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[Server] Mobs World (DuCake's Vivarium)

PostPosted: Sun Jul 17, 2016 01:46
by taikedz
MOBS WORLD - a server with tons of mobs! No matter whether they are animals, monsters or NPCs, you will be able to capture them and display them in an enclosure that you and your team will build!


On port 30001 there is an alternative server : the Not So Simple Server. It hosts just NSSM and a few basic essentials, as well as the ability to tame monsters, just like in the main Mobs World.

Most monsters and animals you will be able to handle on your own; but the hardest will be designed to be nearly impossible to defeat or capture without some additional help...!

To that effect, you are encouraged to tame all sorts of animals, NPCs and even mosnters to do battle for you, or to team up with other players. Carry ANY mob's spawn eggs and deploy them using the Mob Tamer when you need them.

All mobs can be captured with the magic lasso (might require a few tries!)

But if you just want to come build and farm - that's entirely up to you too!

NOTE :: Mobs need to be spawned as NPCs using the Mob Tamer tool to prevent them from despawning.

Welcome to Mobs World. Show us the Best Zoo!

+ Images




Any more you think should be added? :D

Re: DuCake's Changing World

PostPosted: Sun Jul 17, 2016 17:51
by DS-minetest
sounds nice :)
ill join and see

Re: DuCake's Changing World

PostPosted: Wed Jul 20, 2016 14:03
by taikedz
[EDIT] from an old iteration of the server. But a steel shield will still probably be enough defence :-)

attack.jpg
attack.jpg (408.65 KiB) Viewed 9237 times

All I have is a steel shield..... clearly even that is overkill, as I am being attacked by some strong mobs and not taking an ounce of damage....

I'm going to be backing up this world soon and creating a new one. Not many people have been on it, so I don't think I'll be destroying any hard work :-p

Re: DuCake's Changing World

PostPosted: Thu Jul 21, 2016 04:19
by taikedz
I've reloaded this server.

The new goals have become to tame ALL the things. Well nearly. Though taming ogres could be interesting.

As I come across different animal and monster mods, I may add them and tweak them such that they become tameable, and will do battle for you. Or just sit and be cute.

Re: DuCake's Changing World

PostPosted: Thu Jul 21, 2016 16:39
by DS-minetest
yeah, throw mobballs on the mobs and catch them all, complete your mobdex...

Re: DuCake's Vivarium

PostPosted: Tue Jul 26, 2016 12:14
by taikedz
Week-ends are about to get tougher...

Image

Image

Re: [Server] DuCake's Vivarium

PostPosted: Tue Jul 26, 2016 15:04
by everamzah
The sandworm looks totally awesome.

Re: [Server] DuCake's Vivarium

PostPosted: Tue Jul 26, 2016 15:21
by taikedz
everamzah wrote:The sandworm looks totally awesome.


That's TWO sandworms :-p

I've just finished my preliminary edits to NSSM so I can have them in a .... controlled environment. Eggs-only for now. Might start selling them.

Re: [Server] DuCake's Vivarium

PostPosted: Tue Jul 26, 2016 18:41
by taikedz
I have activated some weaker monsters now as an apetizer...

Just need to make them all capturable now.... it will involve a team effort to capture some though. No one player should be able to face off against the stronger ones (once theyre active) and hope to survive >:)

Re: [Server] DuCake's Vivarium

PostPosted: Thu Jul 28, 2016 04:02
by taikedz
So I did some runs fighting the bosses... they're to weak for a multiplayer server... I've doubled their HP and halved their armor indices :-P

I've also put emphasis on taming animals for use as battle companions.

Of which... tamed slimes! Craft your own slime companions to help defend you!

Re: [Server] DuCake's Vivarium

PostPosted: Fri Jul 29, 2016 11:42
by taikedz
So. A word of advice.

If you start a game, and add NSSM (Not So Simple Mods) after the fact, change some spawning parameters!

Notably, make sure Stoneaters don't spawn anywhere above -200!

Underneath the village that had started sprouting, I found these caverns - all stone had been replaced by air by the Stoneaters who were labouring under our feet, leaving all other materials (ores!) exposed.

This is a by-effect of all nodes within a radius of players being generated and rendered - even if they are not in visible range. Spawning also happens, and behavioural animation too obviously.

Image

Of course, if you have NSSM from the get go, there's less of a likelihood of villages even starting up, so less likely that Stoneaters will have so much permanence and time to do this much hollowing out!

Re: [Server] DuCake's Vivarium

PostPosted: Fri Jul 29, 2016 12:55
by taikedz
Some extra slimes.

https://www.youtube.com/watch?v=WoXFgUsH2e0

Don't attack the Sentinels, they are placed around the world for your protection.

Companion slimes, you can make (check crafting guide in inventory). Take a load of them into battle!

Re: [Server] DuCake's Vivarium

PostPosted: Fri Jul 29, 2016 12:59
by everamzah
This video is awesome so far! Love the multicolored slimes.

Re: [Server] DuCake's Vivarium

PostPosted: Sat Jul 30, 2016 04:36
by taikedz
everamzah wrote:Love the multicolored slimes.


