Days since last Rust Minecraft server
Days since last Rust Minecraft server
Days since last Rust Minecraft server
Days since last Rust Minecraft server
Days since last Rust Minecraft server
Feature World Lighting: not implemented
Lighting is server side? o.O
I guess because it influences creep spawn or sth?
Yes, it influences mob spawns
yep :)
you can probably imagine how horrible it is when you have many many players doing many many light updates.
Hmmm. I would be excited for these, except I already bit the bullet and switched to Luanti.
Now that I'm spoiled by an insanely fast server, I do totally understand the desire to have a Rust Minecraft server.
None of those Rust implementations are fully functional yet, so Luanti seems like a better choice if you want something fast.
Makes sense. I know there's some amazing Minecraft plugins that haven't been ported to Luanti, yet - and vice-versa.
Of course, I'm happy to be on an open solution with Luanti.
But I might run one of these Rust Minecraft engines for a weekend to revisit an interesting plugin sometime, if they reach full stable mod support.
I really want to switch to Luanti, but without equivalents to create and ae2 (at a bare minimum) I can't see myself playing it for any significant time.
Yeah. I'm still looking for a good answer to create
. There's a huge number of technology mods in Luanti, but I haven't found one with the same maturity, yet. If I find one that's close, I may fork and update it, yet.
I think I'm most of the way to having AE2
replaced, for my needs, using Pipeworks
and SWRobots
.
"This memory-safe language almost killed the oldest anarchy server in minecraft"
still waiting for one of these implementations to actually be useful
Why write a server in rust? Java is already memory safe 🤔
I guess it can be a fun hobby project to learn Rust
Tbh writing a Minecraft server isn't anywhere on my list of projects to write to learn a new language but you also aren't wrong, just wouldn't be what I'd choose
Probably performance - the Java server takes up a lot of memory and CPU for what it does. The base implementation first started in 2011, so it wasn't exactly designed to be multithreaded or parallelized because most games were still largely single-threaded at the time. Rewriting it from scratch in a different language probably helps with that
Counterpoint: Why the fuck not?
How much game logic is in the servers? Do they need updating for every release or are things like mob behaviour and Redstone handled by the clients?
Mob behaviour and redstone are not handled by the clients, nor are they implemented by many of these servers. Those behaviors are currently missing.
even the light engine is server side
Is that one Project seriously named FerrumC-rs?