I agree, just keep a backup of the usual worlds for future reference. At least that way it'll be playable, even if it's just for fun.
If you do go down that path, I would recommend a simple disclaimer, if needed. (Depending on how you decide to handle the vanilla to bukkit/our API world transfer, if at all)
(I would personally avoid transfer's from vanilla, due to xray clients, exploits and such. And would warn about there not being anti greifing measures in use, if applicable.)
1.3 is coming soon if I recall correctly, We'll still be waiting anyways so I agree with Aether and Heretic, Vanilla
And crippled Bukkit gets me thinking, what total twats the Bukkit team on Mojang are >.> Just dropping everything and running to their new masters ._. Leaving the others behind with an assload of work to do.
By the way, since we're all waiting, why dont we start with the none server stuff, like the wiki if Sabby can give up some info we could start that, perhaps a website too
1.3 is coming soon if I recall correctly, We'll still be waiting anyways so I agree with Aether and Heretic, Vanilla
And crippled Bukkit gets me thinking, what total twats the Bukkit team on Mojang are >.> Just dropping everything and running to their new masters ._. Leaving the others behind with an assload of work to do.
By the way, since we're all waiting, why dont we start with the none server stuff, like the wiki if Sabby can give up some info we could start that, perhaps a website too
If I remember correctly, they were under a contract, which means they they were forced to switch from bukkit to MC, whether they wanted to or not, so it isn't really their fault.
If I remember correctly, they were under a contract, which means they they were forced to switch from bukkit to MC, whether they wanted to or not, so it isn't really their fault.
Yes I know, with Curse.com, but they still could have done something to help, not just drop everything and leave.
Rollback Post to RevisionRollBack
I shall Type Random Caps because I have a Bad Habit C:
If I remember correctly, they were under a contract, which means they they were forced to switch from bukkit to MC, whether they wanted to or not, so it isn't really their fault.
They weren't forced. They agreed to it, and knew all along it would occur. You can't hide stuff like 'you'll have to move from your own country to one that doesnt' speak english, along with brutally strict rules, moving your family, etc' into 'fine print'. That has to be VERY open and blunt, and they have to accept such terms for a contract to be formed - and in turn, they knew how this would end.
Point aside - I AM going to get the server functional for 1.2.3 (**** .4) today. I'm sick of waiting. Bukkit is incapable of keeping updated, and by the time it updates to .4 and all the plugins follow (if they even do...) 1.3 will be around the corner. :/
So I'll try to keep folk updated as I go along. *sigh* >.>
Edit: Yeah, I give up. Totally give up. Plugins are in utter disarray. Some are updated to DEV 1.2.4 builds, and will not function with 1.2.3 at all, some are 1.2.3 only, and WON'T work on .4, some are not even updated past 1.1... this is a waste of time. I'm probably just going to shut the server down until we can begin utilizing our own damn codebase, as it's clear, Bukkit is dead or soon to be dead. Simple.
Those trolling mother...! They just release 1.2.4 recommended build >.>! like, an hour after I post this. damn it all. Let's see how plugins go...
well I just recently got my computer again, and came to check in! What's the whole deal with the server and such? The old one I have set isn't populated and "None of the Mods work"?
well I just recently got my computer again, and came to check in! What's the whole deal with the server and such? The old one I have set isn't populated and "None of the Mods work"?
Read the last few pages and youll understand
Rollback Post to RevisionRollBack
I shall Type Random Caps because I have a Bad Habit C:
as I clarified, 1.2.4 is out for bukkit. Now, to see if the damn Plugins will update or abandon us...
SO frustrating this whole damn matter. Only good news is I've hammered out a ton more ideas for the server, such as at least 8 new mobs, and a ton of other little bits. all I need to say: Beware the darkness, beware the walls, beware the whispers... for when the Requiem of the Dead begins to whisper in the air... those of the living, will soon join those who sing...
Beware the darkness, beware the walls, beware the whispers... for when the Requiem of the Dead begins to whisper in the air... those of the living, will soon join those who sing...
