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InsaneJ
10th October 2014, 16:37
For the new HappyDiggers TFC server we're going to be creating a new spawn area and several server outposts players can use to trade. These will all be connected through a large road network spanning thousands of blocks. Other towns may then later connect to these roads to help facilitate non-teleport travel and trade.

We're looking for people who are willing to do the mind-numbing task of laying down large amounts of roads. These roads of course have to look nice so we're also looking for people who can come up with nice designs for them.

And lastly we're looking for people who can create nice looking outposts where we can place server run seed/stone dispensers and provide a nice place to conduct trade.

If you are interested in helping out, please reply. All the staff and VIP members can join, please let us know if you are able to. If you are not in those groups we'd like some input on who you are, how long you've been on our servers and perhaps some screenshots of your work :)

Work on the new server will commence on Sunday October 12th at around 11:00AM CET and continue in the coming week(s). Please join our TeamSpeak server so we can communicate more easily. Our teamspeak server IP is: ts.happydiggers.net

Word of caution. It will not be allowed to already start towns during this period. You may only join the server to help build the infrastructure, but nothing else. During this period the server will be whitelisted so please post your IGN if you wish to apply. If you choose to ignore these simple rules you will be banned.

HappyDiggers TFC b79 server to-do list
There is a Google document in which we can track who is working on what. If you wish to edit this document then send me a PM with your gmail address and I'll add you. Alternatively you can mention what you are doing in this thread and Heptagon will add the relevant information to the document.
Here is the document: https://docs.google.com/spreadsheets/d/1hy6So9V6nwoh_v4tXPAFF2PaXSV1fGngGNnBmPiwdj8/edit?usp=sharing

Mapwriter map download:
https://mega.co.nz/#!0sYVnIDT!BiKygOhselJe2HYzpRHWUdwBgmgq1gTVifsiBA-KS1M

The server IP is: happydiggers.net:4000 (development server is now moved to production)


Road building guidelines


All roads must be 5 blocks wide with the 3 middle blocks being of a different material.
The road builder gets to choose the material.
The center 3 blocks of a road should be chiseled down 1 layer so snow doesn't cover it.
In non-90 degree corners the sections of road are 6 blocks wide. 2 border blocks with 4 center blocks.
Roads do not end, try to make them connect to other roads or loop back on themselves.
Roads should be as interesting as possible. This means not long stretches of straight roads. Try to change direction slightly every 50 blocks or so.
90 degree corners should be avoided.
Try to coordinate with staff members or players that have World Edit privileges.
If possible only lay down the outlines of the road. Someone with World Edit an then fill in the rest very much faster. Roads still need to be chiseled though.
Roads must not be covered by trees or other obstructions.
Remove any blocks that were laid down to mark the location of the road such as glowstone.
Steps on stairs are made with the same chisel type as roads, don't chisel blocks into stair blocks since those don't connect to the roads very well, they are 1 layer too high.
Steps on stairs are 2 blocks long.
The first block of a step on of a stair is chiseled down 5 layers. The second block is chiseled down 1 layer.


Here are some pics :)
Roads are 5 blocks wide with the center 3 blocks made out of a different material.
http://happydiggers.net/attachment.php?attachmentid=1360&stc=1

Center 3 blocks chiseled down 1 layer.
http://happydiggers.net/attachment.php?attachmentid=1361&stc=1

Lay down the outline of the road.
http://happydiggers.net/attachment.php?attachmentid=1362&stc=1
http://happydiggers.net/attachment.php?attachmentid=1363&stc=1

In non-90 degree corners the road sections are 6 blocks wide. 2 corner stones with 4 center blocks.
http://happydiggers.net/attachment.php?attachmentid=1364&stc=1

Remove trees and (marker) blocks that are in the way.
http://happydiggers.net/attachment.php?attachmentid=1365&stc=1
http://happydiggers.net/attachment.php?attachmentid=1366&stc=1

End result should look something like this:
http://happydiggers.net/attachment.php?attachmentid=1367&stc=1

Steps on stairs are 2 blocks long.
http://happydiggers.net/attachment.php?attachmentid=1368&stc=1

The first block of a stair is chiseled down 5 layers, the second block is chiseled down 1 layer.
http://happydiggers.net/attachment.php?attachmentid=1369&stc=1
Also make sure that the first stair block has an extra block out of the same material as the road under it. In this example there's a grass block under the first block resulting in a weird looking gap.

Pernix_8D
10th October 2014, 16:47
What time on Sunday is this starting? Might see if I can be here to help at the start.

InsaneJ
10th October 2014, 16:55
Let's say 11:00AM CET.

But since you're an admin you can start earlier if you like ;) I'll post server details in behind the scenes before the rest of the builders join.

Jiro_89
10th October 2014, 17:38
I'll lend a hand with the infrastructure and maybe some useful buildings. I'll be busy all weekend, but I should be able to get on Monday and start some work.

ethe334
10th October 2014, 17:43
I can't build, I can terraform though.

I'd be happy to make places look nice, and keep a general eye on things.

fredoduquartier
10th October 2014, 17:58
Sunday? ok, no problem :) that will change from coding ;), just for further pluin compatibility, i suggest making the roads only with wood or stone materials that are not spawned naturally on the surface (so no dirt) if we later want a plugin that register roads that give you speed boost and so.

oad1
10th October 2014, 18:14
I want to help,
But where do I apply for Helping?

LegendOfAir
10th October 2014, 18:25
If it's going to be going on for a while on Sunday i might be able to help, cause i personally don't want to play at 2am :P

IGN: Legendair986

InsaneJ
10th October 2014, 18:31
I want to help,
But where do I apply for Helping?

Right here in this thread. Please post your in-game Minecraft name so I can add you to the whitelist :)

Also try to make sure you've got TeamSpeak already setup when you join. Our TeamSpeak server's IP is ts.happydiggers.net


If it's going to be going on for a while on Sunday i might be able to help, cause i personally don't want to play at 2am :P
That's always a problem with different time zones. That's why we need lots of people to help out and coordinate our efforts.

The plan is pretty straight forward though. The most help we need is building roads. Roads are mostly just straight lines done with World Edit and needing manual terraforming to make it look nice :)

tremen2
10th October 2014, 22:13
I would also like to be a builder for the new TFC server...
My experience is that one of building the whole town of Hobbiton in the old tfc server (my computer doesn't seem to want me to post pics on the forum), im more of a medieval/steampunk sort of guy with about 3 years of experience playing TFC so yah, i would probably come in handy when it comes to the detail work. :/

tremen222

tenterro
10th October 2014, 22:27
I'm glad to help you to make road design and to build spawn ouposts. :)
I promise not to use chiseled blocks for them :D

ethe334
10th October 2014, 23:55
I'm happy to do the mind-numbing job of placing all them roads. Just don't expect me to be responsive, I'll be in the block placing zone :D

Rainnmannx
11th October 2014, 00:33
Im happy to help with the roads, and possible an outpost, RainnMannx IGN, for style can check Highrock on the 78 TFC server, rock room, public storage, and the partial keep/castle, Im not to fancy. Below are some screen shots I dug up, a kitchen and a themed house. (Thinking I should take more screen shots of stuff I make lol)

http://happydiggers.net/attachment.php?attachmentid=1261&stc=1

http://happydiggers.net/attachment.php?attachmentid=1262&stc=1

AngelToker
11th October 2014, 04:41
i can post pics later if you would like
but i am mayor of Winterhold if you are familiar with my work
however if you just need me to place some roads that will be ok with me
IGN: AngelToker

DOM
11th October 2014, 16:15
I should be able to get to the event. Sunday is relatively open for me. I will stream too! :)

tremen2
11th October 2014, 20:15
http://happydiggers.net/attachment.php?attachmentid=1264&stc=1http://happydiggers.net/attachment.php?attachmentid=1265&stc=1http://happydiggers.net/attachment.php?attachmentid=1266&stc=1

there we go, now my computer seems to let me upload pics...
this are some screenshots from my town in the server, hobbiton.

Snowweasel98
11th October 2014, 23:42
IGN is snowweasel98 and id love to help with buildings/ roads!

tremen2
12th October 2014, 01:03
ops, sorry xD
my in game name is actually "tremen2" and not "tremen222" (that was my old account)

InsaneJ
12th October 2014, 11:16
Along with the staff and VIP members I have added the following people to the whitelist:

oad1
Legendair986
tremen2
tenterro
RainnMannx
AngelToker
snowweasel98


Thank you all for volunteering to help us out :)

I'll post the server IP and port in about an hour when the server will open for the builders. I still have some things to take care of before you guys can join.

Again, please join us on TeamSpeak if you are able to. It will really make things easier to coordinate since we've got a lot of stuff to do. Right now the todo-list contains the following:

Clean up the immediate spawn area. The spawn building is built but the surrounding area needs to be terraformed to make it look nice.
Change vanilla blocks of the spawn building into TFC blocks. (Optional, we might just leave it as is.)
Find suitable locations for outposts and built outposts.
Connect outposts to spawn with roads/tunnels/bridges/viaducts/etc.
Design server-into-maze questions.
Based on the questions design and build the maze.


Currently most of the plugins have been installed and work to some degree. You guys are however not meant to start testing those. You are here only to build stuff. Staff members have access to WorldEdit and on a per case basis we may give non-staff members access to these potentially very dangerous commands as well. Please don't feel bad if you can't or aren't allowed to use WorldEdit. Everybody will get Creative mode so building should be easy enough :)

tremen2
12th October 2014, 11:57
I'll post the server IP and port in about an hour when the server will open for the builders.

http://happydiggers.net/attachment.php?attachmentid=1275&stc=1

InsaneJ
12th October 2014, 12:19
I've created a TeamSpeak channel in which we can talk about stuff happening on the new server. It's called: TFC b79 build team, I'm sure you'll be able to find it ;)


The server IP is: in the opening post.

