10-17-2017, 01:15 AM
(This post was last modified: 10-17-2017, 01:32 AM by Seperallis.)
The server has returned!
...for now. It'll be gone again fro a little bit when I, too, make the move further north (booooo), but for now the server has returned. With the return, comes a lot of changes. You'll have to excuse me as I link things, instead of listing everything about what's new, simply due to how massive some of the changes are:
Server is updated to 1.12.2!
Yep, no longer must you roll back your client to play, you can use the normal 1.12 update client. Of course that has caused one small problem: broken plugins. Most have been updated, but there are a couple exceptions...
Factions Added!
This is absolutely YUUUGE. This update brings a faction plugin to the server, allowing players to join together and claim parts of the world, waging war between each other to cull or claim their enemies, making allies, building their bases...yeah, I still prefer Towny, but I figure we lose nothing by giving this a try. Faction claims protect the claimed plots of land from griefing, as faction leaders can assign permissions to areas under their control, which is the main reason why I was looking at something like this.
Factions also came with an assortment of other plugins that'll really give the server some flair:
- CreativeGates - introduces the ability for players to create their own linked portal networks, for that day in the future when I limit everyone to a single /home. Oh yes, it's coming.
- MassiveBooks - Greatly expands the uses for books and gives additional functionality, such as the ability to edit a book after writing one, creating "server books" - prewritten books that'll automatically write themselves if you use their title for your book - and item-frame bookcases that'll let you create actual functional libraries, among other things. Pretty wicked.
-MassiveHat - Silly hats for silly people. Turn anything in your inventory into a hat!*
Factions works best with a lot more people than we have, but we'll give it a try, yeah? Oh, and on that note...
You can create Faction Mobs!
This is basically a way for factions to raise large standing armies - for a price - to wage their warfare. Certainly not a good as fighting real people, but who doesn't like riding into battle with hordes of minions are their back?
Hyperconomy, our minecraft economy plugin, is finally configured!
...mostly. I'll probably have to edit the database, but it's functional now! You can make your own shops in various ways! Chest shops, item frame shops, shops that open up when you enter a certain area, item displays...yeah, sadly it's not using an actual item for money, but I have future plans that only certain items can be used to generate the world's currency (aside from below), which is close to the same thing. I'd intended to install a plugin to link the economy info into a web-page for easy viewing, but it seems to have broken with the 1.12 update and seems to have been abandoned. Sad.
This is a pretty huge deal, so you might want to familiarize yourself with the commands and other documentation. Or don't, and wait for the day when I make the Supernoob's Starter Guide, whichever suits your mojo.
Citizens2, THE Minecraft npc plugin, is installed and ready to go!
This is massive. I mean, not as readily massive as some of the other plugins, but this one has the potential to grow based on how it's used. We can have NPCs wandering our world, performing various functions, acting as our, well, citizens. Already I have a few plugins installed that introduce certain "traits" to the created npcs, which determine how the npc behaves. More may be added in the future, but so far we have:
- Alchemist - An npc that will create certain potions for you if you have the right ingredients...for a price. Potion recipes still have to be created on my end, but I intend to make every non-splash potion available.
- Blacksmith - You can now repair your weapons, tool, and armor...again, for a price. Who knows, you might get lucky and find yourself with something better than you had before.
- Builder - Bring the builder the right blocks, and he will build your buildings for you. Can be set to make new constructions, or moitor an area for changes and change them back to how they were; useful for fixing war damage, or guarding a creation against griefing/mistakes. Makes use of schematics, which an admin or mod will have to create, but this will be the primary way for you to transplant your builds from creative maps into the survival world...for a price, of course. (Oh, also, only those who've supported the community financially will be able to make use of this; just fair warning)
- Sentinel - Create customizable and equipable guards for your homes/cities/bases/whatever. Can be set to patrol an area, sit in one place, attack only certain targets, etc etc. Keep those annoying husks out of your home.
- Hypermerchant - Create npc shopkeepers that'll sell your stuff for you with an easy-to-use graphical interface and a minimum of weird text-based commands...for a small commission. Also, your shop NPCs will show up on the dynamic map for everyone to see what you're selling and where you're selling it, which is nice.
- Denizens - This...this is huge. We can create fully scripted NPCs that will do whatever we want. This one isn't some plug-and-play plugin, this one actually requires a lot of actual scripting knowledge, but the payoff would be huge if I/we could get a handle on how it works. I'm talkin' quest npcs, simple townsfolk, travelers, gatekeepers, conversationalists...This is huge. This is beyond my ability. This is something I really need to get a handle on, and make some really unique stuff.
Oh yeah, did I mention our NPCs will now show up on the dynamic map? Because they will.
Time Is Money!
Or so the saying goes. A plugin that rewards players for their activity by distributing a small sum of munee every so often. Will most likely be changed in the future. Also, bonus rewards are given to those that have donated to the community.
Pickup Money installed!
...and subsequently broken by the 1.12 update, I've had it installed since April, but never announced it...though I'm sure you noticed the money if you were online at all during that time. Sadly one of only two plugins that haven't yet been updated after the update. Oh well, I'll just have to hope someone does it. *pokes Lines to learn Java*
Fuckin' SuperTrails, how do they work?
Flashy as fuck, bruh.
