The MafiaScum Minecraft Thread - AllTheMods 9!!! - NEW Vanilla?
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Is there something I'm missing on Curse? I've gone into the profile options and set preferred release type to beta but I can't get it to load anything but Minecraft 1.9.4. What do?In post 18977, davesaz wrote:As far as I know, we're planning to keep the vanilla server going too.
Update: The SP6 server isnow operationalwith the ScumPack 1.4 level from CurseForge.
If using the Curse client, in the minecraft settings be sure you have "beta" chosen as preferred release, to allow the SP6 files to show.
It could probably be "release" instead but I didn't want it to look misleading if someone other than our little clan decides to download.
edit-had to delete and reinstall selecting beta version to dl to get it to work.- Rhinox
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In modded, how do you join/create a team? I see you can claim chunks but need to be on a team first.
I also noticed that I can't interact with stuff inside claimed chunks, like they're under some kind of grief protection. This includes opening doors, so like, I couldn't even get in to visit and look around arch's place. And when my client crashed and respawned, it respawned me outside of the claimed chunks area. So, do claimed chunks have some kind of grief protection or something?
and there's a welcome spawn building thing, but I couldn't get inside because I'm assuming its under spawn protection or something. Can't open the door to get in. I wonder if new people who spawn into the building will be able to open the door to get out? lol.
Last thing, I was inone of the dungeon things earlier today when I logged out, and when I logged back in, I was back outside of the dungeon at the surface. Is that a feature of the dungeon mod or did someone claim the chunks so when I logged in it moved me outside?- Rhinox
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Yay!In post 19060, aphix wrote:
You can set up Journey Map.In post 19058, McMenno wrote:is there a dynmap for vanilla
Tunnel to River Rhinox is complete. I think a few short digs and I should have it connected to the swamp.
I got lost in the swamp while trying to find an already existing connection with spawn river lol. I love how boats just mow right through lily pads now without stopping or breaking. Did I mention how amazing boats are now?- Rhinox
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Who wants a maze? (vanilla server)
Maybe this will be the server I actually complete it and ppl get to try it out lol. I wrote a program (in excel/vba) like almost three years ago holy shit really its been that long?! and never really got to show it off properly. Well I've dusted off my program and began planning again. Is it something people want? Should I go for super difficult straight away or start with easier/smaller mazes and work up to a very hard one? Any preference on where to build? Klaz if you're going to build a gauntlet maybe I could build near there and we can have like a whole minigame district? (Also klaz if you are building a gauntlet and are planning on including the cobweb walk in it I do happen to have a bunch of cobwebs I can donate to the cause.)- Rhinox
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Maybe. Probably. But... well theres just no other good way to go up or down without ladders. Is it just that they're slow/annoying? Or is it the up and down in general that you don't like? Because functionally a ladder that ends no where isn't any different than a deadend hallway. The way the algorithm works you could turn the whole maze on its side and the ladders would be hallways and the hallways would be ladders. I do try to steer the algorithm away from lots of deadend ladders if thats what it spits out but my goal was a 3-axis maze and not a flat 2-axis maze. I'm open to suggestions if you can think of a better way. I can always rewrite the algorithm. Fwiw i never found the 2-axis mazes very immersive or mazey because they can pretty much always be solved by the "hug a wall" approach ¯\_(ツ)_/¯- Rhinox
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So i played around with my maze code and hamfisted in a way to control ladder frequency basically by telling it to skip generating a new path extension if the extension is a ladder X% of the time. It results in not only fewer ladders, but also shorter ladders and fewer ladder dead ends.
I'm also playing around with a new maze design idea that would use stairs instead of ladders and bigger than 1x2 hallways so it'd be less claustrophobic and could do more aesthetically. But of course that means bigger and more resources needed. But better, probably.- Rhinox
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Its an excel spreadsheet with a vba back end that spits out a schematic i can use to build the maze in minecraft. It essentially is just prim's algorithm (sort of) for finding a minimum spanning tree but instead of a 2d grid I'm using a 3d grid. So instead of 4 potential connections at every node (N S E W) I have 6 (N S E W ladderUP ladderDown). I can just pick a starting point and it will connect to every other node randomly, or I can manually make the whole solution path first and then it just fills in all the remaining space with branches. With prims algorithm there is always 1 possible path from any node to any other node so once the maze generates you can really pick the start and end anywhere.
