WaterWorld Server [0.4.7]
WaterWorld Server [0.4.7]
Version: 0.4.7
Address/Port: Dynamic (see Public List)
Type: Economy
Default Privs: Shout, Interact
Game: m7-ww
New players are limited to the freebuild zone, where you spawn at. Use the shops at the mall to buy the nodes you can't craft, you can obtain credits by mining and selling precious nodes (mese, dilithium, ores).
* Chose a normal username with no more than two digits.
** Protected zones work under the autoban system (3-strikes).
Last edited by mauvebic on Wed Sep 18, 2013 20:43, edited 1 time in total.
- Dan Duncombe
- Member
- Posts: 904
- Joined: Thu May 09, 2013 21:11
- Location: In the unknown depths of Earth
If it is a warlike server maybe my camo mod will be helpful.
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
My Games: Nostalgia Realtest Revamped
Servers: See above games.
- Dan Duncombe
- Member
- Posts: 904
- Joined: Thu May 09, 2013 21:11
- Location: In the unknown depths of Earth
Still... I think the turrets are a cool idea.
mauvebic wrote:This server isn't intended for war - i haven't included any offensive weapons. I just don't like the idea of using code to protect buildings. Planning and defense is a lot more fun, and it's much lighter on resources than any protection mod.
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
My Games: Nostalgia Realtest Revamped
Servers: See above games.
- fairiestoy
- Member
- Posts: 191
- Joined: Sun Jun 09, 2013 19:25
- Location: Germany
Since you like to plan things, why do you make it a creative server? I really like the idea of it, especially the strategic part of it. But I hate creative mod. It takes a lot of challenge out of a game. Dont think i am complaining directly to your server, i was just interested, what reasons could have lead to that creative part of it :3mauvebic wrote:This server isn't intended for war - i haven't included any offensive weapons. I just don't like the idea of using code to protect buildings. Planning and defense is a lot more fun, and it's much lighter on resources than any protection mod.
Interesting about new things is, to figure out how it works ...
Many of the blocks in Mauvebic's mods do not have craft recipes. Besides, creative mode is good for experimenting and building things as fast as possible.fairiestoy wrote:Since you like to plan things, why do you make it a creative server? I really like the idea of it, especially the strategic part of it. But I hate creative mod. It takes a lot of challenge out of a game. Dont think i am complaining directly to your server, i was just interested, what reasons could have lead to that creative part of it :3mauvebic wrote:This server isn't intended for war - i haven't included any offensive weapons. I just don't like the idea of using code to protect buildings. Planning and defense is a lot more fun, and it's much lighter on resources than any protection mod.
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There are too many nodes to come up with enough unique crafts recipes, and if i did they probably wouldn't make much sense.
Though there are some things like food and liquids that you can't get straight out of the inventory, you either have to farm or use pipes. If i can add more unique methods like that, then i remove the end product(s) from the inventory :-)
Though there are some things like food and liquids that you can't get straight out of the inventory, you either have to farm or use pipes. If i can add more unique methods like that, then i remove the end product(s) from the inventory :-)
You could create two types of turrets. One could fire upon other players regardless of what they are doing, while the other one could only fire upon griefers and player killers. The landrush mod might be able to give you an idea of how to do this.
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- fairiestoy
- Member
- Posts: 191
- Joined: Sun Jun 09, 2013 19:25
- Location: Germany
Okay, thats quite something why this setup might be useful. Thanks for the explanation.mauvebic wrote: There are too many nodes to come up with enough unique crafts recipes, and if i did they probably wouldn't make much sense.
Though there are some things like food and liquids that you can't get straight out of the inventory, you either have to farm or use pipes. If i can add more unique methods like that, then i remove the end product(s) from the inventory :-)
Interesting about new things is, to figure out how it works ...
- BrandonReese
- Member
- Posts: 839
- Joined: Wed Sep 12, 2012 00:44
- GitHub: bremaweb
- IRC: BrandonReese
- In-game: BrandonReese
- Location: USA
I run PilzAdam's mod "Item Features" to keep the map cleaned up of dropped items, it removes dropped items after a set amount of time.mauvebic wrote:Another thing that's driving me nuts and i want to disable is item drops. There's crap all over the map.
viewtopic.php?id=3188
I disabled the items being pushed by water because it looked like it could negatively impact performance.
My Twitch Channel - https://www.twitch.tv/brandonreese81/profile
I think i'd rather just remove item dropsBrandonReese wrote: I run PilzAdam's mod "Item Features" to keep the map cleaned up of dropped items, it removes dropped items after a set amount of time.
viewtopic.php?id=3188
I disabled the items being pushed by water because it looked like it could negatively impact performance.
Should turret bullets go through water?
Last edited by mauvebic on Mon Jul 22, 2013 21:23, edited 1 time in total.
- fairiestoy
- Member
- Posts: 191
- Joined: Sun Jun 09, 2013 19:25
- Location: Germany
If you could make it that they loose speed/damage equal to time the bullet is surrounded by water :3mauvebic wrote: Should turret bullets go through water?
Last edited by fairiestoy on Mon Jul 22, 2013 21:28, edited 1 time in total.
Interesting about new things is, to figure out how it works ...
I would say that bullets should go through all liquids.mauvebic wrote:I think i'd rather just remove item dropsBrandonReese wrote: I run PilzAdam's mod "Item Features" to keep the map cleaned up of dropped items, it removes dropped items after a set amount of time.
viewtopic.php?id=3188
I disabled the items being pushed by water because it looked like it could negatively impact performance.
Should turret bullets go through water?
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New
- Added nations support:
- Added nations support:
Code: Select all
/nation : declare a new nation
/deport : deport a citizen
/invite : offer citizenship to your nation
/accept : accept citizenship
/decline : decline citizenship
Last edited by mauvebic on Sat Jul 27, 2013 02:01, edited 1 time in total.
Doesn't the current development version of Minetest have a few functions that can speed up map generation by mods? I think paramat will use them when 0.4.8 stable comes out.
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Okay, I'll stick to Vulcan. May I please get unbanned? Also, I don't think the later crashes were because of me. When I was back on Vulcan tending to the garden, it still crashed.mauvebic wrote:LadyMacBeth warned you and your friends more than once to pick an area of Vulcan and stick with it Other people need to be able to play.
Last edited by Rancon on Wed Jul 24, 2013 14:33, edited 1 time in total.
Any tips on blender, gimp, or codea?
It looks like this server is having issues right now. I can't get on it.
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Are you willing to stick to earth until realms is updated?Rancon wrote: Okay, I'll stick to Vulcan. May I please get unbanned? Also, I don't think the later crashes were because of me. When I was back on Vulcan tending to the garden, it still crashed.
Last edited by mauvebic on Sat Jul 27, 2013 02:01, edited 1 time in total.
Yesmauvebic wrote:It's not having issues I stayed up uber-late working on a new toy ;-)
It should be up within the next couple of hours, im just sorting out a final issue with the new feature :-)
Are you willing to stick to earth until realms is updated?Rancon wrote: Okay, I'll stick to Vulcan. May I please get unbanned? Also, I don't think the later crashes were because of me. When I was back on Vulcan tending to the garden, it still crashed.
Any tips on blender, gimp, or codea?
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