In order to join you will need TerraFirmaCraft (http://terrafirmacraft.com/download.html)

Optional but highly recommended: Opis-1.2.3_1.7.10 (http://minecraft.curseforge.com/mc-mods/73832-opis/files) + MobiusCore-1.2.3_1.7.10 (http://minecraft.curseforge.com/mc-mods/76734-mobiuscore/files)

InsaneJ
12th October 2014, 12:45
Dynmap doesn't currently render the TFC blocks for b79. So I have done some recon and created the following map:
http://happydiggers.net/attachment.php?attachmentid=1276&stc=1

If you installed Opis from the links above you can also get this map locally. You may download the tiles here: https://mega.co.nz/#!1xYkgQaL!8zEtlDNv3yFfJ2BgXOhkfZn8YI2HiUwo1bcl0DX Mtlg

Extract the folder "happydiggers_net_7777" from .zip archive to minecraft\saves\mapwriter_mp_worlds
Then start Minecraft and join the server. The minimap should already show a bunch of the map around you. If you press "M" you'll get to see the full map.

tenterro
12th October 2014, 13:00
The server IP is: happyddiggers.net:7777



There's an error in server name. Right one is: happydiggers.net:7777

fredoduquartier
12th October 2014, 13:54
and me :) ? everyone always forget me... I promise I wont build any ziggurat thingy. But I have to finish my homeworks tho, so I will be on only in like 4 hours. :/

InsaneJ
12th October 2014, 14:05
We didn't forget about you fred. You are part of the VIP group. As mentioned before, staff and VIP can join to help build :)

fredoduquartier
12th October 2014, 14:16
oh, thaught the list was the people of staff and VIP that were allowed to help o.o' that's the fault of the homeworks, that are mashing my brain...

CalangoMC
12th October 2014, 18:19
I already know about and from another server. old faces.
I only destroy, but I liked the ability of the community to participate / help in the new server.
By GT
-----------------------------
:creeper:

Shosai
12th October 2014, 20:39
Yo whats poppin doe? Here to sign up for the build event, so I can't build much else other then roads, and decent houses, so trade outposts I can do, I only played on the old TFC server for about 2 weeks before build 79, but I hope that doesn't count me out, but as for Mind numbing tasks, thats easy, I spent about 5 straight IRL hours, clearing out a mountain next to my town, just for town space, so I'm good there. And I am 20 years old btw.

~Shosai~

CalangoMC
12th October 2014, 21:24
Dynmap doesn't currently render the TFC blocks for b79. So I have done some recon and created the following map:

If you installed Opis from the links above you can also get this map locally. You may download the tiles here: https://mega.co.nz/#!1xYkgQaL!8zEtlDNv3yFfJ2BgXOhkfZn8YI2HiUwo1bcl0DX Mtlg

Extract the folder "happydiggers_net_7777" from .zip archive to minecraft\saves\mapwriter_mp_worlds
Then start Minecraft and join the server. The minimap should already show a bunch of the map around you. If you press "M" you'll get to see the full map.
http://happydiggers.net/attachment.php?attachmentid=1277&stc=1

in hd, now... a bit less ugly.

Snowweasel98
13th October 2014, 04:20
Id be happy to help with roads and or buldings just show me the style you want and I can do it!
ING: snowweasel98

InsaneJ
13th October 2014, 11:19
Update.
We've got a lot of roads build aready. In the screenshot below green is the road that's already been build, orange is what I'd still like to build.
http://happydiggers.net/attachment.php?attachmentid=1280&stc=1

There's a very straight road heading south for those that want a warmer climate. But the road north is probably the nicest road to walk on. It's really worth it to just walk up there and take in the sights :)

As for outposts. Currently there are 3 larger structures that will serve as outposts.
To the north there's a modern style building.
http://happydiggers.net/attachment.php?attachmentid=1281&stc=1

To the east there's a Scandinavian tavern.
http://happydiggers.net/attachment.php?attachmentid=1282&stc=1

To the south there's a classic era building.
http://happydiggers.net/attachment.php?attachmentid=1283&stc=1

Then there are several "watering holes" where people who travel the road can get something to eat and drink. Drinks will be free if you bring your own bottle. Food will be basic and cheap. Probably some fruit for wood or sticks or something like that.
http://happydiggers.net/attachment.php?attachmentid=1284&stc=1

Lyneira
13th October 2014, 17:51
I would like to help, working on setting up my multimc instance for TFC now. On making a quick test world to adjust some settings, I was greeted by this :)

http://puu.sh/cazBJ/0f5a9da135.png

owloctogons
13th October 2014, 19:41
IGN: owloctogons
what i want to do: build a smithy!!
What i am good at: Coding, building :D

InsaneJ
13th October 2014, 19:45
snowweasel98 and owloctogons have been added to the whitelist.

owloctogons
13th October 2014, 22:51
can you plz re-whitelist me?

irockalego
14th October 2014, 00:57
Hello,
I am irockalego, you may know me from since i have logged in a considerable amount of time on the TFC Minecraft server. I heard about this new development from my friend Shosai who is now currently a moderator. And i would love to pitch in my ideals and help build the server.

P.S. I thought u should know i have a slight phobia of building roads from a now long forgotten Minecraft server, in which I as head assistant was commissioned to build 90% of the roads in a city that soon came to have over 300+ people. It was painful but i can't take not playing TFC on your guy's epic server so I'm more than willing to pick up old habits and continue onward :D

Thank you for you time.

Snowweasel98
14th October 2014, 06:17
I cant figure out how to get the new version if someone could help that would be amazing

Rainnmannx
14th October 2014, 06:30
http://terrafirmacraft.com/download.html

Snowweasel98
14th October 2014, 07:17
So do I start surviving or should I wait for further instruction on the building?

Jiro_89
14th October 2014, 07:35
So do I start surviving or should I wait for further instruction on the building?

This thread and whitelist is specifically for building. There is absolutely no survival and no gameplay in the normal sense at this time. You will need to have your game mode activated so sit tight and check in every once in a while until an admin can help you.

Pernix_8D
14th October 2014, 07:36
Me helping with the roads and such went out the window. Sorry about that ^.^

I couldn't get TFC to work on Sunday, but I also got a little caught up with homework and such. I'll get on if I can, though. :)

Rainnmannx
14th October 2014, 15:25
http://happydiggers.net/attachment.php?attachmentid=1287&stc=1

Versabane
14th October 2014, 17:38
If you need some hands, I'll be your happy digger, or road worker, or try making some buildings.

IGN is Versabane. I have been with you for almost a year I think, currently applying for jobs, so got some time to kill.
Including a link to a Imgur album of my work/base.
http://imgur.com/a/Jz3iN

Rainnmannx
14th October 2014, 18:20
Still looking to get the orange colored lines built with roads? The north and west loop corner i would say yes. The east lake loop? The west south loop? If yes then blue land path or orange bridge / tunnel line?

InsaneJ
14th October 2014, 20:47
Versabane has been added to the whitelist. Thank you guys for volunteering. You've helped out a lot already :)

The north road and the road around the lake are pretty much finished. Right now Tenterro is building Constantinople on the right side of the lake. From there I think it might be useful to have two roads, one heading north-east and one heading south-east.

Also we need to start work on an insanely long road to get to the Hardcore TFC island. Jiro told me the number but I forgot it already. I think it's >20k blocks from spawn.

We also need more outposts and smaller 'watering holes' along the roads where travelers can replenish themselves. The idea is to have NPC traders at those locations. So buildings that resemble a tavern work well there.

Here's the current map:
http://happydiggers.net/attachment.php?attachmentid=1288&stc=1

If people are willing I'd like to expand the road network further to the east. Mainly because there is more land there relatively close to spawn then there is to the west. Also the road due south still needs some work and needs to branch off at some point.

I've uploaded a new version of my local map. You may download it here: https://mega.co.nz/#!w4Q0GTaK!0Zs6I-CCayRZfOPJWoXQOtMh2tqvFDsyWxmKh2ngoS8
If you have Opis (or Mapwriter) insalled: extract the happydiggers_net_7777 folder from that .zip file to your Minecraft\saves\mapwriter_mp_worlds folder and start Minecraft. You'll then have an up-to-date version of the map. The author of Dynmap has been made aware that Dynmap does not currently support TFC blocks.

Rainnmannx
14th October 2014, 22:43
When a road cuts through a hill, would you rather its be graded off or use retaining walls, I usually use retaining walls (block wall to hide the dirt) , used some on the road north, and wanted to check before doing more.
Also usually block in small underpasses. Let me know if I need to do it differently. Thanks!

irockalego
15th October 2014, 00:20
Welp, seems like u guys still have a lot on your plates but if u still need more people if push comes to shove let me know :D

InsaneJ
15th October 2014, 00:52
When a road cuts through a hill, would you rather its be graded off or use retaining walls, I usually use retaining walls (block wall to hide the dirt) , used some on the road north, and wanted to check before doing more.
Also usually block in small underpasses. Let me know if I need to do it differently. Thanks!
Both are ok really. If you like retaining walls feel free to add them. Diversity makes things interesting :)

And yes, we can use more help. Feel free to leave your IGN so we can whitelist you.

For everyone else, I've added TFC support to Dynmap. It's currently rendering the world so it'll be a while before everything is visible. Here's the temporary link: http://tfctemp.happydiggers.net/

Rainnmannx
15th October 2014, 07:22
The East loop outline is complete, needs filled in and a few bridges made, cheers.

Jiro_89
15th October 2014, 07:22
I've put together a Mapwriter save containing J's latest map posted and my findings in the Hard Core area. This should help with determining the road length and directional aspects.

Map Link

http://happydiggers.net/attachment.php?attachmentid=1289&stc=1
(https://mega.co.nz/#!JlxwiRCB!bTW4ro8lUI274xO52BjLAeIA3SzTeZKQcJZ8FA2 u4Vg)

irockalego
15th October 2014, 07:53
my ign is irockaelgo sorry I had a momentary derp there.

tenterro
15th October 2014, 14:42
http://happydiggers.net/attachment.php?attachmentid=1291&stc=1

I marked all outposts.
If we choose to split them to regions, I suggest to make East Garden a capital of central region (red outposts), build 7 more small outposts (marked light blue) and complete roads of this part.

After that we could start to expand Babylon region to the west.

owloctogons
15th October 2014, 17:08
I just made a tower outpost on the west path, might wanna update that map!! :notch:

tenterro
15th October 2014, 17:24
I just made a tower outpost on the west path, might wanna update that map!! :notch:
coords of outpost?

Lyneira
15th October 2014, 17:40
For some reason I can't connect to the server, getting a timeout after waiting for 20 seconds at the login waiting screen. Wish I could be more helpful but that's all I got.

InsaneJ
15th October 2014, 17:46
It seems the server froze for some reason at 16:28 CET. I reset the server and it's up and running again.

persianpenname
15th October 2014, 21:14
I'd like to try building some roads for folks, if I may. My ING, as here, is PersianPenName. I was on the build 78 server for only a few weeks, but I don't mind at all making roads out to far-off places like Hardcore Island. I'm 32, I'm usually up all night, and I am a crazy road-building machine.

InsaneJ
15th October 2014, 21:24
irockaelgo and persianpenname have been added to the whitelist.

If there's nobody on and you don't know what to do, try filling in some of the orange roads drawn on the map that aren't yet done :)

Rainnmannx
15th October 2014, 22:58
http://happydiggers.net/attachment.php?attachmentid=1292&stc=1


The Yellow / Orange has the outline laid, needs filled in and a few bridges done, as of 4 am gmt 10/15.

irockalego
16th October 2014, 00:26
If an admin does happen to pass by this message earlier my ign is irockalego not what is currently up..

sorry for any inconvenience this may cause..

