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General => Game Chat => Minecraft => Topic started by: Thorin on August 30, 2013, 08:46:52 AM

Title: 1.6 on Usamot
Post by: Thorin on August 30, 2013, 08:46:52 AM
Thanks for updating the Usamot server, Tom.  I haven't gotten on there yet, but I'm looking forward to all the new goodies 1.6 provides us.  I wonder if anyone has a horse yet?

And I'm posting here because apparently I'm not allowed to post in the Server Status thread...
Title: Re: 1.6 on Usamot
Post by: Mr. Analog on August 30, 2013, 08:54:10 AM
All I know is that with all the latest plugins (I use anyway) everything is so much nicer.

Maybe we can see some other faces tonight :D
Title: Re: 1.6 on Usamot
Post by: Tom on August 30, 2013, 09:00:51 AM
I'm planning on going on a horse expeidition, but I've been availing myself of the skelli xp farm. got a stupid kick ass sword. looting III, knockback II, fireaspect II, and smite IV. Also got some basic nice work picks. I'm hoping for some fortune and silktouch, but itll probably be a while.

After I run out of the tools I made to enchant, I'll be enchanting books. see what I get out of that. first a few 30s then a crap load of 1s
Title: Re: 1.6 on Usamot
Post by: Mr. Analog on August 30, 2013, 09:03:49 AM
The only thing to look out for is mobs at night, it's crazy out there in 1.6
Title: Re: 1.6 on Usamot
Post by: Tom on August 30, 2013, 09:33:38 AM
Oh, i've made a small mod to the xp farm, I hope you guys don't mind! slapped a couple single chests to store personal stuff while idling too.

I'm liking that this farm takes a whole 12 minutes to get you to 30 levels. I was expecting to have to wait longer.

And I was being stupid when I was setting up my new portal.. I disabled one of the gates I got connected to, to see if it'd then create a new gate for me. But no. I ended up having to use the gate I got connected to, to create a new dedicated portal for my base. I left the piece of obsidian I removed from it in a chest. I'll fix it if I see it again, but yeah...
Title: Re: 1.6 on Usamot
Post by: Tom on August 30, 2013, 09:36:09 AM
I'm probably going to add a garbage chute to it some place.
Title: Re: 1.6 on Usamot
Post by: Thorin on August 30, 2013, 11:29:24 AM
Which XP farm are you referring to, Tom?
Title: Re: 1.6 on Usamot
Post by: Tom on August 30, 2013, 11:32:48 AM
Quote from: Thorin on August 30, 2013, 11:29:24 AM
Which XP farm are you referring to, Tom?
I believe it's your skelli farm. looks like your style of build, especially the storage room.
Title: Re: 1.6 on Usamot
Post by: Thorin on August 30, 2013, 11:43:59 AM
Is there glass at the drop-chute and a door next to it leading up to a multi-level farm?  That'd be my skelly farm.  I've got a little pool of water that I use as a garbage disposal there, and there's an enchantment table close enough that the skellies don't stop spawning while you're enchanting.  Where'd you put your chests?  Hopefully you labelled them.
Title: Re: 1.6 on Usamot
Post by: Thorin on August 30, 2013, 11:47:02 AM
Oh, and 12 minutes?  I Was pretty sure it was closer to 25 minutes for 30 levels.  Maybe skeletons spawn faster in 1.6?
Title: Re: 1.6 on Usamot
Post by: Tom on August 30, 2013, 11:54:35 AM
Quote from: Thorin on August 30, 2013, 11:43:59 AM
Is there glass at the drop-chute and a door next to it leading up to a multi-level farm?  That'd be my skelly farm.  I've got a little pool of water that I use as a garbage disposal there, and there's an enchantment table close enough that the skellies don't stop spawning while you're enchanting.  Where'd you put your chests?  Hopefully you labelled them.
Well they aren't going to stay my chests. I put them there by the chute so people can temporarily store stuff while they're mucking about in there.

I've disconnected for a bit, left a bunch of my stuff in the top chest, I'll be back for it after I get some crud done.

