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    posted a message on Disabling Fire & Creeper Explosions at Spawn
    I don't think there's a solution yet, other than scripting or modifying the game itself...
    I do hope that Notch modifies his minecraft-server software so we can run it, check some options, and then click on a "start server" button.

    The whole thing runs on a command prompt format so unless you have some scripts, you can't exactly modify the server from the get go.

    For me, I want to know if it's possible to force the map generation to be smaller, as in, a non-infinite world.

    Sure players want their "friggin huge world", but private servers are there for more than just surviving...

    I know that map generator programs or templates of sorts can be used, but I think those stuff can be old and most likely not going to work.

    I liked the indev settings where you can "choose" a type of generation, and I hope he puts that back into the game as a option.
    Posted in: Server Support and Administration
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    posted a message on Two-Person-Private-Server Lag Issues.
    First off, you shouldn't expect that connections are a smooth thing.

    When you connect to a device or network on the internet, you connect through a "route" of computers to reach it.
    So if depending on the type of connections, you may be unlucky to hit bumps in your "route" to the US server.

    It's possible for some people to route via satellite on long distance, so data doesn't have to travel over several computers and end up having to suffer because said computers are having some bad stuff going on.

    For example, I can connect from Ontario to Los Angeles in California, USA. The problem with latency is that in between the route, there are "laggy" connections.

    I can make one for example:

    A Traceroute to Google.ca
    1 10 ms 9 ms 10 ms 10.228.172.1
    2 10 ms 24 ms 9 ms 66.185.89.141
    3 11 ms 11 ms 9 ms 69.63.249.58
    4 22 ms 14 ms 15 ms 69.63.251.142
    5 31 ms 41 ms 29 ms 72.14.216.14
    6 11 ms 15 ms 16 ms 216.239.47.114
    7 10 ms 15 ms 12 ms 72.14.233.142
    8 11 ms 11 ms 17 ms 74.125.226.18

    What you see is a # of connections on the left, then the set of latency for each one, to said connection ip.
    It takes 9ms to get to the first computer (no idea what this is unless it's my connection to my ISP first).
    Then 24ms...

    Here's a laggy one, and Nexon likes to packet filter so you can't see the rest:
    1 9 ms 9 ms 9 ms 10.228.172.1
    2 9 ms 12 ms 31 ms 66.185.89.141
    3 10 ms 14 ms 17 ms 69.63.249.62
    4 30 ms 25 ms 31 ms 64.71.241.114
    5 22 ms 36 ms 23 ms xe-0-2-0.er2.iad10.us.above.net [64.124.196.213]
    6 23 ms 27 ms 24 ms above-uu.iad10.us.above.net [64.125.13.174]
    7 38 ms 27 ms 23 ms 0.ae1.XL4.IAD8.ALTER.NET [152.63.33.122]
    8 106 ms 104 ms 105 ms 0.so-7-1-0.XL4.LAX15.ALTER.NET [152.63.1.242]
    9 104 ms 107 ms 104 ms POS7-0-0.GW3.LAX15.ALTER.NET [152.63.112.109]
    10 89 ms 89 ms 97 ms internapGIGE-gw.customer.alter.net [157.130.236.110]
    11 92 ms 92 ms 96 ms border1.po1-20g-bbnet1.lax008.pnap.net [216.52.255.46]
    12 95 ms 91 ms 91 ms nexon-16.border1.lax008.pnap.net [216.52.220.66]
    13 * * * Request timed out.

    This is a connection to Nexon.net's los angeles server, as you can see, before i reach the server, i hit a 100ms jump when it enters the region of LA (probably). The earlier connections that are under 100ms are probably other computers in the other states.

    As for download and upload speeds, Canada is limited to just a bit above 15Mbps download and 1Mbps upload, not because of technological problems, but "political" problems... Damn government and corporations and their monopolizing the access to them.

    The USA and Australia would be different, probably higher to around 20~40Mbps download and 15~40Mbps upload or more for internet service equal in pricing to my Canadian internet (50$ internet)...