Just want to say this: there should be more mob spawns in a specific location based on three things: A: the biome. Different biomes will spawn different kinds of enemies. B: The number of player-made/placed blocks (and stuff in chests) in the surrounding chunks. More player stuff means more mob spawn around it. C: How long the player placed stuff has been there. Essentially, it should be that more people in an area means more houses/chests, which means more mob spawns. It should also allow 'lone' players to survive, although they have to move every few days to be able to survive the mobs. Mossy cobble, dungeon/mineshaft chests, and strongholds will also generate more mob spawns, as will villages. It would work like this: every chunk has a 'mob' value, from 1-128. 0 means 50% mobs spawn for players in that chunk, 32 100%, 64 150%, 96 200%, 128 250%. This value slowly goes up or down depending on the amount of 'artificial' blocks/items placed or in chests.
Also, iron golems should be nerfed somewhat. This doesn't have to be changing the health or damage-it can also be something like making zombies try to attack them before villagers. Village golems would respawn during mid-day (or every mid-day after a full moon), player-made ones need to be rebuilt.
Also Sabby, what do you think about 1.2.5? Then 1.3?
Rollback Post to RevisionRollBack
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
Just want to say this: there should be more mob spawns in a specific location based on three things: A: the biome. Different biomes will spawn different kinds of enemies. B: The number of player-made/placed blocks (and stuff in chests) in the surrounding chunks. More player stuff means more mob spawn around it. C: How long the player placed stuff has been there. Essentially, it should be that more people in an area means more houses/chests, which means more mob spawns. It should also allow 'lone' players to survive, although they have to move every few days to be able to survive the mobs. Mossy cobble, dungeon/mineshaft chests, and strongholds will also generate more mob spawns, as will villages. It would work like this: every chunk has a 'mob' value, from 1-128. 0 means 50% mobs spawn for players in that chunk, 32 100%, 64 150%, 96 200%, 128 250%. This value slowly goes up or down depending on the amount of 'artificial' blocks/items placed or in chests.
Also, iron golems should be nerfed somewhat. This doesn't have to be changing the health or damage-it can also be something like making zombies try to attack them before villagers. Village golems would respawn during mid-day (or every mid-day after a full moon), player-made ones need to be rebuilt.
Also Sabby, what do you think about 1.2.5? Then 1.3?
Hmm, snow, it seems you havent been paying much attention
Sabby as always going to make multiple mob spawns, especially within her new biomes. It forces players to work together and if I've been reading right, there wont be mineshafts and strongholds, itll be revamped dungeons and random buildings with spawners etc. :3 And I believe sabbys just getting rid of golems, or REALLY nerfing them down to a piece of junk.
Just want to say this: there should be more mob spawns in a specific location based on three things: A: the biome. Different biomes will spawn different kinds of enemies. B: The number of player-made/placed blocks (and stuff in chests) in the surrounding chunks. More player stuff means more mob spawn around it. C: How long the player placed stuff has been there. Essentially, it should be that more people in an area means more houses/chests, which means more mob spawns. It should also allow 'lone' players to survive, although they have to move every few days to be able to survive the mobs. Mossy cobble, dungeon/mineshaft chests, and strongholds will also generate more mob spawns, as will villages. It would work like this: every chunk has a 'mob' value, from 1-128. 0 means 50% mobs spawn for players in that chunk, 32 100%, 64 150%, 96 200%, 128 250%. This value slowly goes up or down depending on the amount of 'artificial' blocks/items placed or in chests.
Also, iron golems should be nerfed somewhat. This doesn't have to be changing the health or damage-it can also be something like making zombies try to attack them before villagers. Village golems would respawn during mid-day (or every mid-day after a full moon), player-made ones need to be rebuilt.
Also Sabby, what do you think about 1.2.5? Then 1.3?
