Server is up and running nicely using a test map until 1.9. Lots of /tg/ popping in to explore, test plugins, make suggestions.
Factions is now installed, see next post for usage instructions.
Factions Mobs now installed (Spawn NPC soldiers to guard, patrol and fight for your kingdom) see next post for documentation.
Everything is coming along nicely, more info in the previous thread.
Stop by if it catches your interest.
All the documentation can be found here
But the basics are, in chat:
/f create factionnamehere
/f desc factiondescriptionhere
/f claim one
Claims the chunk you're standing in
/f claim auto
Claims as you walk around, turns off when you type it again.
You can only claim 1 chunk per "power" your faction has, power slowly builds as you play.
All these settings will be tweaked for the server launch
all the documentation can be found here:
/fm spawn archer
/fm spawn swordsman
/fm spawn mage
/fm spawn titan
You can only spawn so many depending on your faction power, they will fight mobs and enemy factions (only factions you are at WAR with)
Right click each to select them, and then:
/fm order follow
/fm order stop
/fm order patrol
to see who you have selected
to deselect all.
Right now I'm running pretty cheap hardware, so cost is low and no real danger of running out of funds.
If things bump up more playerbase wise, I'll need better hardware ie more cost, but we've already got people wanting to donate and its never going to be THAT expensive.
I can personally guarantee you that this server will last more than a month.
To continue, I have a pretty personal interest in this server. I've been building resources for it, planning plugins and dungeons and putting an insane amount of work into making it great.
I would probably lose the most from this server going down.
I built this server because I'm so sick of what's available, and even more sick of A.) the drama that comes with "official /tg/ servers" B.) little children... C.) half assed themed servers with no real "feel"
Alright I might join then. Could you just give a short rundown, like a tl;dr of the server then? Like what it's about, who it's intended for, etc...
Saying it isn't an "official /tg/ server" has me curious, as to who it's for.
Massive server map
Factions (configured more like kingdoms)
Plugin makes it so you can't break enemies builds
But you can steal their stuff
Promotes nicer builds while still allowing warfare
Resource Capture points for factions to war over
NPC cities as well to buy or sell goods for gold
Build nations with other people for larger benefits.
I said "not a /tg/ server" because they have a really bad track record. Also because I don't want people to bust into the server shouting "For the Emprah" bullshit. The theme is low fantasy, only humans, think less Tolkien and more Robert E Howard.
Plus the map is just SOOOO pretty.
How hard would it be to whip up a "capture point" plugin with faction integration?
Ie, capture a spot ala long of the hill, but have it remain in your factions control until captured by another faction, doling out a set resource once per MC day.
So, the capture point is one X,Z point on the map, preferably on land. Once per MC day, the faction (if any) who has claimed the land that contains the point is given a set of resources (how are do they receive the resources?)
Or is the point captured in another way?
More like, the point is at xyz, the land will be neutral, claimable by no one, but factions can "control" the point (not landclaim but rather just control that "point", and each MC day at dusk, a chest directly at that point would add a set number of items of a certain type to its contents. customizable items would be a must as well, so one point could give wood, while another night give stone
That's the hard part, it would have to somehow recognize a faction tag and specify that it's "attached to" a certain faction. Maybe a sign on the chest, or an invisible named entity displaying the current faction with ownership's name.
Right click the sign or entity, try to open the chest, anything really. Ideally this would cost a small amount of faction power like 2, and at least "member" rank in your faction.
Also it would be nice if the chest could only be opened by the "controlling faction" and have the contents wiped when the point is captured by another faction. To prevent one facrion from building up the resources just to have them stolen by a raiding faction.
The server doesn't have faction claiming from other factions enabled, so you can't destroy peoples lands unlike some faction servers. This plugin would allow factions to fight over something worth skirmishing over, without despoiling their own faction area.
