I meant when I said tweaking as in like not making the front of it as flat (put spaces and gaps in), using different materials such as mossy cobble (if that fits) or just more plain dirt on the front instead of stone. If your going for the clean cliffs look that was on the BannanaNordic map, then keep them as they are I suppose, maybe using different materials. That's the best way I can explain what I said but if you don't think it's necessary then just leave the cliffs as they are, which looks just great. I was just popping in a suggestion
There will be other cliffs like that for sure. I plan on adding quite a few western US features like that. If you have any suggestions let me know, and link pics.
Since a lot of players have been returning after a hiatus and are unfamiliar with whats going on I've made this handy little guide so you know what we are up to and need.
Terrain Control - to put it simply Terrain Control (TC) gives me near complete control over biome generation allowing everything from realistic gradually sloping mountains to volcanoes to glaciers. Complex features like arches and waterfalls are all possible.
Build Objects - Objects that spawn upon world generation including trees, ruins and dungeons. We need lots of these for each biome type. Every build object should be something that spawns fairly often like trees, not one time objects like stonehenge Try to keep objects within a chunk (16x16), they can be any height. If you want special things like spawners just put a sign indicating them. A build object can have a "branch" which is another object that has a chance to spawn off of it. This may be an archer tower that spawns in a dungeon room.
Read the signs at the build object area before starting. Use /warp bo2build to get there. You may use any warp and switch to creative mode.
Magic Spells- This plugin adds tons of spell effects to the game with any number or conditions to cast them, including item/mana costs. All players must learn spells before being able to use them. Players will find tomes that teach spells as loot in dungeons, in order to populate the dungeons with them they all have to be made before the new map is generated so they generate with it. Certain players will be able to get a skill that allows spell teaching. Non magic players can use scrolls created by players with the skills to do so. Many of the spell effects can be used to make skills that players can learn that won't be considered magic as well.
Books- We need random bits of lore, journals/diaries, stories and other material to flesh out our world. Think of stuff along the lines of the Elder Scrolls games. You can write a book in game and leave it at the bo2 warp location or pm me the text (preferred.)
A Name- While the server will continue to be called Pendulum's Rest, signifying the theme of the lore (a world stuck in time once again coming to life as man (players) enter it) we still need a name for this world. Preferably something simple, fantasy related and unused. We need names for other things too. Biomes (see list above), spells and places need names.
All the additions and the map reset have been a long time coming. While early on it seemed as though plugin updates (for TC and build objects) would be the hold up on the new map but now that these updates are nearly complete I feel its our preparation that is holding us back.
When will we update? After the BO and TC updates are finished, Minecraft updates to 1.5 (its too close to reset everything now then have to wait for loads of updates) and our preparation is complete. Unfortunately we still need lots of the things listed above as participation has been very low since last fall. Ultimately we will update when ready! If I have to make over half of the build objects, lore, etc then it will probably be a few more months- Please come on and help!
Example images (most are still works in progress and don't have the build objects added yet)
This one was an error that resulted in a biome being replaced by ocean, but it ended up being a good example of how waterfalls can be created with the streams:
Updated look at the Nordica biome. This pic shows my test cliff (about as tall as they will get in this biome) with some changed grass colors. The surrounding biomes haven't been adjusted to match. As some of you have suggested I adjusted the water to be flowing for less clean waterfalls.
In Game Name: LadyAshlee
Age: 22
Country: USA
How long have you been playing?: A couple months
Why do you want to join this server?: It sounds fun & my friend Meeps plays there.
Other comments: note blocks!
With 1.5 probably releasing soon I want to remind everyone to make a copy of their minecraft 1.4 jar so you can still log on to the server if you choose to update. I'll update the server once bukkit and enough plugins are ready. I plan on doing the map reset around a month after 1.5 releases, using whatever is ready once we reach that point.
I haven't been on much the past week and probably won't be on much the next couple either as I had an unexpected death in the family, am working on some boy scout/haunted house stuff and want some time to play Sim City and Heart of the Swarm. As I noted before whatever biomes/BO's are ready Ill implement and leave out what isn't. Using some far out continents we can add additional biomes and the work intensive special areas later.
Let's get those BO's rolling since we are moving into our final weeks to prepare!
Beastnode is again consolidating IP addresses and has rendered our domain pointer (which I have to again reset) useless.