Quote from: Thorin on August 30, 2013, 11:47:02 AM
Oh, and 12 minutes?  I Was pretty sure it was closer to 25 minutes for 30 levels.  Maybe skeletons spawn faster in 1.6?
Yeah, its pretty crazy, It's about 12-15 minutes for a full 30 levels. I left my client idle for a bit and got "distracted" with work, and there was over 300 entities in there, and basically, I got 2.5-3 full 30 level enchants out of it. I think its somewhere around 120 "entities" per 30 levels (some entities are static and don't go away, one is you, and I'm sure theres some mobs or animals hanging around some place close that add to it. so I'm not 100% sure on the exact number to look for).
Title: Re: 1.6 on Usamot
Post by: Mr. Analog on August 30, 2013, 12:13:29 PM
Post the overviewer location maybe?
Title: Re: 1.6 on Usamot
Post by: Tom on August 30, 2013, 12:23:26 PM
Quote from: Mr. Analog on August 30, 2013, 12:13:29 PM
Post the overviewer location maybe?
If i remember to ;D  Also there are signs in the nether pointing to it from all over the place.

That reminds me, I connected up my new base to the paths in there, and added some signs.
Title: Re: 1.6 on Usamot
Post by: Thorin on August 30, 2013, 03:59:45 PM
Yeah, this is the skelly xp farm I built.  Tom's adding some enhancements (like a garbage disposal and hoppers to auto-collect the monster drops).
Title: Re: 1.6 on Usamot
Post by: Tom on August 30, 2013, 04:27:01 PM
warning, the disposal is a tad annoying :( I forgot about the noise the dropper makes when it fires an item.
Title: Re: 1.6 on Usamot
Post by: Thorin on August 30, 2013, 04:35:40 PM
As opposed to the constant noise of the skeletons?
Title: Re: 1.6 on Usamot
Post by: Tom on August 30, 2013, 04:44:38 PM
Quote from: Thorin on August 30, 2013, 04:35:40 PM
As opposed to the constant noise of the skeletons?
Its just more, regular clicking... It's pretty quick though, and turns off when the dropper is empty.
Title: Re: 1.6 on Usamot
Post by: Tom on August 30, 2013, 07:15:26 PM
Anyone know of a nice conveniently located nether fortress? Hopefully close to the paths leading to/from Thorin's Skelli farm? (my new base is in that area ;D).

I've been wandering for god knows how long now. I have a crap load of glow stone, nether quartz, magma cream, and some ghast tears, but no bloody netherfortress.

I'm thinking of setting up a blaze farm.
Title: Re: 1.6 on Usamot
Post by: LennyLen on August 30, 2013, 11:43:21 PM
QuoteAnyone know of a nice conveniently located nether fortress?

There are two quite close to Nordvang (or at least there was before the map prune).  When I get home tonight, I'll remind myself how to get to them and give instructions.
Title: Re: 1.6 on Usamot
Post by: Thorin on August 31, 2013, 03:35:12 AM
There's also a nice blaze farm in the nether already that was set up by Pantsalot when he was still playing on Usamot. It's southwest, and I think he posted on here about it.

Unless you're really looking to build one?
Title: Re: 1.6 on Usamot
Post by: LennyLen on August 31, 2013, 09:03:04 AM
The Nether fortress nearest Nordvang does not appear to have a Blaze spawner.  The path that led to the second fortress now has a dead end :(
Title: Re: 1.6 on Usamot
Post by: Thorin on August 31, 2013, 11:47:04 PM
I heard the clicking tonight, didn't bother me at all.

I walked some more horses back to my hotel tonight, passed right by your new base.  Looks nice, I really like the floating glob of ground...
Title: Re: 1.6 on Usamot
Post by: Tom on September 01, 2013, 01:06:14 AM
Quote from: Thorin on August 31, 2013, 03:35:12 AM
There's also a nice blaze farm in the nether already that was set up by Pantsalot when he was still playing on Usamot. It's southwest, and I think he posted on here about it.

Unless you're really looking to build one?
I wanted something close. I'll have to go looking for that one, see if its not too far a walk. The walk to and from the xp farm is already a bit annoying ;D


Quote from: LennyLen on August 31, 2013, 09:03:04 AM
The Nether fortress nearest Nordvang does not appear to have a Blaze spawner.  The path that led to the second fortress now has a dead end :(
I don't think the nether generation changed, so the second fortress is probably still where it was. It just got trimmed in the big 1.5 update.

Quote from: Thorin on August 31, 2013, 11:47:04 PM
I heard the clicking tonight, didn't bother me at all.