We already have a guy working on something similar, but I really just need the first simple thing that works reliably. If its too complex, I can easily do it with command blocks, but it wouldn't be as elegant and functional as a plugin, especially since command blocks don't have factions hooks.
So you click it to control it, and that control can be taken if another faction clicks it?
Then at midnight, the chest is unlocked and filled with the items. If another faction tries to open it, they gain control but the items disappear.
Basically as close to this as possible
This pretty well embodies the idea. I've never used that specific plugin, and its horribly outdated, but if I read it correctly, its that exaclty.
Yes. So one lumber mill, that gives provides say 64 wood a day, and a stone quarry that provides 64 stone a day, and a coal mine that provides 32 coal a day.
Ie: different specifiable resources in configurable amounts.
So the way I understand it, it works like this:
There are many points, which look like an unopenable chest (only the admin can open the chest) and a sign. At one of the many points, you click the sign to start a capture of the point. After 30 seconds (during which you may not leave the general area or the timer will stop) your faction owns the point. A faction that would like to claim it from you must wait the same 30 seconds and not leave the area. If they manage this, they then own the point. Whichever faction owns the point at midnight every Minecraft day receives that point's rewards (the contents of the chest, as edited by the admin in-game)
You would have control over setting up points as you wanted.
The rewards would be given to every online player via their inventory (or dropped in front of them in the event that their inventory didn't have the room for all the items.)
That's a challenge, but not impossible. Does it sound correctly described?
Exactly, except the chest would only be locked to factions that don't control it, and the chest should fill around evening, instead of midnight (12000 Minecraft time) with the specific items, not drop them at faction member's feet, that's more trouble than it's worth.
Maybe the chest could have an example chest, 2 blocks below it containing the items to add to the upper chest. Otherwise you get what I'm saying. And the accumulated inventory of the main chest, the rewards chest, would wipe if the capture point is taken by another faction.
I can keep the chunks loaded with another plugin, if that's necessary.
So the chest is filled with items and whoever owns it can open it. What happens if the chest is unopened, still has items, and a new day comes and more items should be added? Nothing?
That also means that there is only one reward (the chest) and you have to go get it. It's not delivered magically just because you control the point.
Ideally when the items are untaken and a new day comes, if would add another day's bounty to the chest in a new slot, and when all the slots are full, it stops until more room is made. This would put a cap on the number of days you could leave your point without emptying it. But if this isn't possible, it could just add the items to the chest inventory.
But yeah, if that is possible, its really the last thing I majorly need.
I gotta retire for the night, will check in morning.
I know it's a tall order, if you think you're up to it though, I would even pay a small amount for a plugin that works exaclty how I want it.
I tested out your server. I've been having a lot of fun exploring and being generally lost. I've been trying to match my location up to some of the maps you posted but every time I think I know where I am I see a landmark that makes me think I'm wrong. Even ran into a little coastal town, which was nice and unexpected.
Bretty gud job OP.
Not the guy in charge, but I've been working on the server a little.
Yes, you can build what you like. If it's good, it will be kept. If it's not, then it's not. That's up to the man in charge though.
>Yes, you can build what you like. If it's good, it will be kept. If it's not, then it's not. That's up to the man in charge though.
Alright, I was pondering doing some Mob-proofed rest stations and such that could be scattered through-out the map.
Last time, I got banned from the server due to an argument involving my Mob Proofing a Village, so I wanted to double check this time.
Yes, this is a test run. If you build something impressive enough, I'll add it to the server for launch, but so far most people have built cobblestone towers and such, which won't make the cut.
Oh hey its Brick, who always shows up at some point to half heartedly shill his /tg/ server.
Honestly brick I don't understand why we haven't teamed up by now. I have a good amount of vision, and the only thing really holding me back is perfect technical configuration, and you seem to be really good at the technical side, but seem to favor the "do whatever, with lots of plugins" type servers, which I find encourages people burning out on MC faster.
