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Messages - tiggy26668

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46
General Discussion / Re: I just love the spam vote messages.
« on: January 21, 2014, 05:07:12 pm »
Really, you don't even have to vote. Just type in your username and click on the "Vote" boxes. Then, you do much less work, get four diamonds, and not get the spam messages for a day. I just wish voting gave some amount of in-game money.

And this is why we can't have nice things.

agreed, my favorite part was where they want more stuff for not actually voting because the current reward isn't worthwhile enough to cheat the system.......

47
General Discussion / Re: $20 donation givaway
« on: January 20, 2014, 01:06:46 pm »
just a thought on preventing the "never play agains" before handing out rewards in feb, you could just /seen each name to see if they haven't logged on again since the screenshot.

48
Support / Re: City Protection Options
« on: January 19, 2014, 06:28:28 pm »
it's not really a thing... but i mean it's not that hard to ask an admin to change a flag real quick.

however keep in mind clearly they're not gonna turn on pvp or tnt in your region....

they'd prolly be on the fence about the mob spawning since it's survival but things like snow melt/fall and vine growth would prolly be acceptable things to ask for since it's really just vanity purposes

on a side note the admins don't really study the flag lists for world guard so unless it's one they've personally used before it helps to figure out what it is ahead of time  ;)
1. We turn off mob spawning and stuff in protected regions all the time. 2. I know pretty much every worldguard flag.

well aren't u mr mc smartty pants lol

nyssa did the flags for my region and she was clueless that's y i said it... u've been at this a while nick so im not surprised u'd know um all, just like tobs uses world edit for building stuff like the member spawn so i'm sure he's familiar with um to

49
Support / Re: City Protection Options
« on: January 19, 2014, 12:26:08 pm »
it's not really a thing... but i mean it's not that hard to ask an admin to change a flag real quick.

however keep in mind clearly they're not gonna turn on pvp or tnt in your region....

they'd prolly be on the fence about the mob spawning since it's survival but things like snow melt/fall and vine growth would prolly be acceptable things to ask for since it's really just vanity purposes

on a side note the admins don't really study the flag lists for world guard so unless it's one they've personally used before it helps to figure out what it is ahead of time  ;)

50
1 problem is the next update with the manual killing of irongolems as people would cram golems into tiny place however i would really hope this plugin is changed/removed

well that already happens anyway.... if you refer back to the dev post here:
http://www.opticraft.net/index.php/topic,12512.msg115877.html#msg115877

there's no culling while you're there it only happens when the chunk loads/unloads so that issue is irrelevant

as it stands right now you can stack golems infinitely but the second the chunk loads/unloads they despawn

the real concern of this post is for the animal herds that like to bunch up and get culled every time you go near them till u end up with nothing or a fraction of your herd left, and of course the issue of not being able to breed more than 6 because the second you hold out the necessary breeding item the entire pen runs to you and the plugin prevents them from spawning babies cuz there's too many in a 4x4 area.

51
I strongly support this.  I go through a ton of wool in my city, being able to fit more sheep in my pens would be a huge help.

This is actually what it was designed to stop. Oddly enough I had about 40 sheep in a generally free area about 50x50 back then and now they are all gone.

It's because regardless of the pen size the AI tends to huddle them together, then on chunk load they get culled, re huddle, culled, re huddle, etc

This is why in an ideal situation I'd like to see the number increased such that the AI doesn't let them huddle close enough to get culled, but if for example 50+ mobs were unnaturally forced together in a small area ie: chicken farm, they would get culled.

I believe there's a certain number where the game physics that push entities apart would be enough to keep them from stacking given enough space in the pen to separate them.

If you consider holding up wheat in a cow pen, they form a tight circle around you, but the natural physics wont let entities overlap regardless of how many there are because the cows move speed isn't enough to counteract the push back force of the entity group. So the ideal number is really the amount of animals that naturally settle into a 4x4 area during this process. unfortunately this number is more than 6, which is why they get culled off over time, however I highly doubt it would exceed 20, unless of course the space they're in is to small such that they're forced to overlap.


52
Discussion forum / Re: Minecraft [1.8 Snapshots]
« on: January 17, 2014, 03:06:50 am »
I won't be updating to 1.8, new enchanting sucks and iron golems/zombie pigmen Have to be killed by hand to drop loot.

pigmen wont b too bad i kill them by hand with looting 3 anyway...

but those iron golems...... 15 hits later..... yay 1 iron ingot! =D

f u mojang gimme back my automation

53
Play single player

Well if I were to do that i'd just use creative and wouldn't need to farm materials, unfortunately then I couldn't share my creations with this wonderful community. So until I can talk nick/tobs into giving me a creative world to play around in I'm stuck doing things the old fashioned way.

