*** Official OcUK Minecraft Server - Discussion and Rules ***

Good stuff :) I'm discussing with admins how we'll go forward atm but I may as well post what I'm thinking in here too and get some feedback from everyone:



New World(s):

I propose that we have a system as follows…

Several official worlds pre-created (possibly pre-gen’d):

LT_landing_zone – equivalent of current spawn. Has a big hall/floating platform type area with gateways to other worlds and some kind of public information area.
LT_unstable_lands – This will be the main ’normal’ world and can be deleted at any time. It will be gen’d with new materials/etc as and when we see fit.
LT_unstable_nether – linked to LT_unstable_lands
LT_unstable_the_end – linked to LT_unstable_lands
LT_public_lands – Some standard gen and not too big world. This area is where we’ll copy in people’s builds from the old maps.

Aside from these we will have a system where players can request extra worlds to be generated (with certain choices for the gen for that world). Players will need to post these requests in the Minecraft forum. I propose a limit of 1 world request per player. If players want to do group requests they will need to sort it out amongst themselves and have just one of them make that request.

Any thoughts? Any ideas for other worlds?

FrenchTart replied 1 second ago
I’d like to give the public lands some system for fast rail transport. I would propose something like the old balloon stations but instead we use some kind of minecart train station things located in the 4 corners + centre of the map. Using multiverse teleporters we should be able to allow minecarts to pass through gateways/teleporters of some kind, right?

We would also aim to get everything onto the live map but there may be slight delays during any new world setup.
 
That sounds fantastic :D Can't wait! I like the idea of the multiple worlds. I take it the unstable_lands would be just for mining, quarrying etc?

Will the public_lands be like what we have now? People's builds etc?

Also, any idea on how far into the future this might happen?
 
I love the idea of having a world that might be regenerated every... say... Monday 5am GMT. This could mean that you could also exclusively use that world for quarrying, mining, build testing etc. without causing chaos and mess on a solid world.

Its such a PITA having massive quarry holes around my build at the moment covered up by a layer of 2 dirt. If you accidentally dig down, you are stuffed.
 
Looking good. As always, I am for anything that will improve the server. Even if that means I have to start again.

Aside from these we will have a system where players can request extra worlds to be generated (with certain choices for the gen for that world). Players will need to post these requests in the Minecraft forum. I propose a limit of 1 world request per player. If

Could you clarify what that means FT? Is this a donating reward or just anyone can request it?? Surely giving everyone their own world would be very stressfull on the server and remove any 'community' ???
 
Instead of a rail system we could use the tekkit teleporters? They require a certain amount of power to run, but nothing a HV solar array couldnt handle

Might make up a little teleport station in creative mode
 
That sounds fantastic :D Can't wait! I like the idea of the multiple worlds. I take it the unstable_lands would be just for mining, quarrying etc?

Will the public_lands be like what we have now? People's builds etc?

Also, any idea on how far into the future this might happen?

unstable_lands would mostly be for mining/etc yeah...exploration and ability to easily bring in new areas would be another reason.

No actual date in mind but I would like to get this going fairly soon. We (mostly yrth and 5punk3y) have been testing some of the features/mods that we would need to use for this and so far testing has gone well.

I love the idea of having a world that might be regenerated every... say... Monday 5am GMT. This could mean that you could also exclusively use that world for quarrying, mining, build testing etc. without causing chaos and mess on a solid world.

Its such a PITA having massive quarry holes around my build at the moment covered up by a layer of 2 dirt. If you accidentally dig down, you are stuffed.

Yeah. I'm not sure if we'll have it automatically wiping every week but that's certainly a possibility.

Looking good. As always, I am for anything that will improve the server. Even if that means I have to start again.

Could you clarify what that means FT? Is this a donating reward or just anyone can request it?? Surely giving everyone their own world would be very stressfull on the server and remove any 'community' ???

It's just an idea at the moment but my initial thought was that anyone could request it. I don't think that the community stuff would be much different as at the moment players need to teleport to each other's builds. The server load would probably be similar to now but we could more easily isolate player builds that cause issues/lag.

Instead of a rail system we could use the tekkit teleporters? They require a certain amount of power to run, but nothing a HV solar array couldnt handle

Might make up a little teleport station in creative mode

Could be interesting though I quite like rail systems :p Is there a simple way to allow players to control the end points?
 
We will be moving any builds you start now to the new worlds so don't worry about that.



The first time we tried to bring it online it caused issues. We have a working way to do multiworld now but my plan is to allow players to go onto the test server and mark out areas for us to copy into the new worlds. Would that be acceptable to you?

If this goes in to effect please give x,y,z co-ords of your builds.
 
It's just an idea at the moment but my initial thought was that anyone could request it. I don't think that the community stuff would be much different as at the moment players need to teleport to each other's builds. The server load would probably be similar to now but we could more easily isolate player builds that cause issues/lag.

That actually does make a lot of sense, especially being able to isolate probles (which as we all know is prevailant with our current mods)
 
Could be interesting though I quite like rail systems :p Is there a simple way to allow players to control the end points?