Heptagon_ru
16th October 2014, 01:16
Most likely will be able to join at the weekend, sadly was not able earlier. I hope I will still be useful for mindless jobs, since my rudimental building abilities require infinite both time and draft attempts number. Or can run from builder to builder and tell how awesome they and their builds are with strong argument backing. But not first 30 minutes, because I had a glimpse of the main spawn building during DOM's stream and most likely will be speechless this amout of time. (it was also an example).

Snowweasel98
16th October 2014, 01:42
I crash everytime I try to join the server... I tried deleteing mincecraft as a whole then redownloading the mod files but nothing seems to work.

owloctogons
16th October 2014, 03:10
Ok, my plan(this has been accepted by shosai and some others) is that we will finish the roads 1st THEN do the outposts, this will give us more time to come up with creative outposts that will be both beautiful, stunning, and creative!! I hope that all outpost projects will be abandoned temporarily. We will also save the Hardcore Continent Road for when we finish all the other roads. We will do the outposts when we finish the hardcore road. That way we can all focus on one thing, that will allow us to have more time to work on outposts!! I hope you all accept this idea.

Jiro_89
16th October 2014, 03:13
I crash everytime I try to join the server... I tried deleteing mincecraft as a whole then redownloading the mod files but nothing seems to work.

You can play build 78 TFC without issues yes?

Rainnmannx
16th October 2014, 04:25
Server down?

Snowweasel98
16th October 2014, 05:51
yes I can play it on its own

Jiro_89
16th October 2014, 07:21
yes I can play it on its own

-Be sure you have the latest TFC download (It can be updated frequently right now).
-Are you using Fast Craft? It's suggested on the TFC download page.
-Are you using the 1.7.10 version of Forge? Ideally the latest of the 1.7.10 series.
-Are you in the 1.7.10 client version of Minecraft?
-Are there any other mods present in the mod folder?
-Do you have the latest Java appropriate for your computer?
-Have you allocated enough memory through Java to run the client well?

Note: At the moment of this post the server is down, so you obviously won't be able to connect :P Try single player after addressing all these questions.

InsaneJ
16th October 2014, 10:40
Windows Update rebooted my computer last night. Server is up again.

Heptagon_ru
16th October 2014, 19:56
Server tells me I'm not whitelisted.

InsaneJ
16th October 2014, 20:10
Should be fixed now :)

Heptagon_ru
16th October 2014, 22:16
Yes, thank you!

Heptagon_ru
16th October 2014, 23:01
Guys, do u use any automation commands (like that World Edit thing) for filling already templated roads? I'm not satisfied with my manual productivity.

And - is Optifine recommended or tested, in addition to all mentioned mods?

InsaneJ
16th October 2014, 23:34
Yes, if you create an outline of the road we can fill it up more quickly using WorldEdit. If you just lay down 1 side of the road then we can fill in the rest and all that's left is to chisel the road surface.

Take a look at the road that starts at spawn and heads south. This road starts as really long and straight path, later it starts curing around the landscape. This part was build by first putting down 1 side of the road and using WorldEdit to fill in the rest.

Also Optifine is recommended for TFC and be sure to install the FastCraft mod too :)

Heptagon_ru
17th October 2014, 12:30
Yes, I have installed all mods and maps recommended in this thread, but was worried Optifine could corrupt sth, like clash with FastCraft. The nightmare would be laying long marble road and then discovering it is actually basalt o_O.

Oh, that's why the roads are templated by laying a right side. I thought it was just a clever idea. :)

I'm confused if I should spend time manually filling the templated roads.
I enjoyed doing it yesterday, as a test-run and as a commission from the designer, but the yield wasn't impressive. Probably WE-armed guys will do it 7.0E77 times faster.
But ex altera parte there was an explicit direction: "If there's nobody on and you don't know what to do, try filling in some of the orange roads drawn on the map that aren't yet done :)".

Could someone experienced elaborate a bit, so that my today's evening hours could be the most useful for the server? :)

Rainnmannx
17th October 2014, 16:16
With what I have seen on here, my guess would be:
1. Make sure all the roads have the outline complete (except possible the HC road).
2. Fill in the roads.
3. Walk the roads and add bridges, retaining walls, terraforming, ext.
4. Work on the buildings.

Even if you fill in the roads manually it still lessens the time and furthers the project :)

Heptagon_ru
17th October 2014, 18:32
Great info, thanks!

Jesse4444
17th October 2014, 21:24
Hey, can I still help building the roads? I'm not too late, am I? :P
I am mayor of Brightlake, and even though I'm not the best builder in the world I can build straight lines and copycat others :D.

IGN: Jesse4444

tenterro
17th October 2014, 22:54
Today I've built 4 more outposts:
— Church in the wild
— Hell gate
— Rotonda
— Cottage
And few new bridges.

Heptagon_ru
18th October 2014, 00:41
If only we could like make like achievements or like medals or cards for future players, one for each outpost visited, like to gather a whole collection and hang on the wall + get some gift. And make some outposts like secret and hidden. Because outposts are very unique and beautiful. And that Church is really in such a wild :)

Rainnmannx
18th October 2014, 04:58
Updated Map, hard to see the blue / green areas that still need chiseled. (Mainly outer east loop and south)
Orange are the roads need done as far as i can tell, and the red dots are buildings, sized the size of whats there.

http://happydiggers.net/attachment.php?attachmentid=1324&stc=1

Cosby
18th October 2014, 23:40
I don't mind helping out with road building!

Heptagon_ru
19th October 2014, 01:49
A random fact: it takes 13m30s to run from Church-in-the-Wild to Spawn, following the south road.

Cosby
19th October 2014, 01:59
A random fact: it takes 13m30s to run from Church-in-the-Wild to Spawn, following the south road.
It seems like you need more ... horsepower *wink*

Rainnmannx
19th October 2014, 07:56
From the church that is south, there is a pretty good land rout to HC area basically east until around 17198 -9016, three good size water spots to cross from there.

Heptagon_ru
19th October 2014, 16:36
1. The road to Babylon (SW) has some places where it "levitates". I would like to help finishing this, but don't know the designer's plans. I thought maybe make pillars in the center, under road ... The one I tried didnt look too well, see the second pic :)

2. Dirt in b79 is angry, destroys many blocks when falling, e.g. stone fences. Somehow it corrupted the tunnel south of Spawn, the closest one, see the first pic. It broke glowstone and chiseled cobblestone at bottom. I fixed. So better protection is required in these cases.

InsaneJ
19th October 2014, 18:29
Added Jesse4444 to the whitelist.
Cosby, all VIPs are welcome so go for it.

Everyone else: Great job so far :) As it stands I think we have enough roads to start the server and then continue building. However I'd like to have finished pre-generating the world and Dynmap before we do. I'm estimating it'll be done somewhere next week. So until then we can continue to build without being "bothered" by other players.

The world is getting pretty big already. Right now it's at 59GB and I expect it will end up somewhere near 120GB. So basically we're about half way done pre-generating the world. Dynmap is also hard at work and has almost caught up with the pre-generation of the world. Once that is done it can start working on it's back log which is currently a 21MB list of chunks it needs to render. That's a long list :)

This week I'll try to focus on getting some config work for the plugins done. Hopefully Fred will be able to get us a version of HappyDiggers Teleport so we can start testing the new teleport functionality before release :) And maybe if there's time I'll start work on a road to Jurassic Park aka the hardcore Island.

The server has been updated to use TerraFirmaCraft-0.79.8.328 which brings the following changelog:

Tweaks

Reduced Hardness of all Smooth Stone and Stone Brick Blocks
Can now cut decay from items as long as there is a knife in your inventory by adding a single piece of food to the crafting grid. It will scan your inventory for a knife and damage it. This facilitates the altered process for the D key trim. It now uses this no-knife recipe. This should hopefully get rid of the knife dupe.
Added ASM tweak to fully prevent players from moving when overburdened.
Squids can be named with name tags. Named squids don't despawn
Updated Chinese localizations
You can now drink by right clicking any fresh water. Removed feet drinking.
Rewrote Detailed Block Rendering. Performance should be a lot better. Also fixes odd lighting issues that have been around since forever. Should also fix the Detailed block crash that affects some people with too many detailed blocks in a chunk. Big thanks to Fuami for rewriting this!
Tweaked fallingblock code to be provide more consistency. Caveins cannot be prevented by placing planks above your head http://terrafirmacraft.com/f/public/style_emoticons/default/sleep.png
Tweaked nutrition calculations once again.

Bug Fixes

Fixed several bugs with splitting Iron blooms.
Fixed Greenbeans and Soybeans not restoring nutrient C.
Breaking a bloom block should now correctly move the item into the block containing the bloomery so that the player can retrieve it.
Fixed server armor stand crash
Fixed Display bugs with barrel giving incorrect feedback. The initial process of pickling now takes 4 hours instead of being instant since players kept thinking this was a bug.
Fixed invisible item due to blocks falling on stairs.
Fixed Bottle Deletion with Barrel Interactions. Barrels now only fill one item at a time.
No more chat spam on placing armor stands and the stacks properly decrease.
No more crashes when shift-right clicking baby animals with a non-food item
Barrels now delete themselves when they blow up.
Fathers correctly transfer traits to their offspring now.
Fixed Leather Rack Breaking Animation.
Marked IngotPiles / Looms / FenceGates as can't update, might help tps on larger servers.
Hopefully fixed debris double item drop.
Fixed Fuse Sound for Powder Keg
Fix random breaking of rope ( Leashes )
Fix Crash with Donkey Chests.
Fixed, water plants were not being generated in 1 block deep water. Also fixes the Cattail render problem.
Fixed breaking animation for barrels & vessel with fluids in them.
Corrected berry-fruits not dying because of temperature
Fixed food not disappearing from foodprep when weight <= 0
Metal trap doors are now a proper charcoal pit cover.
Fixed several bugs with Curdled Milk creation.
Animals now drop a minimum of 0.1oz of meat when your butchering skill is low.
Barrels Now Properly Synchronize to Clients when Sealing and Unsealing.
Corrected temperatures. Temperature starts raising at 6:00, starts decreasing at 18:00
Added knife heads to heat index so you can make shears.
Fix Shift Click Ghosts by sending the Slot when the item is removed.
Leather rack should no longer drop two soaked hides when destroyed.

