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Messages - Bla

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801
Blacraft General / Re: Idea: Inactive Regions
« on: 2013 07 13, 16:48:13 »
Oh kol.

Well, something that's easier than having to run through all the usernames in-game would be nice, but that does solve it. Kol.

802
Blacraft General / Re: Horses
« on: 2013 07 13, 16:40:57 »
I agree we should set up nether horse routes yes, and make the portal areas more horse-friendly.

Let us get started as fast as possible and standardize the tunnels. Here are my ideas.

Should they follow particular x/z coordinates? No, they can run freely.
Should they by default be at a certain height? Yes, the surface of the road should be y = 40.
(Consider this: http://www.minecraftwiki.net/wiki/Altitude#The_Nether and our rails are at y = 110 - I am not sure whether it would be better to put it near our rails at the top, this makes it pretty hard to get up and down without huge staircases though, if most portals aren't that high up, we could also put it at y = 100, then you could more easily get onto the rail routes on horse)
How wide should the roads be? 4 blocks.
How tall should the tunnels be? 4 blocks.
What material should the road be made of by default? Cobblestone.
What material should the tunnel be made of by default? Cobblestone.

huehuehuehuehue horses in rail tunnels? on one hand i suppose that's a nice way to avoid building another tunnel, on the other hand, if we wanted to save effort then why are rail tunnels 3x3 instead of 1x2.
It's not just to save effort, it's also so that the rail lines and horse roads can supplement each other, and 1x2 rail lines make(/made?) you suffocate when you get off the cart and bounce when meeting other players plus they are really ugly too.

I don't really know what altitude to put horse roads at in the overworld. y = 45 and y = 55 seem like possible options, 55 will cause a lot of problem with water I think, while 45 seems a bit far from the surface. If we just make them more free than the rails, I guess y = 55 will be ok - they can always submerge below sea or rail line or emerge above ground if needed. Do people agree with this? How about making them 4 blocks wide and tall in overworld too?

803
Blacraft General / Login Time Plugins
« on: 2013 07 13, 14:20:06 »
I'm looking for a nice login time plugin. Its most important task is to make you see how long has passed since the last time a player was online.

Secondary tasks are making it possible to see more info such as total time online, time online over the last period of time etc.

The plugin should be as lightweight as possible.

I am also thinking of the idea of making it automatically issue a command which rewards players for being online for an amount of time. Such as giving players some xp every 60 minutes they have been online. Giving items doesn't seem like a good idea imo, but xp seems reasonable. If it were items, I think consumables would be best, like potions, and the time intervals should be much bigger.
It would be better to reward players for building/killing/digging etc. instead of just being online though, that would need a stats tracking plugin.

This plugin looked interesting, last updated 3 days ago, feedback/other ideas are welcome:
http://dev.bukkit.org/bukkit-plugins/ontime/
It also has this cool option, it could be fun to have a place where we coul go to see all players' online time in the world (maybe somewhere else than Spawntown to give more travelling incentive):
http://dev.bukkit.org/bukkit-plugins/onsign/

Another option which doesn't look very finished:
http://dev.bukkit.org/bukkit-plugins/activityhistory/

804
Blacraft General / Re: Idea: Inactive Regions
« on: 2013 07 13, 14:09:28 »
Blacraft now has rules on inactivity. I decided to give people a 1 year grace period, and they can simply contact the admins if they want to make a deal about not losing their developed areas.
http://blacraft.wikia.com/wiki/Rules

We should find a plugin which lets you see when people were last online.

805
Blacraft General / Horses
« on: 2013 07 13, 13:41:05 »
Kolkolkol, finally found horses. In a ravine in some far away plains.
One of them has 10 hearts, is very fast but doesn't jump very high. The other one has 12 hearts, is a bit slower, but seems able to jump maybe 3-4 meters up.



I lead them back to Epicland, near Border Hill, the unused building, and set up a small stable, which is meant to be mostly temporary. I have thought out a plan for a stable hub and horse infrastructure at Spawntown, since the town isn't very easy to navigate with horses. The plan is here:



The green island is a large artificial island for keeping horses, surrounded by a fence. It will have spots for horse storage, possibly tower/underground areas to keep additional horses if the island itself is too small.
A bridge might connect the horse island to the peninsula with the spleef arena, since that is a relatively open part of Spawntown for horses.

The orange ring is a tunnel/elevated road which is 3-5 blocks wide which is made for horses.

The red-white circles are rail stations. The orange ring for horses is made to intersect the stations so that the horses can move onto the already built minecart tunnels.

