Stone Legion

by Kane Hart at 2:39 AM
(1,685 Views / 0 Likes)
Terraria 1.2 Patch is coming tonight and I mean a little over 2 hours from this post! We will be setting up both a Public Server and a Private Server!

Public Server will be open to everyone on this community. Unfortunately there is not really anything we can do to prevent griefing, cheating etc. We are no going to try to enforce the rules since it's next to impossible at this point.

Private Server will be a server on random port / with a password and will require you to use new characters and this will be enforced by our players but also you need to name your character matching your forum name or minecraft name or close to it. If we see BoB_From_Eve as your nick name will end up banning you. Once again this private server is going to be for VIP Members who support the Stone Legion Community.

At this point of course our servers will not be up exactly midnight since the game releases then. But will try to have it up and running asap!

If you have questions or suggestions or ideas I would love to hear them!

Terraria Patch Notes:

by Chris at 10:16 AM
(665 Views / 2 Likes)
voxel.png Tonight I was playing around in Unity, just trying my hand at creating a voxel generator - what I learn from this can be used for Project Legion. Although our game is not a voxel game, the concepts can be borrowed for random generated instances we plan to create. I'm not going to lie, Minecraft terrain generation at first seems complex, but I think I have some of the basic concepts down.

Essentially I created voxel chunks in unity as a prefab game object and then loaded them into a voxel generator I created. I was using Mathf.PerlinNoise() to position each block, however, allegedly with PerlinNoise cliffs with overhangs cannot be generated. Anyway, it can get pretty advanced and I was only looking into the basics for now. I've attached a quick little screen shot of what I did, it's a mess and there are gaps between cubes. Just a random dev log really, but I thought it was kind of cool.

Back to working on project legion! I've recently added some pretty cool particle spells. I love particles, they make games look beautiful, colorful, and magical. As my last post showed, were looking into physics. Right now, just to play around with these particle effects now able to shoot and cast towards other players (or wherever I click my mouse), I want to add in some fun physics to blow the crap out of other players - just as a test, although the only other player is Kane at the moment ;). Sometimes its fun as a dev to blow the crap out of other players in a game you're developing - especially if I get to send Kane flying across a map or explode his character to smitheries with my new flame strike spell ;)

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 Chris at 7:53 AM
(1,098 Views / 1 Likes)
For single player games, physics are calculated on the client and generally there is no need to verify abuse or client hacks - if a player is going to cheat or hack up their client, they're doing it on their own and not affecting other players in most circumstances. Nonetheless, when it comes to mmo's, physics are often calculated server side. Why? This is because you cannot trust anything the client is sending to the server when it could have an affect on other players around them. For an mmo, you cannot trust that the player hasn't modified their game client to exploit the game.

For example, Player A has a modified client to give his sword swing an increase in power to hit Player B. He hits Player B and Player B is sent off the map because the velocity and force behind the sword was modified beyond the parameters laid out by the game. This is an obvious problem and would easily ruin a multiplayer game. However, if the physics are verified or calculated server side, we can check to ensure they fall within the normal parameters and prevent this type of abuse. Instead, the server would take the role of telling a player how hard the sword hit him.

With Project Legion, we were then faced with choosing one of several options.

1) Headless Client Server w/ Unity - In Unity 4.x, a headless client option was released. What this would allow users to do is program a game server which has access to Unity's physics engine, collidors, etc, without having to actually to render and draw everything. You can essentially use Unity's dependencies and engine without having to rewrite a new physics engine. Running a headless client server that doesnt require a gpu allows this to be run on linux command line. You could even run this on a VPS if you were just making a basic server for a unity game.
Pro's: Easy to implement, can run on linux with command line
Con's: Relatively new, reported memory leaks (although likely fixed, I have yet to test myself)

2) Back End Game Client - Some people suggested (likely before the headless client option was released) that a back end client be used to verify physics. This would save time from having to create your own physics engine, however, to me this seems very hackish and not something we'd like to do.
Pro's: Access to unity physics
Con's: Added latency to have to transmit info between client server server client, seems hackish.

