You would get an extra month donor status if you won and were already donor!
- poly_ester
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Member for 11 years, 11 months, and 5 days
Last active Sat, May, 23 2015 03:50:38
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Adlanniel posted a message on Keystone Creative! -- Fully 1.4.5 Updated! -- Freebuild Gameplay -- Free Items -- Friendly Staff -- 24/7 -- Lots of Land!Posted in: PC Servers
You would get an extra month donor status if you won and were already donor! -
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Kingphilip42 posted a message on Keystone Creative! -- Fully 1.4.5 Updated! -- Freebuild Gameplay -- Free Items -- Friendly Staff -- 24/7 -- Lots of Land!Posted in: PC ServersHey guys! I just finished making a brand new way for us all to keep in touch!
INTRODUCING THE KEYSTONE STEAM GROUP!
http://steamcommunity.com/groups/keymc
That's right! We have our own Steam Group now! We'll be posting server events and announcements on the group, and have discussion boards up as well. Of course those boards are not meant to replace this one, but are just another means to keep in touch! And for those of you that don't have Steam installed (http://store.steampowered.com/) you can still chat on here, on our Facebook page (http://www.facebook....307815812579063) or follow us on Twitter (https://twitter.com/Keystonemc)!
I hope to see you there! -
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_Bedrock posted a message on Keystone Creative! -- Fully 1.4.5 Updated! -- Freebuild Gameplay -- Free Items -- Friendly Staff -- 24/7 -- Lots of Land!Hello.Posted in: PC Servers
I donated $10 and I included my ign.
Just came to say this.
Dem login servers are down. Time to single player!
Hey guys,
Just came to say I have come back from this long 'vacation' of mine.
My family were having troubles. This house I am living in this house I am in, and I got a new laptop so I will not have any lag anymore.
It has a 5 core processor.
I miss you guys and I can't wait to see you all in maybe a few hours.
Hope to see y'all soon!
-Hard -
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Kingphilip42 posted a message on Keystone Creative! -- Fully 1.4.5 Updated! -- Freebuild Gameplay -- Free Items -- Friendly Staff -- 24/7 -- Lots of Land!Posted in: PC Servers
/warp Noel to check out my newest sprite art! OR /warp King_sprites to check out all of my sprite arts! -
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zvarina posted a message on Keystone Creative! -- Fully 1.4.5 Updated! -- Freebuild Gameplay -- Free Items -- Friendly Staff -- 24/7 -- Lots of Land!Megasus has gone mad:Posted in: PC Servers
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DashLikesGirls posted a message on Keystone Creative! -- Fully 1.4.5 Updated! -- Freebuild Gameplay -- Free Items -- Friendly Staff -- 24/7 -- Lots of Land!Here to let ya know that Dash/Angst is baaaaack!!Posted in: PC Servers -
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Kingphilip42 posted a message on Keystone Creative! -- Fully 1.4.5 Updated! -- Freebuild Gameplay -- Free Items -- Friendly Staff -- 24/7 -- Lots of Land!Hey guys, I thought that you all could use some good news, and I'm here to bring it to you! I am back on the server as an admin! Turns out school wasn't nearly as time consuming as I had expected it to be, so I have more than enough time on my hands to come back and be with my friends on the server. I look forward to seeing you all again!Posted in: PC Servers
-King -
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Abrahamz posted a message on [1.2.5] KinstonCraft Survival! Friendly Community! [Residence, iConomy, PvP/Spleef, and more!]Hey Guys! Glad to see the forums are busy. I know a sincere apology is in order, from my end. I contributed to the shut down of the server, but I am glad to see it's coming back up. As for the reason it went down in the first place, let's just say many regretful words were said between both the owners and I. We saw the day coming that a conflict would arise, but focused more on the current events (Which ultimately led to an unfinished server). I'd like to announce there is no longer any discomfort between us the former owners. And I hope to play on the server when it comes back up!Posted in: PC Servers
-See you all soon!
-Abrahamz10 -
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Nistune posted a message on Keystone Creative! -- Fully 1.4.5 Updated! -- Freebuild Gameplay -- Free Items -- Friendly Staff -- 24/7 -- Lots of Land!So, I stepped down as admin for several reasons. One being that, despite having over 40 people backing me up, only a few people against me were those that got what they wanted. But that's not what im here to say. For one, I wasn't looking for revenge, I never came on the servers and raged, I didn't attack anyone or do anything but talk to my friends. Yet I was IP banned.Posted in: PC Servers
Me, Kaval and Devexus were all unfairly IP banned from creative for doing nothing wrong. We were not going to do anything wrong either, I didnt even plan on logging in as Nistune once. Its an insult to everything we ever did. Its an insult to those banners you have in your signature, to the spawn that's used every day, to the rules you follow and even the server name- Because, Keystone was the name I made.
