I know, I boarded it. The detail is absolutely spiffing Ralph, its excellent. Just a pity it cant actually move.... Yet.....
finally started getting the underground chapel in Ulm looking decent, and moving the banners into the hall. If your an ally/vassal state you get your banner in the hall too!
Actually, I need to pretty up a lot of Ulm, especially its underground - and finish the wall and Western gate off too!
I hope we have new areas to reload or something. It would be nice.
Hmm we wait the Dakkanit sage like answers.
back in my day and a few hundred pages ago, darkinnit was saying about setting up a new area on the same map. I've packed my shulker boxes and am ready to make the journey.
I hope we have new areas to reload or something. It would be nice.
Hmm we wait the Dakkanit sage like answers.
back in my day and a few hundred pages ago, darkinnit was saying about setting up a new area on the same map. I've packed my shulker boxes and am ready to make the journey.
With the distance as well maybe he could make like protected command blocks so you press a button and it warps you either out to that area or back to spawn. Just if it needs to be like 100k blocks out or something. If not, then that's why the nether and horses exist.
master of ordinance wrote: On a side note, the Ulm-Stony Shore protectorate now offers a nice deal on Nether Horses with our shiny new Stables opening soon at the central hub!
Ye back
The portal still is a BBQ. It's had 3 rebuilds and moves but nothing stops the old horse cooker.
master of ordinance wrote: On a side note, the Ulm-Stony Shore protectorate now offers a nice deal on Nether Horses with our shiny new Stables opening soon at the central hub!
Ye back
The portal still is a BBQ. It's had 3 rebuilds and moves but nothing stops the old horse cooker.
Thankfully we already have good breeding stock inside the stables
Asherian Command wrote:So what is the do the do with the server currently?
I am thinking about getting back and redesigning some places :B
Might finally build something for the community again.
jhe90 wrote:Any idea that is the plan for 1.13?
I'd seen an MCEdit plugin that someone made recently to reset chunks based on biome and a guide for how to use that for the Aquatic Update to reset just oceans, beaches and rivers (with whitelisting of chunks to avoid resetting people's builds that are on oceans, beaches and rivers etc). That is now likely going to be my first choice solution as it's potentially (relatively) easier and cleaner than resetting the world and copying structures over. I could potentially also clear down some far off chunks that have only been created by people following villager maps.
This doesn't rule out a world reset or spawn move, but I would like to avoid these options. A world reset and copying structures over might make for a more interesting fresh start, but there's so many transport routes people have built in the overworld and the nether that seem a shame to lose just for an ocean update. Similarly moving spawn only really moves spawn, you could arguably just declare anywhere "spawn" and plonk your bed there. The map can be configured to draw any region of the world, not just centering on what the game decides "spawn" is. Back in Beta we had a world generation update where people set off and built a sort of port around a "world-generation-cliff" between the old world gen and new and that became a defacto "spawn .2".
I'd seen an MCEdit plugin that someone made recently to reset chunks based on biome and a guide for how to use that for the Aquatic Update to reset just oceans, beaches and rivers (with whitelisting of chunks to avoid resetting people's builds that are on oceans, beaches and rivers etc). That is now likely going to be my first choice solution as it's potentially (relatively) easier and cleaner than resetting the world and copying structures over. I could potentially also clear down some far off chunks that have only been created by people following villager maps.
I like this idea a lot to tell the truth. Coming purely from a selfish point of view Ulm has taken quite a long time to get to this point and I am still working on it, and a spawn shift would see me either becoming an isolated stronghold far beyond the known borders, or being forced to abandon Ulm and move to a new location, whilst a reset would see the infrastructure currently in place (rail line, road, sea and potentially Nether) lost until they could be rebuilt, and Jhe's Stony Shore could find itself changed from a major naval base and impressive stronghold into a landlocked (or beached!) series of fortified mounds.
A whitelisted reset does indeed sound to be the best.
Asherian Command wrote:So what is the do the do with the server currently?
I am thinking about getting back and redesigning some places :B
Might finally build something for the community again.
A bit here and there. Some new people have joined, structures have changed and new areas have been mapped out/discovered. And a rapidly expanding totalitarian imperialist benign and helpful nation has sprung up in the Northern messa. Given how big the new update is though people will be flocking back.
I'd seen an MCEdit plugin that someone made recently to reset chunks based on biome and a guide for how to use that for the Aquatic Update to reset just oceans, beaches and rivers (with whitelisting of chunks to avoid resetting people's builds that are on oceans, beaches and rivers etc). That is now likely going to be my first choice solution as it's potentially (relatively) easier and cleaner than resetting the world and copying structures over. I could potentially also clear down some far off chunks that have only been created by people following villager maps.
I like this idea a lot to tell the truth. Coming purely from a selfish point of view Ulm has taken quite a long time to get to this point and I am still working on it, and a spawn shift would see me either becoming an isolated stronghold far beyond the known borders, or being forced to abandon Ulm and move to a new location, whilst a reset would see the infrastructure currently in place (rail line, road, sea and potentially Nether) lost until they could be rebuilt, and Jhe's Stony Shore could find itself changed from a major naval base and impressive stronghold into a landlocked (or beached!) series of fortified mounds.
A whitelisted reset does indeed sound to be the best.
Asherian Command wrote:So what is the do the do with the server currently?
I am thinking about getting back and redesigning some places :B
Might finally build something for the community again.
A bit here and there. Some new people have joined, structures have changed and new areas have been mapped out/discovered. And a rapidly expanding totalitarian imperialist benign and helpful nation has sprung up in the Northern messa. Given how big the new update is though people will be flocking back.
If your worrried about new stuff.
Stallion Bay has some extensive mines below but, got about half a km oir so and that should bring you into new lands at the furthest.
Over in the modded Minecraft server thread I've added a Discord server with integration for (text) chatting with people online in the modded game. While this integration isn't as simple for vanilla, I still have some vanilla channels in there too for anyone who just wants to chat about the regular server.
You don't have to use the voice channel if you don't want to, text chat is still useful for quickly discussing something offline from the game.
I understand some people might not necessarily like this, so it's still a trial right now - if it doesn't go well, we can always turn it off.
https://discord.gg/eNrxUT
Just wanted to give a quick progress update here as I'm aware I didn't really give a lot of info in my last post
Firstly in case people are coming into this post with no knowledge of what's going on, I'm planning to keep the current world, but reset chunks of ocean, river, beach and swampland using an MCEdit plugin so that we get to keep the rest of the world and nether and all the infrastructure etc.
I've run the MCEdit plugin on a copy of the world (I hadn't said much since yesterday because it takes absolutely hours to run against the whole world). I've done this first pass without whitelisting anyone's builds from the chunk deletion.
I've done this without any whitelisting at all first because I don't know where everyone's builds and structures are, and even those I am aware of might have areas underground or tucked away that aren't obvious. The idea is to show what will be affected in a worst case scenario (i.e. I miss one of your builds in the whitelisting).
So I need a bit of crowdsourcing here.
I will need all your help to make sure I don't miss one of your builds in "the purge".
I have generated a 2d top-down map of the world after running "the purge", so you can see if/how your area will be affected. Later this weekend I hope to create a temporary 1.13 server running this copy so you can actually log in and check for affected areas directly, particularly if you've got underground sections or tunnels that pass below oceans, rivers, swamps etc.
NOTE: This map is HUGE because I didn't set any boundaries on it, so it shows the entire world. If you get lost, hit refresh in your browser to return to spawn.
What I need you to do is check to see if your build has any sections missing (if it's anywhere near ocean, river or swamp, it's likely) and PM me the coordinates of any and all affected areas. However, if some part of your place is hit and you don't mind or even prefer it to be reset, let me know that you want it reset so I don't "helpfully" restore it.
Number 1 priority will be to check your own builds and let me know your preferences.
Number 2 is to call out any other affected areas you spot even if they don't belong to you.
Quite a few people aren't online as much any more or might not have time to log in themselves and it would be a great help to me and them if we can catch as many builds as possible.
Please take a look at the map above, (also look at https://www.darkinnit.com/dakka112map/ and the current map for comparison) and report any of your builds that are affected (on or near ocean, beach, river or swampland). Those of you who had your builds copied over from the last world reset, note that I did place some builds in Ocean biomes to try to reclaim a little land (although I should catch most of these cases myself).