I'll be nerfing ores this week too,
As of now there's far too much diamond ore, a little shy on iron, enough coal and gold and too many emeralds.
I'll balance the numbers, make diamonds only spawn in the deepest depths, make lapis only spawn at the highest peaks (no its not geologically accurate, but it adds more intrigue) and relegate emeralds to certain areas.
Also going to install a custom villager plugin which would change all villager trades to whatever I specify. So if you convert a zombie villager or somehow breed villagers at your base, they'll have actually useful, gold based and nonexploitable trades.
You need a better explanation of how the faction system works. It'll probably be your biggest draw for players however if no one knows how to create new factions, claim lands, spawn troops and check their territory and status they'll lose interest quick.
Yeah, the server has a built in texture pack.
At your multiplayer screen in minecraft, select parnatha, click edit, click "Prompt or Always Use" for Resource Pack options, will load the server pack upon joining.
I run a pretty basic set up with about 3 mods that aren't just vanilla enhancers, if its not your cup of tea thats fair. If you want a hand with settings and configuration just send me an email.
If you colonize the green valleys, let me know if you find a treehouse with a small mine next to it. It's mine and I retardedly didn't make a bed or note my location when I built it before I died.
no dynmap. I find it gives away people's bases and positions, when perhaps they wouldnt want to be.
Here's an interactive map of the landscape, but it shows no builds or players
I found a tiny little bay somewhere in the northeast of the mainland where I'm starting to design a lawless "rogue's" city in the ruins of an old guard tower, if anyone wants to come join.
Hell yeah, Parnatha is back! I'm gonna build a grand library and found an order of scholars and masons dedicated to filling the world with books and stories.
I'm DougStache if anyone from the old server remembers me. I'll probably get on either tonight or tomorrow and start work on the Order of the Hammer and Quill.
>Yes, this is a test run. If you build something impressive enough, I'll add it to the server for launch, but so far most people have built cobblestone towers and such, which won't make the cut.
I figured as much.
I'm thinking a "Tree" house hide-away and a Ship for right now.
>Also going to install a custom villager plugin which would change all villager trades to whatever I specify. So if you convert a zombie villager or somehow breed villagers at your base, they'll have actually useful, gold based and nonexploitable trades.
This is probably one of the better things about this server, NPC based trading that can keep the server economy going even after faction's territories have been mined dry.
Since the only place people will be able to edit terrain (and thus farm) will be Faction land, it will be nice to have Vendors to trade Mob Drops to in exchange for food and goods.
I love your pixel murals, especially in that Sun God Temple.
>Hell yeah, Parnatha is back! I'm gonna build a grand library and found an order of scholars and masons dedicated to filling the world with books and stories.
AND I SHALL HAVE PLENTY OF INK AND FEATHERS TO SELL YOU!
If anyone wants to make the journey to the far southern jungle and build a hidden-away, neutral smuggler's city/port, that's my general plan.
Unfortunatly, I'm stuck in the big desert city since I forgot to bed down somewhere else.
though if different races are going to be featured there would be some mechanical way to differentiate between them, beyond just RP
also include a Brewing plugin
sounds like a sweet idea but idk about anything big during the beta phase
idk how to include racial differences without severely gimping certain races (which always sucks)
best way I can imagine (beyond similar skins) is maybe making auxiliary functions only usable for specific races
like maybe only Dwarves can brew alcohol (with a brewery plugin) and/or make war-axes
Only Elves can use a magic and/or runes plugin
and maybe humans have something like a higher faction cap (meaning they can make larger factions) or at least dwarf/elf factions have a hard cap so they must always remain small and have to rely on alliances with other dwarves/elves
unsure what else to make humans stand out, or for that matter what to include for races beyond those three like orcs/greenskins or whatever else.
Players choose a god to worship. They do stuff to appease that god. For example, if you worship the goddess of nature you plant lots of trees or something. Then they get buffs based on the stuff they did and how much. Different gods give different buffs, and religion is player-determined, not faction-determined. So a single faction can have many religions.
