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    posted a message on Factorization 0.8.108
    Hey, just letting you know, planning to use Factorization in a modpack for a private server for friends and family. The modpack is basically FTB TechWorld 2 with a couple of tweaks. Probably less than 10 users ever. Thank you for your mod!
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Hey Reika, letting you know that I'm including DragonAPI, ReactorCraft and RotaryCraft in a Semi-Private pack for me and my family/friends. Thank you for your mods!
    Posted in: Minecraft Mods
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    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    Just downloaded and tried to run this.

    I wasn't able to get 3.0 to work, but after some wrangling I got 3.1_debug to work. I'm running 1.5.2 from a mod-launcher rather than vanilla minecraft, so I didn't have a .minecraft folder. I installed the vanilla launcher, ran it, so that it generated a launcher_profiles.json, and then created the .minecraft/bin folder (which didn't exist), and copied the 1.5.2.jar file into the .minecraft/jar folder and renamed it minecraft.jar. Having done so, AMIDST launched correctly, and then allowed me to manually input a seed.

    I'm using mods, but AMIDST seemed to handle the situation just fine, and spit me out an accurate map of my seed. I hadn't expected it to be accurate despite the mods, but it definitely worked. I don't particularly care about Temples/Strongholds/Villages, so I don't know if those are accurate, but it got the biomes correct. And showed that I spawned in the middle of a massive ice plains biome surrounded by taiga, which explains why no matter how far I travel I still see snow everywhere.
    Posted in: Minecraft Tools
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    posted a message on Arbitrary Size, Automatically Reloading Pit Trap
    Hello Fellow Minecrafters:

    I put together what I believe is a brand new type of pit trap. It's a sand-based trap, similar to the version that uses torches to hold the sand in place, but this version instead relies upon pistons and half-slabs.

    Because it doesn't use any manually placed components, it's fully automatable. And, because of the way the piston base is put together, it can be built to an arbitrary size*.

    *In theory. In practice, anything over a 32x32 lags the server/client to an enormous degree. Lots and lots of pistons/sand calculations.

    The best part about the trap in my opinion is that it can be expanded to fit any size necessary, without complex modification. I compressed individual components, but not the connections between them, so that you can move pieces around as needed.

    So, without further ado, I present the Arbitrary Sized, Automatically Reloading Pit Trap:



    More images follow:







    More images and larger versions can be viewed at http://imgur.com/a/jz7gG

    I've also recorded a descriptive video which should explain enough for seasoned redstoners to build their own copy:


    And lastly, I've got the world-save from the video and a schematic of the trap available for download:

    World Save - http://adf.ly/CEuof
    Schematic File - http://adf.ly/CEuvc

    If enough people want one, I'll also make a tutorial video.
    Posted in: Redstone Creations
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    posted a message on Closed Map Experiment 2 [8/26/2012 1 PM EST - Test]
    Quote from Ric_Adbur

    He said there would be like 5 different fixed spawn points. So spawn camping will be less likely. And since there are so many protected areas, smaller will be better.

    Also, I hope that the protection only applies to the first layer or two, and not all the way down to bedrock.


    If there are multiple spawn points, then a large spawn area is unnecessary. In that case I agree with you that they should be small.

    And yes, the protected area should be like 5 blocks tall at max, and include the ground under the spawn.

    Also, Admins should watch these spawn locations and make sure no one tries to encase them in obsidian or something unfair.
    Posted in: PC Servers
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    posted a message on Closed Map Experiment 2 [8/26/2012 1 PM EST - Test]
    Quote from Ric_Adbur

    The map has limited space as it is without making more of it indestructible. Smaller is better.

    Make it too small, and you can just stand at the edge of the spawn point and kill someone endlessly as soon as they walk into the unprotected area. There needs to be some kind of defense against that, and the easiest method is simply to make the spawn larger, so that there are more vectors to leave it.
    Posted in: PC Servers
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    posted a message on Closed Map Experiment 2 [8/26/2012 1 PM EST - Test]
    Quote from swishahouse123

    How big is the protected area going to be? Can i suggest small


    Needs to be large enough and open enough that two people cannot reliably spawn camp the area around it. 5x5 is probably a good minimum, I might go for a 10x10 area just for safety's sake.
    Posted in: PC Servers
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    posted a message on Closed Map Experiment 2 [8/26/2012 1 PM EST - Test]
    Quote from Conundrumer

    I've also thought about starting an LP, but I never worked with so much footage (80 hours). Also, if we were to end up splitting into factions, wouldn't LPs be a giveaway to what your faction is plotting? Unless the LPs aren't going to be uploaded until after the experiment is over.

    Quote from RedstoneLite

    I was partially going to suggest that to people who were going to upload videos to wait until the end, or delay them by a significant amount. All of you who are doing LPs should most likely get in contact.
    Also, due to the amount of content, you should probably split it into several 30-minute sessions, and put them out as episodes over time.


    It's a lot of footage. Personally, I'll only have a little bit of time left over in the week to edit/produce it in a quality I believe to be acceptable. This means I'm going to lag considerably from real-time. I may only produce 2 30-minute episodes once a week, and be increasingly behind as the experiment goes on. I understand that I'll be a lot slower than most people, but I'm ok with that.

