[0.4.14] LinuxGaming2 - A Server for Builders

LazyJ
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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by LazyJ » Thu May 08, 2014 23:31

Vazon wrote:Hey guys, so I talked to Miner_48er about this and he suggested that I post this idea here to make sure it gets seen.

So I rejoined the server and typed /spawn and it still kills you then respawns you, well on my server I have a /spawn command (part of the Server_Extended mod) and it just teleports you to spawn with out killing you thus I think its somewhat better than the current plus if I remember correctly you can copy the spawn code and you can set multiply spawns at different areas. This is just a idea but I believe it would run much smoother than the having to push the respawn button every time.

Please let me know if you think this could be added.



Thanks for the suggestion, Vazon ;)

My searches for the mod in the forums didn't turn up anything. Please post the link so I can review the mod. Thanks ;)
 

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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by Vazon » Thu May 08, 2014 23:44

LazyJ wrote:
Vazon wrote:Hey guys, so I talked to Miner_48er about this and he suggested that I post this idea here to make sure it gets seen.

So I rejoined the server and typed /spawn and it still kills you then respawns you, well on my server I have a /spawn command (part of the Server_Extended mod) and it just teleports you to spawn with out killing you thus I think its somewhat better than the current plus if I remember correctly you can copy the spawn code and you can set multiply spawns at different areas. This is just a idea but I believe it would run much smoother than the having to push the respawn button every time.

Please let me know if you think this could be added.



Thanks for the suggestion, Vazon ;)

My searches for the mod in the forums didn't turn up anything. Please post the link so I can review the mod. Thanks ;)


viewtopic.php?f=11&t=4716

That is the link, I use the whole mod on my server but I don't think it will work for this one. But it has a great /spawn command.
 

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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by LazyJ » Wed May 14, 2014 15:40

Bump!

UPDATES

  • klappspaten has recently joined shadowpawn84 and ubuntuyou as our newest moderartor! \o/
    Congrats klappspaten and keep up the good work. ;)
  • Overview maps updated 2014_05_14.
  • New mods installed - "MoreTrees" and "PlantLife"
 

LazyJ
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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by LazyJ » Thu May 15, 2014 06:07

MAINTENANCE ANNOUNCEMENT

Clearobjects will be run tonight after the backup (10am GMT/5am EDT). It will take a little over 3hrs to complete.


Maintenance Completed!

The server is open again.

I've added descriptions to the jungle trees saplings. Now they will display, in the inventory, "MoreTrees Jungle Sapling" and "Default Junlge Sapling" to help make it easier to determine which sapling is which. "Good-to-know" info considering the far greater size of the MoreTrees jungle trees compared to the default jungle trees.
 

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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by LazyJ » Fri May 16, 2014 01:46

Skin Uploaded

Welcome to our server, Sadly ;)

Your skin has been uploaded and will take affect after the next restart (after the nightly backup).



Beech Tree Update

When digging leaves from beech trees the saplings will come back as default tree saplings instead of beech tree saplings. I've fixed that part but then another glitch showed up as a result. Now that I've had some decent sleep and a cup of coffee, hopefully I can wrap my mind around this problem and get it fixed. Till then beech tree farming will have to wait.

Beech Tree Update 2

Found a workable solution to the beech tree sapling issue. Now whenever you dig beech tree leaves and/or regular, default tree leaves, both have an equal chance of dropping a beech tree sapling and a regular tree sapling.

The next tweak I'm working on for MoreTrees is adding circular saw compatibility to the various colors of wood planks.
 

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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by LazyJ » Wed May 21, 2014 15:52

Thanks, klappspaten. ;)

noah, your skin has been uploaded and will take affect after the backup tonight.
 

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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by LazyJ » Sun May 25, 2014 08:58

Guinzo, your skin has been uploaded and will take effect after the backup (server restart) around 10am GMT. ;)
 

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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by LazyJ » Thu May 29, 2014 16:54

Bump! Overveiw maps updated, 2014_05_28.

Nice work, Guinzo ;) I've added a link to your post in the "Featured Builds" section of the first post.
 

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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by Guinzo » Sat May 31, 2014 12:08

I'm sorry,but the image won't be load in the my post, that is my last pixel art, take good look :D
http://imgur.com/xJfpeBt,vCaavPl
 

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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by LazyJ » Mon Jun 02, 2014 10:43

Featured Build:
"Smiley"
by TheGuinzo

Image

(Guinzo, I guessed at the title of your pixel art. Let me know what you titled it and I'll change the info. Good work! ~ LazyJ)
 

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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by LazyJ » Sat Jun 07, 2014 09:18

Maintenance Announcement

Tuesday, June 10th, after the backup is done (10am GMT), the server will be closed for maintenance for several hours.

Update
Maintenance is done.
 