I'm human, so you don't have to be accurate to the exact x,y,z as I can probably figure it out if you point at a huge tower in the ocean and say "save that thing", but also, I'm human, so to avoid any mistakes, the more detail you can provide, the better (e.g. "the shed on the beach at -8988 7677 is not important, but the fishing hut on the river at -8945 7323 has immense emotional value to me").
If your builds are safely in the middle of a mesa and not near any rivers, then you luckily won't have to do anything, but if you still want to help out, please look out for other builds that are affected and let me know in case I haven't spotted it. I don't mind duplicate reports at all, so don't be shy.
Once I have everything whitelisted against the chunk deletion, I'll do the whole process again on a fresh copy of the current world and then hopefully we can get to play 1.13 with both our existing world AND the new oceans and flooded ravines and caves etc.
darkinnit wrote: Just wanted to give a quick progress update here as I'm aware I didn't really give a lot of info in my last post
Firstly in case people are coming into this post with no knowledge of what's going on, I'm planning to keep the current world, but reset chunks of ocean, river, beach and swampland using an MCEdit plugin so that we get to keep the rest of the world and nether and all the infrastructure etc.
I've run the MCEdit plugin on a copy of the world (I hadn't said much since yesterday because it takes absolutely hours to run against the whole world). I've done this first pass without whitelisting anyone's builds from the chunk deletion.
I've done this without any whitelisting at all first because I don't know where everyone's builds and structures are, and even those I am aware of might have areas underground or tucked away that aren't obvious. The idea is to show what will be affected in a worst case scenario (i.e. I miss one of your builds in the whitelisting).
So I need a bit of crowdsourcing here.
I will need all your help to make sure I don't miss one of your builds in "the purge".
I have generated a 2d top-down map of the world after running "the purge", so you can see if/how your area will be affected. Later this weekend I hope to create a temporary 1.13 server running this copy so you can actually log in and check for affected areas directly, particularly if you've got underground sections or tunnels that pass below oceans, rivers, swamps etc.
NOTE: This map is HUGE because I didn't set any boundaries on it, so it shows the entire world. If you get lost, hit refresh in your browser to return to spawn.
What I need you to do is check to see if your build has any sections missing (if it's anywhere near ocean, river or swamp, it's likely) and PM me the coordinates of any and all affected areas. However, if some part of your place is hit and you don't mind or even prefer it to be reset, let me know that you want it reset so I don't "helpfully" restore it.
Number 1 priority will be to check your own builds and let me know your preferences.
Number 2 is to call out any other affected areas you spot even if they don't belong to you.
Quite a few people aren't online as much any more or might not have time to log in themselves and it would be a great help to me and them if we can catch as many builds as possible.
Please take a look at the map above, (also look at the current map for comparison) and report any of your builds that are affected (on or near ocean, beach, river or swampland). Those of you who had your builds copied over from the last world reset, note that I did place some builds in Ocean biomes to try to reclaim a little land (although I should catch most of these cases myself).
I'm human, so you don't have to be accurate to the exact x,y,z as I can probably figure it out if you point at a huge tower in the ocean and say "save that thing", but also, I'm human, so to avoid any mistakes, the more detail you can provide, the better (e.g. "the shed on the beach at -8988 7677 is not important, but the fishing hut on the river at -8945 7323 has immense emotional value to me").
If your builds are safely in the middle of a mesa and not near any rivers, then you luckily won't have to do anything, but if you still want to help out, please look out for other builds that are affected and let me know in case I haven't spotted it. I don't mind duplicate reports at all, so don't be shy.
Once I have everything whitelisted against the chunk deletion, I'll do the whole process again on a fresh copy of the current world and then hopefully we can get to play 1.13 with both our existing world AND the new oceans and flooded ravines and caves etc.
Thanks in advance for any and all help.
...and because it's difficult to spot what's missing or the exact location when it's not there, here's a top down map without the huge black voids:
I'd like to have my drained swamp and supply platform carried over. It's coordinates go from:
X: 64 Y: 9767 to the North East
X: -192 Y: 10048 to the South West
Bloodrose and Helo21 have a portal in the ocean at:
X: 266 Y: 8627
But I don't know how extensive their underground stuff might be.
There's a platform next to an ocean monument. I guess it's for getting the achievement about having all effects on you at once. Though I don't know if the owner cares about it. I only mention it because it has a portal in South Tunnel.
X: -172 Y: 4791
Plus the big tunnel going from Anvidude's Grey Mesa to the north and sirlynchmob's tunnel that goes through all the biomes. Both would go under or through oceans.
That's all the non-surface or off-map ocean things I can think of.
If I remember right, my entire house was put into an ocean biome with the last server wipe. So I might have to go quickly grab those co-ords maybe.
Edit: So my house is missing out at -3502, -3352, a couple of the grinders made it though, but there's also a bunch of stuff around it. It should all be on the surface as the underground stuff shouldn't spread out as far. I kept it within the chunk boundaries from the transfer. I'd like to pretty much keep everything around it in the area, but there's a white boat nearby that I'm 100% fine with losing.
Going to have to grab the quick co-ords for my base, there's a fair bit of land that'll be affected around it, including part of the lighthouse and my animal pens out the front areas.
Not so worried about the lighthouse, as apparently it's just glass that's affected...I also don't mind having to redo my tunnel as thats fine as well.
Looks like most of my stuff made it, though given that it's underground I won't be able to easily tell until I log on.
The main underground complex is centered around 1662, 2453, a little island in a river delta, that looks like it's partially missing, so I am slightly worried-- I'll have to go put anything valuable in an enderchest.
I'm curious- is there anything in River biomes that will need reset? Won't the Drowned and new water mechanics work regardless?
If that's the case, I imagine only Ocean and Shore biomes would need to be actually reset, correct?
Also, yeah, the Mesa's got a couple rivers running through it- it and the tunnel would need to be blocked off. I'll pop on and see about getting bounds for stuff.
OK so I've drawn a big box over the pretty lake, stoney shore and the general whole area part way into Ulm and out to sea.
-1000 - 1000
-1000 - 554
-700 - 554
-700 - 1000
Theres a picture I can add if needed.
Automatically Appended Next Post: Stallion Bay to follow later.
Basically gonna be a big Big box round it.
Automatically Appended Next Post: we need to get cords for the whole of Sir Ralphy tower as it stands its doomed
...
Stallion bay
i don't have exact cords for a grid but i do have the general location for saving. oits located in the centre of a large body of water. save around this cords and Axis as this is where the base is
the center is under water
275 8629
Stable far edge below water
257 8675
Tree farm below water
302 8645
Bridge Axis from end to land
277 8589
277 8539
277 8479
Multi track mining tunnel axis
296 8633
501 8633
Separate island keep bloodrose
335 8607
i did plan to list all the parts for stony shore but thats about 20-30 cords,so a huge box is far easier solution.
So the Mesa takes up a square of area from 4019 to 3706 in the X axis, and from 181 to -131 in the Z axis.
The Tunnel, then, is centered on the Mesa's West side passage, and starts at 37Z, ending at -4614Z, and as it is 11 blocks wide, it's Western wall is at 3494 and Eastern at around 3507 (it's centered on the 3500X line). As long as you get the tunnel and the Mesa, everything else should be fine in my area.
Honestly most of the issues over here are with Rivers, which I'm still not sure if they need to be reset.
Chasmholm is one of the places I'm really worried about- I don't know the extent of it, but it's mostly on/under an Ocean biome.
Rivers get some new underwater reeds when reset. So it's not really that important to reset them. However, the animated reeds do bring a bit of life to the rivers.
On people's ocean builds I'm trying to carefully prune chunks around the builds to get the new ocean features as close as possible (underground complexes permitting).
However, for builds on land but near rivers, I'm happy to just protected a great big square around the build as the changes to rivers are not drastic enough to fiddle so carefully with them.
Automatically Appended Next Post: For large underground builds where you're not sure of the full extent of your tunnels, as long as you point me to where the general area of it is, I can use MCEdit to see underground and it's usually relatively easy to determine the boundaries.
darkinnit wrote: Rivers get some new underwater reeds when reset. So it's not really that important to reset them. However, the animated reeds do bring a bit of life to the rivers.
