Unofficial Minecraft Thread #75

Post » Mon May 14, 2012 10:33 am

A link to a support pack for http://forum.industrial-craft.net/index.php?page=Thread&threadID=2310&pageNo=2, Dokucraft to be precise but it works well with John smiths I might add (Ignoring ores contrasting with the stone.)
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His Bella
 
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Post » Sun May 13, 2012 7:57 pm

A link to a support pack for http://forum.industrial-craft.net/index.php?page=Thread&threadID=2310&pageNo=2, Dokucraft to be precise but it works well with John smiths I might add (Ignoring ores contrasting with the stone.)
Who plays an industrial mod with a medieval texture pack? :P
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Marine Arrègle
 
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Post » Mon May 14, 2012 8:38 am

I'll work up a list of region protection plugins and let y'all decide. Bukkit dev is down for the moment. Good region protection can completely get rid of griefing of already developed properties on even the most open and popular server, with little to no admin intervention needed. Many plugins exist to supplement region protection, such as the aforementioned dynmap plugin that will display regions visually in a dynmap layer. With the ability to nest regions, give specific people, members of a permissions group, and clan members blanket access to a region, the usefulness of region protection systems have increased significantly over past iterations. There are even plugins that allow physical blocks, that you have to mine the materials for, such as diamond/iron blocks, to create a region, with a lockette type system to define who has access to build in an area. Our current system is fine for the size user base that we have. We occasionally run into a griefer and take care of it. If we were to increase in size, its shortcomings would become very apparent.
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Laura Simmonds
 
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Post » Mon May 14, 2012 3:37 am

Half-blocks seem to be bugged, can't place two on each other.
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gandalf
 
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Post » Mon May 14, 2012 6:22 am

If we were to increase in size, its shortcomings would become very apparent.
I understand that, I just want to thank you for keeping us in the loop. We don't want to rush into anything that's too restrictive.
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Charles Mckinna
 
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Post » Mon May 14, 2012 7:59 am

I'd go for 3 general 'protected' areas. Whether an actual plugin is used or just the honor system (which with a small playerbase works just fine in most cases) remains to be seen.
  • One (1) central town. Spawn in or very near to it. No affiliations, all players are friendly. Home of things like banks/vaults, libraries/enchanting tables, and other player resources. Every player gets a free plot up to 400 (20 x 20, 15 x 26, 10x 40) square blocks. Free plots works well to establish an incentive to populate the town.
  • Two (2) castle keeps, plus adjoining lands. A long-term team building process - both keeps should be designed both for aesthetics and for a compelling PVP area. Arena style fights, spawned monster melee, and capture-the-flag style play can all take place. To this point, the formation of two or more 'guilds' is encouraged - the players from these guilds would be friendly with each other until PVP events take place.
Everything else would be unprotected in general, but player-built homes in the wild should be labeled with the player name and shall be afforded the same courtesy against griefing. Big Brother-styled plugins exist to reverse or mitigate any unwanted actions around these places.

So, basically, there's (1) a central town, for those that like that, (2) a PVP area, for those that like and agree to that, and (3) the ability to build in the wild, for those that like that.

(I also vote the town be founded at the intersection of a desert and woods biome, preferably with jungle nearby).
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Red Sauce
 
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Post » Mon May 14, 2012 7:38 am

I'd go for 3 general 'protected' areas. Whether an actual plugin is used or just the honor system (which with a small playerbase works just fine in most cases) remains to be seen.
That sounds like a good idea. Particularly the neutral, expandable town. It would give people who want to engage in city building a safe, central location to start from, whilst still allowing people to go off and build homes or communities in the wild as they wish.
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Hilm Music
 
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Post » Mon May 14, 2012 7:27 am

Who plays an industrial mod with a medieval texture pack? :tongue:
Me because I can't think of any modern packs that look good and support Technic regardless John Smiths is too pretty not to use.
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Andres Lechuga
 
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Post » Mon May 14, 2012 3:36 am

Me because I can't think of any modern packs that look good and support Technic regardless John Smiths is too pretty not to use.
I meant Dokucraft was medieval. I use John Smith's too, it fits in with many different time periods.
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Kelvin Diaz
 
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Post » Sun May 13, 2012 8:52 pm

That could work out quite well IMO, I also quite like the idea of a purposed PVP area. I'd prefer not see individual players claiming land out for themselves, most people seem to leave each other alone when it comes to building anyway and seem to keep their distance if land is already occupied.
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carrie roche
 
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Post » Mon May 14, 2012 6:59 am

I'd prefer not see individual players claiming land out for themselves, most people seem to leave each other alone when it comes to building anyway and seem to keep their distance if land is already occupied.
It can be a bit hit and miss, ending up with isolated estates, but if people club together beforehand, they can plan collaborative efforts as we've had in the past.