I built in some minecraft specific parameters such as if choosing ladder Up there needs to be a wall to place the ladder on. And recently i just added the control to be able to make the maze less ladder-y and early tests are looking good.
Its nothing too special really on the back end in fact I'm sure better programmers could write some less clunky and inefficient but the use of excel cell formatting to draw the schematic is the clever part imo.- Rhinox
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In post 19086, Raskolnikov wrote:Could you replace some ladders with stairs?
Yes. But I'm working on a solution to that. Different style of maze. No ladders, only stairs. It will still be randomly generated using Prim's but the rules for the allowable connections between nodes will be different. Still working on setting up all the rules in VBA. Also tunnels will be 3x3 instead of 1x2.In post 19087, theplague42 wrote:The problem with stairs is they work on a diagonal, meaning they can't work with a 6-axis algorithm (N, S, E, W, Up, Down).- Rhinox
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Good thing or bad thing?
Because my program is still a WIP and I was also thinking about how I could program it for 2x2 or even 1x2 hallways and still use stairs. Just got to set up the rules the right way and it can be done. I prefer 1x2 because it allows for more complex mazes in a smaller volume requiring fewer resources. 3x3 would be less complex and take up more volume but there'd be more aesthetic possibilities and maybe it would feel more immersive?
ETA: ok so I can do 2x2 tunnels with 1 block thick walls or 1x2 tunnels with 2 block thick walls and make stairs work. Both have the same complexity/volume but the 1x2 would require more blocks/volume than 2x2 so I think 2x2 might be the sweet spot for a maze with stairs.- Rhinox
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Yes if that's ok with you guys. Just got to let me know where and how much space I'll have to work with. Are we going to do prizes for finishing or just for fun?In post 19095, Maestro wrote:Do you want to build one in the Gauntlet/Arena Castle thing we're planning?
I'll mock up a few different ideas I had this evening and post some pictures here later.- Rhinox
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Through this together in creative for one idea for a 2x2 pathway maze with stairs and no ladders. It actually looks a little bigger than 2x2 thanks to the upside down half slabs on the floor/ceiling and iron bar walls. Now just imagine it at least 5x bigger in each direction
Spoiler: give me your iron, glowstone, and nether quartz plox- Rhinox
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I didn't see that. I'll stop by and take a look next time I'm on but 30x30x30 actually might not be big enough. I figured I'd need about 40x40x40 to build a maze that was about equally as complex as the pyramid maze I built before. 30x30x30 would be about half as complex as the pyramid. Making it pretty is also an issue because I've done some quick calculations and I'd need to go collect over twice as many raw materials (based on the design in the pics I posted) as the pyramid and then still end up with a maze only half as complex/difficult. I think the pyramid took me a month so I could still be 2-3 months away from finishing a maze (if I used the design in my pics). I could use other more efficient materials, or make it smaller/less complex, or go back to 1x2 pathways and get done quicker.In post 19106, Klazam wrote:Rhinox, No lag whatsover last night- did you see what i said about where to build your maze? theres an convenient 30x30x30 slot in the mountain wall facing the bay that could fit one. what do you think?
Best option right now might be to plan on making a less complex maze that fits in with the design scheme of the Gauntlet/Arena Castle thing you guys are building, and then sometime later on I can build the bigger/more complex/nearly impossible super maze as a standalone thing once I'm further along on the server.Last edited by Rhinox on Fri Sep 30, 2016 8:12 am, edited 1 time in total.- Rhinox
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I had to tinker with the repeaters to adjust the timing to get it to work right for me. In the video I saw all the repeaters were just set to the first click. I moved 1 of them all the way up to 4 (can't remember which one) to make the door stay open a few tics longer and that did the trick for me. You also need to aim just right so if its not working you can try to adjust where the mouse is pointing a little bit and try again. I think somewhere between 1/3 and 1/2 from the bottom is where it usually works for me. Last thought, I found the timing of when you start holding down right click matters as well. I try to hit and hold right click as soon as the door opens in the cycle and it usually floats in the water first cast. I can stop by when I get on in a few hours and take a look if you haven't got it figured out by then.In post 19108, davesaz wrote:I'm not sure why, but my bobber doesn't rise to the top fast enough to make the afk fish farm (outside my back yard) work.- Rhinox
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definitely need to aim at the water/door behind the water. When the door is closed it should always do empty right clicks without casting. When the door opens it should cast/retrieve into the water and then when the door closes while the bobber is in the water it should stop retrieving and go back to empty right clicks with the bobber in the water. The bobber should activate the trip wire to stop the door cycle so it just keeps empty right clicking until a fish pulls down the bobber which lets the door open and then your retrieve/recast immediately.