I walked some more horses back to my hotel tonight, passed right by your new base.  Looks nice, I really like the floating glob of ground...
And just think, its nearly all natural. All I did was expand it up a bit.
Title: Re: 1.6 on Usamot
Post by: Thorin on September 01, 2013, 09:12:06 PM
Pants's blaze farm is quite a ways south.  In the nether, go further south from where my portals are (bring a minecart, there's a railroad).  Although it takes a while to get there, it's a really nice farm and definitely worth the travel time.
Title: Re: 1.6 on Usamot
Post by: Snowie0wl on September 09, 2013, 02:32:23 AM
Oh, awesome! I got a little discouraged from playing Minecraft in Usamot because it hurt to abandon horses (and donkeys). Will they actually spawn in Usamot? Also I haven't yet found a way to make a chessboard to my satisfaction so I'm going to put that on hold. I'm thinking of a race course now. Would it be possible for me to bring a friend in? If so, his name is Aaran007.
Title: Re: 1.6 on Usamot
Post by: Tom on September 09, 2013, 05:21:09 AM
Quote from: Snowie0wl on September 09, 2013, 02:32:23 AM
Oh, awesome! I got a little discouraged from playing Minecraft in Usamot because it hurt to abandon horses (and donkeys). Will they actually spawn in Usamot? Also I haven't yet found a way to make a chessboard to my satisfaction so I'm going to put that on hold. I'm thinking of a race course now.
You can get horses, but they are rare on existing plains. You will probably have the best luck finding new areas, or at least the area that Thorin found.

Quote from: Snowie0wl on September 09, 2013, 02:32:23 AM
Would it be possible for me to bring a friend in? If so, his name is Aaran007.
If you can guarantee he wont grief, sure.

Griefing may result in an immediate ban.
Title: Re: 1.6 on Usamot
Post by: Tom on September 09, 2013, 02:16:52 PM
I just thought of a potential solution to any pending map reset (at least temporarily).. I can change the map's main spawn point to somewhere in the middle of nowhere. and we keep the teleportals to link them? At least that'd keep us from having to depend on bukkit plugins that may or may not update soon enough.

Separate maps that we could portal to would be nice, as I think it'd be easier on the server... but yeah..
Title: Re: 1.6 on Usamot
Post by: Thorin on September 09, 2013, 02:57:11 PM
Not a bad idea, although we don't have to do that until 1.7, do we?

I really like the idea of keeping one map because then we can go back to old builds.  I just don't know what'll happen with old map seeds in the new terrain generation code.  We'd noticed animals going missing although lately I've been finding animals stuck in water traps and stuff (like, where there's a current that they can't get out of) or just plain wandering away from where they originated (quite a few of the Taj Moo Hal cows were in the water trying to cross over to the Flaming P for no obvious reason).  Animals in captivity haven't been de-spawning.

If we really want a brand new map, then I really like the idea of world-jumping portals from the spawn of one world to the spawn of another.
Title: Re: 1.6 on Usamot
Post by: Tom on September 09, 2013, 03:01:41 PM
Quote from: Thorin on September 09, 2013, 02:57:11 PM
Not a bad idea, although we don't have to do that until 1.7, do we?
We don't actually want to do it until after we update.

Quote from: Thorin on September 09, 2013, 02:57:11 PM
I really like the idea of keeping one map because then we can go back to old builds.  I just don't know what'll happen with old map seeds in the new terrain generation code.
It's changed enough that there will be some odd chunk borders. Saw some on youtube today. If we go fairly far out, it won't show up all that often.

Quote from: Thorin on September 09, 2013, 02:57:11 PM
  We'd noticed animals going missing although lately I've been finding animals stuck in water traps and stuff (like, where there's a current that they can't get out of) or just plain wandering away from where they originated (quite a few of the Taj Moo Hal cows were in the water trying to cross over to the Flaming P for no obvious reason).  Animals in captivity haven't been de-spawning.
Hopefully they at least make sure the structure spawning doesn't break.. (ie: witch huts getting their "witch hut" status removed, and thus no witches will spawn, seems to be an issue currently).