LazyJ
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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by LazyJ » Thu Jun 12, 2014 03:06

A lot updates and changes have happened over the past month or so. Here' s a list of stuff to help fill you in on most of it.

  • Overview maps updated to 2014_06_10
  • Clearobjects was run to clean-up the litter. This process now takes about 4hrs to complete.
  • The Minetest engine was upgraded to the 2014_06_10 unstable release.
    1. I tried to compile Minetest with LevelDB support enabled to better manage our world database (currently 6.1gb, uncompressed) but the version of Ubuntu (12.04 LTS) the server was equipped with lacks the libraries neccesary to enable LevelDB in Minetests' engine.
    2. This release of Minetest will delete dropped items after 15 minutes have lapsed.
    3. Players using more recent, unstable, releases of the Minetest engine will be able to use the 3rd person view with less lag. 3rd person view is neat but makes interacting with the world much more difficult. It takes awhile to get used to the targeting in 3rd person view.



Some more mods have been installed or updated.

  • More Blocks has been updated to the 2014_05_11 GitHub/Gitorious release
  • MoreTrees has been installed
  • PlantLife has been installed
  • Lantern has been installed
  • WazuTweaks created and installed - This is a custom mod I made to alter the other mods to better suit our very special server.



I'm going to try to keep-up the list of alterations in the first post of this thread (yet another iron, among many, in the fire). Below is a copy of the current alteration list:

  • Water and lava buckets require a special priv to be able to empty the buckets
  • Display names of duplicated items have their mod name added, ie: "Default" Copper Ingot vs. "MoreOres" Copper Ingot.
  • The default texture for red bricks has been given darker shadows and a little more orange tint in some of the highlights.
  • The default texture for junglewood has been replaced by the old, lighter, more reddish More Blocks junglewood texture.
  • Default wool now can be crafted into basic stairs and slabs as well as being compatible with More Blocks' circular saw.
  • All default blocks that can be used to build with can auto-rotate and work with the screwdriver.
  • Lava now automatically renews itself (just like water does) when 2 source blocks are within 1 space of each other
  • The flammable property has been removed from all mods so nothing will burn.

  • More Blocks:
    1. Tool repair has been increased. Craft two, old, like-tools together to create a 100% new tool.
    2. Rope recipes have been expanded to include default leaves, default jungleleaves, and default junglegrass combinations
    3. The circular saw's ownership function was disabled because it was leaving 1x1x1 owned areas where ever they were placed. This is due to our other protection mod, "Permafy", picking up on the saw's ownership and reestablishing it even after the saw was removed by the owner.
    4. "More Blocks" has been added to the display name of the saw-made stuff because some of them look the same and were labeled the same as the default stairs and slabs. This helped clear-up the confusion where "Default" wooden slabs are a required recipe item for the "Living Room Furniture" mod.
    5. The cactus brick texture has been changed to better match the size and shading of the default red bricks.
    6. Oerkki Blocks from the older versions of More Blocks have been preserved and updated to work with the circular saw of the newer versions of More Blocks

  • MoreTrees:
    1. Tree trunks and planks are once again compatible with More Blocks' circular saw. They used to be compatible but something changed or was not updated in recent releases of MoreTrees. Toggling the setting in moretrees_settings.txt didn't make a difference. So till it's fixed in the mainstream version of MoreTrees, this patch will tide us over.
    2. Leaf decay edited so all leaves can be placed on or near any tree trunk. Useful when creating custom-made trees, bushes, shrubs, hanging plants (philodendron-like, leafy, hanging basket-type houseplants) for landscaping and interior design.
    3. "Unknown Items" in crafting recipes removed. These appeared because we don't have those particular mods installed or the recipe called for the out-dated, sideways trunks (which we don't have anymore).
    4. Beech trees were not dropping beech tree saplings. Since the beech trees are made of the exact same nodes default trees are, the default tree sapling's code was modified to add dropping beech tree saplings as well as dropping default tree saplings. So now, when a beech or a regular tree are havested, their leaves will drop both sapling types.

  • Fake-fire now has rising smoke
  • Snow has recieved so many fixes, changes and additions that I decided to publish a fork of it. To read through the long list, please visit this link: LazyJ's fork of "Snow"
  • Fence fences, default fences, and More Blocks' junglewood fences can all now be used to craft Lantern's black fences.
  • Default cobble now has a custom texture. Lighter colored grout, and a couple, warm earth-toned stones to contrast with the grey stones.

  • Home Decor:
    1. Crafting recipe has been created for the airconditioner
    2. Recipes that called for mods we don't have currently installed were either disabled or changed to work with what mods we do have installed.

 

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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by LazyJ » Mon Jun 16, 2014 23:35

Updates:
  • Overview maps updated, 2014_06_16
  • Streets mod tweaked (see changelog below). I've published my fork of this old version of webdesigner97's "Streets" mod on GitHub so you can download it without having to download one of our multi-gigabyte nightly backups.



