What's new

ULMF Minecraft Server (Address can be found on first post)


Sinfulwolf

H-Section Moderator
H-Section Moderator
Joined
Nov 28, 2008
Messages
6,983
Reputation score
434
Re: ULMF Minecraft Server (Address can be found on first post)

nice
 

SirOni

Demon Girls #1 Fan
Joined
Nov 11, 2008
Messages
7,206
Reputation score
493
Re: ULMF Minecraft Server (Address can be found on first post)

. It's basically a job class system for Minecraft where people get paid for doing the actions of their jobs and increase in level/get better at their job. This would mean that it would be worth most peoples time to only work in the job of their choosing as they wouldn't get paid for say, mining if they were a woodcutter. It would also mean that player created shops will be used once more as people will be able to sell whatever resource they earn from their job. Would mean we'd have to get rid of mcMMO, but that's a fair price to pay in my opinion.

Sin and myelf was also thinking about there being an actual town made in the server with proper houses and such. Any thoughts?
 
Last edited:

Rule 34

Lurker
RP Moderator
Joined
Nov 10, 2008
Messages
3,877
Reputation score
192
Re: ULMF Minecraft Server (Address can be found on first post)

Sin and myelf was also thinking about there being an actual town made in the server with proper houses and such. Any thoughts?
Hm. I do happen to be in possession of a sizeable wall that could double as a city wall. The land within it is pretty flat, and the sea is nearby.

On the other hand, people have started building a subway system and a town hall at the market place, and many people have their homes in the area.
 

Dragontear

Grim Reaper
Joined
Oct 7, 2010
Messages
417
Reputation score
48
Re: ULMF Minecraft Server (Address can be found on first post)

I always thought the server had a town, as a meeting-market-place, with a de-centralized residency.

I've grown a bit attached to the McMMO, if only because I've gotten over 100-200 at things and receiving lovely surprises. X3 It's simple, and doesn't feel constraining.
 

Sinfulwolf

H-Section Moderator
H-Section Moderator
Joined
Nov 28, 2008
Messages
6,983
Reputation score
434
Re: ULMF Minecraft Server (Address can be found on first post)

Me and Oni were actually talking about trying to put together a town... that looked like a town, and not a random ramshackle of constructions.
 

Darkboy

Lurker
Joined
Nov 9, 2008
Messages
147
Reputation score
20
Re: ULMF Minecraft Server (Address can be found on first post)

Would it be a modern-style town or medieval?
 
OP
maikochan

maikochan

User #69
Joined
Nov 12, 2008
Messages
1,322
Reputation score
48
Re: ULMF Minecraft Server (Address can be found on first post)

That plugin looks very good. It's kind of what I had hoped to do with mcMMO, people specializing in certain tasks and selling that specialization to others. However, with mcMMO, there's nothing stopping a person from specializing in everything except for time and effort. You don't have to choose between being a woodcutter or miner for example.

The only problem I have with Jobs is that it doesn't give the double drops/treasure finding of mcMMO, and can't communicate with mcMMO (which would be great).

I think it should be possible to run both plugins at the same time. I really like mcMMO's combat skills and the health regen, plus the double drops/treasure finding, and I also like Jobs's system. So I'm going to propose a couple of ideas for people to vote on.

1) mcMMO (Full) + Jobs: Jobs will be put in with no effect to mcMMO stats. Players would be encouraged to work at a job that they already have high mcMMO stats in.

2) mcMMO (Reset) + Jobs: Everyone's mcMMO stats would be reset back to 0 and Jobs would be put in. This will make people's mcMMO stats rise in concert with their job skills and, I think, be the most 'realistic' way, but also I know a lot of people are proud of their 200-300+ stats, or Host's 400+ mining/excavating. I'm just going to put it out here and say that I'd be fine with a reset of my own stats.


Now, as for the town, I'm in full support of that... kind of why I wanted the valley that is now under Bartnum's walkways to be the town. A better location, with a proper town hall, would be nice. As it is, we have a market place surrounded by everyone's monuments to themselves and a half-assed beginning of a town hall.