Lone players will be able to survive in almost any biome alone, with preparation, proper gear, and levels. Now, that becomes arguable when you go underground. As the underground=difficulty ramps up the deeper you go. There are exceptions as well, such as Void Biomes, will be DESIGNED for groups. These are 'end game' biomes meant for serious fights, period.
You'll also find I'm designing tough mobs, to have two 'phases'. Golems for example, are mobs that mimic ore deposits, and attack when you strike it. But in its 'normal' stage it's soloable, but only drops a bit of 'goodies'. Where if you went out of your way, and ignited its HARD mode (igniting a coal golem on fire, shattering an Iron Golems 'shield', etc) it would turn into a MUCH tougher fight with totally new mechanics, and be designed for groups, not a solo player. But solo players can dispatch the normal golem with ease, and carry on, where those who want the real challenge and loot, can 'provoke' the creature into its tougher, more rewarding state, without punishing solo'ers
Believe me - I am designing the game to be good for solo AND group, while leaning more so for people to work in pairs (2 people). Always a wise move when delving into the depths of the world controlled by an entity of darkness that can animate the dead and create horrors you cannot imagine, ya know...
To clarify - we will NOT be modify the system based on artificial blocks, etc. Mob spawning will be decided on by: Distance from 'Spawn' (0,0), the biome, the depth (below sea level), and the light levels (day or night). As the further from spawn you go, the stronger ALL mobs will be generally. The deeper you go, the stronger, more light resistant, and more types of mobs will appear. Biomes will have 'global' mobs, while also having unique, biome specific mobs, and night or day, even the moon 'level' will alter the hostiility, spawn rate, and types of mobs... the world will be alive, and you'll never know what will be waiting for you
To comment on mineshafts, strongholds, etc. Mineshafts will continue in specific biomes, with revamped 'setups' to be more interesting/fun to explore, Strongholds will be gone and replaced by a variety of Dungeons (Same concept in a sense), amongst other variations of Dungeons such as abandoned, ruined cities/towns, etc etc etc. Iron golems will be removed from the game as they are now, and become a unique mob (Iron Golem in iron deposits with a new model/actions), while Villages that will randomly appear, will have NPC Villager guards defending it from mobs.
My view of 1.2.5 is quite simple, resounding RAGE. Plugins will now AGAIN, wait for .5, which means bukkit needs to hit .5, which means another 1-2 weeks... *sigh* >.>
1.3 I have no comment on, as I don't know enough yet.
there is some good news about 1.2.5 they are trying to make it so modders will have its files ahead of the release and bukkit will update on the same day as minecraft so theres not so much backlog with everyone trying to catch up
there is some good news about 1.2.5 they are trying to make it so modders will have its files ahead of the release and bukkit will update on the same day as minecraft so theres not so much backlog with everyone trying to catch up
xD Its amusing how they managed to think 'Herpa Derp, lets make it easier for modding :o' now, instead of TWO YEARS ago when everyone wanted mod support >.>
Lone players will be able to survive in almost any biome alone, with preparation, proper gear, and levels. Now, that becomes arguable when you go underground. As the underground=difficulty ramps up the deeper you go. There are exceptions as well, such as Void Biomes, will be DESIGNED for groups. These are 'end game' biomes meant for serious fights, period.
You'll also find I'm designing tough mobs, to have two 'phases'. Golems for example, are mobs that mimic ore deposits, and attack when you strike it. But in its 'normal' stage it's soloable, but only drops a bit of 'goodies'. Where if you went out of your way, and ignited its HARD mode (igniting a coal golem on fire, shattering an Iron Golems 'shield', etc) it would turn into a MUCH tougher fight with totally new mechanics, and be designed for groups, not a solo player. But solo players can dispatch the normal golem with ease, and carry on, where those who want the real challenge and loot, can 'provoke' the creature into its tougher, more rewarding state, without punishing solo'ers
Believe me - I am designing the game to be good for solo AND group, while leaning more so for people to work in pairs (2 people). Always a wise move when delving into the depths of the world controlled by an entity of darkness that can animate the dead and create horrors you cannot imagine, ya know...
