That's usually for the best where I'm concerned.Thank you. I will no longer take you nor anything you say seriously. (Definition 3 or 2 depending on where you're looking)
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That's usually for the best where I'm concerned.Thank you. I will no longer take you nor anything you say seriously. (Definition 3 or 2 depending on where you're looking)
Same here! *High-fives*That's usually for the best where I'm concerned.
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Not sure I understand that.In more serious discussion (cough, fists down guys ), DinnerBuddy announced that the new snapshot may have threaded dimensions 0.0 any thoughts?
In more serious discussion (cough, fists down guys ), DinnerBuddy announced that the new snapshot may have threaded dimensions 0.0 any thoughts?
I certainly don't. Mind explaining?Not sure I understand that.
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In more serious discussion (cough, fists down guys ), DinnerBuddy announced that the new snapshot may have threaded dimensions 0.0 any thoughts?
ikr.Oooh, that'll be nice to have.
Not sure I understand that.
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vMC will use multithreading to optimize dimensions.I certainly don't. Mind explaining?
Ok. I understand that. But how will it optimize dimensions?ikr.
vMC will use multithreading to optimize dimensions.
Ah. Excellent. One of my biggest gripes about MineCraft (and Dwarf Fortress) is the sorry state of multithreading support.ikr.
vMC will use multithreading to optimize dimensions.
I would think that some of the main issues fall under keeping things in sync, which is why the separate dimensions being threaded is where they are starting. This is a cool link though for some insight:Ah. Excellent. One of my biggest gripes about MineCraft (and Dwarf Fortress) is the sorry state of multithreading support.
Question to devs, although I'm probably answering it by asking it, is multithreading that complicated that nobody wants to deal with adding it?
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In Lua, multithreading was worth it, but you had to use a poop ton of functions.Ah. Excellent. One of my biggest gripes about MineCraft (and Dwarf Fortress) is the sorry state of multithreading support.
Question to devs, although I'm probably answering it by asking it, is multithreading that complicated that nobody wants to deal with adding it?
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Hooray for the steady march and progression of technology, which is almost impossible for people to take advantage of =PIn Lua, multithreading was worth it, but you had to use a poop ton of functions.
You know, ansibles or the like might be just right for the interdimensional mechanics of Ultratech. I'll keep that idea in mind, thanks!I want an Ender mod so I can use ansibles to create Jane to transport stuff remotely. How's that for expensive transportation?
In more serious discussion (cough, fists down guys ), DinnerBuddy announced that the new snapshot may have threaded dimensions 0.0 any thoughts?
One of the key things for me when putting a pack together and when first starting the the world is a bag. I like having multiple bags to seperate all my stuff out, and hate having anything in my actual inventory. That may have a lot to due with me recording my gameplay though, and not wanting to derp around looking for stuff on camera (what is more annoying to viewers than that?!) It is always nice to know where everything is/goes and that I can just open this bag here for my tools or that bag there for the mats I prepared for the build we are doing this episode.I completely get you points and agree with them Dorque, I just wish that there was something out there that was really cool actual game content instead of being something simply born out of convenience.
One of the things that possibly follows this is the request pipe/remote requester/ender chest that logistics pipes and ender storage can put together. This in my mind is really cool gameplay, it takes some effort to set up, and isn't just 6 bags in your inventory.
I do try to force myself to be "on my game" in terms of keeping my inventory from getting cluttered.
Unfortunately at the end of the day, most people still want the convenience of a simple bag to open in their hotbar (which is reasonable), and anything that would be more realistic would need to override important player inventory things to be worthwhile/cool or still remain really powerful/convenient to compete with magic bags.
One of the key things for me when putting a pack together and when first starting the the world is a bag. I like having multiple bags to seperate all my stuff out, and hate having anything in my actual inventory. That may have a lot to due with me recording my gameplay though, and not wanting to derp around looking for stuff on camera (what is more annoying to viewers than that?!) It is always nice to know where everything is/goes and that I can just open this bag here for my tools or that bag there for the mats I prepared for the build we are doing this episode.
One of the things I am most looking fwd to in 1.7 is AE2 and the new view filtering Algo put in. The View Cells are epic.
If I were a server owner in there, I would be tempted to put in a real backpack!I always hoped someone would make a starting bag mod. the server owner or modpack developer can set it so a new player would receive this bag upon loading the world.
in the bag there are items that can be configured through configs, this way a server owner or a modpack developer can give starting items to players without overflowing their inventory.
but the bag is similar to a dartcraft spoils bag, you can take items out, but can't put them back in, this way you can take out the items you need, and leave the rest in the bag for later.