Quote from Marcus101RR
Wrong, Minecraft remains the same, minecraft server remains the same. Bukkit runs along side of minecraft. It doesn't not modify anything internally. Again, EULA is nothing, I have read EULA on alot of games, but half of them are just for legal purposes. Normally no one goes around and breaks the serious rules: Selling Minecraft as a non-retailer.
Which is my point here. We are given the right to run a servers, we run them, how we want to run them. Mojang has no "Control" over them. If they want control, then they should take it. We are coders, so are they. Add a security check, add a login system. Minecraft client requires you to login to play, so why not start making the server too? They can then keep control of their players and the servers. If not, these rules are...void.
Again, SPOT ON.
We are working on our hard worked servers, using plugins, mods, features, and uniqueness. He is right, there are over 100k servers other there...so the server you joined requires a bit of moo-la to do what you can do in single player? JOIN ANOTHER SERVER.
I'm sure 1 server out of 100k will have the right needs for a player, if not, make a new one yourself, then we have 100,001 servers.
I see no flaw in this system, just lazyness. This only encourages lazyness, not development.
Ehh... I'd argue not entirely laziness. The key issue with servers, is FINDING the good servers. There's so many damn servers out there, it's hard to get the good servers noticed and off the ground. It's far from cheap in time or finances to get a server up and into a successful field, even as a decent, fair, unique server simply due to the start up logistics and the burn out you experience attempting to do so. Though, i have no real idea how to offer a way to get around this in a simple way.
But again, it's really down to the players. Don't pay for the bad, the bad goes away. Really simple 101 of economics.
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How curious... maybe I should purge the config's entirely, and reset everything to get a clean test on it, to rule out 'wonky settings'. I'll report my findings after!
Edit: With configs erased and recreated from scratch, absolutely no mobs spawn in the ocean - no animals, no fish, no hostiles, notta. 0/0 after 3 minutes. On land, they spawn fine.
I remove mo' creatures and the spawn control - it begins to work for vanilla things.
Very confusing, as no other mod alters mob spawns or such, especially not the ocean. Gonna try to turn debugging up and see if I catch any issues.
Edit 2:
My only theory is it could be BOP (biomes o plenty) - though, the spawning should work just fine, it has prior. I'm going to go try and fish a response from them to see if they alter the ocean biome at all so I can see if that's the issue.
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Oceans, specifically, will NOT spawn anything, anywhere. Caves, on islands, in water, notta. Absolutely no creatures will spawn on ocean biomes at all.
On land, all biomes spawn according to their applied rules (Biome type, etc etc) without any issue. It's only Oceans that are doing this and I'm puzzled why. Anyone got advice how to attack and try to fix this?
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No one did so far, so not worried. I have backups of the world, and yes. So long as they aren't troublesome, I'm fine with it for now.
NEW BUILD!
This is ONLY for use on our server, and no where else, yada yada, legal jargon, yada yada.
http://www.mediafire...t2i95rmyy443yhe
Changelog:
~ Lots of updated mods, for bugs, etc. Metallurgy got a big fix in bugs, so gravel, dirt, etc pockets spawn again. Less spam on the console, quartz doesn't spawn in the normal world, etc etc.
~ farming was tweaked! You can no longer create seeds from fruit, instead, harvesting items has a 50% chance to drop a seed. All crops (not trees) now drop 2-4 items instead of 1-2.
~ Spawning tweaks!
~ Lots of under the hood stuffs.
Another major update will be coming in 4-7 days when we re-add the stone layers mod, add an AMAZING chat mod that will be vital for when we grow larger, and a few other additions.
Soon as we finish Spawn enough, we're going to begin opening up town creation and public applications. yay!
1
#1 Farming is still a MASSIVE work in progress. Tons of tweaking to do. When you guys get on (very soon!) - I need your testing to focus on farming elements, hunger, and food in general. need lots of focus on this to get it right!
#2 Ores are NERFED HARD. I told you guys, this is a 'peaceful, but resource deprived world'. For example, in the old setup - a 50x50x128 area had about 3500 iron ore. it now has 950-1100. Diamonds used to be 320 - now under 100.
Remember, rock crushers double the output of each ore, so it sounds worse then it really is.
#3 we've setup into a 'middle ground' for biome size. Rather then the small biomes of normal, or the HUGE biomes of old, I've taken a step between it. Biomes average about 400-1400 wide give or take. This should please everyone enough as a middle ground.
I'll be releasing the client build very soon. Just finalizing configs and tweaks!
Edit:
Below is the link to the client build! Please note this 'modpack' is ONLY designed for our server. You're allowed to legally use it anywhere else, blah blah blah, rah rah rah. You know the typical mod jargon. I'll try to get us a proper 'private' area to post these updates to save us wasting time with PM's in the future. ;P
http://www.mediafire...q9crgj4eq9japc6
And yes, I know players not 'permitted' on the server can join with this link. I'll work on whitelist later when I'm home and deal with such individuals then.
