Minecraft Multiplayer: GWJ World

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Minecraft, for those not in the know, is a block-based building game that has you spelunking for resources, constructing houses, crafting goods, and fending off monsters such as skeleton archers riding spider mounts. Currently the meat of the game is in the singleplayer mode, but Notch, the developer, is a coding machine and hopefully multiplayer will be catching up quickly. Updates are typically released on Friday.

Here are a few general Minecraft links:

[size=20]GWJ multiplayer servers:[/size]


Liquidmantis' server
  • To join, use mc.liquidmantis.com as the "IP" address.
  • Web site - Overviewer maps autogenerated at 5AM Mountain - Needs re-implementing.
  • Whitelist access only.
  • IRC interconnect - #gwjminecraft on Quakenet - Use !players to see who is on the Minecraft server.
  • Running the CraftBukkit mod. For a list of plugins see the web site.
  • 140901 - Running Vanilla 1.8
  • Stringent backup snapshotting in place
  • World archive: http://mc.liquidmantis.com/mcarchive/
  • World archive: 140601

Arovin's server

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[Edit 141105] Updating with Arovin's server deets.
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I was wondering if you had put the invincibility on your server, didn't know it was a bug.

Looking forward to having to build everything by blood, sweat and tears instead of summoning. Actually, I'm mostly looking forward to not starting back at the spawn point in mp.

garion333 wrote:

I was wondering if you had put the invincibility on your server, didn't know it was a bug.

Looking forward to having to build everything by blood, sweat and tears instead of summoning. Actually, I'm mostly looking forward to not starting back at the spawn point in mp.

With the new mod, that last one is already taken care of.

Quintin_Stone wrote:
garion333 wrote:

I was wondering if you had put the invincibility on your server, didn't know it was a bug.

Looking forward to having to build everything by blood, sweat and tears instead of summoning. Actually, I'm mostly looking forward to not starting back at the spawn point in mp.

With the new mod, that last one is already taken care of.

Yup:

/spawn - Teleports you to the spawn
/sethome - Sets your home at your current position
/home - Teleports you to the specified home, or, if you don't have one, the spawn.

Has anyone tried these yet?

/warp [warp] - Warps to the warp
/setwarp [warp] - Sets warp to current position

Works like a second /home command? Are they server wide, or player specific? Persistent or session?

This one looks useful too for finding people instead of wandering off in the wilderness looking for some hermit's base.

/tp [player] - Teleports you to the player

Warp isn't working right now. I also have /tp turned off because there's a /tphere command that allows you to pull someone to you.

Pirate Bob wrote:

Yup:

/spawn - Teleports you to the spawn
/sethome - Sets your home at your current position
/home - Teleports you to the specified home, or, if you don't have one, the spawn.

Has anyone tried these yet?

Oh yea, used it creating my giant wall over the blasted zone. Fall down and /home and youre back at the top

PAR

Pirate Bob wrote:
/spawn - Teleports you to the spawn
/sethome - Sets your home at your current position
/home - Teleports you to the specified home, or, if you don't have one, the spawn.

Has anyone tried these yet?

Yeah, like par says, they are terrific. Be careful though, you can get stuck if you're home is set to a spot where you built over.

LiquidMantis wrote:

Ok, I've updated to the beta version of the mod. /warp works now. I'm not sure if just anyone can use the /setwarp command or if that's admin only. Warps are shared however, so it'll be a good way to set up a "tour of the world" while we're in creative mode. Also, I think I have /tp set up for users now. It should allow /tp but not /tphere.

Excellent. Should have people claim location names and make a list here. If it's admin only, you've got some walking to do to set all the points for everyone Maybe let users set warp points for a while then make it admin only?

The programmer in me is already thinking of naming schemes tagging the builder if applicable, or just a location name if multiple builders. Not sure if warp points support spaces or not, but something like this for primary bases:

pirate_bob_base
df7_base
...

Secondary sites as:

chiggie_awesome_cloud_dude
lobster_lighthouse
...

Warp locations should be considered safe places too - say build a 3x3 obsidian pad that remains secure. People can build around it, make a teleporter entrance, but leave the pad free of traps.

Ok, I've updated to the beta version of the mod. /warp works now. I'm not sure if just anyone can use the /setwarp command or if that's admin only. Warps are shared however, so it'll be a good way to set up a "tour of the world" while we're in creative mode. Also, I think I have /tp set up for users now. It should allow /tp but not /tphere.

[Edit] Demoted myself to test the commands and everything is working as desired. /warp and /tp work for anyone, /tphere and /setwarp are restricted though.

This looks like one of those wonderful games that is so very, very over my head, like Dwarf Fortress... I take it this is the paid alpha you guys are playing, rather than the free classic mode?

Redwing wrote:

This looks like one of those wonderful games that is so very, very over my head, like Dwarf Fortress... I take it this is the paid alpha you guys are playing, rather than the free classic mode?

Yes, the paid.

Let me state that, for the record, as a Dwarf Fortress player I can say that Minecraft is an order of magnitude, maybe two, more approachable than DF is.

Your character won't starve. Your character won't freeze to death. Your character won't throw a tantrum (you might, though, if you were to say fall into lava and lose all your loot).

Yes, this is the paid version.

But don't worry about it being over your head, it's much simpler than DF. Turn mobs off in single-player and it's barely above playing with Lego in complexity. There's a handful of things you need to know how to make and that's about it.

Know what else is new in the mod beta? /compass

LiquidMantis wrote:

Know what else is new in the mod beta? /compass :hump:

Awesome! Is it a GUI element or just a string out of coords?

PAR

It returns your heading to the closest of the 8 major cardinal directions (N, SW, etc.) There's also supposed to be a /pos but it's not working.

