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[1.1] Team Liquid Minecraft Server - Page 169

Forum Index > General Games
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If you intentionally disrupt this server your actions will be reported to TL staff and action may be taken against your forum account.
Melancholia
Profile Joined March 2010
United States717 Posts
November 18 2011 06:45 GMT
#3361
When you mention transit hubs I'm assuming that you're talking about gravel roads and the like, correct? Assuming that's the case, who wants to help me with a world-spanning transit system? I only managed about 30,000 blocks of rail on my last server, and that just ain't enough.
Melancholia
Profile Joined March 2010
United States717 Posts
Last Edited: 2011-11-18 08:16:06
November 18 2011 08:04 GMT
#3362
To be honest, the map seems like too much of a boon. It would be neat (though probably impossible) to not have it show a player's location unless they were within a certain distance, or unless you had already run into that player before.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
November 18 2011 11:34 GMT
#3363
Sup dudes. I have been waiting for this server to go live again ever since it was shut down and this time there will be no hesitation.
I WILL remake the echoing caves
I WILL finish them this time
I WILL start gathering helpers starting from... well now

Sign up if you want to be part of this awesome project from day one.
It will include:
Planning the site for the caves.
Digging the starting site.
Digging.
Digging.
Digging.
more digging.
Creating the floor
Building whatever awesome we want on the bottom.

See you online

[image loading]
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Jaso
Profile Blog Joined April 2010
United States2147 Posts
Last Edited: 2011-11-18 12:45:09
November 18 2011 12:38 GMT
#3364
It's back? NOWAIII

edit: above project was so epic...
also, how does the name system work? By IP?
derp
Archas
Profile Blog Joined July 2010
United States6531 Posts
Last Edited: 2011-11-18 14:15:33
November 18 2011 14:13 GMT
#3365
On November 18 2011 15:45 Melancholia wrote:
When you mention transit hubs I'm assuming that you're talking about gravel roads and the like, correct? Assuming that's the case, who wants to help me with a world-spanning transit system? I only managed about 30,000 blocks of rail on my last server, and that just ain't enough.

No need, bro: the transit hubs involve automatic train stations. Serejai and I have been laying track all night (mostly Serejai), and this was only for a single town-to-city rail system. Our goal is to have all towns interconnect with one of the two cities.

There's also a special kind of transit that might see use in the colder biomes... but no guarantees yet.
The room is ripe with the stench of bitches!
Xaeryn
Profile Joined September 2010
186 Posts
November 18 2011 14:14 GMT
#3366
On November 18 2011 20:34 Zaphod Beeblebrox wrote:
Sup dudes. I have been waiting for this server to go live again ever since it was shut down and this time there will be no hesitation.
I WILL remake the echoing caves
I WILL finish them this time
I WILL start gathering helpers starting from... well now

Sign up if you want to be part of this awesome project from day one.
It will include:
Planning the site for the caves.
Digging the starting site.
Digging.
Digging.
Digging.
more digging.
Creating the floor
Building whatever awesome we want on the bottom.

See you online


I will gladly help you dig out the caverns if we can remake the fortress we built on the pvp server while it was still up
Serejai
Profile Blog Joined September 2010
6007 Posts
November 18 2011 15:11 GMT
#3367
On November 18 2011 15:45 Melancholia wrote:
When you mention transit hubs I'm assuming that you're talking about gravel roads and the like, correct? Assuming that's the case, who wants to help me with a world-spanning transit system? I only managed about 30,000 blocks of rail on my last server, and that just ain't enough.


No gravel roads. The only pre-built transit systems are train lines. Each town is connected to one of the two cities, and each city is connected to each other. So, you could go from the SE wilderness to the nearest town, take a five minute ride from there to a city, then hop onto another line and take a five minute ride to the other city, then a third five minute ride to another town, and now you're in the NW part of the map. Even still, you'll have to walk a good 5-15 minutes to get to most areas of the map.

It's mostly there for some added convenience in the first week of the server where people want to spread out a bit. The way monsters work is that they get progressively more difficult in certain areas, so most of the early building will be closer to towns (as that's where the "easier" mobs will spawn). There will probably be a few temporary mining towns that players end up building together (just some huts and lights) to build up items the first few days, then set out into more challenging territory to make their real structures. Of course, that's optional and you're more than welcome to make your structures in the easier areas closer to town.

