WaterWorld Server [0.4.7]

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

WaterWorld Server [0.4.7]

by mauvebic » Sun Jul 21, 2013 22:03

ImageImage

Version: 0.4.7
Address/Port: Dynamic (see Public List)
Type: Economy
Default Privs: Shout, Interact
Game: m7-ww

New players are limited to the freebuild zone, where you spawn at. Use the shops at the mall to buy the nodes you can't craft, you can obtain credits by mining and selling precious nodes (mese, dilithium, ores).

* Chose a normal username with no more than two digits.
** Protected zones work under the autoban system (3-strikes).
Last edited by mauvebic on Wed Sep 18, 2013 20:43, edited 1 time in total.
"Fuck the hat." - Paulie Gualtieri
 

User avatar
Dan Duncombe
Member
 
Posts: 904
Joined: Thu May 09, 2013 21:11

by Dan Duncombe » Mon Jul 22, 2013 00:17

If it is a warlike server maybe my camo mod will be helpful.
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Mon Jul 22, 2013 00:24

This server isn't intended for war - i haven't included any offensive weapons. I just don't like the idea of using code to protect buildings. Planning and defense is a lot more fun, and it's much lighter on resources than any protection mod.
"Fuck the hat." - Paulie Gualtieri
 

User avatar
Dan Duncombe
Member
 
Posts: 904
Joined: Thu May 09, 2013 21:11

by Dan Duncombe » Mon Jul 22, 2013 09:50

Still... I think the turrets are a cool idea.
mauvebic wrote:This server isn't intended for war - i haven't included any offensive weapons. I just don't like the idea of using code to protect buildings. Planning and defense is a lot more fun, and it's much lighter on resources than any protection mod.
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
 

User avatar
fairiestoy
Member
 
Posts: 191
Joined: Sun Jun 09, 2013 19:25

by fairiestoy » Mon Jul 22, 2013 14:09

mauvebic wrote:This server isn't intended for war - i haven't included any offensive weapons. I just don't like the idea of using code to protect buildings. Planning and defense is a lot more fun, and it's much lighter on resources than any protection mod.


Since you like to plan things, why do you make it a creative server? I really like the idea of it, especially the strategic part of it. But I hate creative mod. It takes a lot of challenge out of a game. Dont think i am complaining directly to your server, i was just interested, what reasons could have lead to that creative part of it :3
Interesting about new things is, to figure out how it works ...
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Mon Jul 22, 2013 15:51

fairiestoy wrote:
mauvebic wrote:This server isn't intended for war - i haven't included any offensive weapons. I just don't like the idea of using code to protect buildings. Planning and defense is a lot more fun, and it's much lighter on resources than any protection mod.


Since you like to plan things, why do you make it a creative server? I really like the idea of it, especially the strategic part of it. But I hate creative mod. It takes a lot of challenge out of a game. Dont think i am complaining directly to your server, i was just interested, what reasons could have lead to that creative part of it :3


Many of the blocks in Mauvebic's mods do not have craft recipes. Besides, creative mode is good for experimenting and building things as fast as possible.
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Mon Jul 22, 2013 16:26

There are too many nodes to come up with enough unique crafts recipes, and if i did they probably wouldn't make much sense.

Though there are some things like food and liquids that you can't get straight out of the inventory, you either have to farm or use pipes. If i can add more unique methods like that, then i remove the end product(s) from the inventory :-)
"Fuck the hat." - Paulie Gualtieri
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Mon Jul 22, 2013 16:37

You could create two types of turrets. One could fire upon other players regardless of what they are doing, while the other one could only fire upon griefers and player killers. The landrush mod might be able to give you an idea of how to do this.
 

User avatar
fairiestoy
Member
 
Posts: 191
Joined: Sun Jun 09, 2013 19:25

by fairiestoy » Mon Jul 22, 2013 16:43

mauvebic wrote:There are too many nodes to come up with enough unique crafts recipes, and if i did they probably wouldn't make much sense.