On people's ocean builds I'm trying to carefully prune chunks around the builds to get the new ocean features as close as possible (underground complexes permitting).
However, for builds on land but near rivers, I'm happy to just protected a great big square around the build as the changes to rivers are not drastic enough to fiddle so carefully with them.
Automatically Appended Next Post: For large underground builds where you're not sure of the full extent of your tunnels, as long as you point me to where the general area of it is, I can use MCEdit to see underground and it's usually relatively easy to determine the boundaries.
Well. Do as ye will.
I just made a large box to save you effort when doing all the reset and having to constantly go round chunks, underground levels and things line the Ulm subway line.
I just made a large box to save you effort when doing all the reset and having to constantly go round chunks, underground levels and things line the Ulm subway line.
In your case, the box you've provided is pretty close to the size of your underground warren of tunnels, so it's fine. I've also noticed the tunnel running off west and protected that too.
I just made a large box to save you effort when doing all the reset and having to constantly go round chunks, underground levels and things line the Ulm subway line.
In your case, the box you've provided is pretty close to the size of your underground warren of tunnels, so it's fine. I've also noticed the tunnel running off west and protected that too.
Why you a wizard
I was willing to lose the old West tunnel out to the momunemrnt but seeing as it saved, even better
Unless that's the mesa tunnel. I forget some times lol.
If you need any help with stallion Bay cords, let me know
Is there... Is there any way, while you're messing about with MCEdit, that you could change some of the River biomes inside the Mesa into Frozen Rivers? It's just really annoying that there's these little patches that rain instead of snow.
My aged laptop is struggling to load the 113 map unfortunately. :(
Chasmholm's tunnels starts at the desert island chasm around 2800, -2900, and head north to the main island centred around 2800, -3500. They join up with the 11-wide rail tunnel heading for Anvil's Mesa. I have a bunch more stuff around Sacred Mountain, kinda 3600, -4700 ish. There is Wolf Island around 6880, -4000. Flower Isle around 9300, -3900. I think the walled village around 4900, -4600 is also mine, and the ones at 5400, -4300, and 5700, -4300. That might just about be it.
I cannot get the Discord link working... it goes to an "Invitation not valid" link.
Has anyone seen Binidj in-game lately? I will message him if not.
Anvildude wrote: Is there... Is there any way, while you're messing about with MCEdit, that you could change some of the River biomes inside the Mesa into Frozen Rivers? It's just really annoying that there's these little patches that rain instead of snow.
Poor Anvildude. Been asking for years and has never gotten a response.
Anvildude wrote:Is there... Is there any way, while you're messing about with MCEdit, that you could change some of the River biomes inside the Mesa into Frozen Rivers? It's just really annoying that there's these little patches that rain instead of snow.
No promises...
Ian Sturrock wrote:I cannot get the Discord link working... it goes to an "Invitation not valid" link.
I've decided that resetting rivers is too fiddly and risky. It hits almost every build and there's no way I'd realistically spot them all. Even when reset, they only get some underwater reeds at best and at worst can make a mess of chunk boundaries. So I won't be resetting the rivers.
I've also launched a Minecraft 1.13 PREVIEW server where you can login and check on your builds to see if I've protected them correctly. Open up Minecraft 1.13 and in Multiplayer, enter:
preview.darkinnit.com
Please login and check your builds (and others if you want to help) and let me know if you find any missing sections.
NOTE: This is a temporary copy of the world only intended to check the way I've protected your builds from chunk resets. Any changes you make here will not progress into the new 1.13 world when we do go ahead.
While I was waiting for this world to be processed I've still been protecting loads more places. However, please do feel free to report any places you spot in case I've missed one. Don't assume I've already though of it.
I'm hoping that we can call it ready by the weekend...
I have noticed that 1.13 does seem to have some performance problems as have been reported in various places (forums/reddit/twitter etc). I have already run the "forceUpgrade" function to upgrade all the world's chunks to 1.13 format, but even still, you may experience substantial lag especially as new ocean chunks are being generated.
I've already got quite a few of these, but there's many on here that I'd overlooked, so thank you! This is very useful.
Yes, any black chunks in the 113 map mean that that chunk will be reset. I'm resetting swamps too, so that might impact builds that are not near oceans.
So a thing I've discovered with Mel in this is my fountain set up with how it leads to a river I made and then a bay actually makes a good race course for fish. The fountain itself is a bit of an obstacle course though and seems to take them a while to figure it out as they keep swimming back up stream, so if I were to make it a server event or something for prizes, I'd probably just make it from the start of the river where the fountain feeds into it and the first one out into the bay wins.
massive beautiful changes....I promptly got lost in the new cave system that got added. And the underwater spelunking is AMAZING, but scary at the same time.
Those swamp platforms are intruiging. Slime or witch farm perhaps?
If any places are missed then yes, I can restore them from backup later. However, I'd prefer to get as many places covered up front so I don't have to keep messing around in MCEdit later.
Have you covered the entrench to the large hall near my main base?
I know it been abdoned a very long time by looks of it and is unfinished extensively inside. But hey. Someone put alot of work in to whatever the giant Hall, with helcopter and seeming gun turrets..
I always thought it was resident evil somthing lol
jhe90 wrote: Have you covered the entrench to the large hall near my main base?
I know it been abdoned a very long time by looks of it and is unfinished extensively inside. But hey. Someone put alot of work in to whatever the giant Hall, with helcopter and seeming gun turrets..
I always thought it was resident evil somthing lol
Asherian Command wrote: Everything looks great so far. I can't wait to go exploring but man... Am I having huge lag spikes in my area.
It's not your area, it's the whole server. The 1.13 update is a real laggy mess. I'm a bit concerned that it will be unplayable. I'm going to take a look at spawn and some of the crazy contraptions that have been built there as I think having them constantly loaded may be contributing to the problems.
Many thanks again to Lotet for making those lists. At least seven people owe you their thanks as I'd missed their places.
That has been worry I've heard. Thoguh It would stink that mojang releases this update and doesn't at least address the issues we are currently experiencing cause it seems to be even in normal minecraft having lagging issues. I don't know if it is because of the new water physics or some interaction on the server is causing an increase in lag and uptick.
Would be interesting to hunt down and see what part of the java code is causing this.
I've found the main cause of the lag. The Washington Monument at spawn had over 1000 boats at the top to make the Elytra launcher work. It seems 1.13 does not like that many boats occupying one location in the new water physics.
I removed the boats from the monument and the server now runs at 20TPS.
If there are more Elytra launchers like this elsewhere on the server, let me know and I'll clean them up using server commands (rather than you having to break 1000 boats by hand).
Oh.. My phone playing up and no registering a cord dnage.
Sorry Dakkanit. There is a land road, North it is from spawn on axis ending at a small dock for boats. Part of that old Dock is cut off by chunks and needs just one or two chunks trimming off.
So slight change of plan on the update. I've spotted that there's a 1.13.1 update imminent:
https://minecraft.net/en-us/article/minecraft-snapshot-18w30a As this fixed a number of bugs involving updating worlds, I'd like to wait for this bugfix before I update the world from 1.12.2 to 1.13.1
While we wait, what I will do is update the preview server and 113 map with all the new protected regions so everyone has a little more time to make sure their builds are properly protected before we update.
There's just something about how a long-running Minecraft server evolves that gets interesting. 'Ancient' builds, long abandoned, only to be discovered by new folk. Tunnel and road and rail networks built up and reinforced over years of use. The slow terraforming of entire landscapes based on what people want or are using.
I've also updated the preview server, so you can login to preview.darkinnit.com in Minecraft 1.13 to see if your place is intact (and see what new ocean features are nearby).
I'm still going to wait for Minecraft 1.13.1 before updating the server. So if you spot anything that's not been properly protected, please let me know.
It's just a small patch of land with nothing on it but it seems to have suffered a lot from the update as the new tiles and old tiles seem to be very different and don't line up. There's even half a boat, sliced down the middle where old and new meet.
Hopefully this isn't going to be too common after the update. It doesn't seem to be a problem in most places. Do you think maybe the whole island should be reset?
darkinnit wrote: I've found the main cause of the lag. The Washington Monument at spawn had over 1000 boats at the top to make the Elytra launcher work. It seems 1.13 does not like that many boats occupying one location in the new water physics.
I removed the boats from the monument and the server now runs at 20TPS.