54
So, a while back mob culling was introduced as a way to remove/reduce server lag.

It was done because at the time people such as myself were stacking hundreds of villagers on a single block to make ridiculously fast spawning iron golem farms and having 100-1000 entities stacked on a block caused some extreme memory leakage.

However since then the spawning mechanics for golems have changed, so doing this has absolutely no effect on the spawn rates and really isn't a viable thing to do, so it seems the extreme culling has out lived it's usefulness.

On the other hand though there's things like cows and sheep which are viable to breed in a fairly wide area, to acquire large amounts of leather and wool, where they wouldn't be getting stacked on a single block causing lag, but still end up getting culled by the plugin when they walk to close together like their AI all to often likes to make them do.

Now there's certainly still some potential issues from things like egg farms where people may stack far too many chickens or idiots breeding 500 cows in a 4x4 space so removing the culling entirely probably isn't a good idea.

But I think at this point it's worth considering an increase in the amount of mobs allowed in a fairly small space to promote people gathering their own resources without having to worry about their animal setups disintegrating because the AI decided to huddle up.

here's a link to the post by cschurz describing the functionality:
http://www.opticraft.net/index.php/topic,12512.msg115877.html#msg115877

at the time 6 mobs made sense because as nick so eloquently put it:
This plugin was made by opti with 2 things in mind, stop those ridiculous chicken farms, and to stop those ridiculous villager farms. Throttling mob spawners was just a bonus.

However given the outdated villager technique and the fact that egg farms are so compact they'd still get throttled anyway I think it's worth considering an increase from 6 mobs per 4x4 area. Personally I'd like to see it increased to 15-20 mobs which really isn't to much, and just to prevent them getting culled when I hold out wheat and they crunch together before separating, but even an increase to 10-15 mobs would make farming wool/leather a much more enjoyable experience.

Given the new circumstances it would be rather helpful to see this considered, even if only for a trial run. If memory usage spikes as a result by all means turn it back down. But at the moment I'm reluctant to start certain projects with the current difficulty of acquiring materials, so I'd appreciate your consideration on this matter, thanks.

55
General Discussion / Re: I just love the spam vote messages.
« on: January 15, 2014, 10:26:20 pm »
It doesn't spam, you just took a picture of chat when no one was talking so the only thing in chat was the vote messages, you then tried to play it off as if we were trying to spam people to vote. Nice try.

though this does blow it outa proportion cuz it's not nearly that bad.... it is rather annoying to see it constantly.... especially when i know im eligible to vote and choosing not to....

so yea.... would b cool if there was a way to turn off server notifications like we had back on classic... just saying.

56
Server News / Re: Congratulations Tobs
« on: January 15, 2014, 07:35:32 am »
woohoo someone new to bug for stuffs =D

congrats tobs you deserve it

57
Suggestions / Re: MoTD UpDate
« on: January 14, 2014, 08:50:37 am »
ok i see.
EX. ==OPTICRAFT== [1.7.2+] SMP
[NOW WITH PvP ARENA]


idk something like that with the 'NOW WITH PvP ARENA" on the sencond line, using the \n

Not a pvp arena, a ghost arena.

Remember the suggestions board from early to mid-late 2012? Makes me laugh when I see PVP areas empty.

well lets be honest salsa the pvp areas we have were really made to shut those people up.... not to implement a pvp system.... but that's another topic  :P

58
Introductions / Re: I think this is the subject line. "Introduction"
« on: January 13, 2014, 05:20:04 am »
Hello, people. I am the sarcastic Sir_Biden_XVII. I'm not new to Minecraft, but I am new to forums and posting and all that jazz. I assume this will be the body text of the "post." Why does "Minecraft" have the red squiggly line under it on a Minecraft Forum?

welcome.... to answer your question, "Minecraft" isn't a typical name like Samsung or Dell, it's a compound word containing "Mine" and "Craft" so the spell checker sees it and assumes you forgot to add a space between the words. The code used to create the actual forums comes from Here, and it's just a general forum code and not a Minecraft specific code which is why they didn't care enough to recognize it.

59
Suggestions / Re: MoTD UpDate
« on: January 13, 2014, 05:10:21 am »
I feel like this'd be something really easy for optical to change if he wanted to or felt the need.

but maybe you should give some alternative examples of a MotD  which you feel would be more appropriate for him to take into consideration.

it's one thing to just copy and paste a new MotD but i'm sure he has better things to do then spend time pondering over how to improve a line of text so maybe you could help him out there.

60
Server News / Re: The New Market Has Arrived!
« on: December 25, 2013, 01:07:24 am »
Will we be able to access the old markets by walking from the spawn still? Or have they been wiped of the maps
They are still there but there are no more signs to buy and sell items

out of curiosity what was the reasoning for removing the buy/sell capabilities? just too much to maintain?

and will the few random things that were only available at select markets be added to the new one? vines would be one of the things i can think of off the top of my head, was available at the original guest market, and they're kind of a pain to farm out.

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