I do too, but we are in a modern age now :P

Basically its a two way teleport, so if you where to have teleports to NESW the central hub would require 4 teleports for NESW. Where the player stands on it and then presses a button et voila they are teleported to where they chose
 
How about a minimum length of time this map will be valid for, currently it seems to change fairly regularly so people are put off many of the larger builds, especially if in the next version of the map we carry over old builds into an ever increasingly build-infested world.
 
How about a minimum length of time this map will be valid for, currently it seems to change fairly regularly so people are put off many of the larger builds, especially if in the next version of the map we carry over old builds into an ever increasingly build-infested world.

The advantage of multiverse is that as FT posted we would have a world that is static so people can build whatever structure they want and that world will remain.

The other huge advantage of multiworld is as far as I can tell mod support, if we add a new mod to the game and then generate a new map any new mats required by the mod will be generated along with the new world ontop of keeping the static build world.

That way any new mods requested can be looked at and tested then intergrated in to the mix so to speak.

We are currently working on bee hives on a new map alongside the current world and the original world moving back and forth with items and well enjoying it to be frank. The bee system doesn't exist in the current world but on the map we generated they exist and can be moved between worlds with ease.
 
sorry to break the discussion away from the new server plans, but i'm getting an incredibly annoying crash on world load. i was exiting a mystcraft world via a linkbook on a bookstand and the game crashed. knowing that mystcraft occasionally did this and removed my inventory in the process i saved my inventory with NEI beforehand.

unfortunately when i tried to reload my world it keeps crashing on load. even if i try and load a completely different world it will crash on load

has anyone got any ideas on how to fix it besides starting a new world (which i really dont want to do till 1.3)

crash report here:

Code:
44 mods loaded
Optifine OptiFine_1.2.5_HD_S_C6
Minecraft Forge 3.3.8.152
FML v2.2.78.153
Forge Mod Loader version 2.2.78.153 for Minecraft 1.2.5
	mod_CodeChickenCore : Available (minecraft.jar)
	mod_MinecraftForge : Available (minecraft.jar)
	mod_NotEnoughItems : Available (minecraft.jar)
	mod_ReiMinimap : Available ([1.2.5]ReiMinimap_v3.2_04.zip)
	mod_IC2 : Available (industrialcraft-2-client_1.97.jar)
	mod_AdvancedMachines : Available (AdvancedMachinesClient v1.5.zip)
	mod_betterDungeons : Available (BetterDungeons.zip)
	mod_AdditionalBuildcraftObjects : Available ([email protected])
	mod_BuildCraftCore : Available (buildcraft-client-A-core-3.1.5.zip)
	mod_BuildCraftBuilders : Available (buildcraft-client-B-builders-3.1.5.zip)
	mod_BuildCraftEnergy : Available (buildcraft-client-B-energy-3.1.5.zip)
	mod_BuildCraftFactory : Available (buildcraft-client-B-factory-3.1.5.zip)
	mod_BuildCraftTransport : Available (buildcraft-client-B-transport-3.1.5.zip)
	mod_BuildCraftSilicon : Available (buildcraft-client-C-silicon-3.1.5.zip)
	mod_AdditionalPipes : Available (buildcraft-client-DA-additionalpipes-3.1.0.zip)
	mod_DoggyTalents : Available (DoggyTalents221.zip)
	mod_EE : Available (EE2ClientV1.4.6.5.jar)
	mod_EnderStorage : Available (EnderStorage-Client 1.1.3.zip)
	mod_RedPowerWorld : Available (RedPowerWorld-2.0pr5b2.zip)
	mod_Forestry : Available (forestry-client-A-1.4.8.4.jar)
	mod_IC2NuclearControl : Available (IC2NuclearControl_client_v1.1.8.zip)
	mod_InvTweaks : Available (InvTweaks-1.41b-1.2.4.zip)
	mod_PigbearLaser : Available (Laser Mod 1.5.zip)
	mod_LogisticsPipes : Available (LogisticsPipes-BC3-0.2.5B.zip)
	mod_CompactSolars : Available (mod_compactsolars-client-2.3.2.10.zip)
	mod_IronChest : Available (mod_ironchests-client-3.4.2.28.zip)
	mod_RedPowerCore : Available (RedPowerCore-2.0pr5b2.zip)
	mod_NetherOres : Available (NetherOres_Client_1.2.3.zip)
	mod_PortalGun : Available (portalgun)
	mod_Railcraft : Available (Railcraft_Client_5.3.2.zip)
	mod_RedPowerControl : Available (RedPowerControl-2.0pr5b2.zip)
	mod_RedPowerLighting : Available (RedPowerLighting-2.0pr5b2.zip)
	mod_RedPowerLogic : Available (RedPowerLogic-2.0pr5b2.zip)
	mod_RedPowerMachine : Available (RedPowerMachine-2.0pr5b2.zip)
	mod_RedPowerWiring : Available (RedPowerWiring-2.0pr5b2.zip)
	mod_SecretRooms : Available (SecretRoomsMod+Forge-latest.zip)
	mod_SneakyPipes : Available (SneakyPipes-0.1.1.zip)
	Steve's Carts : Available (Steves Carts 1.4.4.zip)
	mod_Train : Available (TrainModClient_v2.09e.zip)
	Balkon's WeaponMod : Available (WeaponMod.zip)
	mod_WirelessRedstoneCore : Available (WR-CBE Core-Client 1.2.2.3.zip)
	mod_WirelessRedstoneAddons : Available (WR-CBE Addons-Client 1.2.2.3.zip)
	mod_WirelessRedstoneRedPower : Available (WR-CBE RedPower-Client 1.2.2.1.zip)
	mod_ThaumCraft : Available (ThaumCraft2.1.6d.zip)


      Minecraft has crashed!      
      ----------------------      

Minecraft has stopped running because it encountered a problem.