I was all for just leaving quietly and not dragging it out over the forums. However, we want to know why we were banned for doing nothing wrong.
(Also, Im not breaking any forum rule for posting this) -
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WolfieMario posted a message on Quick Fix to Villager Trading: A Detailed Rebalance of All OffersI know I'm not the only player who thinks villager trading is imbalanced. I find it silly that compasses are worth more than diamonds, and overpowered that an hour at my sugarcane farm (yes, it's that large) can net me several doublechests of diamond items. In fact, the level of imbalance, I am told, is why some Bukkit server administrators are considering disabling trading on their servers altogether until there is a rebalance (or a plugin to allow them to rebalance it themselves).Posted in: Suggestions
Now, I've seen many suggestions for fixing the balance issues. Some have been very simple, re-assigning about two handfuls of offers based on the poster's notion of the items' worth. Others have suggested the removal of offers, or even the addition of more offers. Others still have suggested traders should imitate the real world, complete with economic ideas of scarcity, flexible supply and demand, and an analysis of the player market on a server.
My idea is neither of these: 1.3 is right around the corner, and any significant changes to trading mechanics would take a bit of time to implement, and even more time to test. And a rebalance of trading based on my own personal values of items will also fail to help. Rather, my idea is the following:
I propose that no offers need to be added or removed, and almost no trading mechanics need to change. Rather, all offers' prices will be modified to match the numbers in the following chart:
(Green is an offer to sell something to villagers, and blue is an offer to buy from them. Purple are a priest's enchantment offer)
The only mechanic of trading which needs to be changed to support this suggestion is that offers requiring more than 64 emeralds would use both input slots, and that offers requiring more than 128 emeralds would use emerald blocks in one of the offer slots. It would actually be nice if villagers automatically equated emerald blocks to 9 emeralds each, but this isn't necessary for the suggestion to work.
Now, how is this any different from me giving my own personal values for items? Because I spent a good 25 hours (across 3 days) putting that together: the prices are the result of a multi-step process which considers every reason an item should have value, and I've asked for numerous second-opinions on it. You can see much of the actual process in the chart below:
Now, what's all this? First, I came up with the value in the "Value Based on Generation Rarity or Ingredients" column. Then, I came up with adjustments to these values, shown in the following columns. The "Adjusted for Usefulness" column is bold because you should look at this when comparing the actual values of items according to this chart - it's after all adjustments are applied except for those specific to villager trading.
Grey text in most areas indicates that I did not factor in any adjustments for that cell (e.g. the difficulty in killing iron golems or zombies for iron ingots is not factored in at all: I acknowledge it's a possibility, but find it too negligible to raise the value in the "Adjusted for Ease of Harvesting" column).
In the "Value Based on Generation Rarity or Ingredients" column, grey italic text means the value in the cell is kind of shot to hell, as comparing the amount of mobs in the world to the amount of ores is like comparing apples and oranges. The value is fully compensated by the cells following it; this just means "rarity" is not an effective way to judge the item's value. Italic text which is not grey in this column indicates that the rarity value is dubious, because I couldn't find hard figures for how much of the item is naturally generated.
The contents of this spoiler explain each column of the chart; yes it is that long. You don't have to read the contents of the spoiler unless you're really into this. In fact, I'm amazed if you've made it this far without skimming.
Although, if you're confused about what a particular column is, consulting the spoiler before asking is advised.
Value Based on Generation Rarity or Ingredients: For items generated in the world, this is their rarity relative to the rarity of gold ore (so diamond ore is 2.4x as rare, etc.). For items which are crafted or smelted, this equal to the "Adjusted for Usefulness" value of their ingredients (the cost of smelting is not included) - literally counting these items as the sum of their parts. For mob drops, as I said, the rarity of mobs on generation is kinda meaningless, but the values for the items are based on how much of the item is dropped and how many mobs drop the item (string also acknowledges Abandoned Mineshafts at this point). Finally, if the item can be earned from a chest (dungeons, mineshafts, and villages. Strongholds are ignored), this is also accounted for, but the result is usually negligible.