Whew, that was a lot. I'm tired now. Give it a whirl, let me know how/if things work. o/
* Only available to staff & people that have donated to the community.
...for now. It'll be gone again fro a little bit when I, too, make the move further north (booooo), but for now the server has returned. With the return, comes a lot of changes. You'll have to excuse me as I link things, instead of listing everything about what's new, simply due to how massive some of the changes are:
Server is updated to 1.12.2!
Yep, no longer must you roll back your client to play, you can use the normal 1.12 update client. Of course that has caused one small problem: broken plugins. Most have been updated, but there are a couple exceptions...
Factions Added!
This is absolutely YUUUGE. This update brings a faction plugin to the server, allowing players to join together and claim parts of the world, waging war between each other to cull or claim their enemies, making allies, building their bases...yeah, I still prefer Towny, but I figure we lose nothing by giving this a try. Faction claims protect the claimed plots of land from griefing, as faction leaders can assign permissions to areas under their control, which is the main reason why I was looking at something like this.
Factions also came with an assortment of other plugins that'll really give the server some flair:
- CreativeGates - introduces the ability for players to create their own linked portal networks, for that day in the future when I limit everyone to a single /home. Oh yes, it's coming.
- MassiveBooks - Greatly expands the uses for books and gives additional functionality, such as the ability to edit a book after writing one, creating "server books" - prewritten books that'll automatically write themselves if you use their title for your book - and item-frame bookcases that'll let you create actual functional libraries, among other things. Pretty wicked.
-MassiveHat - Silly hats for silly people. Turn anything in your inventory into a hat!*
Factions works best with a lot more people than we have, but we'll give it a try, yeah? Oh, and on that note...
You can create Faction Mobs!
This is basically a way for factions to raise large standing armies - for a price - to wage their warfare. Certainly not a good as fighting real people, but who doesn't like riding into battle with hordes of minions are their back?
Hyperconomy, our minecraft economy plugin, is finally configured!
...mostly. I'll probably have to edit the database, but it's functional now! You can make your own shops in various ways! Chest shops, item frame shops, shops that open up when you enter a certain area, item displays...yeah, sadly it's not using an actual item for money, but I have future plans that only certain items can be used to generate the world's currency (aside from below), which is close to the same thing. I'd intended to install a plugin to link the economy info into a web-page for easy viewing, but it seems to have broken with the 1.12 update and seems to have been abandoned. Sad.
This is a pretty huge deal, so you might want to familiarize yourself with the commands and other documentation. Or don't, and wait for the day when I make the Supernoob's Starter Guide, whichever suits your mojo.
Citizens2, THE Minecraft npc plugin, is installed and ready to go!
This is massive. I mean, not as readily massive as some of the other plugins, but this one has the potential to grow based on how it's used. We can have NPCs wandering our world, performing various functions, acting as our, well, citizens. Already I have a few plugins installed that introduce certain "traits" to the created npcs, which determine how the npc behaves. More may be added in the future, but so far we have:
- Alchemist - An npc that will create certain potions for you if you have the right ingredients...for a price. Potion recipes still have to be created on my end, but I intend to make every non-splash potion available.
- Blacksmith - You can now repair your weapons, tool, and armor...again, for a price. Who knows, you might get lucky and find yourself with something better than you had before.
- Builder - Bring the builder the right blocks, and he will build your buildings for you. Can be set to make new constructions, or moitor an area for changes and change them back to how they were; useful for fixing war damage, or guarding a creation against griefing/mistakes. Makes use of schematics, which an admin or mod will have to create, but this will be the primary way for you to transplant your builds from creative maps into the survival world...for a price, of course. (Oh, also, only those who've supported the community financially will be able to make use of this; just fair warning)
- Sentinel - Create customizable and equipable guards for your homes/cities/bases/whatever. Can be set to patrol an area, sit in one place, attack only certain targets, etc etc. Keep those annoying husks out of your home.
- Hypermerchant - Create npc shopkeepers that'll sell your stuff for you with an easy-to-use graphical interface and a minimum of weird text-based commands...for a small commission. Also, your shop NPCs will show up on the dynamic map for everyone to see what you're selling and where you're selling it, which is nice.
- Denizens - This...this is huge. We can create fully scripted NPCs that will do whatever we want. This one isn't some plug-and-play plugin, this one actually requires a lot of actual scripting knowledge, but the payoff would be huge if I/we could get a handle on how it works. I'm talkin' quest npcs, simple townsfolk, travelers, gatekeepers, conversationalists...This is huge. This is beyond my ability. This is something I really need to get a handle on, and make some really unique stuff.
Oh yeah, did I mention our NPCs will now show up on the dynamic map? Because they will.
Time Is Money!
Or so the saying goes. A plugin that rewards players for their activity by distributing a small sum of munee every so often. Will most likely be changed in the future. Also, bonus rewards are given to those that have donated to the community.
Pickup Money installed!
...and subsequently broken by the 1.12 update, I've had it installed since April, but never announced it...though I'm sure you noticed the money if you were online at all during that time. Sadly one of only two plugins that haven't yet been updated after the update. Oh well, I'll just have to hope someone does it. *pokes Lines to learn Java*
Fuckin' SuperTrails, how do they work?
Flashy as fuck, bruh.
Whew, that was a lot. I'm tired now. Give it a whirl, let me know how/if things work. o/
* Only available to staff & people that have donated to the community.