--- BEGIN ERROR REPORT cb184ac6 --------
Generated 30/08/12 17:58

Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.8.3
OpenGL: GeForce GTX 460/PCIe/SSE2 version 4.2.0, NVIDIA Corporation

java.lang.RuntimeException: java.util.zip.ZipException: invalid entry CRC (expected 0x90c4adb7 but got 0xea504b0c)
	at cpw.mods.fml.common.FMLCommonHandler.raiseException(FMLCommonHandler.java:411)
	at ModLoader.throwException(ModLoader.java:787)
	at codechicken.core.CommonUtils.findClasses(CommonUtils.java:138)
	at codechicken.nei.NEIConfig.loadConfig(NEIConfig.java:632)
	at codechicken.nei.NEIConfig.loadWorld(NEIConfig.java:291)
	at mod_NotEnoughItems.reset(mod_NotEnoughItems.java:46)
	at mod_NotEnoughItems.onTickInGame(mod_NotEnoughItems.java:55)
	at BaseMod.doTickInGame(BaseMod.java:48)
	at cpw.mods.fml.common.modloader.BaseModTicker.sendTick(BaseModTicker.java:95)
	at cpw.mods.fml.common.modloader.BaseModTicker.tickBaseMod(BaseModTicker.java:79)
	at cpw.mods.fml.common.modloader.BaseModTicker.tickEnd(BaseModTicker.java:55)
	at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:127)
	at cpw.mods.fml.client.FMLClientHandler.onRenderTickEnd(FMLClientHandler.java:281)
	at net.minecraft.client.Minecraft.x(Minecraft.java:875)
	at net.minecraft.client.Minecraft.run(Minecraft.java:750)
	at java.lang.Thread.run(Unknown Source)
Caused by: java.util.zip.ZipException: invalid entry CRC (expected 0x90c4adb7 but got 0xea504b0c)
	at java.util.zip.ZipInputStream.readEnd(Unknown Source)
	at java.util.zip.ZipInputStream.read(Unknown Source)
	at java.util.zip.ZipInputStream.closeEntry(Unknown Source)
	at java.util.zip.ZipInputStream.getNextEntry(Unknown Source)
	at codechicken.core.CommonUtils.readFromZipFile(CommonUtils.java:198)
	at codechicken.core.CommonUtils.readFromModFolder(CommonUtils.java:240)
	at codechicken.core.CommonUtils.findClasses(CommonUtils.java:134)
	... 13 more
--- END ERROR REPORT 9896709e ----------
 
but this unstable lands (normal world) is where people will play with the new mods and build farms to bring new items back to their big build in the other land and I would say (knowing I'll probably be shot down) moan when it's regen'd as they've lost their farms??

It just all seems a bit overly complicated to me :(
I can see what you're trying to do but, for me, there has to be a point where you say "this is the server, this is what's on it, the world will be regen'd *insert option here* 1.for any major game changing updates or 2. in 1 years time from today"
It'd end the uncertainty as some foke dont want to build big as they never know what's happening
 
But for you only to lose a farm when the map is regen'd as opposed to everything you've built... surely that's less painful?

Exactly. Splitting the worlds into manageable chunks makes it much more likely that we can avoid having to delete player builds further down the line.

We don't wipe the worlds "for fun" - it's a huge PITA for admins. When we wipe it is usually due to corruption/lag issues or due to the map being so old that we are missing vital new ores and the like. As such it is impossible to accurately predict when we will have to wipe worlds. Just to reiterate, we don't do it for fun and ideally we wouldn't have to do it often or at all.

With this new setup, players could have a world dedicated to just one build and if we ever do need to wipe the main map that world could be preserved.
 
yes, I totally agree but I imagine there'll still be players out there that'll kick up a fuss every time it happens.
Edit: removed as FT has posted
 
If you're worried that it might not work then I can't really argue with you on that one - it's not a guarantee by any means, but I think it has a chance of working.

I wanted to use Mystcraft in order to do something similar but it seems a bit buggy so we're stuck with just plain old Multiverse instead (which tbh might be a better long-term solution anyhow).
 
Having never been an admin on a server (MC or otherwise) or even having tinkered with it I can't say I know what goes on or really offer alternatives to what you're trying to do. I just fear adding too many worlds may split the community.

As a side thought the size of the stable land (big builds) will need to be thought out carefully, I know they're huge maps anyway, as the player group grows or people request build moves the spare land will disappear and it'd end up looking a mess. also, as evident from past maps, players don't like their views being distroyed by a huge build appearing next door.
 
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