Quote from: Thorin on September 09, 2013, 02:57:11 PM
If we really want a brand new map, then I really like the idea of world-jumping portals from the spawn of one world to the spawn of another.
Yeah, we'll have to see how that goes.
Title: Re: 1.6 on Usamot
Post by: Mr. Analog on September 09, 2013, 03:02:10 PM
Conversely we can just add a teleport block to some far flung location (not unlike a few weekends ago).
Title: Re: 1.6 on Usamot
Post by: Tom on September 09, 2013, 03:03:53 PM
Quote from: Mr. Analog on September 09, 2013, 03:02:10 PM
Conversely we can just add a teleport block to some far flung location (not unlike a few weekends ago).
That is pretty much how we get out there. But if the map spawn changes as well, then new people, and old people who lose their home spawn will get to the new area, with all the fun new stuff, and can take the teleportals back if they so desire.
Title: Re: 1.6 on Usamot
Post by: Mr. Analog on September 09, 2013, 03:07:57 PM
:-/

I don't want to die and respawn several kilometers away from all the cool stuff we've built
Title: Re: 1.6 on Usamot
Post by: Thorin on September 09, 2013, 03:15:11 PM
Quote from: Tom on September 09, 2013, 05:21:09 AM
Quote from: Snowie0wl on September 09, 2013, 02:32:23 AM
Oh, awesome! I got a little discouraged from playing Minecraft in Usamot because it hurt to abandon horses (and donkeys). Will they actually spawn in Usamot? Also I haven't yet found a way to make a chessboard to my satisfaction so I'm going to put that on hold. I'm thinking of a race course now.
You can get horses, but they are rare on existing plains. You will probably have the best luck finding new areas, or at least the area that Thorin found.

Quote from: Snowie0wl on September 09, 2013, 02:32:23 AM
Would it be possible for me to bring a friend in? If so, his name is Aaran007.
If you can guarantee he wont grief, sure.

Griefing may result in an immediate ban.

I have several horses in the yard at Frontier Hotel (http://mc.tomasu.org/#/34/64/765/max/0/0).  Feel free to mate a couple to make a foal, then take one.  Or mate two couples to make two foals, then take two horses.

If you want to find your own horses, use the Overviewer to figure out what areas haven't been explored yet and find some plains in one of these areas.  That's what I had to do - wander about until I found newly-generated plains.  My horses haven't despawned yet, so I don't think they will.  More likely, my youngest son will have taken them out for a ride and forgotten to return them :P

A chessboard and a race course, you say?  I look forward to seeing you online building those!

Tom, did you end up adding Aaran007 to the whitelist?
Title: Re: 1.6 on Usamot
Post by: Tom on September 09, 2013, 03:17:03 PM
Quote from: Mr. Analog on September 09, 2013, 03:07:57 PM
:-/

I don't want to die and respawn several kilometers away from all the cool stuff we've built
But then you'll have more cool stuff, and may not want to spawn back in the old section...

But its not an important argument, as we have command blocks. each spawn gets a portal station.

But this is where separate maps would be better. you die without a bed/home, and it'll take you back to that maps's spawn...
Title: Re: 1.6 on Usamot
Post by: Tom on September 09, 2013, 03:17:44 PM
Quote from: Thorin on September 09, 2013, 03:15:11 PM
Tom, did you end up adding Aaran007 to the whitelist?
Not yet. I was waiting to hear back from SnowieOwl.
Title: Re: 1.6 on Usamot
Post by: Thorin on September 09, 2013, 03:33:07 PM
Yeah, the Tele-Portals do make it a lot easier to get around the map for all players, whether Op or not.  Anyway, I can see us exploring until we find a new continent that's not yet mapped and then building a whole new civilization there...
Title: Re: 1.6 on Usamot
Post by: Thorin on September 09, 2013, 05:53:26 PM
Here is where I found the horses: http://mc.tomasu.org/#/2520/64/-1540/max/0/0

I can't believe how much of the map I filled in trying to find my way back!
Title: Re: 1.6 on Usamot
Post by: Snowie0wl on September 10, 2013, 05:51:21 PM
Quote from: Snowie0wl on September 09, 2013, 02:32:23 AM
Would it be possible for me to bring a friend in? If so, his name is Aaran007.
Quote from: Tom
If you can guarantee he wont grief, sure.

Griefing may result in an immediate ban.

