Gaming Hielor's Minecraft Server

is there a way for the border of the map to not push you and throw you to the damn lava losing the quartz and all valuable tools?
I believe it only bounces you out to the border, so you were past the border at that point.

There is an option to disable bouncing, but I'm not sure how it will work in that case. I'll play with it.
 
I have set up a working item sorter at the Biodome. It is just for sorting Wool farmed from the adjacent flock of Sheep.
 
So, now that the resource world is up and running, let's talk about the previously discussed "super-survival" world for those of us who like getting our iron the old fashioned way. I'd most like the opinions of people who are possibly interested in moving to the new survival world, or are on the fence--what would tip you one way or the other?

As previously discussed, the "super-survival" world will replace the old world that no one visits anymore, and that world will be available for download for anyone who wants to visit our constructions offline. If anyone has problems with that plan, speak now or forever hold your peace.

We've already decided that there should be "no explicit farms." What constitutes a bad farm, though? I'm assuming we're excluding iron golem/zombie pigman/witch farms, but what about a wheat farm where you pull a lever to release water that clears out the crops, and then you have to replant all of them by hand? What about a more automated wheat farm that uses bonemeal in dispensers to force the plant to grow a lot faster, and you basically just need to stand in one place and right-click repeatedly? What about "traditional" mob farms for skeletons/spiders/creepers/zombies? What about blaze or enderman XP farms?

Is the issue with the materials being farmed, or the level of automation used to farm them, or some combination thereof?

I have a vague idea of what sort of restrictions I would place if it were entirely up to me, but I'd like to know what other people think. We need to establish a fairly concrete set of rules so there's no confusion later.

Should I aim to use server mods where available to prevent things (possibly completely disabling certain types of mobs), or should we use existing in-game mechanics? Something like amending the server's no-griefing rule to allow griefing of qualifying automated farms in the SS world might be fun, I think Pablo would like that one :)

Also, I was chatting with Pablo about another point as well--how should I situate the gate in the SS world? Generate the world and wherever the random start point is becomes the "center" with the gate? Or maybe look around for a bit for an interesting location? Generate the world, go myself, and not be able to leave until I've built a gate using legitimately acquired obsidian? :)

Specifically, I was thinking it might be beneficial to have the gate be in or near an NPC village. Our current main city has several interesting buildings, but it can often feel fairly dead. I was thinking that having us start from an NPC village and build up from there could help for things to feel more active when there aren't many people on. Would there be a concern with easy access to NPC trading causing economic problems from that point?

Any thoughts are welcome, especially if I've missed some things...
 
So, first of all, I have no problem with getting rid of the old world. Go for it.

A possible thing you've missed is the issue of bringing items into the SS world from the current world. Any thoughts on how to fix that?

I do have a fear, however. Right now we only ever have a few people on the server at a time. In fact, the most I've ever personally seen is ~5. If we split the server into two worlds, it will feel even more empty as most of the regulars go to the SS world. The point of the server is to play with others, but that's somewhat defeated if I'm the only one in the normal world. While I have no problems with a no-farm world in principle, I also don't want to give up the structures I've built which represent numerous hours of construction and planning time (look at that University building, people, look at it! :P).

I understand there is no fix for this particular concern. It will either happen or not depending on if the SS world is built or not. I just wanted to voice my concerns. :tiphat:
 
A possible thing you've missed is the issue of bringing items into the SS world from the current world. Any thoughts on how to fix that?
Should be resolved by using Multiverse-Inventories to separate the two worlds. The end/nether/overworld of the SS world will have their own inventory, not shared with other worlds.

Failing that, I'll drop a command block at the entrance to the SS world that clears your inventory.

I do have a fear, however. Right now we only ever have a few people on the server at a time. In fact, the most I've ever personally seen is ~5. If we split the server into two worlds, it will feel even more empty as most of the regulars go to the SS world. The point of the server is to play with others, but that's somewhat defeated if I'm the only one in the normal world. While I have no problems with a no-farm world in principle, I also don't want to give up the structures I've built which represent numerous hours of construction and planning time (look at that University building, people, look at it! :P).

