[Server] VanessaE's Survival Server [git/dev]

twoelk
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by twoelk » Sat Sep 28, 2013 10:35

OK, this does let me relax a little. I was pretty occupied trying to figure out what I need to do on the creative map befor it goes survival. With that not happening in the near future I can concentrate on other things. (Phew)

I still think the merging of some map Idea most exciting and usefull. I would love to see some non-ingame tool made based on that idea. Some sort of map-database manipulating tool could solve more issues. It could have the following functions:

1. Read all map database versions.
(This should include all Minetest versions and all database backends)

2. Abbility to analyse maps and show all sorts of information and statistics.
(For example: Show seed and other mapgenerating related information. Display maximum extent of the map in all directions including up and down. List of all types of nodes present on the map and maybe a list of all mods needed to display the map correctly. Search for certain nodes and list generating of the results; such as a list of all Travelboxes or Landclaimblocks with coordinates. Search for and analysing of database corruption. ... and much more)

3. Write to all map database versions.
(This should include all Minetest versions and all database backends)

4. Related to above the possability to convert the basic map information between map and database versions.
(Tools to fix corrupted data among others such as clearobjects commands or fix crash related issues or fix import faillures or ...)

5. Tools to import into maps on a large scale
(such as merge maps, import map sections or certain chunks, import data from other formats such as WE schematics or maybe in the future other voxel-world data. To aid this maybe tools to compare maps and their nodes to find conflicts before attempting an import or merge.)

6. Other programs that could be used as plugins and this could supply a frontent to could be the WorldEditor, the MappingTool and the Mount Meru mod among others.

Although this might be the wrong thread I think there is much potential in the map merging experiments and the information should be presented somewhere. Maybe a mapmerging thread should be started to gather more experience all in one location.
Last edited by twoelk on Sat Sep 28, 2013 10:37, edited 1 time in total.
 

twoelk
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by twoelk » Sat Sep 28, 2013 15:49

I'd like to suggest these two mods:
Bees and beekeeper
Gardening decor

Besides that I wonder if there could be a serveradmin run shop. This could offer things that are not craftable (as in some mods), mining for would destroy the landscape or use is promoted (like certain design of street lamps or such). This would also be a way to extract minegeld from the game and thus some sort of money control system.
 

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VanessaE
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by VanessaE » Sat Sep 28, 2013 16:03

As discussed over chat, the two suggested mods have been added.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

twoelk
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by twoelk » Sat Sep 28, 2013 16:09

Still like the shop idea as a way to quickly respond to problems and control the game or push it gently into any desired direction.
 

Sokomine
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by Sokomine » Sat Sep 28, 2013 17:48

My suggestion to merge the two maps aimed at making both more accessible without having to reconnect. Seems most people do not like this idea for these particular servers, and thus it's certainly better that they do not get merged. There's no threat of them disappearing soon :-)

The bees mod is a very fine mod. Great that it got added! That gardening mod may also prove decorative.

Regarding the shops, money currently does not work well on this server. It cannot be split small enough to cover items of low value and thus fails as a currency. Valuable items are not sold for money alone because nobody sells anything of real value for money alone. We're on a copper base due to the huge demand for copper that the technic machines have.

The money/shop system on the linuxgaming.us server works far better: It allows to set prices more gradually, has "sources" of income depending on how much you mine (admin-shop buys cobble), and also comes with "sinks" for the money - admin-shops sell items which cannot be found in the world, and plots of land can be bought for high prices.

It would be great to have admin-shops on this server as well. The seed problem got solved nicely - all those plants in the wild look fine - but what could still need some help is clay. It got better with the newer mapgen, but still it would be nicer if we where not forced to destroy ocean beds by digging it up.
A list of my mods can be found here.
 

