• Minecraft Chat Thread v68 : Jeburary edition
    10,002 replies, posted
[QUOTE=Loriborn;36528262]I'm tempted to buy a server and host it and try something new. I want to try running a Post Apoc server. No, it isn't just vanilla with guns. Basically, it would be all hand done by me through my mods and involve the players starting off in randomly generated cities. It would run on the snapshot so server texture packs would be implemented, and the server would implement custom mobs and a much higher difficulty in general. [editline]27th June 2012[/editline] I just want to see who would play before I rent a server, especially since I don't know the number of people that would actually download the Modpack in order to play.[/QUOTE] Seems like it would be an interesting server, I would probably play on it.
[QUOTE=assassin_Raptor;36528763]Seems like it would be an interesting server, I would probably play on it.[/QUOTE] Would you all be willing to download it and Minecraft Forge to do so?
[QUOTE=Loriborn;36528262]I'm tempted to buy a server and host it and try something new. I want to try running a Post Apoc server. No, it isn't just vanilla with guns. Basically, it would be all hand done by me through my mods and involve the players starting off in randomly generated cities. It would run on the snapshot so server texture packs would be implemented, and the server would implement custom mobs and a much higher difficulty in general. [editline]27th June 2012[/editline] I just want to see who would play before I rent a server, especially since I don't know the number of people that would actually download the Modpack in order to play.[/QUOTE] Sounds like a great idea, would love to participate. Sounds reminiscent of DayZ with, obvious, changes. Sounds Great. [editline]27th June 2012[/editline] [QUOTE=Loriborn;36528869]Would you all be willing to download it and Minecraft Forge to do so?[/QUOTE] I would also indeed do so.
[QUOTE=Loriborn;36528869]Would you all be willing to download it and Minecraft Forge to do so?[/QUOTE] Most likely.
Well, I'll give a few details first so you all can make a decision before I go off renting a server and then finding out no one wants to stay playing after just a few days. Basically it's sort of a pseudo full conversion. Here's what can be expected, if everything runs well in Multiplayer: • Guns and gun modifications that affect bullet strength and flight distance, as well as sound level and (here's hoping it works in MP) muzzle flash brightness. • Most items are scavenged from buildings that are generated similarly to towns and nether fortresses. They are generated component based, with each section of town being a separate component. Towns are large, and not rare, but spawn with low level loot. • Ground is not generated as dirt that can be grown on. Farms can only be grown on normal dirt, which is difficult to find (ironic huh?) and even more difficult to irrigate, since the world is generated with irradiated water, rather than normal water. (water must be refined to produce clean water, or found in a refined state, such as in bottle) • Oh, yeah, there's radiation. Now, at this point, it works in SMP, but because of the way I did the vars, I have no idea if they'll network correctly. Radiation will cause health decay over time, with a lower maximum health and hunger. Radiation can be cured by finding "Rad-b-Gone" (originality be damned) which can be found in scavenged locations like hospitals and general stores. • Animals that drop meat are much more uncommon and drop irradiated versions of the meat, which, like stated, cause radiation to accumulate over time. • Crafting is more difficult as basic materials are no longer easy to access. Iron is much more rare, as is everything else, and most of the basic supplies you'll find in buildings are items, not blocks. • Trees are uncommon and wood is scarce. However, wood is not as needed in crafting as it used to be. • One of the biggest changes comes with how survival turns out. Rather than being able to dig a 1x1x2 hole in the ground, players will be forced to scavenge for supplies since, and this is about as BETA as you can get, I'm trying to apply temperature and disease in the game. Now, you won't want to survive that way regardless, especially since the ground is both difficult to collect, and gathering dirt cannot be done quickly by hand, but I'm hoping temperature and disease works, because I've barely tested it at all in SSP. • A few more things, like mobs being much more difficult to kill, and having the ability to spawn in hordes, but that should be it for now. Will post images when I get the chance later tonight or tomorrow night. [editline]27th June 2012[/editline] One thing though: I did have to edit some base class files to do so, so you'll want to have a Minecraft backup ready to use when not on the server.
That sounds like fun. I was thinking of something similar like "No breaking blocks, total anarchy, items are found in chests and you spawn at a random location" kind of thing, but that sounds a lot more indepth.