I know people are probably not in favour of this, but I'll put the idea out there anyway... what would people think of a migration to a new world? It wouldn't happen at once, and people would be able to move over their stuff and even after the move it would be possible to go back to the old world (maybe with a money cost). This would work best with the mcMMO reset if we go with that.


Regardless of the choices we make here, Jobs is going on in a few days. So I ask everyone, what sort of jobs do you want to see? I've got a few ideas.

Woodcutter
+Cutting Logs
+Trimming Trees (with shears)

Miner
+Mining ores

Excavator
+Mining stone
+Digging dirt, sand, gravel

Builder
+Placing cobble, planks, other man-made blocks

Hunter/Warrior
+Killing mobs (this would replace the bounty system currently in effect)

Farmer
+Harvesting Crops
+Shearing Sheep (If possible)
+Killing Pigs (If possible to specify which mobs you can kill)


Naturally, those jobs that make money/exp by breaking or placing blocks will lose the equivalent for doing the opposite, so a woodcutter would lose money/exp for placing logs or leaf blocks (This is so you can't get infinite money/exp by breaking a block, placing it, and then breaking it again). Unless people want it, I probably won't have it so that, for example, a woodcutter gets penalized for mining. There would be nothing stopping a woodcutter from mining, but they don't get paid for it. Any other ideas are welcome.
 
Last edited:

Aurani

Unknown Squid's Husband
Joined
Aug 3, 2010
Messages
492
Reputation score
103
Re: ULMF Minecraft Server (Address can be found on first post)

I'm gonna go with option 1, however the stats still needs to be fixed as almost everyone's P.LVL has overflown past 11k(?) for some reason which has screwed up the regeneration. It's not fun to punch mobs when it feels like you're degenerating hp instead of regenerating it.

To my knowledge everyone stopped using the shops which in such case has freed up some more space, any other defunct buildings around the area could be leveled as well to make space for an actual town, it's a shame most buildings have been slapped together wherever there was space. If that's not enough there's some slight flatlands at the edges of the town as far as I know. The problem is that most people have tunnels dug all around the place which most likely is a big deal.

Losing xp by more or less not doing your job doesn't sound too intriguing, I understand it would compell people to do their jobs, but should they feel like doing something else in their spare time they shouldn't be penalized for it. If they were to, the penalty should be quite minor to reduce the amount of raging that may occur.

We already have 2 worlds, adding another one for a fresh start, while a neat idea probably isn't too inviting, but I'll leave that to the others as a fresh start would selfishly be against my reasoning due to my high mcMMO stats.
 

Shrike7

Lurker
Joined
Dec 14, 2008
Messages
7,437
Reputation score
102
Re: ULMF Minecraft Server (Address can be found on first post)

i guess i'm okay either way, for the most part. However, I really really really don't want to start a new world, with the hours of work i have in my three projects on the main world now. I'm sure it's not as impressive as Host's megaproject so far, but I still don't want to do it over again.
 

SirOni

Demon Girls #1 Fan
Joined
Nov 11, 2008
Messages
7,206
Reputation score
493
Re: ULMF Minecraft Server (Address can be found on first post)

I'm cool with either, though if there's no way to fix the health regeneration then I'd rather mcMMO be reset. I'll be able to get woodcutting back up to where it is pretty easily anyway.

Those job classes look pretty good though I would've put stone mining on the Miner class and maybe add clay digging onto Excavator even though I've only found a few veins of clay. About earning money; is there a way to stop people from farming money by placing a block type of their job class? If not then I don't think it should matter too much as most people will get their exp/money from doing their job already. I also don't like the idea of people losing their money by doing something outside of their job.

About the world reset that Shrike's talking about; I wouldn't mind it so long as our current map can be made into an offshoot map like OAMP's, though I would rather it only be a last resort. Like I said in my earlier post I was thinking about scouting out several area's and posting them up so people could choose where we move to.

EDIT: Found a Bukkit server mod that should allow us to use certain mods that aren't found in Bukkit to add new blocks.
needs to be installed in Bukkit for the next mods to work.
I am not sure if all of will work however from what I can tell at least the SuperSlopes mod will work. All of us would have to install mod loader and whatever mods Maiko decides to put in if he does decide to use this. Maiko would also have to install mod loader and the mods so it would involve some modifying of the jar folder.
 