    Again, I don't think the problem with your private server is upload or download rates, it's the route. I'm not sure if you can force a different route, as in "choose your own" set of connections rather than let it choose it for you.
    Posted in: Server Support and Administration
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    posted a message on Artificial neural networks for mobs?
    Mobs currently do avoid cliffs unless at some point, they are ordered to chase or go somewhere that's apparently a fall.
    Like if monsters starts aggroing you, they'll take chase and unless you are far away, they'll take the risk and walk off.
    Posted in: Suggestions
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    posted a message on Alternate material use
    Cursed items requires mob drops in most cases, and to craft some can work simply from a workbench.
    The general idea with cursed item is that you sacrifice something, to gain something.

    Maybe if a cursed players dies, they not only drop everything on them, but a "cursed" monster (zombie knight?) will spawn from them, and will attack any living thing (animals and players) near them for a moderate duration.

    Also, the dead cursed players will respawn as a ghost for the short duration, who takes a form of a light orb, but can fly around the world, and can't go through solid/surfaces. This ghost phase ends after the duration ends, and the player respawns normally at this point.

    The reason why I don't want cursed arrow to take away 0.5 hearts for each use, because it becomes a annoyance.
    I want the cursed item to be risky and useful, but not unprecedented, meaning players won't dump these for diamond items instead for example.

    Maybe if cursed items are that powerful, then it's kind of like a mid game item list...
    They could be initially placed in dungeons, while the recipe to make them would take quite a effort.
    Posted in: Suggestions
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    posted a message on A new way to get sulphur
    Sulfur should be collected in a form of mist maybe...

    There can be sulfur vent blocks, that when destroyed will be movable and placable.
    These vent blocks can create sulfur, but only if lava is under it.

    So while splunking and seeing these vents, you will realize that there's also lava under them.

    These little vents can be buried into the ground though, but they do let out a hot steam sound to let you know.

    Sulfur randomly spawns from these vents, and sometimes it's rare because it takes a while to make one.

    By the way, these vents can also be used as hot vent traps, to inflict damage via extremely hot steam that comes out of the ground... Just be creative on how to use them.
    Posted in: Suggestions
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    posted a message on Get Satisfaction: Apple Trees
    Farming needs to be in Minecraft, as in a range of produce to grow. It gives the player more incentive to try out other things...

    Maybe we can have strange and mysterious "produce" that can be used in crafting.
    Like rare "seeds" you can use to grow explosive fruits, which can't be consumed but used in crafting for some "interesting" things.
    Posted in: Suggestions
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    posted a message on Alternate material use
    Would be interesting for PVP too in SMP, bone armors and a bone crown helm makes you look evil in a way...
    Maybe if you wear it as a set, you emit a evil aura which PKers would like to use...

    Maybe a cursed item set?

    Requires bone, bonemeal, and Nether blocks to make some of these items.

    Cursed Sword
    Cursed Axe
    Cursed Pickaxe
    Cursed Shovel
    Cursed Bone Armor

    Cursed tools has infinite durability, and has the same effect as diamond tools.

    The drawback is that they are cursed so while using it, you get corrupted with certain effects:
    Cursed Tools gives you "cursed" status which inflicts -0.5 heart every 3 seconds, for 10 seconds that you've been using it. Attacking enemies over and over will reset the timer, thus continuously inflicts cursed status on you.



    The status only occurs if you either:
    Attack a enemy, or gather a block (completely, like using a sword on leaf block to destroy it)

    Cursed Armors generally can nullifies % of damage done to you, up to 80% damage, but gives you a continuous cursed status so long as you equip it. Wearing the set increases the frequency of health loss and increases damage nullification by 20% (80% at a full set).