There is also another god who cannot be worshiped: Death. Death's power increases every time a player dies. It will naturally decay over time, but if enough players die in a short timespan (in a war, a failed raid on a dungeon, etc.) then Death's power can grow to very high levels. When Death's power level becomes very great, horrifying and powerful mobs will spawn in great number to terrorize the land.
RP can be too shallow
limiting core game mechanics is pretty shit, but auxiliary non-essential flavour ones could work
I was on that server too and things like "only dwarves can use diamond" was pretty shit
According to the server owner it's really just a primal force, not even really a "god", hence why it can't be worshipped. Consider it like Greek mythology: it's less like Hades and more like Chaos.
Imo don't include racial differences for players. Race is something that's fixed and can't be changed, so if someone decides they're an elf and they get bored of being an elf or realize they don't like it, they're shit outta luck. The Religion idea is much better because you can convert from one to another. It's pretty much the same thing anyway, buffs/debuffs based on player decision.
what about something a bit simpler
things like magic/brewing are open to everyone
but the recipies/rituals are not universally known and it is up to the elves/dwarves/whatever to keep them secret (or not)
this sounds pretty awesome actually
The best part is, no one could ever know you were a worshiper of Death, because it's not a religion you can identify with. So someone can claim to be an honest, hardworking Nifgalden-worshiper just like you and I, but in reality they've been pulling strings behind the scenes the whole time to edge the faction towards war so they can cause more death.
There can be secret death cults and intrigue, international conspiracies to coordinate bloody wars in sacrifice. People accusing others of being death cultists, people (ironically) killing others for being death cultists. Inquisitions would be formed to root out the followers of death so the mobs lessen in strength.
would also add some interesting things
like a human leaving hove to go study magic with the elves, or new forge techniques with the dwarves, or herbalism/alchemy with the Orcs
I think it would add to the RP, plus factions would have to deal with things like a Traitor elf fleeing and teaching some humans about magic
What races would you guys be interested in?
desu humies, elves and dwarves are pretty much a given, but too many more would get confusing
I've thought maybe one more like Orcs/|Greenskins (to include goblins) or some beast race (though that could get messy quick)
OP here, I gotta catch some sleep. But before I do, I would like to add that I've considered adding "racial bonuses" but in the end decided against it due to basically what you all discussed. I find elfs/dorfs/littlings tiresome, rather finding it easier to have very culturally different human tribes. We can discuss this more later, and feel free to comment, I'll read it all when I wake up.
I guess I built the server and its story-feel more like Robert E Howard and less like Tolkien
I have work and i need to re download minecraft. This looks cool as ahit and ill defs check it out.
Will there still be single player stuff to do?
Or will there be emphasis on kingdoms/factions
Certainly! I love and encourage that. I am however much less of a fan of elves, dwarves, fantasy tropes. Let me write down some of the very loose fluff tomorrow, and we can take it from there. Regardless of elves or dwarves not existing, there will be BC analogues (magic naturehippies and gruff mining men)
Definitely wants single players to still be able to enjoy themselves. But I'm not gonna lie that it will be majorly beneficial to be part of an organisation.
But now I really gotta sleep. Until tomorrow gents.
>donut steel races
I'd rather no races at all than that
Elves-Dwarves are good because everyone knows what they are all about and they make great bases from which to expand the idea for your specific charecter
so you can have a nation of Drow like elves who live underground and do gruff things, or a nation of enlightened Dwarves who specialized in the arts and sciences.
and humans for basically everything else, hell you can build an entire nation of humans based on one guy who happened to get the secret knowledge of dwarven metalwork/elven magic then spread it to his people
Op here, still should be sleeping, this anon has it.
