[server] hightime hardcore survivor

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lister
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[server] hightime hardcore survivor

by lister » Post

in 1984, there was 10rogue

in 2000, another seismic event: diablo ii

then, for a long ******* time, nothing

until now

hightime survival is going hardcore

216.250.125.194, port 30010

it's on

YOU ONLY LIVE 1CE

mods so far:

3d-armor areas arrowboards basic_materials bedrock biome_lib blox BobBlocks bonemeal campfire castle_farming castle_gates castle_lighting castle_masonry castle_shields castle_storage castle_tapestries castle_weapons caverealms chains coloredwood cottages crops datastorage dig_all digilines digistuff display_blocks exchange Farming framedglass gloopblocks glooptest hardcore_death hazmat_suit hiddendoors homedecor_modpack ilights intllib item_tweaks jumping large_stack locks memorandum mesecons mob_horse mobs_animal mobs_monster mobs_npc mobs_redo moreblocks more_chests moreores moretrees mydoors nixie_tubes pipeworks plantlife_modpack plasticbox prefab_redo protector pyramids quartz replacer rgblightstone rockweed ropes stained_glass stamina steel streets survivor technic titanium torches travelnet ts_doors ts_workshop unifiedbricks unifieddyes unified_inventory usesdirt wardrobe wine worldedit
  • player transfer distance 6 (96 meters, or about as far as the map shows)
  • dead's areas recycling on a case-by-case basis
  • titles inherited by default (unless you piss off the demigods+) including but not limited to:
    • countess title (large area protection)
    • baroness title (area self-protect)
    • thief title (can open some locks)
  • tnt
  • everything is diggable unless protected; digging a locked container smashes everything inside
  • mithril armor is worn underneath clothes
we would say happy digging, but things are about to get pretty serious :D

media portal: http://tehightime.net/minetest.html
server source: https://gitlab.com/retsil/hightime
customized mods: https://gitlab.com/survivor-mods
rockweed mod: https://gitlab.com/retsil/rockweed
Last edited by lister on Fri Apr 24, 2020 03:26, edited 24 times in total.

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Stix
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Re: [server] hightime hardcore

by Stix » Post

Woohoo! This might actually be a server hard enough for me; tell us more!
Hey, what can i say? I'm the bad guy.

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lister
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Re: [server] hightime hardcore survivor

by lister » Post

the testing of hardcore_death mod has already began, and everying seems to be going great. please do not hesitate to jump in and get ahead of the curve. we might, just might be able to help you out the rest of this year, but come jan 1, no more second chances. while resurrection is not out of the realm of possible, we simply don't foresee this happening.

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Re: [server] hightime hardcore survivor

by Stix » Post

Some thoughts after playing the server:

#1: Survival is too easy, i never was once in fear of my life.

Suggestion: buff all hostile mobs, make the trapped sandstone in the pyramids blend in more, reduce stack size
to default, make treasure chests harder to find (ideally under a layer of dirt), and remove teleport_requests
and protection (teleportation should only be possible through expensive hand crafted teleports.

#2: The server is way to laggy.

Suggestion: remove all the decor mods, they are unecassary for hardcore and are just more bloat; remove
moretrees (the lag gets worse whenever those giant trees spawn in), and only keep a bare minimum of mods
to make the server less bloated while still being unique and interesting.

*EDIT also i cannot craft steel boots because of a craft recipe conflict between two mods.
Hey, what can i say? I'm the bad guy.

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lister
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Re: [server] hightime hardcore survivor

by lister » Post

welcome to the team, Stix :)
Stix wrote:Some thoughts after playing the server:

#1: Survival is too easy, i never was once in fear of my life.

Suggestion: buff all hostile mobs, make the trapped sandstone in the pyramids blend in more, reduce stack size
to default, make treasure chests harder to find (ideally under a layer of dirt), and remove teleport_requests
and protection (teleportation should only be possible through expensive hand crafted teleports.
hehehe that's a lot of bravado, but i am already all shaky in the knees. mobs can always be buffed later, pyramid upgrade? may be. treasure chests can be disabled and/or restocked, looking at the code now, hard to see if we can move them. protection will be priv-only (our first baron, KingBull, will hopefully start putting some fear of nobility into the landless masses asap). not sure if we need to mess with teleport/travelnet dynamic, they are super-sketchy as it is, very easy to walk into pre-set lava trap.

we think a lot of the difficulty will come from pvp, with players out there setting traps
#2: The server is way to laggy.

Suggestion: remove all the decor mods, they are unecassary for hardcore and are just more bloat; remove
moretrees (the lag gets worse whenever those giant trees spawn in), and only keep a bare minimum of mods
to make the server less bloated while still being unique and interesting.
we agree, moretrees will have to go, and perhaps also plantlife, so the world will be reset pretty soon. we are convinced though the decor should stay: it only causes the game to load slow on connect, after that it shouldn't produce much lag at all.
*EDIT also i cannot craft steel boots because of a craft recipe conflict between two mods.

issue reported upstream, and we will temp-patch it by release :)

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lister
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Re: [server] hightime hardcore survivor

by lister » Post

after a lot of vacillation, we still cannot bring ourselves to cut trees or plant life. ultimately, we are ok with worldgen lag. it's very predictable, very transient, it's the same lag for everyone, and strictly server-side, so it's not clear how one could die to it. it has an easy mitigation menu, like preemptive exploration (of above-ground) and/or building parking lots where forests used to be.

speaking of parking lots, we are also unwilling to cut decor. server loads a few seconds, true, but after that it looks amazing.

