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;
Hey! You! Did you hear about the new snapshot? No? Well, there’s a new snapshot! Huzzah! What got added? Stuff! What got fixed? Bugs! If you find any more silly bugs, please help us fix it by reporting it to our bug tracker.
We still strongly recommend that you don’t run the snapshots on an existing world if you don’t want to run into chunk errors. There is a known issue with world structures such as Nether Fortresses not transitioning to 1.7 from 1.6, but we will be bringing out a 1.6.3 shortly to fix this.
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.
We got a small update tonight to hopefully fix some progress issues in Gregtech and another Dupe bug in ExtraCells. At the same time we had a request to increase the max chat line limit to 500 so it's been done!
Just wanted to let everyone know our first major update is out with 11 mods being updated as well as some minor tweaks here and there. Please let us know if you have any issues at all and if you have any tweak suggestions here and there.
Please also note you will need to close your updater to receive and view the new update to grab the latest information from the server. So if you are having wrong version issues just close Minecraft + the Updater and relaunch and click update.
Hey everyone, we've been working on the client for Project Legion and can now proudly say that we've created multiplayer support. At this point in the project, multiple clients (not released to public atm) can log onto the server, each client sees each other client moving around. Likewise, we've added some animations for the client so that player movement is animated. Next step we plan to add some basic attack functions, more just for fun than anything else, and from there we'll continue on our road to creating Project Legion.
It has taken a bit longer to get this far than I would have liked, I had to take a week off of working on the project to do other things. I'm in the middle of moving at present, which is interfering. Likewise, we had to create a few scripts between the Stone Legion website and Stone Legion Minecraft, which took a few of my nights to create.
Anyway, tonight I was stuck with Unity not working like it should *smashes keyboard*. Within Unity exists something called a GameObject. GameObjects are what the every object in game is built from. You can add C# scripts into your GameObjects to do whatever you code them to do, or control your GO's with other scripts elsewhere. Each player is a GO. I was trying to update the position of player gameobjects sent from the server, so that players could see other players, however, the GameObject.Find(name).transform.position = vector didnt seem to be updating the position.
After an hour of trying different approaches, instead I opted to create an IList, which you can then query with LINQ in a similar way to SQL - only this list is in memory, not stored in a DB - although you could store it to a DB and query that DB by LINQ too if you wanted. This is a pretty efficient way to retrieve a column from a list in memory and I've read it is also quite fast doing this server side (which is something we do). You can easily search lists in memory by quering them and even update records in the list as well. The code below is a basic example of searching for a GameObject by a name, and then updating the GameObject's position. If the GameObject doesn't exist, it gets added to the gameObjectList and can then later be found again by calling this method and searching by its name.
IList gameObjectList = new List();
public GameObject character;
//.... very basic coding for example
void UpdateOrAddGameObject(string name, Vector3 vector)
var record = (from gol in gameObjectList where gol.name == name select gol).FirstOrDefault();
if(record != null)
record.transform.position = vector;
GameObject gObj = (GameObject)Instantiate(character,vector,Quaternion.identity);
gObj.name = name;
Anyway, bed time for now, will continue tomorrow and maybe soon we'll have something to show. Right now it's not much, still an eye sore, although yesterday I was doing a client stress test and had about 50,000 mock players walking down my monitor. It was pretty cool.
It’s that time of the year again. Hold onto your hats because we have brand new bugs features for you to explore! Introducing the first snapshot of Minecraft 1.7: 13w36a. What’s new, you ask? I don’t know! You tell me! We’re keeping this one a secret for now, but please report anything that you think is not an intended feature to our bug tracker.
We strongly recommend that you don’t run the snapshots on an existing world if you want your landscape to stay pretty. You’ll get silly chunk borders and they don’t look pretty at all. I’d even go as far as to call them ugly.
To get the snapshot, 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.
Biomes O Plenty
Binnie Extra Bees/Trees
Not Enough Items
And Much Much More!