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Yep. I just wanted to get you up to date with issues (that I can confirm from others/experienced myself with evidence).
#5 is likely tied to that mod as I said - I have the author looking into metallurgy and his mod to try and see why they aren't playing nicely together. Was just wondering if others might be experiencing it in other ways, and not just with this mod installed (as I notice it in vanilla stone types at times, too).
As for 'ore hunting' you just use worldedit.
expand 50x50x128, then type //replace gravel, lava, water, grass, dirt, stone and similar to clear out everything BUT ores - you can then see clearly. Other option for accurate vanilla ores is //replace Iron_ore (or similar) to get a detailed number. How I do detailed averages for testing.
If at all possible, could you try to get a build out at least to fix that spammy message in console? I can't see ANYTHING in my console, as that message spam literally erases anything on it every 1-3 seconds >.<
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All of below is for version 3.0.0.0.10.2
#1 As said above, nether quartz spawns in the normal world via the vanilla config. All other configs for vanilla seem to work fine.
#2 I'm also oddly seeing no gravel spawn at all. I believe gravel is an 'ore' in vanilla in generation, and that wasn't counted for when you removed the vanilla generation for them. Same for 'dirt pockets' in the ground have vanished for me.
#3 This is literally spam-walling my console non-stop.
20:31:22 [INFO] spawning 2 ores of Mithril
20:31:22 [INFO] spawning 2 ores of Mithril
20:31:22 [INFO] spawning 2 ores of Vulcanite
20:31:22 [INFO] spawning 6 ores of Magnesium
20:31:22 [INFO] spawning 6 ores of Magnesium
20:31:22 [INFO] spawning 1 ores of Meutoite
20:31:22 [INFO] spawning 15 ores of Iron
20:31:22 [INFO] spawning 15 ores of Iron
20:31:22 [INFO] spawning 7 ores of Shadow Iron
20:31:22 [INFO] spawning 1 ores of Adamantine
20:31:22 [INFO] spawning 1 ores of Adamantine
20:31:22 [INFO] spawning 3 ores of Deep Iron
20:31:22 [INFO] spawning 3 ores of Deep Iron
20:31:22 [INFO] spawning 2 ores of Sanguinite
20:31:22 [INFO] spawning 3 ores of Gold
20:31:22 [INFO] spawning 3 ores of Gold
20:31:22 [INFO] spawning 6 ores of Potash
20:31:22 [INFO] spawning 6 ores of Potash
20:31:22 [INFO] spawning 3 ores of Infuscolium
20:31:22 [INFO] spawning 3 ores of Infuscolium
20:31:22 [INFO] spawning 2 ores of Orichalcum
20:31:22 [INFO] spawning 2 ores of Orichalcum
20:31:22 [INFO] spawning 50 ores of Coal
20:31:22 [INFO] spawning 50 ores of Coal
20:31:22 [INFO] spawning 1 ores of Platinum
20:31:22 [INFO] spawning 1 ores of Platinum
20:31:22 [INFO] spawning 2 ores of Carmot
20:31:22 [INFO] spawning 2 ores of Carmot
20:31:22 [INFO] spawning 4 ores of Prometheum
20:31:22 [INFO] spawning 4 ores of Prometheum
20:31:22 [INFO] spawning 6 ores of Bitumen
20:31:22 [INFO] spawning 6 ores of Bitumen
20:31:22 [INFO] spawning 1 ores of Rubracium
20:31:22 [INFO] spawning 1 ores of Rubracium
20:31:22 [INFO] spawning 1 ores of Atlarus
20:31:22 [INFO] spawning 1 ores of Atlarus
20:31:22 [INFO] spawning 15 ores of Tin
20:31:22 [INFO] spawning 15 ores of Tin
20:31:22 [INFO] spawning 4 ores of Vyroxeres
20:31:22 [INFO] spawning 3 ores of Emerald
20:31:22 [INFO] spawning 3 ores of Emerald
20:31:22 [INFO] spawning 2 ores of Silver
20:31:22 [INFO] spawning 2 ores of Silver
20:31:22 [INFO] spawning 5 ores of Midasium
20:31:22 [INFO] spawning 3 ores of Alduorite
20:31:22 [INFO] spawning 20 ores of Copper
20:31:22 [INFO] spawning 20 ores of Copper
20:31:22 [INFO] spawning 1 ores of Eximite
20:31:22 [INFO] spawning 3 ores of Diamond
20:31:22 [INFO] spawning 3 ores of Diamond
#4 HE tnt/LE tnt, can bypass protections. There needs to be a way to toggle on/off the creation of it in the config, or similar.
