[Voxelgarden] Unter Null (just ocean)

Sokomine
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Re: [Voxelgarden] Unter Null (just ocean)

by Sokomine » Sun Mar 22, 2015 03:39

Good to hear that the server is up again. But you really ought to add some sort of protection. People do like your server and start building. The textures are nice, there are other small buildings from other players - that is attractive. And then those builders are left alone. If you really can't warm up to protection against griefers, perhaps those buildings might be exported to another server.
A list of my mods can be found here.
 

Builder123
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Not Connecting again - Server Status Update Request

by Builder123 » Mon Mar 23, 2015 18:43

I have accessed the server at port 30002 only once in the last three days. I just tried ports 30001 and 30002 with no connection made to the server. Has there been any changes to the IP? Please advise.

Thanks

P.S. Playing Unternull across home network successfully - Q: Mobs have yet to spawn - is there an updated flat_mob, or mobapi that I need for mob spawn? (I can /spawnentity - but I have not collected any ores from the mobs either - nothing is dropped)
 

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Casimir
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Re: [Voxelgarden] Unter Null (just ocean)

by Casimir » Mon Mar 23, 2015 21:13

One thing I wanted to know is: Can you run a server without much (any) work of maintenance? The answer is: No, not with all those problems.

The server is shut down completely now. I have many other things to do. Also it did not turn out the way I expected it to do. One big problem of minetest is that the majority of players uses an android version, and therefor they are not able to craft or to place blocks where they want them to have.

@ Builder123
The mobs_flat mod was modified on that server. Just add drops = "modname:something" into the definition. They also spawn rare, to change that reduce the high number in the spawn definition.
 

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Re: [Voxelgarden] Unter Null (just ocean)

by Sokomine » Mon Mar 23, 2015 21:56

Casimir wrote:One thing I wanted to know is: Can you run a server without much (any) work of maintenance? The answer is: No, not with all those problems.

Hmm. It works quite well with Redcrabs server, even though that could do with *some* maintenance. But just keep in mind that Redcrab is seen no more than about once a year by now - and still his server runs. It might have to do with investing a lot of time at the beginning so that it'll run good for a while even after that.

Casimir wrote:The server is shut down completely now. I have many other things to do. Also it did not turn out the way I expected it to do. One big problem of minetest is that the majority of players uses an android version, and therefor they are not able to craft or to place blocks where they want them to have.

The android version seems indeed more difficult to handle. I'm still amazed how players manage to get along with it. But all that griefing cannot be blamed on that alone. Young children are pretty often bored if they don't get immediate response/success and then start to cause trouble. It helps to appoint moderators who may take care of trouble on the server, but all that admittedly does take time.
A list of my mods can be found here.
 

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maikerumine
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Re: [Voxelgarden] Unter Null (just ocean)

by maikerumine » Tue Mar 24, 2015 17:17

Sokomine wrote:
maikerumine wrote:Uhm.. this sucks if you are deleting the server. a few of us really put some hard work int this.

Do you at least have a local backup?

I'm considering putting up some Carbone based worlds together where I built small houses on servers that didn't make it. Havn't found the time yet :-(


Yes, lucky to have used 4.12 instead of 4.11 due to map glitches. It is the rush of risking it all whilst playing online that makes it more intense.



Casimir wrote:One thing I wanted to know is: Can you run a server without much (any) work of maintenance? The answer is: No, not with all those problems.

The server is shut down completely now. I have many other things to do. Also it did not turn out the way I expected it to do. One big problem of minetest is that the majority of players uses an android version, and therefor they are not able to craft or to place blocks where they want them to have.
.

Too bad the server is down for good, would it be possible to post a world map of the server so we could see how far people started villages? or could you post a download of the server map?

I too really liked this map and idea, I am sorry it didn't turn out the way you had planned. What was your plan? If you don't mind me asking?
 

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Server Shut Down

by Builder123 » Sat Mar 28, 2015 17:29

I weep greatly at the news of the loss of this great site. Of course PC play is better than android, especially under water. I don't think that the Ocean Experiment was a failure at all. The word experiment defines an unknown outcome. A true scientist - be it mechanical or social should be looking at growth/destruction patterns as well as the intensity of the conversations between players. Ah, but who am I to question your intent or desired outcome predictions.

OK, I am getting closer to replicating all the elements of the Ocean Experiment subgame on my server. I have reviewed the API for the mobs and tweaked some code, however I believe that the mods on github may not be current as I can not get the mobs to drop anything. I used:

drops = {name = "default:mese",
chance = 100,
min = 1,
max = 2,},

...in the mobs_flat init.lua

Is the chance ranged from 1 (least possible drop) to 100 (max possible drop)?

Thanks for the lesson in mod settings in advance.

P.S. If you have updated your mods for this subgame since its release, is it possible for you to update your mods on github? This would simplify the process and I won't have to struggle to reinvent the wheel.
 

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Casimir
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Re: [Voxelgarden] Unter Null (just ocean)

by Casimir » Sat Mar 28, 2015 19:32

In the attachment there are all the mods, unsorted and anything.
Attachments
mods.tar.gz
(1.44 MiB) Downloaded 94 times
 

Builder123
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Re: [Voxelgarden] Unter Null (just ocean)

by Builder123 » Sat Mar 28, 2015 21:54

Thanks for the mods - also I see it was downloaded 5 times - it is a great subgame!
 

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maikerumine
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Re: [Voxelgarden] Unter Null (just ocean)

by maikerumine » Sun Mar 29, 2015 01:41

Make that 6 times!
 

Builder123
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Re: [Voxelgarden] Unter Null (just ocean)

by Builder123 » Sun Mar 29, 2015 13:06

Make that 10 times!
 

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Re: [Voxelgarden] Unter Null (just ocean)

by Builder123 » Sun Apr 05, 2015 17:47

I missed Unter Null so much that I want to take my home network server and place it on a VPS for others to enjoy. I added protection mods and this version allows for locked chests, etc. in order to make it builder friendly.

Would there be any problem placing the server on the public server list?

Thanks
 

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Casimir
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Re: [Voxelgarden] Unter Null (just ocean)

by Casimir » Mon Apr 06, 2015 18:36

No problem at all. I would love to play on that server as a guest.
 

Builder123
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Re: [Voxelgarden] Unter Null (just ocean)

by Builder123 » Mon Apr 06, 2015 19:00

Thanks Casimir!
 

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