Get it from the TerraFirmaCraft website: http://terrafirmacraft.com/download.html

InsaneJ
19th October 2014, 18:36
I removed snowweasel98 and owloctogons from the whitelist for breaking the mushroom trees at spawn several days ago and not taking the time to report it to me. Sorry guys, I don't like these kinds of surprises.

tenterro
19th October 2014, 22:06
Will we be able to add markers for outposts at dynmap?

InsaneJ
19th October 2014, 23:33
I'll add markers to Dynmap soon :)

dominicinator
19th October 2014, 23:46
Application

- I can reliably build in most styles if I look up a picture, I mainly want to do some form of outpost/structure (Maybe even bridges?).

- I've been on this server since about April, 2014, I have a few buildings in my town (LocaVirgultisObsita) on the b78 server (Never got around to building much, been mainly just grinding whenever I got on, and I've also been inactive for a lot of time.)

Currently, I'll be able to be on for the next 1-4 hours unless something pops up. :)

Edit: I'll have to set up a MultiMC instance.

Derpeh edit: IGN: dominicinator

Rainnmannx
20th October 2014, 03:24
Anyone having trouble connecting? Logging in... then says its timed out.

Heptagon_ru
20th October 2014, 09:04
Yeah, had the same problem. I guess it was because Minecraft.net was down yesterday, you can see it at help.mojang.com.

Btw, it turned out that MultiMC shows those Mojang statuses right on the main window. Cool.

Lol, DynMap still shows Jesse4444 standing on that eastern wooden bridge. 8 hours already. :)

Jesse4444
20th October 2014, 17:14
Lol, DynMap still shows Jesse4444 standing on that eastern wooden bridge. 8 hours already. :)

Lol, really? That's pretty strange :p. And indeed I was standing there when it timed out. :)

Heptagon_ru
20th October 2014, 17:19
Yeah, I wanted to join in the evening, saw u there, but couldn't login. Then quickly glanced in the morning - still there :)

Versabane
20th October 2014, 17:41
I was able to get in about 1 hr ago, wanted to finish everything about the road in the northeast, but I CTD'd when filling in a beach with sand (the first sand block I placed) Now it seems to have gotten back into the timeouts, might have crashed the server, no idea.

Jesse4444
20th October 2014, 17:43
Well, the server timed out again. I don't know what is causing it but when I was around the same chunk I was in last time it timed out, it began to lag like crazy client side and like a minute later it timed out.

Heptagon_ru
20th October 2014, 17:59
help.mojang.com is all green :(

InsaneJ
20th October 2014, 18:44
I'm not sure why the server is freezing up like this. There are no errors in the log, no crashes. It just stops responding. This time it stopped at 16:20 CET. That's almost one and a half hour ago now. Since it's running on my PC there's no fancy startup script monitoring the server and restarting it if it stops responding. However it shouldn't stop responding when the server is empty in the first place.

I've updated Cauldron to 1.1231.01.207. It doesn't contain any TFC specific fixes but perhaps it'll help us out anyway.

Heptagon_ru
20th October 2014, 23:57
Another example of evil dirt eating glowstone, see pic. The tree was planted on a piece of grass, which was exactly above glowstone. I guess when it grew, block turned into dirt and fallen right into glowstone. Other trees are one block aside.

I heard a rumor that the authors of that road to Babylon are Jiro and/or InsaneJ :) Guys, can u give directions about pillars and other mindless stuff? :) Or u wanna do it yourself? Np ;)

And we probably need some intermediate result accounting. Lots of stuff is done and there is some minor stuff left, probably some lead designer should like walk all roads and write about remaining places to finish onto the forum so others could do them?
I missed the first main meeting, so kinda confused. What's a standard with roads, what does some remaining glowstone along the roads mean, ... There's also some confusion with the far eastern roads - like one sign telling "remove this road" and another near to it "road will be here" :)

Versabane
21st October 2014, 00:25
(..)There's also some confusion with the far eastern roads - like one sign telling "remove this road" and another near to it "road will be here" :)

I removed that road, and built a new road through the glowstone, connecting the 2 bridges. Jessee444 later chiseled it, so we're done over there :). also I believe the glowstone has been used to mark up where the roads will go

InsaneJ
21st October 2014, 00:29
Falling dirt destroying glass-type blocks is normal TFC behavior. Grass turns into dirt on block updates, such as a tree growing. This is also normal TFC behavior. Dirt blocks will fall through solid blocks as well if there are air blocks below that. These are just the wonky physics of TFC we're going to have to learn to live with :)

As for the "big picture", I'll try to get an update on the road progress soon. The biggest pending project is to start a road to Jurassic Park and putting some Dino-proof fences around the area to keep the hardcore survivalists from escaping ;) Although building that road is going to take quite a while since it's probably just as long as all the roads we have build so far put together. We're going to have to use some serious WorldEdit copy/paste action to get that done in a sane amount of time. I'm thinking building long bridges over water since that's probably the easiest way to do it.

Versabane
21st October 2014, 04:16
I think all the non-jurassic park roads are complete now, that is if the south road is fully chiseled. :D

dominicinator
21st October 2014, 05:35
Hey, just to let you know, I posted an application at the end of page 9, it probably got lost in there, just letting you know. :)

Rainnmannx
21st October 2014, 06:31
Updated Map
http://happydiggers.net/attachment.php?attachmentid=1334&stc=1

Have a glow stone trail towards HC from the south church, can connect it to hc or use the yet to be finished road thats north of it. One side needs to be a stone path for world edit, does it matter what stone is use? If so what type?

Looks like most roads are chiseled, some may need added dirt, retaining walls, removing dirt, bridges or underpasses depending on how detailed the roads need to be.

Rainnmannx
21st October 2014, 06:43
HC Road, where glow stone goes, and proposed route.

http://happydiggers.net/attachment.php?attachmentid=1336&stc=1

tenterro
21st October 2014, 10:11
Some outposts are missing at last map.

3018 -10896 — SeeView
1844 -13192 — Gray tower
1646 -12370 — Wizard's fort
2198 -11642 — Towers of the Nature

All got to be connected to the road system.

Rainnmannx
21st October 2014, 16:29
Ill add them to the map.

Jesse4444
21st October 2014, 16:41
I've build a small ruined house in the north too. I'ts connected with the main northern road.
Doesn't show on the dynmap though.

tenterro
21st October 2014, 17:07
I've build a small ruined house in the north too. I'ts connected with the main northern road.
Doesn't show on the dynmap though.

I don't think it's worth outpost... It's too small and too riuned.

Jesse4444
21st October 2014, 17:14
I don't think it's worth outpost... It's too small and too riuned.
Haha, fair enough.
I'ts quite small indeed. :P

Heptagon_ru
21st October 2014, 17:51
Lol, soon after server opening there will be more than enough ruins. Of any possible kind and type. ;)

tenterro
21st October 2014, 18:49
Request for new roads to outpotst (yellow routes).
http://happydiggers.net/attachment.php?attachmentid=1337&stc=1

Use please limestone brick blocks in the center and chert smooth blocks as border

Heptagon_ru
21st October 2014, 19:08
Have u marked them by glowstone? Or at least the fork points?
Anyway, since the exact road specification is provided, gonna try (first time) to lay the road this evening (in few hours), please leave me a piece guys :)

Versabane
21st October 2014, 20:59
Made a glowstone trail from Babylon to the towers of nature, there is quite a bit of twists and turns at some points, so I will call it a first rendition, had to go, so could not develop it further. :P

edit: it's also not exactly how you drew it in the map on the west end, so that part needs to be re-trailed completely (it connects to the towers of nature, not to the road between the towers and wizards fort)

Heptagon_ru
21st October 2014, 21:25
The server looked very slow for me because my ISP download speed was about 2Mbit instead of 30.
And after some activity connection timed out and I can't join anymore because of "timed out" rejection. And server shows 1 player in the list and on the dynmap - and it's me! :)

Rainnmannx
22nd October 2014, 04:30
Looks like its frozen again.

Rainnmannx
23rd October 2014, 07:12
-1646 -12370 — Wizard's fort
-2198 -11642 — Towers of the Nature

:)

have them mapped and will post shortly, one road lined and half way filled.

Rainnmannx
23rd October 2014, 17:09
Can see HC now on the dynamap :), looks like a land rout can be done a little north of previous proposed rout.

Jiro_89
23rd October 2014, 21:19
Edit: Was just the server updating TFC while I was on it, nothing to report there :P

Builder's note: I finished the second bridge leading to Babylon, the tunnel, and touchups on the floating roads. If the server manages to let me back in later I'll start work on the outline for HC road.

Heptagon_ru
24th October 2014, 19:25
TFC 0.79.9.357 Changelog
Bug Fixes

Fixed horses not spawning and being deleted from pre-existing worlds.



Oh, no! Does this mean the world have to be regenerated if we want horses to exist? :(

InsaneJ
24th October 2014, 22:28
No, it means they will no longer be deleted from pre-existing worlds and that they should now spawn normally :)

tenterro
25th October 2014, 10:49
Last 3 days there's Timed out error... =(

InsaneJ
25th October 2014, 11:58
It seems since the last update the server freezes up more often. It has been up most of the time though.

I just reset the server again. Let's hope these issues can be fixed soon because this is not looking good as a public server right now.

tenterro
25th October 2014, 12:15
I played for 5 minutes and got Timed out error again and can't login after that. =(

InfernalG
25th October 2014, 16:18
Does anyone know when the server will be reset to b79? 1 week? 2 weeks? or more?

InsaneJ
25th October 2014, 17:50
Server froze again. I've removed Prism, let's see if that makes any difference.

Right now there are two big issues with Cauldron + TFC.

TerraFirmaCraft entities are not knock-backing on damage (https://github.com/MinecraftPortCentral/Cauldron-Issues/issues/15)
Terrafirmacraft mobs do not drop items on death (https://github.com/MinecraftPortCentral/Cauldron-Issues/issues/30)


Any server right now that's running Cauldron and TFC has these issues. You can easily recognize these servers since they'll be running Bukkit plugins like Factions, Towny, etc. All those servers, right now, are broken to the point where it makes absolutely no sense to run TFC. If you ask me those servers should be closed down until the issues are fixed.

Once those issues have been fixed by Cauldron we'll release our server within a week or so. I have no exact ETA on that because the Cauldron dev does not provide an ETA on those fixes. It could be tomorrow, it could be next month. We simply have no idea.

All we can do right now is prepare as much as we can. The world pre-generation is at 75%. A lot of roads have been build. Spawn is build but still needs a little work. We still have to setup the spawn maze to teach new players the rules (and keep out impatient players at the same time). And we're waiting on our custom plugin from Fred that will allow town members to build Thor's Hammer so they gain access to teleport commands.

