Minecraft Multiplayer: GWJ World

Grubber788 wrote:
Chiggie Von Richthofen wrote:

Yeah, and I went to Yellowstone a little while back and there was just a bunch of trees and bears and sh*t. What a rip off.

Unless you're comparing Fedora to God or complex geological and evolutionary processes, I'm afraid I don't quite follow you

that said, I take back any snark in my previous comment. On closer inspection, that's more saplings than I'd like to count (read; that took some doing). Still, tree dude would make an excellent addition to Kirby land.

Then make it

Also, keep heading along the road until you get to a large watchtower keep going past that and follow the road to the second tower then climb it. Once at the top look out to the North (and a little bit east) to see Mount Kirby. And alternative is to /warp kirby_overlook

Server is updated! This breaks the mod, but we might be at the point we want to run it clean anyway. Monsters are turned on, so prepare for your sh*t to get blowed up.

Seecret Friday 9! OooooOOOoo! And Minecraft Alpha 1.1.0! And Minecraft Server 0.2.0!
The Seecret Friday part ended up being extremely tiny this time around, but that’s because I made sure to add this:

+ Added server-side inventory
+ Made the server save player locations when they leave the server
+ Made chests work in SMP
+ Made signs work in SMP
+ Made furnaces work in SMP
+ Added monsters=false to server.properties. You can turn it on for experimental monsters, but you can’t hurt them directly yet. (Fire works, though!)

But this is NOT SECURE YET! I decided to just focus on making it functional first so I actually got it out.

I’ll work on inventory security and server-side health management next week. Server-side health means you’ll be able to fight monsters and perhaps even other players.

[edit:]

Oh. My. Dog. I need to invest in a better server solution RIGHT AWAY, like next week! Please be patient while the server tries to keep up with sending out all the updated clients!

Zombie! Skeleton! Spiders!

Zombie! Skeleton! Spiders!

[Edit] Uh, there may also be a couple of new creeper craters.

SIGNS!

IMAGE(http://img180.imageshack.us/img180/5606/signsmovie.jpg)

Updated plan:

* Keep monsters on for kicks
* Summoning off (?)
* Reset the world when we get server-side health (next week?)
* Keep the mod in place for some of the nicer features but the meta stuff off (no summon, kits, warp, compass, but leave playerlist, /me, etc. until they're native.)

Thoughts?

I can't get into the game... Freezes at login
disregard

Okay, so all tools are currently bugged. If you use the proper tool to take something down (e.g. axe for tree, shovel for gravel, pick for stone, etc.) you will only be able to take a single block out without switching away unless you have that tool in the first inventory slot. Just FYI for anyone about to get frustrated.

For the spectators, the tool/mining bug is fixed.

My vote is for the current mod before this secret update.

Right now mobs are essentially invincible and can only be killed via sunlight or fire. Creepers still blow up the way TNT explosions via redstone does in mp, instantly and blocks just disappear.
Only problem with mobs would be creepers blowing stuff up.

Besides walking distances are horrible since we're a bit used to warp, but there is persistent locations now so that might not be too important.

I don't think I'll be able to finish my WIP before a wipe, sooo, I probably won't be on the server before the wipe occurs. That said, if monsters are buggy/unkillable, we should not have them around.

Sorry, didn't realize I had posted this in the wrong thread

Floomi wrote:

Awesome Friday Update is awesome:

+ Added server-side inventory
+ Made the server save player locations when they leave the server
+ Made chests work in SMP
+ Made signs work in SMP
+ Made furnaces work in SMP
+ Added monsters=false to server.properties. You can turn it on for experimental monsters, but you can’t hurt them directly yet. (Fire works, though!)

YESSSSSSSSS.

Woo-hoo!

So, are we going to start a new world or are we waiting for killable monsters? (Though let's face it; unkillable monsters would make for a *real* survival challenge.)

Added in the correct thread:

I think the server is getting a bit slammed right now with people downloading the update; he's got enough users now that it's causing an overload on his server.

bwahahahahhahahahahaha! This is such a great update! I will try to sneak on this night to play but I got only a few precious hours till tomorrow and I got to finish building my Hurricane so I have something to fly tomorrow morning! If anything I will just rush around with flint and steel and light creeps on fire!

tanstaafl wrote:

So, are we going to start a new world or are we waiting for killable monsters? (Though let's face it; unkillable monsters would make for a *real* survival challenge.)

You're still invincible and they can't attack you. The most a zombie did was growl on me, till I lit it on fire. A skeleton did the dance of the dangly bones till the sunshine burnt it to the ground. Only mob that could be a pain is the creeper and its explosions.

Also there's a lovely pork roast on the server.

They can't attack you, but will you accumulate a crowd of them surrounding you and getting in your way when you try to build at night? Plus, yeah, creepers.

Farmed a sh*t ton of gravel

Quintin_Stone wrote:

They can't attack you, but will you accumulate a crowd of them surrounding you and getting in your way when you try to build at night? Plus, yeah, creepers.

The mobs I've seen so far are few and they don't seem to be as plentiful as in single player, so shouldn't be too big of a deal. Only saw one creeper and heard a spider somewhere.

