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    posted a message on Desert Challenge: How its going so far

    I recently had an idea for a challenge I could do. The basics are that I start a customized world with only desert biome (of course rivers spawn cuz Mojang, but I basically just ignore them). Villages are turned off and dirt has been made rare on the order of diamonds (though it can be found at all depths). I have spawned with a bonus chest. The rules I'm playing with include: I can't use any trees, so no farming them. I can't use any surface dirt or grass I find, only what I can find underground (that includes tallgrass).


    Immediately, as I started the world I ran into the problem of food. The bonus chest had provided me with enough wood to get a crafting table, and included some tools to get me started, but contained very little sustenance. There was a Desert temple very close to me, which was lucky, but of course, those generally don't have food, only rotten flesh. Wood so far hasn't been a huge issue, since I can get sticks from dead bushes, but those won't last forever.


    The only way I could think of to get food was to venture into the caves and hope I got a carrot or potato from a zombie. If I got a carrot, I could start breeding the rabbits (being the only farm animal to spawn in deserts). I explored for a long time, eventually getting fully geared in iron armor and finding two blocks of dirt. Then, I found the spawner. Unfortunately, it didn't have any beetroot seeds in the chest, but it did have some bread. I set up a very crude murder hole style mob grinder around the spawner so that I could farm rotten flesh. After farming it for a bit I did manage to get a carrot, and set up a tiny, two block farm on the surface. In order for it to be effective, I'm going to have to use a lot of bonemeal. I managed to create a tiny pen and lure some rabbits in as well.


    That was as far as I got today, but I'm already liking the feel of the challenge. It still feels like I'm playing Minecraft, unlike some I've played, yet it is just difficult and different enough. It makes you think in new ways, since you really have to be creative on how you get your food and wood.


    My goals for the future will be to find a skeleton spawner to fuel my microfarm, and also to find a mineshaft. If I can do that before my log supply runs out (I did use some for a bed), then I should be good on wood for a while. The bad thing is that even that will eventually run out. Either I'll have to keep venturing further and further to find wood, or it will eventually force me to relocate, leaving my old base behind.

    Posted in: Survival Mode
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    posted a message on New 1.10 Zombie Wave System
    Quote from Evanthebow»

    I would like to slow down the spawn of zombies, because I think it increases zombies WAY to fast, and I also tried to allow the zombies to spawn in different locations, but it didn't really work to well.

    You can slow down the increasing of the waves by decreasing the number in the command block that adds to the Z score, or just decrease the waves overall by decreasing the amount of execute commands that spawn zombies.

    As far as different locations go, it depends on the specifics.If you want random spawns, spawn them in a separate cage, then run a spreadplayer command on them. If specific locations, run a command like this, instead of the normal spawn-execute blocks:
    /execute @e[name=Z,type=ArmorStand] ~ ~ ~ execute @e[name=location,type=ArmorStand] ~ ~ ~ spawn Zombie ~ ~ ~
    Then just teleport the "location" armor stand to where you want the zombies to spawn.

    Hope that helps!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on New 1.10 Zombie Wave System

    What are the flaws your asking about?

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [New World !]Best Vanilla Server ever!|Survival| NO PVP| NO Griefing|
    Quote from jpage62»

    IGN: superjack120
    Age: 16
    Planet: Earth
    Have you ever been banned?: Nope
    What are you looking for in a Minecraft SMP server?: To have fun with my friend who plays on this server and to enjoy a fun and nice community!
    What are you hoping to avoid?: Greifs, Raids lol
    Why do you want to join this server?: Same reasons for why I am looking for a new server, my friend recommended and apparently its good!
    Do you know whats Team speak (if not just ask will help you get it is free)?: Yes


    added
    Posted in: PC Servers
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    posted a message on [New World !]Best Vanilla Server ever!|Survival| NO PVP| NO Griefing|

    Is this still alive? If so, I'm not sure if I'm still whitelisted but

    IGN: tRiPr
    Age: 17
    Planet: Earth
    Have you ever been banned?: Nope
    What are you looking for in a Minecraft SMP server?: Friendly community, fun etc.
    What are you hoping to avoid?: Griefing, random pvp
    Why do you want to join this server?: I was whitelisted before twice and wondered if it was still up. Used to love this server
    Do you know whats Team speak (if not just ask will help you get it is free)?: Yes


    Yes, this is currently still up. Things happened though and we lost the domain name, so the IP right now is 192.99.5.44
    Posted in: PC Servers
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    posted a message on Starting a Worldborder Survival Server: What do you want to see?

    Thanks for the feedback!


    MoldyCookie brings up an interesting point: What should I do about TPing? I've never been a huge fan of teleport commands (they always felt cheaty to me), but I understand the need for them on some large servers in order to facilitate trade and things like that. However, on a smaller map, would I even need them?


    Also, what should I do about those guys who will inevitably claim the spawn point? Should I just have the player spawn in a random spot in the world?

