[Minecraft] Alintetra - a server for Ponygoons & Friends!

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Re: [Minecraft] Alintetra - a server for Ponygoons & Friends

Post by Kiith Soban (?) » Mon Aug 20, 2012 7:55 pm

Momar wrote:So what are everyone's thoughts on installing a vertical movement mod like Lift; seeing as SMP piston elevators are essentially laggy murderboxes?

For my two cents, I think it's a decent idea. There are no custom blocks to break backward compatibility (any more than our dependence lockette or LWC, or most of all the lack of flammability does), still moderately expensive with its requirement of iron blocks, and not particularly 'cheaty', as it doesn't do anything you can't do with a bucket of water or a set of ladders. It just does it nicer.


Considering how slow ladders are, this is a good idea. It's not cheaty, but it's very convenient.
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Post by Pinkemon (?) » Mon Aug 20, 2012 8:16 pm

I'd be okay with the lifts too. :allears: It always nice to have convenient things.
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Post by Yolostar (?) » Mon Aug 20, 2012 11:06 pm

That is a pretty cool mod, I would defiantly support putting it in. :allears:
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Post by Momar (?) » Tue Aug 21, 2012 6:21 am

Hey guys.

If you're aggroing pigmen in the nether, please finish the job. If you unload the chunks with angry piggies on them, they just lay in wait for the next hapless rube to come along.
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Post by Westy543 (?) » Tue Aug 21, 2012 11:49 am

FYI you can /home and /home bed separately. Two homes for everyone! :party:

This is a bug and might be fixed soon though so :pinkieshrug:


Looks like it's been fixed.
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Post by Dal (?) » Tue Aug 21, 2012 2:17 pm

Thanks to Throb, CV, and Pinkiemon the chicken reactor is now fully operational. I now have a gateway into the elemental plane of poultry. :scootawoo:
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Post by Pinkemon (?) » Tue Aug 21, 2012 2:22 pm

^I have no idea what that even means, but either way, hooray! :v:
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Post by Glaed (?) » Tue Aug 21, 2012 2:48 pm

So, something that's been bugging me for the past few days (warning, this will probably be a little confusing/badly worded. I'm in need of more sleep) :
Why do we even have LWC? :-/

Not only is it redundant with Lockette, it's always on, as far as I can tell isn't clan-compatible, leaves no indication when it's on, actively hampers clan (or public) projects since you not only have to lockette anything you want the clan to have access to but you then have to make sure to disable LWC's protection on every single chest/furnace you placed. There's no way to disable it from auto-locking EVERYTHING you place afaik.
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Post by Throbulator (?) » Tue Aug 21, 2012 4:20 pm

Dal wrote:Thanks to Throb, CV, and Pinkiemon the chicken reactor is now fully operational. I now have a gateway into the elemental plane of poultry. :scootawoo:


Oh, you have made a chicken singularity? I'd love to come and see it! :crack:
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Post by Glaed (?) » Tue Aug 21, 2012 4:41 pm

You'd have to walk all the way out to the Fortress of Lunatude
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Post by Terephthalat (?) » Tue Aug 21, 2012 9:57 pm

Glaed wrote:Why do we even have LWC? :-/

Guess I am to blame for that. To make it short, the advantages to LWC are that it basically requires no interaction unless you want to make stuff accessible by other persons. Especially new or scatter-brained players can't forget to lock their chests that way. It also doesn't require you to slap signs on every chest that either block your access or take up space. The disadvantages are that you have to type /cremove before setting up your clan permissions.
And that's why I suggested it to the team. :pinkieshrug:
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Post by Grim (?) » Tue Aug 21, 2012 10:08 pm

Glaed wrote:Why do we even have LWC? :-/


Because LWC does everything better except clan protections, which only a small number of people will have to deal with. Having to craft and place a sign on a chest, with specific text on it, is an ugly mess and I can't see how anyone would want it. It's more of a hassle than typing /cremove for those instances where you want a clan-protected chest under Lockette, which only make up a tiny fraction of the chests people will be using.

We save trees using less signs anyway. :dreamworks:
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Post by Lazy (?) » Tue Aug 21, 2012 10:30 pm

Yeah, having to plaster signs on everything is a massive pain, wastes space, and takes up wood.
There are far less chests/furnaces that need to be public than ones that need to be private, so I don't see why having them private by default is a bad thing.
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Post by Westy543 (?) » Tue Aug 21, 2012 11:36 pm

I like LWC a lot. I wish we could just add [TAGS] to the access list though.