The way I've built parnatha, there really isn't a place for non human races, but that doesn't mean we can't make the ethnicities just as exciting.
but how would the dissemination of information like that work?
would some factions have access to the knowledge of how magic/brewing/whatever world (basically recipes and command lists)
I think it would end up being player-determined, as it should be. Leave the buffs/gameplay effects in the religions and cultures/races will spring up around them.
Example: Is there a god of mountains? Well, those guys living in the mountains worship him. They get buffs to their mining ability so they do that often. They mine their homes instead of building them, too. Looks like they're a culture that tends to live in underground fortresses and mines a lot. Kind of like dwarves, but human.
Same would go for a god of trees, or a god of the sea, or of agriculture, or war, or wealth, or the hunt... and so on. Players will choose a religion and naturally specialize to take advantage of buffs. That will form cultures on its own without having to predefine them.
in that case maybe there should be a set pantheon rather than a dynamic one if religion is going to be so important
like a God of Brewing can give his followers new recipies and such
not lock content, but make its dispersal up to the players, so technically anyone can find out what the formulas are through testing/stealing/espionage, but not everyone knows every recipe.
get ready for the ultimate spook dungeon experience of your life with traps and treats
OP here, I'm back.
Yes. Limiting content behind races, classes or gods was never my intention. Rather buffing will bring about new utility, giving rise to new creativity. That said, its also about the fact that this is Minecraft. I'm already stretching things fairly far without using any actual mods (all server side plugins), plus I've seen race-play lead to lots of salt before.
Pantheon is set, not dynamic. We'll release with 4 gods, I'll release 4 more gods in a few months when I release the entire 14k x 14k custom netherworld, and another 4 shortly after that when I release the custom End.
This. We can retcon as we go if it creates a large boon, but for now there's plenty of things to do! Lots of exploran, buildan, tradan, fightan, look less for things you can't do, and look at all the things you can.
No Idea, I haven't set it up in a special way to not be. Try joining, if you can join now, you will always be able to, if you can't you won't. Sorry or congratulations depending!
>:/ dunno that eagle. But all blocks spawn mobs except transparent blocks (slime still spawns mobs) and rails and half slabs.
Yeah, thing is Slabs only prevent spawns if their BOTTOM Slabs, Slabs level with the top of a block don't.
>Don't light levels prevent mob spawns?
Yes, but I was working with outdated info and built a ship out of Slabs and Stairs thinking those alone could prevent spawns.
can you include Magic and Brewing plugins at least?
Pic of Dat Nigga Kaladün, the northern god of storms.
Swampland is also my favorite. Don't worry, when I release the custom nether, there will a massive swamp biome, the swampiest most overgrown shitpool of a swamp you've ever seen, it will be gross and hellish and full of slime.
If it's anything like the old server, it's both. There was lots of good roleplaying, rivalries between kingdoms, demons banished to the Nether, and more. But if you didn't want to take part in the roleplaying, there was plenty of people just building various fun projects and buildings.
Damn, reading through the thread this looks like something I'd love to get into, but it's been ages since I played MC and I have my hands full DMing a sandbox.
How active are people/factions generally? Would it be weird if someone was an on-and-offer, or is that fine?
Sadly there appears to be no ETA at all for the 1.9 update, and it's been in the works for months now.
(At least there's snapshots coming out, so it's not as if they've stopped development)
I'd say do settle down, play around, test out designs and mechanics, and try to build and keep hype for the real release
It's a bit sparse right now because new features are being thrown in and people are wary to build since its in beta
OP said though that if you do put the effort in to build something big they would carry it over to the official release so no worries there
This guy nailed it. Who are you old memeber?
No sooner than a week or two from now. No one get attached. I have mentioned that some buildings may carry forward, these buildings will ONLY be capture points built for function, not personal bases. As I'm still adjusting what will be buffed and nerfed ore wise, I simply cannot allow players to keep their bases. Don't bother marking down ore veins either, this will change. I'm sorry to show off the test map and then wipe it, but I've been clear sense the beggining, use this time to plan bases, organize factions (you'll need at least 3 members to start a faction on real release) or just wait until full release. Hope everyone understands.