    Posted in: Discussion
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    posted a message on Starting a Worldborder Survival Server: What do you want to see?
    Quote from jtpetch»

    Well, this would work better on a whitelisted/smaller server. That's essentially what it would have to be; either players just don't PVP unless they agree upon it (which is very unlikely unless it's a whitelisted server), or giving staff members the ability to take disciplinary action provided proof of a KOS/non mutual PVP.

    A better alternative for more players/not whitelisted, I suppose, would just be plugins. Something along the lines of this, where players can essentially invite one another to "duel". Or just your standard Factions plugin, which should take care of both categories.


    I, at the moment, am the staff. Well, the only active one anyway, so it might get tricky to deal with more than a handful of players manually regulating it, especially without a whitelist. Unfortunately, I don't think a whitelist is feasible, since the whole point of this server would be a lot of interaction and economy. There just wouldn't be a way to get enough players online.

    Factions I don't think would work in this case. Since the worldborder is so tiny, it would very rapidly be entirely claimed (although, now that I think about it, that could make for some very interesting power dynamics). Okay, I think I just shut my own argument down there. Is that something that would be interesting? It would basically force players to ally with one of the faction heads, giving the factions leaders way more power. You couldn't just venture into the wilderness and set up your own faction, you'd have to play by the current leader's rules for a while and work your way up in power. I like it!
    Posted in: Discussion
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    posted a message on Starting a Worldborder Survival Server: What do you want to see?
    Quote from jtpetch»

    Sorry if I was unclear, by "mutually-agreed PVP and griefing", I meant that it shouldn't be allowed unless every involved party agrees to it.


    Any ideas for how to regulate this? Should the parties be required to notify admins before hand?
    Posted in: Discussion
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    posted a message on Starting a Worldborder Survival Server: What do you want to see?

    Make the area within the world border have at least one village in it to get some resources otherwise unaccessible due to such a small world. Also, don't forget to apply the world border thing to the nether, if you can. I'm not sure if you can.


    Does the world border shrink?


    Worldborders, as far as I'm aware, automatically apply into the nether with the same size as the overworld (this leads to weird things if you build a portal in the nether near the border, so it just puts it as close to normal location as possible)

    I can make them shrink if I want to, or grow. Either one. Or just stay still.
    Posted in: Discussion
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    posted a message on Starting a Worldborder Survival Server: What do you want to see?
    Quote from jtpetch»

    • I'd say it should be admin regulated. No "KOS" pvp (kill-on-site), but mutually-agreed PVP and griefing should be allowed. Otherwise, it should be admin-regulated, not plugin-regulated as plugins such as worldguard can be a bit of a pain if a player uses their claim in a bad way (trapping people, claiming the only place a certain resource spawns, etc)
    • I think it should stay vanilla, but once non-renewable resources such as ores are more or less completely exhausted, they should be replaced. I'm not sure how this could be pulled off, however. Maybe a world-regeneration under a certain Y level or something?
    • Well, this really depends on your amount of players. You don't want 5 people in a 500x500 world, but you also don't want 100 people in one. I'd say just go with your best judgement based on how many players you get/anticipate. As for expansion, I think this would actually do better than my suggestion for the resource issues. Once all non-renewable resources have been exhausted, the world border could expand a bit, maybe 50 or so in each direction. (Depending on if you want it to be super hardcore or not. And hardcore in the difficulty sense, not the gamemode)

    Thanks for the info! My only response to completely unregulated griefing is a concern that, since players will be so close together, it will be near impossible to hide anything, so hanging onto resources may be impossible. I also would like, if possible, for people to be able to build structures and not worry about lava being poured all over them all the time (if they are in a war with each other, then eh, go ahead).

    The reseting y level may cause issues with people building underground bases, although it is definitely possible. An expanding worldborder would fix the problem, but at some point, it stops being confined survival and becomes normal survival. It also basically prevents monopolies from forming, which is one of the core aspects of a confined survival economy.
    Posted in: Discussion
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    posted a message on Starting a Worldborder Survival Server: What do you want to see?

    Soon I'm going to be adding a worldborder survival world to a server I help run. Basically, a bunch of players are stuck in a tiny area and forced to survive with very limited resources. What kind of elements would you like to see in it if you were to play on it? Its going to be made for more expert players, so quite difficult. I also want to emphasize player interaction- whether cooperation or competition in such a small area.

    • What level of pvp would you like to have? Total anarchy? No griefing but killing is allowed? Griefing under certain circumstances (Whether plugin regulated like world claims or admin regulated)? No griefing of killing?
    • Should all resources be infinite somehow? Or should I keep some finite so they are ultra scarce? What should I do about monopolies? (Personally, I think just leave them alone, hehe)
    • How big should the worldborder be? Should it slowly expand or contract over time?

    Thanks for your time and response! I'll post on here once the server is live, hope to see you all there!

