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 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.
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.
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
Here is some great updates today. The biggest change would be pretty much every Electrolyzer and Centrifuge Recipe has been changed and some more IC Features working or getting better but the biggest thing is some actual NEI Recipes now!
Today is a pretty decent update in terms of some new features. We have Optifine that is an optional install. You must do this by clicking modules in the updater and checking Optifine. The next things that we are welcoming back to our family is NEI Plugins. Now it's missing some IC/GregTech Features till a future update but is already being very useful when it comes to other mods. Thanks to Fugners bug report, we also now have a fix for Indemnification cards for MFFS.
PS: Boost Key / Mod Change on Gravity Stuff WORKS!
Project Legion is coming along nicely, we've hit our first milestone and we're now working towards our second of many Milestones. The first Milestone is a basic multiplayer client and basic server interacting with each other. This is now complete. We are now working on adding further interaction between players, adding in NPCs, chat, and a bunch of other basic game elements and goodies.
One little problem we ran into was instantiating gameobjects using the constructor of a class rather than using unity's "GetComponent". Scripts that will be used on a GameObject have to inherit from MonoBehaviour as there are many functionalities that come with MonoBehaviour that are required for things to work properly. Originally we tried to make do without this, I wanted to just to create objects by calling them by their constructor, i.e. MyObject myObject = new MyObject();. This worked fine up until I started adding textmeshes. I then had to switch over to using something called GetComponent to access a script attached within the GameObject, as I was getting weird functionality without it otherwise.
Anyway, the code below is just a quick snip of instantiating a GameObject and then accessing a script that is attached to that GameObject. This GameObject in particular is a prefab. If anyone ever plans on using Unity, this is a basic concept you will have to understand.
//instantiating a GameObject from the prefab characterPrefab.
gObj = (GameObject)Instantiate(characterPrefab,vector,Quaternion.identity);
//access the PlayerObject C# script within the GameObject gObj which we just instantiated in the line above.
PlayerObject poScript = (PlayerObject)gObj.gameObject.GetComponent(typeof(PlayerObject));
//call/do/set/get whatever functions/variables/etc within the PlayerObject script
poScript.objectName = gList.name;
poScript.playerId = gList.pId;
poScript.health = gList.health;