Minecraft Multiplayer: GWJ World

That one in the centre-left with the flowers all over the lawn is likely to run into the ire of the HOA soon.

Is anyone on the GWJ server these days? Any time I drop by, it's completely empty, and obviously we no longer have the web-services to check before logging in.

So lonely

omni wrote:

Is anyone on the GWJ server these days? Any time I drop by, it's completely empty, and obviously we no longer have the web-services to check before logging in.

So lonely :-(

I don't have bukkit installed, so it doesn't let me in.

I've been playing 1.7.2 SMP with Buildcraft. It's fun.

Recapping past points:

* The server hasn't has a world limit/border/boundary for a LONG time. This is also only needed for doing map renders, not general world size control.
* The server runs Spigot because the current world crushes the server without it.
* Spigot and Bukkit don't have any client-side requirements.

I didn't know the server was still up. I tried to get on for a few minutes a couple of days back and it wasn't connecting.

Oddrune wrote:
omni wrote:

Is anyone on the GWJ server these days? Any time I drop by, it's completely empty, and obviously we no longer have the web-services to check before logging in.

So lonely :-(

I don't have bukkit installed, so it doesn't let me in.

I've been playing 1.7.2 SMP with Buildcraft. It's fun.

Your Minecraft client may be out of date. Like LiquidMantis said, Bukkit/Spigot don't require a special client at all. A vanilla Minecraft client can connect to them just fine.

LouZiffer wrote:

Your Minecraft client may be out of date. Like LiquidMantis said, Bukkit/Spigot don't require a special client at all. A vanilla Minecraft client can connect to them just fine.

I think it was the reverse. When I set a profile to 1.7.2 instead of 1.7.9, it let me connect. Not that I have anything to do there. I pretty much built what I wanted to build.

Problem confirmed. Strange that no one has mentioned it. I just updated to the latest Spigot snapshot though and it works. This update did some conversions so make sure that things look good in case I need to rollback. I'll snapshot this backup to make sure it doesn't get overwritten.

Thanks LM!

Well if you guys start another world count me in for spawn night. I would also be very interested in anything "different" especially if that keeps the original mechanics in place while making a new map Gen type.

I'd love to be there first day, too. Never did that.

Last time we restarted, the area around spawn got tamed fast.

If we're going to have a lot on at first, we should make it hard.

Oddrune wrote:

Last time we restarted, the area around spawn got tamed fast.

If we're going to have a lot on at first, we should make it hard. :)

As one of the primary "tamers," I'd point out that it was pretty freakin' hard as it was. Skylar and I were on for about two hours trying to carve out a safe, lit, flat area before we had food production going - most of the time we were very close to death, and only surviving on the grace of rotten zombie meat. It was pretty nerve-wracking.

Feegle wrote:
Oddrune wrote:

Last time we restarted, the area around spawn got tamed fast.

If we're going to have a lot on at first, we should make it hard. :)

As one of the primary "tamers," I'd point out that it was pretty freakin' hard as it was. Skylar and I were on for about two hours trying to carve out a safe, lit, flat area before we had food production going - most of the time we were very close to death, and only surviving on the grace of rotten zombie meat. It was pretty nerve-wracking.

I.e. - Fun!

Mixolyde wrote:
Feegle wrote:
Oddrune wrote:

Last time we restarted, the area around spawn got tamed fast.

If we're going to have a lot on at first, we should make it hard. :)

As one of the primary "tamers," I'd point out that it was pretty freakin' hard as it was. Skylar and I were on for about two hours trying to carve out a safe, lit, flat area before we had food production going - most of the time we were very close to death, and only surviving on the grace of rotten zombie meat. It was pretty nerve-wracking.

I.e. - Fun!

Oh, yes - don't get me wrong. The problem (for others) was that it was Skylar and I (and to a lesser extent LZ) who stayed on consistently fighitng everything off. By the time everyone else had a chance, there was a "home base" in which one could safely rest and heal.

Dunno how to fix that other than choosing a time when many people are available for a couple of hours straight.

I'm excited, I will definatelly try to be part of the "beginning" this time.

I managed to get there not long after the start, we had the initial hidey hole, but no farm/animals by that stage. It was quite a large, flat area - plenty of mob spawn areas and night-time sure was fun!

A new world gets me as giddy as a schoolboy. I've just started a tekkit world for the first time with my nephew - still early days yet, so it's very much like vanilla so far, but that 'new world smell' really is the best. I think (but can't confirm) that there was no real discussion about advance planning of the new world becoming available here - it was talked about, then just appeared one night - maybe if it's more planned, more people could be there. Trying to find a time that suits everyone will be nearly impossible, though, so maybe better just to decide a time and folks can try and work their schedule around it.

Zombies can bash open doors in Hard, right? Think we should avoid that.

Quintin_Stone wrote:

Zombies can bash open doors in Hard, right? Think we should avoid that.

Wooden doors, but not metal. So you can make safe spaces, it just takes more work, which appeals to some people.

