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Old 7th January 2013, 04:39 PM   #11 (permalink)
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my experience previously is that it is un-TOG-like (and thus an offence) to knowingly use an exploit. (And to me a bug this OP is clearly an exploit.)
What we consider in minecraft to be an exploit is more things like when there have been bugs that allowed players to duplicate items or something like that. An item freely available in the game to everyone - even if it's a mistake for it to be like that, is not an exploit in the same fashion.

But.... to add another spanner in the works....

Bazz tried to make some rubber boots today - and they don't work like they used to - so it seems they have been fixed. So basically they are now not worth making.

The ones he crafted today will wear out when you're taking damage. So while they will give you a bit extra health, they are not impervious to damage any more.

I got MiniObsi to log on and try to make some, to see if it was updating the launcher that changed them (her launcher hasn't ever been updated) - the ones she made are likewise nerfed. So it would seem that anyone trying to make boots now, will have nerfed ones. So it must be something updated on the server.


Which has the additional problem of what do we do now. Because if some people's rubber boots are the original overpowered ones, and new players can't make them like that - then yes, that is unfair advantage.

So we might have to require all players to hand in any of the old boots, so that nobody has the old impervious boots?
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Old 7th January 2013, 08:48 PM   #12 (permalink)
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I got MiniObsi to log on and try to make some, to see if it was updating the launcher that changed them (her launcher hasn't ever been updated) - the ones she made are likewise nerfed. So it would seem that anyone trying to make boots now, will have nerfed ones. So it must be something updated on the server.
So do you guys update the server from time to time or how can this happen? Does it get automatically updated on the daily restart?
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Old 7th January 2013, 09:53 PM   #13 (permalink)
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Do you like my boots, boots?
Boots, my rubber boots, boots

You can not afford, 'ford
Ford, my rubber boots, boots
Even if you could, could
I have a patent!
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Old 7th January 2013, 10:19 PM   #14 (permalink)
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As far as I know, we have not yet updated the server, though we plan to soon. The launcher and client mods have been updated in recent weeks.

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Old 7th January 2013, 11:21 PM   #15 (permalink)
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You'd have to test this theory, but since it looks like a client side bug with how durability and damage are calculated, all rubber boots should be fine now.
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Old 8th January 2013, 12:06 AM   #16 (permalink)
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Well the fact that a client has that sort of power is a bit scary. If you can manipulate server states that easily through the client that's not very good. But I guess it comes from Minecraft (or at least industrial craft) being a single player game from the beginning with the multiplayer part tacked on later.

But I guess it's not the only coding horror I've found in the FTB mods. Take computer craft for example; when you write a program EVERY KEYSTROKE is sent to the server. The obviously intelligent way to do it would be to send the entire file when you hit save and keep the writing client side only.
Or when you look at progress bars in some machines, it seems like it actually synchronizes it with the server several times during the operation, when once would have been perfectly enough.
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Old 8th January 2013, 12:20 AM   #17 (permalink)
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Originally Posted by DaedalusAlpha View Post
Well the fact that a client has that sort of power is a bit scary. If you can manipulate server states that easily through the client that's not very good. But I guess it comes from Minecraft (or at least industrial craft) being a single player game from the beginning with the multiplayer part tacked on later.
It's why hacked clients cause such big problems.

Quote:
Originally Posted by DaedalusAlpha View Post
But I guess it's not the only coding horror I've found in the FTB mods. Take computer craft for example; when you write a program EVERY KEYSTROKE is sent to the server. The obviously intelligent way to do it would be to send the entire file when you hit save and keep the writing client side only.
Or when you look at progress bars in some machines, it seems like it actually synchronizes it with the server several times during the operation, when once would have been perfectly enough.
I see no reason at all any of the program needs to be sent to the server until it's executed. Other than that, there's no need.
Notch has admitted he's far from the world's best programmer, and a lot of what Mojang has been working on the past year is cleaning up and optimizing the code base, but there are core behaviors that are probably hard to change without tearing everything down to bare bones and starting over.
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Old 8th January 2013, 12:28 AM   #18 (permalink)
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The Boots pre patch are still bugged, only new boots are fine

the Admins are in discussion and will have a decision as how to betst proceed shortly
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Old 8th January 2013, 12:37 AM   #19 (permalink)
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Ugh. That's annoying. I was hoping that all boots would be fixed.
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Old 8th January 2013, 12:54 AM   #20 (permalink)
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I see no reason at all any of the program needs to be sent to the server until it's executed. Other than that, there's no need.
Actually it has to be sent to the server when saved, because if someone else access the computer to run the program it must be available, but if it's only in my client until I execute it, it might not be.
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Originally Posted by Irimar View Post
Notch has admitted he's far from the world's best programmer, and a lot of what Mojang has been working on the past year is cleaning up and optimizing the code base, but there are core behaviors that are probably hard to change without tearing everything down to bare bones and starting over.
In all honesty I think a lot of these problems are not mojangs fault but the mod developers. They started with single player mods and then converted them to multiplayer with as little effort as possible. While that may work, it will compromise both network efficiency (sending data as if it was all on a single cpu) and server command structure (server and client not correctly separated).
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