If there are more Elytra launchers like this elsewhere on the server, let me know and I'll clean them up using server commands (rather than you having to break 1000 boats by hand).
I took out the boats if anyone sees any around spawn that I missed just break them. I took out the one at my base a while ago as rockets make them obsolete
but overall the lag does seem worse, I'm even lagging at my place but the view is great and you saved all my places so thanks for that. I'm sure all the fish swimming around doesn't help anything.
It's just a small patch of land with nothing on it but it seems to have suffered a lot from the update as the new tiles and old tiles seem to be very different and don't line up. There's even half a boat, sliced down the middle where old and new meet.
Hopefully this isn't going to be too common after the update. It doesn't seem to be a problem in most places. Do you think maybe the whole island should be reset?
I can reset the whole island, yeah.
sirlynchmob wrote:I took out the boats if anyone sees any around spawn that I missed just break them. I took out the one at my base a while ago as rockets make them obsolete
but overall the lag does seem worse, I'm even lagging at my place but the view is great and you saved all my places so thanks for that. I'm sure all the fish swimming around doesn't help anything.
I can do some debugging at your place to see if there's any one thing in particular causing excessive lag similar to the boats at spawn.
EDIT: Took a look and found that your place doesn't cause much server side lag (villagers take a little hit to the CPU, but nothing crazy). The majority of the lag I experienced at your place was client side lag (i.e. lag that occurs on your computer, not the server). This seems to occur in occasional spikes and these seem to coincide with the water toggling on and off in your mob spawner. I didn't want to mess with it too much myself, but perhaps try turning off the circuit you have running that and see if the lag improves.
Shadow Captain Edithae wrote:You've missed out...
273, -4081 My large island, just off the coast of the massive jungle in the north (on the other side of the ocean from the Mesa near Spawn).
540, -3700 My immediate neighbour and his underwater ocean compound.
300, -3840 Ocean Monument 1
550, -3830 Ocean Monument 2
210, -3490 Ocean Monument 3
I hadn't missed your large island, it was a glitch in the map. I've updated the map and it now appears on the map. I'll look into the underwater ocean compound, I don't see it on either map so I'll have to take a look to find its exact layout.
Ocean Monument 1 seems to have some modification, but 2 and 3 look untouched (at least from the map view). Is there any reason to protect them? (They should be regenerated exactly as is, but with new sea features etc).
While it's not on the copy map because it was built after, there's a bridge over a river around X: -940, Z: -40 and some stuff underground down to around X: -1050, Z:-40
Though building that floating island was such a chore in Survival that I just gave up on it. It'd be nice if there would be a way to chunk edit all the ground away from beneath it and turn it into water (besides the fort itself too), but you probably can't do that and save the island at the same time. :/
Wyrmalla wrote: Oh hey my fort thing's somehow been saved? Woo!
Though building that floating island was such a chore in Survival that I just gave up on it. It'd be nice if there would be a way to chunk edit all the ground away from beneath it and turn it into water (besides the fort itself too), but you probably can't do that and save the island at the same time. :/
Pretty much every major Fort, base and coastal site been saved I think. The ones that are hidden underground etc may not be so lucky unless owners tag them.
Oh, so that spot where my nether portal used to be has been replaced by a brick wall. Thanks Darkinnit!
(Though seriously, I really should just make a new place whenever I get around to playing again. Vanilla's lack of FeedtheBeast's cutting down blocks to make smaller sized ones is such a loss though)
darkinnit wrote: I hadn't missed your large island, it was a glitch in the map. I've updated the map and it now appears on the map. I'll look into the underwater ocean compound, I don't see it on either map so I'll have to take a look to find its exact layout.
Cheers.
Ocean Monument 1 seems to have some modification, but 2 and 3 look untouched (at least from the map view). Is there any reason to protect them? (They should be regenerated exactly as is, but with new sea features etc)
OM1 was raided by myself (if it has the cobblestone dock above it). The other two are untouched to the best of my knowledge, but I or other players in the vicinity may wish to raid them one day. If regenerating those areas will keep the Monuments intact then thats fine by me.
I've stopped the 1.12.2 server (and the 1.13 preview server), taken a backup and have begun the process of removing the 1.12 ocean chunks and then will run the upgrade to 1.13.1
This process does take many hours and so it probably won't be complete until about this time tomorrow.
While you wait you could hop onto our Minecrafty discord chat if you like: https://discord.gg/6Rejtp
Here's to new Aquatic Adventures!
Dr. What wrote:While it's not on the copy map because it was built after, there's a bridge over a river around X: -940, Z: -40 and some stuff underground down to around X: -1050, Z:-40
I'll make sure to check on this, thanks for letting me know.
I am in need of a sword for my spider xp farm, i would try and make it myself but i have no clue how enchanting works and i rarely live long enough to make it to level 20.
i am willing to pay 10 diamonds for a diamond sword with the following enchants:
Unbreaking 5
Bane of Arthropods 5
Mending
Sweeping Edge 3
Deathklaat wrote: I am in need of a sword for my spider xp farm, i would try and make it myself but i have no clue how enchanting works and i rarely live long enough to make it to level 20.
i am willing to pay 10 diamonds for a diamond sword with the following enchants:
Unbreaking 5
Bane of Arthropods 5
Mending
Sweeping Edge 3
Sure, done. Unbreaking only goes up to level 3 but I put Looting 3 on it for more drops. Or would you rather a sword without looting since it's an xp farm? Because I can make that instead.
yesterday was a crazy day and i must have had a derp moment when i read all of the enchants. The sword should be exactly what i need. I will have to test it later today. Thank you for taking the time to make it, i have your payment in the chest.
I have finally finished my automated kelp farm. It only takes up a single chunk and pretty much does its own thing. There is a way to reset the whole thing if the kelp age slows it down.
There might be a way to automate the drying process but that is beyond me.
Hey, thanks for the extra diamonds. Honestly I would have done it for 2 or 3. But maybe that's just me over valuing diamonds. I left some good tools nearby if you want them. Should help speed up your construction/deconstruction and landscaping, especially if you keep them repaired with your xp farm.
Doctadeth wrote: Sevtech ages?
Project Ozone is incredibly objective based
Blast Off is another one that's again, objective based
Into the Core as well
Thanks for the suggestions. My friend has alredy done Sevtech before but neither of us have done the other three. Will definitely give them a try
Dire has started doing Stoneblock, which is neat looking. Another typical Ex Nihilo-based pack, but the concept of being surrounded by stone instead of air seems neat.
I'm back, My account got hijacked by someone, and I had to go through account support to get it back, but looks fine to me....hopefully nothing happened.
Genoside07 wrote:I am currently playing this on console; I have it on easy survival but every village I find or shortly after gets killed off by zombies.
Is there a trick to put a stop to this.. a few times I found villages deserted before even knowing they exist.
The other crap thing is how can I only be at level two have have like 3-4 creepers swarm me.
Welcome!
The easiest/least resource intensive way to protect a village is to put torches inside the houses that do have villagers in and then block the doors with cobble, keeping the villagers inside stopping them straying into burning zombies at dawn.
Surviving the nights is difficult if you venture out without adequate protection. Minecraft's mob spawning mechanic does tend to spawn 2-4 of the same type of mob quite close together. Best thing is to avoid plains at night and hole up in a small cave and mine for iron to get some armor asap.
Doctadeth wrote:I'm back, My account got hijacked by someone, and I had to go through account support to get it back, but looks fine to me....hopefully nothing happened.
Also, don't overestimate the utility of fences. Cobblestone or wood fences are relatively cheap to make, leave your view open, and still block some of the most dangerous mobs like Creepers and baby zombies.
Finally playing on the new edition (crossplay one, Bedrock?) and damn, when did Fishing become the best way to level and get enchants.
I fished up poles that got me a Unbreaking 3, Lure 3, Luck of the Sea 3, Mending pole.. and then I fished up a copy the same day.. so a rod that never loses durability, gives me xp and fishes up some damn useful stuff.
Also much prefer the new fishing mechanic, and some of the new enchants are lovely. Off to the nether soon.. just need to take twelve stacks of cobblestone so I can start another castle, tunnel network on this new world as I had on the older Xbox version of the game.
I had quite a few sunken ships, sunken ruins and hidden treasures looted outside my base the first day we updated the server.