Wazuland Streets' README and Change Log

ReadMe

This version of 'Streets' is based off of one of webdesigner97's releases
sometime around 2013_04.

At LinuxGaming.us, we have been using the same release of "Streets" for over a
year. With a few little tweaks, this older, simpler version has met and
exceeded all our road-making needs, then and now.

I'm publishing this fork of "Streets":
1. so players can have access to it without having to download a
multi-gigabyte backup copy of Wazuland2,
2. maybe there are other servers and players who want basic, modern-
looking roads for their worlds without a lot of extras,
3. to get a little more experience with how GitHub works.

The newer versions of "Streets" are feature-rich, excellent, and I encourage
you to check them out:

* Minetest.net
http://forum.minetest.net/viewtopic.php?id=2984

* GitHub
https://github.com/webdesigner97/streets



ChangeLog

General:

* Moved lua files to "modfiles" directory
* Created README.txt
* Created changelog.txt



depends.txt:

* Added wool as a soft-dependency. It's a default mod in minetest_game
but with the new sub-games being all the rage now, who knows if wool
will be included in them. If not, some of the crafting recipes will
be broken so you'll have to use either the "give" command, play in
creative-mode, or have the creative priv and Unified Inventory.



init.lua:

* The "tools.lua" file was removed because, other than a comment, it
was empty.
* The "tools.lua" dofile line was removed from this file.
* Lua files moved to "modfiles" directory and links edited accordingly.



crafts.lua:

* Cheapened the crafting recipe for emergency phones. They were too
expensive and provided too little heart-point boost for their expense
that the very, very few players who crafted them regretted it.
Emergency phones became one of the most *undesirable* items on our
server.
* Removed the chat messages and coord announcement. Most players, on our
server, don't want their coordinates broadcast and the heart-point line
above the hot-bar is enough to see the increase in health.
* The recuperative powers of the emgergency phone were too limited.
Couple that with the very expensive crafting recipe and the emergency
phone was just not worth it. So I removed the minimum heart-point
requirement and boosted the heart-point increase to full-recovery.
* Increased the light output to 14. Hey, it's an emergency! ;)-



nodes.lua:

* Updated the code a bit. Replaced "tile_images" with "tiles"
* Added sounds (default stone)
* Added screwdriver compatibility to manholes.
* Added low-level light to asphalt stuff so roads are easier to see
at night. Pretend it's the reflective white road paint
shining in your headlights.
* Emergency Phone - Disabled the minimal heart-point requirement,
increased the heart-point boost to full recovery, made them diggable by
all tools. In their original configuration, the recipe was too expensive
and the health boost to little that they quickly became an undesireable
item. Nobody wanted them.

POSSIBLE FUTURE CHANGES

* Make asphalt stuff even harder to dig.
I had considered adding all tools, breakable by hand and making all
asphalt stuff easy to dig but after counciling with one of our
moderators it seemed better to leave the asphalt difficult to dig as a
way to annoy griefers. Road builders on our server will have supplies
to offset the extra difficulty of digging asphalt stuff. Roadwork is
very important and needs to be encouraged. Making asphalt stuff
difficult to dig may go against that encouragement. Roads are difficult
to set protection on because they cut through so many players areas
and builds. If the asphalt stuff were made as hard as possible, that
would at least slow-up any attempts to grief the roads by digging them.
Time and experimentation will tell. Eventually we'll find the right
combination mateiral hardness and ease of use. To make any node as
difficult as possible to dig, limit the groups to only one tool and
increase the level of difficulty to 1.

settings.lua:

* Removed the heart-point settings since they are hard-set in the nodes'
definition now.
 

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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by LazyJ » Sun Jun 22, 2014 02:55

Update Announcement


  • I've changed the default ice texture by adding a transparent border and corner highlights.

  • So many tweaks were made to the Fake Fire mod that I decided to fork and overhaul it. I've posted screenshots and more details in the mod's original thread. Here's the link to my post: http://forum.minetest.net/viewtopic.php?p=145854#p145854



Fake Fire's ChangeLog, 2014_06_21

  • Added changelog.txt, 2014_06_19. Some changes are much older than this.
    I've been making little tweaks to it for several months and finally decided
    to give it an overhaul.

  • Code clean-up.

  • Split the init.lua file stuff into separate files and moved them into the
    "modfiles" folder.

  • I had added a lump of coal to be dropped when the flame was dug but, as
    one of our moderators pointed out, once word got out, new players would
    snuff-out every fake_fire they found just to get easy coal. The coal drop
    was removed.

  • Changed the flint crafting recipe to require 2 gravel instead of one.
    This resolves a crafting conflict with another mod. The recipe is also
    shapless now.

