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Messages - smjjames

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101
Blacraft General / Re: does blacraft run on craftbukkit
« on: 2013 07 10, 16:54:22 »
have you heard of the iron trench. it's this vanilla iron farm which involves moving villiages really close to each other and resetting them when they combine and the creator manages to get 1300 iron per hour in an incredibly small space. i read something about it not working in craftbukkit though which is why i asked. ohwell

I believe I actually found that while looking at designs for an iron golem farm, very compact and also very complex.

102
Blacraft General / Re: Collective Storages
« on: 2013 06 22, 20:24:30 »
I just haven't been on in a while, so I haven't updated.

103
Blacraft General / Re: Idea: Inactive Regions
« on: 2013 06 22, 02:25:31 »
Well, technically b-ongatar is owned by darvince.

I agree since Spawntown itself is pretty much built entirely by bla AFAIK other than some parts.

We should also consider giving long inactive (unless we know the owner is definetly returning) areas to new members because Tuto was asking about where he should settle and I told him that unless he didn't mind setting far from Spawntown, he should ask yqt about one of the abandoned/inactive areas.

Anyways, here is the link to back in december when we talked about it: http://universesandbox.com/forum/index.php/topic,2724.msg94533.html#msg94533

Notable mostly empty regions:
Novascotchara
Tierra Salvaje
Quontia
Quonbla
Bohemia
South Riverfield
Kaministiquia
Verslest
Mudkipzania
Spheron Rimlu
Jungelot
Hondurah
That region between yqt and kipz which has no name (though technically Kipz has built in that area)

104
Blacraft General / Re: World Editing
« on: 2013 06 14, 22:50:00 »
Someone did develop a plugin to get quartz into previously explored areas, so, someone might be able to find a way to reset the plains so that the horses can spawn.

Alternatively, we can crop out portions of plains that are explored but undeveloped.

Also, we have no idea if the terrain generation would change for all unexplored areas since they made small tweaks to the desert generation. Or it may just be isolated to deserts without affecting anything else.

105
Blacraft General / Re: Very low hostile spawn rate?
« on: 2013 06 14, 21:48:27 »
Yqt, have you tried going beyond where it was cropped? When i did that, I noticed a huge increase in the number of mobs. However, I can't rule out greater surface area for the mobs to spawn and path to me and that was only one expedition.

106
Blacraft General / Re: Very low hostile spawn rate?
« on: 2013 06 09, 22:49:30 »
Hmm, I went spelunking in the areas that got cropped and I suddendly got more spawns. Can't rule out simply more surface area and that they path towards the player.

107
Blacraft General / Re: Very low hostile spawn rate?
« on: 2013 06 09, 16:37:41 »
Was it 7 before we did the FTB temp map?

108
Blacraft General / Re: World Editing
« on: 2013 06 09, 16:36:38 »
There was that attempt by me to go more than 8km away (until you swiftly applied the admin authority bat, or rather it was yqt that applied it), but I don't know if that was cropped already. Fiah may have done a bit of explorinig, but other than that, I don't think there has been.

There may have to be some cropping of already explored but unused lands to get horses to spawn though.

i swear to god if we crop for 1.6 i am going to flip my sh­it

Why? We might have to crop somewhat in order to get horses to spawn.

109
Blacraft General / Re: Very low hostile spawn rate?
« on: 2013 06 06, 23:18:27 »
I think i know why.
In 1.6 or 1.5 they made it so that when you stay in one area to long it becomes hard to live in (mobs). Because that update just occurred, it reset the time so while you play more in that area the mob population will start going back up.

That's something they're trying to do in 1.6

110
Blacraft General / Re: Very low hostile spawn rate?
« on: 2013 06 06, 15:06:38 »
I noticed it too when I was online at the same time darvince was online, the mobs weren't spawning as much as they should.

111
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?

No, you said that the first one (which I assumed you meant traincarts) didn't have chunk in the description, it does, sortof and I thought the third one was the minecartmania.

Quote
Quote
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.

I didn't post the forgeplugin because it had to do with tekkit and was not even close to what I was looking for. However, the page for it seems to have dissapeared, so it's moot.

Traincarts: http://dev.bukkit.org/bukkit-mods/traincarts/

Minecart Speed+ http://dev.bukkit.org/bukkit-mods/msp/

MinecartMania-Reborn: http://dev.bukkit.org/bukkit-mods/minecartmania-reborn/

ByteCart: http://dev.bukkit.org/bukkit-mods/bytecart/

Quote
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.

The jumping is off by default anyway since it requires a block that is unobtainable, and if you don't want high speed rail, fine.