I am also wondering when the map will be updated to reflect the ocean reset. My motivation to work on my base has been nil because i cannot view my progress.
That's unfortunate. What I previously liked about the Dakka MC server was that people generally used to respect boundaries unlike many MC servers, guess we've got someone who doesn't any more.
Deathklaat wrote: I am also wondering when the map will be updated to reflect the ocean reset. My motivation to work on my base has been nil because i cannot view my progress.
The Minecraft 1.13 update to the Overviewer (the software that generates the map) is still in progress. It is a volunteer effort and the Minecraft world format did have major changes in 1.13, so we just have to be patient unfortunately.
Does anyone know if there's any way to log on to the Dakka server from Xbox One, now that the big crossplay update has happened? Or does it not work for privately hosted servers?
Same map since the last wipe years ago. There's not been any major changes necessitating chunk updates as far as I can tell. Though I haven't been into the game either in ages. ...Apparently there's hang gliders in Vanilla now.
Ian Sturrock wrote: Does anyone know if there's any way to log on to the Dakka server from Xbox One, now that the big crossplay update has happened? Or does it not work for privately hosted servers?
There's not currently cross play support for the Java edition with the cross play Bedrock edition (Windows 10, Xbox, Mobile etc). However, as a result of this question I did do a quick Google and apparently there's now an Alpha testing server for the Bedrock edition:
https://minecraft.gamepedia.com/Bedrock_Edition_server_software#Official_Server_Software
A while ago I had been keeping an eye out for something like this for a while but this obviously slipped by me. When I get a spare moment I'll definitely try tinkering with it! Obviously it would have to be a separate world to the current Dakka one. Although there's the option to import a world, it would then not be kept in sync with the Java edition world from that point onwards.
There's been changes to how mob collision works, there's Tridents and glider wings now, there's single-block BUDs called Observers, there's a variety of new ocean-based blocks, plants and things.
There's Drowned, which are ocean zombies. There's also Phantoms which are undead flying manta rays that swoop down on players that don't sleep enough.
There's a few other things as well, I believe. Nothing, though, compared to what the next update is going to do- complete new Villager mechanics, crossbows, new crafting systems, new mobs...
It's still slowly making its progress (from the center outwards), so is not fully complete. You may have to zoom in and/or do a SHIFT+Refresh to force a refresh of certain sections.
Missing chunks (like the area in the top left of the screenshot above) are from where I have deleted chunks to get the new oceans, but no-one has visited that area since the update.
Anvildude wrote: There's been changes to how mob collision works, there's Tridents and glider wings now, there's single-block BUDs called Observers, there's a variety of new ocean-based blocks, plants and things.
There's Drowned, which are ocean zombies. There's also Phantoms which are undead flying manta rays that swoop down on players that don't sleep enough.
There's a few other things as well, I believe. Nothing, though, compared to what the next update is going to do- complete new Villager mechanics, crossbows, new crafting systems, new mobs...
along with the new mobs is a new mechanic, if you ever get a bad omen debuff, do not go to spawn, there's technically 2 villages at spawn and the last thing spawn needs is beasts & illagers rampaging threw it. trading hall & iron farm. Our map was made in 1.7 that's why there's no diorite near spawn, then came woodland mansions, dark did great work with resetting the oceans so we had all the new fun stuff, now were getting bamboo forests. If we didn't reset the maps for the ocean stuff, we don't need to just for bamboo.
speaking of the trading hall village, I'm going to update it soon, as I've run out of places to store villagers at my place, thus I have no room for any of the new xbow enchantment librarians.
I want to redo the current hall and merge it into the banner hall as that's where all the villagers are ending up anyways. I could just make the current hall deeper, but I have no idea what has been hidden under and around spawn.
Heh, you can see my arm as I was shooting arrows at some spiders in there. Yeah, that was a pretty sizable and messed up underwater stronghold. Even has an end portal! When we activate it, it'll be added to the list.
sirlynchmob wrote: *sob* they're breaking the iron farms and villager breeding system.
I'm willing to skip the next update and forgo crossbows to keep the iron flowing
buy your favorite books while you can, I'm not sure if the librarian trades will still work after it updates.
He explains it for a while but starts showing his prototype around 7mins in.
Seems it still works just need to be different. I was about to start building a new village near the city of ghost anyway, but it shouldn't take much to upgrade it to ensure that there's still a bunch of them around.
Anyone got a summary of how villagers currently behave when it comes to spawning, buildings, beds, doors, etc? Basically what the best way now is to craft a villager house and maintain a large, dense village.
ok there is something seriously going on with the server. some days i can connect fine, some days it is really slow at the loading terrain section and then spits out: Internal Exception: java.io.IOException: An existing connection was forcibly closed by the remote host.
when i see that i give up for a few days and then the server will just randomly work again. Today i died while caving and respawned at my base and then got kicked with this error message and now i am unable to connect and will lose items due to despawn because i cannot connect to the server.
At this point the server is unplayable for me as it is very inconsistent with connectivity.
Eventually the server decided to work and i was able to get my items without loss, it still took almost 20 mins to be able to log back on.
So from what I can tell, you need a 5x5 building with a bed and a door to define a house. I'm not sure on the specifics. Anyone labbed how best to build villager houses and how to maximzie their use of space?
Melissia wrote: So from what I can tell, you need a 5x5 building with a bed and a door to define a house. I'm not sure on the specifics. Anyone labbed how best to build villager houses and how to maximzie their use of space?
You need 1bed / villager: What about an soviet style block building?
I have also set the server difficulty down to easy until people are acclimatised to the new villager raids. It was previously set to normal difficulty. In a few weeks we can decide if people prefer to keep the difficulty on easy or move it back up to normal.
be careful when you log in, my tower was fine last night, but when I logged in today all my lights were out and my tower was filled with mobs. my villagers are safe for now but 3 of them survived a creeper blast and I get to fight my way to the top.
I may try to log in tonight. Haven't played since 1.13 dropped, and my village was literally cut in half with another village. Good times (really, I just don't have time like I used to).
Yeah the lighting issue is insane, I lost half of my villagers because of the torch lighting issue. my 1x1 boxes for them still work but it is getting aggravating and having lighting not work on any part of my area.
In order to fix your existing world, you can try following these steps. Apparently this is just a temporary workaround, so you might need to repeat this once the issue reoccurs again.
Singleplayer: Select world → Edit world → Optimize world → check "erase cache data" → Backup and load
Multiplayer: Start the server.jar with the following command:
java -jar server.jar --forceUpgrade --eraseCache
This only needs to be done once, after this you can start your world or the server the usual way again.
Minecraft Realms: Download the world from your realm, copy it into your Minecraft singleplayer worlds folder, follow the steps for singleplayer, and then upload the world back up to your realm.
Until then please stay away from other player areas guys as this effects everyone on the server as there are probably dozens of areas this can affect and leave people's stuff entirely exposed to creepers, zombie invasions and more.
Thanks, I'd forgotten about the erase cache option. I'll give it a try this evening. It might mean the server is down for a few hours as it processes all the chunks
Started a single player world. Found a village with about 5 villagers and I started working on the place. Illagers spawned nearby, slew a villager I think and slew me since I didn't know how that vindicators could take out half your health in a single attack even if you're wearing iron armor. Second Illager patrol appeared later and wiped out the rest of the village.
Pretty displeased about that. Means that I'd have to immediately add walls and golems to any village I plan to hang anywhere nearby since unlike other mobs, the Illagers can appear during the day and seemingly right inside villages so now no where is safe :/
Melissia wrote: Nice. Did the Erase Cache function fix the lighting problem then?
It seemed to temporarily fix it but is unreliable and the issue can and has returned for some. Probably best to just wait for (hopefully) a more permanent fix from Mojang
Okay this raid mechanic is very not well thought out.
So I have a mass spanning chaoitic labrinyth and all of the pillagers have spawned inside of the walls and are stuck leaving that message up. This pillager mechanic is cancerous. As patrols will spawn even on light levels over 15. This is incredibly stupid, who thought that was a good idea?
Melissia wrote: Isn't just having fences around your place enough to keep them out?
They will sometimes spawn in fully lit areas inside of your base or just locations everywhere there are times when the raids will start to stack ontop of one another if more players are in the same area with bad omen.