Pernix_8D
26th October 2014, 02:02
I need to write that book about Thor's Hammer and such, don't I? I'll start on that.

tenterro
26th October 2014, 08:31
Timed out error again.
It seems that there are some chunks that make this error to appear. Because at dynmap RainnMannx stands at the same place where I cought this error last time.

Jiro_89
26th October 2014, 09:41
Timed out error again.
It seems that there are some chunks that make this error to appear. Because at dynmap RainnMannx stands at the same place where I cought this error last time.

I worked in that area just 2 days ago for quite some time. I had 1 timeout there, and 2 others in separate areas. I expressed my concern over the potential chunk issue and J assured me there were other factors at play, so at this point it's just coincidence.

Roaxis
26th October 2014, 11:03
Just a heads up that I'll be returning to HappyDiggers TFC very soon. My laptop pretty much died for a long time and I've started a new PC project that is nearly finished using both new and old hardware. I'm upgrading from a 1.6GHz Phenom II Quad-Core and ATI Radeon HD 5650 to an Intel i7-4790k @ 4.0GHz with an Nvidia GTX 980. So I don't think my hardware will give me any more issues in terms of lag. :)

InsaneJ
26th October 2014, 13:48
Usually when chunk errors cause problems, the logs are filled with things going wrong. Right now the server just seems to freeze without any log entries. That's why I'm assuming it's not a corrupted chunk issue.

It looks like the Cauldron devs have produced a fix for the issues mentioned in my previous post. However this fix is only for the current version of Forge, 1231. This means we will have to wait a little bit longer for TFC to update to that Forge version as well. Right now TFC is on Forge 1217 and may not work properly with the newer Forge version. You can read Kittychanley's response on the matter here (http://terrafirmacraft.com/f/topic/6932-796-cauldron-compatibility/#entry95874).

Perhaps those newer versions will get rid of the problem for good. We'll just have to wait and see.

@Roaxis, nice to see you up and running again :)

InsaneJ
27th October 2014, 11:48
I've added a ton of TFC blocks and items to the Lockette config. Both containers and regular blocks. Could someone please build a small test site with all the TFC containers that players should be able to protect? (the regular blocks aren't very important) Please put Lockette signs on all those things. By default placing a sign on something that can be locked will result in a sign with the following text if you do not enter anything yourself:

[private]
YourNamehere
But you may also type that all in yourself if you want to or if Lockette doesn't do it for you. If Lockette doesn't do it for you please let me know.

Could someone else then try to access those containers, and if that fails (which it should) then try to break those containers (which should also fail).

Please report back here how it goes. Also if _you_ are the one to undertake this, please post back here so we don't end up with 10 different test sites :)

If the list is complete I'll start work on the Towny config for switch protection.

Jiro_89
27th October 2014, 23:00
I've setup an area outside the south gate of spawn with many different containers and utility type items all with locketted signs set to myself only. I didn't add any public signs. I've noticed some visual glitches with the chests combining with each other when opening them, so if it looks invisible or seems to open an adjacent chest instead just ignore it. It seems to still open the correct inventory.

One problem I've noticed is with the doors. The signs will lockette the block they're on instead of the adjacent door, which isn't a huge issue. Putting a sign on the door still seems to do the trick.

Another problem is the armor stands, they seem to be more like a stationary mob and the sign ignores the stand all together and places itself inside of the stand.

Also note that the person who tests to see if they can break it should try it outside of creative as well since that will be normal population.

Rainnmannx
28th October 2014, 03:42
Barrels Check (Access and trying to take liquid out with jug/red bucket/wood bucket)
Vessels on ground check
mold on ground check
jugs on ground check
crucible check
bellows check
anvils check
ingot piles check
metal trap door maybe, glitches it out, relogged and does not seem to work
doors negative, one far south even clicking the part that covers the door it still opens
-- other doors with signs on bottom, clicking bottom does not work it opens the shuts clicking top opens it
-- other doors sign on top, clicking to makes it look open but cant walk through, clicking bottom opens it
-- other doors sign on bottom opposite side works the same as bottom on door side
tool rack has to be attached to air space in front of rack or on the side of rack to work
chest the block that the sign is attached to is ok but not the other side if only one sign
bloomery check
gates birch no, others yes though it looks like they are open but cant walk through
nest box check

Jiro_89
28th October 2014, 04:43
metal trap door maybe, glitches it out, relogged and does not seem to work
doors negative, one far south even clicking the part that covers the door it still opens
-- other doors with signs on bottom, clicking bottom does not work it opens the shuts clicking top opens it
-- other doors sign on top, clicking to makes it look open but cant walk through, clicking bottom opens it
-- other doors sign on bottom opposite side works the same as bottom on door side
tool rack has to be attached to air space in front of rack or on the side of rack to work
chest the block that the sign is attached to is ok but not the other side if only one sign

gates birch no, others yes though it looks like they are open but cant walk through


All of the doors without signs directly on them are open, which I expected. The doors with signs on them are closed. Was it just a visual glitch or were you able to walk through the doors with the lockette signs directly on them?

I left the birch gate initially open so I'm guessing that's also a check then.

The chests can be an issue though. I just played around with the double chests and it seems that even though the chests merge and act as one inventory the lockette signs identify each side as a separate block allowing me to place two automatic [Private] signs instead of 1 auto [Private] and 1 auto [Everyone].

Rainnmannx
28th October 2014, 13:07
-- other doors with signs on bottom, clicking bottom does not work it opens then shuts, clicking top opens it and can walk through
-- other doors sign on top, clicking to makes it look open but cant walk through, clicking bottom opens it and can walk through
(So have to put the sign on both spots)

For the birch gate, i could open the birch and go through and close it and not go through, so it seemed to work.
(So maybe if its left open people can open and close it?)

DOM
28th October 2014, 14:04
Good job guys!

tenterro
28th October 2014, 15:16
I can't put any sign. Anything I write is replaced with
[Privat]
tenterro

InsaneJ
28th October 2014, 15:40
Interesting. That may be because you can lock pretty much any TFC block right now. I'll try narrowing down the list to only include containers and doors.

Jiro_89
28th October 2014, 17:29
Sorry Rainn, Late night = fried brain :P

The good thing I noticed out of locketting blocks specifically is that it prevents people from breaking into ingot piles by breaking the block underneath the pile. If the list is narrowed it might be a good idea to have at least one block for ingot pile protection, maybe a protection meter or something.

Rainnmannx
28th October 2014, 18:26
Answered by looking back at previous posts =P

persianpenname
30th October 2014, 04:27
There's a tiny wee gazebo over at -1736, -9788 :)

tenterro
30th October 2014, 12:31
I guess I need a helper for my outposts because most of them are almost empty inside. May be someone loves to make interiors? Nothing special or practical, just some stuff to make buildings not so empty.
I don't like to make interiors so if someone wants to make something nice inside palaces, mansions and cottages you're welcome! Ask me for coords of empty otposts.

And I still request for more roads. =)

InsaneJ
30th October 2014, 12:37
You guys are doing a great job :)

The road network is quite large, there are a ton of interesting outposts and the spawn maze is coming along nicely.

A few things I'd like to discuss:

Jiro, you mentioned you started on the road to the HC area? I couldn't find it when I did a round on the server this morning. Where is it located? Is it going to follow the glowstone trail that was laid down earlier or is it taking a different route? A while ago I think I mentioned I would like to take a sea route because it would be easier to lay down loads of roads/bridges that way.
We need to start protecting the outposts by claiming them as towns. This is something an admin needs to do. I was kinda hoping KodeKatt or Dom would be willing to do this :)
The outposts need to have traders and maybe some other NPCs to give them life. This sounds like a job for Pernix and Dom. Would you guys mind taking a look at this? I've installed a cauldron compatible version of Citizens 2 and we also have shopkeepers.


Lastly I've uploaded my current version of the mapwriter map. It has most of the outposts on it. Please let me know if I missed some. Link is in the opening post of this thread.

tenterro
30th October 2014, 12:51
Will there be NPC that allow fast travel between outposts for some payment?

tenterro
30th October 2014, 13:05
Well, you didn't mark following outposts:
-2196 -11637
Towers of Nature
-3072 -11693
Temple of fire
-1748 -13397
Chateau
-2904 -13089
Mountain pavilion
-1129 -10261
Mansion

And somewhere around
2988 -10885
Seaview villa

Heptagon_ru
30th October 2014, 17:09
I "froze" the server again just now :( Spent like 5 mins there.

InsaneJ
30th October 2014, 18:18
No, that was me. Sorry :B

The network cable lost connection when I moved my PC. I'm putting in one of the two new 300GB 10.000rpm disks in preparation of the server migration. It's a second hand drive and it needs to be tested. The two disks will form a 600GB raid-0 array in the actual server on which the Dynmap files for various Minecraft servers will be located :)

Jiro_89
30th October 2014, 18:20
Jiro, you mentioned you started on the road to the HC area? I couldn't find it when I did a round on the server this morning. Where is it located? Is it going to follow the glowstone trail that was laid down earlier or is it taking a different route? A while ago I think I mentioned I would like to take a sea route because it would be easier to lay down loads of roads/bridges that way.

The Green road has an outline laid out and leads to the end of the HC Road.
Black is spawn road, yellow is glowstone outline which still needs a road laid down.
The red needs outlining as well, and can go through either of the listed routes depending on the preference of the builder.
http://happydiggers.net/attachment.php?attachmentid=1345&stc=1http://happydiggers.net/attachment.php?attachmentid=1344&stc=1http://happydiggers.net/attachment.php?attachmentid=1343&stc=1

tenterro
30th October 2014, 20:02
Ah, I forgot about Temple of the sun at -956 -12770 ;)

Heptagon_ru
31st October 2014, 09:21
Hmmm ... after being afk for 10 mins my client froze - "not responding" - so had to kill it in task manager, and now can't login to server because of timeout error. :confused:

InsaneJ
31st October 2014, 12:17
I have taken the build server offline for now. Reason being that my hard drives are almost full. The build server runs on a 1.2TB volume which currently has 37GB of free space left.

I'm moving the server to a 2TB drive today and when that's done we'll run the build server from there until it's ready to be transferred to the actual server where the current build 78 TerraFirmaCraft server resides.

There's a second reason for doing this. Right now the build server has well over 90.000.000 files and it's still growing (Dynmap ftw). Moving that across the network will take forever. This way I can just take out the 2TB drive when we're done and put it in the server, then copy the files. That should save us a ton of time.

Hygiliak
31st October 2014, 15:00
Hey the. My ingame name is Hygiliak and I used to the run the town of Blackrock in the B78 TFC server. My building skills are fairly mediocre but I am sure I can help developing basic infrastructure without any issues. Hope I can be of service :)

persianpenname
31st October 2014, 15:01
We're still on 79.9, right?

combatsmithen
31st October 2014, 20:00
When will the server be open to the public?

