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16
Changelog For 2015-01-09
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New Today On Civcraft

  • Mobs should no longer be able to travel through nether portals, this should bring portal farms back to their previous efficiency as well as fix randomly spawning portals in the Nether

New Today on Civtest

  • No Changes to Civtest for today

Bugs And Development Focus

  • As outlined here thanks to Flaminius's testing we can see that the issue with printing presses starts at the 5 page or so mark. Everything else seems to work ok, but the costs on all of this do need to plummet.

  • Awhile back, we sitched SWITCHED from quonic's generously hosted wiki to our own wiki at civcraft.org. I think most of the content has transitioned, but are there old pages still missing? If there are some old articles that haven't been moved over then feel free to download the images or pages and edit them in. We highly encourage using the wiki to document the history and legacy of your cities.

  • Civtester flair fixed courtesy of /u/sashimii

  • I ttk need(s) to set this up when time allows, Jawa told me him how.

  • The reintroduction of the Nether has changed the dynamics of Nether mob spawning and this needs to be addressed. Perhaps either limiting their spawn or item their drop rate would be the proper course of action. Either way, testing needs to be done to see how much it has actually been affected.


ttk2's Hobo's ttk2's Thinking Corner

  • So performance once again does not seem to have meaningfully improved, although from watching the timings last night what was slowing things down has changed, there was a moderate sized percolator running (someone testing the bastion water flow fixes from what I understand) so tonight might be different, I might try slowing down hoppers by a factor of two if they continue to be a large negative impact on the tick, but more and more this feels like a game of performance whack a mole, hit one thing and another pops up.

  • Surprisingly Erocs has suggested that we do make the update to 1.8, initial testing shows that most of our plugins work right out of the box, the major difficulty is going to be handling things like xp and combat balance changes, which will mean more stuff shoved into humbug, but might not be too difficult. If its feasible we might try and combine the Citadel 3.0 and 1.8 updates, but hat might end up delaying the new Citadel more than is needed or causing other undesirable problems.

  • If I remember right the Citadel 3.0 testing event will involve downtown Columbia in a king of the hill match, further details need to come from Rourke, date and time would be nice.

  • Todays post brought up discussion about Citadel reinforcements themselves being too weak, that's a major balance revision, but one I am willing to discuss, the issue is that any changes we make will have very very far reaching impacts, so I have been hesitant to do them before, Citadel code changes will be needed, probably in the form of a command that goes like "reinforcement value change diamond old_max new_max" the command would then go to the database and scale all diamond reinforcements by that percentage and save out the new number to the config. The problem is that from what I understand there are no reinforcement types stored in the db, only numbers so a diamond reinforcement with 250 durability left is no different from an iron reinforcement as far as the table is concerned, this means that scaling diamond reinforcements with 250 or less durability is impossible. pardon me, I stupid

  • Its nice to finally get out another wall of text, its been a while since I had a good muse.

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