Thread: Anyone else playing minecraft?

  1. #1041

    Funcom employee

    Speaking of roads: There's a few 'road block' mods (faster travel on paths that include the special road blocks) out there for Bukkit I was thinking about potentially installing, but I only really want to put one on the server if I can tweak its behaviour (what constitutes road blocks, how fast you travel, etc. etc.). Would you guys be cool with that?
    Brad L. McAtee / Kintaii
    Former Senior AO Designer & Jack of All Trades
    (2007 - 2012)
    ~~ Twitter :: Facebook :: Norse Noir ~~

  2. #1042
    Quote Originally Posted by Collodion View Post
    I have nearly completed 7km of road. If you want to rebuild it 1 block higher, feel free. Of course, raising the road will cause problems when it reaches my city. So you'd have to raise my city 1 block higher. I'm sorry, but you're going to have just accept my construction as it is. But then most of the bodies of water I've built across haven't been large enough to boat on.
    Well, small bodies doesn't matter. but I guess over larger bodies, it shouldn't be that harmful to raise a few parts so boats can cross?
    I mean, roads aren't always flat


    Quote Originally Posted by Kintaii View Post
    Speaking of roads: There's a few 'road block' mods (faster travel on paths that include the special road blocks) out there for Bukkit I was thinking about potentially installing, but I only really want to put one on the server if I can tweak its behaviour (what constitutes road blocks, how fast you travel, etc. etc.). Would you guys be cool with that?
    Sounds interesting, not entirely sure how much I'd make use of it though.
    I've made roads out of various materials as it more suited the buildings around it.
    My main road is glass, smaller paths halfstone, Iriche has cobblestone roads and some of my bridges are made of wood.
    Last edited by Vhaxx; Mar 30th, 2011 at 19:22:12.
    Formerly Vhab.
    Once upon a time ruled a server. And then sold out. Sorry.

  3. #1043
    A mod that adds special blocks seems a bit risky. As far as I know that if you want to play without the mod, it crashes if there is still special blocks in the map/chunk... If that is the case, I don't think it's worth it.

    Quote Originally Posted by Vhab View Post
    Well, small bodies doesn't matter. but I guess over larger bodies, it shouldn't be that harmful to raise a few parts so boats can cross?
    I mean, roads aren't always flat
    And if this fails: just raise or lower the water level . Well, guess we don't want to flood the road so if you go for raising, you might have to build a water bridge .
    Last edited by Edta; Mar 30th, 2011 at 19:23:22.
    Edta 200 NT, froob , Setup, General of NEPA, Raid Leader of TLfiveplus (Froob Raids)
    Neutral For Life, AO For Ever!
    Please, let Clan and Omni return to Neutral Clan/Omni Resignation forms!

  4. #1044

    Funcom employee

    Quote Originally Posted by Edta View Post
    A mod that adds special blocks seems a bit risky. As far as I know that if you want to play without the mod, it crashes if there is still special blocks in the map/chunk... If that is the case, I don't think it's worth it.
    Yes and no - That's true for singleplayer, but in multiplayer the mod is stored and runs on the server, meaning that when you connect to that server you are automatically running the mod. Could be a potential issue if we end up with mod/plugin outages, but I *think* it's bypassable as well.

    That *said*, from what I know of this particular mod it's not actually a new 'block' but instead sort of a 'rune'-based system; kinda like how Minecart Mania works - The blocks are all the same old blocks, but it's in how they're placed that makes them work differently. So I don't think we have much to worry about on that front. =D
    Brad L. McAtee / Kintaii
    Former Senior AO Designer & Jack of All Trades
    (2007 - 2012)
    ~~ Twitter :: Facebook :: Norse Noir ~~

  5. #1045

    Funcom employee

    Hate to double post, but:

    Was a bit bored and worked this up over the last several days: http://forums.multiplay.co.uk/minecr...it-plugin-list

    This is a complete list of all Bukkit plugins currently available on Multiplay - Otherwise, there is a list on the Bukkit website with (most) all of the plugins released, which can be seen here: http://plugins.bukkit.org/#ti=&ta=all&au=