Though there are some things like food and liquids that you can't get straight out of the inventory, you either have to farm or use pipes. If i can add more unique methods like that, then i remove the end product(s) from the inventory :-)

Okay, thats quite something why this setup might be useful. Thanks for the explanation.
Interesting about new things is, to figure out how it works ...
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11

by jojoa1997 » Mon Jul 22, 2013 17:08

you should add a lesser gravity to the world
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Mon Jul 22, 2013 17:49

The next thing I wanna do with turrets is have them support groups of owners, because right now they only spare the placer :p

Another thing that's driving me nuts and i want to disable is item drops. There's crap all over the map.
"Fuck the hat." - Paulie Gualtieri
 

User avatar
BrandonReese
Member
 
Posts: 836
Joined: Wed Sep 12, 2012 00:44
GitHub: bremaweb
IRC: BrandonReese
In-game: BrandonReese

by BrandonReese » Mon Jul 22, 2013 18:31

mauvebic wrote:Another thing that's driving me nuts and i want to disable is item drops. There's crap all over the map.


I run PilzAdam's mod "Item Features" to keep the map cleaned up of dropped items, it removes dropped items after a set amount of time.

https://forum.minetest.net/viewtopic.php?id=3188

I disabled the items being pushed by water because it looked like it could negatively impact performance.
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Mon Jul 22, 2013 20:50

BrandonReese wrote:I run PilzAdam's mod "Item Features" to keep the map cleaned up of dropped items, it removes dropped items after a set amount of time.

https://forum.minetest.net/viewtopic.php?id=3188

I disabled the items being pushed by water because it looked like it could negatively impact performance.


I think i'd rather just remove item drops :p

Should turret bullets go through water?
Last edited by mauvebic on Mon Jul 22, 2013 21:23, edited 1 time in total.
"Fuck the hat." - Paulie Gualtieri
 

User avatar
fairiestoy
Member
 
Posts: 191
Joined: Sun Jun 09, 2013 19:25

by fairiestoy » Mon Jul 22, 2013 21:27

mauvebic wrote:Should turret bullets go through water?

If you could make it that they loose speed/damage equal to time the bullet is surrounded by water :3
Last edited by fairiestoy on Mon Jul 22, 2013 21:28, edited 1 time in total.
Interesting about new things is, to figure out how it works ...
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Mon Jul 22, 2013 21:28

mauvebic wrote:
BrandonReese wrote:I run PilzAdam's mod "Item Features" to keep the map cleaned up of dropped items, it removes dropped items after a set amount of time.

https://forum.minetest.net/viewtopic.php?id=3188

I disabled the items being pushed by water because it looked like it could negatively impact performance.


I think i'd rather just remove item drops :p

Should turret bullets go through water?


I would say that bullets should go through all liquids.
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Tue Jul 23, 2013 00:24

New
- Added nations support:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
/nation : declare a new nation
/deport : deport a citizen
/invite : offer citizenship to your nation
/accept : accept citizenship
/decline : decline citizenship
Last edited by mauvebic on Sat Jul 27, 2013 02:01, edited 1 time in total.
"Fuck the hat." - Paulie Gualtieri
 

Nubelite
Member
 
Posts: 161
Joined: Mon Jul 16, 2012 23:10

by Nubelite » Tue Jul 23, 2013 01:52

if a player built turrets in two nations that they are a citizen in then their turrets wouldn't fire on the people in both nations then correct?
 

User avatar
Rancon
Member
 
Posts: 240
Joined: Tue Jan 01, 2013 14:59

by Rancon » Tue Jul 23, 2013 23:55

Have I been banned? If so, I'm sorry. I just wanted to explore and didn't know it would lag the server.
Last edited by Rancon on Tue Jul 23, 2013 23:59, edited 1 time in total.
Any tips on blender, gimp, or codea?
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Wed Jul 24, 2013 02:32

LadyMacBeth warned you and your friends more than once to pick an area of Vulcan and stick with it :P Other people need to be able to play.
"Fuck the hat." - Paulie Gualtieri
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Wed Jul 24, 2013 13:16

Doesn't the current development version of Minetest have a few functions that can speed up map generation by mods? I think paramat will use them when 0.4.8 stable comes out.
 

