Minecraft

maverickz wrote:

This comment is unfortunate:

<snip>

You're referring to his (ab)use of punctuation, right?

Are there any Steve eye view shots?

I wonder how it looks close up.
I'd be interested in hearing about how the scale was resolved.

Anyone ever play on a creative server?
Does it detract from the fun of it when you don't have to gather your own resources?

The GWJ server was "Creative" back in the day. It was fun but rather silly. Actually the first phase was an Autohotkey script you interacted with through chat.

Ghostship wrote:

Anyone ever play on a creative server?
Does it detract from the fun of it when you don't have to gather your own resources?

I run a server for families in our neighborhood which supports both creative and survival. There's a hub world (survival) which has a hub building at spawn with gates to other worlds with their own rulesets. Each world has a separate inventory which isn't transferable. When you go through a gate, your inventory changes to the one for the world on the other side.

The server was done this way for two reasons:

- To give people a choice of creative vs. survival plus different difficulties if desired.
- As Minecraft updates come out, new maps can be introduced with the new terrain blocks and features while the old maps remain accessible.

So far it has worked very well and requires very little maintenance. After the big February update we may have some time where the server has to move to vanilla, but I'll just build a new hub gate and incorporate the new February world in once Bukkit catches up.

Pretty cool, sounds a bit like Second Life and the virtual world in Snow Crash meets Minecraft.

Creative is fun, but for me after i finish something i get bored with it because i didn't 'work hard' to build it. What i do like creative for though is when i am trying to figure out how to build something that i am doing on say the gwj server, i can do it a few times, take screenshots and then have less waste and less time wasted because i would be moving blocks around repeatedly.

I like survival better because there isn't any drive to explore in creative other than finding the perfect building spot.

plavonica wrote:
Aendiev wrote:

What i do like creative for though is when i am trying to figure out how to build something that i am doing on say the gwj server, i can do it a few times, take screenshots and then have less waste and less time wasted because i would be moving blocks around repeatedly.

This is what I use creative mode for. Fire it up, experiment a bit, then try it out on the server.

Ditto, just used it the other day to map out the new "small build" project for plav and myself.

Demonicmaster wrote:

yup just have the others play offline when they try to login, they should still see the LAN game though.

Rykin wrote:

I think he is asking if they still need their own Minecraft accounts (i.e. if they need to buy the game or if they can all use his account). I have no idea what the answer to this is.

I just used made up usernames/email addresses to play on lan with my kiddo.
He had a paid account, I didn't.
What you do need to do is log in as the paid account on a given machine to do updates.

In your server.properties, set "online" to false and it won't check with Mojang for logins.
If you do this, and you are NATed to the outside world, for the love of god, use a whitelist.
If you're just internal LAN, just set your server to offline mode and you're good to go. You can do this via the server.properties file or via command line(IIRC).

That was my experience with a localhost vanilla server AND a localhost bukkit server. I never really did "Open to LAN" more than once. It's nice for finding a seed and then sharing, but I prefer to copy the save to a server directory and launch it outside of my client. It let's me drop in and out if necessary without kicking my son off the world.

LouZiffer wrote:
Ghostship wrote:

Anyone ever play on a creative server?
Does it detract from the fun of it when you don't have to gather your own resources?

I run a server for families in our neighborhood which supports both creative and survival. There's a hub world (survival) which has a hub building at spawn with gates to other worlds with their own rulesets. Each world has a separate inventory which isn't transferable. When you go through a gate, your inventory changes to the one for the world on the other side.

The server was done this way for two reasons:

- To give people a choice of creative vs. survival plus different difficulties if desired.
- As Minecraft updates come out, new maps can be introduced with the new terrain blocks and features while the old maps remain accessible.

So far it has worked very well and requires very little maintenance. After the big February update we may have some time where the server has to move to vanilla, but I'll just build a new hub gate and incorporate the new February world in once Bukkit catches up.

I run a neighborhood server for my sons and their friends. We have hopped all over, from running survival, then creative, then adventure mode to shut down some overzealous destruction. We're now in a mixed-bag phase, where they're in different modes and one of my sons is an administrator.