Adjusted for Ease of Finding: This acknowledges ore buried deep in the earth is much harder to find than stuff growing on the surface. It also ups the value of biome-specific resources, and compensates for the inaccuracy of mob "rarity" per chunk. Once again, if an item can be found in a dungeon, mineshaft, or village chest, it gets a (negligible) reduction in value.
Adjusted for Capability to be Farmed: Probably the biggest problem in the current implementation of trading is its potential for exploitation - suddenly a sugarcane farm is a diamond pickaxe farm. Items are drastically reduced in value if they can be farmed (this includes hostile and passive mobs). The reduction in value is a factor (whereas most adjustments are just added or subtracted from the item's value). This factor considers how long it takes for a single unit (e.g. tree, 3-tall sugarcane, etc.) to grow, whether bonemeal can be used to hasten the process, and how much a single unit of the farm yields - all on top of an inherent 0.4x multiplier just for the fact that the item can be farmed. The process for mob farms is slightly different, acknowledging that animal farms need wheat, and that hostile mob spawners are ridiculously fast. If an item is farmable due to being a rare drop, this will also slightly factor in - however, auto-cooking farms are considered too negligible and thus do not further depreciate cooked items (its price is already devalued because the raw form is farmable). I have considered gold nugget (pigmen) farms negligible for the purposes of this chart.
Adjusted for Ease of Harvesting: This one counts mining, mob killing, and actual crop harvesting. For farms, replanting is considered here, but usually harvesting is easily automatable or otherwise instantaneous, and thus further depreciates the resource's value. For mining, pickaxe requirements are considered, and for mob killing, the mob's health and attack strength (in Normal mode) are considered.
Adjusted for Crafting/ Smelting: What it says on the tin. If an item is annoying to craft, it will be annoying to craft en masse; this very slightly increases its value. Smelting is more significant, accounting for the cost of 1/8 a lump of coal/charcoal, and the time required for smelting. The time it takes to sign a book-and-quill is also acknowledged here.
Adjusted for Usefulness: This is, in fact, the final modifier worth looking at if you wanted fair trades. Raw materials with many purposes get a large boost from this; their crafted results are thereafter reduced in value. Since an ore is worth the resource it drops, its usefulness is factored in there. Many things modify the usefulness of an item: for example, I considered a lump of coal and a block of glowstone as equally useful; this part is thus rather tricky and open to opinion. The usefulness of tools is based not only on their literal functions, but on their durability - armor also acknowledges its worth in terms of armor points. Food considers the hunger restored, and, to a lesser extent, saturation of the item (these values are applied to the raw form, because it is a precursor to the cooked form). If an item is farmable, even its usefulness modifier is scaled by the farming factor. Bottles o' Enchanting are interpreted as worth their average xp, which is itself considered from a number of factors which I used to determine the worth of an enchantment. Chainmail armor is considered equal in value to iron armor (before its usefulness adjustment is applied), with chainmail's durability and armor values.
Adjusted for Retail: Villagers can be stingy sometimes. Items sold to them are sold for less than their worth, and items bought from them are sometimes bought for more than their worth. This applies especially to the rich priests, but is also applied to diamond items to prevent trading from becoming overpowered. In the case of chainmail, its value is increased because the blacksmith is the only one who knows how to make it. In the case of saddles, however, the value is actually reduced because I presume Jeb intended for trading to be a more reasonable way to obtain the item (also, realistically, making hundreds of tiny chain-links is far more difficult than crafting a saddle . See? the butcher is still being stingier than the blacksmith!).
NPC Trader's Price: The value to look at for what all this would actually change. Villagers would have these prices rather than their current ones. If something costs more than 64 emeralds, the second offer slot may be used. If something costs more than 128 emeralds, emerald blocks will be used in one offer slot. Ideally, villagers would be able to calculate that an emerald block is worth 9 emeralds, and thus accept the two items interchangeably, but this is not necessary to fix trading. Note that the random ranges used here are based on the quantities involved, and capped at 5 in each direction, to not have excessive randomness in offers.
Fair Trade: Iron Ingots Per Stack: Let's say you're a human, not a squidificate. This is the value of a stack of an item, in iron ingots, based on the value in the "Adjusted for Usefulness" column - the retail adjustment is not counted here. If two players wanted to make a trade between a stack of the item and iron ingots, and wanted the trade to be fair (and ingore whatever items each player actually owns), then they might consider the number here to be a reasonable amount of iron. Bear in mind that I said "stack", not 64: ender pearls stack to 16, and many items do not stack (and thus, the price in iron is for one of that item).