The pink lines are rail lines, the light pink one a future planned rail route.

The red-gray squares are points where the horse road connects to the world's surface. I tried to find the most open spaces in/around Spawntown and areas with roads which I consider upgrading to be 3-5 blocks wide.

The yellow lines are alternative, additional horse roads. I think it would be reasonable to build a horse road west beyond Yukitown, because the terrain/road there isn't very good for horses. Same goes for the area south of Spawntown, where it is hard to expand the road without destroying a lot of nature as well.

The big yellow R symbolizes my idea to build a horse racing track, probably in Earthquake Forest, possibly elsewhere, Idk yet.

You can use this topic to anything you want which is horse-related, but you're very welcome to give feedback to the plans. :P

But if we want underground horse tunnels, we should consider something like a standard y-height for them. I plan to deviate a lot from such a standard though and as said maybe even have elevated parts.

People are also encouraged to make their rail stations horse-friendly (connecting the stations to a staircase to the surface which horses can use).

806
Blacraft General / Re: Deoxy's banning 2013 07 12
« on: 2013 07 13, 10:14:34 »
Griefing - TNT in Swamphold and Red Front Mountain Base.

807
Blacraft General / Re: Problem Solving Requests
« on: 2013 07 11, 07:05:33 »
Thanks vh.

I have seen in the logs that several people have taken items from Spawntown in order to duplicate them for when Spawntown is reverted. Burn EVERYTHING you have taken or mined from there within 24 hours or you will be permanently banned from the server. I will check the logs.

Griefing is NEVER ok.

809
Blacraft General / Re: nostalgia trip
« on: 2013 07 08, 14:14:14 »
Kol, that story was 87.37% nostalgic, and 98.13% informative about who I should ban now for all the crimes you have just admitted!!!

810
Blacraft General / Re: does blacraft run on craftbukkit
« on: 2013 07 08, 13:57:38 »
Yes.

811
Blacraft General / Re: Collective Storages
« on: 2013 06 24, 13:32:18 »
I realized the main reason I don't play Blacraft atm is that I spent some xp naming a diamond pick I think or I have some diamond tools that I'm not sure what to do with, and the thought of getting on and having to put them into the tool library and swap to iron tools or something like that is just making me tired. It is very absurd yes but.............sigh.

But yes I need to play something, Blacraft would be very nice. For the past several days I've spent all my spare time going back and forth between computer and thinking of what to play and lying down and thinking, it is really making me........ksfdllthfg frustratedgfkgj lksfga I need something to play or just waste my time on so I can avoid all those stupid thoughts all the time extremely much.

and anyways can you explain what a buffer is
The buffer chest would be an intermediate between public and collective chests. You don't have to graph it (like public), but it's locked (like collective).

812
Blacraft General / Re: Collective Storages
« on: 2013 06 23, 18:51:06 »
I thought of the buffer as something like just one single double chest near the entrance to the collective or such, not something you needed an entire storage for, but something a sign would clarify that could be easily inspected along with the collective chests, for maximum inspection comfort service. Umm.

Yes it'd be hard for Blacraft to be active if nobody was playing it. :P I don't play because I don't really know what to do in there and a lot of reasons I'm not really sure about atm. This is a confusing time period.

In the current state of Blacraft, UBSR private economy would only make things easier, but if we actually began to actively use the server again it would probably ruin a lot of things. I would greatly prefer if we could find some way to keep collective storages and graph the resources and get more people to join in this, it is simply extremely useful for if we ever wanted to build something really, really big or simply wanted to help each other.

813
Blacraft General / Re: Idea: Inactive Regions
« on: 2013 06 23, 18:44:45 »
Ok, complete anarchy.

I like the grace period idea. If people aren't active for 12 entire months, it seems fair for someone else to take over. But we need a plugin to measure the logins.
Quontex and Deoxy I can say with 99.9% confidence will never accept to give up one square meter of land.

Plaidania seems like a good option for the anarchy municipality. I think I like a municipality to be anarchy more than an entire region to begin with at least. People will interact more in the smaller space.

814
Blacraft General / Re: Collective Storages
« on: 2013 06 23, 09:57:48 »
No answers to my ideas. :(

815
Blacraft General / Re: Collective Storages
« on: 2013 06 22, 19:38:17 »
Updating the sheet once pr. week is clearly unneeded. We could change to first Saturday each month for all I care. Do people like that idea? The problem is just that if it's more rare, it's probably easier to forget. If it means people will just forget to update I don't really like the idea.

