@Lokiparts: nah you're good, both you guys are set
@Lokiparts: i'll get you guys set up, as long as you've filled out the form
Apologies for being absent from the server, school has kept me busy and minecraft just hasn't been doing it for me, i'll try to hop on over my easter break, but we will see.
Arg, I hate it when I lose my keyboard dongle...
@coopdegra I'll be on for a bit this evening; plan to treat myself to some ST:TNG and Minecraft. :)
@coopdegra: Oh wait, Spigot. I had confused it with Sponge. Sponge is the new kid on the block following the aftermath of thethe But kkit debacle.
@coopdegra: Pretty much, yeah. The website is very Web 3.0.
@JeffreyGee: The consensus seems to be that keeping the current map would mean that the current group of irregulars would be most likely to stick around as opposed to starting over. I'm inclined to agree.
@coopdegra: yeah those came directly from the devs
Running With Scissors dropped 100 keys on us the second night and said it was just to watch us suffer because it was still the same stream thinking we'd manage to get rid of all the keys in one sitting.
@coopdegra: lol scratch all of that they made the doc public now https://drive.google.com/file/d/0B_tTyqf1SRvVTUFFLWJhNTljYWE3LTE2NmEtNDVjOC1iZmJkLWY4YjJmYjNhNmJkOA/view
@coopdegra I can respect that, my enthusiasm for the game is only such that I can play now and then; I probably won't commit to a rebuild.
I'm glad the consensus is to keep the existing map. I like the idea of moving Spawn Point to an un-generated area - with a command block /tp for the old Spawn point.
There is a fair number of command blocks that will need to be changed to /tp. Would they all simply be switched to /tp though, or could you just add a new block next to the old one with /tp... that way when Bukkit finally gets updated you don't need to do it all over again. Or - and keep in mind it's been a long time since I've setup a command block - are you able to start the function with /tppos, and add an Else condition with /tp, that way when the server returns an error for /tppos it just defaults to /tp. I'm probably vastly overestimated the syntax options for command blocks, hah.
I agree @zmaster, as long as my house doesn't burn down, and we have a basic way to navigate the map, Vanilla is doable. That said, I'll say what's probably crossed everyone's mind, having no /Back is going to be a pain; no way around that hey?
@coopdegra that's totally fair, I agree. I did think to myself that the Store can be rebuilt, the sheep farm can be rebuilt(heck, that's part of the fun of Minecraft). In fact, making brand new main structures and areas presents the opportunity to approach it all in a new way. We can explore large areas, plan out routes, position important structures efficiently, maybe establish a consistent naming system.
@coopdegra, your thoughts are intriguing: maybe a fresh map would encourage more playing.
I'd like add a suggestion that might make the decision a little easier: we could do a little of both options. Create a new map, and insert one or more areas from the old map into it. Making .schematic files is easy as pie, and I don't know about anyone else but I think Spawn Point is important because of the Server Store, Sheep Farm, and the Block Heads; and I know Z's been working on the stadium there, and there are other builds that serve as entertaining attractions, like the Tested Office and M5. You could even avoid covering up the landscape on the new map by inserting areas as floating islands (I've gotten pretty good at making those, it isn't hard).
If one of the issues with this is 'keeping the map Vanilla, and unmodified', keep in mind game play is still survival, and as I mentioned you wouldn't need to modify any landscape.
A cool thing about this is that @evil_gordita, every now and then(maybe every few months), could insert a new area from the old map for people to explore. For new people it would give them something to do, and for the veterans it would be nostalgic.
Thanks @coopdegra, that makes sense.
@evil_gordita I'm on board. After the update to Bukkit we'll be going back to the server map right? As long as we eventually go back I'm cool with Vanilla for a while.
I would say both Survival, and the Creative Map would be preferred, if not Creative only; I won't be invested in anything I create so I don't care about Survival; and Creative will let us play around with the new 1.8 stuff.
I had an idea, and I know this is a lot to ask, and might be more trouble than it's worth, but can we go Vanilla on the Fallout server, and have someone host the old 1.7 map on their local machine until we're updated?
Edit: I am interested in the upload of the current map archive as well.
Yo @coopdegra, that tiny mountain peek at the end of that walkway at Spawn, the one by the Mario Coin Block, there is a sign that says claimed by Theroadhead... Do you know how old that is? Can I build there?
Sure thing @coopdegra; just warming up my sake and I'll be on in a few.
Hey @zmaster, fancy some crafting this evening?
@evil_gordita: @Rallier: Don't we still have both? I made sure to have a rail going to every (major) city.
