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    posted a message on [hey0] MineSecurity 1.0
    You'd think notch would at least have added some kind of incremental system so instead of everyone being "Player" they would be "Player0..1..2..3..4" respectively... Multiplayer is useless when minecraft.net is down because of that.
    Posted in: Alpha - Survival Multiplayer Discussion
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    posted a message on MCAdmin revision 109
    I'd just like to say, I LOVE this admin wrapper. It does everything I want it to, and more...

    I guess the only thing I could suggest is more control over the world (which really isn't necessary, but would be fun) like no animals or clearing out the inventory of a specified player (penalty). Things of that nature, but overall I have no complaints. Everything is VERY straight forward and I salute the developer for such a quality FREE program.

    Thanks again.
    Posted in: Server Support and Administration
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    posted a message on MCAdmin revision 109
    Quote from SooWoo »
    Quote from Aelux »
    *laughs* now I have another issue which I never had with the default server.... when I mine stuff, the blocks explode, but immediately place themselves back.... lol It stops doing that further in from the spawn point though.... not sure if it's a multiplayer bug or if it's a server bug.


    You can not build at your spawn unless you use Notches OP file and add your name than you will be able to build and destroy blocks by the spawn.


    Thanks. That makes sense.
    Posted in: Server Support and Administration
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    posted a message on Water Ecosystem
    Quote from Naithal »
    The plant temperament is variable? Hmm... That could be fun.

    I thought so too, hehe.

    Quote from Damon »
    An entire ecosystem is a bit pointless, though. Takes up a lot of RAM for little return value.

    This is why I said it would be difficult, but I think to make it more realistic, there would need to be at least SOME dependencies, maybe not necessarily fish/fish but some kind of static requirement at least to allow water animals to live in confined areas.
    Posted in: Suggestions
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    posted a message on SEXY MECHANICAL SYSTEM - Expanded
    I like the idea of creating a metropolis out of nothing. Using the ability to craft mechanisms which automate certain processes would give the game a whole new dynamic, not to mention quite a learning curve at the same time... However, aside from it's seemingly complex parts, I can't deny the fact that I would love to see this in the game.

    As of right now, the only semi-practical mechanisms i've seen so far (traps, hidden doors) where created using exploits of known bugs, such that ladders create air pockets and stop liquids, while torches somehow block/destroy falling granite/sand... Others would have to be set back up every time (just a pointless pain). I would like to see realistic mechanisms which go beyond simple hacks/quick fixes and show true ingenuity.

    In conclusion, I think this should be implemented, maybe not in its totality (there is a lot of convolution) but certainly in a more streamlined way which is more obvious to those less technically/mechanically inclined. Notch seems to have a thing about features in the game being "obvious". In other words, if you can't figure out what to do with some entity at a glance, then it probably won't be implemented or at least implemented in the same way as described. The game should always stay intuitive and it should always stay a game, but i'm all for designing REAL automation and REAL machines/traps/hidden secret stuff haha.

    Great idea.
    Posted in: Suggestions
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    posted a message on Water Ecosystem
    Hmm... well with the inception of boats (possibly bigger boats now: viewtopic.php?p=802288#p802288) I don't see why not have one or two hostile water creatures. But it's up to him. As long as he adds SOME kind of water life, I think i'll be happy as long as you can interact with it...
    Posted in: Suggestions
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    posted a message on Water Ecosystem
    I imagine this would be difficult, but it would give the game a bit more depth since most "levels" have lots of oceans/ponds/lakes... It would be nice to have multiple kinds of aquatic animals which interact with each other in a way that each kind is dependent on another.

    Sharks could only survive if there were enough schools of fish around, schools of fish could only survive if there were enough shrimp and shrimp could only exist around water plants or plankton (which would be invisible to us). Depending on how deep you are in the lake/ocean there would be bigger fish, like whales and what not.

    Can you imagine falling out of your boat and "OMG.... SHARK!!!!". To me this would make the world a whole lot more realistic as well. As it is right now, you're only ever afraid of the dark... That's fine, but when i'm crossing oceans (or digging in underground lakes) I want to feel like i'm traversing a world full of life. There could be different kinds of fish in underground lakes so instead of "oh, water is coming out, I need to block it with this block" it's "ahhhh, a piranha, DIE DIE!!" as you slash "them" with your sword (which should only take one swing since they school) while trying to block the path of the water with a block.

    So yeah, in order to have an aquarium, you'd have to build in some kind of ecosystem in order to keep your fish alive. The more depth the better in my opinion (I enjoy immersion).

    ECOSYSTEM
    | Animal  |        Food       |       Depth      |        Temperment       |
    -------------------------------------------------------------------------
    | Whale   | Plankton          | Deep             | Docile                  |
    | Shark   | Fish              | Medium - Shallow | Aggresive (When hungry) |
    | Fish    | Shrimp            | Shallow - Medium | (Depends on type)       |
    | Shrimp  | Plankton/Plants   | Shallow - Deep   | Docile                  |
    | Plant   | (Depends on type) | Shallow - Deep   | (Depends on type)       |


    The above is obviously an incredibly simplistic version of what would be implemented in the game, but I think it serves as a decent outline model. Some of you may think it might be too much or maybe you might think it's not enough. I'd like to hear your thoughts/suggestions.

    It's all for making the game much more interactive/realistic (immersive).
    Posted in: Suggestions
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    posted a message on MCAdmin revision 109
    *laughs* now I have another issue which I never had with the default server.... when I mine stuff, the blocks explode, but immediately place themselves back.... lol It stops doing that further in from the spawn point though.... not sure if it's a multiplayer bug or if it's a server bug.
    Posted in: Server Support and Administration
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    posted a message on MCAdmin revision 109
    so typing "!time" in the chat should work, correct?

    Edit: I fixed it... I deleted everything I had in that folder (old server stuff with other property files) and now it works.
    Posted in: Server Support and Administration
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    posted a message on MCAdmin revision 109
    Yup, I dbl clicked the mcadmin.exe and the GUI popped up for it. I set up some ranks and server properties, then I logged into it, using the minecraft.exe download.

    *The minecraft_server.jar is INSIDE the folder where mcadmin is... will that make a difference?
    Posted in: Server Support and Administration
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    posted a message on MCAdmin revision 109
    This is probably an incredibly stupid question, but when I type any of the commands in chat (!time,!rules, etc...) it does nothing but say it to the whole server.... Is there a console command that i'm not aware of? I also tried "/!time" and that obviously didn't work either...

    Very new to servers, so anything would be helpful.
    Posted in: Server Support and Administration
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