The new IP address is 66.225.198.77:25565
I found out about this from the cp gamepanel informing me, also saying that an email has been sent about this (that I have not received) when I checked on the server noticing it was down. I'm going to ask them to switch the server to multicraft to prevent any further IP changes and I'll update the the address pointers (the mc.pendulumsrest.beastnode.net) to the correct address then. This has also broken the dynmap again which I'll just keep disabled until the map reset.
Having completed Heart of the Swarm and waded through the Sim City server fiasco Ill be returning to Minecraft soon. As a reminder to prevent any further delays we are going to reset roughly a few weeks to around a month after bukkit updates (to give time for the new stuff to be implemented) with whatever is ready. More biomes and special areas will be added after the initial reset which will focus on the main continent.
The server is now switched over to multicraft and the subdomain should now point properly to the new server. Within the next couple days mc.pendulumsrest.beastnode.net should work properly again. I do have the old BO build map loaded up but I won't switch to it until bukkit is updated (takes way too long to upload) along with some protection plugins. In the meantime you can do whatever on the temp map.
If the domain isn't working for you use 69.175.45.181
Map preview! -
Map on top of the old map being used as a base. The guide lines show where the map division will be, only biomes that will be in all four quadrants of the map can exist on the lines. The center square is the spawn area of 10x10 chunks. Some areas of the map have been adjusted to accommodate this limitation.
And here is the basic outline of the new map. Red areas are open, I did this on purpose since I'll probably have to fit in more stuff once I get into the specifics. Large areas will contain all their related biomes. For example the Desert area will have the dunes, sand plains, mesas, etc. Islands and other features will be added over when I add in the details.
Edit: I ran into a problem with the new water mechanics on Thursday night that didn't show up in my small scale testing but ended up turning out horribly when I had a full 800 x 800 map made. With work all weekend I couldn't really work on the map again until Monday. I finally found a solution that gives me the results I wanted but it is going to take a bit more time to implement. Hopefully the preview will be ready in a day or two.
I want to give everyone a heads up that I will probably upload a preview of the Misty Mountains biome (no affiliation with LOTR) sometime this weekend (Monday at the latest) but probably sometime tonight/early Saturday Eastern time. I'm not sure if I'll have any BO's or not on it but you can at least check out the generation. I've been rather pleased with the results so far and I think you all will love it too.
The server is also back on bukkit and after the preview I'll load up the BO2 work area. The plan at this point is to have the new map ready to generate by May 5th. As I stated before we will only be generating the mainland to start, I'll add the special outer areas such as the Darkworld later since no one will be able to take advantage of these places till getting settled anyway.
Be sure to let me know what you think once the preview is up!
The mountain preview is up! After much trial and experimentation I finally have a system down that gives wonderful results. Log on and check it out, below is the map used by TC to create the world.
There is a special ridge area with a river (you'll spawn near there) and some mountain ridges and streams on the other side. There aren't any BO's yet (I haven't added them and few have been made specifically for this biome) so I just added normal trees. The flat areas aren't interesting (or finished) and anything outside this square is just ocean. Also note there are no ores, this is just to see and give feedback on the terrain.
A couple days ago I switched back to the BO build map. I have a backup so feel free to edit any existing stuff, just put a sign next to the original saying you edited it with all the usual info. If you make something new be sure to put a "don't edit" sign next to it too.
Things seem to be proceeding nicely although I've been a bit busy lately looking for a house. I still hope to be ready within a week of May 5th, so on time for once! I've gotten a lot of the Misty Mountain biome painted which is one of the hardest and most complicated to do. Many of the other biomes are differentiated mainly by BO's so they will be really easy.
Once the map is ready to generate Ill leave it up with adventure mode and flying enabled for a week to allow people to explore it a bit. During this time Ill work on and finalize all the plugin configurations. Then we can have one big event to destroy the old map and have one big start on the new one.
If there is anything you want added in the generation for the new map (BO's/features/etc) you have a little over 2 weeks to get it to me!
I'm working on getting all the build objects saved and set up for their biomes so we can start the new map in a week or two. If someone is willing to help me out I could use a list of all the BO's and their creators, anyone who gets this list together can PM it to me.
If anyone has any build objects to make or send to me please get them done by Wednesday when I finish up with them.
Looks like someone has had some fun at the server With TNT, with other words grifing.
This has happend at Spawn. Its not much damage, but it has been created a hole there, and 2 houses made by same player has been destroyed. I have also been noticing some steeling from my own house near spawn.
Sadly I woke up seeing this, so I have no idea who it might be.
Do you or anybode else see something?
Yeah I was on when it happened and the offending player has been banned.. Everything after the 1.5.2 update is considered expendable anyways and I went ahead and told another player he could take stuff from chests while showing him around. Most of the plugins aren't on the server right now so there aren't any protections. I do have everything backed up and the world will be available for download after the reset.
The hole was not to big, so I been fixing it placing Blocks, looks alright now. I also fixed the wooden house, I was the one making that house some days ago, but I gave it to another player.
I'll ban him when I get a chance but I don't think anyone should worry about griefing at this point since the new map is only around a week and a half away, hopefully. I just got done this past weekend helping a friend with a movie challenge then had a codec screw up my boot sector and didn't get it fixed till a couple hours ago.
With luck preparations for the boy scout trip coming up won't take too long tomorrow and I can enlist some help on my local server to finish up the last BO's needed so I can concentrate on the world painting and biome configs. Some of the mountain stuff takes ages to paint so any help finishing up some dungeons and trees would be greatly appreciated.
Just a reminder to everyone either don't update and/or make a backup of your 1.5 jar. Generation on the new map should start either late this week or early next. We need to get the last of the Build Objects done - we need small single room dungeons and ore deposits.
The 1.6 launcher auto includes 1.5.2 and makes it really easy to switch between them But more importantly-
WE ARE COMING UP ON THE MAP GENERATION! ONCE THE LAST BO'S (some dungeons and ore deposits) ARE DONE I'LL GET SPAWN GENERATED AND WE WILL START BUILDING IT! THIS COULD HAPPEN TODAY IF WE HAVE ENOUGH HELP!
Time for a status update! I have begun planning for the big map opening, while the exact date is still unknown it won't be far off now( estimate of early-mid Sept.) I wan't this to be a big event followed by the immediate opening of the new map. As part of the opening there will be challenges on the first day/weeks with in game rewards as well as game giveaways. I currently have 11 different games and 34 copies to give out.
As stated before we will have a gradual roll out with plugins coming online as I get them configured. At first exploration and building will be all that is available (and all that will be feasible at world start anyway) but soon after all the experience/skills/magic systems etc will be added.
The largest major obstacle to making the new world, painting the map, is almost finished. Check the next post down to see how you can add to the world! We do still need a few BO's so check the server and help get them made. The following tasks remain for the map painting-
Quadrant "A" - Finish Rocky Mountain rivers, add a few more valleys
Quadrant "Alpha" - Complete
Quadrant "1" - Mesas/Arches Biome, Gorge Biome
Quadrant "I" (roman numeral) - Finish Misty Mountains, fill in 3 wildcard areas
The map may be finished tonight or this weekend. After that I need to fill out the biome configs (this consists mainly of copying an existing config, adjusting one setting, repeat) and run a test gen square of each biome. After which the map will be ready to generate. When Meeps returns (on a trip with no internet atm) he is going to help make intro videos for the server, look forward to it in a week or two!
Some notes to remember- 1 pixel = 4x4 blocks
All water borders should be 2 pixels thick at minimum
No height is set in stone yet, all are simply relative
Be sure to use the exact color
Ensure there is not anti-aliasing
Save as a png, uncompressed
Smaller islands are easier to place, and thus more likely to be included
The ocean will be expanded later, your islands may be added then
The beach/ocean/vanilla biomes are available in every quadrant
I will try to match heights for any biome you add as long as configs are available. (aka, jungle on top of a cliff etc.)
Here is the first set of swatches that cover Quadrant Alpha -
Nordica (the only really complex biome in this quadrant, see pic for example)-
Each column is a height level, match the various biome types with the height needed. Starting at the left is the lower heights gaining in height as you move to the right (darker) colors.
The first blue square is a special ocean biome that will not rise up to meet cliffs, good for cliffs that go next to the ocean and don't have beaches at their base.
The brown swatches are the cliff edges, make 2 pixels thick and border with the yellow biomes.
Yellow are "max height" biomes that will not rise above a certain height, good for the tops of ciffs.
Purple are water biomes, use for lakes and rivers.
Light Blue are water border biomes, use 2 pixel thick borders around all water, not necessary when bordering the cliff biomes
Green are standard biomes, use for general land and slopping hillsides.
Ignore pink biomes in the pic, they are the water falls, simply put water there and I will fill in the appropriate waterfall.
Glacier -
Ice biome, darker = higher.
Ocean -
First swatch is deep ocean, next three are various coral (place where you want coral, use ocean/another biome where you want it to thin out), next four are beach, where the first is above water, second dips into/below water(shallow), third is semi-deep in water and the fourth is a set height (doesn't rise or dip, like nordica cliffs) that matches up with the semi-deep height.
Snow -
Left to right - Snowy beach, special no rise for nordica cliff border, snowy with pine trees, snowy with few trees, snowy with pine trees and mushrooms, snowy with mushrooms.
Outcrops -
Left to right - water border, water, high rock, low rock, rocky pit, standard land.
Plains -
Left to right - water border, water, village dungeons (does not require water borders when next to water), standard vanilla plains.
Volcano -
First batch darker = higher (no lava), Lava, volcanic beach. This particular swatch set is for contained volcano's that are not erupting/pouring lava, there will be volcano's like that elsewhere.
There will be other cliffs like that for sure. I plan on adding quite a few western US features like that. If you have any suggestions let me know, and link pics.
Terrain Control - to put it simply Terrain Control (TC) gives me near complete control over biome generation allowing everything from realistic gradually sloping mountains to volcanoes to glaciers. Complex features like arches and waterfalls are all possible.
Check out TC pics and vids!- http://dev.bukkit.or...errain-control/
And see the biome list I'm working off of, leave comments to suggest more- https://docs.google....qTTdJKfSEE/edit
Build Objects - Objects that spawn upon world generation including trees, ruins and dungeons. We need lots of these for each biome type. Every build object should be something that spawns fairly often like trees, not one time objects like stonehenge Try to keep objects within a chunk (16x16), they can be any height. If you want special things like spawners just put a sign indicating them. A build object can have a "branch" which is another object that has a chance to spawn off of it. This may be an archer tower that spawns in a dungeon room.
Read the signs at the build object area before starting. Use /warp bo2build to get there. You may use any warp and switch to creative mode.
Magic Spells- This plugin adds tons of spell effects to the game with any number or conditions to cast them, including item/mana costs. All players must learn spells before being able to use them. Players will find tomes that teach spells as loot in dungeons, in order to populate the dungeons with them they all have to be made before the new map is generated so they generate with it. Certain players will be able to get a skill that allows spell teaching. Non magic players can use scrolls created by players with the skills to do so. Many of the spell effects can be used to make skills that players can learn that won't be considered magic as well.
Learn the spells and their effects (all of which can be combined) here- http://dev.bukkit.or...ds/magicspells/
Books- We need random bits of lore, journals/diaries, stories and other material to flesh out our world. Think of stuff along the lines of the Elder Scrolls games. You can write a book in game and leave it at the bo2 warp location or pm me the text (preferred.)
A Name- While the server will continue to be called Pendulum's Rest, signifying the theme of the lore (a world stuck in time once again coming to life as man (players) enter it) we still need a name for this world. Preferably something simple, fantasy related and unused. We need names for other things too. Biomes (see list above), spells and places need names.
All the additions and the map reset have been a long time coming. While early on it seemed as though plugin updates (for TC and build objects) would be the hold up on the new map but now that these updates are nearly complete I feel its our preparation that is holding us back.
When will we update? After the BO and TC updates are finished, Minecraft updates to 1.5 (its too close to reset everything now then have to wait for loads of updates) and our preparation is complete. Unfortunately we still need lots of the things listed above as participation has been very low since last fall. Ultimately we will update when ready! If I have to make over half of the build objects, lore, etc then it will probably be a few more months- Please come on and help!
Example images (most are still works in progress and don't have the build objects added yet)
This one was an error that resulted in a biome being replaced by ocean, but it ended up being a good example of how waterfalls can be created with the streams:
Updated look at the Nordica biome. This pic shows my test cliff (about as tall as they will get in this biome) with some changed grass colors. The surrounding biomes haven't been adjusted to match. As some of you have suggested I adjusted the water to be flowing for less clean waterfalls.