3) Use a 3rd party physics engine server side. I was looking at Physx .net wrappers for C#, however, it seems like they are all out of date and have not been updated since 2011. This could be due to the death of XNA as most of these were developed to assist with .Net XNA games. Given that support C# physics engines is pretty much dead, this is not a great option unless I dive into another language, such as Java, or C++. I'd like to just stick with C#, although I've used Java many times in the past; likewise, its very similar to C#.
Pro's: Many 3rd party physics engines have a lot of features and would be great to use.
Con's: Time, can take more time to implement, learn. If using C# wrapper, many 3rd party physics engines seem to now be dead or dormant.

4) Create your own physics engine. While I'd like to do this and learn more about physics, if we can instead use Unity's engine on the server, it may save some time.
Pro's: Complete control, if you can build it you can use it.
Con's: Can be time consuming.

We've opted for 1) right now. The best thing right now would be to test out the headless client/server and see how smoothly it runs. If it starts eating up the CPU as some people have reported, although those posts were a few months old on the Unity forums, then we might have to think of something else. If it doesn't, this may be the best way to go.

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 ElectroBot at 2:03 AM
(905 Views / 0 Likes)

I’m a little snapshot, short and stout. Here is my screenshot and here is my [FATAL CORRUPTION IN CLASS SXQ CANNOT CONTINUE]
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:
// The Minecraft and Minecraft Realms teams
by Kane Hart at 6:57 AM
(3,311 Views / 0 Likes)
Since 1.7 is slowly coming along and I had predicted it to be pretty darn slow and thankfully it has been, I thought this be a good time to work up some of the suggestions and ideas we had on the old Godcraft site. I guess to sum up what we decided is we were going to setup 1 single world with no nether portal access yet. Maybe the first major addition to the server sort of like a content update but there was clearly no fees or cost to these updates just fun and a new way to try to extend the content.

So how we decided it would work is we would launch 1.7.2 with a dozen or so plugins pretty much a lot of basics + ByteCart and some VIP Features to help keep the costs down for the servers. From there will be launching the Nether and many other neat content updates like Arena's and much much more. We wanted the players to have as much as the vanilla feel we can offer possible from the start and then slowly add more the fun and interesting plugins into the server as time goes on.

There will also be no required modded client in any way and at the same time will not be wiping this server ever unless some massive crazy nuclear strike hits us the first few days of launch like say Mojang really made a no no. But after that initial period it will be smooth sailing and we hope to once again have 2-3 great years just like we did with Godcraft's Flagship Build Server.

So Please start using this thread to post ideas and suggestions and keep it mature an don't argue. Overtime I will edit my thread with more content and compile the ideas we liked just for a easier read.

So Start Talking!
by Kane Hart at 12:38 AM
(1,008 Views / 1 Likes)
So the launch of Terraria 1.2 will be on the first of October. I was wondering how many people would be interested in 1 or heck 2-3 servers? We could do a VIP Server / Free Server. VIP Just a simple password we share with the current members.

Anyways I wanted to hear what you guys thought. Terraria is pretty much gone through the biggest update ever and adding more features then ever. It's no Minecraft for most of you but it's a fun game to play for a week or 2.

by Kane Hart at 8:59 AM
(742 Views / 0 Likes)
This will hopefully fix the latest crash issues with IndustrialCraft.

  • Updated GregTech to 4.04c
  • Updated IndustrialCraft 217
by ElectroBot at 3:20 AM
(655 Views / 0 Likes)
Source: redstonehelper (

BTW 1.6.4 is NOT compatible with 1.6.2. We will be skipping 1.6.4 since it doesn't apply to our Creative server (no structures) and our modded server will remain on 1.6.2 as well.

To "downgrade" to 1.6.2, select it as the version in your vanilla launcher or use our modded client updater.
by ElectroBot at 3:06 AM
(1,036 Views / 0 Likes)

There’s a snapshot! It’s called 13w38a! What does it have? Well, that’s Super Secret :)
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:
// The Minecraft and Minecraft Realms teams
by Kane Hart at 1:00 PM
(1,938 Views / 0 Likes)
This was an attempt to fix a server crash bug with ExtraCell's. The crash was unfortunately not fixed nor I think required on client side at this time. We suggest you not use ExtraCells for now till the issue can be solved.

We for now had to remove the mod and load the chunks and re-add the mod to fix the issue for now. If you guys outside Spwnx base had any loss, Then please let SpwnX Know ;)