying to issue server commands given that Unity has no way of accepting command line arguments after starting up the headless server mode short of writing your own container - which is more hassle. I posted on the Unity support forum and their devs could not even provide a solution to issuing commands to the headless server - it seems there isnt any documentation available right now on how to use it and no one seems to want to share. :angry:

Anyway, in the spirit of mining and minecraft, two weeks ago I mined my first asteroid after programming in some nice blue beam mining lasers and adding them to my Project Legion space ship. :) More to come about the game as we develop and release more news! Next time I may show some footage or screen shots, although bare in mind we do not have a lot of models created yet.

I'm off to bed after 35 hours of being awake. My apologies if this post was not coherent, after being awake for so long writing is no longer my strong point. NN!

Project Legion is an MMO in early stages of development. To see past Dev Logs, please visit here. Project Legion is only a working title until the official game title is released.
by Kane Hart at 7:27 AM
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Here is a update to the modded server. Now back to unpacking :)

Updated Mods:
  • BuildCraft to 4.1.2
  • Extrautils to 0.3.4
  • Forestry to
  • Gregtech 4.04m
  • IndustrialCraft 281
  • Steves Carts133
by Kane Hart at 7:34 PM
(1,758 Views / 0 Likes)
Hello boys and girls, We now have our Vanilla 1.7.2 Server up and running till we launch our official 1.7.2 bukkit server hopefully in the next month or so once everything becomes available. It's a whitelisted server, so as long you filled an application on Stone Legion before, then you should be just fine!

Please make sure you take screenshots and share your experiences with us and have fun!

by Kane Hart at 7:02 AM
(495 Views / 0 Likes)
Hey everyone! Path of Exile is now 1.0 and is finally released including on steam! This is a free game and a must thing to check out. Loved Diablo 2 or heard of all the amazing times with Diablo 2 and witness the failure of Diablo 3 on PC? Then you are in for a treat. Path of Exile is more like D2 then D3 with 10000 times more features and depth!

Get The Game:

PoE: The Basics

Whats New?:

Stone Legion Guild! Message kanechart, djbrooks06, or quizzbee for a Guild Invite!
- Please note that I will not be starting till sometime in Novemember so just message dj and quizz for a invite for now! But feel free to add me to friends!
by Kane Hart at 7:40 PM
(1,069 Views / 2 Likes)

It feels like we’ve been working on this for a year now, with more than half a million lines of code changed over 1,104 commits we’ve been working extremely hard on this update. We’re calling this one “The update that changed the world”, because it really has in two different ways; there’s over twice the amount of ingame biomes, and we’ve overhauled lots of the code preparing for the plugin API.
Here’s a list of cool things that may be coming your way on Friday, if the pre-release goes well!
  • New world generation!
    Double the amount of biomes, with new trees/flowers/blocks.
  • New “Amplified” world option.
  • Less ocean, more awesome.

[*]New blocks!
  • Two new types of wood.
  • Stained glass! With both blocks and panes.
  • Packed ice, red sand, podzol.
  • Lots of new flowers, including double-tall versions of current plants.
  • Portals can be bigger sizes!

  • Added more type of fish.
  • Redone the fishing mechanics. Can now catch junk and treasure too.
  • Fishing rod enchantments!

  • Put them in an item frame and hang them on your wall. They’re extra big!
  • Lots of new colours for lots of blocks!
  • Now with less lag!

[*]Achievement & Statistics overhaul!
  • Now both world (or server) specific.
  • In multiplayer, it’s announced to everybody when you get an achievement.
    You can move your mouse over this in the chat to see what it was!

[*]Some new achievements and statistic types were added.
[*]Zoomable achievements screen!

[*]Multiplayer enhancements!
  • Servers can now put a 64×64 image called “server-icon.png” in their folder, that you will see on your server list.
  • You can see who’s online before joining a server; move your mouse over the player count!
  • Lots of hidden preparation for allowing name changes.

[*]Resource pack changes!
  • You can now have multiple selected.
  • They can completely re-do your sounds, adding new ones or changing current ones.
  • Servers can now recommend a resource pack for you to use.

[*]Chat & command improvements!
  • New commands to spawn mobs or blocks of any type.
  • Command block minecart!
  • Clickable links to achievements and items.
  • Click on somebody’s name in the chat to message them!

[*]Lots and lots of technical work!
  • Completely rewrote how the network (multiplayer) works.
  • Completely rewrote the sound manager.
  • New graphics options.
  • Basic shader support testing.
  • Many bugs fixed

To help test the pre-release, open your launcher and press the “New Profile” button. Call it “snapshots” and check the box saying “Enable experimental development snapshots” and save. To switch to the normal version, you can select it in the dropdown at the bottom left corner of the launcher.
Server jar:
(On windows, right click -> open with -> java)
Report bugs here:
by Kane Hart at 9:06 PM
(530 Views / 0 Likes)
It’s the national lets-pretend-its-thursday day! Let’s celebrate with a snapshot.
To get snapshots, open your launcher and press the “New Profile” button. Call it “snapshots” and check the box saying “Enable experimental development snapshots” and save. To switch to the normal version, you can select it in the dropdown at the bottom left corner of the launcher.
Server files:
Report bugs here:
by Kane Hart at 12:11 AM
(4,677 Views / 1 Likes)
Welcome Friends to our Space Engineers Announcement Thread! Will be running a Space Engineers server both Creative and Survival once Multiplayer is Implemented. Please note that it might not have dedicated servers right away but hopefully the developers do release it in the near future. We at Stone Legion feel that Space Engineers is going to be one of the next best Sandbox / Minecraft style game if the developers keep working on bring a solid featured survival and Multiplayer features that will be still playing the game in 2 years from now. We can only hope for the best and we suggest you highly consider getting the game because even at $15 you are already getting a lot of fun content to play with!

What is Space Engineers? The best way to know about it is to check the videos below. But the best way to explain it is Gmod Space Build and Minecraft and heck even some Minecraft mods all in one package. Right now it's just basic Minecraft Style creative mode with of course ships instead of static blocks but a lot more features are on its way including Multuplayer!

Buy the Game Now:
Current Features:

Stone Legion Links:
Space Engineers Roster
Space Engineers Patch Notes
Space Engineers Forums

Other Media:
Space Engineers - Alpha Tutorial 10/2013
Space Engineers - "Crash Test" - Alpha Footage 9/2013
Space Engineers - Alpha Footage 8/2013

More info to come soon!
by ElectroBot at 3:34 PM
(531 Views / 0 Likes)
To celebrate the upcoming pre-release, here’s a snapshot with extra bugs for added value!
To get snapshots, open your launcher and press the “New Profile” button. Call it “snapshots” and check the box saying “Enable experimental development snapshots” and save. To switch to the normal version, you can select it in the dropdown at the bottom left corner of the launcher.
Server files:
Report bugs here: