Voxelgarden server

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Casimir
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Voxelgarden server

by Casimir » Wed Sep 03, 2014 13:26

Image

IP: 178.62.146.72
Port: 30000
Subgame: Voxelgarden
Mods: highlandpools, beds, mobapi, mobs_flat, wield3d
Privileges: shout, interact
Uptime: 24/7 But sometimes down for updates - just try again in some minutes.
For the same setup but with only water visit Unter Null

Recipes to know
+ Spoiler


This is the first server running the Voxelgarden subgame. You have interact by default, there is no protection and no moderation. If there are any technical or other problems write me a PN. One reason for this is to test how the subgame behaves on a server. So, if you notice any bugs or design issues, just tell me.
Hint: With Voxelgarden installed it loads faster, as it loads all the media from your local install instead downloading it from the server.

The server is hosted at Digital Ocean in Amsterdam and costs me 5$ a month. When you want to help me feel free to donate some Bitcoin.
1BVoPnreV8kW4AMt9pDZ8F6y8Jq2n3mxDi
Last edited by Casimir on Sun Nov 16, 2014 10:28, edited 15 times in total.
 

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Re: Voxelgarden server

by Minetestforfun » Wed Sep 03, 2014 19:32

Hi,
Good luck for your server !
 

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Casimir
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Re: Voxelgarden server

by Casimir » Thu Sep 04, 2014 09:25

Thank you.

For some reason this server does not appear in the serverlist. I have "server_announce = 1" and "serverlist_url = servers.minetest.net" in my minetest.conf. Does anybody know what I do wrong?
 

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Re: Voxelgarden server

by Minetestforfun » Thu Sep 04, 2014 10:19

I've the same issue, i can't explain this bug with the serverlist...
My only lead is (for 0.4.10 version) :
- when a minetest-server is created in a Linux environment, it's impossible to appear in the public serverlist (even if the informations are correct in minetest.conf)
- and for windows minetest server : no problem
 

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Re: Voxelgarden server

by Krock » Thu Sep 04, 2014 17:26

I would prefer if there's a protection mod, so the noobs can't destroy nice houses.
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Re: Voxelgarden server

by Casimir » Sat Sep 06, 2014 15:45

There are now 2D mobs. But they are not easy.
Edit: Also added wield3d.

@ Krock
This server is an experiment in several ways. One is to find ways that make protection obsolete.
Because it is harder to obtain resources and therefor good tools, noobs need to put some effort into the game in order to be able to destroy anything.
 

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Re: Voxelgarden server

by Sokomine » Sun Sep 07, 2014 16:36

Casimir wrote:This server is an experiment in several ways. One is to find ways that make protection obsolete.
Because it is harder to obtain resources and therefor good tools, noobs need to put some effort into the game in order to be able to destroy anything.

In my experience, it is almost always easier to destroy than to create. Remember: Those people who want to create something have to obtain the materials as well. And they won't be settled with getting enough for tools - they need enough materials to actually create something - while griefers only need enough to destroy.
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Re: Voxelgarden server

by Casimir » Tue Sep 16, 2014 20:06

In the case someone noticed the bug that the hunger and health bar are invisible, that is fixed now.
 

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Re: Voxelgarden server

by Casimir » Sun Sep 21, 2014 15:12

That server was useful for finding some multiplayer related bugs and to see how players react to the changes in this subgame. But it does not seem that people use it much. So, when there are no objections I will let it run about one week now and then let it shut down.
 

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Re: Voxelgarden server

by Krock » Sun Sep 21, 2014 15:27

I like your server but there's a reason why I don't play it:
Image
This max_block_send_distance is way too high for my PC.
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Re: Voxelgarden server

by Casimir » Sun Sep 21, 2014 16:53

Thank you. I wasn't aware of that. So I now changed it from (default) 9 to 5. Also added some other settings for better performance. Hope that helps.
 

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Re: Voxelgarden server

by Dragonop » Wed Sep 24, 2014 02:46

Hey, some times, when you try to cut a tree with an stone axe, it does not work, but it does with any other axe tipe.
 

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Re: Voxelgarden server

by Casimir » Wed Sep 24, 2014 19:21

Could it be that your inventory is full? Otherwise it would be good to have more information on that. e.g. what kind of tree.

Btw. I just extended the server for two months.
 

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Re: Voxelgarden server

by twoelk » Thu Sep 25, 2014 02:21

Just had a go on your server. Built a hut.

Sometimes I got hit by something invisible. It wasn't hunger.

Do rats bite? Is there some other mob that did not render for me? Is there some sort of hurting block?
 

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Re: Voxelgarden server

by Dragonop » Thu Sep 25, 2014 11:57

Casimir wrote:Could it be that your inventory is full? Otherwise it would be good to have more information on that. e.g. what kind of tree.


