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news:proposed_mods_guidelines [2014/04/12 20:32] – [ManaLocke] manalockenews:proposed_mods_guidelines [2014/09/07 04:33] (current) – Chibi ch1b1
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 In particular, I am hesitant to suggest mods that require us to wait to install updates, especially as it is immediately after updates when I am most eager to play. In particular, I am hesitant to suggest mods that require us to wait to install updates, especially as it is immediately after updates when I am most eager to play.
-==== Your Alias Here ====+==== RigilG ==== 
 +I've got a lot of the same feelings as ManaLocke.  If we're keeping away from adding new blocks, then things like TreeCapitate (cuts the whole tree down by cutting the base, but takes longer to cut the tree) or new recipes for existing items would be fantastic (uses for rotten flesh and saddles, I'm looking at you). 
 + 
 +As for more advanced mods?  I think alternate realms (Like the linking books of MystCraft or the planets of Galacticraft) would be tons of fun, and require only a minimum amount of extra blocks.  I'm not sure how much effort they would be, but I think they'd be fun, without rendering much of the work we've done pointless. 
 + 
 +Oh, and I'd kill for a good airship mod.  But that's just me. 
 +==== Chibi ==== 
 + 
 +It has been some time since anyone has commented here, so I figured I would take the opportunity to weigh in. My primary concern with regards to mods is, and has always been, the smooth and stable functioning of the server. While idle, the Minecraft server consumes 75% -- 80% of the virtual machine's memory. With a single player connected, that number grows to 85% of the memory, minimum. When the server is under heavy load, memory usage can spiral out of control, particularly if many chunks are being loaded and unloaded. 
 + 
 +The server occasionally has difficulties keeping up as it is: heavy usage can and still does result in jerky performance, slow dimensional transit times, and rubber-banding. Modding frameworks can have deep hooks into gameplay mechanics, and this translates directly into more CPU cycles spent per tick. Others have demonstrated, [[http://www.sk89q.com/2013/03/improving-your-minecraft-servers-performance/|using profiling]], that mods such as FTB and Tekkit can add lots of tile entities. These are expensive to process. Some mods also [[http://wiki.bukkit.org/Bukkit.yml#database|require a database]] server, which would add yet more load.  
 + 
 +I am very reluctant to add even more demands to an already-stressed system. There is a mod known as Spigot which claims to improve SMP server performance. Unfortunately, it was recently served with a DMCA Takedown Request and is [[http://www.spigotmc.org/threads/our-dmca-response.28772/|not currently available]]. In addition to slow release cycles and abandon-ware, which I specifically mentioned above, we might also have to contend with legal issues which make our mods unavailable. 
 + 
 +That being said, I think that command blocks have good potential for simple, maintainable, reliable mods. The [[:team center|scoreboard system]], which is controlled in the Nether, has proven quite popular amongst our players. Other proposed command-block ideas include: 
 + 
 +  * an enchantment shredder 
 +  * a system which periodically eliminates slimes which have spawned above a certain height 
 +  * automatic announcements at dawn 
 + 
 +While I don't want to do anything which greatly alters game mechanics, or requires a lot of site-specific installs, there might be other things we can do with command blocks which will make the game even cooler. For now, enjoy version 1.8, which we have up and running right now! 
  
 ==== Your Alias Here ==== ==== Your Alias Here ====
  
news/proposed_mods_guidelines.1397334758.txt.gz · Last modified: 2014/04/12 20:32 by manalocke