[Server] Tunnelers' Abyss

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Hume2
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Re: [Server] Tunnelers' Abyss

by Hume2 » Post

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Sadly, 2020 is not a prime number. However, celebration of a year divisible by 101 is even more rare than celebration of a new century.
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CalebJ
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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

Tunnelers' Abyss now has a custom texture pack made by myself and LadyK. Its been around for a month or so, but only now is it in a stable state.
New player model with wielding support, and new mobs, are coming soon from me and ThomosMcBanes :)
Last edited by CalebJ on Fri Feb 17, 2023 16:40, edited 1 time in total.

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Re: [Server] Tunnelers' Abyss

by parasite » Post

CalebJ wrote:Tunnelers' Abyss now has a custom texture pack made by myself and LadyK. Its been around for a month or so, but only now is it 'perfect'.
Those textures are very good and gives your server unique feel.

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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

Thanks parasite! :D

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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

A new memorial has been made at Spawn, commemorating our wide range of custom mods and the people who made them.
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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

Congratulations to all players and staff, today is the server's 250th day of runtime!!
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Re: [Server] Tunnelers' Abyss

by Saleb James » Post

What is the discord new server link I want to join but the old one doesn't work ??

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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

That's odd. We haven't changed the server at all. Anyways, here's a new nonexpiring invitation: https://discord.gg/FPQRsDy

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Re: [Server] Tunnelers' Abyss

by Hume2 » Post

Fractal Plains is now in quarantine because of default:coronavirus!
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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

https://github.com/KaylebJay/tunnelers-bugz/issues
Since about a month ago, we have an issue-tracker where you can report any bugs and staff will get to them when they can. You can also report bugs in #dev on the Discord.

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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

Tunnelers' Abyss now has 11 new mobs also: Dolphin, Shark, Seaturtle, Tropical Fish, Clownfish, Tarantula, Koala, Megalodon, Parakeet, Piranha and the Nyancat.
Nyancats are especially rare, here's what to look for ;)
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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

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On March 7th, a new mod created by myself was added which adds the concept of blocks and items being reduced into their elemental form. Several users have found almost everything now :)
Although all blocks are not reducable into their elemental form yet, most are. More recipes will be added until eventually all are reducable! Also, a lot of elements are missing because I want good uses for each one before I add anymore. Gradually more elements will make their way into Tunnelers' Abyss. :)

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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

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Since a little while ago my new city (Seven Cities of Gold) has been released and is on the public Towns travelnet. Have fun exploring it :) The map is made by Guill4um (thank you!), a user who loves luacontrollers and is delving into trying to document and display the server's 156 tree types.

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Re: [Server] Tunnelers' Abyss

by Johann » Post

Hi! I am Johann Lau

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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

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Map of Tunnelers' Abyss from January 25th.

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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

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Map of Seven Cities of Gold in full color, by duckduck.

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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

Today is the 1st Anniversary of Tunnelers' Abyss :)

My Anniversary Lighthouse will commemorate this event. A memorial at Spawn also might be made.
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Among news: (the Forum is rarely updated. Stay on the discord or in-game to get updates and stay informed)

- An 'effects' mod is now in the server, which adds many types of potions with various player effects.

- The longstanding 'om*' kick was removed. Now it is translated automagically into 'oh my goodness'. Hume2 calls this the Mind Extractor :D

- All trees and saplings (156 currently) now are compatible with bonemeal and leafdecay.

- The server's custom texture pack now supports petz.

- Nettles are now diggable even on protected property, unless placed by a player. (thanks to Guill4um)

- A pedestal was added for displaying trophy items.

- There are now three kinds of torches - underwater, unlit, and default. Unlit torches can be placed and lit with a flint & steel, while default torches can be turned to unlit with a right-click.

- All trees now work with the sawmill

- Lots of fixes and other small updates, shown in #updates at Discord.

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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

The celebration was a huge success :D

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Happy Birthday, Tunnelers' Abyss!