    I think we should probably put a ban on uploading videos until the experiment is either halfway done, or completely done. At that point, allow each person to upload one day's worth of content once or twice a week, or something similar. This would mean that you have a significant trail time from the start, and everyone who wants to can process and ready their videos well in advance. This also means that because some people are slower/faster, some people's LPs may trail by 30-90 minutes, but no one should ever go past a session boundary. That way there's not too much of a spoiler, even if people aren't able to post at the same time.
    Posted in: PC Servers
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    posted a message on Closed Map Experiment 2 [8/26/2012 1 PM EST - Test]
    Quote from TheAvatarOfWar

    The experiment is simply to see what these people would do. Thats it. Its impossible to poison the well by telling them the results of the previous experiment, because the goal is not to replicate the previous experiment. You could tell them that of the 30 people, one person is secretly allowed to cheat, and you still would not ruin the experiment. The goal is only to see what they would do. Thats it.


    Well, part of this experiment seems to be testing the meta-analysis. Given that we as lab-rats know the parameters of the experiment, does that significantly change how we play? I know that my play style will be slightly different given that knowledge. Granted, this isn't truely a controlled experiment, but if we get honest information from the lab-rats out of band about how they're playing, and why, we may glean some useful information.

    Additionally, because it's fun, and because we can.
    Posted in: PC Servers
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    posted a message on Closed Map Experiment 2 [8/26/2012 1 PM EST - Test]
    Jungle poses a problem due to jungle saplings. The ability to grow that much wood, more or less on demand screws with the scarcity mechanics which are the core of this experiment. Plains has enough trees and dirt to accommodate replanting, assuming the resources are used wisely. This will change the nature of the experiment, but not nearly as much as the other biomes would.

    On that note, I'm not at all opposed to a world where there is one of listed unfeasible biomes, as long as it only occupies a small area of the map. For example, a map which is mostly Plains/Forest with a Desert jutting in for 20x20 blocks or so in the corner. That would make that area valuable, and could cause either open conflict, or increased peace, due just to the existence of the sand and sandstone. It would be interesting.
    Quote from Ric_Adbur

    Swampland is often covered in too much water to be viable, and extremehills would likely leave little above-ground space. My vote would be for plains, forest, or foresthills.

    Yes, but it's usually only one or two blocks deep. It would be different, but I'm not convinced it would be a gamebreaker.
    Posted in: PC Servers
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    posted a message on Closed Map Experiment 2 [8/26/2012 1 PM EST - Test]
    Quote from killerrin

    If I may offer a suggestion, I am kind of starting to wonder what would happen if we started within a jungle? I mean, sure we would have more trees to start off; but sooner or later things will become desperate. The same goes for a desert or Arctic. Each biome would have a different way of operating


    You actually have a very valid point. Different biomes will affect the starting 8-10 hours. After that, people are mostly mining below ground where biomes have less effect.

    I suspect that biomes which will significantly alter the progress of those first hours are Jungle, Desert, Ocean, and Mushroom Island. For this reason, I'd probably recommend not accepting a world which generates one of these at the spawn point.

    Taiga and Tundra have effects on water, causing problems with icing and snow generation. For this reason, I'd recommend not accepting a world which generates one of these at the spawn point, unless you've decided that you explicitly want that kind of a challenge.

    This leaves Forest, ForestHills, Plains, Swampland, and ExtremeHills as probable biomes.
    Posted in: PC Servers
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    posted a message on Closed Map Experiment 2 [8/26/2012 1 PM EST - Test]
    I may actually use this as an excuse to start my minecraft lets-play recording. I'll do my best to video capture play every session. Once we get started, I'll put together a youtube channel or something so that people can watch.

    I encourage my fellow lab rats to do the same ;)
    Posted in: PC Servers
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    posted a message on Closed Map Experiment 2 [8/26/2012 1 PM EST - Test]
    Minecraft Name:

    Shishire

    Preferred Nickname:

    Shishire
    Age:

    22
    Are you able to dedicate ample time to the project when required?:

    I can easily dedicate 5 hours on saturday to this endeavor. On fridays, I can dedicate 5 hours, but only after 7:00 EST, as I work monday-friday, 10-6.

    Are you able to work with well with the others on the project?

    I have worked as a team on several other minecraft projects, including projects like multiplayer skyblock. I generally tend to prioritize the benefit of the group over personal benefit. I'm a long time MMO player who generally performs a support role (WoW Healer, etc.)
    Reason for Applying?:

    I read the results of the original experiment, and definitely want to either play in or watch the next one. I've also been looking for a server to be collaborative on for a while. Having played skyblock, I'm aware that in theory, even with a very limited base of resources, (theoretically) infinite expansion/progress is possible. The previous iteration of this experiment took place blind, as the users did not understand the stakes. I'm hoping that the new iteration will prove that cooperation is possible as long as people realize that it is necessary to survive.

    Timezone:

    EST

    Skype:

    Yes, Available upon private request (I just don't want spambots/prank calls on my skype)
    Posted in: PC Servers
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