[QUOTE=Loriborn;36529616]Well, I'll give a few details first so you all can make a decision before I go off renting a server and then finding out no one wants to stay playing after just a few days. Basically it's sort of a pseudo full conversion. Here's what can be expected, if everything runs well in Multiplayer: • Guns and gun modifications that affect bullet strength and flight distance, as well as sound level and (here's hoping it works in MP) muzzle flash brightness. • Most items are scavenged from buildings that are generated similarly to towns and nether fortresses. They are generated component based, with each section of town being a separate component. Towns are large, and not rare, but spawn with low level loot. • Ground is not generated as dirt that can be grown on. Farms can only be grown on normal dirt, which is difficult to find (ironic huh?) and even more difficult to irrigate, since the world is generated with irradiated water, rather than normal water. (water must be refined to produce clean water, or found in a refined state, such as in bottle) • Oh, yeah, there's radiation. Now, at this point, it works in SMP, but because of the way I did the vars, I have no idea if they'll network correctly. Radiation will cause health decay over time, with a lower maximum health and hunger. Radiation can be cured by finding "Rad-b-Gone" (originality be damned) which can be found in scavenged locations like hospitals and general stores. • Animals that drop meat are much more uncommon and drop irradiated versions of the meat, which, like stated, cause radiation to accumulate over time. • Crafting is more difficult as basic materials are no longer easy to access. Iron is much more rare, as is everything else, and most of the basic supplies you'll find in buildings are items, not blocks. • Trees are uncommon and wood is scarce. However, wood is not as needed in crafting as it used to be. • One of the biggest changes comes with how survival turns out. Rather than being able to dig a 1x1x2 hole in the ground, players will be forced to scavenge for supplies since, and this is about as BETA as you can get, I'm trying to apply temperature and disease in the game. Now, you won't want to survive that way regardless, especially since the ground is both difficult to collect, and gathering dirt cannot be done quickly by hand, but I'm hoping temperature and disease works, because I've barely tested it at all in SSP. • A few more things, like mobs being much more difficult to kill, and having the ability to spawn in hordes, but that should be it for now. Will post images when I get the chance later tonight or tomorrow night. [editline]27th June 2012[/editline] One thing though: I did have to edit some base class files to do so, so you'll want to have a Minecraft backup ready to use when not on the server.[/QUOTE] I want this.
I had an idea of doing a metro2033 server a while back, but i didn't have the money to do a server.
Metro 2033 isn't multiplayer?
I think he means a Minecraft server with a Metro 2033 theme. Thing is, it would require custom mods which don't exist and would have to be made by the server owner.
Oh yeah, my bad. I didn't realize I was in the minecraft thread
Yeah it was A. I know nothing of minecraft modding (I have the spare time to learn, its just I'm not even able to test them) and B. I didn't have the cash to pay for it. would be cool though. build a big underground, use villagers to trade MGR rounds to food and other supplies, put a gas mask on to go above ground, deadly mobs above ground etc etc
[QUOTE=LordCrypto;36530499]Yeah it was A. I know nothing of minecraft modding (I have the spare time to learn, its just I'm not even able to test them) and B. I didn't have the cash to pay for it. would be cool though. build a big underground, use villagers to trade MGR rounds to food and other supplies, put a gas mask on to go above ground, deadly mobs above ground etc etc[/QUOTE] My only issue with that is NPC dependency. I like player/player interaction, makes the world feel more alive and much more challenging. Yeah, a big risk is running into a zombie or two in a skyscraper, but the real risk is running into a player when all you have is a 1911 and few round of ammo. That risk, that forced interaction with players that could end in partnership or deception is my favourite aspect about my concept. The fact that because there is so much challenge, that you almost have to team up, but you never know who is safe and who is deadly.
[QUOTE=rinoaff33;36506340]I wish my worlds were like yours, the current server my friend and I are playing on together opens up with ice, snow, hills, and desert. We had to wander like Neanderthals for the first two days searching for a place that wasn't ice fields. Eventually we settled at the edge of a plain in a forest, but the area around it is quite dull and just has more tundra/plains. At least there's a village and an abandoned mine only a biome away. One day I decided to travel through the Nether and open a portal leading to elsewhere. I ended up about 2000 blocks away from our house and the only thing besides snow and plains I found on the way back was a tiny jungle with a river alongside it. We did end up with a stack of chicken each from the nomadic experience however. Also, jungle/tundra boundaries look cool anyway. Too bad swamps are so boring, as are plains.[/QUOTE] I started a server with some friends, and ALL of the land was Ice plains.