Jiro_89
31st October 2014, 20:11
When will the server be open to the public?

When we feel the server is stable enough for multiple players to use it.

Heptagon_ru
31st October 2014, 20:16
We're still on 79.9, right?

Last time I logged in today I used 79.10.
Btw, MultiMC in instance setup showed TFC version as 79.9.369 (Latest official 79.9 build is 357).
Weird, re-downloaded - still the same.

InsaneJ
1st November 2014, 01:17
The server is up and running again. Still need to do plenty of moving around before we can get it to actually run on the server hardware. For now at least we have our first backup :)

Hopefully we'll be able to move the build server including Dynamp to the server hardware this Sunday/Monday.

Also right now the server is running TerraFirmaCraft-0.79.10.375.

combatsmithen
1st November 2014, 01:28
I would like to help build. I don't have great building skills but I can lay some roads if you need help with that still.

Heptagon_ru
1st November 2014, 14:59
There's a funny saying: first coincedence is coincedence, second one is luck, third one is law.
Client froze again, with like 0.1 fps. I logged off legit, but still "remained" on the server.
Made a screenshot of F3 just in case.

Jiro_89
1st November 2014, 18:57
I checked out the spot on the map according to the coordinates in your screen shot, nothing seems to be out of the ordinary and I haven't triggered a time out. You might just be logging in when J does generation. When the generation starts it causes a temporary time out while the server reads the generated chunks. I'll keep my character in the area for a bit afk and see if anything changes, but it looks fine right now.

EDIT: I did get a time out but I was in the area for quite some time without issues.

InsaneJ
1st November 2014, 23:44
In both your cases it looks like the server freezes a few minutes after you're in that area.

I've updated the server to cauldron-1.7.10-1.1231.04.209. This has several fixes for TFC that are mainly related to mob interaction. It may or may not solve this freezing issue we've been having the past weeks. However the TFC devs have already mentioned that because this Cauldron version uses a newer version of Forge then what the current TFC build was made for, there are a few other glitches in TFC that take the mob issues' place. Those new glitches should get fixed with a new build of TFC.

Let me know if this update improves things :)

dominicinator
2nd November 2014, 01:23
Application

- I can help build that HC road, and I might set up a small outpost, if I have permission.

- I've been on this server since about April, 2014, I have a few buildings in my town (LocaVirgultisObsita) on the b78 server (Never got around to building much, been mainly just grinding whenever I got on, and I've also been inactive for a lot of time.)

InsaneJ
2nd November 2014, 13:24
I have added the two 300GB 10.000rpm disks to the server that will host the Dynmap files. Today the build server will be down mostly as I copy files between disks. There's no complete file count at this moment, but the server has well over 100.000.000 tiny files that need to be moved which means it will take a long time.

InsaneJ
2nd November 2014, 18:35
Thanks to Sverf the server move has now been completed. This means that the build server is now running on the actual server hardware where the current TFC b78 also resides.

Unfortunately we were unable to move the Dynmap tiles from my PC to the server in a timely manner. The time needed to complete this task is so ridiculous that I decided to just render the map again. Dynmap will probably take a few weeks to fully render the world again.

The server port has changed from 7777 to 4001. Once we release the server it will change to what the current TFC server is using. So for now people that have been whitelisted can join the server on the IP and port that are posted in the opening post of this thread.

Before joining you may want to rename the minecraft\saves\mapwriter_mp_worlds\happydiggers_n et_7777 folder to happydiggers_net_4001 so that you keep all the existing tiles on your client without having to re-render them.

InsaneJ
2nd November 2014, 23:02
I've added all the outposts I know off to Dynmap.

There's one I couldn't find though. Could you check these coordinates please?


-1129 -10261
Mansion

InsaneJ
3rd November 2014, 12:05
Application

- I can help build that HC road, and I might set up a small outpost, if I have permission.

- I've been on this server since about April, 2014, I have a few buildings in my town (LocaVirgultisObsita) on the b78 server (Never got around to building much, been mainly just grinding whenever I got on, and I've also been inactive for a lot of time.)




Thanks for offering your help :) You have been added to the whitelist.

I'd like for you to start with building roads between the outposts to the west. They are visible on Dynmap.


Chateau outpost
Mountain Pavillion outpost
Temple of Fire outpost
Towers of Nature outpost
Wizard's Fort outpost


http://happydiggers.net/attachment.php?attachmentid=1359&stc=1

That's quite a lot of road so don't worry if you're not done in a day ;)

I've updated the opening post with some guidelines for building roads.

Hygiliak
3rd November 2014, 18:34
It seems that mu first application slipped through the cracks... lemme try it again :)

Application

Ingame name: Hygiliak

Experience: I have been playing TFC for several years and I used to run the town of Blackrock on the tfc b78 server

Intentions: I would like to help build the basic infrastructure (roads and stuff)

Rainnmannx
4th November 2014, 03:15
Is it froze again? looks like heptagon is on, around -559, -12654, and its timing out.

InsaneJ
4th November 2014, 12:12
Hygiliak has been added to the whitelist. Thanks for volunteering :)

The server has been reset again. I still can't get a handle on why the server keeps freezing. Nothing shows up in the logs indicating a problem. All we can do for now is keep updating and hoping the problem will go away on it's own eventually.

Heptagon_ru
4th November 2014, 15:15
Froze immideately after joining server.

1. Is it possible for admins to see the exchange between my client and the server? Maybe my client queues the server with a load of work, like updating something. The MapWriter's map is about 2GB now, can it be an issue? The b78 server map was 500Mb only.
I tried to view that Shift-F3 chart after freezing, but connection was lost.

2. Also could you please move my char to the Spawn and kill all char-related info on the server? Maybe it's sth with the region I am at.

3. I wont's try to login for some time (anyway holidays are over). Please, could people who will work further make a short approximate reports about how long they were able to work, and what areas? Maybe it will help to localize the issue? Per area and per client.

4. Could it be beneficial to schedule server restart like twice a day or more often?

InsaneJ
4th November 2014, 16:58
1. Yes, but that's a pain to do. Mapwriter map is client-side so that shouldn't be an issue. It's so large because of the large area that has been rendered.

2. I'll delete your player.dat file later today.

4. No. Once a day is more then enough.

Did you post a client log yet? If you are using MultiMC you can copy it from the console to http://paste2.org

dominicinator
4th November 2014, 18:53
Hey, I might be a bit late to the party, but I'm getting this long login, server timed out thing, does it just happen every once in a while? Also, where do I put that Mapwriter file? Do I just open Mapwriter and put the Mapwriter file in there somewhere?

Heptagon_ru
4th November 2014, 19:15
Hey, I might be a bit late to the party, but I'm getting this long login, server timed out thing, does it just happen every once in a while? Also, where do I put that Mapwriter file? Do I just open Mapwriter and put the Mapwriter file in there somewhere?

The server freezes from time to time when (some?) people login, no reason was found yet why it happens. Just have to wait until it is restarted. You can track it also by DynMap (http://tfctemp.happydiggers.net/) - usually when it's frozen a person is present on the DynMap, not moving. When the person disappears - probably server is back.

The mapwriter directory goes to "saves"->"mapwriter_mp_worlds" minecraft directory. but since the server got new address, it should be renamed to "happydiggers_net_4001" instead of "...7777".

Heptagon_ru
4th November 2014, 19:25
Did you post a client log yet? If you are using MultiMC you can copy it from the console to http://paste2.org

As I understand, this is that client log. From menu "other logs", then selected "logs/fml-client-3.log
I am not sure how to check for which date the log is ...
http://paste2.org/K6OLdXf8

pJansson
4th November 2014, 20:22
Well, since i lost motivation to play any servers cause i know i´m going to join this anyway at launch, i may just as well spend some time helping out. Don´t expect much though.

Application

Ingame name: pJansson

Experience: Low!

Good for: Roads, roads, roads and nothing else.

tenterro
4th November 2014, 21:08
I've added all the outposts I know off to Dynmap.

There's one I couldn't find though. Could you check these coordinates please?

It's 1135 -10254

There's also Temple of the sun at -951 -12783 :rolleyes:

InsaneJ
5th November 2014, 00:05
As I understand, this is that client log. From menu "other logs", then selected "logs/fml-client-3.log
I am not sure how to check for which date the log is ...
http://paste2.org/K6OLdXf8

Is that log file from when you experienced a freeze? There's also a log file called "latest.log" which is, as you may have guessed, the latest log file :)

By the looks of things you don't have Fastcraft installed. It's highly recommended.

dominicinator
5th November 2014, 02:56
You may have messed up my name when you whitelisted me, J, It's dominicinator all lower case, no capitals, it says I'm not whitelisted when I try to get on.
Edit: Haha, I just realized I misspelled my forum name xD, sorry. Is there a way to change it? All I can find is changing my Email/Password.

Jiro_89
5th November 2014, 03:09
You may have messed up my name when you whitelisted me, J, It's dominicinator all lower case, no capitals, it says I'm not whitelisted when I try to get on.


Remember to post your in game name in applications if it is different than your forum account name :)

Heptagon_ru
5th November 2014, 08:48
Is that log file from when you experienced a freeze? There's also a log file called "latest.log" which is, as you may have guessed, the latest log file :)

By the looks of things you don't have Fastcraft installed. It's highly recommended.

Yes, that log file is most likely from the freeze session. It's close to the end of list and it's timestamps match my forum freeze post timestamp.
The "latest.log" was useless, because I had launched TFC in single player mode after that freeze.

I am 100% sure (well, now only 99%) I have Fastcraft installed, will doublecheck and post my instance mod screenshot :-P

InsaneJ
5th November 2014, 10:10
Remember to post your in game name in applications if it is different than your forum account name :)

Like I'm even going to try to spell that name :) It was copy/pasted right from the forum. The whitelist shows the following entry:

"uuid": "04bffa99-1282-3862-9346-d031090d84cf",
"name": "dominiciantor"

You may have messed up my name when you whitelisted me, J, It's dominicinator all lower case, no capitals, it says I'm not whitelisted when I try to get on.
Edit: Haha, I just realized I misspelled my forum name xD, sorry. Is there a way to change it? All I can find is changing my Email/Password.
Who messed up what exactly? Yup, you did gone mess up your name good :p
I've whitelisted the other guy named dominicinator and changed your forum account to match. It's like you've gotten a whole new identity. Don't feel bad though. It's not like you accidentally called yourself Jirp ;)


Yes, that log file is most likely from the freeze session. It's close to the end of list and it's timestamps match my forum freeze post timestamp.
The "latest.log" was useless, because I had launched TFC in single player mode after that freeze.