I would much rather run something like the multi-world setup. They're often trying different things, want to start new worlds, etc. I might have to look into that.

LouZiffer wrote:
Ghostship wrote:

Anyone ever play on a creative server?
Does it detract from the fun of it when you don't have to gather your own resources?

I run a server for families in our neighborhood which supports both creative and survival. There's a hub world (survival) which has a hub building at spawn with gates to other worlds with their own rulesets. Each world has a separate inventory which isn't transferable. When you go through a gate, your inventory changes to the one for the world on the other side.

The server was done this way for two reasons:

- To give people a choice of creative vs. survival plus different difficulties if desired.
- As Minecraft updates come out, new maps can be introduced with the new terrain blocks and features while the old maps remain accessible.

So far it has worked very well and requires very little maintenance. After the big February update we may have some time where the server has to move to vanilla, but I'll just build a new hub gate and incorporate the new February world in once Bukkit catches up.

I'd love to be able to link up multiple of my and my son's worlds/seeds with a central hub. How do you do that?

duckilama wrote:

I'd love to be able to link up multiple of my and my son's worlds/seeds with a central hub. How do you do that?

Same here. My son has all kinds of visions about things he wants to do, but every time I start trying to figure out how to do it, I have visions of trying to install Linux for the first time back in the late 90's, and I start breaking out in a cold sweat. I lost two hours trying to set up a Bukkit server with various permission levels. I ended up either making everyone gods or peons (unable to build or do anything). Nothing went right, and I finally gave up.

Eldon_of_Azure wrote:
Farscry wrote:

I... I think I need to lie down before I get si-BLARGHWARGHLARGHARLGLLLL

Orphu wrote:
LiquidMantis wrote:

The better question is: "Can I force that server-side?"

Yes. Yes you can.

IMAGE(http://static.fjcdn.com/pictures/Watch_b8153f_1543435.jpg)

Wow. That's fiendish.

Ha! The music is perfect for that video.

Too bad it gave me Pink Floyd/Grateful Dead flashbacks from the '80s.

Farscry wrote:

I... I think I need to lie down before I get si-BLARGHWARGHLARGHARLGLLLL

Orphu wrote:
LiquidMantis wrote:

The better question is: "Can I force that server-side?"

Yes. Yes you can.

IMAGE(http://static.fjcdn.com/pictures/Watch_b8153f_1543435.jpg)

duckilama wrote:
LouZiffer wrote:
Ghostship wrote:

Anyone ever play on a creative server?
Does it detract from the fun of it when you don't have to gather your own resources?

I run a server for families in our neighborhood which supports both creative and survival. There's a hub world (survival) which has a hub building at spawn with gates to other worlds with their own rulesets. Each world has a separate inventory which isn't transferable. When you go through a gate, your inventory changes to the one for the world on the other side.

The server was done this way for two reasons:

- To give people a choice of creative vs. survival plus different difficulties if desired.
- As Minecraft updates come out, new maps can be introduced with the new terrain blocks and features while the old maps remain accessible.

So far it has worked very well and requires very little maintenance. After the big February update we may have some time where the server has to move to vanilla, but I'll just build a new hub gate and incorporate the new February world in once Bukkit catches up.

I'd love to be able to link up multiple of my and my son's worlds/seeds with a central hub. How do you do that?

I use Multiverse for multi-world servers, with Voxel Port to travel between them. I haven't used Multiverse Portals, but I think they're pretty straightforward based on a quick read. The only thing I don't mess around with is inventories. LouZiffer, what do you use for inventory management between worlds?

Sheared, if you decide to try it again, paste in your permission file, maybe we can help? I use PermissionsBukkit, it's pretty straightforward once you see a working setup. The challenge is finding a working setup

Now that I think about it, the only thing I don't pay attention to is inventory.

Hmm.. I tried Multiverse, but it was "broken" and wouldn't load up when I tried it.
So I checked out MyWorlds, which does allow me to load multiple worlds on one bukkit instance and maintain inventory between them all, simple teleporting from one world to the spawn of another.
I haven't tried their portals yet to allow portalling to someplace not the spawn.

