Aquatic Plans (and then what really happens)

The correct translation (even if it's spelled very wrong and has norwegian in there): "If you have great pains somewhere, you must call 113..." Which is 112 to be the correct emergency phone number.
 
112 is police in Norway :) tho I suspect it could get you an ambulance too, if you needed one.

En brann er ikke tull, du må ringe 110 (A fire is no joke, call 110)
Har du fått en tyv på do må du ringe 112 (Is there a thief on your toilet? call 112)
Har du veldig vont et sted, må du ringe 113 (Are you hurting a lot somewhere? call 113)
Det er lett å huske det! bæ-bu-bæ-bu-bæ-bu... (It is easy to remember! *child-like siren noises*)
 
Initially, 1.13 was scheduled to be released on May 30, 2018. However, the release was later pushed back to an undetermined date to fix critical bugs
If you have critical bugs at your _release_ date, there's something wrong in your dev cycle.
 
The whole thing feels a little slap-dash to me. It feels like the whole code base is cobbled together, they add something and break something else.

I agreed with the many pundits who said a long while ago that the post-Microsnot Mojang would do the Microsnot thing = Add features and gloss at the expense of stability.

This time they have rebuilt a lot under the hood, which is a massive coding task, and added lots of glitz at the same time. Madness, like Windoze Vista o_O
 
As far as I understand Microsoft has been taking a relatively hands off approach to allowing Mojang to work. Of course, Microsoft has certainly been capitalizing on their investment, which I think is primarily milking the console folks (kids). I think it's safe to assume that it's not really possible to monetize our demographic with Minecraft. The big rewrites to stuff like water mechanics are impressive though. They're just trying to fill out the game. The End use to be a place you would never want to go unless you wanted endstone or obsidian (at least until Enderfarms were discovered). Pre1.13 there really wasn't anything worth looking at under the ocean save for squids.

I dunno, maybe I'm just cautiously optimistic? I'm sure they'll make performance improvements as they progress.
 
I've really only noticed big performance issues since 1.12, it was immediately noticeable from about the 3rd or 4th snapshot. No idea what was changed, but hopefully it gets resolved eventually. Spigot solves the issue for now, but I'd far prefer to stick to pure vanilla, unfortunately it's just too laggy to be playable.
 
In my pre-1 SP world, can't place chest side by side without them joining as in previous snapshots..
I'll modify that, they appear to only join if they are facing the same direction, which is different from the previous snapshots.
P.S. Another correction. The above happens when placing on a solid block behind or below the first chest. If the block is another chest, the second does not connect to the one beside it (of course you have to shift place).
 
Speaking of emergencies...

Is there any chance at all that we could bring over a limited stock of stuff with us to the new server? I'm not talking mountains of diamond blocks &c., just e.g. one suit of suitably-charmed diamond armour & equipment (like an infinite mending bow or two, and an elytra) in one shulker box?

It wouldn't unbalance the server, everyone would be more-or-less equal, and those of us who don't particularly like or enjoy dying constantly would be able to, you know, not die.
 

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