Great to hear. Time to work on that village then. And also customize my home since some of the new things really work well with a winter home, like the bonfire/fireplace thing.
Designed an improvement (I think) to my fence design for my main home earlier, in creative mode.
Spoilered for large image (is very, very wide):
Spoiler:
Basically, 11 blocks between four high stone brick pillars, iron bars (think chainlink) between pillars three high, each pillar topped with a campfire, twin pillars for the front door.
My home's more flat than the area I tested the fence out on mind you, so should be better looking there. Kinda liking it. Gonna need to do more labbing looks. Maybe use a different material than stonebrick, hmm.
i did the same thing for one of my villages initially going with iron bars and stone bricks at a smaller spacing, the iron cost gets a bit silly so i am switching to jungle logs with jungle fence.
I had the wandering villager spawn at my place, his trades are kind of garbage so i'm not sure if he dies a new one respawns or he gets better trades over time but if someone wants to get him back to spawn go for it.
The Trader showed up at my city a week or so ago too - somehow one of his llamas slipped its lead and was wandering around by itself. Naturally, I absconded with said llama and put it in my stable. Sadly, it vanished when the chunk it was in unloaded. Probably should have renamed it.
Gitkikka wrote: The Trader showed up at my city a week or so ago too - somehow one of his llamas slipped its lead and was wandering around by itself. Naturally, I absconded with said llama and put it in my stable. Sadly, it vanished when the chunk it was in unloaded. Probably should have renamed it.
so apparently zombie sieges are glitched out which is great, but they decided to bring them back? I don't know why, as villager raids accomplish the same crap.
I have a genuine question is anyone willing to restart the server from scratch, back this world up and start a new one but we get to keep whatever is in our enders chest and inventory?
I don't know how attached players (those still playing or those who have left) are to their projects but I'm a minecraft noob so a server wipe really wouldn't hurt me much.
As for keeping stuff, some inventories can to be quite extensive. I think if we were to start new, it should be from scratch.
I wouldnt be against this, and even though I am not on very often, myself an a few people I know are looking at moving back into the game so this may be a perfect time to do so (at least by a group of 5 idiots, only 2 of which exist on this server already)
why should a vast minority of players dictate the server that has been going for years. if you want a server that resets frequently play on the modded server.
Minority? There are barely is anyone online at peak hours. Its been a long time since we've had a server reset, and even longer since we've been up to the server pop cap.
Deathklaat wrote: Of the nearly 400 whitelisted players only a small handful want a reset. it really isn't up to you anyway the server is for everyone.
edit that, still a no. copying structures created too many issues that i have encountered which resulted in me having to start over. so still a firm no.
I'm not in favour of a server reset so soon after I already reset all the oceans. I don't think it would provide the change you are looking for. There's also the high chance that rather than invigorate people to play and start again, it will actually just drive them away.
darkinnit wrote: I'm not in favour of a server reset so soon after I already reset all the oceans. I don't think it would provide the change you are looking for. There's also the high chance that rather than invigorate people to play and start again, it will actually just drive them away.
Would you consider moving spawn then? so that players start further away from already built land? Right now players start in an already built areas. The entire continent that spawn inhabits is been claimed or has been built on. We could easily just move the main spawn location of the server? Is that possible at all?
If you want to make a new spawn area, I've already have a portal to a bamboo forest at around -24000ish west. -6k nether, I've been working on the west tunnel to run it out to that portal so it should have a rideable/flyable tunnel and track system in a few weeks. If you want to move spawn, that could be a good area to look around in, plus there's a zombie village nearish to it but it's missing the bell Or we could leave spawn where it is so the farms work there, then direct the new people to stock up and take the tunnel to the unspoiled area. At least until a proper spawn town can be set up.
What about the people who like to be near all the established areas?
We've only had three new joiners in the last year, we don't exactly have a housing crisis. Also to say the entire spawn continent spawn inhabits has been claimed or built on is false, just look at any forested area, savanna or desert.
You're more than welcome to go find somewhere and put some beds down and make that your own new spawn point, but it would be unfair to force that on others who may not want it or would find it very inconvenient for themselves.
There are a ton of giant projects that would be lost forever in a server wipe just because you're too lazy to wander out a suitable distance.
Yes I get it, walking out like eight thousand blocks is a lot of work. But if you put some effort in to where you want to build, I guarantee you you'll find some place for yourself.
See, the trick is to get some obsidian, walk out a thousand blocks in the Nether (which is safer than it sounds on this server) then build a portal and see where you end up.
Also, I had initially thought this was a Darkinnit-started poll, started for some sort of technical reason. I'm fine with the server NOT being reset as well.
Also-also, why ya'all want Mesas and Savannas as Spawn? They're old news. Bamboo Forests and giant trees is where it's at.
Anvildude wrote: See, the trick is to get some obsidian, walk out a thousand blocks in the Nether (which is safer than it sounds on this server) then build a portal and see where you end up.
Also, I had initially thought this was a Darkinnit-started poll, started for some sort of technical reason. I'm fine with the server NOT being reset as well.
Also-also, why ya'all want Mesas and Savannas as Spawn? They're old news. Bamboo Forests and giant trees is where it's at.
Ah that is a good point! Most people have voted for a new spawn area to be a surprise to us and letting the admin / mod team decide where we go to next which would be nice for some people to start new journies. Helk I even abandoned my old keep and went 4k blocks away and found a village that I am now fortifying and doing crazy redstone experiments there. As they added some surprisingly interesting mechanics with villagers and raids.
I started it initially to see if people wanted to move as a reset or if there was a drive for a different main spawn area. I mean at this point I don't think people want a full reset, helk I only did it to humor the idea and play devils advocate. But overall I do like the idea of moving the main spawn location as it would allow us to have a 1. a new project for the server, and new drive to play minecraft as the areas are new and we could all build closer to one another as there really isn't much of a reason not to considering most of us really stopped caring about resources once we got infinite resources throughout the server. Even Diamond Items are kind of a joke now that we have disenchanting as a mechanism, as now we disenchant all villager items and get exp back in return and then can enchant those items. (it also helped drive some increased activity on the server which is great!)
The Grinder wheel is probably the best addition to this game and we now all have infinite resources with very little issue.
Plus we can make a new sururbia with the new resources and a new location for build projects with the new mechanics and also being able to use our megabuild resources for fun community projects.
But I think we have gotten to the point where we can bump up the new difficult in a week or two once more people have been on the server.
Automatically Appended Next Post:
Deathklaat wrote: Just a suggestion but would be possible to make a command block teleporter at spawn that would teleport players to "spawn 2"?
People could build near either spawn and just pop back and forth as they please.
That would be a good idea. We've done it before I thought? Plus we would have a nice teleportation system in place.
As someone who wouldn't mind if we kept the current map or started again, I think if you're going to reset, do a hard reset and let everyone start from nothing. It's a little bit broken otherwise.
I need to get playing again but I feel that the game is quite alien to me now that there has been so much added to the game.
Although we already have the modded server that is reset on a somewhat regular basis, it is often a few Minecraft versions behind just because mods have to take time to be compatible and get enough mods for a decent pack
I'd be ok with creating a "Dakka2" that has a complete world wipe with each new Minecraft major version. This would make the newer features more accessible without annoying long term builders with resets or moves. The original "Dakka" world would continue to be updated too of course, just without the destructive world resets (unless there's an extremely significant update).
The only downside to this is it would further fragment the already few players across three servers instead of two.
Automatically Appended Next Post: ...and I meant to finish that with "what do you all think?"
Although we already have the modded server that is reset on a somewhat regular basis, it is often a few Minecraft versions behind just because mods have to take time to be compatible and get enough mods for a decent pack
I'd be ok with creating a "Dakka2" that has a complete world wipe with each new Minecraft major version. This would make the newer features more accessible without annoying long term builders with resets or moves. The original "Dakka" world would continue to be updated too of course, just without the destructive world resets (unless there's an extremely significant update).
The only downside to this is it would further fragment the already few players across three servers instead of two.
Automatically Appended Next Post: ...and I meant to finish that with "what do you all think?"
well if the server can handle a new world, go for it. then you'd be able to tell who's still logging in to where and decide accordingly what to do with the server that never/rarely get's used. and you can always put the removed server up for downloading so nothing would really be gone.
ps, hehe, sorry that really sounds bad, I shouldn't be assigning work to you
darkinnit wrote: The only downside to this is it would further fragment the already few players across three servers instead of two.