1-Inventory almost all empty; i can get the wood with the stone axe.
2-All the trees
3-It only worked for me with another axe (steel axe)
4-I trow the steel axe in the floor, and tryed with the stone one; same, no woodcuting.
5-Sorry for the bad english (I speak spanish)
 

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Re: Voxelgarden server

by Sokomine » Fri Sep 26, 2014 01:03

twoelk wrote:Just had a go on your server. Built a hut.

Where? I've built a small one as well. One out of papyrus roots in a small lake.

twoelk wrote:Sometimes I got hit by something invisible. It wasn't hunger.

I've observed the same. It was very odd. Perhaps it was hunger of a kind...
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Re: Voxelgarden server

by Casimir » Fri Sep 26, 2014 14:52

@ twoelk
Mobs at the moment don't check for walls, they attack everything within a certain range. So they might hide behind a wall. I'll add a line_of_sight check soon.

@ Dragonop
I now changed the axe and hoe textures so they don't look almost the same any more. That is the only explanation I have for your issue.
 

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Re: Voxelgarden server

by Dragonop » Sun Sep 28, 2014 06:21

Casimir wrote:@ Dragonop
I now changed the axe and hoe textures so they don't look almost the same any more. That is the only explanation I have for your issue.

Its a lame that it does not solves anything.
 

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Re: Voxelgarden server

by Sokomine » Mon Sep 29, 2014 00:59

My little hut on that server, located at a highland pool:
Image
Inside:
Image
Papyrus roots have a really nice texture. And those half-doors are very useful.

Still no success with farming though. Land turned into soil after using a hoe, weed grew and can be digged. It sometimes gives a wheat or cotton, but no seeds so far. I'm unsure if that's the right way to get seeds.
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Re: Voxelgarden server

by trukoil » Mon Sep 29, 2014 01:05

Good server, keep going (except for the hunger system, but i can go further)

Some questions: ores are incremental over depth? There's a way to repair tools? Is a protection system like Landrush expected for the future? I know stone finding is a good griefer protection, but when got a pick someone could easily destroy everything.

Sokomine: the weed you dig on the soil after using a hoe can give seeds. Use them on empty hoed soil. When wheat grows can give 3/4 wheat, plant them. Btw, is it possible to have wheat harvested like cotton? Right click and the plant goes on a early state but is not digged and on wait to be replaced, maybe it's a request to made on the VG gamemode thread.
 

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Re: Voxelgarden server

by Sokomine » Mon Sep 29, 2014 01:19

trukoil wrote:Good server, keep going (except for the hunger system, but i can go further)

That's sometimes quite annoying, yes. At least I havn't starved to death yet. There are plenty of apples...and there is some time to recover and eat before it becomes critical.

trukoil wrote:Some questions: ores are incremental over depth? There's a way to repair tools? Is a protection system like Landrush expected for the future? I know stone finding is a good griefer protection, but when got a pick someone could easily destroy everything.

I havn't found many ores so far. Even iron and coal seemed pretty rare at a depth of almost 200. Maybe it's just bad luck.

A protection system would be really good if the server is going to run any further. As long as buildings stay the tiny size they currently are (probably due to the lack of protection), the pretty simplistic protector mod might be sufficient.

As far as tool repair and harvesting go, my cottages mod might be a good addition. It allows to seperate harvested wheat into straw and seeds. Seeds can then be turned into fluor for bread.

trukoil wrote:Sokomine: the weed you dig on the soil after using a hoe can give seeds. Use them on empty hoed soil. When wheat grows can give 3/4 wheat, plant them.

Aaah! Thank you. I didn't consider planting the harvested goods. But, as far as farming in MT goes, it's probably logical. farming_plus plants never survive harvesting, regardless of weather the real plant would (i.e. rhaburb), while hydro's potatoes regrow after harvesting them. So...why not have a third way :-/
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Re: Voxelgarden server

by trukoil » Mon Sep 29, 2014 01:27

After a bit i ignored hunger, because when you're hungry you lost only half heart, so it's pretty useless. To die of starvation you must wait (residual_hearts * 2) * hunger, a way to improve that could be hunger last proportionally to hearts, more life you have less hungry you are. With few hearts hunger will be faster, to mime real body condition: a healthy human could starve less quickly than an unhealthy one.
 

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Re: Voxelgarden server

by trukoil » Mon Sep 29, 2014 01:43

Tools one: on Github i proposed a mod to the default minetest_game to repair a tool simply putting a ingot over the worn tool in the crafting grid, got rejected. A way to have less broken tools could be to break the tool instead of destroy it, so it could be repaired.
 

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Re: Voxelgarden server

by Casimir » Tue Sep 30, 2014 10:29

trukoil wrote:Some questions: ores are incremental over depth?

Yes they are. They are also less common than in minetest_game.

trukoil wrote:There's a way to repair tools?