    This is the current list of plugins I'm looking to run with Bukkit:

    Achievements
    AppleTree
    AutoRepair
    CommandSigns
    ControllerBlock
    CookBook
    CraftBook (& Craftbook Vehicles)
    Crowd Control
    Essentials
    FishPeople
    Help
    LWC
    LoginMessage
    MinecartMania
    Netstats
    Permissions
    PreciousStones
    QuickBelt
    SignColours
    SpawnList
    Stargate
    Stats
    StopFire
    Superheat
    WorldEdit
    WorldGuard
    properTime

    For Craftbook, Cookbook and PreciousStones... I've got some thoughts there and will be screwing around with them for experimental purposes more than anything else. The rest, for the most part, just seem like Good Additions™.

    NOW! If there are any OTHER mods you guys overwhelmingly want to see, by all means list them in this thread. Not saying I'm going to *add* them, because I am picky and cantankerous (perhaps even 'ornery'), but please let me know what you want and I may add it into the server. =)
    Brad L. McAtee / Kintaii
    Former Senior AO Designer & Jack of All Trades
    (2007 - 2012)
    ~~ Twitter :: Facebook :: Norse Noir ~~

  6. #1046
    Quote Originally Posted by Kintaii View Post
    Hate to double post, but:

    Was a bit bored and worked this up over the last several days: http://forums.multiplay.co.uk/minecr...it-plugin-list

    This is a complete list of all Bukkit plugins currently available on Multiplay - Otherwise, there is a list on the Bukkit website with (most) all of the plugins released, which can be seen here: http://plugins.bukkit.org/#ti=&ta=all&au=

    This is the current list of plugins I'm looking to run with Bukkit:

    Achievements
    AppleTree
    CookBook
    CraftBook (& Craftbook Vehicles)

    Achievements will be a vanilla feature in patch 1.4

    AppleTree and Cookbook are both made redundant by Craftbook Craftbook both makes trees drop apples(with configurable droprate), and allows for the custom recipies that cookbook does.

    Craftbook Vehicles can also take the place of MinecartMania's Minecart features. Having both might lead to some conflicts.
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  7. #1047

    Funcom employee

    Quote Originally Posted by Rak View Post
    Achievements will be a vanilla feature in patch 1.4

    AppleTree and Cookbook are both made redundant by Craftbook Craftbook both makes trees drop apples(with configurable droprate), and allows for the custom recipies that cookbook does.

    Craftbook Vehicles can also take the place of MinecartMania's Minecart features. Having both might lead to some conflicts.
    I've heard of Notch's plans for achievements and... while I applaud what he has in mind, I like good old standard type achievements and want 'em. ;P

    Will remove AppleTree and Cookbook in lieu of Craftbook - For the Vehicles... I'll mess around and see what I can figure out with any potential conflicts. If it's anything major, I'll dump it, but I would like to have it around if possible. =)
    Brad L. McAtee / Kintaii
    Former Senior AO Designer & Jack of All Trades
    (2007 - 2012)
    ~~ Twitter :: Facebook :: Norse Noir ~~

  8. #1048
    I want stargate mod soooooo badly. It was awesome and, as I heard, the layout can be changed now (for all gates or for some gates I don't know. Hope it will be possible to build a 4*5 sized and a 5*5 sized). Warps are fine by now, but Gates are somewhat better and feel a lot less like cheating.

  9. #1049
    Some of them are maybe a bit too convenient though.
    Like Superheat probably removes the need for charcoal/coal entirely.
    Especially combined with AutoRepair that makes gold tools last forever.

    Precious Stones, does this modify the behavior of already existing blocks?
    Looks like it would turn anyone's brick house into a launch pad and latern lampposts into AoE spewing totems of death.
    I like the idea, but it affects a few fairly commonly used blocks.

    I'm with Regarok on star gates.
    Will be awesome to have em back again. /warp does feel too much like cheating :P

    I usually get bored on servers where players have too much convenience as it removes the sense of accomplishment.
    Formerly Vhab.
    Once upon a time ruled a server. And then sold out. Sorry.