Based on what you describe I suspect timing. I think the door needs to be open a little longer to have a longer window to get the bobber in the water before the door closes again. If you've tried adjusting where you look and when you start holding right click then another thought. I'll laugh at you if this is it, but... you remembered to put the string between the trip wires, right?- Rhinox
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So I just went over and checked out your fisher and idk if you worked on it since earlier but it seemed to work great for me. better than mine even I might switch my repeater delays back to the default setting.
here's where I was standing and where I was aiming. working perfectly for me. :shrug:
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Just north of my place past the sheep paddock where the desert meets the savanna. There was a surface spawner there and ETL grinderized it.In post 19126, Maestro wrote:Also, we have a string farm?! Where?
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This seems like an apt time to bring this up - I keep finding occasional creeper pockets around my savanna so I'd appreciate if visitors could fill them when they happen. I realize I haven't done a great job of mob-proofing yet but please just be careful if you come through my portal to get to the string farm or just to visit. thanks- Rhinox
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So brought this up with klaz and arch yesterday but something is up with hostile mob spawns... or down rather. As in, they're barely spawning now. Early on I remember running around exploring at night and there were mobs everywhere. They usually spawned in packs of 4 or so, and if you ran away you'd quickly run into a newly spawning pack. Like 20m away or so. It was basically impossible to travel at night even with armor, food, and weapons because there was barely enough time to stop to eat to regain health.
Anyways, yesterday I did a test and ran around the dark areas around my base for an entire night cycle and only managed to find and kill somewhere around 5-10 mobs total. Couple zombies, couple skellies, couple creepers, and that was it. There's no where close to the same amount of mobs spawning as there was early on.
Been doing some research today trying to figure out what the problem might be, because occasionally it would be nice to just run around hunting monsters. Found out hostile mobs have their own cap now (unaffected by passive mobs or anything else) of essentially 70 per player online (unless there is a server cap that is set to something else idk). So it may be that when I was running around early on there could have been many ppl online but I was the only one running around in the dark so of course I was going to get swamped by mobs because the entire cap can spawn around me (say 350 mobs for 5 ppl online). But if I'm the only one on then the cap is lower, only 70 mobs or 1/5 the amount of mob spawns in my area).
Another thought is that after being in an area for a while maybe the underground tunnels start to fill up with mobs and they don't go away until you walk far enough away to force them to despawn. So there's fewer mobs able to spawn on the surface since there's more mobs underground?
The grinders specifically the blaze grinder would count toward the hostile mob limit. If someone is afk at the blaze grinder than fewer mobs can spawn elsewhere.
So maybe this is just settling into an equilibrium due to various factors. Unless someone turned the mob spawning down, or there is some other bug causing the mob spawns to reduce over time. I remember a past server had a problem with mobs wandering into unloaded chunks and disappearing but still counting towards the cap.
Last thing - According to the wiki: "All hostile mobs (including those that are holding items) in a world will despawn if the difficulty is set to peaceful, regardless as to where the player is positioned in the world." So if we want to refresh the hostile mob spawning on the server should be as easy as anyone with OP can temporarily toggle the difficulty to peaceful and then switch it right back to hard (or whatever our current setting is). Only problem with that is anyone with pet hostile mobs named with name tags, they will also despawn if the difficulty is toggled.
Anyways, just some thoughts. In the long term probably not a big deal to have fewer mob spawns. Right now it would be nice to hunt more enderman for ender pearls but that won't be as big a deal once we slay the enderdragon. Also would be nice to find some zombie villagers to cure near my area and that is kinda tough to do if zombies aren't spawning, but I guess there are eventually other ways to acquire some villagers as well. :shrug:- Rhinox
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I'm not sure if its as simple as that because according to the official wiki, mobs spawn in a 240x240 block cube centered on the player (15x15 chunks) and any mob that moves or spawns further than 128 blocks from the player despawns immediately anyways which is a 8 chunk radius.
The mob cap formula for hostile mobs is 70 * [Available spawn chunks] / 289 which is essentially 70 x number of players online unless the available spawn chunks per player is less than 289 which only happens if the server distance is set to less than ~8.