There only exists the standard minetest way of repairing tools, that is putting two tools in to the craft area and get one repaired.

a way to improve that could be hunger last proportionally to hearts, more life you have less hungry you are. With few hearts hunger will be faster, to mime real body condition: a healthy human could starve less quickly than an unhealthy one.

That is exactly how it works at the moment ;)

I realized that the server has enough resources to run two worlds simultaneously. So I set up one world that uses unternull on port 30001.
 

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Re: Voxelgarden server

by Xevmescrige » Sat Nov 01, 2014 17:17

May I suggest that you add a trade system for the unternull server, so that you can obtain otherwise unobtainable items such as sand (for glass) or iron (for locked chests)? This way, the people who make it into the later stages can build fancy houses, and possibly show off and protect their wealth, because after a while, the game gets repetitive. A /warp command that calls a teleport to the store would be sufficient. Also, could you enable sethome for the people who build far away from spawn? I don't want to fall into lava and then have to swim for about 10-15 minutes to get back.
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Re: Voxelgarden server

by Sokomine » Sun Nov 02, 2014 18:01

trukoil wrote:Tools one: on Github i proposed a mod to the default minetest_game to repair a tool simply putting a ingot over the worn tool in the crafting grid, got rejected. A way to have less broken tools could be to break the tool instead of destroy it, so it could be repaired.

Apart from the standard way of crafting two almost broken tools into one less broken, there are also mods which allow tool repair. Technic (tool workshop) and my cottages mod (hammer and anvil) both come with such options.

Xevmescrige wrote:May I suggest that you add a trade system for the unternull server, so that you can obtain otherwise unobtainable items such as sand (for glass) or iron (for locked chests)? This way, the people who make it into the later stages can build fancy houses, and possibly show off and protect their wealth, because after a while, the game gets repetitive. A /warp command that calls a teleport to the store would be sufficient. Also, could you enable sethome for the people who build far away from spawn? I don't want to fall into lava and then have to swim for about 10-15 minutes to get back.

Hm, yes, those functions ought to be available on a serious server. /spawn in order to have a common meeting place, /home for your own home, a protection system so that building is not in vain, a nice trade system for trading with players who are offline.
At least the /home command is there on the first server. Use /sethome to set it and /home to get back.
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Re: Voxelgarden server

by Sokomine » Tue Nov 11, 2014 01:10

Casimir wrote:I realized that the server has enough resources to run two worlds simultaneously. So I set up one world that uses unternull on port 30001.

Without announcing it at the server list, hardly anybody will ever join the server. Though without a protection system, complete abscence of locked chests (no iron) and fire-spreading lava, it is indeed better if no one knows about it.

Locked chests could be crafted directly from normal chests (after all they're just a necessary adaption for multiplayer servers). Dirt ought to be cheaper. Nodes like dirt and sand ought to loose their falling property as that just leads to nodes dropping and dropping forever once the ground below them is gone. Cacti might be grown from seedings the same way flowers are grown. Receipes for turning cobble (or perhaps stone?) into gravel and sand would be good. Perhaps something like cobble -> gravel -> sand vs. stone -> dirt

What can be built there:
Image
Image
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Re: Voxelgarden server

by Casimir » Tue Nov 11, 2014 23:55

Announcing it on the serverlist is a thing that still does not work for me.
For the unternull world I changed the mobs so they drop copper and iron lumps. But while beeing a it I also updated all serverthings and then it broke. I got the main map working again, but unternull not. I will try again later.

As long as the serverlist problem remains I don't think I will run the server that much longer. Therefore I make the maps available here. They are shrunken down using the map unexplore script (someone explored a lot.). Every thing build should still be there, natural nodes are "reset" so there are some problems. If you want the big map uploaded anyway, I can do that, but please tell me a file sharing service where I don't need to register. I don't want to use the forum for the big map.
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Re: Voxelgarden server

by Sokomine » Wed Nov 12, 2014 23:53

Casimir wrote:For the unternull world I changed the mobs so they drop copper and iron lumps.

Problem is: You don't get mobs early on. And it's not exactly obvious to kill i.e. a rat in order to get iron. Not much of that stuff inside a body. On servers where iron is more rare than usual, it may really be best to just add a receipe to convert normal chests into locked ones directly. It's an adaption for multiplayer servers and not an improvement of chests as such.

Casimir wrote: But while beeing a it I also updated all serverthings and then it broke. I got the main map working again, but unternull not. I will try again later.

That's bad :-( I hope you will get it back running. If not: At least thank you for making the map available!

Even if the unternull server does not come back up, there's still the other one that could be explored. Some aspects of the game work really well, and I'd wish for those papyrus roots and the advanced doors in other games as well.
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Re: Voxelgarden server

by Krock » Thu Nov 13, 2014 18:40

Casimir wrote:Announcing it on the serverlist is a thing that still does not work for me.

Does your build contain the curl library? I think that's required to show up a server on the list.

It's a cool server, when there are enough ressources / terrain. That's what I've missed in the ocean-map.
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