Another option could be to make it easier for the lazy people to keep always updated. That could be done by having a safe buffer between the collective and public resources, that is locked but not graphed. But then we would have to set limits on what it can contain, such as 10 diamonds, 20 gold, 50 iron etc., so it's not used for storing everything.

A third option could be to allow actual private property and a sort of gift economy, where we would request stuff from each other. But this would mean we would not have any cool graphs, which is very hard for me to accept. Aren't the graphs nice and cool at all? And planning projects requires that we know approx how many resources we have if we vote, there would definitely have to be a mechanism where we could find out how many resources are stored in UBSR.

816
Blacraft General / Re: Idea: Inactive Regions
« on: 2013 06 22, 19:30:15 »
The inactive regions around Spawntown have been adding up quickly. The idea is: convert some regions close together into a community region with developed plots for everyone? Spawntown is so Bla, what is the fun in that? Why not convert a region close to spawn into a glorious region where everyone can get a few decent sized plots and we can have a true spawntown community there.

Just an idea. :P
But how do you decide who gets which plots? Technically you could already get such plots in any region if you just get permission from the regional government. Are you proposing anarchist regions or how are you going to manage those plots?

I do like the idea, but well I never knew how to implement it. If anyone wants to build something specific in Spawntown they could go through the same, simple procedure as when you built McLenin's, as long as I approve of what they build. We have done pretty much the same with the ice farm in Novascotchara and Dan's pyramid in Spawntown, plus the obelisk he even built without permission at first kol.

As for inactive regions, yes, it would be nice if we could get some people to develop them. We should make rules for when regions can go inactive, such as when the one controlling them hasn't been online on the server or posted on here for maybe 6 months without explaining why and their potential plans to come back. But it would be hard to check who has been inactive for how long without a plugin for that, and plugins often go outdated sadly.
If Quontex comes back I don't think he would be happy to see someone building stuff in Quontia. I saw Deoxy on a while back and I don't think he would like to see stuff he didn't make in Spheron Rilmu either. Which is understandable.

817
Blacraft General / Re: Very low hostile spawn rate?
« on: 2013 06 14, 19:43:33 »
Kol, yes, sometimes when I hear about the complaints people have for the server or even more the things they suggest to fix them I often think of just saying I did something random without actually doing anything and see if they notice any change.

818
Blacraft General / Re: Very low hostile spawn rate?
« on: 2013 06 09, 18:09:11 »
It was 10 in a temp map and I don't even see the parameter in an old file I think we used a long time ago so I'm not sure anymore. I don't see how it could've changed, at least I haven't changed it.

819
Blacraft General / Re: World Editing
« on: 2013 06 09, 07:48:43 »
The most recent map is, uhh, I have no idea what has even been explored kol. No way to judge whether the world needs cropping.

820
Temporary Worlds / Re: Greenhouse Temporary map suggestion
« on: 2013 06 09, 07:45:35 »
Tbh I don't find the idea of just raising the sea level a bit to be an interesting temp map. Although it could be a bit fun to see. Could be an idea for a creative map lasting a few days so people can fly around and inspect it.

However if you raised sea level, this is a problem. There would be many places, well all structures that go through sea level, where a flat, passive wall of water would exist just above sea level. Unless you would replace all air from bedrock to the new sea level with water, which would mean all caves and underground structures would be flooded.


821
Temporary Worlds / Re: Greenhouse Temporary map suggestion
« on: 2013 06 08, 19:22:33 »
.......and make it lava

822
Mudkipz, you don't understand the point of minecart transportation. It's not efficiency, it's just an excuse to build cool, long, nice looking, advanced rail systems.

823
Blacraft General / Re: Very low hostile spawn rate?
« on: 2013 06 07, 05:50:04 »
From server.properties:

Code: [Select]
# Tells the server to load a specific number of chunks in a radius around each player
# Lower settings will decrease your RAM usage
view-distance=7

Increasing view distance will cause more lag, atm it'll load 225 chunks around a player, if I set it to 10, it'll load 441 chunks, so it'll require almost twice as many server resources pr. player.

Anyway I have tried setting it to 10 so you can try and see if anything has changed. It has been 7 ever since we changed to Multiplay (the option wasn't even editable for a long time if I remember correctly).

824
Blacraft General / Re: Very low hostile spawn rate?
« on: 2013 06 06, 18:29:48 »
How much did they spawn? How much should they spawn? How did you measure? :P

In any case I have no more of an idea of what would be causing it than you have.