112
Temporary Worlds / Re: Re: FTB Temporary Map!
« on: 2013 06 02, 18:46:26 »
Are you just trying to get bla to raise the sea level for Plaidania anyhow or is that a serious suggestion for a temp map?

113
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.

For the traincarts one, look in the incompatibilities, it mentions that that plugin has a chunk persistence part of it. 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.

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.

So you want to have Railcraft, but for a vanilla server?

No, just attempting to find something that will do the chunk persistence that rolling minecarts had.

114
Anyways, I looked around to see if there were any rolling minecart replacements and the only one other than the forge plugin that got a hit from searching chunk and cart was this: http://dev.bukkit.org/server-mods/traincarts/ Not the same as FTB's traincarts though.

Some other possibilities are:

http://dev.bukkit.org/server-mods/msp/

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

http://dev.bukkit.org/server-mods/bytecart/ (I kind of like this one)

Also this: http://dev.bukkit.org/server-mods/addquartz/  While it's not a cart related plugin, it would be nice to get quartz into the areas we have already built in (and would have saved us the headache of cropping the nether).

115
Temporary Worlds / Re: FTB Temporary Map!
« on: 2013 05 28, 00:02:53 »
Hey Bla and yqt1001, http://feed-the-beast.wikia.com/wiki/Matter_Fabricator#comm-57470  I don't know why we didn't think of this earlier, we don't neccesarily have to fight the enderdragon to get the resources from there. :D

116
Temporary Worlds / Re: FTB Temporary Map!
« on: 2013 05 10, 16:59:00 »
That's just the search box for the 'not enough items' mod.

Also, the server is having some problems right now, can't connect to it.

Edit: Finally able to get on, no idea what was going on with it.

117
Temporary Worlds / Re: FTB Temporary Map!
« on: 2013 05 08, 18:44:29 »
A month maybe?

If anybody sees some squid, please kill one and bring me at least 1 (or two) inksacks, I will barter in trade for it.

118
Temporary Worlds / Re: FeedTheBeast Temporary Map?
« on: 2013 05 07, 17:27:32 »
I only have one request, that we NOT start in a frozen biome like ice plains or taiga.

119
Blacraft General / Re: 1.6 Update
« on: 2013 04 25, 01:21:35 »
They haven't released the things you just described in a snapshot, so we simply don't know.

120
Blacraft General / Re: World Map and Land Division Thread
« on: 2013 04 23, 15:38:24 »
inb4 1.6 and snow melts in taiga biome in the summer

We don't know if that will actually happen.

De-icing the river would be good though. However, yqt said that he won't be able to do it until the next map cropping, which is 1.6 of course.

121
Blacraft General / Re: Collective Storages
« on: 2013 04 21, 13:41:45 »
I'm just letting you know that I just realized I forgot to update the collective storage on Friday night before the EU3 game. I'll go update it now. I believe it was just the amount of diamonds that changed.

122
Blacraft General / Re: Projects
« on: 2013 04 16, 19:00:14 »
Blacrafts first slime farm is nearly complete, but it's functional (I still have to install the storage output). You should be able to stand below the whole thing and the slimes will spawn, they kept spawning while I was working on it, so they definetly spawn.

First pic is the view from the cargo station level, second one is down below in the mines.



123
Blacraft General / Re: Netherrail Ideas?
« on: 2013 04 07, 17:33:11 »
I made a section of track between the wall of the Oasis City-Chromasheep station and the end of the Amazonis netherrail station to test how laggy it is and the rail lag is pretty bad.

Edit: I tried the every 40 blocks method and that is an improvement for me as far as the nether lag goes since there is something causing a lagspike around the chromasheep section of the station.

124
Everything Else / Re: i declare war of ubsr
« on: 2013 04 02, 00:59:24 »
All he did was cut out a large chunk of spam Darv.

125
Blacraft General / Re: Netherrail Ideas?
« on: 2013 04 01, 20:09:31 »
You can't synch it up because you're banned (and will stay that way until you change your behavior).

For synching it up anyway, yes you have it right. The height doesn't matter AFAIK, yqt said he already got his set up.

126
Blacraft General / Re: Netherrail Ideas?
« on: 2013 04 01, 19:44:27 »
The teleport plugin thing seems like it might be too much trouble to set up a large network on a small server like ours.

Back onto the subject of stopping at a station, I don't have any problems with stopping at one. Once you know where the station is, it's easy enough to use visual cues to get ready to hit the cart with the sword to stop. Though it's still easy to miss a station if you have lag or are not sure where you are.

As far as going AFK, you can't really afk for very long in the short distances. Between Spawntown and where Fiahs station would be in the nether would be about the same distance as from the central part of rail central to either Blue Bay or Ampluterra, or maybe Novascotchara.