Age: 22
Country: USA
How long have you been playing?: A couple months
Why do you want to join this server?: It sounds fun & my friend Meeps plays there.
Other comments: note blocks!
I haven't been on much the past week and probably won't be on much the next couple either as I had an unexpected death in the family, am working on some boy scout/haunted house stuff and want some time to play Sim City and Heart of the Swarm. As I noted before whatever biomes/BO's are ready Ill implement and leave out what isn't. Using some far out continents we can add additional biomes and the work intensive special areas later.
Let's get those BO's rolling since we are moving into our final weeks to prepare!
Beastnode is again consolidating IP addresses and has rendered our domain pointer (which I have to again reset) useless.
The new IP address is 66.225.198.77:25565
I found out about this from the cp gamepanel informing me, also saying that an email has been sent about this (that I have not received) when I checked on the server noticing it was down. I'm going to ask them to switch the server to multicraft to prevent any further IP changes and I'll update the the address pointers (the mc.pendulumsrest.beastnode.net) to the correct address then. This has also broken the dynmap again which I'll just keep disabled until the map reset.
Having completed Heart of the Swarm and waded through the Sim City server fiasco Ill be returning to Minecraft soon. As a reminder to prevent any further delays we are going to reset roughly a few weeks to around a month after bukkit updates (to give time for the new stuff to be implemented) with whatever is ready. More biomes and special areas will be added after the initial reset which will focus on the main continent.
If the domain isn't working for you use 69.175.45.181
Map preview! -
Map on top of the old map being used as a base. The guide lines show where the map division will be, only biomes that will be in all four quadrants of the map can exist on the lines. The center square is the spawn area of 10x10 chunks. Some areas of the map have been adjusted to accommodate this limitation.
And here is the basic outline of the new map. Red areas are open, I did this on purpose since I'll probably have to fit in more stuff once I get into the specifics. Large areas will contain all their related biomes. For example the Desert area will have the dunes, sand plains, mesas, etc. Islands and other features will be added over when I add in the details.
I want to give everyone a heads up that I will probably upload a preview of the Misty Mountains biome (no affiliation with LOTR) sometime this weekend (Monday at the latest) but probably sometime tonight/early Saturday Eastern time. I'm not sure if I'll have any BO's or not on it but you can at least check out the generation. I've been rather pleased with the results so far and I think you all will love it too.
The server is also back on bukkit and after the preview I'll load up the BO2 work area. The plan at this point is to have the new map ready to generate by May 5th. As I stated before we will only be generating the mainland to start, I'll add the special outer areas such as the Darkworld later since no one will be able to take advantage of these places till getting settled anyway.
Be sure to let me know what you think once the preview is up!
There is a special ridge area with a river (you'll spawn near there) and some mountain ridges and streams on the other side. There aren't any BO's yet (I haven't added them and few have been made specifically for this biome) so I just added normal trees. The flat areas aren't interesting (or finished) and anything outside this square is just ocean. Also note there are no ores, this is just to see and give feedback on the terrain.
Things seem to be proceeding nicely although I've been a bit busy lately looking for a house. I still hope to be ready within a week of May 5th, so on time for once! I've gotten a lot of the Misty Mountain biome painted which is one of the hardest and most complicated to do. Many of the other biomes are differentiated mainly by BO's so they will be really easy.
Once the map is ready to generate Ill leave it up with adventure mode and flying enabled for a week to allow people to explore it a bit. During this time Ill work on and finalize all the plugin configurations. Then we can have one big event to destroy the old map and have one big start on the new one.
If there is anything you want added in the generation for the new map (BO's/features/etc) you have a little over 2 weeks to get it to me!
If anyone has any build objects to make or send to me please get them done by Wednesday when I finish up with them.
Looks like someone has had some fun at the server With TNT, with other words grifing.
This has happend at Spawn. Its not much damage, but it has been created a hole there, and 2 houses made by same player has been destroyed. I have also been noticing some steeling from my own house near spawn.
Sadly I woke up seeing this, so I have no idea who it might be.
Do you or anybode else see something?
MarcusBautz
The hole was not to big, so I been fixing it placing Blocks, looks alright now. I also fixed the wooden house, I was the one making that house some days ago, but I gave it to another player.
