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Old 8th January 2013, 12:56 AM   #21 (permalink)
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Originally Posted by DarkDuck View Post
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
I saw an internet thread where they used a command block or what it's called, to remove the boots from peoples inventory. Maybe that can be done?
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Old 8th January 2013, 01:26 AM   #22 (permalink)
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I saw an internet thread where they used a command block or what it's called, to remove the boots from peoples inventory. Maybe that can be done?
Yes, tricks like that can be done but they can have limitations which I would rather not talk about. But thank you for the suggestion.

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Old 8th January 2013, 01:53 AM   #23 (permalink)
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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.
I hadn't considered that. It's a good point. It's still silly that every keystroke goes to the server.

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Originally Posted by DaedalusAlpha View Post
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).
That's probably at least partly the cause. There is still a lot in vanilla that's done client side that probably shouldn't be.

In the end though, it just really comes down to the admin team having to deal with it, no matter the cause. Which is why we're in a test phase with FTB. I really enjoy the mod pack and hope that we can work these things out, but I understand that this has been a lot of work for Sor and the rest of the team and may not be sustainable long term.
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Old 8th January 2013, 02:23 AM   #24 (permalink)
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In the end though, it just really comes down to the admin team having to deal with it, no matter the cause. Which is why we're in a test phase with FTB. I really enjoy the mod pack and hope that we can work these things out, but I understand that this has been a lot of work for Sor and the rest of the team and may not be sustainable long term.
Yup.

Well at least now the client internally works as a server + client at all times, which should force new mod developers to think about that from the beginning. Eventually the mods will be better working, reducing the work Sor and the team has to do (and improving server response times).
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Old 8th January 2013, 10:40 AM   #25 (permalink)
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I haven't taken damage in the last couple of days, I'll purposefully do so when I next log on just to double check my boots are still (mal)functioning.


- OJ
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Old 8th January 2013, 11:19 AM   #26 (permalink)
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And here I was about to make a pair of boots...


But then again I have nanoboots so... meh
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Old 8th January 2013, 12:47 PM   #27 (permalink)
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Oh i tested it....creeper spawning ftw
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Old 8th January 2013, 01:06 PM   #28 (permalink)
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For the what?

lol
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Old 9th January 2013, 05:31 AM   #29 (permalink)
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In testing it does seem like the new boots seem to be currently working correctly, but still unsure of the cause of the others. It appears the durability level set extremely high. In essence the invulnerable boots are wearing down on their own, but it will take a while to use them up

Still in discussion of the best method to deal with the broken ones. Though I think... its safe to build new ones. Several people have made some and they do seem set as normal now.
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Old 9th January 2013, 06:13 AM   #30 (permalink)
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The new ones look OK. One of the problems with the old ones is that it was possible for the durability decrease from damage to become negative, so they won't necessarily get used up.
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