Last edited:

Bartnum

Lurker
Former Moderator
Joined
Nov 10, 2008
Messages
971
Reputation score
58
Re: ULMF Minecraft Server (Address can be found on first post)

I'd go with option 1. I'm quite happy with my stats as they are now. I'm also voting against people being penalised for doing something other than their job.

I'm against starting a new world. I've grown too fond of this one. If we end up doing it anyway, I'd like to keep the current world around as well.

As for the town... I really don't think we need one.
 

Host

Lurker
Joined
Mar 28, 2009
Messages
1,765
Reputation score
135
Re: ULMF Minecraft Server (Address can be found on first post)

600 mining, 550 excavation, 300 repair, 300 herbalism, 100 acrobatics, 100 swords... yeah, I wouldn't exactly be hugging you if you reset the mcmmo stats. Or I would, but only wearing a thick jacket, and with a detonator in hand.

I don't mind us trying to create a town... we sort of have a few town-like buildings set up near Squid's home, though the general area seems to have been abandoned. There might be some other stuff around, too, and Rule's wall is fairly cool if miles from the area any new player would start in. Still, a town the way Oni suggested it would be more of a project for looks rather than something designed to be functional... so if I think of it like a project, being far away from the spawn probably isn't too much of a problem.

If we were to make a town, would we want it to be some sort of realistic, one building per person, 'try to make it look like a neighbourhood' deal? Or would we be allowed to make odder things like castles, Rule's hall, a dungeon, that sort of thing?
Furthermore, with the implimentation of jobs probably increasing the amount of money around, I think it could be possible to require a person to buy the land in the town before they are allowed to create something there - that way, Maiko will know who has what land, and people won't be able to just build willy-nilly, and run into each other's basements or anything.

I don't mind the creation of a new world, but given that my project is in this one, I wouldn't really be using it for anything.

Slopes would be fucking awesome, as I need some in my project.


Also, given what I'm doing, totally going with excavator as my job.
 

SirOni

Demon Girls #1 Fan
Joined
Nov 11, 2008
Messages
7,206
Reputation score
493
Re: ULMF Minecraft Server (Address can be found on first post)

I was thinking more along the lines of a traditional town, I think I've got some screenshots of what other people have done to show as examples though I'll post them up later.
 

Rule 34

Lurker
RP Moderator
Joined
Nov 10, 2008
Messages
3,877
Reputation score
192
Re: ULMF Minecraft Server (Address can be found on first post)

The Kaveator mods would all be awesome.

And yeah, if we do build an actual town that's supposed to look like a town, we'd probably have to lay some ground rules down, like don't build above a certain height. I'd suggest the land is divided up equally in parcels, like 20x20.

Unfortunately, there's an extensive cave network below the area around the wall. If this does bother people, I'd simply suggest walling off the parts of their basements that overlap with the mines.

EDIT: Oh yeah, and don't reset MCMMO. It can only lead to pissed off players.
 
Last edited:
OP
maikochan

maikochan

User #69
Joined
Nov 12, 2008
Messages
1,322
Reputation score
48
Re: ULMF Minecraft Server (Address can be found on first post)

Okay, a few clarifications. First, I said in my post that I will NOT be having it so you lose money for doing work outside your job. Also, that placing a block you get money/exp for harvesting will deduct the money/exp you would have gotten from harvesting it. This does mean that, if you're a woodcutter, and someone gives you logs, you will lose money/exp if you place them, but that's unfixable really, and shouldn't be a huge effect anyway.

For the Health Regeneration... I didn't know there was a problem with it. What exactly happens? For me with a power level of just over 10k, I regenerate health at a fairly quick pace, but I'm by no means invincible.

For the town, I was planning on letting the community figure things out, so I'll keep at an arm's length from it. There's a mod called Towny that sets up town limits and populations and such, but I don't think that would exactly help.

On the topic of mods, I really, really don't want to use modloader for anything. When I was first looking through mods, I tried modloader and just found it impossible to get to work and the creator is a douche. Besides, everyone who joins would need the same mods the server is running and some people I know just don't want to either A) go through that effort or B) want to alter their .jar file.