Marcus
Another greifer. He has been steeling decorations from my house and been in other players chests.
Sadly again I woke up seeing this, so I have no idea who it might be.
Did you or anybode else see or know something?
This is the one who has been grifing: LavaLord02.
Ban him fast!
MarcusBautz
With luck preparations for the boy scout trip coming up won't take too long tomorrow and I can enlist some help on my local server to finish up the last BO's needed so I can concentrate on the world painting and biome configs. Some of the mountain stuff takes ages to paint so any help finishing up some dungeons and trees would be greatly appreciated.
WE ARE COMING UP ON THE MAP GENERATION! ONCE THE LAST BO'S (some dungeons and ore deposits) ARE DONE I'LL GET SPAWN GENERATED AND WE WILL START BUILDING IT! THIS COULD HAPPEN TODAY IF WE HAVE ENOUGH HELP!
As stated before we will have a gradual roll out with plugins coming online as I get them configured. At first exploration and building will be all that is available (and all that will be feasible at world start anyway) but soon after all the experience/skills/magic systems etc will be added.
The largest major obstacle to making the new world, painting the map, is almost finished. Check the next post down to see how you can add to the world! We do still need a few BO's so check the server and help get them made. The following tasks remain for the map painting-
Quadrant "A" - Finish Rocky Mountain rivers, add a few more valleys
Quadrant "Alpha" - Complete
Quadrant "1" - Mesas/Arches Biome, Gorge Biome
Quadrant "I" (roman numeral) - Finish Misty Mountains, fill in 3 wildcard areas
The map may be finished tonight or this weekend. After that I need to fill out the biome configs (this consists mainly of copying an existing config, adjusting one setting, repeat) and run a test gen square of each biome. After which the map will be ready to generate. When Meeps returns (on a trip with no internet atm) he is going to help make intro videos for the server, look forward to it in a week or two!
Some notes to remember-
1 pixel = 4x4 blocks
All water borders should be 2 pixels thick at minimum
No height is set in stone yet, all are simply relative
Be sure to use the exact color
Ensure there is not anti-aliasing
Save as a png, uncompressed
Smaller islands are easier to place, and thus more likely to be included
The ocean will be expanded later, your islands may be added then
The beach/ocean/vanilla biomes are available in every quadrant
I will try to match heights for any biome you add as long as configs are available. (aka, jungle on top of a cliff etc.)
Here is the first set of swatches that cover Quadrant Alpha -
Nordica (the only really complex biome in this quadrant, see pic for example)-
Each column is a height level, match the various biome types with the height needed. Starting at the left is the lower heights gaining in height as you move to the right (darker) colors.
The first blue square is a special ocean biome that will not rise up to meet cliffs, good for cliffs that go next to the ocean and don't have beaches at their base.
The brown swatches are the cliff edges, make 2 pixels thick and border with the yellow biomes.
Yellow are "max height" biomes that will not rise above a certain height, good for the tops of ciffs.
Purple are water biomes, use for lakes and rivers.
Light Blue are water border biomes, use 2 pixel thick borders around all water, not necessary when bordering the cliff biomes
Green are standard biomes, use for general land and slopping hillsides.
Ignore pink biomes in the pic, they are the water falls, simply put water there and I will fill in the appropriate waterfall.
Glacier -
Ice biome, darker = higher.
Ocean -
First swatch is deep ocean, next three are various coral (place where you want coral, use ocean/another biome where you want it to thin out), next four are beach, where the first is above water, second dips into/below water(shallow), third is semi-deep in water and the fourth is a set height (doesn't rise or dip, like nordica cliffs) that matches up with the semi-deep height.
Snow -
Left to right - Snowy beach, special no rise for nordica cliff border, snowy with pine trees, snowy with few trees, snowy with pine trees and mushrooms, snowy with mushrooms.
Outcrops -
Left to right - water border, water, high rock, low rock, rocky pit, standard land.
Plains -
Left to right - water border, water, village dungeons (does not require water borders when next to water), standard vanilla plains.
Volcano -
First batch darker = higher (no lava), Lava, volcanic beach. This particular swatch set is for contained volcano's that are not erupting/pouring lava, there will be volcano's like that elsewhere.
Time permitting I'll add more examples.