That's fine. He wouldn't. His username may sound a little young but he's not a little griefer kid. I know him mostly from playing GoldenEye: Source and, win or loose, he's a good sport.
Title: Re: 1.6 on Usamot
Post by: Tom on September 10, 2013, 06:02:16 PM
Quote from: Snowie0wl on September 10, 2013, 05:51:21 PM
Quote from: Snowie0wl on September 09, 2013, 02:32:23 AM
Would it be possible for me to bring a friend in? If so, his name is Aaran007.
Quote from: Tom
If you can guarantee he wont grief, sure.

Griefing may result in an immediate ban.

That's fine. He wouldn't. His username may sound a little young but he's not a little griefer kid. I know him mostly from playing GoldenEye: Source and, win or loose, he's a good sport.
So long as someone vouches for him, s'ok
:)

added to the whitelist :)
Title: Re: 1.6 on Usamot
Post by: Tom on September 13, 2013, 02:46:53 PM
We're going to have to update to 1.6.3 asap, when ever it get a bukkit update.  They've fixed structure spawning, so our original generated witchhuts and nether fortresses will spawn special mobs again.
Title: Re: 1.6 on Usamot
Post by: Mr. Analog on September 13, 2013, 02:47:48 PM
Quote from: Tom on September 13, 2013, 02:46:53 PM
We're going to have to update to 1.6.3 asap, when ever it get a bukkit update.  They've fixed structure spawning, so our original generated witchhuts and nether fortresses will spawn special mobs again.

Huzzah!

I don't think I've ever actually seen a Wither Skeleton on our server ever!
Title: Re: 1.6 on Usamot
Post by: Thorin on September 13, 2013, 03:06:53 PM
And we must upgrade to 1.6.3 before upgrading to 1.7 in the future, otherwise the nether fortresses and witch huts and stuff will just disappear:

Quote from: https://mojang.com/2013/09/minecraft-snapshot-13w37a/
There is a known issue with world structures such as Nether Fortresses not transitioning to 1.7 from 1.6, but loading these areas in the new pre-release 1.6.3 and then going to snapshot 13w37b (or later) should fix this.
Title: Re: 1.6 on Usamot
Post by: Tom on September 13, 2013, 03:12:17 PM
Physically the blocks are there, if they are already generated (if they aren't, then the generation will differ from the way it did before). but the game wont recognize the area as a witchhut or nether fortress.

It turns out the game uses the seed to tell it where spawning locations for special entities like witches and wither skeletons. But when the nether got chests, the spawning broke, and when the pre1.7 terrain gen stuff came out, it broke witches.
Title: Re: 1.6 on Usamot
Post by: kdevil on September 23, 2013, 07:58:09 PM
I hope the generation doesn't change, because I just found an awesome nether fortress at -120, -400.  Wither skeletons by the truckload!
Title: Re: 1.6 on Usamot
Post by: Tom on September 24, 2013, 02:50:51 AM
Quote from: kdevil on September 23, 2013, 07:58:09 PM
I hope the generation doesn't change, because I just found an awesome nether fortress at -120, -400.  Wither skeletons by the truckload!
It.. Depends. I don't /think/ it will break. the new feature in 1.6.3+ makes it so the seed is stored per chunk I think, so existing chunks remember their original seed/generation info. The fact that it works now, means it should keep working.

If it doesn't work now, then theres a chance it won't work in the new versions? I'm not 100% sure. I'm hoping they are able to figure out which old fortresses are broken now and fix them... but I imagine that would be tricky.

The big problem is we'll need to go and find ALL of the areas that generate special mobs and load them with 1.6.3. Or they /will/ break with 1.7+.
Title: Re: 1.6 on Usamot
Post by: Mr. Analog on September 24, 2013, 09:11:48 AM
Well, I guess it could be tested right?

We have map backups
Title: Re: 1.6 on Usamot
Post by: Thorin on September 24, 2013, 10:43:16 AM
Do you think you could make a quick and dirty tool that identifies all the chunks that generate special mobs?  Is it just nether fortresses and witch huts, or are there other special mobs to consider as well?
Title: Re: 1.6 on Usamot
Post by: Tom on September 24, 2013, 11:15:25 AM
Quote from: Thorin on September 24, 2013, 10:43:16 AM
Do you think you could make a quick and dirty tool that identifies all the chunks that generate special mobs?  Is it just nether fortresses and witch huts, or are there other special mobs to consider as well?
Probably could.. I dunno. I'd have to look into what exactly they did to "fix" things.