Automatically Appended Next Post: ...and I meant to finish that with "what do you all think?"
As I stated earlier, I'm just starting out so having a fresh world that isn't already mined out/explored would be nice.
I don't think player fragmentation is really an issue at this point given how few people are currently active. We should be fine if you update the MC server thread so that everything is spelled out clearly. For example:
The Dakka servers can be reached at:
mc2.dakkadakka.com - v1.14.2 - Main server. Last reset: 7/3/19
mc.dakkadakka.com - v1.14.2 - Old server. Last reset: 4/2/16
ftb.darkinnit.com - v1.12.3 - Feed the Beast server. Last reset: 4/2/14 - Instructions
Or something like that.
I'm unclear as to what qualifies as a "major" update so can someone ballpark a timeframe for server wiping?
I like the idea of the command block warp system a bit better. Instead of a "dakka 2", a "spawn 2" sounds alright. It's kind of like a new world but without fragmenting further.
n0t_u wrote: I like the idea of the command block warp system a bit better. Instead of a "dakka 2", a "spawn 2" sounds alright. It's kind of like a new world but without fragmenting further.
Yeppo!
Plus we could do crazier stuff and be closer together considering we really don't need to be farther apart considering we did that in prep for our mega builds.
FYI the tunnel out west is capable of horse travel, it will take you out 6k to a jungle biome surrounded by bamboo & pandas. there should be a good 8-10k around the jungle of newness.
It's still a treacherous trip don't fall off the side into the many lava oceans
What are the chances of the server having enough players to put together the sort of build density we saw on the last few vanilla wipes?
Keeping the "old" server as a backup works. However yes, the only way to maintain the existing population if you were doing a wipe would be to transfer certain builds. As otherwise people would just continue with those on the existing server. Leaving it up to players to decide if they want to transfer anything or not would be a way to do it -the same as the previous wipes - if you did go for a full wipe.
Which personally, I disliked some of the builds on the latest server. Specifically the ones which just lagged everything within the nearest 20 chunks out. ...So maybe get rid of those.
That initial exploration period on a new server is what people chase. Once they settle into builds things seem to drop off after a while. There's also a need for permanency with builds too. So if there were to be a new server I wouldn't want to not play for a few months and come back to nothing - unless the server really does have players who are on every other day compulsively, in which case if they're the majority catering to them would be the way to go.
I mean as much as I am in favor of a new server, (which I am not really interested in anymore considering I've started doing a new build and have so many resources I could easily do that with the resources I have). We could easily just move spawn, like my prior suggestion with teleportation between the old and new spawns which would allow people to teleport in between spawn and the new spawn, I mean we don't have to do a full reset, but I can't believe that many people want a full reset. But its understandable this is a quite older server.
And most of the immediate Dakka Map that is visible has been covered entirely.
Having just found out that this is a thing, even though I was a early beta or late alpha Minecraft era player - I would love to join and play on the new dakka2 server as a regular.
Okay... been messing around with Mine craft on the 360 and wondering if someone could help me..
The seed I used had a small village and it was long dead or no villagers spawned by the time I found it.
After reading about the trick of turning back zombie villagers I slowly rebuilt them.
Then I bought a map and found there was a location for a Woodland mansion, went there and was nothing.
Was wondering if there is a way to reset the basic seed without loosing the stuff I already built.
Seems that I picked a bad seed to build on because I am missing a ton of bio domes (mostly swamp) and
other items that should be included are not.
Genoside07 wrote: Okay... been messing around with Mine craft on the 360 and wondering if someone could help me..
The seed I used had a small village and it was long dead or no villagers spawned by the time I found it.
After reading about the trick of turning back zombie villagers I slowly rebuilt them.
Then I bought a map and found there was a location for a Woodland mansion, went there and was nothing.
Was wondering if there is a way to reset the basic seed without loosing the stuff I already built.
Seems that I picked a bad seed to build on because I am missing a ton of bio domes (mostly swamp) and
other items that should be included are not.
Good Question. I have no idea. It seems to be that either your chunks are corrupted or your world is actually just too old though not many of us play on console on here.
Wyrmalla wrote: What are the chances of the server having enough players to put together the sort of build density we saw on the last few vanilla wipes?
Keeping the "old" server as a backup works. However yes, the only way to maintain the existing population if you were doing a wipe would be to transfer certain builds. As otherwise people would just continue with those on the existing server. Leaving it up to players to decide if they want to transfer anything or not would be a way to do it -the same as the previous wipes - if you did go for a full wipe.
Which personally, I disliked some of the builds on the latest server. Specifically the ones which just lagged everything within the nearest 20 chunks out. ...So maybe get rid of those.
That initial exploration period on a new server is what people chase. Once they settle into builds things seem to drop off after a while. There's also a need for permanency with builds too. So if there were to be a new server I wouldn't want to not play for a few months and come back to nothing - unless the server really does have players who are on every other day compulsively, in which case if they're the majority catering to them would be the way to go.
I'd like the teleportation if nothing else. Granted, I don't particularly like "Density" of builds- I'd prefer large distances between large builds/areas, but with big logistics/transportation builds between them- highways for horse and donkey travel, elytra towers and markers, tunnels or bridges for railways, that sort of thing. Even if they're not often used, I like how they look and how they get built.
A second spawn could be made with a teleporter that connects the main spawn.
All that is needed then is to designate a radius (say 2-3k chunks) that will get reset with every major update. It would make it really easy for Darkinnit to reset that area unless there was an overwhelming desire to reset the map.
Players could go to one area to always be able to experience new content as long as it spawns in those biomes.
Anvildude wrote: I'd like the teleportation if nothing else. Granted, I don't particularly like "Density" of builds- I'd prefer large distances between large builds/areas, but with big logistics/transportation builds between them- highways for horse and donkey travel, elytra towers and markers, tunnels or bridges for railways, that sort of thing. Even if they're not often used, I like how they look and how they get built.
Don't really need thousands of blocks inbetween as it adds challenge for us to be closer to one another. But yeah we could build at least like a few hundred blocks away from one another, but having a permanent new spawn and then each update we just move the spawn to a newly ungenerated chunk would be pretty cool.
I'd be keen for a Dakka2. Giving an equal start for everyone (eg. nothing) is far more balanced than carrying an inventory over every reset because that just offsets what starting a new map is all about.
The start of a map is always the best time for me and even if the things I built were gone within a few updates that would be fine because it keeps the experience fresh. Just telling people to leave their area and go on an adventure off the edge of the map isn't as fun because if you get bored you can just die and head back to your own area again. Having teleporters isn't part of the vanilla experience imo.
FYI, the road west now has a track and a horse pen at the end as well. I named the track 'certain death' as it's horribly unsafe If enough people use it and complain about how unsafe the tunnel and track are, I might fix it til then it works, and as we know it's function over form
I ghast blew out some tracks from a previous trip, then when I had to jump out of the cart I ended up in a lava lake I hope everyone got a chance to put every protection on their armor, the new update is out. I fixed the track, but you never know what happened to the person before you.
Say no to 1.14.3 we don't need zombie sieges in addition to the other BS with raids. They still have not fixed the bug where zombie sieges can literally happen anywhere even when players aren't even there.
If the 'world' is basically infinite, then making a new spawn 10,000 or so from the original will work. Some way to shortcut between the two would be nice in case old timers come back and want to relocate to the new area.
Theres a pretty funny bug in game right now if you are holding a silk touch book, and you break something that would normally break from punching, will not and instead act like as if you have something with silk touch.... Which means you can now have a silk touch book to use for glass / ice / hardened ice with no durability loss! (its a temp bug though)
I decided it was probably best to just have a teleport to some new area of the world rather than a whole separate world. SirRalphy had suggested a jungle he found and so I've made some portals linking spawn to the jungle.
At spawn, if you head down to the basement of the Suburbia Metro, and head left, you'll find the portal room. Simply step into the portal and you're wisked to the Jungle at -47959, 94
You better be coming out here to build. You started this.
I moved east of my base into new terrian generation like a month ago. I've been going that way for a bit, and I am already in 1.14.3 terrain for a while.