My station is already basically set up other than the portals, so as soon as Fiah gets his up and the connecting tunnels are made, we can test out how much of a problem lag would be or in Darv's case, missing the station because he has extreme rail lag.

The Oasis City and Chromasheep station is one big room, so unless you're having HORRIBLE lag, I don't see that area as being easy to miss.

127
Blacraft General / Re: Netherrail Ideas?
« on: 2013 04 01, 18:16:24 »
Lol bong.

The craftbook one does, well, lots of stuff and adds tons of stuff, Bla would have to look at the link itself. I did say that I wasn't thinking of that one as being a serious suggestion.

How about this one? http://dev.bukkit.org/server-mods/transporter/

Basically what that one does is allow people to create portals that can be used to go between areas and can be used by players on a minecart or boat even. On second thought though, the setup for the gates seems kind of complex.

128
Blacraft General / Re: Netherrail Ideas?
« on: 2013 04 01, 17:41:46 »
Well, as far as the slowing down, it just has to slow down enough for you to react and stop the cart.

But if you afk on the rails for a while, wanting to do something else while waiting, then it's tedious.

That works for the overworld, but not so much for the short distances involved in the nether.

If this: http://dev.bukkit.org/server-mods/bytecart/ plugin were updated, it would work well for solving the problems. Also, if Mojang had followed through on the minecart and rail upgrades that they promised, that would have been great too :P

Investigate whether http://dev.bukkit.org/server-mods/craftbook/ loads chunks for carts? I'm not neccesarily considering it seriously since it has a load of other stuff and it seems kind of pointless to put that in and disable everything except the load cart chunks feature if it has one. Not to mention it would set off Bla's 'UNLEGIT!!!!' alarm, lol.

129
Blacraft General / Re: Netherrail Ideas?
« on: 2013 04 01, 05:59:23 »
I don't have too much of a problem with stopping at a station.

Maybe we can employ something like what Yqt has with the ground rail using the buttons? Or maybe add a bit of an extra stretch of track so that the cart slows down a little?

I have problems with rail cart lag myself, but at least in the overworld, there is plenty of time as you approach the station. No idea how bad the rail cart lag would be in the nether with the added usual nether lag.

130
Blacraft General / Re: Stronghold and The End discussion
« on: 2013 03 31, 13:35:16 »
Hey come on, I removed the snow golems, including the ones I made.  There might be a few stuck on an inaccessible ledge somewhere since the last few that I got we're stuck on tiny ledges. Didn't see any snowballs flying around though.

131
Blacraft General / Re: B-ong's banning 20130128
« on: 2013 03 30, 21:29:42 »
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.
Okie

FYI I stopped spams on yqt, and can you like tell him to not kill mee if I ever join again? Like I was kewled every time I saw him.

*he saw me

It is also your continued immature behavior in the IRC.

132
Blacraft General / Re: Stronghold and The End discussion
« on: 2013 03 30, 21:19:43 »
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.

Hm, question though, how will we get to them without a method of flight or making a long bridge? And would there be somehow ways to get back to those other end island areas if we wanted to?

133
Blacraft General / Re: Collective Storages
« on: 2013 03 30, 12:43:16 »
'k, I;ll set one up a chest for the netherquartz.

Edit: The percentages is a nice addition to the spreadsheet.

134
Blacraft General / Re: Netherrail Ideas?
« on: 2013 03 30, 01:39:18 »
Hey, we should use the top of the nether for stuff.

Only problem is finding a hole through the bedrock....

135
Blacraft General / Re: Collective Storages
« on: 2013 03 29, 23:31:48 »
Question on Nether Quartz ore. I have some nether quartz ore in a private protected chest, but it's not actually included in the collective storage because there isn't really any section for ore.

I was going to include it into the nether quartz section, but only problem is that you don't say how to deal with the ore.

136
Blacraft General / Re: Netherrail Ideas?
« on: 2013 03 26, 18:08:06 »
Rail line ideas:
Spawntown - Oasis City - Chromasheep Farm - Amazonis

More like Spawntown - Oasis City+Chromasheep Farms (then Amazonis) because the two portals are a less than 30 second walk from each other.

137
Blacraft General / Re: B-ong's banning 20130128
« on: 2013 03 25, 16:23:18 »
*psy*
fyi you speeled justice wrong


Go look up the word just in a dictionary, he spelled it just fine the way he used the word.

And yes Yqt, answer because you're the one who sanctioned the first soviet japan thing.

