It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
Arkose: The Xbox versions of Minecraft don't use Java; it would be great if they ported those to PC but so far it looks like they're sticking with Java indefinitely.
Nor does the RaspberryPi edition. But that, of course, is only available as a binary for GNU/Linux on that machine.
avatar
bansama: Speaking of mods, do they have proper mod support yet? Only reason I stopped playing was having to go through the hassle of finding working mods every time the game was patched =/

Personally I can't play the game with out a decent minimap/waypoint mod any more. But the one I used kept getting broken with each update.
They're working their way to the API but, nope, not yet.
Post edited June 22, 2013 by Namur
avatar
Namur: They're working their way to the API but, nope, not yet.
Oh well. Guess I'll wait a few more months/years before going back to playing it then!
avatar
Namur: They're working their way to the API but, nope, not yet.
avatar
bansama: Oh well. Guess I'll wait a few more months/years before going back to playing it then!
You can try technic.
avatar
timppu: 2. I think the Mojang pages said the game is DRM-free. In my opinion that was a lie, you still have to authenticate the game once online when you install it, as long as I could tell (or then I misunderstood something). But after that you apparently could play it offline permanently.

So it had the most lightest known version of DRM known to mankind, one-time installation authentication. But DRM nonetheless. Which in this case I could live with I guess (as the kids wanted to play it online together anyway), but they still shouldn't have advertised it as DRM-free.

(I didn't try it, but I presume you couldn't just run the installer on a new PC and start playing offline, without connecting first to Mojang pages, at least to create an account first for the game?)
Actually, it turns out that it is DRM-free, just not obviously so. I tested it out when I reformatted my laptop.

The thing that you think is the installer isn't the installer, it's the downloader. That activation was just the downloading of the game.

Once the game has been downloaded and installed, you can back up your .minecraft folder and the launcher and put them on any computer without an internet connection.

After my laptop was reformatted, I successfully had Minecraft running fine with my internet connection turned off.

So in my opinion the game is DRM-free, but it's disingenuous of them to call it that without detailing how to install it without an internet connection.
avatar
carnival73: -It's pretty DRM heavy considering that not only do you have to authenticate but first time running is when you pull down the actual game during authentication and I'm pretty sure it's scattered to the point that you can't back it up (Like an EA Origin game).
Nope.
Post edited June 22, 2013 by SirPrimalform
avatar
Crosmando: I tried playing this game, but I just couldn't get past the engine. I HATE Java, God it's so wonky and horrible for games, same goes for that zombie roguelike using Java, the game looks interesting but I couldn't get past the engine. They should try porting it to SDL or Unity, hell even Ogre would be better than Java.
The Java format is really hateful for those of us trying to map game pads. I had to set my Logitech profiler to leaving the Minecraft template always running otherwise it wouldn't activate upon launch.

Not a major issue, ultimately, but it is an extra hassle to have to dump out of the next game you start because you forgot to set the Logitech profiler back to normal.



Thanks for the info, everyone.....I've bookmarked this thread - Also think it serves as a good reference for other newcomers to the game. Thought i was the only one who didn't own a copy but I was watching the main site's sale meter still ticking upwards - Those developers have been earning nearly 30 USD a second for the past two years.
avatar
bansama: Speaking of mods, do they have proper mod support yet? Only reason I stopped playing was having to go through the hassle of finding working mods every time the game was patched =/

Personally I can't play the game with out a decent minimap/waypoint mod any more. But the one I used kept getting broken with each update.
.
.
.
. From what I've seen the MODs are version specific...which ones still work with the latest release I'm not sure. At first I thought modding would be as simple as just dropping a porable MOD in a MOD designated folder and opting for at launch but people seem to be using some sort of installer which I'm not sure might overwrite necessary vanilla files.
Post edited June 22, 2013 by carnival73
Mods like tekkit are standalone launchers that don't overwrite any of the base game as far as I know. You can go back to playing vanilla with no extras simply by choosing the vanilla launcher. I think most mods work like this but my experience doesn't go very far beyond tekkit.
avatar
neosurviver: Mods like tekkit are standalone launchers that don't overwrite any of the base game as far as I know. You can go back to playing vanilla with no extras simply by choosing the vanilla launcher. I think most mods work like this but my experience doesn't go very far beyond tekkit.
Ah. Tekkit. A lot of people who only play Minecraft occasionally aren't aware of this, but Tekkit (and the technic pack) are...rather badly thought of, because they refused and continue to refuse to obtain permission to include mods in their pack from the modmakers. On numerous occasions, the modmakers have explicitly asked for their mod to be removed, and were ignored. In one instance, the creator of Forestry - rightly or wrongly - felt obliged to force the pack to remove his mod by adding code that would damage worlds if it was run in Tekkit. Whether or not you think he was right to do so, the fact that he was driven to such a position (where his options as he saw them were to do the above drastic step, or stop developing the mod completely) shows how little respect the Tekkit makers have for the people who actually wrote the mods.

On the plus side, though, more recently another modpack called Feed the Beast has come into being, and the people making it were very careful to get permission for all the mods used. As a result, it contains approximately the same selection as I believe Tekkit does (with the ability to edit the pack, if a mod you want isn't included), and many of the modmakers actively help with porting their mod in, documentation, etc.