You guys are free to make your own roads and rail systems, towns, cities, etc. We will be constantly evolving the neutral areas as well so the world feels more dynamic (for example, a new chunk of land may pop up with a new small town). It's honestly a tad hard to explain a lot of this without explaining how the server will function, which I don't want to do just yet. Needless to say there's a reason for everything and if you have any confusion it should go away shortly.

On November 18 2011 17:04 Melancholia wrote:
To be honest, the map seems like too much of a boon. It would be neat (though probably impossible) to not have it show a player's location unless they were within a certain distance, or unless you had already run into that player before.


Anything is possible. Whether or not we have the time to do it is another matter entirely. I'm not entirely sure how I want the map to function yet. I will most likely throw it up sometime this weekend and let people watch it for a bit as we finish up some work. Then people can chime in with their opinions on the current implementation and we'll go from there.

I will say that the server is not focused around PvP (pretty sure I mentioned this earlier) and so the main world will not be PvP-enabled (though considering a way for you to slaughter people if you feel like it... more on this later). However, there will be a dedicated PvP area with some reasons for people (even those who don't want to PvP) to go there. Some mini-games, some world events, and some timed events as of now. The map for this area will NOT show players.

On November 18 2011 21:38 Jaso wrote:
It's back? NOWAIII

edit: above project was so epic...
also, how does the name system work? By IP?


Basically, anyone is free to log on to the server. However, in order to have build rights you need to authenticate yourself. This sends you a confirmation code on TL which in turns ties your Minecraft ID to your TL ID. The entire process is automated and shouldn't take more than a minute or two.

It's simply an automated combination of a whilelist + accountability; two things I had to manually handle on the old server, which honestly was a complete pain in the ass.
I HAVE 5 TOAST POINTS
Archas
Profile Blog Joined July 2010
United States6531 Posts
Last Edited: 2011-11-18 15:38:32
November 18 2011 15:37 GMT
#3368
Don't forget, everyone! On Saturday at 2:00 PM EST, there will be a Q-and-A session on our IRC channel. We'll be responding to questions, suggestions, concerns, and other various conversational doohickeys from you guys; we might even open a part of the server up for preview. Stay tuned.
The room is ripe with the stench of bitches!
CJ_Soviet
Profile Joined January 2011
United States37 Posts
November 18 2011 17:57 GMT
#3369
Everything is sounding awesome. Can't wait to play on the new server!
Melancholia
Profile Joined March 2010
United States717 Posts
November 18 2011 19:27 GMT
#3370
I shall need to miss the Q&A sadly. I'm glad to hear about the monsters varying in difficulty, that's a nice touch. The rail lines are fair enough as well I suppose. It'd be quite cool to implement a toll system for use though. That'd make the first trip rather reminiscent of Morrowind, where you could pay the small fee to take the Silt Strider like everyone is telling you, or you can just run off through the wilderness and probably get slaughtered after running into a thousand and a half really cool things.
DrMedic
Profile Joined March 2010
United States37 Posts
November 18 2011 19:27 GMT
#3371
OH man is this the long awaited resurrection of the tl server?
lolwut
Archas
Profile Blog Joined July 2010
United States6531 Posts
November 18 2011 19:57 GMT
#3372
On November 19 2011 04:27 Melancholia wrote:
I shall need to miss the Q&A sadly. I'm glad to hear about the monsters varying in difficulty, that's a nice touch. The rail lines are fair enough as well I suppose. It'd be quite cool to implement a toll system for use though. That'd make the first trip rather reminiscent of Morrowind, where you could pay the small fee to take the Silt Strider like everyone is telling you, or you can just run off through the wilderness and probably get slaughtered after running into a thousand and a half really cool things.

Oh my god, when I first played Morrowind, I had no idea the Silt Strider in Seyda Neen existed, so I walked around for about a day of play time before I figured out where I was supposed to go. Good times.