  • Added crafting recipes for 1 cobble to 1 gravel, then 1 gravel to 1 sand.
    For Wazuland2 these recipes are commented out because another mod takes
    care of them (the reason for changing the flint recipe).

  • Health-damage disabled. This fork is strictly for decoration.

  • Waving added to flames and smoke.

  • Rising, disappearing smoke-puffs added. Smoke columns will rise to 14
    spaces above the flame or chimney top.

  • Smoke can be punched to remove.

  • Never-ending flint and steel disabled; may add it as a priv later.

  • Extinguishing with water and lava(??) disabled. Again, this fork is
    strictly for decoration so dousing the flames with water or lava would just
    make a big, needless mess. Much easier and cleaner to just punch the flame.

  • Flame images are hidden from creative inventory but are still provided
    for in the code and image files if you want them to be visible. Just remove
    the "not_in_creative_inventory" part from the groups of the flame types and
    they will be visible again. Having the images in inventory is useful when
    playing in creative mode or if you want to torture griefers who put in the
    time and effort to get the materials to make the fire hoping to be able to
    burn things only to discover that it is *fake* and *harmless*. Bwa-hahaha!

  • Added ice-fire, a blue-colored flame that only ignites on snow and ice
    stuff.

  • Added added ability to switch between smoking and non-smoking flames by
    punching them. Default is non-smoking.

  • Added stone and sandstone chimney caps that can produce smoke when punched
    (smoking and non-smoking versions). Useful for small builds where a 3x3
    chimney would be too oversized in proportion to the reset of the build.

  • Added animated, glowing embers. This hearth-warming block emits a
    mid-level light and simulates the hot coals under a flame. Flames are not
    required and the embers blocks are smokeless.
 

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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by LazyJ » Tue Jun 24, 2014 07:15

Update:
  • Overview maps updated, 2014_02_23.
  • The first post is reaching the 60,000 character limit. A lot of info is packed in to that post. I'll have to review, reassess, and come up with a Plan B.
 

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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by LazyJ » Fri Jun 27, 2014 10:24

Maintenance Announcement

The server will be down for maintenance 2014_06_27.

Update: Maintenance has been completed. ;)
 

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Re: [0.4.9] LinuxGaming.us:30000 - Player Skins, Crafting Gu

by LazyJ » Fri Jun 27, 2014 16:56

It's been a long night but here's what we've got:

Updated

  • The Minetest engine has been updated to 2014_06_26 unstable release.

  • WorldEdit 2014_05_16

  • Unified Invenory 2014_06_24 - players can now set up to 5 way points for navigation.

  • Xban2 2014_06_26

  • Areas 2014_06_23

  • MoreOres 2014_06_24



Changed

  • Swords have been removed. Our server has had PvP disabled for a very long time. Swords have no purpose on our creative-leaning server. Anyone who crafted a sword will find that the sword has been replaced by one unit of the base material (wooden sword = 1 wood block). Even though swords required 2 units of the base material only one unit could be swapped for the sword. That's the way aliases work.

  • Initiail privs have been expanded to include "home" and "spawn".

  • The initial items newcomers are automatically given when logging in for the first time has changed. The 99 stack of cobble has been removed and replaced by a steel hoe, 6 seeds each of cotton and wheat, 6 saplings, and 10 apples. This will take effect after the next server restart.


New Mods (well,... "new" for our server. ;)- )


  • Travelnet - Sokomine's excellent teleporter mod. Visible booths that are easy to operate expand the range players can travel in a instant. Right-clicking on the booth will display a menu of tp-points. You don't even have to be inside the booth to use it; just be close enough to click on it. If you *are* in the booth you may be too close for the click to work. Try stepping back or even a step outside of the booth and then try right-clicking again. Only admins can set and remove Travelnet booths.

  • Destinations - a chat command teleport mod. Type "/listgo" to see the available go-points. Only admins can set and delete go-points. This is my fork(?) of mauvebic's "Bookmarks" mod. Since the time that mod was created, several writing mods have been made. The name "Bookmarks" might make players think one of the writing mods had been installed so I renamed it to "Destinations" (and some code-style clean-up and a tiny bit of code updating). Travelnet is a great teleport mod but it only works if you can find a booth to use. Having a chat-command teleport mod will allow players to tp from where ever they are at. Far away exploring, really deep in a mine, or just in an area that hasn't been setup with a booth yet, players can still travel farther, faster, with the aid of Destinations.

  • Sethome - This is another chat-command teleport mod. This allows players to set a second home postion (/sethome) that they can return to with another command (/home). This mod also replaces our old "/spawn" command with a spawn command that doesn't kill the player. No death screen to click through, just type "/spawn" and you're teleported right back to the spawn point. This mod requires two privs, "home" and "spawn". New players will have these privs as part of the initial priv set. Players who have logged in before this mod was installed will have to ask to be granted those two privs.
 

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