To clarify - we will NOT be modify the system based on artificial blocks, etc. Mob spawning will be decided on by: Distance from 'Spawn' (0,0), the biome, the depth (below sea level), and the light levels (day or night). As the further from spawn you go, the stronger ALL mobs will be generally. The deeper you go, the stronger, more light resistant, and more types of mobs will appear. Biomes will have 'global' mobs, while also having unique, biome specific mobs, and night or day, even the moon 'level' will alter the hostiility, spawn rate, and types of mobs... the world will be alive, and you'll never know what will be waiting for you
To comment on mineshafts, strongholds, etc. Mineshafts will continue in specific biomes, with revamped 'setups' to be more interesting/fun to explore, Strongholds will be gone and replaced by a variety of Dungeons (Same concept in a sense), amongst other variations of Dungeons such as abandoned, ruined cities/towns, etc etc etc. Iron golems will be removed from the game as they are now, and become a unique mob (Iron Golem in iron deposits with a new model/actions), while Villages that will randomly appear, will have NPC Villager guards defending it from mobs.
My view of 1.2.5 is quite simple, resounding RAGE. Plugins will now AGAIN, wait for .5, which means bukkit needs to hit .5, which means another 1-2 weeks... *sigh* >.>
1.3 I have no comment on, as I don't know enough yet.
Hoorays, and im still waiting on Echo to start a wiki
Rollback Post to RevisionRollBack
I shall Type Random Caps because I have a Bad Habit C:
xD Its amusing how they managed to think 'Herpa Derp, lets make it easier for modding ' now, instead of TWO YEARS ago when everyone wanted mod support >.>
Well your gonna have to if you want to know whats going on :3
Hoorays, and im still waiting on Echo to start a wiki
Not starting a wiki due to the copyright they have, which dictates anything there, we lose all creative rights to it. So anyone can take it, use it, rub it in our faces, and we can't do ****. Aka - not happening. Working on a total, full site for War of Hante (including a new name :P).
If you do go down that path, I would recommend a simple disclaimer, if needed. (Depending on how you decide to handle the vanilla to bukkit/our API world transfer, if at all)
(I would personally avoid transfer's from vanilla, due to xray clients, exploits and such. And would warn about there not being anti greifing measures in use, if applicable.)
And crippled Bukkit gets me thinking, what total twats the Bukkit team on Mojang are >.> Just dropping everything and running to their new masters ._. Leaving the others behind with an assload of work to do.
By the way, since we're all waiting, why dont we start with the none server stuff, like the wiki if Sabby can give up some info we could start that, perhaps a website too
If I remember correctly, they were under a contract, which means they they were forced to switch from bukkit to MC, whether they wanted to or not, so it isn't really their fault.
Yes I know, with Curse.com, but they still could have done something to help, not just drop everything and leave.
They weren't forced. They agreed to it, and knew all along it would occur. You can't hide stuff like 'you'll have to move from your own country to one that doesnt' speak english, along with brutally strict rules, moving your family, etc' into 'fine print'. That has to be VERY open and blunt, and they have to accept such terms for a contract to be formed - and in turn, they knew how this would end.
Point aside - I AM going to get the server functional for 1.2.3 (**** .4) today. I'm sick of waiting. Bukkit is incapable of keeping updated, and by the time it updates to .4 and all the plugins follow (if they even do...) 1.3 will be around the corner. :/
So I'll try to keep folk updated as I go along. *sigh* >.>
Edit: Yeah, I give up. Totally give up. Plugins are in utter disarray. Some are updated to DEV 1.2.4 builds, and will not function with 1.2.3 at all, some are 1.2.3 only, and WON'T work on .4, some are not even updated past 1.1... this is a waste of time. I'm probably just going to shut the server down until we can begin utilizing our own damn codebase, as it's clear, Bukkit is dead or soon to be dead. Simple.
Those trolling mother...! They just release 1.2.4 recommended build >.>! like, an hour after I post this. damn it all. Let's see how plugins go...