Justin's desert city on the Enderwood map was an example of that, He kinda said "I'm building a new settlement" and lots of us went along to join in.

I can't think of how else we'd do it, since people don't want to be forced into cities or forced to live apart, so it ends up being up to the players. Informal agreements can sometimes work better with city building, since there is no pressure to work hard at it that might cause people to shy away from it. But a neutral spawn city would provide the structured environment for those who want it (and there have been a few who were vocal about mostly playing minecraft to build cities with BGSF).
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CHANONE
 
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Post » Sun May 13, 2012 11:34 pm

Indeed. I'm not at all against a central city of sorts, I've voiced my opinion on the matter in the past for one just before we went onto to tekkit as well.
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Daddy Cool!
 
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Post » Mon May 14, 2012 2:48 am

Apparently Mojang hired the Bukkit guys. Cool.

Old news?
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sophie
 
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Post » Sun May 13, 2012 6:36 pm

regarding a pvp area, it would be cool to have a region walled off and some sort of incentive to go there and fight for a prize that is hidden there. bone tried this once with multiverse and it went fairly ok, we ended up changing it to a rp test city prototype which proved we could successfully RP.
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neen
 
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Post » Mon May 14, 2012 9:43 am

regarding a pvp area, it would be cool to have a region walled off and some sort of incentive to go there and fight for a prize that is hidden there.
A walled off battle zone, like the Gallifreyan Death Zone. :P

I didn't think it was intended to be walled off, I imagined it as two seperate settlements existing within the general map, but treating each other as hostile during PvP matches. Is there that great a demand for PvP really?
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Gemma Flanagan
 
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Post » Sun May 13, 2012 7:49 pm

regarding a pvp area, it would be cool to have a region walled off and some sort of incentive to go there and fight for a prize that is hidden there. bone tried this once with multiverse and it went fairly ok, we ended up changing it to a rp test city prototype which proved we could successfully RP.

Sounds to me alot like Arkham City come to think of it. I like it!

Maybe something we can do PVP Wise is assign a few members of the server the task of constructing several dungeons filled with value of some sort, and have the players try to take them. Certain objectives must be met in order to enter a few dungeons, or progress to certain towns. The PVP aspect will go beyond just combat. Resource races, construction challenges, and other things can be implemented.

I have always wanted to design dungeons, and I can name three people off the top of my head on this server that would more than likely do a beautiful job at making them as well. Give the builders world-edit permissions and the possibilities are endless.
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yessenia hermosillo
 
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Post » Mon May 14, 2012 7:01 am

A walled off battle zone, like the Gallifreyan Death Zone. :tongue:

I didn't think it was intended to be walled off, I imagined it as two seperate settlements existing within the general map, but treating each other as hostile during PvP matches. Is there that great a demand for PvP really?

it would be nice from time to time go around stalking people in a dangerous any thing goes scenarios, back when we had multiverse we would spend quite alot of time chasing after skooma and hunting down his secret base. it was a lot of fun and nearly every one who was active at the time participated.

Sounds to me alot like Arkham City come to think of it. I like it!

Maybe something we can do PVP Wise is assign a few members of the server the task of constructing several dungeons filled with value of some sort, and have the players try to take them. Certain objectives must be met in order to enter a few dungeons, or progress to certain towns. The PVP aspect will go beyond just combat. Resource races, construction challenges, and other things can be implemented.

I have always wanted to design dungeons, and I can name three people off the top of my head on this server that would more than likely do a beautiful job at making them as well. Give the builders world-edit permissions and the possibilities are endless.

I did offer rewards of a stack of diamonds as a prize for winning werewolf matchs, but no one was ever interested, they said that would take the fun out of playing minecraft by suddenly having a bunch of diamonds.

it would be cool if we had some kind of king of the hill/mortal kombat system where the grand champion had some kind of influence over the server. maybe we could have banners and a castle reserved for the champion. However it can't be tournament style, we tried that with gamemaster's arena and we had too much difficulty getting people on the right time of day or night.
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Heather Kush
 
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Post » Mon May 14, 2012 3:36 am

If we build a big castle or dungeon - many rooms, many branches, it'd provide a good locale for either PVP combat, or for something like hide and seek (ie: plant several dozen chests throughout the keep, but place the item of value in only one of them - everyone involved searches for it). That and I just think it'd be a fun group project to build such a structure.
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pinar
 
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Post » Sun May 13, 2012 9:26 pm

i was also thinking that the walled off region, if we did a pvp region, should include a large jungle biome so that the pvp combat can be on multiple planes given that vines are climbable.
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Ann Church
 
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Post » Sun May 13, 2012 11:35 pm

If we build a big castle or dungeon - many rooms, many branches, it'd provide a good locale for either PVP combat, or for something like hide and seek (ie: plant several dozen chests throughout the keep, but place the item of value in only one of them - everyone involved searches for it). That and I just think it'd be a fun group project to build such a structure.

