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Everything posted by Pyr0mrcow
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On the WorldEdit and flowing water parts, I'd like to mention that CoreProtect tracks both like any other block. You might look at switching to that for both the Creative and PvE maps. That said, WorldEdit without player vetting usually goes horribly wrong, but might not if it's only usable within specific regions like you mentioned.
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I have to agree that minigame's are the main attraction across this game right now, the most successful servers all have them, even any that I've seen with more than 50 players steadily...and it's been that way for a while. But, then, I agree that this server shouldn't do that, besides perhaps a Skyblock world. Since minigames are a no, and sucess in voting sites is really unlikely without giving a bonus for votes...it's either paid advertisement, which isn't sustainable since there are no perks for donating, or, like was suggested, getting a Youtuber. Problem with that? He was completely right. You need attractions to bring them in, usually they won't just come in to take a tour unless you've got a deal going, like a high-population server letting a popular redstoner build something massive (Hehe...). So most servers go with minigames. But this server has a good community. We might not be able to do minigames, but we can make attractions. I don't mean ships and giant snakes, though. To bring 'famous' people in more easily, we need things that are interesting and interractive. Something that they'll want to try out, and not just look at; you look at something with a picture. Personally? I think the Uberproject would be great for one of several attractions, but I have no ideas besides some sort of mass redstone/parquor adventure with a Portal feeling, but that doesn't seem like enough. All I can say is that we need something that'll capture their attention, and that they'll want to come on and play with. Discuss?
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If we're not going to be doing flowing water, then one lane would be best. It'd make offshoots and turns and such easier (which aren't a problem if you make the turns soft).
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Ideas: 1) $pudcoin market? With some snazzy poisoned potato pixel art. Redstone hopper exchange shops inside that accept $pudcoins for a variety of items, or give $pudcoins in exchange for a few items. If I have time and there's a town that'll be putting an emphasis on $pudcoins I can set up the redstone, I just can't guarantee that I'll have time...but either way, I'd like being a part of that. 2) Using the Nether Portals primarily for rail/canal/road stations, rather than solely towns. Not that I won't expect towns to pop up on top of the portals, but they should provide access to other transportation methods close to the portal, or maybe even make a sort of transportation hub there. 3) Has an Uberproject been discussed? I'm not even sure how they're decided these days.
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Well, idea was that you'd just have to place one row and let it flow, go down a block at the end of the flow and place another row, making it push boats a certain direction (since 2 lanes were discussed). Unless I'm misunderstanding that plugin entirely...I thought source blocks were the only ones that could affect flow.
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It'd actually be a little easier to do flowing water since there wouldn't be as much filling, but...yea, inability to place flowing water, so that'd just be a nightmare here.
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Yea, I'm part of the group getting kicked in PvE if I'm on at the time, though a lot of people seem to not be kicked.
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Hm, never played before but I may join up sometime.
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Hm...I can't think of a way to explain it (also haven't done it in a while), but there's a way to filter items using hoppers that involves a comparator and some other redstone, spreading 4 of the item across the slots and then an amount ,depending on your redstone length, in the first-draining slot. And after typing it out, my brain begins to work. Place the hopper with the bottom end facing a block, so it won't automatically drain. Use the comparator to sense how many items are in the hopper, then loop redstone wire from the comparator back around to the side of...either the same hopper or the one underneath, I forget which. When more items are places in the hopper (someone throws something in the hopper above), the comparator signal will reach around and activate the targeted hopper, causing the items to drain, leaving some items in to act as a filter since they'll stop draining once they reach a low number, since the redstone won't reach anymore (only potatoes named "$pudcoin" can enter the stacks of the same type).
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Hey, I'm Pyr0, an old player from Rev 4/5. I came back looking for a user by the name of "TH" who played at the same time, though I haven't been able to find him so far (partly because I don't think 2-letter names are allowed in the game anymore). So, here I am. I frequently run into game derps, do some redstone work, ect, so welcome to the topic! For today's session, have a baby zombie. These two are trapped in an epic battle with a chest and a fencepost. But really, this is...um........hi? itsstaringatmemakeitstop Next up, a happy scene of me standing on the Oasis bridge! The uh...side of the bridge to be exact. Nothing to see here. Last but not least, a cart. This happens a lot. Stay tuned for the next edition!
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Ah, ok. Well, still a good idea!
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Yea, that's actually one that I was thinking of, since I live near the end of the west road (almost at the Restaurant at the End of the Universe) and End Portal #3 is also close to that road.
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Survival A possible solution to the SafeBuckets problem?
Pyr0mrcow replied to Elephant Parade's topic in Minecraft General
Yea, ranks aren't the way to go here. But I did like what was mentioned about adding sourceblock spawn permissions, just not attaching a visible-in-any-way-at-all rank to it. Players could make an application to be able to flow water; the first requirement would be a specific amount of play time, but in addition, staff would have to approve the application, based on how much the player interacts with others, contributes, ect. If a person doesn't get approved, it just means that they'd have to make modreqs as usual. Of course, the grief tracking plug could be changed to something like CoreProtect, which can keep track of water/lava flow based on the player who placed the source (in most cases). Not until a rev transfer though. -
Is this planned for the current rev, or the next? Either way, you could look at making red-stone shops using hoppers to accept $pudcoins, filter out other items, sense $pudcoins going through and put out the requested item, ect ect. Just having something like that to play with might make people more interested. Of course, you'll need to offer items that people actually want enough to pay for, which...isn't much besides diamonds and clay at the moment as far as I've seen.
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I've been thinking about doing canals, but the difficulties of not being able to place real water made it seem too time-consuming. With this in mind though, it's very doable. With the water problem out of the way, I think that this would be much simpler than rail systems; you don't have to worry about arrows/mobs stopping you as much, combined routes just require directing signs, ect ect.
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What about putting the portals at 4 exact cardinal distances from spawn, so no part of the map is considered the 'favorite'; then, use those portals as rail stations? There can be roads and rails coming out from them, with a protection large enough that a town can't be built on top of the portal, but small enough that the walking time to civilization is reasonable. Basically, treat the portals as spawn outposts, with the primary focus being rails.