  10. #1050

    Funcom employee

    Quote Originally Posted by Vhab View Post
    Some of them are maybe a bit too convenient though.
    Like Superheat probably removes the need for charcoal/coal entirely.
    Especially combined with AutoRepair that makes gold tools last forever.

    Precious Stones, does this modify the behavior of already existing blocks?
    Looks like it would turn anyone's brick house into a launch pad and latern lampposts into AoE spewing totems of death.
    I like the idea, but it affects a few fairly commonly used blocks.

    I'm with Regarok on star gates.
    Will be awesome to have em back again. /warp does feel too much like cheating :P

    I usually get bored on servers where players have too much convenience as it removes the sense of accomplishment.
    Auto-Repair is, from what I can tell, configurable, so I can adjust whatever I need there to make it more fair - Likewise with Superheat. I want to make 'em fair to use, but I also don't *really* want people feeling like they have to farm for tools constantly (which has always sorta been A Thing on my server - tools are for everyone!)

    For the Precious Stones mod, no - It actually does what EDTA was worried about earlier and adds in new block IDs. It is also very highly configurable, and I really want to play around with it a little to see what I can make of it; whether or not it'll end up in *everyone's* hands is another story. ;P

    And yeah, I really want Stargate back too. >< I'm still hoping I can make the older 'gates active again as well, because I REALLY do not want to have to rebuild the gate system from scratch. Plus there's tons of little oddball gates scattered all over the place that we'd have to track down and hook up into the network again and... yeah, no, screw that. ;P

    As for the whole 'convenience vs. accomplishment' thing... I've always tried to straddle that line as best I can on my server, though I won't say I've always nailed it. I like to try and think of my server as a mix between Creative and Survival - I like adding in mods that make things more interesting without making players too overpowered, while I don't like forcing players to constantly seek out things they need just to be able to enjoy the base game (tools, torches, meat - that sorta thing). I figure that a casual experience is enough, and I wanna encourage people to be creative and build awesome stuff... but I don't wanna take away the sense of satisfaction that comes from building something with the materials and resources you gathered yourself. And I can tell you now, with the changeover to Bukkit I can not only change item drops/chances but also add in new recipes, so quite a few of the /kits will be going away in favour of new crafting options (never liked the damn things but kind of a necessary evil unfortunately ><).

    Honestly, given my druthers, I'd really like to run a true RPG-style server, with monsters and health and the whole nine yards. Problem there is that (A) it's a bit more limited in scope/focus/appeal, and (B) at the time I was initially setting *this* server up those kinds of options weren't really available (both due to MC's various issues and the mods just not existing at the time). By this point there are already a lot of great RPG servers out there, though, so for now I'll just stick to running my little sandbox-ish server. Fun enough for me. =D
    Brad L. McAtee / Kintaii
    Former Senior AO Designer & Jack of All Trades
    (2007 - 2012)
    ~~ Twitter :: Facebook :: Norse Noir ~~

  11. #1051
    Fast travel on roads is a nice option, but I think it would be better to just use what we have, IE... Boats and mine carts/trains... Would just need a mod to speed them up a little bit... I remember there was autocart for trains, which was an amazing mod, but it hasn't been supported in months. (It also reduces server load by not need mine boosters).

    Also... We need monsters. :P

  12. #1052
    Quote Originally Posted by KellionBane View Post
    Also... We need monsters. :P
    Monsters and damage from monsters enabled while keeping fall/lava damage off would be great

  13. #1053
    Quote Originally Posted by Murskaink2 View Post
    Monsters and damage from monsters enabled while keeping fall/lava damage off would be great
    Minus creeper explosions though :P

    I'm fine with people dying in front of my house. Less of them taking the house with em
    Formerly Vhab.
    Once upon a time ruled a server. And then sold out. Sorry.

