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robr

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Everything posted by robr

  1. i'm old, and my memory fails me sometimes.. what was i talking about? oh yeah, it would be nice if we could see a list of mails we've sent in game, even if it had a time limit (i.e. only keep the last month's worth if not deleted)
  2. One of the biggest problems I see with discord is that they seem to be suffering greatly from dotcomitis.. All service side hosting and little to no actual business plan. At least with mumble or even something like teamspeak we can host/control the server aspect - downside obviously being the potential for DDoS, but then again it doesn't place us at the whim of whichever VC is behind Discord deciding not to do another round of funding.. Just looking through the teamspeak ecosystem, I see somethings available like group and private chats that might be useful, but not sure how much of that might be available for mumble too ... I.e. If there were any kind of irc type plugins or anything that we might be able to supplant that
  3. checked out that grinder - wow, that's screwed. it'd be one thing if the drop channel was accessible, but it's completely enclosed... [redacted]
  4. right, but i guess that's my point - is that either a grinder has to be accessible to the kill box/fully collectible by player or some sort or user interaction to collect all while actively there - and only dump into private chests as a fall back/default chunk load.. no acceptable percentages or anything, just attention based - this can easily be done with a fully enclosed grinder by way of some simple redstone/pressure plate work(stop a hopper from draining the dump chest while someone's on a plate, as soon as they go away it goes back to dumping into the builder's chest.. (granted, we do all of our grinders in solace fully public, so i don't have a particular interest in filtering to private, but still, seems like it could be a relatively simple clarification.. ?)
  5. A suggestion - why mandate a split at all? Let any afk-type collection be collected by the creators any way they see fit - BUT, mandate (in the spirit of p map openness) that the collection and/or kill area of any grinder be public ally accessible... We've seen this in practice at a number of iron grinders in particular over the last several revs (vinhaven' where you had to move around to collect, we had one that was redstone pressure plate based in alias rev12, etc) .. That way if someone wants to actually take the time to collect resources they can, and whoever builds it benefits from any time the chunk is loaded or afking.. ?
  6. vykoden has some valid points about protections and destiny w/in said borders - a lot of this would be aleviated if protections for obvious towns (based on people building, 5 or more people or whatever) were handled in a proper rectangular manner from the beginning instead of piecemeal protections and/or expansions entirely dependent on which mod does the protecting - we had numerous instance where random shit would pop up over solace this rev in areas that we assumed were already protected based on the expansions we had done, but because of how additional cubes were added on instead of just expanding the main region.. mayors should have absolute say on any structure w/in their borders as well, irregardless of block placement origin - once you agree to join a city and build within its borders, if you violate said rules to the point where you get kicked out/etc then the people who remain shouldn't be punished by having an untouchable structure w/in their borders.. the same logic certainly never applies the other way, i.e if someone gets banned for xray, and they happened to be a major infrastructure contributor to a town or something, all of their edits are rolled back completely without regard to any effects it has on an established town.
  7. aside from the opinions stated above (which i do share,) once you start giving out prizes of any manner it opens up to a host of legal issues as well - even one slighted player could spell the end of the entire community... it's really thin ice to walk out onto without adequate research..
  8. i'd be willing to put good money on the concept that "most" people don't generally come over to the forums(or merely lurk if they do), they stick to the servers themselves and/or the various subreddits associated with towns/mcpublic, so i would be concerned if we start generalizing the community based on a single forum thread.
  9. honestly, up/down votes kinda defeat the purpose of having a separate forum altogether.. we may as well just stick to the subreddit..
  10. one small word of warning on bringing in the old maps locally though - while a blast to see what's been done Pre-You (i've got a couple locally that are fun to go see what happened), keep in mind that there are certain server rules/functions that if not in place can lend to some "interesting" gaps in environment and/or danger level (specifically things like fire spread,water/lava flow, snow/ice melt, etc.. ) i made that mistake the first time and found several towns to be on fire by the time i visited them, heh :) welcome to the server!
  11. robr

    PvE Rail System

    it probably doesn't help that the spawn station location isn't really naturally visible from the building.. behind it and off a cliff, whereas if you come out the 'front' of the building you're greeted with a gentle slope down to the UMC farms/SEA CARTS station .. that being said, i do think the complexity and size of it has reduced its adoption - obviously not talking for others, but for me when we got around to being ready to spin rail up, our redstone master was out and it was much easier for me to figure out CARTS and it's fire/forget concept than to try and tackle copying the still-in-progress spawn station.. (and yes, i did built up the tutorial on our planning server, but without something to connect to it was still greek to this redstone ignoramus..) what would help? a few things i could think of: - have spawn station incorporated into the actual spawn build from day 1: if it's the primary system we're going to all use, then let's not rely on just the users to try and build up the system from scratch - schematics for download: i have a dream that schematica will update Soon and this would go a long way for us idiots to be able to build once we have the resources - a spoke/hub or smaller system: if there was a toned down version of the station we could put in various quadrants, i.e. one that can only send to a subset of destinations that was more compact, absolutely no clue if this is possible/reasonable (see redstone ignoramus label above), but if it wasn't always such a major undertaking, i think adoption would be a lot more widespread..
  12. i like this idea, but i think we should still add in some other portals after that initial infrastructure (roads, rail) start getting established - maybe the general areas can be preselected ahead of time, but then when the time comes we can add in a sign/block to be found like we did for day one, but have the requirement that new portals get placed in the closest unpopulated area that remains near that initial general area that was picked.. (maybe with the added protection as mentioned above, so it's not intended to have a town built around it, or maybe even have a contest for standard portal design to be used - the fact we can do custom portal sizes makes this even more attractive now) this way there wouldn't be such a mad rush day one, towns can still pop up naturally, and we still get the various open points in the nether eventually so everyone's not just stripping the area around spawn for quartz/etc.. i still think it'd be cool to have a large portal on both sides so we can get ghasts come through occasionally >=]
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