currently in the works:
  • large stack back to 99 or 100
  • travelnet diggable (and attachable?) by anyone
  • no more unprivved teleport, meaning: no home priv, no teleport request
  • mob ramp up, both overall, and seasonal event design (with mobs_redo, it's trivial to stage an invasion of dm on cobble, for example, omg, <3)
  • glooptest treasure chest nerf, we are currently thinking making them like 100 times less frequent, possibly changing spawn conditions
  • if we can, plant nerf, so that not as many spawn or something like that, but past looks at api provide little hope, so lags are likely to stay
  • baron priv for area self-protect
  • may be no world reset after all

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lister
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Re: [server] hightime hardcore survivor

by lister » Post

fixes are in, let the testing continue :D

* iron shoes are back
* stack 100
* plants stay exactly as they are, although date palm is BEGGING FOR IT, and we always have the option of dirty-hacking the spawn hook to reduce spawn frequency, or, say, kill certain large trees (SAD) via config
* should travelnet be world-attachable? getting philosophical overhere....
* mobs left alone for now, but just wait (!)
* glooptest treasure nerfed x100
* no world reset looks good at this point
ps: dead.txt will be wiped on new year's eve :D <3 xoxoxo
correction: at server reroll
Last edited by lister on Thu Dec 27, 2018 22:12, edited 1 time in total.

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Re: [server] hightime hardcore survivor

by Stix » Post

Nice updates, i was finally able to make my steel boots! Unfortunately i probably won't be able to play minetest for a while due to school. Just clarifying that so you know im not just bored with your server (which id love to play on more!). :P
Hey, what can i say? I'm the bad guy.

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lister
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Re: [server] hightime hardcore survivor

by lister » Post

awesome sauce, btw, on-death chat msg to all is in, thx Stix :)

latest news: somewhat nerfed tnt is in, as well as lucky_block, and a decision has been made to (eventually, don't hold your breath) make most chests in game destructible. we tested hacking can_dig with default chest, and it worked like a charm, but we will not rush this: we need to make sure it works correctly across the 10000 chest mods we installed, and doesn't upset our barons.

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Re: [server] hightime hardcore survivor

by Gekkeupie » Post

Hm looks good...
Ill join the 31th or 30th of december :D

Untill then, Good luck with your server -majochup

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lister
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Re: [server] hightime hardcore survivor

by lister » Post

* breakable chests & bookcases are already in
* auth was reset to fix privs (unless you had a title)
* world will be reset just before jan 1, as close as we can make it

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Re: [server] hightime hardcore survivor

by lister » Post

* using the hack suggested by AspireMint, we got everything to be diggable. storing things in locked containers makes them untakeable (other than by a thief), but not indestructible :)
* mobs are buffed up: damage went up by a point or so, and ranges extended, bringing (among other things) spiders into snow and dms all the way to above-sea-level caves and low-lying stony outcrops at night.

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Re: [server] hightime hardcore survivor

by lister » Post

* modified source for survivor mods is getting published @ gitlab within survivor-mods namespace. it may take quite some time, but eventually all of the forked mods will be pushed there.

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Re: [server] hightime hardcore survivor

by lister » Post

wethinks we are ready to go, so let's hope for the final take-off to happen as soon as possible between 29th and 1st

the world will be reset, dead.txt wiped out, and auth wiped out, except for titles granted so far

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lister
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Re: [server] hightime hardcore survivor

by lister » Post

it's on

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Re: [server] hightime hardcore survivor

by lister » Post

balance updates:

* transfer distance ramped up to 6 (4 is just 2 short)
* tnt @ full strength (oh boi)
* fixed titanium air-insertion bug (cut oogle glass titanium)

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Re: [server] hightime hardcore survivor

by lister » Post

* major spike trap nerfed from 100 to 6 damage (no armor mitigation!)
* 1 second cooldown for bones (loot away :D)


enter new baron: penguins

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Re: [server] hightime hardcore survivor

by lister » Post

server updated to latest stable - make sure your client us up to par :D

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Re: [server] hightime hardcore survivor

by lister » Post

by the way, mad props to devs for the radar nerf. we really dig them hidden tunnels har har har

:D

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Re: [server] hightime hardcore survivor

by lister » Post

lucky block mod removed as it can be gamed to ruin area protection. thanks, bixik, you <3able rascal :)

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it's been a year

by lister » Post

it's been a great year for hardcore gaming, and we are extremely satisfied with how this world has developed, thanks largely to our most active players.

stand by as we are upgrading the server to 5.1, and mods to latest stable. some downtime between now and the new year's eve is unavoidable.

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Re: [server] hightime hardcore survivor

by lister » Post

upgrade to 5.1.0 is complete, and mods are all bumped up as well

notable additions are horses, mulch, protector block, wine, and custom recipes.

a special shout-out to sitting duck for investing the time into balance tune-up,

and TenPlus1 (or 11 as we like to call it) for killer mods :D

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Re: [server] hightime hardcore survivor

by lister » Post

we just launched a media portal, which includes a page for this server; it is very much at a mock-up stage at the moment, but we hope to dump some awesome content there in the coming months :D

http://tehightime.net/minetest.html

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Re: [server] hightime hardcore survivor

by Lusik » Post

Hi, can you add ranged weapons (viewtopic.php?t=15173) to the server, as well as some kind of transport?
(translated using google, there may be logical errors)

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Re: [server] hightime hardcore survivor

by lister » Post

Lusik wrote:
Thu Jul 02, 2020 10:31
Hi, can you add ranged weapons (viewtopic.php?t=15173) to the server, as well as some kind of transport?
(translated using google, there may be logical errors)
that's a lot of ranged weapons... and we already have x-bows; still, looks like worth checking out.

vehicles are hard. we have carts, they move pretty fast and can be controlled at crossings. we also have horsies. we tested one vehicles mod and it was a steaming pile of server-crashing bugs. is there a nice and stable one around?

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