Read the last few pages and youll understand
SO frustrating this whole damn matter. Only good news is I've hammered out a ton more ideas for the server, such as at least 8 new mobs, and a ton of other little bits. all I need to say: Beware the darkness, beware the walls, beware the whispers... for when the Requiem of the Dead begins to whisper in the air... those of the living, will soon join those who sing...
Yeah. Maybe.
Also, iron golems should be nerfed somewhat. This doesn't have to be changing the health or damage-it can also be something like making zombies try to attack them before villagers. Village golems would respawn during mid-day (or every mid-day after a full moon), player-made ones need to be rebuilt.
Also Sabby, what do you think about 1.2.5? Then 1.3?
Hmm, snow, it seems you havent been paying much attention
Sabby as always going to make multiple mob spawns, especially within her new biomes. It forces players to work together and if I've been reading right, there wont be mineshafts and strongholds, itll be revamped dungeons and random buildings with spawners etc. :3 And I believe sabbys just getting rid of golems, or REALLY nerfing them down to a piece of junk.
Lone players will be able to survive in almost any biome alone, with preparation, proper gear, and levels. Now, that becomes arguable when you go underground. As the underground=difficulty ramps up the deeper you go. There are exceptions as well, such as Void Biomes, will be DESIGNED for groups. These are 'end game' biomes meant for serious fights, period.
You'll also find I'm designing tough mobs, to have two 'phases'. Golems for example, are mobs that mimic ore deposits, and attack when you strike it. But in its 'normal' stage it's soloable, but only drops a bit of 'goodies'. Where if you went out of your way, and ignited its HARD mode (igniting a coal golem on fire, shattering an Iron Golems 'shield', etc) it would turn into a MUCH tougher fight with totally new mechanics, and be designed for groups, not a solo player. But solo players can dispatch the normal golem with ease, and carry on, where those who want the real challenge and loot, can 'provoke' the creature into its tougher, more rewarding state, without punishing solo'ers
Believe me - I am designing the game to be good for solo AND group, while leaning more so for people to work in pairs (2 people). Always a wise move when delving into the depths of the world controlled by an entity of darkness that can animate the dead and create horrors you cannot imagine, ya know...
To clarify - we will NOT be modify the system based on artificial blocks, etc. Mob spawning will be decided on by: Distance from 'Spawn' (0,0), the biome, the depth (below sea level), and the light levels (day or night). As the further from spawn you go, the stronger ALL mobs will be generally. The deeper you go, the stronger, more light resistant, and more types of mobs will appear. Biomes will have 'global' mobs, while also having unique, biome specific mobs, and night or day, even the moon 'level' will alter the hostiility, spawn rate, and types of mobs... the world will be alive, and you'll never know what will be waiting for you
To comment on mineshafts, strongholds, etc. Mineshafts will continue in specific biomes, with revamped 'setups' to be more interesting/fun to explore, Strongholds will be gone and replaced by a variety of Dungeons (Same concept in a sense), amongst other variations of Dungeons such as abandoned, ruined cities/towns, etc etc etc. Iron golems will be removed from the game as they are now, and become a unique mob (Iron Golem in iron deposits with a new model/actions), while Villages that will randomly appear, will have NPC Villager guards defending it from mobs.
My view of 1.2.5 is quite simple, resounding RAGE. Plugins will now AGAIN, wait for .5, which means bukkit needs to hit .5, which means another 1-2 weeks... *sigh* >.>
1.3 I have no comment on, as I don't know enough yet.
xD Its amusing how they managed to think 'Herpa Derp, lets make it easier for modding :o' now, instead of TWO YEARS ago when everyone wanted mod support >.>
Well your gonna have to if you want to know whats going on :3
Hoorays, and im still waiting on Echo to start a wiki
Not starting a wiki due to the copyright they have, which dictates anything there, we lose all creative rights to it. So anyone can take it, use it, rub it in our faces, and we can't do ****. Aka - not happening. Working on a total, full site for War of Hante (including a new name :P).