Back in late 2011 when I was working with a Machinima studio that never got rolling, we were designing several sets for the movies we had planned in Minecraft It was very excited ,especially with the help of world builder. Give us about ten/twenty minutes to work on something, and we could make a very nice looking tavern or warehouse. I recall we made a very great looking water dungeon that was extremely reminiscient of the Water Temple in Ocarina of Time.

I think if we had the same resources, and a limited number of people were assigned the task of making dungeons with one another, it would bring a much larger atmosphere about on the server. There would have to be restrictions placed on what World Builder can be used for of course. Perhaps keep it to that walled off region that is being speculated about. World Builder would only be used strictly for the purpose of making dungeons, and in special cases, towns that have some sort of special purpose which would normally take far to long to build without extra tools.

It's just an idea right now, but I think with proper management, and the right people doing the construction, a team of World Builder's would highly benefit the activity on this server.


My reasoning for having a limit is so that other players can enjoy not knowing what is inside the giant dungeons they are exploring. They will have to go solely by hints layed out, and their own feeling.
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Laurenn Doylee
 
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Post » Mon May 14, 2012 8:59 am

A few main protection plugins that could be considered (my views at the end):
  • http://forums.bukkit.org/threads/sec-worldguard-5-3-block-fire-ice-melt-mushrooms-advanced-fast-area-protect-blacklist-1185.790/ - one of the first. Dynmap compatible. Requires WorldEdit. Might be too complicated.
  • http://forums.bukkit.org/threads/sec-fun-info-chat-tp-towny-advanced-v0-79-0-0-land-control-and-town-management-1846.25101/ - many features for large RP servers. Dynmap compatible. Several economy integrations. Probably more than we need/want.
  • http://forums.bukkit.org/threads/inactive-sec-fun-factions-v1-1-7-guilds-war-and-user-controlled-antigrief-733.3565/page-5 - Similar to Towny, with an emphasis on faction warfare. Dynmap compatible. Doesn't seem to suit us.
  • http://forums.bukkit.org/threads/sec-mech-econ-residence-v2-4-2-self-serve-area-protection-system-buy-sell-land-economy-1185.9358/ - a dizzying number of options. Dynmap compatible. Admin use or self-serve options. My favorite of the bunch.
  • http://forums.bukkit.org/threads/admn-sec-regios-v5-0-01-advanced-region-management-multi-world-protection-more-1-0-1-r1.15898/page-8 - self-serve and simple to use. Not Dynmap compatible, and possibly deprecated since v1.01.
There's several others out there, of course, but since they don't seem to advertise themselves as well, I ignored them.
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GPMG
 
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Post » Mon May 14, 2012 5:47 am

^ Rather than reading all of the above, are we keeping the current tekkit map or not?
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Chloe Yarnall
 
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Post » Sun May 13, 2012 11:08 pm

nope it was not i. although, i wonder what a tree city would be like.
Yes it was, amoung others :tongue:
http://tesfan.mchost.org/index.php?p=/discussion/11/anti-griefing#Item_9
I still don't know who the crack bear is

I'd rather not have the claiming land system - whats the real point in it if we're all sociable enough with each other and some of use work fairly close to one another as well, it'll just create working barriers pissy meandering mine tunnels
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saxon
 
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Post » Mon May 14, 2012 5:15 am

Yes it was, amoung others :tongue:
http://tesfan.mchost.org/index.php?p=/discussion/11/anti-griefing#Item_9
I still don't know who the crack bear is

I'd rather not have the claiming land system - whats the real point in it if we're all sociable enough with each other and some of use work fairly close to one another as well, it'll just create working barriers pissy meandering mine tunnels

1)Google smokey the bear, then imagine him loosing his mind in the middle of coming down from a binder. (its an old inside joke between personal friends of mine, based on a ridiculous story i once made up).

2) i think most claim systems allow for depth to be determined, that way there should not be claimed areas all the way to bedrock. although some people might want to any ways.

i do recall a specific dispute that occurred before between martyr and some one else, where one or the other (i forget by now) was mining all the valuable ores from some one else's mine shafts. it became big enough of an argument for bone to weigh in and i believe the result was that unlit sections of cave an natural mine shafts were fair game unless there were signs.

a claim system would eliminate any such arguments from happening.
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Amy Gibson
 
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Post » Mon May 14, 2012 8:22 am

every thing you need to know about 1.2 smashed into a rube goldburg borrito

http://www.youtube.com/watch?v=QuVn37lb57E&feature=youtu.be
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Pixie
 
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