Minecraft a mody na 1.8

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Hanakocz
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Minecraft a mody na 1.8

#1 Příspěvekod Hanakocz » 11 dub 2015, 20:36

Asi jste si všimli, že pro 1.8+ ještě moc modů není. Ani nebude:)))) Proč? Tu je takové shrnutí z jednoho z fór:
Nicméně 1.7.10 je poměrně v pořádku ...ale i tak je to smutné

Pros for upgrading to 1.8:
A couple of new stones (currently possible with Chisel in 1.7 anyway)

Cons for upgrading to 1.8:
Much slower rendering methods, resulting in lower average FPS and much more severe 'lag spikes'
Slower network behavior/Laggier servers, especially if someone dies, can cause noticeable slowdown even with <5 players
Much larger memory usage profile (Up 30%!)
1 to 3 new memory leaks (depending on who you ask) requiring more frequent client restarts (and server, if you count the 'other 2')
Unusual amount of entities present, especially when the world first starts/spawn or chunkgens, causing considerable lag and pathing stress
Previous savegames uncompatible (even if not crashing they will be inexplicably laggy when loading, updating, and saving these chunks, even after 'converting' them)
EXP orbs despawn very slowly or not at all, contributing to item/entity lag and clutter, and causing FPS dips for players.
Bug with crafting interfaces
Bug with chest faces
Bug with furnaces and stacks
Item dupe bug in crafting grid, very exploitable and easy to do
Fatal client and serverside crash from placing vines in the nether
Chunkgen often gets stuck or hangs until server or client restart
Brightness constantly resets to 'moody'
Beds sometime set time to dusk, instead of dawn
Middle-clicking (clicking the scroll-wheel button) no longer changes the selected item (in the bottom bar) to the block middle-clicked on.
Placing a torch underwater will leave light in that area even after the torch is destroyed by the water.
Powered Minecarts aren't having lighting applied in torchlight/fire/glowstone.
Paintings with a block directly above them have a light level of 0.
Corners of blocks visible next to new types of stair blocks appear darker than they should.
Chests will alternate between "lighted" and dark depending on where the player is looking
Redstone repeaters' tops are not lit correctly at night.
Using F6 and F7 in the Nether causes it to get brighter and darker, as if it was in the overworld.
Entities appear as though they are in a dark area for some users
Sometimes signs will turn black.
The hand's lighting seems to randomly skip between normal and dark in first person.
As you descend towards bedrock, worlds basically have zero light, even with the brightness meter on full. Strange particles also float in the air. Torches do not counteract this, meaning it's impossible to see far even in an open "well lit" area.
The file light_normal.png does not affect lighting when applied with a Texture Pack