825
Blacraft General / Re: Very low hostile spawn rate?
« on: 2013 06 06, 13:52:27 »
For how long have you experienced that? I don't see how the hostile spawn rate could possibly change.

826
(1) http://dev.bukkit.org/server-mods/msp/

(2) http://dev.bukkit.org/server-mods/minecartmania-reborn/

(3) http://dev.bukkit.org/server-mods/bytecart/ (I kind of like this one)
This is how I numbered them using my own logic, the order they were written in. Anyway whatever. I don't think I am in the mood to look into this. But thanks for suggesting them.

827
For the traincarts one, look in the incompatibilities, it mentions that that plugin has a chunk persistence part of it.
Is the traincarts one ByteCart/the third one?

The rest of the links though I simply did a search for carts/minecarts and looked if they said anything or implied chunk persistence or if I thought it MIGHT have that feature, and if they were recently updated. Traincarts and ForgePlugin really were the only hits that I got which were matches and were updated recently.
Neither of them are called Traincarts or ForgePlugin in the title. It hope you will use their titles so it will be easier to understand.

As for the minecartmania, sure the farming automation would be turned off. For the jumping thing, that could be fun to have (railguns, literally!) and the speed parts of it would allow the overworld rails to be used without having to build the netherrail (actually, the netherrail would still be useful, if you've seen how the area between spawntown portal and capital portal looks). We could keep most of the automation that is useful.
I think all of those things should be off, but that's just my opinion.

828
Blacraft General / Re: Collective Storages
« on: 2013 06 01, 20:02:14 »
Now that Blacraft is back everyone should remember to keep their collective storages updated again.

829
I didn't see the word "chunk" mentioned anywhere in the first two links. The third one has an option for minecarts to keep chunks loaded in the configuration file it seems though, so that one seems like a good option, although it also seems like a somewhat big plugin that would need a lot of features disabled before it could be used.

830
Blacraft General / Re: Netherrail Ideas?
« on: 2013 04 01, 19:22:48 »
first, you can't afk on a miencart
I'm not talking about the /afk mechanism. I mean if you don't pay attention to Minecraft for a while because you're on the rail and the transport takes some time where you might as well do other stuff. Not fun to get stopped at every station then.

Really, I don't see your argument for it being so simple, because there's really nothing more simple than simply one-hit breaking the cart at the station where you need to get off, and hitting a button will always be a bigger challenge than looking at a sign if you keep the minecart at proportional speeds.

As for teleport plugins, no. Minecarts loading chunks would be nice, though.

831
Blacraft General / Re: Netherrail Ideas?
« on: 2013 04 01, 15:56:10 »
But if you afk on the rails for a while, wanting to do something else while waiting, then it's tedious.

832
Blacraft General / Re: Netherrail Ideas?
« on: 2013 04 01, 09:45:36 »
But if they slow down it takes longer to get to all stations after the ones you don't have to stop at, plus there needs to be booster at stations so you don't need to walk a long way to the nearest booster from the station. And clicking a button when going very fast would surely be much harder than reading a sign or breaking your minecart. I don't see how that's supposed to help.

833
Blacraft General / Re: Collective Storages
« on: 2013 03 31, 11:52:49 »
What do people think of alternatively updating the collective storage statistics every 2 Saturdays or every 4 Saturdays or something? Since people seem too lazy to update it once a week or all the time. Would that help much?

834
Blacraft General / Re: i leaf ubsr
« on: 2013 03 31, 11:49:59 »
That is a sad loss to our economic democracy. I assume the reason is that it takes too much time to update the collective storage statistics.

835
Blacraft General / Re: Netherrail Ideas?
« on: 2013 03 31, 10:28:06 »
You can make different station types as long as I approve them. Generally just don't make all sorts of rail branches with starters etc. We need the stations to be modular so the rails can be extended in the future.

I personally have never had any problem stopping at a station. You can hit the minecart once with a diamond sword and it breaks, and the diamond sword takes no damage.

836
Blacraft General / Re: Stronghold and The End discussion
« on: 2013 03 31, 10:24:02 »
I and Yqt regulate The End because it's too small for people to just treat like the overworld. Yqt can make bans yes.

Now that we have defeated the ender dragon I don't think we need the snow golems anymore. Maybe sometime later we can assign a small area for snow golems if people think we need them in The End. Maybe we could make a "safe area" around the entrance platform and the portal to the overworld with snow golems, and no snow golems outside that area.

837
Blacraft General / Re: Stronghold and The End discussion
« on: 2013 03 30, 21:34:12 »
Bridges would be the way to get to them.