    Damage frequency formula is:

    0.5 Damage per = 6/[# of cursed armor worn] seconds

    1 Cursed armor is 6 seconds
    Full set is 1.5 seconds

    Cursed Armors don't kill you off but leaves you with 1 heart left, which healing with food is a must.
    Maybe balance it with "durability" of the armors = 150 hearts worth of damage (including the health loss over time). This means the durability will fall over time too.

    Using cursed items nullifies your heart regeneration in peaceful mode.

    Next idea:
    Ink bombs
    Made by combining Ink sacks with leather and string, ink bombs enables you to blind a player or monster.
    When a player is blinded, a giant ink "blot" will appear on his screen, and slowly fades in 10 seconds.
    If the player goes into water, the ink will erase.
    If used on a monster, it will blind them, causing them to cease aggro, and maybe even run away from you, fleeing blindly off cliffs maybe. Monsters that are blinded won't check for cliffs and are more likely to walk off one, combined with the fact that it can't see you, thus will randomly wander to attack you.

    Dispenser works with the ink bomb too!
    Posted in: Suggestions
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    posted a message on Alternate material use
    Bone


    Looks similar to a wooden stick, so why not make it a possible material for some weapons and tools?

    Possible list of craftable items:
    Bone Arrows
    Bone Sword
    Bone Hoe
    Bone Pickaxe
    Bone Axe
    Bone Shovel
    Bone Ladder (for looks)
    Bone Fence (for looks)
    Bone Armor (seriously it's not that strong but should look wicked in a sense)
    Bone Torch? (for looks and it's pretty interesting for a dungeon)

    Obviously, you'll need another material to work with bone so you can craft those tools and items...
    Stone seems good because it's primitive enough.

    And maybe new items for multiplayer:
    Wooden/Bone Flags (combine bones and fabrics/wool/dyed wool/etc.)

    Maybe more will be added if people get creative with the new items.
    Bone tools can have a combination of either:
    Durability vs Effectiveness
    or
    Functionality vs Rarity

    Since bones are dropped from skeletons, and stone may be used with it, it's technically more durable than a stone sword, but similar in damage or effect as the stone tools.

    When used as a equipment though, it has a greater amount of durability, but only sustain less damage per hit in comparison to some metal armors that nullifies greater damage.

    Maybe bone armors soak 25% less damage than iron armor, but has 50% greater durability than iron armor.
    Posted in: Suggestions
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    posted a message on Haven & Hearth
    As of 1:09 PM EST on Jan 13, 2011...
    There are 1119 hearthlings playing.

    Of these, there are 148 from Russian Federation, 132 from Poland, 127 from United States, 52 from United Kingdom, and 33 from Japan.

    Really? 1119 players online, yet they say half of it is on the list, but where's the other half? Undetectable proxy users?

    Plus, the site lags like crap now...
    Who's idea to host the forum/site along on the same server as the game itself?
    And... 148 Russians... They are very notorious for trying to dominate and grief this game in their own way... Because they can...
    Posted in: General Gaming
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    posted a message on Global..... Warming?
    Regardless, humans will always cause damage to something else...
    We destroy things and fix things at a 5 to 1 ratio.
    Posted in: General Off Topic
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    posted a message on Free will?
    Then at some point you may think:
    "Hey, we don't breathe air, we eat them!"
    :3

    Free Will exists, and doesn't exist, at the same time.
    It's the same thought process as:
    "Are we really living and seeing other existent people live out their lives, or is it all a dream or, a illusion that you the main "entity" is thinking up?"
    Posted in: General Off Topic
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    posted a message on Haven & Hearth
    I wonder how far along did they improve...
    Hopefully they upgraded their servers much much more...


    As of 11:50 PM EST on Jan 12, 2011...
    There are 672 hearthlings playing.

    Of these, there are 226 from United States, 64 from Korea, 49 from Canada, 34 from Australia, and 32 from Russian Federation.


    I think in the past there's usually around 300ish players right?

    And... Korean players!?
    Posted in: General Gaming
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    posted a message on For those wondering what Mojang's other game may be
    Minecraft is where you are stuck on a planet...
    Maybe it's space related as in colonization of planets?