Missing "cracking" animation on chests when breaking them.
Sometimes, especially in water, digging the block directly below you produces no "cracking" animation.
Storage Carts have the chest part in an odd location.
Glass panes do not properly line up with / attach to double slabs like they do other solid blocks.
When you place a halfblock on top of a glass pane, it causes odd rendering glitches on the top of the pane - but only when the pane is facing north/south (the flat sides, not the edges).
When you are immersed in lava, the bright red visibility is missing when you are deep underground. Instead, the visibility is similar to that of a dark cave.
Bobbing up and down in water causes the horizon to alternate between visible and absent. Most noticeable when swimming in large oceans.
Ice blocks clip with iron bars.
The armor bar obfuscates a bit of the bottom of the map (item).
When sprinting on wood, wool, or any block with different metadata textures, particle colors use the default texture (example: sprinting on red wool creates white particles). This also happens when breaking metadata-based colored textured blocks since they were implemented, such as biome-colored grass - it appears to be related, if not the same "bug".
The game tends to run out of memory more often than before.
Another crash seems related to changing the state of a furnace. Simply putting in smeltable items and fuel can crash the game(crash log: [19]). The same happens once the furnace reverts back to the state without the fire animation. This bug will also cause the "timer" of the furnace to become stuck at maximum fuel. Once the last item of a stack is transformed it will quickly lower to zero. (There is no visible change for the first 7 items in a stack, in case you use coal as fuel. Once the last item is transformed, the fire symbol will vanish very quickly.) So the timer might cause an overflow. This can be overcome by placing the object to be smelted into the furnace before the fuel.
It appears that, once furnace-related crashes start occurring, other crashes unrelated to the state of furnaces will also start happening. Restoring the original minecraft.jar seems to fix the problem.
Sometimes, the game can crash when entering the "Video settings" menu.
Setting the Graphics option from the main menu causes the game to crash. Setting it mid game works, though.
Setting the Smooth Lightning option from the main menu causes the game to crash. Setting it mid game works, though.
Setting the Advanced OpenGL option from the main menu causes the game to crash. Setting it mid game works, though.
Mobs that die in lava may drop XP orbs which can cause lag, especially when players frequent an area on the surface where this happens underground.
Burnt chickens and cows do not drop cooked chicken/ cooked steak like pigs do, but drop their raw versions instead.
Cave spiders appear to be incapable of passing through web blocks, or spawning in them, instead ending up spawning in rooms adjacent to the spawner "nest" (maybe intentional) or trapped behind web blocks, unable to move (much) or attack until you free them.
Cave spiders get stuck in a ceilings 1x1 hole, as they can get in but appear to keep jumping in and out of the hole, but instead are actually stuck. They also can get stuck at the ceiling layer if they are outside of a cobweb.
Occasionally a spider when suffering damage will glow much more brightly than normal. Textured spiders with transparencies also display a glow, but this is continuous.
When an animal is in water, upon attack they simply stare at you, instead of fleeing.
When a wolf is in water its texture will become completely black (tested with a tamed wolf at night-time) and will stay black even once it has left the water. This can be fixed by making the wolf sit or reloading the world while the wolf is out of the water (in SMP reconnecting and in SSP clicking 'Save and quit to title' and reloading the world.)
If an Enderman carries a Grass block, said blocks textures are incorrect(showing the side texture on the top), presumably since their carried blocks show the same as blocks in the inventory.
Squid do not drop experience points upon death.
Since passive mobs no longer despawn, they will accumulate in water holes or caves. This also creates a shortage of food if many sheep spawn then move out to the ocean, as no other mobs spawn until those are killed.
Passive Mob spawning is bugged, mobs spawn in very specific places in large groups (7-12 mobs per group spawned, all of the same type). Killing those mobs will likely spawn mobs of the same type again.
Chickens rarely drop feathers.
Endermen will destroy player-placed blocks in the same fashion as every other block; randomly. This includes chests. Endermen can even pick up obsidian, TNT and bedrock. These blocks are lost forever when they are killed.
(Arguable) Skeleton are too hard to kill, especially when in "easy" mode.
Rain always has the same intensity and volume, beginnings and ends are sudden. This bug also happens in 1.7 versions and before, but only in multiplayer.
Rain appears in places where it shouldn't be until the player moves closer to it (for example, through the ground or in a desert area).
Cacti may be invisible.
Using bonemeal on a mushroom to create a giant mushroom will cause the block under the mushroom to change to dirt, no matter what type of block the mushroom was initially placed on.
Bonemeal does not work on melon or pumpkin stems.
Giant mushrooms are not flammable (may be intentional).
Placing vines in nether causes a crash
Mossy and Cracked Stone Bricks drops smooth Stone Bricks when destroyed. When they are placed in the world by the player (with INVedit or similar programs) they appear as smooth Stone Bricks.
Brick and Stone Brick Stairs have a weird lighting bug if they placed next to walls.
Block 97 is broken much faster with fists than with any tool.
If a vine is close to a glass block and you are on the opposite side of the glass, you will not see the vine through the glass.
When you grow a giant mushroom in the Nether (maybe in real world too), the top blocks are sometimes invisibles... Can be fixed by add/remove a torch close to the invisible zone.
Place or remove a block directly near a mushroom will cause it to "depop" (as if you break it).
Painting have a light level of 0 when a block above it.
Red flowers do not generate
In Ocean biomes there are occasionally cubic underwater pockets of air. These can form inside rock faces, on the ocean floor, or even in the middle of the water.
In NPC Villages, houses' doors can be generated buried by other blocks, even the gravel roads. Further, they can be placed significantly off the ground, so they're inaccessible.
In NPC Villages, gravel roads can fall into caves, the ocean, and go too quickly up a hill.
Villages can be generated in shallow water
Torches placed by the terrain generator (in NPC villages as well as in abandoned mineshafts) sometimes fail to light the surrounding area. Forcing a relight, e.g. by placing another torch (which can be removed afterwards), will solve the problem.
Ravines seem to generate after abandoned mineshafts, causing mis-placed blocks and inaccessible areas.(i.e. floating support beams, floating tracks, floating chests, etc.)
Industry 2.0 -> 1.7.10 GregTech6 server. Pro připojení stačí napsat.
Člen ligy pro aktualizaci serverů na novější verze a rozšíření modovaného MC.
Discord FH : http://discord.fakaheda.eu/ (sem psát pokud chcete poradit s MC mody akutně)

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Re: Minecraft a mody na 1.8

#2 Příspěvekod Mysteria » 11 dub 2015, 21:46

Ještě by to chtělo český překlad (víš jaký je věkový průměr návštěvníků tohoto fóra). :)

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Re: Minecraft a mody na 1.8

#3 Příspěvekod nejento » 12 dub 2015, 02:13

Je otázkou času, jestli někdo udělá mod na opravení těchto bugů a nebo taky otázkou času, kdy Mojang přidá konečně oficiální podporu pro ty mody.
Pak mi ale neříkejte, že mody jsou nejlepší věc na světě a že jsou schopny nahradit pluginy.
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Hanakocz
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Re: Minecraft a mody na 1.8

#4 Příspěvekod Hanakocz » 12 dub 2015, 12:17

Na 1.7 to často ještě jde. A Mojang? Pffff to ještě potrvá...
Výše popsané problémy jsou problémy i vanilla MC, takže to je důvod, proč modeři zůstanou u lepší verze MC -> 1.7 ...


Ale ano, něco vzniká.....projekty podobné MC, psané SNAD líp a snaží se o kompatibilitu s MC mody.....tak tam jsem fakt zvědav :D
Industry 2.0 -> 1.7.10 GregTech6 server. Pro připojení stačí napsat.
Člen ligy pro aktualizaci serverů na novější verze a rozšíření modovaného MC.
Discord FH : http://discord.fakaheda.eu/ (sem psát pokud chcete poradit s MC mody akutně)

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Re: Minecraft a mody na 1.8

#5 Příspěvekod nejento » 12 dub 2015, 17:16

hanakocz píše:Ale ano, něco vzniká.....projekty podobné MC


Jestli máš na mysli takové ty klony Minecraftu, tak pořád si myslím, že originální verzi bude hrát daleko více lidí, než klon.
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