#5 Metallurgy seems to be generating very oddly. I'm seeing large pockets with 0 ore spawning of any kind, then abruptly, you see it begin to generate normally. The size varies, but it's always from sky to bedrock - no ores at all. Trying to find the trigger. It MIGHT be that it's not playing nicely with the mod 'underground biomes' - it did prior. example here: http://imgur.com/nTC8cEc
I'll add to this as I find things!
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After that, we're having a short 'test phase' about 2-4 days to ensure I didn't miss anything for ores, food rates, etc etc etc, then we're ready to launch a stable world!
Edit:
Always with the problems. Now ores don't generate properly. What do I mean? like this.
http://imgur.com/nTC8cEc
Giant barren patches with 0 ores at all, then suddenly it's normal. No cause.
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yep, appreciated! Glad to see such fast updates on both fronts. (also, I posted a bug report on your thread - incase you're not watching it haha :P).
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That config is totally different to my own on a freshly generated setup... did you alter it?
also, I noticed a small glitch (not sure if it matters), in the settings for cinnamon.
# Configuration file
####################
# block
####################
block {
I:cinnamonblockID=3968
I:cinnamonsaplingID=3969
I:cinnamonstorageID=3970
}
####################
# general
####################
general {
I:cinnamoncropfoodrestore=1
}
####################
# item
####################
item {
I:cinnamonID=15709
I:treerarity=1
}
As you see, treerarity is in the ITEM section. Doubt it matters, but I thought I'd point out that little quirk. I'll update this post as I find anything else of note that's 'off'!
btw, Pam. Any idea with mr.iguana is gonna update his plugin for harvestcraft? Or should I ask him? (wondering if you've had experience in how fast he tends to update things for a general idea).
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very true. I tried it prior, and it didn't work - though, I haven't tried it since it updated. Probably the best move is what you said, just wish there was a simple visual UI built into the game. Surprised there isn't yet... oh well.
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Skeletons have no armor pierce, and hit 3 hearts... so wut? ._.
creepers I can't alter in that way - yet. I really wish I could, as yeah. They're harmless.
Spiders - noted, upped them a smidge.
Zombies show that because the mod damage indicator doesn't like custom hp values. You're not really hitting 1 - it just assumes their hp is 20, not 40 as it is.
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Small quirk in their code as I suspected - blocked the config's setting from being input, as it assumed the settings were disabled.
Nope. New client will be coming any time now. Waiting on a final mod to update anytime now, just to make sure I don't need to mess around with world gen again later. If all goes well, this will be our final world gen (until I reset us for the public world - but we'll try to stick to the same 'seed').
Just a matter of time now...
edit:
Actually, going to begin uploading the mods to the server now. Backing up the world, and going to hammer out any config quirks that's gonna take a few hours. When the mod I'm waiting for updates, it'll only be 20-30 mins of work to fix and update it to the server, and I need to go tune all the ores so yeah. Plenty o time.
Edit 2:
Everything worked, hory crap. No issues, notta!
I am just busy fine-tuning all the ore rates, etc.
be afraid. Ores are nerfed hard. used to be 3600 iron in a 50x50 area? now around 1000. Coal used to have 6000, now it's down to 2500. (though there's lignite 'stone' that acts as a crude coal foun all over to help counter this), etc etc.
Copper and tin are fairly abundant to give a basic level material/tool type.
too much changed to really give a good detail - just lots of refining!
The client will be released soon...
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I can confirm it seems to play just fine with biomes o plenty. Saw flowers, berries, trees (rarely - but they existed) all over the custom biomes.
As for ID's, I wish I kept a list. I know there's about 6-7 conflicts (for me at least). What we really need is not a list of conflicting id's - but a mod that generates not used ID's in a list for us!
But yes. I'd say the mod works almost TOO well with biomes o plenty, with berries and bushes everywhere, even at frequency=1 hahaha. We'll see if she releases the new update that makes bushes and such biome specific, see how the balance goes from there (and see if it doesn't break the compatibility).
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Pets can't, and will never be kept as they aren't balanced out yet (rarity wise).
If you want your home saved, I need exact coordinates posted.
Edit:
Huzzah! Metallurgy is fix't!... now if the backend of the server (our host) wasn't offline *facepalm* guess we'll upgrade tomorrow... grumble...
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There is others.
And I love wood pigeons out there. Nothing more unique then waking up to them calling in the morning, hahaha.
Though, I hate the sea gulls. they drop bombs ON your food, to make you drop it. They're too smart for their own f'ing good >.>
Edit:
WE ARE LIKELY RELEASING A NEW CLIENT/WORLD LATER TONIGHT! If you have something in world you want saved, tell me now!