138
Everything Else / Re: Re: World Map and Land Division Thread
« on: 2013 03 25, 14:48:11 »
lolwut with the thread split......

139
Blacraft General / Re: Stronghold and The End discussion
« on: 2013 03 25, 04:07:08 »
I'm just proposing an idea, if Yqt and Bla say no, then okay.

140
Blacraft General / Re: Stronghold and The End discussion
« on: 2013 03 25, 02:19:16 »
That'll just make you banned even longer b-ong. :P

Anyhow, doing it next saturday on the 30th sounds fine to me. I'll have to whip up some fresh armor (with unbreaking, MAYBE) and craft an ifinity bow with some other properties.

Also, with the deathchest system, I propose that we temporarily relocate the deathchests to the Swamphold area, that way, if we DO die in The End, we can get back into the action quickly.

141
Everything Else / Re: World Map and Land Division Thread
« on: 2013 03 23, 14:49:18 »
it is equally open to everyone on the server, but don't like take away everything
alsoyou can build, but like, nothing ugly like the disaster in ampluterra
oh and can you teel me what you're building to me first? thanks

That was Kipz's thing, not darvs, but yes you have a point.

142
Blacraft General / Re: Plugin Changes for 1.5
« on: 2013 03 22, 17:33:46 »
- compass command
What does it do? I don't like the sound of it. It sounds like it would take away the function of maybe the compass item or give some advantage.

I tried it and all it does is tell you what your compass direction and bearing is. It's no more of an advantage than using F3

Also, the /suicide or /kill command (as it was before I think) is useful for when you get yourself stuck somewhere that you can't get yourself killed otherwise. Such as in the cowpit of the cowfarm.

/list just shows who is online. Would be more useful on a large server than a small one like ours.

/itemdb shows the item name (as it's called in the files), item ID, uses left if applicable, and a bunch of item short names of the item currently in your hand. There's already a shortcut that shows item info and durability, so it's probably not needed, or just restrict to op only.

143
Blacraft General / Re: Plugin Changes for 1.5
« on: 2013 03 18, 14:17:05 »
What if someone dies due to a reason that is not a bug/glitch? Are they allowed to retrieve their items?

144
Blacraft General / Re: Plugin Changes for 1.5
« on: 2013 03 18, 06:52:51 »
Still nice to have the option depending on the situation, but yes you're right, the hoppers make the cmagnet function obsolete.

Sounds like you're trying to make it pointless to even have that plugin and I've already thought of a few ways that it could be used as a shortcut (not that i would abuse it......) so I get your point. However, yqt also has a point with people dying due to bugs, so maybe we can just have it until people stop dying due to glitches?

145
Blacraft General / Re: Plugin Changes for 1.5
« on: 2013 03 18, 02:54:37 »
Well, maybe have the flexibility of choosing whether to make it public or private?

146
Blacraft General / Re: Plugin Changes for 1.5
« on: 2013 03 18, 02:22:35 »
Yeah a public deathchest would be reasonable, but what if you die and respawn in wherever you set the home bed, but the stuff ends up in the public chest which is in Spawntown. Or am I misunderstanding it a bit?

Alternatively, instead of (or in addition to) putting a chest that says ______ Deathchest, you can set it up to spawn a chest or a sign on death.

147
Blacraft General / Re: Plugin Changes for 1.5
« on: 2013 03 18, 00:05:27 »
Started looking around for some possible rollingminecarts replacement:

http://dev.bukkit.org/server-mods/cartsgo/ Already mentioned this one, don't know about it updating to 1.5

http://dev.bukkit.org/server-mods/minecartrevolution/ Not sure about the chunk loading feature, but looks like it could. It's also going through a recoding that they are almost done with and it's definetly active. Might be kind of complex though.

http://dev.bukkit.org/server-mods/bytecart/ Doesn't have what I was looking for, but it is an interesting plugin.

http://dev.bukkit.org/server-mods/swissbook/ We definetly need a way to edit the books more easily.

148
Blacraft General / Re: Plugin Changes for 1.5
« on: 2013 03 17, 23:32:37 »
Yes I reaize that.

149
Blacraft General / Re: Plugin Changes for 1.5
« on: 2013 03 17, 23:29:23 »
The deathchest would definetly be useful for those that have problems caving without dying much (and is useful when you have an inventory full of stuff and die in lava).

Also useful for fighting the enderdragon. Except that any potions the person had on won't be available to others, but that can be worked out.

150
Blacraft General / Re: border guard
« on: 2013 03 17, 17:03:16 »
heh, yeah I saw that when I was looking through the blacraft thread.

Still though, 8km is a huge distance and nobody has complained about it (Although I DO want to see how far west that ocean goes).

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