But yeah, I have a feeling there will most likely be a toll of some sort to gain access to the trains or other forms of transport. For all of the huge benefits of train travel (safety from mobs, increased speed, no need to press keys, no depletion of hunger, etc.), there should be some means of balancing those boons out with a cost to travel.

On November 19 2011 04:27 DrMedic wrote:
OH man is this the long awaited resurrection of the tl server?

[image loading]
The room is ripe with the stench of bitches!
URfavHO
Profile Blog Joined April 2010
United States514 Posts
November 18 2011 21:19 GMT
#3373
I am excited... Can't wait to build rails everywhere. Zaphod, we should build near each other again.
Melancholia
Profile Joined March 2010
United States717 Posts
November 18 2011 22:22 GMT
#3374
Oh wow, I only just noticed that the trains are probably not simply minecarts. Definitely looking forward to seeing how they function.
Kooha
Profile Joined February 2011
United States25 Posts
November 18 2011 22:37 GMT
#3375
On November 19 2011 06:19 tryclops wrote:
I am excited... Can't wait to build rails everywhere. Zaphod, we should build near each other again.


I agree, that way we can rebuild our awesome Maleg road system.
Kooha
Franium
Profile Joined November 2011
7 Posts
November 18 2011 23:50 GMT
#3376
Whats to prevent your million miles of track from getting owned by Endermen?
Archas
Profile Blog Joined July 2010
United States6531 Posts
Last Edited: 2011-11-19 00:00:30
November 18 2011 23:56 GMT
#3377
On November 19 2011 08:50 Franium wrote:
Whats to prevent your million miles of track from getting owned by Endermen?

Endermen can't pick up tracks anymore. They haven't been able to since 1.8 beta, so it's a non-issue. They can't pick up fences either, so they're not any more of a problem than zombies would be. I think the only issue would be looking them in the eyes as you ride by, then they teleport onto you and screw up the trains. We'll need to address that possibility, but Endermen will not be able to sabotage the tracks via their block manipulation abilities.

EDIT: I've just been informed that Endermen will not teleport to a player riding in a minecart, so that second issue I presented is a moot point. Travel via trains will be 100% safe from Endermen.
The room is ripe with the stench of bitches!
corey72723
Profile Joined October 2010
United States10 Posts
November 19 2011 00:16 GMT
#3378
On November 18 2011 20:34 Zaphod Beeblebrox wrote:
Sup dudes. I have been waiting for this server to go live again ever since it was shut down and this time there will be no hesitation.
I WILL remake the echoing caves
I WILL finish them this time
I WILL start gathering helpers starting from... well now

Sign up if you want to be part of this awesome project from day one.
It will include:
Planning the site for the caves.
Digging the starting site.
Digging.
Digging.
Digging.
more digging.
Creating the floor
Building whatever awesome we want on the bottom.

See you online

[image loading]


Wow. I remember going into that area alot..
I'm still amazed..



I remember helping you dig it out some too.
Chuiu
Profile Blog Joined June 2003
3470 Posts
November 19 2011 03:32 GMT
#3379
On November 19 2011 08:56 Aeres wrote:
Show nested quote +
On November 19 2011 08:50 Franium wrote:
Whats to prevent your million miles of track from getting owned by Endermen?

Endermen can't pick up tracks anymore. They haven't been able to since 1.8 beta, so it's a non-issue. They can't pick up fences either, so they're not any more of a problem than zombies would be. I think the only issue would be looking them in the eyes as you ride by, then they teleport onto you and screw up the trains. We'll need to address that possibility, but Endermen will not be able to sabotage the tracks via their block manipulation abilities.

EDIT: I've just been informed that Endermen will not teleport to a player riding in a minecart, so that second issue I presented is a moot point. Travel via trains will be 100% safe from Endermen.

In 1.0.0 they can only pick up basic blocks too. IE: Grass, dirt, sand, stone, nothing man made.
♞
Serejai
Profile Blog Joined September 2010
6007 Posts
November 19 2011 04:02 GMT
#3380
Just a quick clarification, Endermen cannot interact with blocks of any kind on this server... mostly because it's a really stupid gameplay mechanic. They can still teleport, though.
I HAVE 5 TOAST POINTS
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