I am 100% sure (well, now only 99%) I have Fastcraft installed, will doublecheck and post my instance mod screenshot :-P
Well from what I can tell by comparing your log to one of mine, you played on the server for about 13 minutes and then your client shut down without any warnings or errors. So either you closed it manually, or it "just" shut down on it's own.

Heptagon_ru
5th November 2014, 10:50
As far as I remember, I was disconnected with "broken connection" message, while waiting my 0.1 fps client to react to Shift-F3. Will do a more clear and controlled experiment later. Thank you for your time, InsaneJ, Jiro_89.

I guess I should wait few days to see other people reports and to "allow" them to work on the server :) Despite after re-reading the thread I see other people having this issue, I am still (deep deep inside) afraid it's somehow my fault :elmo:

InsaneJ
5th November 2014, 11:58
Mods and [b+] members should have access to the non-Essentials version of the /tp command. This means you can use Opis/Mapwriter markers to quickly teleport across the map. To do this open your map (M), click on a marker and press T.

Also it means you can use /tp player1 player 2 and /tp X Y Z

I still don't understand why Essentials felt it necessary to break this simple Vanilla TP command so you could only teleport to players but not coordinates. Anyway, it's fixed now, again :p

tenterro
5th November 2014, 13:15
4587 -12835
Waterfalls

combatsmithen
5th November 2014, 16:13
I can help lay down roads inbetween the outposts if needed. My ingame name is Combatsmithen :diamond::diamond::diamond::diamond::diamond::diam ond:

combatsmithen
5th November 2014, 16:15
I can help lay roads. My ingame name is Combatsmithen. I have been playing on this server since October. :diamond::diamond::diamond:

Heptagon_ru
5th November 2014, 22:33
I did have Fastcraft installed. I wish it was the cause, that would be an easy solution :)

ben82003
6th November 2014, 03:07
i cant come on because my forge 1.7.10 always crashes so i am lonely on the 1.6.4 server. :(

ben82003
6th November 2014, 03:30
hi insane i got it to work and i am really willing to help! :D can i plz help?:D

Jiro_89
6th November 2014, 08:22
Finally made it back to the spawn continent. The Red indicated is what still needs to be built. There is a bridge (Green) going straight across the water linking to an adjacent continent to the HC area. Rather than building 20k+ more road across the land I made a nice bridge sectional and copied it. Parts of it can be spruced up or changed for variety, but the basics of the bridge is complete.

Besides building the roads on the red, we still need many outposts along the way leading to HC area. It's a long journey and people are going to need support. Outposts along HC road can be big or small, but should contain beds, some form of food, and drinking water. The bridge intersects a few islands which would be nice places for refill stations and whatnot, but there should also be a few along the large stretches of water.

Also, none of the road that's been made leading from the east has been chiseled. We'll have to go back through and chisel, make steps, and clear debris off the road to complete them. Details, details, details.

http://happydiggers.net/attachment.php?attachmentid=1371&stc=1

InsaneJ
6th November 2014, 11:16
Combatsmithen and ben82003 have been added to the whitelist. Thanks for volunteering guys :) If you need something to do (there's plenty) then start with those roads to the west I mentioned a couple of posts ago.

I followed the bridge using flight speed 10. Jiro you have made an awesome bridge earlier, I copied it twice because it's just that awesome. This crazy long bridge however feels cramped and it's a real grind having to walk over it. The route the bridge takes is good, but I think you can do better on the bridge itself :) Perhaps you could copy your previous bridge design over? I've put it in place east of Hell Gates outposts (http://tfctemp.happydiggers.net/?worldname=world&mapname=flat&zoom=5&x=3144&y=64&z=-13231) with two extra sections and it should be easy to copy the whole bridge now since it's still floating just above the water.

I saw you made some elevated roads that cross over jungles. Tenterro, would you mind adding some support structures to those? They are located at the end of the long road near the HC area. On Dynmap they are the red sections of road: 1 (http://tfctemp.happydiggers.net/?worldname=world&mapname=flat&zoom=4&x=18010&y=64&z=-5031) and 2 (http://tfctemp.happydiggers.net/?worldname=world&mapname=flat&zoom=4&x=20683&y=64&z=-5142).

combatsmithen
6th November 2014, 14:27
How do I get the Dynmap for the new server. When I go to the dynmap on this website for TFC it is for the 1.6.4 map.

Heptagon_ru
6th November 2014, 15:42
How do I get the Dynmap for the new server. When I go to the dynmap on this website for TFC it is for the 1.6.4 map.

It's http://tfctemp.happydiggers.net/

You probably haven't read the whole thread, I would recommend that.

combatsmithen
6th November 2014, 16:13
thanks m8

dominicinator
7th November 2014, 03:12
Haha, whoops, didn't realize chisel stair option for roads = Bad :D.

Austin_JC
7th November 2014, 18:02
IGN: Austin_JC

I'd like to help build the roads and a couple of outposts. I joined the b78 server around June 2014 and made the town of Trafalgar.

I also built and lay down the track for a railway from Trafalgar to Horseridge spanning roughly 3000 blocks.
I've been going on the b78 server again lately but I would love to help out with b79.

tenterro
10th November 2014, 00:11
Austin_JC is cool guy and very good builder.
So let him join us. =)

tenterro
10th November 2014, 18:40
And btw, the signs still don't work. Whatever you write at them, they turn to
[Private]
tenterro

Jiro_89
10th November 2014, 18:53
And btw, the signs still don't work. Whatever you write at them, they turn to
[Private]
tenterro

Lockette has always functioned that way. In earlier posts you can see that J added many of the TFC blocks to lockette in order to allow more versatile protection. If you place the sign on TFC blocks it will become [Private] under lockette guidelines, but if you place it on the ground it will be a normal sign.

dominicinator
11th November 2014, 04:09
Working on an outpost along the HC road, calling it the Turrem quoque arcus fabri (Tower of the rainbow smith in Latin), I should be able to finish it soon. If someone doesn't mind adding it to the Dynmap, the Coordinates are X: 4072 Z: -8554 it's just beside the Glowstone markers already set up, and a good distance away from Church and Cottage. :) (I'm hoping this is fine? We do need outposts along the HC road correct?)

Jiro_89
11th November 2014, 04:44
Working on an outpost along the HC road, calling it the Turrem quoque arcus fabri (Tower of the rainbow smith in Latin), I should be able to finish it soon. If someone doesn't mind adding it to the Dynmap, the Coordinates are X: 4072 Z: -8554 it's just beside the Glowstone markers already set up, and a good distance away from Church and Cottage. :) (I'm hoping this is fine? We do need outposts along the HC road correct?)

Yes we certainly do need several outposts along the HC road, but the coordinates you gave are not on the HC road. Wrong coordinates? HC road travels to the sea from the end of the Church outpost road a good 4k blocks south and links up to the long ocean bridge.

Heptagon_ru
11th November 2014, 20:32
I don't have permissions for /tp. Is it intended?

Jiro_89
11th November 2014, 21:07
I don't have permissions for /tp. Is it intended?

As far as I know, only staff can use TP commands on the new TFC server.

tenterro
11th November 2014, 21:22
Insane_J has changed something because I can use /tp command.

Jiro_89
11th November 2014, 21:50
Mods and [b+] members should have access to the non-Essentials version of the /tp command. This means you can use Opis/Mapwriter markers to quickly teleport across the map. To do this open your map (M), click on a marker and press T.

Also it means you can use /tp player1 player 2 and /tp X Y Z

I still don't understand why Essentials felt it necessary to break this simple Vanilla TP command so you could only teleport to players but not coordinates. Anyway, it's fixed now, again :p

Hehe, I guess this explains why Tenterro :P

orranmargath
12th November 2014, 03:18
i am curious as to how much longer before the server is open? i don't have a lot of time otherwise i would volenter to help with infrastructure. is that the only thing holding you up?

ben82003
13th November 2014, 01:42
Hi this is ben i was just wanting to know, since there is nothing for me to build, can i start building some things for my town? If so plz reply. Also, if I cant build my town can i build some outposts along any roads I want? Thx :)

dominicinator
13th November 2014, 04:57
Oh? The HC road wasn't that glowstone path? xD, well, I'll build it anyway, hopefully it will be fine.

tenterro
13th November 2014, 19:15
So, what's about opening server? Now it seems that everyone gave up and do nothing for the server.
I don't want to build outposts if it's pointless and nobody will play at this server... =(
I love to build and it's fun but I have to be sure that it's worth for somebody.

Heptagon_ru
13th November 2014, 19:25
I haven't gave up, i was freezing, then waiting to allow others work w/o freeze, now my freeze issue hopefully resolved itself, but I'm waiting for admins to clarify on avalaibility of /tp for me.
The area of work is much larger now and I would prefer to not spend the majority of time on manual flight.
Anyway after some waiting for the answer, will start this evening by flying to HC road start and chisel some. Currently I'm afraid to get close to Babylon roads and freeze again :)
I think there's lot of work for me - filling roads and chiseling them.

Jiro_89
13th November 2014, 19:56
Heptagon, Read the previous posts. In fact everyone read previous posts. People keep asking the same questions over and over. The answers are in the thread.

Hept, Your question was answered by J several pages back and I even quoted the post on my last post.

Heptagon_ru
13th November 2014, 20:14
Heptagon, Read the previous posts. In fact everyone read previous posts. People keep asking the same questions over and over. The answers are in the thread.

Hept, Your question was answered by J several pages back and I even quoted the post on my last post.

InsaneJ said that mods and [b+] members have access to the /tp now. I assumed that [b+] means the builders on the b79 server, like tenterro and me. I don't see any other related answers in the thread. Please could you show me the post clarifying who those [b+] people are, I can't find it.

Another question: should we chisel the HC mega-bridge? Main reason for chiseling is snow-proofing, but for the bridge it's not a big issue. Other reason can be monster spawning, I suspect they dont spawn on chiseled blocks. Monster spawning in the close quarters of the bridge can be dangerous. I saw a couple of monsters spawned on the bridge, despite the lighting.
As I understand the current mega-bridge can be replaced with a new one, so the question is about the final one.
Also - have you already decided about the bridge fate, should I wait for the new one or start chiseling this one?

Jiro_89
13th November 2014, 20:40
InsaneJ said that mods and [b+] members have access to the /tp now. I assumed that [b+] means the builders on the b79 server, like tenterro and me. I don't see any other related answers in the thread. Please could you show me the post clarifying who those [b+] people are, I can't find it.