Wait, doesn't simpleclans create groups and add players to them as parts of clans? Couldn't we add say g:Lunatics (or is it the tag that is the group name?) to the access lists?
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Post by Grim (?) » Wed Aug 22, 2012 12:01 am

Westy543 wrote:Wait, doesn't simpleclans create groups and add players to them as parts of clans? Couldn't we add say g:Lunatics (or is it the tag that is the group name?) to the access lists?


I just checked:
Automatic Groups

You can now give specific clans, and or ranks (leaders, trusted) specific permissions. For example you may want to give all clan leaders the ability to use another plugin, or do something special, or you may want to give all members of a specific clan the ability to cast spells. You can now do this with the auto-group feature.

You can enable auto-groups by setting settings.enable-auto-groups to true in the config, all clan players in your server will now be placed in one of three permissions groups automatically:
SCUntrusted
SCTrusted
SCLeader

On top of this, players that belong in a clan will also be placed in a permission group linking them to that specific clan:
Clan[tag]

So for example a trusted player in clan KoL will be added to the following groups:
SCTrusted
ClanKol

WARNING: Test this with your permissions plugin, some permissions plugins actually remove players from their default groups. Auto-Groups do not work with the BukkitPermissions plugin, no adverse side effects, it just wont work. If you are using Groupmanager a workaround exists that will let you use auto-groups, read about it here http://dev.bukkit.org/server-mods/simpl ... omment=349.


In short, with this enabled and working (if it isn't already) Lockette would be pretty much useless. I could throw down a chest and do /cmodify g:ClanShy and that'd be that.
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Post by Herr General (?) » Wed Aug 22, 2012 12:50 am

Also, signs are ugly.
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Post by Westy543 (?) » Wed Aug 22, 2012 1:07 am

Only reason to keep lockette around would be automatic door timers.
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Post by Glaed (?) » Wed Aug 22, 2012 3:53 am

Well then, that works too!
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Post by Dal (?) » Wed Aug 22, 2012 10:03 am

Westy and I cycled the reactor for the first time tonight. Everything worked as designed except for the fact that we realized we are terrible people for atom smashing 64 chickens.
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Post by PhoolCat (?) » Wed Aug 22, 2012 11:29 am

…but did you find the Eggs Boson?? :dreamworks:

In other news I'm off to Germany to work for a fortnight, hopefully there will be internets :fluttersmith:
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Post by weedgoku (?) » Wed Aug 22, 2012 12:11 pm

It's finally finished!

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I'd have removed the last bit of dirt scaffolding but I wanted to go to bed early :-P
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Post by MetalSonic (?) » Wed Aug 22, 2012 4:08 pm

Just wondering what plugins/mods you are using and if you could add MetalSonic93 to the whitelist.
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Post by Momar (?) » Wed Aug 22, 2012 4:30 pm

I have a mockup elevator for the Lift mod and I check it every time I log in to see if it works yet. :-I

MetalSonic wrote:Just wondering what plugins/mods you are using and if you could add MetalSonic93 to the whitelist.

Not an official list, but:
Bukkit essentials
Clans
No fire/destructive creepers/thievin' endermen
LWC
Lockette
Death Chests
Some sorta economy mod
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Post by Hyper!!! (?) » Wed Aug 22, 2012 4:34 pm

weedgoku wrote:It's finally finished!

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I'd have removed the last bit of dirt scaffolding but I wanted to go to bed early :-P

:excite:
So cute!

Filly Twilight eating a melon adorably is the Alintetra mascot, even if everyone disagrees with this statement, it is still true. :-I
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Post by Westy543 (?) » Wed Aug 22, 2012 7:33 pm

That pixel art looks amazing! Image
Momar wrote:Bukkit essentials
No fire/destructive creepers/thievin' endermen

The same thing. :allears:

You can type /plugins ingame to see the list of plugins! :excite:
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Post by Momar (?) » Wed Aug 22, 2012 8:10 pm

A question of taste:
Smoothstone & Obsidian or Brick & Netherbrick?
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Post by Holloway (?) » Wed Aug 22, 2012 8:37 pm

Momar, it depends on the purpose of the building. Netherakk is a warmer tone, suited for the temperate climate your building is in, but it is also very weak. Iirc, creeper explosions don't affect this server, but as someone who plays on a server where they do, it's sort of an eyebrow raise.