Has a release date or time frame for the next version been announced yet?

Quintin_Stone wrote:

Zombies can bash open doors in Hard, right? Think we should avoid that.

Weird. I was thinking we should seek that out.

Oddrune wrote:
Quintin_Stone wrote:

Zombies can bash open doors in Hard, right? Think we should avoid that.

Weird. I was thinking we should seek that out. :)

Is it possible to start the world off as "hard" for those that want the thrill and then move it down to "normal" after a week or so?

Feegle wrote:
Mixolyde wrote:
Feegle wrote:
Oddrune wrote:

Last time we restarted, the area around spawn got tamed fast.

If we're going to have a lot on at first, we should make it hard. :)

As one of the primary "tamers," I'd point out that it was pretty freakin' hard as it was. Skylar and I were on for about two hours trying to carve out a safe, lit, flat area before we had food production going - most of the time we were very close to death, and only surviving on the grace of rotten zombie meat. It was pretty nerve-wracking.

I.e. - Fun!

Oh, yes - don't get me wrong. The problem (for others) was that it was Skylar and I (and to a lesser extent LZ) who stayed on consistently fighitng everything off. By the time everyone else had a chance, there was a "home base" in which one could safely rest and heal.

Dunno how to fix that other than choosing a time when many people are available for a couple of hours straight.

Man, that was hilarious/crazy stuff. Like trying to save up enough dead zombie to so that you could get your food bar high enough to heal a couple hearts. Yeah, if anyone ever wondered why the spawn fort was built on a lake, it's because we needed something to back to.

Lysias wrote:
Oddrune wrote:
Quintin_Stone wrote:

Zombies can bash open doors in Hard, right? Think we should avoid that.

Weird. I was thinking we should seek that out. :)

Is it possible to start the world off as "hard" for those that want the thrill and then move it down to "normal" after a week or so?

Yes, that's a simple server command and any Op should be able to do it.

It might be moot though. The difficulty has the greatest impact in the early days. Once an area is settled, it's much easier to settle an adjacent area, regardless of difficulty level. The only big difference would be the reduced effectiveness of wooden doors. Lighting up an area still suppresses hostile spawns though.

To give folks an idea of what the new terrain can be, here's the Nitrogen spawn area with a few different scenarios.

For reference, all image POV from: /tp 256 128 -64 -45 45

First, the new default. It's almost identical to what we got in 1.7. The lake to the lower left is where Fort McSpawn was constructed. The mesa prominence just left of center is where I made my green dome.
IMAGE(https://lh3.googleusercontent.com/XDsnUtxle1yGAN2s2S1QeLy-2y38aGkYHIBXINBwolM=w437-h254-p-no)

Next up, drought. Some slight changes in erosion patterns and less water, but basically the same place.
IMAGE(https://lh4.googleusercontent.com/ioUJ-7fQr1EwU1y8MY2QhKNWihQVVFY_GudCV_sdrQ4=w534-h311-p-no)

Island Land. One of those floating blocks is actually just a single block of sand. Not sandstone, sand. I'm amused by that for some reason.
IMAGE(https://lh3.googleusercontent.com/nYU7G80IbCgK52LM4k0KLvY87JXG8Oe3TrVmVzuPQFQ=w437-h254-p-no)

And now the Caves of Chaos. It uses the entire y-scale. That is, there is exposed bedrock and non-trivial blocks at y = 255.
IMAGE(https://lh4.googleusercontent.com/f77_wm3Y0XX8xmujeDe2FO2_4znWfUZOp72iiYUSJuM=w438-h254-p-no)

Oddrune wrote:

To give folks an idea of what the new terrain can be, here's the Nitrogen spawn area with a few different scenarios.

For reference, all image POV from: /tp 256 128 -64 -45 45
[snip]
And now the Caves of Chaos. It uses the entire y-scale. That is, there is exposed bedrock and non-trivial blocks at y = 255.
IMAGE(https://lh4.googleusercontent.com/f77_wm3Y0XX8xmujeDe2FO2_4znWfUZOp72iiYUSJuM=w438-h254-p-no)

@__@ By non-trivial, does that mean the diamonds that generate in a given chunk could be anywhere?

Caves of Chaos looks insane. Using water as a ladder will be a must. I'm not sure how sustainable a server of that spawn would be, but I would thoroughly enjoy it for awhile.

skylarhawk wrote:

@__@ By non-trivial, does that mean the diamonds that generate in a given chunk could be anywhere?

I mean that there are fair-sized plains at y = 255.

Coal (128), Iron (64), Gold (32), Lapis (32), Emerald (32), Redstone (15) and Diamond (15) still only occur in their proper depths, however we will be able to change their proper depths in the world customizer after selecting a preset.

Is there a way to tone down the chaos a little? Something crazy like that could be interesting, but maybe not quite that crazy.

Island thing is about as crazy as I think I could handle, would be fun making all those bridges etc. Cave one is bit to much.