Just for reference, I the debug screen just showed ~30/125 for the E entity parameter. There was me and davroe on. Assuming the render distance is set to 8 radius or 16x16 and using the formula I get Cap = 70 * 16*16*2/289 = 124 cap. So that pretty much shows that the current server distance isn't limiting mobs.
Breeding farms shouldn't effect the mob limit because hostile mobs and passive mobs have their own separate spawn limits. Grinders would but the only one that should have a significant effect would be the blaze grinder if someone is afk for a while there before killing them all. The other grinders only use like 4 pop at a time for a few seconds.
Also for reference I have a pen of idk how many cows and I know I have at least 50 sheep so if passive mobs counted towards the same limit as hostile mobs the debug screen should have said something much higher than ~30/125. The 30 it recognizes has got to be the hostile mobs underground within range of where me and dav were when I just got on. When I get on again later I'll do another run around in the dark and try to find mobs and I'll pay attention to the F3 screen this time.- Rhinox
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aphix there was definitely a cow in the nether near your village portal yesterday. I passed it on the way to the jungle portal. Haven't been to your village in a while so idk about the rest. I've had cows in a gated fence enclose for weeks now and haven't had any escape or any problem with the gate. I do know other people have visited my settlement as well because I notice things like when my pumpkins/melons are harvested or last night someone stopped by and harvested/replanted my cocoa seeds (thanks for filling my logs whoever you were!) and haven't had any issues myself with things being messed with except for a couple creeper holes around the outskirts.
Also I did another test yesterday running around to hunt mobs and there seemed to be a reasonable amount that time. Finally got the sniper duel achievement as a result. idk I guess it just depends on how many people are on and whether they're running around in the dark or afk by spawners or just hanging out in lit up areas.- Rhinox
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I actually had a weird glitch the other day that might be related to this. I saw it happen so I know it was a glitch. I have 2 doors close together in my place both facing the same way and opening the same way. I need to go through both to go down to my mine from outside so I get very used to the doors behaving the same way every time. For some reason though one time I was going through my doors and the game lagged or glitched or something and after that one of my 2 doors started opening the opposite direction (still inward, but with the hinge on the opposite side so the door spun the wrong way). It upset me having the doors work the wrong way so I had to break and replace it haha.In post 19145, aphix wrote:Even though one of those times that gate reversed directions like someone chopped it down and put it on backwards.
Doesn't explain the missing dirt wall tho :shrug:- Rhinox
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Sometime between last night and this morning vanilla started lagging really bad. Only maru was on this morning and idk what he was doing he's afk somewhere which might be causing it. But beds not working redstone not working doors aren't opening/closing well sky keeps skipping back and in my fishing chests this morning I barely had anything. Just a heads up because I thought we had fixed the vanilla lag problem. This is the first major lag since the render distance was changed.- Rhinox
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I'm a little ways from spawn but I never did build anything cool yet. M/Klaz/Maru are about 1000 blocks away near the ocean they have some cool stuff going on. There's river access all the way there if you follow the river by spawn. Boats are cool now (see thread title). I might try to get back on and play some starting this weekend. Haven't been on for a while. Did anybody ever even slay the ender dragon yet?- Rhinox
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I know where a spawner is not far from me that hasn't been grinderized yet. I think M has a grinder somewhere but I don't know where. That said, there's a blaze grinder for XP and infinity bows are pretty easy thanks to auto-fishing contraptions. Though I suppose bones/bonemeal still make skellie grinders worth it. And tipped arrows I guess, since they're not infinite.In post 19212, Fishythefish wrote:Anyone know if we have a skellie spawner on vanilla? I'm happy to set up an arrow/xp farm on one, but can't find one anywhere.
P.S. nice ravine- Rhinox
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Me pleaseIn post 19285, Klazam wrote:MC version 1.11.2
IP: 162.223.9.120:25567
PM me for whitelisting, with your username. I'll be as fast as i can. or hit me/M up on IRC, we're basically around a lot of the time there.
On logging on, be ready to swim, you spawn inside of a river.
WHITELISTED PEOPLE
Klazam (Klazam33)
Maestro (wMaestro)
Davesaz (archreplicator)
Accountant (PrincessIvy)
FishyThe Fish (Fishyth3fish)
Errantparabola (tachyglossidae)
Andrius (Sollata)
Untrod Tripod (UntrodTripod)
McMenno (MinecrafterMenno)
Maruchan (mrcheesete0)
That hits everyone that indicated interest i believe.
