It'll probably be many weeks until all the mods running on Alice are updated to 1.3 and everything is compatible once again, but in the mean time how about a reset to make things interesting again? We don't REALLY need to fuss with a fancy spawn, do we? :| Anyways, just curious about interest in such a thing. I know there's probably quite a few people who don't want a reset. *-*
Everything is too laggy for me now, even If i go to my old house i get d/c'ed, gk and I are really wait for a proper reset. So I would say no. I don't like the idea of multiple map resets in 1 version of mc be cause its like saying to someone "Okay!, you've finally got this done, now i'm going to get you to do it again. . . and again . . .and again" I don't think it gives people much time to enjoy the map. But thats just me.
Sadly, the chances of a map reset before 1.3 seem low especially with the Vincent reset/James reboot. In all likelihood the map will reset with 1.3 (though I obviously cannot guarantee as I don't make that call). I'm personally waiting for a reset to get back into the game.
Meh, the mods will update a bit faster than they did in 1.0 contrary to everyone's opinion. But yea, Rp2, pretty slow. Hopefully we can start building a spawn for Alice soon (have we started yet?) so the server reset can quickly follow.
I'm looking forward to the reset, I'm an avid Dwarf Fortress player so to me starting over is fun! I specially like the idea of everyone being on an even playing ground every now and again specially over time as new players join and older players go absent. It gives everyone a fresh start and allows for some serious trading/player interaction to happen. (give those mailboxes something to do with the next reset, trade with them!) Plus I just love adventuring and a new land allows for new possibilities to explore!
Disconnections are quite an issue for a lot of players. As such, we should ban Lag-o-Mill set ups when it does reset, as from what I have seen they are the culprit for 90% of high-bandwidth disconnections. Other 10% is caused by things connected to timers on excessively short-delayed timers (i.e. 0.200s on a melon farm block breaker system - Looks at Noromical...) and large numbers of cobblegens. That means 100% of these disconnections are caused by RP2 timers! They need to be used less and replaced with timer-less systems like a RP2 relay instead of a chest->filter<-timer setup. Doing this has improved lag in my area significantly.
hmmm, well if you ban those watermills setups you wouldn't have any really steady power supply in the day and night since you can't really use geo therms (unless you use the lava in the nether) and windmills are too unpredictable. As for the timers, people use them for the compactness. I have about 4 times on a 7s intervals for my massive cobble gen and it supplies more than enough cobble. Well if it really was the RP2 timers then you might as well ban them then since i doubt ALL of the people would use that setup and I doubt even half would listen to the idea.
Not saying ban timers, they are necessary for some things, but just discourage unecessary use of them. As for steady EU generation, I am generating a steady 200eu/t just from geothermals in the overworld with a bee->centrifuge->squeezer->geothermals setup. Easily expandable, and fairly cheap too, once you have the bees.
Yeah well no dip, its a really good system that but until you breed the bees or you get someone to sell you them your not going to get the bees for a while, so i'm talking about starter EU.
To which Watermills aren't good, period. Geos supplied via Teleport pipes and pumps, initially, Nuclear to tide you over to renewable and infinite systems, Biogas, etc. Quite a few ways to make power that aren't Water Mill.
. . . . Notice I said starter EU like for when your just starting out, for people who don't have enough for tele pipes, bee's or nukers.