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Re: [Server] Tunnelers' Abyss

by Hume2 » Post

The line S15 was finally finished!
Here you can see a crossing of two single-track lines which uses only two platforms.
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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

Tunnelers' Abyss now has a new mod, made by Diaeresis. "AbyssalDeals" is an auctioning mod, which allows players to request or sell items to the highest bidder, similar to eBay.
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In other news, many updates have been made.

- The Mob Update has been finished and is live on the server!

- Drawers now can be moved around with the trolley (feature made by Guill4um)

- Too many bugfixes and small additions to be named

Congrats to Guill4um, as our new member of the development team. :)

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Re: [Server] Tunnelers' Abyss

by kurtje99 » Post

hi im on minetest forum now :D

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Re: [Server] Tunnelers' Abyss

by Andrey01 » Post

CalebJ wrote:
Wed Jul 29, 2020 23:08
Tunnelers' Abyss now has a new mod, made by Diaeresis. "AbyssalDeals" is an auctioning mod, which allows players to request or sell items to the highest bidder, similar to eBay.
Image

In other news, many updates have been made.

- The Mob Update has been finished and is live on the server!

- Drawers now can be moved around with the trolley (feature made by Guill4um)

- Too many bugfixes and small additions to be named

Congrats to Guill4um, as our new member of the development team. :)
Wow. You use a new fonts feature. Nice to see it for the first time :)

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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

The long-awaited update for Secretz has happened, along with some new features.

- First and foremost, a new version of secretz (aka elements). This includes two new machines, the Isotope Separator and the Decay Accelerator. Isotopes and nuclear decay (in some cases) have been added for all elements, and also better material reduction for in-game items + many other minor additions and changes.

- A working first version of weather on Tunnelers' Abyss is now active. Although there are no particles, there is proper light changes, sounds for rain, thunder and wind, and many types of clouds and weather including frozen clouds. Rain particles might come when minetest fixes it's entities.

- Eating particles are now driven by some of the code in bosapara's mod, on_eat.

- A small texture update has been made, mostly small improvements (to flowers and ore blocks mostly) and reducing file sizes.

The plan for Secretz in the future is as follows:

(1 The Decay Accelerator currently only accepts and changes isotopes. The radionuclides give off energy and thus could be an energy source for either the RTG or a new machine in the future. Also, there is no randomization for the beta particles it could release - that should happen.

(2 Liquid non-metals and noble gases currently do not have uses. These will have behaviours with dropped entities, mobs, and nodes in the future.

(3 Tanks of non-metals and noble gases also do not have uses except storage currently. These will also likely get behaviours that change the environment in slight ways, or in the case of oxygen, revive your breath. Helium could have some interesting uses ...

(4 A lot of the new transitional metals do not have uses yet. This will be changed in a future version - and also, blocks will likely be added. Oxidization might happen but it could be a bit heavy.

(5 Radioactives are pretty much complete but might get better power usages in the RTG/a different machine in a future update.

Enjoy the update, and feel free to report bugs in #dev or at our Issue Tracker. Our next milestone is focusing on immersiveness, including improved mobs & mob spawning, Sound Redo, and optimizing our client's loads as much as possible.

Screenshots:

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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

The new paleotest (updated for mobkit with many new features) is now live on the server, heavily customized like many of our other mods :) Thanks to ElCeejo for making the mod and helping with optimization. A lot of our mobs have been drastically improved with this update.

Also, the server had a new record for players today - 26/30! Most of them were celebrating Hume :D A total of 12 "Hume" alts were made by random players, I don't even fully understand why - but we had some great fun :)
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Re: [Server] Tunnelers' Abyss

by CalebJ » Post

The screenshot explains it all:

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Tarantula Rankings (a ranking system that keeps track of how many tarantulas you have killed and how many have killed you) is now live on the server! You can find it in your inventory buttons, with an icon depicting a tarantula.
Players with fly are disqualified to keep things fair. :)

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