838
Blacraft General / Re: Stronghold and The End discussion
« on: 2013 03 30, 20:10:11 »
The current end will stay. My idea was to add multiple extra ends, but not where the current end island is. They would be scattered around it as additional end islands. But that's not going to happen in the near future, as it would take a lot of work to add them.

For now people are advised not to mine the endstone and obsidian pillars in the end.

839
Blacraft General / Re: B-ong's banning 20130128
« on: 2013 03 30, 19:29:38 »
B-ong, your main reason for being banned currently is no longer what you did in Blacraft. It is how you continue to treat Yqt. Example are threatening with killing him in Blacraft, spamming him on IRC and accusing him of rude things without stating any reason.

Please change this immediately if you want to ever get unbanned.

840
Blacraft General / Re: Collective Storages
« on: 2013 03 30, 17:34:14 »
Diamond ore blocks seemed too decoration-only to include. Gold and iron blocks you get with normal picks so it seemed logical to include those. Idk how to decide whether or not to include the ore blocks...

841
Blacraft General / Re: Collective Storages
« on: 2013 03 30, 11:12:55 »
Ok I'm including the nether quartz ores in the nether quartz count from now on.
The reason I didn't was the same as for coal ore, because people are using it for decoration/different purposes than the actual coal items. But I'm including the quartz ore from now on.

842
Blacraft General / Re: Netherrail Ideas?
« on: 2013 03 30, 10:59:48 »
Yqt made a hole yes, but the top of bedrock isn't meant for stuff, it's only so people can get down.

843
Blacraft General / Re: Stronghold and The End discussion
« on: 2013 03 29, 19:06:01 »
So who is expecting to join tomorrow at 18:00 UTC and join us in killing the ender dragon?

Me, Yqt, Smjjames and who else?

844
Blacraft General / Re: Netherrail Ideas?
« on: 2013 03 29, 11:33:31 »
I went to y = 120 and saw bedrock just above me. Based on this graph I decided y = 110 was fine.

http://www.minecraftwiki.net/wiki/Altitude#The_Nether

Setting up rail station at 0 , 110 , 0.

845
Blacraft General / Re: new members: Alfonzo!!
« on: 2013 03 27, 21:40:19 »
Won't whitelist before he has an user. We don't know if another user has taken the username.

846
Blacraft General / Re: Netherrail Ideas?
« on: 2013 03 26, 17:55:27 »
Hnnnnnnggg Tuesday there ghahahhhh!!! vacation need to also school project vacation end soon I also !!!!!! so many project, ender dragon, 1.5 things, now netherrails, ....

I guess we can just start with a plain and simple Spawntown station in the nether and then I can upgrade it later. Like I did with the overworld one many times.

847
Blacraft General / Re: Netherrail Ideas?
« on: 2013 03 26, 15:54:09 »
Should we do the wasteful 3x3 track layout like the overworld? Or just a single track set up?
We should have a 3x3 layout because it looks so epic. :P
I vote yes.

Netherack isn't super strong, enforce the walls or at least tracks in cobble or something else?
The whole tunnel should be made of unghastblastable material yes. Cobble would be a start.
I vote yes.

Same redstone torch positioning as the overworld system?
If we make a 3x3 tunnel, yes.
I vote yes.

Also follows a multiple of 20 on the x/z axis like the overworld system?
If we make a 3x3 tunnel, yes I think so.
I vote yes.

848
Blacraft General / Re: Stronghold and The End discussion
« on: 2013 03 25, 22:12:56 »
I plan to record it yes.

As for rails, I finished rails from Spawntown's public storage to Swamphold Mining Central yesterday. They go through the strip mines along the east/west = 0 axis. Being so deep it takes some time to get up and down but still, there are rails.

849
Blacraft General / Re: Stronghold and The End discussion
« on: 2013 03 25, 08:50:01 »
Kol Deathchests are so noobish!!! Death to deathchests!!!
I propose disabling deathchests while fighting the boss. If everybody are in The End near the mob the others should be able to pick up items which would've been lost due to bug deaths anyway. :P

Anyway so yes Yqt's time proposal works for me I guess, well I always eat dinner at that time so postponying it 30 minutes to an hour would help. Unless you're attempting to enstarve me...!!!
Maybe I could set up a temporary automatic oatmeal machine and oatmeal pipe to my mouth.

850
Blacraft General / Re: Server Texture Pack
« on: 2013 03 24, 14:17:20 »
The images, not the icons. The image to the left is default texture pack, the other two are proposals.

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