[Edit] Ah! It's /getpos

LiquidMantis wrote:

Know what else is new in the mod beta? /compass :hump:

I really hope he adds this as a craftable item at some point. When you're topside it's not a problem, but down in a mine it would come in mighty useful.

-edit-
By the way, in that ID chart up above, what are the last 2 circular items (2556 and 2257)?

Vega wrote:

By the way, in that ID chart up above, what are the last 2 circular items (2556 and 2257)?

Records for the jukebox.

Consider me enabled! I figure developers of this sort of game should be encouraged anyway, so why not. I'll have a poke around at this tomorrow.

Edit: Username is Rothving by the way, if that's at all relevant. Redwing is always taken.

Quintin_Stone wrote:

Minecraft ID list is vital, but I find it often more useful to have this image up while I'm building:

IMAGE(http://www.minecraftwiki.net/images/7/73/DataValues.png)

Noice! Thanks for that.

LiquidMantis wrote:
Vega wrote:

By the way, in that ID chart up above, what are the last 2 circular items (2556 and 2257)?

Records for the jukebox.

Ah, of course.

I'm going to go around to marked points on my label map and set up warps.

Also, It appears the /i or /item command no longer exists.

Redwing wrote:

Consider me enabled! I figure developers of this sort of game should be encouraged anyway, so why not. I'll have a poke around at this tomorrow.

Edit: Username is Rothving by the way, if that's at all relevant. Redwing is always taken. :(

I thought I'd point out that this is just the MP thread. You'll find a bunch of info, especially for starting out, in the other thread. LM split this one off so we could keep better track of the mp stuff.

garion333 wrote:
Redwing wrote:

Consider me enabled! I figure developers of this sort of game should be encouraged anyway, so why not. I'll have a poke around at this tomorrow.

Edit: Username is Rothving by the way, if that's at all relevant. Redwing is always taken. :(

I thought I'd point out that this is just the MP thread. You'll find a bunch of info, especially for starting out, in the other thread. LM split this one off so we could keep better track of the mp stuff.

I did notice, it's just this sort of collaborative thing is what is really interesting to me, so this thread was the real draw. I'm playing single player and working my way through the other thread now, because... wow, I'm a little overwhelmed!

So there was some concern in the other thread about lakes and lobster markers and whether or not they are occupied.

If you're looking at a pond you're not in the right spot because it's actually a giant pit and it's definitely my home. The lobster is the black looking thing with the yellow dots on the edge. I will thank you kindly not to move in, given how much work I've put into it.

The gray dot is the missile silo of which I spoke.

O.K. so Mantis made me a sort of Official Mapmaker cartographer thingy which means I can set warp points. I've been going around setting them up at various locations. I'm mainly focusing on centered areas of interest and checkpoints. For example if there is an area with a bunch of cool stuff (like the area around Fort Cracker) I'll put a warp point at a location where you can see much of it (like the top of Fort Cracker). I wont be putting one in everybody's little abodes but many of them will be reachable from the checkpoints. If you have a request for a warp point, ask me and I'll try to go set it up, try to make it a fairly good area of interest and mark specifically where you want it.

tanstaafl, if you want to go down your road and set up some checkpoint markers for me, I'd be happy to set up some warps on it. Same goes for whoever made the long Northern road going from Spawn to Kirby Land

Current list of warp names and locations:
parway_1 -first exit on the parway
parway_2 -second exit on the parway
parway_north -north offshoot from the papway
parway_3 -third exit on the parway (leads to a skybridge, a mountain home, and the helechopper landing)
parway_4 -fourth exit on the parway
parway_5 -fifth exit on the parway
parway_6 -sixth exit on the parway (leads to Rebel's Guiding Light)
parway_7 -seventh (and currently last) exit on the parway
arovin's_ark -Arovin's ship out on the water
wall_of_flame -Aries' wall (also near berzerk's dock/lighthouse and Pharacon's pad)
no_diving -the skybridge right over the pool (also near Link, Mario, the Eye, and the grand road of southness)
fort_cracker -the snow covered castle on the mountain (Overlooks Chiggie's stuff, Bewbie castle, Far from Home Kirby, and Quintin's dome)
kirby_land -the entrance to Kirby Land via the Northern roads
kirby_overlook -the watchtower overlooking Mount Kirby

Edit: and here's a map with the warp points marked
http://img826.imageshack.us/img826/8...

Oh, that, I went in there earlier and it looks like some evil lair of a supervillain
Clearly we need a Hall of Justice.

LobsterMobster wrote:

So there was some concern in the other thread about lakes and lobster markers and whether or not they are occupied.

If you're looking at a pond you're not in the right spot because it's actually a giant pit and it's definitely my home. The lobster is the black looking thing with the yellow dots on the edge. I will thank you kindly not to move in, given how much work I've put into it.

The gray dot is the missile silo of which I spoke.

I've decided to move out towards the south east of the spawn, so there shouldn't be any conflicts. I'll also put up some markers to alert any future immigrants as to my claim. I actually have a couple of water-based ideas, so we can all be happy.

I'm going to build a submarine.

It'll be a good distance from the ship, though, so don't worry about it getting sunk....

[color=red]YET[/color]

Damn, I have to get back on there and build the thing I'm building... I have been sooo addicted to Single Player.
That night I built the wall, my creative juices were just not flowing, so I made a somewhat blank palette to work off of.

Very cool stuff so far, and a big THANK YOU to LiquidMantis for the hosting and administration!

Just checking in. Thanks to Mantis by the way for just being an all around awesome admin!

Quintin_Stone wrote:

I'm going to build a submarine.

It'll be a good distance from the ship, though, so don't worry about it getting sunk....

[color=red]YET[/color]

Don't make me add some depth charges to the ship to drop.

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