On and off is fine and encouraged, just join a faction that will also be OK with this.
If I can get all my plugins configured correctly and the map decently assembled, I have been convinced to launch before 1.9, still in 1.8. It just means that we'll wait a little longer for 1.9 plugins to update, but all the major ones should quickly (factions, our custom plugin). The only danger is that maybe one of the more obscure plugins may not update at all (say the crop growth per biome one) in which case we may lose that feature. But I repeat, if I can get everything done soon, I'll launch asap. Gonna have some serious time this weekend.
I've secured a little bay far to the south in the jungle zone, where I'm trying to block out plans for a lawless pirate/rogue town. Lots of docks and shanty buildings, etc.
If you want to swing by and throw some ideas in, I can hop on and give you coords.
Is there a plugin the server could get that allows you to chop and entire tree down in one? It takes several minutes to cut down birch trees as they branch out and end up with blocks of wood hidden everywhere.
i came to /tg/ for a risk thread but found this instead
you got yourself a new player, but before i begin i have some questions
1) Can i roleplay as a lone wolf type of character
2)is it alive or ded
3)do i have to worship a god or some shit
>Why are we waiting for 1.9 MC?
>Won't all the plugins not work for it right away anyways?
Two words; Combat Update
Two more words; DUEL WIELDING!
They're putting in shields, and changing the attack characteristics of Swords and Axes.
>I have mentioned that some buildings may carry forward, these buildings will ONLY be capture points built for function, not personal bases.
So how about my way-stations?
My thinking is they'd be safe shelters scattered every 3-4 km in the wilderness so that travelers could hold up in them for a night.
Since we won't be able to edit terrain that isn't claimed by our faction, I figured it would be useful for those of us traveling between territories to have places to get away from mobs and, more importantly, have beds to shift our respawn points across the map.
>Is there a plugin the server could get that allows you to chop and entire tree down in one? It takes several minutes to cut down birch trees as they branch out and end up with blocks of wood hidden everywhere.
Like the The Treecapitator Mod?
Would certainly cut down on random floating tree tops, but I'm unsure if you can do that with a plug-in...
Is there a full list of plugins somewhere? This sever looks really cool!
I'm also interested in a pirate colony-type thing. I'm going to be logging on for the first time in a few minutes.
Oh yeah the pit! No, the pit probably won't return as a functional diety, but I might consider it.
Had the same thought myself, I'll look into it tomorrow, dunno how it will interface with the custom trees.
Lone wolf character possible, but limited when it comes to owning lots of territory is the only downside.
And no god worship is required. I may even include a boon of some sort for not worshipping a god.
Plugins exclusively for RP? None, but I'm definitely installing a local-global chat interface.
Way points will likely get built after the main highways are constructed.
Definitely need shelters for people to well... Shelter in, but you can't change spawn point if you're in a faction with a faction home, it will always spawn you there.
I'll get a full list of plugins up once I finish deciding what all is really necessary.
Gotta say I'm disappointed that you will need 3 people to create a faction. I'm more of a solitary player and I like being able to create something on my own. Will there be any land protections for individuals?
The inland sea area?
Last I was roaming around the red desert towards the oasis
Can make my way to the sea there and check it would
Wouldn't mind making a beta pirate colony for now, might do something different for the full version
Naw 1 man factions are shitty because there's always a ton of them an every scrub starts their own faction
What would be nice is if factions could create "outposts" far from their territory for things like watch towers, forts, farms and such
OP have you considered using Towny?
That way there is an alternate option for 1 mans/small settlements or large groups who want to remain independent city states rather than join a faction
If you make the limit that a faction must have 5 members you can have loads of towns and only a few big factions
Still having towns and factions would be nice even just so factions can have like forward bases or forts beyond their main territory
It would also make it interesting to have like confederations of a ton of little towns or one megacity