    Posted in: Discussion
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    posted a message on Blockology - The study of the world of Minecraft
    Quote from Emerald_God»

    Ok, I'll try my best... But PLEASE add it to the thread... :P I'll even do it in the format you use.
    Ok. Imma start:

    Relation is the strongest force in Minecraftia, it is the force that generates the world, allows teleportation, and is the force that kills you in the Void.
    Predicitons:
    • Relation can carry information in it, and at the start of the world, it spreads that information in the form of chunks, generating the terrain. the information tries to stay the same, but can also mutate, causing the different biomes and ore generation.
    • Relation allows teleportation, it is given information in coordinates, and teleports the player or entity there.
    • Relation can be created in the form of portals, teleporting the player between dimensions.
    • Ender pearls store Relation, allowing the player to teleport. It saves the Information of the player who last held the pearl, and when it breaks, the Relation is realesed and teleports the player there.
    • The void has an extremely strong Relation power, desintegrating molecules. Blocks get immeadiately, while entities take time.
    • Relation can react with each other, it is theorized that Obsidian and the End Portal frames contain some Relation. Obsidian, when arranged in a ring and set fire, creates the portal into the nether, and the end portal frames, after placing the eys of ender, into the end.
    • If we could say that Relation was everywhere, The different Dimensions might have different levels of Relation. The End would have High levels of Relation, the Overworld normal levels, and the Nether low levels. As the Eyes of ender have higher Relation than obsidian, they connect to the End, and the Obsidian, as it has low levels of Relation, to the Nether.
    • Bedrock seems to be able to store and release Relation. this is proved (kind of) as bedrock is close the Void.
    • In the End, The End Crystals store Relation, and heal the dragon. They are placed over bedrock, and held by obsidian pillars, blocks wich all contain Relation. When placed around the Portal, all of the Relation the portal has is channeled to re activate all of the other ender crystals, and respawn the dragon.
    • Blaze powder seems to strengthen Relation. It has some property to do that, being used in the strength potion. As It strengthens the Relation, Ender pearls with it, (Eyes of Ender) will go directly to the strongest Relation point in the overworld, finding the portal.

    Evidence:

    • Explains many things, as the Creation of Worlds and Teleportation.
    • Eyes of Ender, believed to have Relation, Are used to activate the end portal.
    • End crystals explode when broken. This is believed to be Relation. Further supported, End crystals are over bedrock and obsidian, all blocks theorized to contain Relation.
    • Supposing the sun is the Nether, and the moon is the End: The sun and Moon are on opposite sides of the world, possibly showing the difference in Relation.

    Problems:

    I'll leave this up for you :P


    Mind if I pick this apart a bit? I can see (sort of) how all the different "teleportation" things are linked together, but I really don't think there is anything to suggest that world generation, bedrock, the void, end crystals or blaze powder are all caused by the same thing. They may have some things related to each other, but there has to be at least a couple of different things going on. I don't think implying that "information" is carried by relation is a very good argument, since you could use that for almost anything.
    Posted in: Discussion
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    posted a message on Fishing Changes

    To be perfectly honest, the entire random loot concept of fishing right now seems a bit Skinner-Box-ish to me (If you don't know what a Skinner Box is, look it up, it's a basic game design concept). It's not unlike training a mouse to press a button for food. Now, a lot of games do this, and in most cases, its known as "grind". Minecraft tends to do this a lot, but I can't think of anywhere else in the game where it's so obvious. I don't kill zombies for that tiny chance that I might get an iron ingot from them. But, I might spend half an hour fishing (something I don't really enjoy) in order to get a mending book. Basically, it's a mechanic that takes advantage of our psychology in order to get us to keep playing past the point where we're really having fun any more. If anyone disagrees with me and actually thinks that the act of fishing in Minecraft is fun (not including the reward at the end) please tell me.


    With that said, I like what you're suggesting, but I feel like it doesn't quite hit on a good enough solution. The entirety of fishing as a mechanic right now in Minecraft is broken, or at least exploitative. I enjoy caving. I enjoy building. Heck, farming can even be interesting, trying to figure out more efficient ways to do it. But fishing? That's not fun. That's a slot machine where I pay with my time to get a rare, yet valuable, prize.

    Posted in: Suggestions
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    posted a message on Fishing Changes
    Quote from layman9»


    2. Fishing isn't SUPPOSED to be engaging. It's fishing.


    Its a mechanic in a game. Games are designed, by definition, to engage. Therefore, fishing, in a game, should be engaging.

    You're logic with this statement goes with the "realism argument". I'm not the first person, and definitely not the last, to say that making a design decision for a game based on the fact that it is realistic is almost universally a terrible idea.
    Posted in: Suggestions
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    posted a message on Blockology - The study of the world of Minecraft
    Quote from Chameleonred5»

    There's a lot of things here like that for me.The original post says one thing, but everything's evolved a bit.

    I agree, but I feel like Relation especially was never really clear. I feel like it was very forced to begin with, and has only become more confusing with time. Other things, even though they have changed quite a bit, still are pretty clear to me.
    Posted in: Discussion
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