  14. #1054
    My first screenshot.
    http://dump.clearminds.se/cu/77d08ed...d19d556b79.jpg
    My harbour is a bit more hightech then Vhabs. My harbour got indicator lights when a spot is free an dont, and it also guides you to where to sail in.
    So first you got the check on distance to see if any spot is free. And you can see how many if you are in a party.
    Then there are arrors that guides you where to sail in!
    ------------------------------------------------------------------------------
    Old maintainer and hoster of Helpbot, Xyphos, AO Minecraft Server, AO Devs
    Old dictator on Atlantean

  15. #1055

    Funcom employee

    On monsters: The server kinda tended to crumple up and die when you had monsters on back in the day (they've since switched to SSD drives at my host and its much better), and... I gotta be honest, to an extent I kinda *like* it this way. I mean, when I'm playing single player I like mobs on - Adds an element of danger and suspense. But with the overall feeling of the server thus far (which admittedly has been pretty damn hippy-ish, all my own doing/fault) I don't really think we *need* that element too badly. Even at that, if I was to turn monsters back on, I would really like to do some tweaking to some stuff before I pop 'em on the server (notch really needs to hire a lead game designer like on the serious).

    That *said*, now that we're getting closer to a point where there'll be little-to-no separation between single-player and multiplayer, and with the mod support incoming Soon™ for MC, I'm looking forward to the day I can start adding in some of the stuff from Mo'Creatures (and maybe a few things from More Creeps & Weirdos [want those damn guinea pigs]). Long as I can leave some mobs out, tweak the ones I wanna tweak, and alter overall spawn rate, then that's probably when you'll see me turn mobs back on in some fashion. =D
    Brad L. McAtee / Kintaii
    Former Senior AO Designer & Jack of All Trades
    (2007 - 2012)
    ~~ Twitter :: Facebook :: Norse Noir ~~

  16. #1056
    Quote Originally Posted by Kintaii View Post
    That *said*, now that we're getting closer to a point where there'll be little-to-no separation between single-player and multiplayer, and with the mod support incoming Soon™ for MC, I'm looking forward to the day I can start adding in some of the stuff from Mo'Creatures (and maybe a few things from More Creeps & Weirdos [want those damn guinea pigs]). Long as I can leave some mobs out, tweak the ones I wanna tweak, and alter overall spawn rate, then that's probably when you'll see me turn mobs back on in some fashion. =D
    Those mods on multiplayer would be sooooo awesome !


    Here's some screenshots of my latest project I finished: A redstone academy/faculty. Pay a visit and you might learn something . Or just enjoy the looks .







    Edta 200 NT, froob , Setup, General of NEPA, Raid Leader of TLfiveplus (Froob Raids)
    Neutral For Life, AO For Ever!
    Please, let Clan and Omni return to Neutral Clan/Omni Resignation forms!

  17. #1057
    Here are some screenshots from the latest project on my server. I used zomg and MCEdit to create a 1024x1024x128 cave and encased it in bedrock. The players have to complete a quest chain to gain access to the only portal out. So far only one has completed it, now he's smuggling in supplies from the outside

    One of the various chambers
    Another chamber
    The Obsidian Pathway. This room has no bottom, if you fall off, you're toast. You have to take it to get to any of the larger areas of the cave.
    Another shot of the Obsidian Pathway
    The Fire Cavern
    They are starting to live down there!
    Last edited by Rak; Mar 31st, 2011 at 01:27:26.
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  18. #1058
    Quote Originally Posted by Vhab View Post
    Well, small bodies doesn't matter. but I guess over larger bodies, it shouldn't be that harmful to raise a few parts so boats can cross?
    I mean, roads aren't always flat .
    But roads that aren't flat in MC don't look like roads.

  19. #1059
    Question: Do we have a vent for this? If not, could we get one for the server?


    Also, can I get a link to the latest cartographer map?

  20. #1060
    Quote Originally Posted by Collodion View Post
    But roads that aren't flat in MC don't look like roads.
    I'll just make a water bridge then when I run into your road.
    Don't think I have yet though.
    Formerly Vhab.
    Once upon a time ruled a server. And then sold out. Sorry.

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