Have a go at them if you want :-P https://github.com/taikedz/mobs_more_monsters/tree/sentinels/mobs_slimes

Re: [Server] DuCake's Vivarium

PostPosted: Sun Jul 31, 2016 14:45
by taikedz
My first display monster :-)

Image

I have to improve the technique by which to prevent mobs from de-spawning. Currently you have to hit a mob (any) to mark it against de-spawning, but I don't feel that's an appropriate way to tell people to treat monsters in their custody....!

It might mean having to add code snippets to EVERY on_rightclick ... :-/

Re: [Server] DuCake's Vivarium

PostPosted: Tue Aug 02, 2016 03:57
by taikedz
To make things easier in the deep caves, I have added a falling light

https://github.com/taikedz/falling_light

Use sand and torches to craft these. When you encounter a deep drop, place one of these nodes against an adjacent wall - a luminous block of sand will drop to the bottom and light up the space.

Re: [Server] DuCake's Vivarium

PostPosted: Wed Aug 03, 2016 17:16
by taikedz
This server now has a daily reboot at 06:00 UTC.

Which should allow routine changes to be implemented.

And will generate a fresh map over (-3000,3000 : 3000,-3000)

https://play.ducakedhare.co.uk/worldmap.png

(not embedding because it is preeeety big [3.3MB - which is more than reasonable for an embed!] and will only get bigger over time)

Re: [Server] DuCake's Vivarium

PostPosted: Thu Aug 04, 2016 21:24
by taikedz
I am going to delcare the IRC to be on freenode, channel #vivarium

You can log on via https://webchat.freenode.net/?channels=#vivarium

Choose your name ("nick") and enter!

This allows players to chat without it appearing in the game chat.

Re: [Server] DuCake's Vivarium

PostPosted: Sat Aug 06, 2016 17:57
by taikedz
I have finally updated the server to 0.4.14

You will now see whether you are damaging those pesky mobs... or whether you fend in vain :D

Re: [Server] DuCake's Vivarium

PostPosted: Sun Aug 07, 2016 14:23
by taikedz
THIS IS A PUBLIC SAFETY ANNOUNCEMENT

Please stop jumping off the side of the island on to the cliffs. There are teleporters.

Image

Re: [Server] DuCake's Vivarium

PostPosted: Sun Aug 07, 2016 14:43
by taikedz
Here's what a vivarium.... could.... look like...

Image

Re: [Server] DuCake's Vivarium

PostPosted: Wed Aug 10, 2016 22:49
by taikedz
[EDIT -- issues have been fixed re NSSM and Mobs_redo integration. NSSM is still staying.]

Re: [Server] DuCake's Vivarium

PostPosted: Thu Aug 11, 2016 19:29
by taikedz
Chat has been moved to https://webchat.freenode.net/ , channel "vivarium"

Re: [Server] DuCake's Vivarium

PostPosted: Sat Aug 13, 2016 10:53
by taikedz
I have moved this to a more powerful server. Now running on 2GB RAM and 2 CPUs.

I have also added ethereal to gain more variety in biomes.

Re: [Server] DuCake's Vivarium

PostPosted: Sat Aug 13, 2016 23:45
by taikedz
taikedz wrote:I have also added ethereal to gain more variety in biomes.


Alas this also means I had to change the map gen in an already heavily generated world.... with th obvious consequences. Ah well. Make art with the cliff faces, people :-)

Image

Re: [Server] DuCake's Vivarium

PostPosted: Sat Aug 20, 2016 20:32
by taikedz
TAME EVERYTHING!

Finally I have overhauled the taming routines so I can add as many new mobs as I want without needing to do massive maintenance :D

https://www.youtube.com/watch?v=edt3e5UZ4A8

Re: [Server] DuCake's Vivarium

PostPosted: Mon Aug 22, 2016 22:40
by taikedz
New enclosure at old spawn, new world map :-)

Re: [Server] Mobs World (DuCake's Vivarium)

PostPosted: Sun Aug 28, 2016 03:22
by taikedz
Migrated world to leveldb, tweaked some network settings. Should have less lag now.

Added a wiki to the server too :-)

https://play.ducakedhare.co.uk/wiki/

I'll be putting game tips there, naming all mobs, and maaaaybe documenting the nice buildings along with map views :-)

Re: [Server] Mobs World (DuCake's Vivarium)

PostPosted: Sun Aug 28, 2016 22:25
by taikedz
I'm running a second game server at this address, on port 30001, the Not So Simple Server

Basically, Not So Simple Mobs, with taming ability active. Have at!

Re: [Server] Mobs World (DuCake's Vivarium)

PostPosted: Wed Sep 07, 2016 10:27
by bpatlarge
I really like your server. Thanks for the opportunity to enjoy your work.
I'm trying to set up a zoo north-east of the Old Spawn but the ice mobs (icesnake, snow_biter) are a nuisance. They turn the world to ice and these new patches of ice are spawning grounds for new ice mobs. Unchecked, they will ultimately turn the whole world to ice. I tried using the 'Staff of Melting' to undo the damage but it doesn't always work and it's really a losing battle. I 'melted' an area of about 50 blocks wide north of my zoo and after a couple of days it was retaken by the vermin. You can put protection blocks everywhere but that shuts out other players. Maybe it would be better to limit the damage the ice mobs do. Maybe undo the damage (thaw the ice) automatically to the original blocks after some elapsed time? Just an idea...