Signs now work.
IMAGE(http://i86.photobucket.com/albums/k111/nubslovecake/javaw2010-09-1014-18-19-16.jpg)
And here be the Pigs
IMAGE(http://i86.photobucket.com/albums/k111/nubslovecake/javaw2010-09-1014-18-33-69.jpg)
And the Tomb Of LiquidMantis
IMAGE(http://i86.photobucket.com/albums/k111/nubslovecake/javaw2010-09-1014-21-52-60.jpg)

There were some creepers creeping a little too close to my house so I built a fence around it. I may replace the fence with a wooden wall with ladders as fences are probably more of a pain in the ass for me than the baddies. I have also begun stockpiling some phat lewt.

Are you keeping a save from just before you turned on monsters? Would be nice to have an archive save, without any creeper craters, for single-player once we get the server reset. All those structures, abandoned and with monsters spawning in the dark places...

Also, would it be possible to get a cave view map of the server before the reset? I know people have dug out a huge amount of underground real estate, I wonder what it would look like.

Tannhauser wrote:

Also, would it be possible to get a cave view map of the server before the reset? I know people have dug out a huge amount of underground real estate, I wonder what it would look like.

Oblique cave mode in cartographer is incredibly slow - best of luck on that Liquid!

Edit - for resetting server - Once we go true SMP, I'll probably spend most of my time there rather than in single player. Just building is fun for a while, but I find the restrictions of single player - having to gather things, health, running away in terror, really add to the satisfaction of making something. I like the idea of starting fresh with SMP, but I haven't invested a fraction of time into the server as others have.

For as long as we (and the mobs, I guess) are invincible I don't really care what happens to the server between now and when SMP works properly. We've got a snapshot of it before the monsters turned up; I agree that it'd be nice to distribute that for people to use in SP.

Once SMP is working properly I vote for a server reset, keeping the mod for communication stuff (playerlist, adminning, etc) but not for summoning.

If people want to do PvP it should be on a separate server. Potentially we password-lock the server or at least spread out the ops so we can e.g. ban any troublemakers that turn up.

Is it too early to start thinking about plans for GWJVille?

Because I'm some kind of Bloody Stupid Johnson, I've come up with some ideas for when we go to proper SMP. A lot of them are fairly obvious but I feel the need to write them down anyway:

SPAWN

  • Place signposts at the spawn point explaining the rules of the server and the "be nice" attitude. These should be the first thing you see.
  • Have a "community noticeboard" - a giant wall of signs for people to exchange information.
  • Enclose (and light) the spawn area so it's always safe and free of mobs. That way anyone dying can respawn in safety.
  • Keep a few chests of weapons and armour near spawn. People who have died can then grab some and immediately go and rescue their dropped gear, rather than going home to kit up.

GENERAL RULES

  • Assume that all chests are communal unless signposted by their owner.
  • Explore as much as you like, but don't destroy. And don't steal from personal chests without explicit permission.

STOREHOUSE

  • Somewhere in the "centre" of town build a communal storehouse, full of rooms with chests. To be organised (and signposted) by an obsessive-compulsive.
  • Sections for food (arranged by health pip restoration), armour (by material and body part), weapons (by material), etc...
  • Locate raw materials and their processed versions (e.g. ore/ingots) near each other, along with the relevant processing tools (e.g. furnaces).

RAILWAY

  • Aim to build a railway linking major hubs together: residences, storehouse, mines, farms, etc.

WORK

  • We will need: storehouse, tree farms, food farms, mob catchers, mines.
  • When mining, place torches on the wall for light and on the floor to mark your way. Pick up the torches from the floor as you retrace your steps. These torches can also be used by a rescue team to locate you.

This list is mirrored on a Pastebin page, which we can update as we come to consensus on this thread. (The most recent version of the list will be the first item in the "Subdomain Posts" box on the left side.) It can then be the blueprint of our entire civilisation!

I agree with most of that except the railway part. Until the "society" is really iron-rich tracks are prohibitively expensive IMO.

Tannhauser wrote:

Are you keeping a save from just before you turned on monsters? Would be nice to have an archive save, without any creeper craters, for single-player once we get the server reset. All those structures, abandoned and with monsters spawning in the dark places...

Also, would it be possible to get a cave view map of the server before the reset? I know people have dug out a huge amount of underground real estate, I wonder what it would look like.

Yeah, I have an hourly backup running and branched the one from prior to the update. I've got no problems turning the mobs back off and rolling back to that snapshot until next weeks update if that's what people would rather do.

Sure, I can do that. I'll also upload the world file before the reset so it's archived and then people can render whatever views they want on their own damn CPUs.

Ok guys, the mod is updated. I have it running again in the same exact config as before (summoning on, etc.), but monsters are still enabled.

Time to jump into multiplayer?

I logged into the server (as Titanis), and you guys have built some pretty impressive stuff. Still, unless the mobs and players can be killed it is still a lot more like Classic than Survival. I do have an idea about something to build though. Just need to work out the scale.

I'd like to make a couple of warp points on the map. Would it be possible to get such privileges on the server, please?

Where do you want them? I can set them up for you.

I fixed it to proto_GWJVille.