I just found your base (Wolf island) by accident there was a village that had spawned on the new update near the ocean, I had already erected a fortress wall around it to protect it from pillager shenagians, forgive me didn't know how close you were to that area as I started building there. I usually verify to see if I am close to anyone using the dakka map but unfortunately it did not update my spawn or player location! (which was strange)
I am around 150 - 200 X Z away which I don't know if you had claimed as the area was reloaded recently. My bad in advance :derp:
I've already moved quite a bit away to a mountain area underground, you can see me from the beacon lights.
Asherian Command wrote: I usually verify to see if I am close to anyone using the dakka map but unfortunately it did not update my spawn or player location! (which was strange)
I've never seen my own player/spawn/tilde sign show up on that map. My house and other stuff I've made show up, though.
Gitkikka wrote: Nah, I'm getting a "Can't connect to server" message.I'm all updated and everything.
Its very strange, Ralphy also got booted off at the same time I did, and I was just doing my normal running a youtube video in the background on best tactics for end running. When the server comes up I will wait for someone else to try to log in. And if they get the same error message as me, then its server side. As there was a recent Java Update maybe that caused the issue? Who knows at this point. Till then going to play something else.
Which stinks as I was trying to get shulker boxes and Elyktra wings.
Not sure if this is the right spot for it but anyways.
I would love to have a seed that is in essence a small village for the PC version.
Small and compact, mostly because i plan on a survival run and wanted a easily fortifyable village, however most of the "new" 1.14 villages are annoyingly stretched. Has anyone found something like this?
Asherian Command wrote: Hmm i still can't log in, but I can log onto other servers that are on 1.14.4 No idea why this happening?
Could it be I found a chunk that is corrupted in the end?
Logged on for a brief moment then got booted off
It does indeed seem to be a corrupted chunk or the game failing to generate a new chunk successfully. I've rolled you back by two minutes before the original crash, which puts you in a minecart in the end. You should now be able to login successfully.
And it was the opposite direction too. I was going out to find my items and to retrieve all my lost items unforunately I cannot log in till then so I will have lost the items ugh.
Oh well, just won't ever go to the end ever again.
Though honestly at this point I am going to agree with Ralphy and say we should have a minecraft villager at spawn that sells eylktra given how annoying it has been to get them because of the corrupted chunks. Could even have it where we trade nether stars or diamond blocks or ender dragon heads for them. They will be hard to get for resources but are essentially an end game material.
"I wouldn't mind keeping the ender ender, along the west bridge, but they're not hard to make again if it has to go for the reset"
Plus all of us would be fine with a reset overall, plus we have the builders agreement.
Its really wierd we were having so many issues with the end recently.
Also thanks again Darknnit I left the end after doing two more raids, interestingly I just went only negative and i seemed to encounter little to no issues.
Sure, I could go for resetting the End again. Get me a Dragon Egg and put it in Spawn with a "Do no touch" sign. Would be good with rebuilding those bridges as well, maybe incorporate the track into the design proper this time.
Lotet wrote: Sure, I could go for resetting the End again. Get me a Dragon Egg and put it in Spawn with a "Do no touch" sign. Would be good with rebuilding those bridges as well, maybe incorporate the track into the design proper this time.
we could also do the new boat versions where we just use ice and move much quicker.
I'm looking to get back into Minecraft. Would you happen to know any mods that make the game more "dangerous?"
I really love building things in Minecraft, but it all feels a bit pointless building huge and complex defenses when there's nothing out there to get me (or anything actively hunting me for that matter.)
Just my 2P worth:
The End feels really explored out. There is very little left to explore and most of the unique loot (Elytra) has been found and taken and there is very little left to claim. Not to mention the End Dragon Egg would be up for grabs again.
However we also have to consider the Nether updates and what we are going to do about that, so im happy to sit back and see what happens.
There's one... Ah, what's it called, that adds Myth stuff into the game, with Dragons and Cyclopes and gryphons and stuff...
Fire and Ice!
That's the one. It's actually really cool. And with the dragon and other monster lairs spread out, with really nice goodies and certain armors and weapons you can only get from them, it's also an exploration mod.
The difficulty comes with some of the more common mobs- Trolls, for example, can show up in caves and such. And Dragons are a really significant fight, since they can break blocks and are rather powerful overall.
Unsure why someone put a sign with "Building Condemed" outside the Dig Shop at spawn, but I can assure you it's not. I'm moderately proud of that build so don't tear it down, thanks!
Ok, getting back into Minecraft again. I've already played a bit this past week in singleplayer. I've never played multiplayer before, and thought I would give it a try with the Dakka server (assuming I'm approved). I've read the FAQ, but is there anything else I should know?
Tannhauser wrote:is there anything else I should know?
Just that there's a nether network on the other side of the portal at Spawn and there's another portal that instantly teleports you to the other side of the world directly beneath the place you spawn, down a nearby staircase in case you wanted to explore areas with new chunks. Old chunks won't have stuff that was made in the newer patches, like diorite, which some people prefer.
The Nether Network is important on the server. Don't mess it up.
It's designed so that there's 4 main tunnels that follow the Zero lines on the cardinal points. To put in your own portal, figure out where it is in the coordinates system in the Nether, and figure out which cardinal tunnel it'll be closest to.
So like, if you're at -974x, 1272z, you're closer to the z tunnel. So dig straight towards 0x and connect to the +z tunnel, which will take you back to the Hub.
Also, signs are important if you're guiding people to your place.
I haven't been whitelisted to the server, yet. Is there anything else I need to do beyond posting my username to the sticky thread? Or am I just out of luck? Would like to know either way.
Anyway, anyone else looking forward to the new bees update coming soon?
Maybe a slight off topic but did anyone got issues with Minecraft on PS4 after latest update, the Bedrock one?
It started with saying that 'there is no enough space on the drive' - but of course it was. After few tries the game crashed and is not working now at all.
Any suggestions how to fix or similar experience?
So the Villager trading hub is slightly broken right now, due to the updates.
Basically, all the villagers need a Work Station block matching their profession in order to restock. I did it for the Butcher that I use, and I might add them for other ones as I can, but if anyone wants to go on and do a bit more, they can.
dark, I'm not sure if anyone has any portals down the west tunnel, but I'm fine with resetting all the chunks past where the west tunnel ends at 1k, there are some portals past that, but that was also me poking around.
then to the SE I made a track to a mansion and desert I'm digging up, anything past my little hut where you can make out my cobble path can also be reset.
By request I've added the Vanilla Tweaks Armour Stand Posing datapack to the server. This allows you to pose armour using a book that can be obtained by visiting a shrine beneath the spawn square:
Simply step between the two armour stands there to receive the book. To use the book stand close to an armour stand you want to pose and select options from the book.
Hey everyone! Awesome to see this server is still around. Before today I hadn't logged in since about 2013 or 2014 but I thought I'd drop in and take a look around. I'm amazed that The Manor is still there and just like I remember it!
In true Minecraft style I'm sure the first release will be full of bugs and problems so I won't update the server immediately, but will wait to see how stable things are.
However, as this update involves a complete revamp of the Nether, I'd like to get peoples' opinions of three different options for how we handle the update:
Completely delete the entire Nether and start again
Keep main hub and tunnels (surrounding chunks will have very sheer sudden changes)
Keep the Nether as is (only unexplored chunks will contain the new features)
As MCEdit has not been updated for a few Minecraft versions now, I'm not sure how simple it is to perform option 2 - I'm looking at other methods such as WorldEdit etc.
Option 1 is easiest for me and would make the new content extremely accessible, but at the cost of losing all the existing infrastructure in the Nether. This could either inspire a fresh new tunnel network and plenty of people playing to help build it out, or could be offputting to the point that no-one bothers.
Option 3 is also easy for me, but doesn't seem very friendly to those wanting to try out the new content.
What are people's thoughts and preferences? Particularly SirRalphy who spent an ungodly amount of time creating the pig farm and all those who also dedicated immense time to making the fantastically decorated tunnels.
Edit: I found MCASelector which should hopefully make Option 2 easier if preferred
My vote is for option 2 or 3. I spent a decent amount of time on my tunnel and assisting a few others that I'd be bummed to see them go.
That said, I'm not on that much these days so I don't want to stand in the way of other people enjoying the new content if that's the overwhelming opinion.