Does anyone know of a good seed for a snowy wasteland with suitable building space? Preferably with a pine forest nearby. Trying to get back into Minecraft. Okay, found one. Looks suitable. [img]http://puu.sh/EgQE[/img] Wait, what's that glow in front? [img]http://puu.sh/EgQG[/img] Ah. Nice! [img]http://puu.sh/EgQN[/img]
[media]http://www.youtube.com/watch?v=bFdzA2wI6c0[/media] [editline]28th June 2012[/editline] UPDATED: [media]http://www.youtube.com/watch?v=1dLWJ3pHdtc[/media]
[QUOTE=Moofy;36532653][media]http://www.youtube.com/watch?v=bFdzA2wI6c0[/media] [editline]28th June 2012[/editline] UPDATED: [media]http://www.youtube.com/watch?v=1dLWJ3pHdtc[/media][/QUOTE] That is now going to be the default texture pack for minecraft. Confirmed.
[QUOTE=beasty;36533366]That is now going to be the default texture pack for minecraft. Confirmed.[/QUOTE] Yea, Matt Damon will protect you in the dark from Herobrine.
[img]http://i.cubeupload.com/HD7xIk.png[/img] This makes my OCD run rampant.
[QUOTE=Abrown516;36534346][img]http://i.cubeupload.com/HD7xIk.png[/img] This makes my OCD run rampant.[/QUOTE] More importantly, how the turns go. The interior rails go at a ninety degree angle.
Pretty sure a lever will flip it back to normal.
or just place the other track first so it cant snap into position
What I meant by posting that is the way the rails look. The pattern creates a desired direction of the carts.
So I'm uploading this timelapse now, problem is it is going to be in diffrent parts so people can skip the shit they don't like to watch. Was thinking about posting video after video here until the entire build is done, but I also thought i can wait to I get all the videos done and make a thread of it for itself. Because it seems like a lot of people have done that for the time being. What do you guys think? [editline]28th June 2012[/editline] [media]http://www.youtube.com/watch?v=AH8BxB2RnYY&feature=bf_next&list=PLE6DE0FCA95DDBCC9[/media]
[QUOTE=Moofy;36538010]So I'm uploading this timelapse now, problem is it is going to be in diffrent parts so people can skip the shit they don't like to watch. Was thinking about posting video after video here until the entire build is done, but I also thought i can wait to I get all the videos done and make a thread of it for itself. Because it seems like a lot of people have done that for the time being. What do you guys think? [editline]28th June 2012[/editline] [media]http://www.youtube.com/watch?v=AH8BxB2RnYY&feature=bf_next&list=PLE6DE0FCA95DDBCC9[/media][/QUOTE] I feel like if its something in the desert, you should not have a swamp and grass like terrain nearby. But other than that it looks good.
Finally, I have been hoping for changeable names for a while. [img]http://i.imgur.com/81q66.png[/img]
Sigh, mods NEVER fucking work for me. I follow all the steps and no matter how simple the mods are it just instantly crashes after the fucking Mojang logo.
[QUOTE=Big Ben;36545306]Sigh, mods NEVER fucking work for me. I follow all the steps and no matter how simple the mods are it just instantly crashes after the fucking Mojang logo.[/QUOTE] Make sure you're not downloading ones for the wrong version, I've seen some mods and texture packs that have new versions for the snapshots out.
Okay, so basics are done for the mod, and it seems like it runs fine in the locally hosted MP test, now I need some feedback to help balance it. For starters, a "can of ravioli" applies 32 rads to the player. The player can take roughly 450~ rads before they start getting sick. Is this number too high, too low? (Ravioli is not the only food product, but an example of one that gives rads for eating it)
[QUOTE=Loriborn;36545577]Okay, so basics are done for the mod, and it seems like it runs fine in the locally hosted MP test, now I need some feedback to help balance it. For starters, a "can of ravioli" applies 32 rads to the player. The player can take roughly 450~ rads before they start getting sick. Is this number too high, too low? (Ravioli is not the only food product, but an example of one that gives rads for eating it)[/QUOTE] 32 seems high for a canned food product. And according to [url]http://www.solarstorms.org/Sradiation.html[/url] 450 rads has a high chance of flat out death. Also it should be possible for rads to decrease slowly over time because the body can naturally deal with small amounts of radiation. Would also be cool if there were certain places that were highly irradiated that you should avoid because they quickly cause death. Of course Minecraft isn't a bastion of realism, and a realistic radiation survival simulation would be no fun at all because it's nearly impossible. Really I think it would make sense if the players had a higher resistance to rads than real-life because they have proven to be particularly resistant to radiation - after all, they survived.
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