Sokomine
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by Sokomine » Sat Sep 28, 2013 18:14

Regarding map-merging in general (split up so that it can be moved to a new thread if necessary):
twoelk wrote:I still think the merging of some map Idea most exciting and usefull. I would love to see some non-ingame tool made based on that idea. Some sort of map-database manipulating tool could solve more issues. It could have the following functions:

It would be great if maps that otherwise would be lost could live on on other servers.

twoelk wrote:1. Read all map database versions.
(This should include all Minetest versions and all database backends)

At least 0.4.x seems to use the same map save format for all versions. I don't know how 0.3.x or earlier versions handle it.

twoelk wrote:2. Abbility to analyse maps and show all sorts of information and statistics.
(For example: Show seed and other mapgenerating related information. Display maximum extent of the map in all directions including up and down. List of all types of nodes present on the map and maybe a list of all mods needed to display the map correctly. Search for certain nodes and list generating of the results; such as a list of all Travelboxes or Landclaimblocks with coordinates. Search for and analysing of database corruption. ... and much more)

Part of that can be done at database level.
Map seed: To my knowledge, that's only stored in a text file and seperate from the map. A map can be created with diffrent seeds over time.
Dimensions of the map: Yes, that's definitely intresting. May require some math on the indices of the chunks as they're calculated as x*4096^2 + y * 4096 + z (no guarantee on swapped x,y,z). Would be intresting to create useful SQL statements for that and for detecting "holes" in an area. Also for finding out how much of the map is inside certain boundaries.
Nodes present on the map: On the database level, it's possible to identify chunks which may contain a particular node. But that's about it. For indepth analysis (exact coordinates of that node, amount of nodes of that type in chunk, nodes present etc.), it is required to read the stored data and then analyze it. The minetest mapper in c++ might be a tool more suitable for that than this merging-of-maps-on-database-level.

twoelk wrote:4. Related to above the possability to convert the basic map information between map and database versions.
(Tools to fix corrupted data among others such as clearobjects commands or fix crash related issues or fix import faillures or ...)

The database format MT uses is minimalistic. Hard to tell what could get corrupted there - maybe general sqlite tools to fix corrupted databases would be more suitable there. Clearallobjects would be something that has to analyze what's inside the chunk - again something that perhaps could be better integrated into the minetest mapper in c++.

twoelk wrote:5. Tools to import into maps on a large scale
(such as merge maps, import map sections or certain chunks, import data from other formats such as WE schematics or maybe in the future other voxel-world data. To aid this maybe tools to compare maps and their nodes to find conflicts before attempting an import or merge.)

That...depends. Worldedit's old format (one line per node) is good for relatively small objects such as individual houses. The schematics-based approach (create/place_schematic) is extremly useful for placing houses and structures at map-gen time, but may also suffice for structures up to larger towns (it's mostly limited by memory afaik). Map-merging and -manipulation on the database level is completely diffrent.

twoelk wrote:Although this might be the wrong thread I think there is much potential in the map merging experiments and the information should be presented somewhere. Maybe a mapmerging thread should be started to gather more experience all in one location.

For saving large parts of a map or importing them into another map, the database-based approach is much faster and reliable than worldedit would be under those circumstances. It could also be helpful to cut off parts of the map where people just ran through in search for ressources. That would be of particular intrest to Redcrabs map - provided he would be there...
A list of my mods can be found here.
 

cy
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by cy » Sat Sep 28, 2013 20:50

May I have interact please? I got the name cy.
My PGP key is 61EF 2214 3FC8 1C13 0406 B327 CECE ED18 4398 7815
 

cy
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by cy » Sat Sep 28, 2013 21:54

Thank you!
My PGP key is 61EF 2214 3FC8 1C13 0406 B327 CECE ED18 4398 7815
 

codehero
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by codehero » Sat Sep 28, 2013 23:50

May I have interact please? My nickname is codehero.
 

ndjdjksisksk
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by ndjdjksisksk » Sun Sep 29, 2013 04:32

Image can i use this for a skin
nvm about me leaving minetest but i probably will for a while because i have nothing to do in this comunity becaise i can't make a server. my username is going to change i will make a new acount called stormchaser3000
 

ndjdjksisksk
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by ndjdjksisksk » Sun Sep 29, 2013 04:46

i think i was banned by the server for logging on in the mmddle of a restart and i can not get on

ingame name is stormchaser2000
Last edited by ndjdjksisksk on Sun Sep 29, 2013 04:46, edited 1 time in total.
nvm about me leaving minetest but i probably will for a while because i have nothing to do in this comunity becaise i can't make a server. my username is going to change i will make a new acount called stormchaser3000
 

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VanessaE
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by VanessaE » Sun Sep 29, 2013 05:00