User avatar
Rancon
Member
 
Posts: 240
Joined: Tue Jan 01, 2013 14:59

by Rancon » Wed Jul 24, 2013 14:30

mauvebic wrote:LadyMacBeth warned you and your friends more than once to pick an area of Vulcan and stick with it :P Other people need to be able to play.

Okay, I'll stick to Vulcan. May I please get unbanned? Also, I don't think the later crashes were because of me. When I was back on Vulcan tending to the garden, it still crashed.
Last edited by Rancon on Wed Jul 24, 2013 14:33, edited 1 time in total.
Any tips on blender, gimp, or codea?
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Wed Jul 24, 2013 18:56

It looks like this server is having issues right now. I can't get on it.
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Wed Jul 24, 2013 20:45

Rancon wrote:Okay, I'll stick to Vulcan. May I please get unbanned? Also, I don't think the later crashes were because of me. When I was back on Vulcan tending to the garden, it still crashed.

Are you willing to stick to earth until realms is updated?
Last edited by mauvebic on Sat Jul 27, 2013 02:01, edited 1 time in total.
"Fuck the hat." - Paulie Gualtieri
 

User avatar
Rancon
Member
 
Posts: 240
Joined: Tue Jan 01, 2013 14:59

by Rancon » Wed Jul 24, 2013 22:16

mauvebic wrote:It's not having issues :P I stayed up uber-late working on a new toy ;-)

Image

It should be up within the next couple of hours, im just sorting out a final issue with the new feature :-)

Rancon wrote:Okay, I'll stick to Vulcan. May I please get unbanned? Also, I don't think the later crashes were because of me. When I was back on Vulcan tending to the garden, it still crashed.

Are you willing to stick to earth until realms is updated?

Yes
Any tips on blender, gimp, or codea?
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Wed Jul 24, 2013 22:51

Rancon wrote:Yes


I'll have to ask LadyMacBeth since she's the one who banned you.
Last edited by mauvebic on Sat Jul 27, 2013 01:59, edited 1 time in total.
"Fuck the hat." - Paulie Gualtieri
 

User avatar
ch98
Member
 
Posts: 463
Joined: Wed Jan 02, 2013 06:14

by ch98 » Thu Jul 25, 2013 01:18

If you are thinking of adding force field, I made a force field mod that uses coal. It is little slow so some modifications may be needed.

https://forum.minetest.net/viewtopic.php?id=5676
Last edited by ch98 on Thu Jul 25, 2013 01:19, edited 1 time in total.
Mudslide mod Click Here
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Thu Jul 25, 2013 02:19

ch98 wrote:If you are thinking of adding force field, I made a force field mod that uses coal. It is little slow so some modifications may be needed.

https://forum.minetest.net/viewtopic.php?id=5676


I was thinking of modifying it to make it run on pipes/lava + dilithium and making it a bubble :-)
Last edited by mauvebic on Thu Jul 25, 2013 02:19, edited 1 time in total.
"Fuck the hat." - Paulie Gualtieri
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

by paramat » Thu Jul 25, 2013 03:58

Inocudom wrote:Doesn't the current development version of Minetest have a few functions that can speed up map generation by mods? I think paramat will use them when 0.4.8 stable comes out.

Yes yes.
I'm a 'stable' guy so waiting for 0.4.8 before rewriting my mods to use the mind blowing lua voxel manipulator.
Your server here is very cool, i look forward to more screenshots.
Last edited by paramat on Thu Jul 25, 2013 03:59, edited 1 time in total.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Thu Jul 25, 2013 05:46

Inocudom's part of Ur
Image
Ur's Transporter Room
Image
Ur's Public Garden
Image
Image
Residential Tower
Image
Image
Last edited by mauvebic on Sat Jul 27, 2013 02:00, edited 1 time in total.
"Fuck the hat." - Paulie Gualtieri
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Thu Jul 25, 2013 17:33

Uptime is going to be iffy in the coming days, we're moving on the 1st. Though once we're moved in I should have my connection :-)
"Fuck the hat." - Paulie Gualtieri
 

Next

Return to Minetest Servers

Who is online

Users browsing this forum: No registered users and 69 guests

cron