The obsidian is more foreboding, usually marks a jail or a vault of some sort.

EDIT: Oh, derp, that's netherbrick. Yeah, netherbrick all the way. :V
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Post by Plobo (?) » Wed Aug 22, 2012 8:46 pm

The bricks look better. So if it's only for the design, go for them.
Also I haven't been on the server for about forever, I need to make some free time to visit...
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Post by Westy543 (?) » Wed Aug 22, 2012 11:16 pm

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Post by Lazy (?) » Wed Aug 22, 2012 11:26 pm

Oh god Westy that's horrible and beautiful.
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Post by Momar (?) » Thu Aug 23, 2012 1:54 am

I thought so too. It's certainly going to be a lot easier to work with blocks I can break easily.

Now before I tear a giant freaking strip off the nether fortress - are we going to be selling it in the server shop?

PS: Mycelium is now on sale in the pavilion. Had to make a 22 km trip to get it, died once, and it was only dumb luck I found it in that ocean.
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Post by jamartinezm (?) » Thu Aug 23, 2012 5:11 am

Ok, we seem to have a little bit of an issue with the amount of cattle/entities on small areas.

Lots of entities moving on small spaces = lots of collision checking = lots of lag. :gonkity:

I honestly do not see the necessity to have more than 10 or 20 cows, and some of you have over 80 in a 10x10 area (yeah, I checked the some on some farms [ban CV] [ban oscarmelgar] [ban throb] :pcstare:
Normally I wouldn't mind but this is becoming an issue.

Most likely, we'll have to find a way to limit the number of entities (cattle / villagers) you can have since it is lagging the server down to less than 7 ticks per second (we should be at 20) ... :fluttersmith:
If we have to remove some of the entities, we'll try to make it up to you somehow.

I'll get back to you on that. :psygum:

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Sheep lag: Image
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Post by Control Volume (?) » Thu Aug 23, 2012 5:29 am

Welpp, I guess my sheep farms just aren't destined to be. At least those are 15x15 areas!!

e: When command blocks come out, you could make a server sanctioned sheep farm where you press a button, it kills all the sheep in that area, and then spawns 200 or so in that color. 200 isn't a particularly large number and people still have to shear their own wool, but it keeps sheep numbers down. Then you could have a kill button that murders the sheep when you're done.

e2: guess it could be a smaller number since you can click the button again and get fresh new sheep.
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Post by Dal (?) » Thu Aug 23, 2012 10:29 am

Maybe I shouldn't compress 98 chickens into a 5x5x1 area...
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Post by Pinkemon (?) » Thu Aug 23, 2012 10:35 am

Ah. At one point I was considering making one of those mob trap devices (Based off of the one captainsparkles used in his skyblock playthrough since it seemed pretty efficient. At least, if EXP would get flushed down along with the items) but I guess one of those would create too much lag as well? I won't do that, then.
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Post by OneWayLearning (?) » Thu Aug 23, 2012 10:48 am

A minecraft server? I suppose I should come out of my legendary Isolation to see just whats up with this, eh? See you all on server.
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Post by Momar (?) » Thu Aug 23, 2012 3:56 pm

Pinkemon wrote:Ah. At one point I was considering making one of those mob trap devices (Based off of the one captainsparkles used in his skyblock playthrough since it seemed pretty efficient. At least, if EXP would get flushed down along with the items) but I guess one of those would create too much lag as well? I won't do that, then.

Mob traps, comparatively, are low yield. You're collecting maybe 30 mobs before you kill them off (or you're killing them off instantly), and unlike livestock they do not have a permanent presence, so when the chunks aren't loaded the mobs aren't a problem. Just don't go nuts.
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Post by Cthulhu Inc (?) » Thu Aug 23, 2012 4:49 pm

So I built/am building this rail thing.

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Default textures:
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Should I replace the stone brick with nether brick?
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Post by Momar (?) » Thu Aug 23, 2012 5:12 pm

No, no, for the love of God no. I'll curse your name every time I cross it and think I've discovered a new Nether Fortress.

So where is it going to/from?
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Post by Throbulator (?) » Thu Aug 23, 2012 6:26 pm

Oh dear, I didn't know the mobs were slowing the entire server down. Cattle have been culled!
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