Also, if you're looking to make your own standalone versions of Minecraft (with different mod installs), then I'd suggest MultiMC, a program which lets you set up as many 'instances' as you want, and provides various options to make setting them up as you want more convenient.
avatar
carnival73: From what I've seen the MODs are version specific...which ones still work with the latest release I'm not sure. At first I thought modding would be as simple as just dropping a porable MOD in a MOD designated folder and opting for at launch but people seem to be using some sort of installer which I'm not sure might overwrite necessary vanilla files.
I've tried installer ones, and ones that require some third party launcher, couldn't get any of them to work. The only ones I found that worked for me require you to manually edit the jar (if I remember the extension correctly) file. Pain in the butt to do, which is why I'm just going to wait for the eventual proper mod support.
avatar
carnival73: From what I've seen the MODs are version specific...which ones still work with the latest release I'm not sure. At first I thought modding would be as simple as just dropping a porable MOD in a MOD designated folder and opting for at launch but people seem to be using some sort of installer which I'm not sure might overwrite necessary vanilla files.
avatar
bansama: I've tried installer ones, and ones that require some third party launcher, couldn't get any of them to work. The only ones I found that worked for me require you to manually edit the jar (if I remember the extension correctly) file. Pain in the butt to do, which is why I'm just going to wait for the eventual proper mod support.
I use Magic Launcher, it gives you some control over mods and it makes it much easier to update them as all you need is swap the zip files. There is no need for any installs, just put all your mods in a separate folder somewhere and direct Magic Launcher to them.

It also sorts out the problem I had with What's My Light Level and Rei's Minimap by forcing WMLL to load before Rei, and other stuff like this.
avatar
amok: It also sorts out the problem I had with What's My Light Level and Rei's Minimap by forcing WMLL to load before Rei, and other stuff like this.
So Rei's Minimap works with it? That's pretty much one of the only mods I absolutely must have. I forget the name of the other one, it was some multipack set of mods, but I only used one of them which allowed the control of time. Basically, I prefer to pause daytime when I'm building. But that's just me.

Do you know of mod like that that also works with that launcher?
Well, Not Enough Items (NEI) can do that, along with the ability to cheat items in easily (if you're playing a game where you want to do that), looking up recipes, and an array of miscellaneous options like a button to delete items.
avatar
amok: It also sorts out the problem I had with What's My Light Level and Rei's Minimap by forcing WMLL to load before Rei, and other stuff like this.
avatar
bansama: So Rei's Minimap works with it? That's pretty much one of the only mods I absolutely must have. I forget the name of the other one, it was some multipack set of mods, but I only used one of them which allowed the control of time. Basically, I prefer to pause daytime when I'm building. But that's just me.

Do you know of mod like that that also works with that launcher?
No sorry, it is not something I would use....

I think that all mods work with the launcher. You may see some red warning messages at some of them, but AFAIK it will (try) to load all mods you tell it to load. If something to not work, it also generates an error log so you can see where the problem is.

In the case of Rei, as long as I tell ML to load it last, there seems to be no problems at all.

At the moment, I only got 3 mods running - OptiFine, Rei and WMLL.
Maybe I'll think about reinstalling then.
avatar
neosurviver: Mods like tekkit are standalone launchers that don't overwrite any of the base game as far as I know. You can go back to playing vanilla with no extras simply by choosing the vanilla launcher. I think most mods work like this but my experience doesn't go very far beyond tekkit.
avatar
pi4t: Ah. Tekkit. A lot of people who only play Minecraft occasionally aren't aware of this, but Tekkit (and the technic pack) are...rather badly thought of, because they refused and continue to refuse to obtain permission to include mods in their pack from the modmakers. On numerous occasions, the modmakers have explicitly asked for their mod to be removed, and were ignored. In one instance, the creator of Forestry - rightly or wrongly - felt obliged to force the pack to remove his mod by adding code that would damage worlds if it was run in Tekkit. Whether or not you think he was right to do so, the fact that he was driven to such a position (where his options as he saw them were to do the above drastic step, or stop developing the mod completely) shows how little respect the Tekkit makers have for the people who actually wrote the mods.

On the plus side, though, more recently another modpack called Feed the Beast has come into being, and the people making it were very careful to get permission for all the mods used. As a result, it contains approximately the same selection as I believe Tekkit does (with the ability to edit the pack, if a mod you want isn't included), and many of the modmakers actively help with porting their mod in, documentation, etc.

Also, if you're looking to make your own standalone versions of Minecraft (with different mod installs), then I'd suggest MultiMC, a program which lets you set up as many 'instances' as you want, and provides various options to make setting them up as you want more convenient.
.
'.
.

Seems there's a growing trend with running an unethical business or selling a faulty product and then just simply ignoring the end client when they come back crying.

As long as the Foresty modder placed a huge warning stating "Known to most times corrupt worlds when ran through Tikkit" he gets a thumbs up from me.

avatar
carnival73: From what I've seen the MODs are version specific...which ones still work with the latest release I'm not sure. At first I thought modding would be as simple as just dropping a porable MOD in a MOD designated folder and opting for at launch but people seem to be using some sort of installer which I'm not sure might overwrite necessary vanilla files.
avatar
bansama: I've tried installer ones, and ones that require some third party launcher, couldn't get any of them to work. The only ones I found that worked for me require you to manually edit the jar (if I remember the extension correctly) file. Pain in the butt to do, which is why I'm just going to wait for the eventual proper mod support.
.
.
.
As of now I've only added a texture pack

Soartex Fanver as Amok suggested. The mod remains in the zip folder and you can easily load or unload it through Minecraft's opening menu.
Post edited June 23, 2013 by carnival73