I understand there is no fix for this particular concern. It will either happen or not depending on if the SS world is built or not. I just wanted to voice my concerns. :tiphat:
Thanks for the concerns, but there's usually few enough people on the server anyway, and people are sufficiently spread out, that it's basically like being in singleplayer with an attached chat room, where we can trade items and go visit each others' creations...and that's with just the one world already. I don't think that's going to get too much worse...

---------- Post added at 17:14 ---------- Previous post was at 16:38 ----------

Another thing I thought of: should I disable the online map for the SS world? It might be interesting to need to use "old-school" maps again.
 
Wow, lots seems to have happened. :blink:

Still wishing I could participate more. Internet connection remains unuseable, even in the best weather. I miss this server. :(
 
Something like amending the server's no-griefing rule to allow griefing of qualifying automated farms in the SS world might be fun, I think Pablo would like that one :)

I'd love nothing more than to personally stuff them, and the stores of the items from them, full of TNT and blow them sky high.

I have no clue what you mean.

I'd prefer portal just be wherever the world spawn is. (PLAY IT WHERE IT LIES)

What farms are good/bad is iffy. It's mainly the materials farmed, things that can be obtained via other methods like mining. I don't mind ye olde mob grinders (minus how zombies drop gear now :( ). XP grinders are fine, since you have to do work, not just afk. My main issue is afking and suddenly having a years supply of otherwise harder to obtain materials. I don't think we'll have too much of an issue, anyone using this world probably won't be someone trying to push the farming boundries.

I don't use the server map (minus checking if anyone is on) because I feel it's hack-y. So if it went away for that world, wouldn't be too sad.
 
I don't mind ye olde mob grinders (minus how zombies drop gear now ). XP grinders are fine, since you have to do work, not just afk. My main issue is afking and suddenly having a years supply of otherwise harder to obtain materials.
So maybe simply make them all XP farms, with use of NoFarm plug-in, which would disable drops when not killed by player (i.e. the final hit by player; no AFK farming this way). :P
 
That begs the question - would the current world go the route of the old world?
In other words, is it worth investing effort into constructions in the current world, or better to wait until the new one comes along?
 
I have no plans to disable item farming globally across the server. The previous discussion made it clear that there's a good number of people on each side of the fence w.r.t. the value of farming resources in SMP, and disabling them entirely would alienate a lot of people.

The intent of the SS world is to be "different," not so much "new." There are enough people who enjoy the FARM ALL THE THINGS lifestyle that I suspect the current world will continue to be active after the introduction of the SS world. Many of the farms *are* interesting from a technical standpoint, and we have several people who enjoy that kind of thing, and I don't want to alienate them.
 
What version of multiverse (link?) is currently running on the server? I've got a server I'm responsible for and they want the ability to transport between their creative and survival world(s).

I looked up the plugin on the craftbukkit plugin list and there are only old versions of multiverse there. Thx
 
What version of multiverse (link?) is currently running on the server? I've got a server I'm responsible for and they want the ability to transport between their creative and survival world(s).

I looked up the plugin on the craftbukkit plugin list and there are only old versions of multiverse there. Thx
There should be a link on the craftbukkit page for multiverse to the "dev builds" or "beta builds" of craftbukkit.
 
In a jail block at Delta Crateris we now have Chuck Jr., charged with brutal murder, explosive arson, and jaywalking.
chuck.jpg


Is it worth the effort to relocate him to a nice cell in a visible location, or would he just despawn as soon as i leave the area?
 
Is it worth the effort to relocate him to a nice cell in a visible location, or would he just despawn as soon as i leave the area?
He will despawn either randomly when you are more than 32 blocks away, or immediately when you are more than 128 blocks away and the chunk is still loaded.
 
He will despawn either randomly when you are more than 32 blocks away, or immediately when you are more than 128 blocks away and the chunk is still loaded.
Yep, he escaped while i was on a trip to the desert...

There goes my dream of a creeper army :(
 
It is possible to create non despawning Zombies and Skeletons though. :D The trick is to have them pickup items. Panda4994 even made a mob spawning switch by exploiting this:

[ame="http://www.youtube.com/watch?v=3-MJqk1bF68"]http://www.youtube.com/watch?v=3-MJqk1bF68[/ame]
 
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