I remember reading - not sure if it was Multiverse or MyWorlds - that if you use the portals made of water, sometimes going through normal water will teleport you somewhere.

I like MyWorlds ok, though there is one bug I found.
If you use the console command to create a world, then teleport to that world, then log off, then stop bukkit, start bukkit with the newly created world(via -w command line argument), then log into that world, your inventory is zeroed out.

I think it's related to the fact that Creating a world in MyWorlds(or in bukkit?) creates (and makes available for teleport) a single-folder world, like if you were playing vanilla. HOWEVER, bukkit changes imported worlds to a 3-folder structure when you start bukkit with that world (-w argument). SO I think the conversion is what blanked my inventory. Bye-bye diamond pick.

Anyway, the only reason I tried MyWorlds is because when I tried MV, it just didn't work. Wouldn't load the plugin. Might try again.

Pre-release expected this week, actual release next week:

http://mojang.com/2013/03/minecraft-...

My son really likes trying out various servers, but I'm not too keen on him being exposed to the general internet.

What are some good, varied, clean, kid-friendly servers?

I'm sorry, guys. Completely missed the questions in the thread. When I'm back at home and awake in the morning, I'll check to see what I'm using and will post links. It's multiverse with a couple of its own add-ons. The plugin hasn't had to be updated for several versions because bukkit has stayed pretty stable in terms of their API. This recent version may be different though (haven't updated yet).

EDIT: Updated the server with the latest development version of Craftbukkit (1.5 compatible), and portals are still working fine without updating plugins.

I'm using...

Multiverse-Core (latest beta from November)
example config from my server
example worlds.yml from my server
Note: Worlds can be added to worlds.yml through in-game commands.

Multiverse-portals (latest beta from April 2012)
Using default config.

Multiverse-signportals (latest beta from April 2012)
(No config needed.)

Multiverse-inventory (latest build from this January)
(Default config. No worlds share an inventory except for the nether for each survival world.)

Minebackup (latest build from August 2012.)
Keeps worlds backed up when changes are made.

CoreProtect (latest from this month)
Tracks who does what, and allows the admin to roll back changes in-game. Really nice. When someone's house burns down I can walk to that location and revert everything in a defined radius from me back to how it was before the event. I can also tell it a player name and to undo anything they did over a particular span of time. Many other features.

-----

All of these appear to be working right now in the latest Craftbukkit dev 1.5, though I haven't updated them at all. This is the way Minecraft/Bukkit have been for a year or so. Plugins just work for the most part and don't need frequent updates of their own.

Here's a picture of the hub linking all of the worlds we've had for the past couple of years (click to embiggen)...

IMAGE(http://farm9.staticflickr.com/8085/8562578764_c049232f5c_z.jpg)

Has anyone mentioned the new Minecraft Realms service?

Anyone use an Xbox 360 controller for the PC version? My buddy recently picked up the PC version for his kids, but they're much more comfortable using the controller than the mouse and keyboard. Are there any tricks for setting up the controller?

Without the 360 crafting UI, I can't imagine a controller being fun.

duckilama wrote:

Without the 360 crafting UI, I can't imagine a controller being fun.

It looks like there is a mod that emulates it. There's probably a better mod than that one, but that's what my google-fu came up with.

I do that but it is very rough and I usually reach for keyboard/mouse to craft. I do it on Mac using an app called ControllerMate.

I've tried a logitech f710.
The customization makes it workable.
I am a PC guy though. There's no beating M&K.

Thanks, all. I'll let my buddy know.

It's really odd. His youngest son picked up Minecraft with a mouse and keyboard right away, but it's his older son that's struggling with the transition away from a controller.

It's amazing how well young kids pick up the mouse/keyboard combo. I only had to teach our oldest. The other two got it just by watching her.

Earlier today Jeb posted an instagram of one of 1.6's new features:
IMAGE(http://i.imgur.com/40zIsFn.jpg)