    Using minecraft's base means he wants to...

    What the-!? A solar system generation!?

    So then mini maps of planets, with some sort of unit system for generating the planet itself... Then space, then more planets in the same idea...
    Posted in: General Gaming
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    posted a message on Did you like White Knight Chronicles?
    White Knight Chronicles 2 had voices for your character...
    A little... "Verto!!~" or "Henshin!!~" whenever you transform.

    ... And that's it.

    But be glad, when you reach the end of single player, your avatar will be the only Knight to use for the final boss... Don't you feel special?

    Btw, WKC2 will include the first game, and if you don't have a completion file, you can't play the 2nd game.
    >_>

    So in this case, WKC1 was like a "prequel" disc when you can buy WKC2 and get the whole thing.
    Posted in: General Gaming
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    posted a message on Food Healing system - Instant or Regenerative?
    Which would you prefer?

    Holding a inventory of cooked meat that enables you to heal instantaneously with each use?

    Or eating a cooked meat and watch as you rapidly regenerate health in a efficient manner?

    This can lead to some interesting development with Minecraftian foods maybe...

    If they heal instantaneous, they are too efficient for their own good and makes the game a bit too easy by some player's standards.
    If they regenerate health too slow, they become useless and players would start hating it.

    So typically, you're also able to combine them as you would in RPGs.

    Say, pork heals 4 points instantly by default, and you can gather LOADS of them easily.

    If the idea can be implemented into this system:

    Eat one pork, heals 2 hearts instantly and regenerate 2 hearts over the course of 5 seconds.
    Eat one cooked pork, heal 3 hearts instantly and regenerate 3 hearts over the course of 5 seconds.

    Regeneration can be handy but needs to be fit into a decent rate... Maybe half a heart a second or so, depending on the quality of the food. Of course, this isn't a 100% health regeneration like in shooters, it's a "buff" so to speak that lasts temporarily.

    Hardcore gamers might think healing instantly is bad and making healing less cheap is better.

    This idea could bring about "status effects" that relates to the food maybe.
    Cooked food can bring about better effects and non-cooked foods will rarely give a negative effect, or no effect at all.

    Notch implemented cake recently too, so it'll be handy to make the image of cooked foods taking an effort to make can be interesting. Making cakes doesn't mean you can have a inventory of cakes to heals you a ton... Golden apples already does that and it's super rare and currently doesn't offer much other than full HP.

    People would still stuff their face though, so maybe some sort of digestive system to prevent players from eating 10 cakes or 10 cooked pork at once. One problem is that some items can't be interacted to eat though...

    The digestive system would make it hard for players to spam food for total invincibility, because it would eventually stop the regeneration from occurring if it's too full (a hefty 80% of the bar would do). You can still eat and heal instantly from food so long as the bar isn't 100% I think.
    The system can consist of 1000 units, and the (Quality Level x 20) is the unit for eating the food and receiving healing and regenerative bonuses. 1 Unit (2 if standing still or walking) is taken away every second.

    So a list of possible food items that you can eat:
    Pork - Low Heart Mending and Low Regeneration (QL 1)
    Cooked Pork - Mid Heart Mending and Low Regeneration (QL 2)
    Egg (yes you eat it raw) - Low Heart Mending and Low Regeneration (QL 1)
    Milk - Low Heart Mending and Medium Regeneration (QL 2)
    Cake - Mid Heart Mending and High Regeneration (QL 4) [Yes a cake is that high of a level]
    Apple - Low Heart Mending and Low Regeneration (QL 1)
    Golden Apple - High Heart Mending and High Regeneration (QL 5) [Since technically it cost more to make these than a cake]

    At some point, RPG servers might add new items like potions and other quick healing items in... But it's up to them I guess... This thread is about ingame food consumption.

    Also, should we add more and more food to the list? It'll at least make rp servers more bearable since food can technically give effects that can make them valuable.
    Posted in: Suggestions
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