PM me if i missed anyone or got a username wrong- Rhinox
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Well, I do know that a fortress was already found, and the end had been visited. Always thought we were going to organize a group slaying but that never happened that I know of. Wasn't sure if it was slayed or not. If it was at least the dragon can be reborn indefinitely. Just thought it'd be fun to do it together the first time but I guess ppl might not be that interested in it now after doing the event server thing.In post 19509, Fishythefish wrote:On the main vanilla - I had a go at finding a fortress. I got to a point where I lost an ender eye because is went straight down in the middle of an ocean, but never found it. Might resume the quest some time- Rhinox
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I haven't been on in a while but I did log into vanilla the other day and was happy the world still existed. Don't know if or how much I'll be playing in the future but would be more likely if the existing vanilla world remains/continues. Is it possible to upgrade to 1.12 without a fresh world and just travel to new chunks for new content?- Rhinox
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Hey guys. Just sitting around today missing playing minecraft with all of you. I'm about to be on leave from work for 2-3 weeks and I'd love to jump on and play some minecraft again. Maybe actually build that maze I've been planning on building for years... (expecting my 2nd to be born any day now. So I'll be on leave for that and probably busy, but also there'll be pockets of downtime where I'd otherwise be bored out of my mind). Anyone currently playing? Is the OP still up to date for servers/packs? I don't see vanilla listed there anymore, so I'm guessing that means that server has been sent to the void?- Rhinox
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TruthIn post 20288, EspeciallyTheLies wrote:Miss playing minecraft for one summer, forget everything.- Rhinox
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I think that's the one. I know I'm not far from where you told me you were, couple hundred blocks maybe. Around -400, 700. I was gonna settle up in the mountains but I saw this little hollow from the top. Got a bunch of torches on the ground now and a little cobble hut for shelter but I'm no where near mob-safe yet with the dark forest all around me. Still trying to get out of the stone age and into the iron age.In post 20487, Maestro wrote:
The one south of the main group? Past the river-side Grass Path road with 2 tunnels?In post 20473, Rhinox wrote:Hey everythings looking good you guys! Lots of progress being made already. I've settled in a nice little hollow in the middle of the dark forest not too far from spawn town for now.
If so, you're near me and Klaz! Welcome to Honeyopolizaville (unless Klaz had some other name in mind)- Rhinox
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The path heads back to the spawn shelter which is in or very near spawn. Breaking your bed then hugging a creeper probably the quickest way to find outIn post 20491, James Brafin wrote:Plant the crop.
Does anyone know what spawn chunks are? Asking for a friend.- Rhinox
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I'm definitely building a house in town once I get my feet under me a bit.In post 20496, Maruchan wrote:Town is officially mobproof- Rhinox
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yes! I'll build my branch line from my house to this stationIn post 20560, Maestro wrote:Finally, I would love your permission to use your own style and add a station for Honeyopolis Resort/South Spawntown/Whatever we end up calling the area where Klaz, Rhinox, and I have settled.- Rhinox
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Near my IRL house there is a new housing development going in where an old golf course used to be. Large flat area. They came in, clear cut all the trees (still surrounded by trees at the borders), and pretty much bulldozed the whole thing flat. The built a couple model homes already right in the corner near the entrance. I was driving by at night last week and noticed they put street lights scattered all throughout the cleared area, probably where the roads will be tho there aren't any roads yet. It looks like minecraft IRL, scattering torches all around to keep the mobs from spawning . I meant to have a pic to share with this story but there's been too much traffic to stop and snap one each time I've driven by.
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Also it's that time again... to start maze planning. Probably 7 years ago I built my first maze in the 3rd realm I believe. It was small and annoying with doors and ladders and pretty improvised. I've been mostly planning ever since, a couple failed projects, the big ziggurat one with the dragon on top got finished but the server died without really being able to give it a grand opening. I've written 3 different versions of an excel VBA schematic generating scripts over the years, and today I just finished updating the version I started over 2 years ago (wow !!) for a 2x2 maze with staircases and it works great! I know exactly what I want the maze to look like. I need to pick block theming and collect a metric f*ckton of resources but I really want this to be the server I finally complete a maze and other people actually get to try before the world inevitably implodes (talking about the vanilla server obvs).- Rhinox
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As long as you build a gauntlet next door I'm fine with anywhere . Still working out the size details but footprint will probably end up being pretty big for what I'm planning.In post 20584, Klazam wrote:RHINOX
Let me know the space you need, I'd love for the maze to be inside Honeypolis Resort. - Rhinox
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