I hardly ever go to the Nether much these days so I don't even know what we have there. Sure, we have rail going to places such as Cormina and etc. but to my knowledge none of it is the dual rail lines with stations at every city the way the old Trans-World Railway was.
What do you say @MAGZine, can you make it out either September 18 or over that weekend for some Minecraft shenanigans? I've personally got things going on, but they can be moved around to accommodate.
Also, @coopdegra, if you fancy latin guitar and the like, I recently found this sexy compilation.
Hey @coopdegra, @evil_gordita, @zmaster, and everyone else: speaking of forever ago: check out what I found on The youtube.
(Way before my time)
I actually really dig the tunes.
Hey, is there a way we can get an official anniversary date? I feel we should do something special for our annual/biannual anniversaries.
@coopdegra, the update is great, adding lots of fun stuff. Things I'm happy about are the new wooden doors, redone enchantment system, new block types, and the ability to craft special blocks that we weren't previously able to; for example mossy cobble and chiseled stone.
Here are the main additions.
+ Added Granite, Andesite, and Diorite stone blocks, with smooth versions
+ Added Slime Block
+ Added Iron Trapdoor
+ Added Prismarine and Sea Lantern blocks
+ Added the Ocean Monument
+ Added Red Sandstone
+ Added Banners
+ Added Armor Stands
+ Added Coarse Dirt (dirt where grass won’t grow)
+ Added Guardian mobs, with item drops
+ Added Endermite mob
+ Added Rabbits, with item drops
+ Added Mutton and Cooked Mutton
+ Villagers will harvest crops and plant new ones
+ Mossy Cobblestone and Mossy Stone Bricks are now craftable
+ Chiseled Stone Bricks are now craftable
+ Doors and fences now come in all wood type variants
+ Sponge block has regained its water-absorbing ability and becomes wet
+ Added a spectator game mode (game mode 3)
+ Added one new achievement
+ Added “Customized” world type
+ Added hidden “Debug Mode” world type
+ Worlds can now have a world barrier
+ Added @e target selector for Command Blocks
+ Added /blockdata command
+ Added /clone command
+ Added /execute command
+ Added /fill command
+ Added /particle command
+ Added /testforblocks command
+ Added /title command
+ Added /trigger command
+ Added /worldborder command
+ Added /stats command
+ Containers can be locked in custom maps by using the “Lock” data tag
+ Added logAdminCommands, showDeathMessages, reducedDebugInfo, sendCommandFeedback, and randomTickSpeed game rules
+ Added three new statistics
+ Player skins can now have double layers across the whole model, and left/right arms/legs can be edited independently
+ Added a new player model with smaller arms, and a new player skin called Alex?
+ Added options for configuring what pieces of the skin that are visible
+ Blocks can now have custom visual variations in the resource packs
+ Minecraft Realms now has an activity chart, so you can see who has been online
+ Minecraft Realms now lets you upload your maps
* Difficulty setting is saved per world, and can be locked if wanted
* Enchanting has been redone, now costs lapis lazuli in addition to enchantment levels
* Villager trading has been rebalanced
* Anvil repairing has been rebalanced
* Considerable faster client-side performance
* Max render distance has been increased to 32 chunks (512 blocks)
* Adventure mode now prevents you from destroying blocks, unless your items have the CanDestroy data tag
* Resource packs can now also define the shape of blocks and items, and not just their textures
* Scoreboards have been given a lot of new features
* Tweaked the F3 debug screen
* Block ID numbers (such as 1 for stone), are being replaced by ID names (such as minecraft:stone)
* Server list has been improved
* A few minor changes to village and temple generation
* Mob heads for players now show both skin layers
* Buttons can now be placed on the ceiling
* Lots and lots of other changes
* LOTS AND LOTS of other changes
- Removed Herobrine
@coopdegra: My bad. I was looking around the other night, and Tashi was on, so we were talking a little. Thanks for the warm welcome! I'll try to be on for a little bit later tonight!
@coopdegra you just missed me today: I was making a sammich. You should come back on and help with the stadium construction.
@coopdegra I submitted an application for the server yesterday. @Tashi suggested that I should shoot you a reminder on the forum.
Cool beans fellas. No rush. @coopdegra The 3D printer looks great as the workbench. And I don't know if it's possible, but we should totally turn the bats into quadcopters. hehe
@evil_gordita, do you think an open house would be possible later this month, or into August? Timing would be important, with August Long coming up. We could throw an invite on the forum and give out cookies and cake. ;)