Nope, you weren't banned. I had a minor problem with the server that caused it to stay down for a couple of minutes after that last restart. It's already solved. Sorry about that. :-)
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

ndjdjksisksk
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by ndjdjksisksk » Sun Sep 29, 2013 13:55

i got banned for accidentaly digging into nores workshop



nvm i though i was (whew)
Last edited by ndjdjksisksk on Sun Sep 29, 2013 13:56, edited 1 time in total.
nvm about me leaving minetest but i probably will for a while because i have nothing to do in this comunity becaise i can't make a server. my username is going to change i will make a new acount called stormchaser3000
 

Sokomine
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by Sokomine » Sun Sep 29, 2013 15:07

This server doesn't use the landrush mod - it uses the areas mod, which in turn is based on node_ownership. All you get here if you dig in protected areas is a message. So no need to be afraid of picking flowers or digging :-)
Most of us do care a lot about nice scenery, so firing TNT on the ground or cutting down trees without replanting them/leaving a tree wreck might at least be frowned upon.
A list of my mods can be found here.
 

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Rancon
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by Rancon » Mon Sep 30, 2013 12:02

Sokomine wrote:This server doesn't use the landrush mod - it uses the areas mod, which in turn is based on node_ownership. All you get here if you dig in protected areas is a message. So no need to be afraid of picking flowers or digging :-)
Most of us do care a lot about nice scenery, so firing TNT on the ground or cutting down trees without replanting them/leaving a tree wreck might at least be frowned upon.

Heh, very true.. Once accidentally burned down a sequoia forest in my server.... not pretty. Chunks of leaves and flowing water all over the place.
Any tips on blender, gimp, or codea?
 

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VanessaE
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by VanessaE » Tue Oct 01, 2013 19:05

Update: The IRC channel for my servers has been changed to irc.inchra.net #minetest
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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jojoa1997
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by jojoa1997 » Tue Oct 01, 2013 19:23

So now it isn't free node?
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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VanessaE
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by VanessaE » Wed Oct 02, 2013 02:04

Correct. Go to irc.inchra.net #minetest instead.

This allows my servers to be networked with at least a couple of others.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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VanessaE
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by VanessaE » Wed Oct 02, 2013 19:34

Technic's item_drop and stu's wield3d model have been removed from the server, as they were both causing crashes.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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jojoa1997
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by jojoa1997 » Wed Oct 02, 2013 23:33

Could you add item pick up?
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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Dan Duncombe
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by Dan Duncombe » Thu Oct 03, 2013 06:34

It was causing the crashes
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
 

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VanessaE
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by VanessaE » Thu Oct 03, 2013 07:35

There are/were four sources of crashes: technic's item drop (removed), wield3d (removed), some oddity in the vector math functions (reported), and camo modpack's player radar (reported).
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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VanessaE
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by VanessaE » Thu Oct 03, 2013 07:55

I've updated and re-added Stu's wield3d model. Hopefully no more crashes.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

ndjdjksisksk
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by ndjdjksisksk » Sun Oct 06, 2013 01:14

Image
here is an update
nvm about me leaving minetest but i probably will for a while because i have nothing to do in this comunity becaise i can't make a server. my username is going to change i will make a new acount called stormchaser3000
 

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VanessaE
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by VanessaE » Sun Oct 06, 2013 02:05

Skin updated.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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VanessaE
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by VanessaE » Mon Oct 07, 2013 23:06

Added DanDuncombe's animated furnaces and mushrooms mods (except the giant mushrooms are disabled).
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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VanessaE
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by VanessaE » Wed Oct 09, 2013 07:08

Added ShadowNinja's bedrock mod (generates down at -30912 where it belongs).
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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jojoa1997
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by jojoa1997 » Wed Oct 09, 2013 11:28

VanessaE wrote:Added ShadowNinja's bedrock mod (generates down at -30912 where it belongs).
why not set bedrock to be from 100 to -100
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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VanessaE
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by VanessaE » Wed Oct 09, 2013 12:57

Because bedrock is traditionally the "bottom" of the world in these sorts of games. In real life, of course, it goes from about 10 meters below the surface, or more (depending on the terrain), all the way down to the magma layer.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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jojoa1997
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by jojoa1997 » Wed Oct 09, 2013 13:03

VanessaE wrote:Because bedrock is traditionally the "bottom" of the world in these sorts of games. In real life, of course, it goes from about 10 meters below the surface, or more (depending on the terrain), all the way down to the magma layer.
I was joking. 100-(-100) would make your server unplayable
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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