Discussion in 'Games' started by newtekie1, Feb 2, 2011.
Is there any way to get those buttons working on Tectonicus?
Other than the signs which I'm still waiting on a fix for, the ones I want working work. I disable the others on purpose.
Is there a reason why the bed and player ones are disabled? Also, what's the story on the snapshot feature?
Does it not output the sign list at all now? If it does, couldn't it use Tectonicus's filter instead of my program?
Also, where and how is the warp list saved? Is it inside the world save? Maybe we could substitue one of the buttons (maybe signs) for warps.
Progress on the road towards Winterfell/Shroom Islands has been made, after a tour through a swamp and hilly pine woods, followed by dessert, I am at sea now, heading to the snow biome and a shelter/stables combination that I put there already (during an exploration). This time the road consists partly of tunnels and dirt road sections (overgrown with grass already) so using it should be less boring because of the variation in appearance etc.
Beds just tend to clutter up the map, and beds and players both have the possibility of revealing secret locations. If the player is in their secret stash when the tectnoicus run starts, then they will appear on the map and their secret stash will be revealed.
It still outputs a sign list, but when tectonicus finishes it doesn't move on to the next part of the script, it just sits there, the tectonicus program itself doesn't end. So I can't automate the sign filter using your program anymore.
The warps are stored in a database file, I believe it uses SQLlite format, but AFAIK there is no way to integrate it into tectonicus.
Beds could be enabled but off by default. That way it doesn't clutter unless you're looking for a bed.
As for players and secret locations, there's no way for anyone looking at tectonicus to know if a player is in a secret area or not. Secret areas are always in buildings or underground so it should be hidden from Tectonicus view.
Will using Tectonicus's "special" filter work instead of my program?
If you have the credentials to access the SQLlite database, I could probably make a program that hooks into it. It would take a lot of debugging though and if the signs are working again, there's really no reason to go there.
What about Views? Is it enabled? Should I try placing one?
Edit: I added a #view and a special sign, both by Kard Castle for testing.
I can enable special signs for the time being(or permanently). But the sign has to begin and end with the special character.
Beds and players I'm going to leave off. We should know where beds are, and we don't need to know where every player is.
Yeah, the one I put in says: # Kard Castle #
"Need," no, but I think it would be interesting. It will be easy to see who has been on the server and where they are working (if at all). But, whatever.
So, what about views? Is the one I put in going to work?
Inside the keep:
Views should be enabled as well. We'll see once on the next tectonicus run tomorrow morning.
P.S. The chandeliers is awesome!
Karl was entirely responsible for that. XD
If the view I put in worked, we're gonna have to add more.
The last of the big walls is in. We just have to fill a few more towers/walls before the main complex is done (less details and smaller structures). We're almost out of cobble at Prime though so we can't do much on the walls around the village.
I can't take all the credit, my bother had some input while I was working on it.
The view worked but the sign didn't.
I'll look into it when I get a chance.
72m tall (64m above seal level, 8m below)
It is very close to the actual 1:1 dimensions of the original ship.
We're going to need a lot of wood, wool, and ink sacs.
The pasture has a breading herd of black sheep already, so we don't need to keep dying it with ink sacks.
And hopefully the new bukkit will be out soon and sheep will regrow their wool.
I bred a lot of those black sheep and sheared them but it took hours just to get ~50-70 black wool. I think I'm going to have to stop construction until 1.1 is installed.
I did manage to get the below-water bits done on the Valmy. Here's an underwater shot:
The End should be reset. I'm not sure how I will handle resets on The End yet. I'm going to limit resets some how, but I'm not sure how yet. My thoughts right now is one reset a month, so it isn't used as an XP harvesting fest.
I'll check if the dragon is back quick a minute...
Edit: Yup, it's back.
You could put a price on it. For example, you still have to collect the right number of pearls, but rather than open a portal, you just reset the end.
Apparently if you stand in the right spot at the right time you can get 200+ XP without doing anything. Still can't figure out how that happened.
One problem with that--with access to The End (Endermen everywhere), Eyes of Ender are relatively easy to obtain.
Hmm, forgot about that. It doesn't have to be pearls, but something that would be a challenge to obtain, like the pearls used to be.
Gold? It has so many uses now (booster tracks and repairing), it's become a scarce resource.
Why don't we just make it a situational thing.
We don't have a huge number of people or anything so we could just request an ender dragon every once in a while for either the experience (experience as in personal enjoyment) of killing it or that egg.
I've never fought it before so maybe i'd want to do it once for the joy of it but that's it.
Apparently there are people working on Bukkit plug-ins that will reset the end once the dragon is killed, with the option for there to be a timer between resets. Hopefully the plugin will be finalized by the time the next bukkit version is release, or shortly after. I'll likely use this and make the reset timer something like 72 hours or something like that.
How do I roll back to an old version?
Namely the one on the server
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