Those job classes look pretty good though I would've put stone mining on the Miner class and maybe add clay digging onto Excavator even though I've only found a few veins of clay.
Stone I put on the Excavator because, if you're clearing a large area, you'll need to clear stone as well as sand and dirt. Miners would, yes, have to move stone as well, but their focus is on ores. It is possible to set up two different jobs to have the same block at different rates though, so I might do that with Miners getting a smaller bonus from mining stone than Excavators do. Also, this seems like a good time to talk about clay.

Last I remember reading, Clay only spawns currently where the chunk's X and Y coordinates (or maybe X and Z... I don't remember) are the same. This makes finding natural clay very very hard. What I've done is put a plugin on that allows you to turn gravel into clay. This is how I made my clay balls. What you have to do is thus:

First, you need a brick block. Put the gravel on top of it. Then run water over or into (I don't know about running water into it, I always run it over the gravel) the gravel and it will turn to clay. Shut off the water and harvest away. Because this basically equates gravel to clay with some clever engineering (see the floodgate room in my old house or the big brick-floored room in my new one. You can get to it with a teleporter with four clay blocks or four brick blocks), if I do give a bonus for harvesting clay, it'll be the same as gravel. Brick won't get any bonus as it has to be manufactured first.

Also, since obsidian can be farmed (very difficultly), I won't give any job a bonus for mining it.


Oh, also, it seems like people don't want mcMMO reset. Understandable. It won't be reset.
 

Host

Lurker
Joined
Mar 28, 2009
Messages
1,765
Reputation score
135
Re: ULMF Minecraft Server (Address can be found on first post)

Minecraft Wiki:

"During beta 1.6, in newly generated chunks clay blocks were nearly nonexistent. To be specific, clay only generated when the x and z coordinates were the same, severely limiting the amount of clay on the map. This was fixed as of 1.7."

Sill rare as fuck though, not to mention difficult to get to seeing as it's spawn is tied to sand, which is usually under water.

The power level is supposed to calculate as the total of all of your skills, except currently it's calculating as the total of yous skills + about 10k. Also, when using /skills, swords skill is listed as exactly equal to my excavation skill, though the actual swords skill is still 100~.
 

SirOni

Demon Girls #1 Fan
Joined
Nov 11, 2008
Messages
7,206
Reputation score
493
Re: ULMF Minecraft Server (Address can be found on first post)

Looks like I don't have the screenshots I thought I have, though this is the kind of town I was thinking about all of us making. Though I was thinking that it would be more of a medieval town.


With regards to losing money by placing blocks of the type you harvest I guess that can be avoided by asking other people to place the blocks for you, though for people who want to make structures mostly from what they harvest they could eventually lose most of the money that they earned from working.
 
OP
maikochan

maikochan

User #69
Joined
Nov 12, 2008
Messages
1,322
Reputation score
48
Re: ULMF Minecraft Server (Address can be found on first post)

I think that city is a bit ambitious... but I like it. A medieval town/city would also be much easier to make.

And I think I just realized what you had meant, Oni. The double drops from mcMMO will mean that you'd end up with more (for example...) logs than the Jobs was keeping a track of. To solve this, I think I'll make the income from breaking a block you can both later place and get double drops from be a little higher than the deduction. Maybe something like .5 higher. I'll need to experiment a little with the plugin to see how much that takes into effect. This should help mitigate that problem while also making it not very cost-effective to farm a log for money.

Regarding mcMMO... I'll take a look. There should be a new version out now, that might fix the problems.
 

Aurani

Unknown Squid's Husband
Joined
Aug 3, 2010
Messages
492
Reputation score
103
Re: ULMF Minecraft Server (Address can be found on first post)

The problem with regeneration is that for some reason mcMMO has suddenly added pretty much 10k to the total skill level, as the max possible total level is 11k, anything above that causes the mod to overflow and set the regen back to minimal levels. Basically most people in the top 5-10 should have this problem.

I don't know why or where those 10k stats came from but they should not be there, I was gone for nearly a month, noticed just about everyone had stats over 10k, except me and the others who's been gone for some time, after I leveled a skill mine popped up over 11k as well.

I don't know the cause of it but there's bound to be a way to fix it. Hopefully without resetting everyone's stats.
 
Top