Fair Trade: Iron Ingots Per Stack (Rounded): This one is just for convenience; iron is rounded to the closest value and stacked (each stack of iron is 64).
Oh, right, and the golden-colored cell next to Gold Ore? It's the only cell in this chart which contains a value dependent on no other cell. That is, if you make a change to it, all other prices will change accordingly. The values in the last two columns will not change, because the value of iron changes as well. This cell allows for the value of emeralds to be arbitrarily re-assigned with ease.
Now, none of this is any good if I'm the only one suggesting these values (well, some friends and I). If anybody reading this has any suggestion for a change in values, please speak up. Please don't just say something like "diamond should sell for more". Actually give a specific number. Furthermore, give a reason! The whole point of this chart is that every bit of an item's value has some justification behind it. If you don't get what I mean, check the second spoiler.
Finally, my chart is downloadable here, so anybody can play with it (I recommend using OpenOffice Calc, as that's what I made it in). Yes, it's as dynamic as I say it is: Halve the value in the gold-colored cell, and all values are halved (e.g. emerald doubles in value). Make wood less valuable, and suddenly coal becomes less valuable, and thus all items made via smelting and all items using wood become less valuable.
The downloadable chart also contains a column to help generate the code needed for this change, along with a set of cells beginning at S43. Whether you're Mojang trying to implement it, or a mod/plugin developer, I think it can help reduce tedium (although you probably would have done that on your own ).
There are also an extra two spreadsheets in that file: the abridged version of the chart (which I posted at the top of this topic), and a sheet for alternative values for controversial offers:
As one user suggested, here's what happens when emeralds are raised in value a bit:
EDIT: If anybody wants to test out how these changes would pan out, and they own a Bukkit server, I've actually made a plugin implementing this:
http://dev.bukkit.or...ance-villagers/
By default, it also disables the removal of offers, as some people have said that makes trading too underpowered and non-renewable. However, the plugin is fully configurable, and you can customize all offers - the chart above can even export the needed parts of the configuration file, so you can go straight from modifying my chart to testing the results ingame!
Hopefully it's not against the rules for me to post this plugin here? I think making the changes testable would help people better decide whether they'd want them, and I still want them in vanilla.
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Mobcatcher
You can capture any friendly mob with a chicken egg thrown at it while having 1 Gold block per mob to be captured in your inventory. Looking into getting the mob protection aspect of it set up sometime soon, but that will be after the big news at the bottom.
Lotteryplus
there are now lotto's that can be played in server. There are three of them right now. Gold, Diamond, and Wither.
Gold - hourly lotto, winner receives all money in the pot and 1 gold ingot
Diamond - daily lotto, winner receives all money in the pot and 1 diamond ore.
Wither - weekly lotto, winner receives all money in the pot and 1 wither head.
To get more info you can do /warp lotto
ok now for the
Big News!
I Am moving the server over to a new dedicated server, instead of the current VPS host I am with now.
what's this mean? well currently running on 2 gb of ram and shared processing, new server is 8 gb of ram and a 8 core processor dedicated to the server. Should see less lag and a better server experience
What you need to know. I will be updating the s.theoraclemc.com redirect the night I transfer over but DNS tables can take up to 24 hours to redirect properly. so if you are having trouble connecting you can also use 198.24.153.42 to connect, once I transfer. There is a server up there now right now for test and configuring proposes, but it is whitelisted and you can't connect there as it's not ready yet.
When is this happening? Friday night sometime probably around 2am CST
So remember Friday 2am CST about the server will be transferred over to new server and will probably have some down time, around about 1-2 hours. if you can't connect with s.theoraclemc.com try 198.24.153.42.
Happy mining!
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Why donate? Owning a server costs a good amount of money and donations help lighten the load of what I pay as owner each month. It will help ensure that TheOracle will continue to thrive in the coming months.
How do I donate? We actually have a new plugin that makes donating very easy. In game you can do /buy and it will list packages you can buy, there is only one choice so you cannot choose wrong, you then enter /buy 1 and it will send you a link in game of how to check out for your purchase. Donating this way ensures we have your IGN for your donation already. During checkout you will provide payment information as usual for donating and the amount will be deducted from your paypal or your bank account accordingly.
If you have any problems or questions mail me or message me in game, or pm me here on the forums.
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Done. Dx1tuyen and I both got 3k+ and DRAGON 13ORN got over 4000 today I believe
I will look into it creeper! Your'e a nice addition to the server. Glad to hear you like it here.
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