Another question: should we chisel the HC mega-bridge? Main reason for chiseling is snow-proofing, but for the bridge it's not a big issue. Other reason can be monster spawning, I suspect they dont spawn on chiseled blocks. Monster spawning in the close quarters of the bridge can be dangerous. I saw a couple of monsters spawned on the bridge, despite the lighting.
As I understand the current mega-bridge can be replaced with a new one, so the question is about the final one.
Also - have you already decided about the bridge fate, should I wait for the new one or start chiseling this one?


[b+] Members are builders with privileges. It would show up next to their name just like [m] is for moderator and [a] is for admin. You would have seen it next to your name the last time you were online.

You can make large bridge sections for the mega bridge. It's really a placeholder and guide for more bridge combinations. I haven't had a chance to work on it since I last installed it so if you have any ideas for sections of the bridge I'd say to go for it :)

pJansson
13th November 2014, 20:43
So, what's about opening server? Now it seems that everyone gave up and do nothing for the server.
I don't want to build outposts if it's pointless and nobody will play at this server... =(
I love to build and it's fun but I have to be sure that it's worth for somebody.

Well, i guess that people who can´t/wont help out with build are silent. And i can imagine that some who volunteered are disheartened by the massive amount of boring road building. Doesn´t mean that people won ´t play it once it´s opened. Just means they want someone else to do all the dirty work for them :p

I could do a roadbuilding a shot. But for some reason the admins didn´t whant to whitelist my application... Just have to wait.

Rainnmannx
13th November 2014, 21:29
The admin team here makes this server shine, looks like they are making sure everything is good before releasing it, less headache i would imagine, when its open anything thats not quit right will be amplified by the number of people on.

The glowstone path you may be referring to was the old proposed hc road, still good to have the road even if its not going to hc area. Any roads that lead to new areas just adds to the existing infrastructure :).

From previous post this is only open for road and outpost building, and testing, period.

Do read the entire thread, it helps :)

Heptagon_ru
13th November 2014, 21:29
[b+] Members are builders with privileges. It would show up next to their name just like [m] is for moderator and [a] is for admin. You would have seen it next to your name the last time you were online.

You can make large bridge sections for the mega bridge. It's really a placeholder and guide for more bridge combinations. I haven't had a chance to work on it since I last installed it so if you have any ideas for sections of the bridge I'd say to go for it :)

Ah, thanks, now I understand. Will try with the bridge, thanks.

Rainnmannx
13th November 2014, 21:34
The bridge may not need to be chiseled for snow, think its past the freezing area.
Do believe chiseling stops mob spawning.

Rainnmannx
13th November 2014, 21:39
Also, would rather the server be good at the start, then open and try to fix things, if people come on and see stuff not working may leave and never come back. IMHO

Does the update to TFC using the newest forge help?

Thanks :)

ben82003
14th November 2014, 01:43
Also, would rather the server be good at the start, then open and try to fix things, if people come on and see stuff not working may leave and never come back. IMHO

Does the update to TFC using the newest forge help?

Thanks :)

hi remember me?

ben82003
14th November 2014, 01:45
Hi this is ben just wanted to know if i can make an outpost :confused:

Heptagon_ru
14th November 2014, 10:09
Does the update to TFC using the newest forge help?


Hey Rainn :) Sorry, who are u asking? If you mean - does it help me with freezing issue - then I dont know, didnt try.
I know (asked) InsaneJ uses the TFC-recommended Forge, not the latest, so I also didnt try to switch.

For b79.12 the Forge version has changed, but the server is not updated yet, as it seems, at least yesterday, so I didnt try .12 also.

Rainnmannx
14th November 2014, 16:30
Think cauldron is using a newer forge then tfc, think. 12 may fix this.
Question was for whomever handles that part, dont recall and i am on my phone and its hard to check.

InfernalG
14th November 2014, 22:29
I can help with the roads if you want. Just tell me what to do and I'll begin as soon as I can.

IGN: Destema

Heptagon_ru
15th November 2014, 11:29
Lol, having a configurable mouse for several years, reconfigured it only now :) One button for chiseling stairs (4 right clicks), one for reolacing blocks ( left + right ) :) So fun helping builders.

InsaneJ
15th November 2014, 12:18
I haven't been very active the past week. Health issues, work and some other stuff took priority. Don't worry though, the server isn't going to go away. At HappyDiggers we don't rush things. We do things because we like doing them, which means it'll all get done eventually. Altough I'm certainly not planning on postponing the server launch for another year like we with with the HappyDiggers MC server ;)

There were some posts I needed to reply to. If I missed any please let me know.


Hi this is ben just wanted to know if i can make an outpost :confused:
Yes. Please make sure that it's at least 1000 blocks (or more) away from any other outpost or building :)


Austin_JC is cool guy and very good builder.
So let him join us. =)

I can help with the roads if you want. Just tell me what to do and I'll begin as soon as I can.

IGN: Destema
Austin_JC and Destema have been added to the whitelist. Please take note of the opening post of this thread. And thanks for volunteering to help us out :)


I have just updated the server to use TerraFirmaCraft-0.79.12.427. It's now also running newer builds of Dynmap, Towny, WorldEdit and WorldGuard. As always, please report any issues you may encounter.

Heptagon_ru
15th November 2014, 13:03
I use OptiFine_1.7.10_HD_U_A4 and have that problem with absent textures, http://terrafirmacraft.com/f/topic/7365-forgeoptifine-not-tfc-bug-tfc-07912-optifine-no-longer-works/. Two other builders dont use optifine.

If you dont have this issue, please tell which Optifine do u use? I saw an advice to use Lite version, will try later. But it is not compatible with Forge ...

Heptagon_ru
15th November 2014, 13:15
And /tp still doesnt work for me lol
(Disclaimer: I wrote this not because I haven't read the thread, but because I saw InsaneJ telling in-game that it's enabled for all)
UPDATE: resolved, thanks!

InsaneJ
15th November 2014, 13:20
Using OptiFine_1.7.10_HD_U_A4 and Forge 10.13.1.1217 I don't have any issues.

Using OptiFine_1.7.10_HD_U_A4 and Forge 10.13.2.1236 the following happens:
http://happydiggers.net/attachment.php?attachmentid=1388&stc=1

http://happydiggers.net/attachment.php?attachmentid=1389&stc=1

So yeah, I guess that's confirmed then.


V.I.P. group should have access to the /tp command now as well.

InsaneJ
15th November 2014, 15:28
I've defined a WorldGuard region called "HardCore". It's not showing up on Dynmap right now. I think that's because the Dynmap-WorldGuard plugin isn't compatible with WorldGuard 6 yet.

Fred, this means we'll be moving ahead with WorldGuard for the time being. If you have time to spend, please focus your efforts on the Thor's Hammer/HappyDiggers TP plugin.


*edit*
I've setup the following permissions:

HardCore, VIP, mods and builderplus are allowed to enter.
HardCore is not allowed to leave. So once they are in, they are in for good :)
VIP, mods and builderplus are allowed to leave.

tenterro
15th November 2014, 19:41
*edit*
I've setup the following permissions:

HardCore, VIP, mods and builderplus are allowed to enter.
HardCore is not allowed to leave. So once they are in, they are in for good :)
VIP, mods and builderplus are allowed to leave.



Where people will spawn after death? So it means they can't trade with other people?

Heptagon_ru
15th November 2014, 21:31
That lockette thing with signs always being [private] when placing on sides of TFC blocks could cause problems. Currently it's impossible to make direction posts, as were made at the east area in the beginning of building. Only using vanilla blocks, which dont match with road.

When server opens, people could also do not like this, because sign is the only text tool to mark stuff.


You can make large bridge sections for the mega bridge.

Sorry, couldnt do anything :( Thankfully, have lot other work to do with roads.

Heptagon_ru
16th November 2014, 00:00
After several hours of work w/o any problems, has just visited that problematic area where I always freeze, and immideately froze again. -509:-12660.
Had fps like 0.01, and was able to disconnect by pressing disconnect button, but can't login back anyway - timed out message.
Here is client log: http://paste2.org/VaP4CHF5
I see some mapwriter error and some forge debug "froze" message in the end, hope it helps.

Jiro_89
17th November 2014, 22:33
Where people will spawn after death? So it means they can't trade with other people?

Using beds will set spawn points. Otherwise people would have to travel 26k blocks to get back every time. As for dying before they have had a chance to set a bed, I'm not sure about that. I might have a bed distributor at the entrance to HC area since it would be quite difficult to rely on a sheep sighting. As for the trading, you're correct. Based on the worldguard permissions setup for the area, there will be no interaction between normal members and HC members other than public chat.

I'll update the TFC HC thread with this information as well.

tenterro
18th November 2014, 09:27
For a long time dynmap showed all changes in the world. But now it shows the world few days ago, without any changes. =(

And the timed out error is again here

InsaneJ
18th November 2014, 10:51
As you all know the the server isn't entirely stable yet. So far I've been unable to pin down what's causing the freezes.

If the server freezes, please just let me know and post your last known coordinates. It might help in figuring this thing out later down the road. I'll do my best to reset the server in a timely manner so people can keep on building :)

Jiro_89
18th November 2014, 18:46
Well I had a working theory on the timeout issues. It kept timing out Hept north of the first bridge I made and yesterday I copied the bridge to a southern area and got the timeout as well. I figured it might have been either the lit beacons or the stained glass. I destroyed both in the bridge, but apparently still caused a timeout. I wouldn't think the iron blocks would be causing it? But at this point I'm not certain. All I know is something about the bridge may be causing it since the copy I attempted to make caused a timeout as well.

Last known coordinates around X=-501 Y=180 Z=-12565, in one of the towers on the bridge.

InsaneJ
18th November 2014, 21:37
I just restart the server and went to those coordinates. No freezes so far.

Jiro_89
18th November 2014, 22:17
Notice to all builders!

Stay away from the circled zones on the map below. The left circled zone causes a timeout and freezes the server. The problem seems to be localized to the area, but still unknown. The right circled zone is a known client crash site. If you get too close and your client loads chunks towards the center of the circled area your client will crash. The only way to escape is to quickly type /spawn upon re-login or have an admin delete your .dat file.


http://happydiggers.net/attachment.php?attachmentid=1401&stc=1

InsaneJ
19th November 2014, 01:22
I've reported the client-side crash here (http://terrafirmacraft.com/f/topic/7416-07912427-arrayindexoutofboundsexception/).

Please feel free to post your comments and experiences, hunches, ideas and log files of the matter there. The more attention it gets the more likely it'll be that it gets fixed by the TFC devs :)

Jiro_89
19th November 2014, 02:36
Via the crash report posted by J on the TFC forums-



The crash is being caused by a smooth stone block that has metadata that isn't supposed to exist. It is not a chiseled or detailed block, but just a regular smooth stone block. If I had to guess, there is either a food prep surface or other tile entity attached to the stone block, or cauldron is causing it.

If cauldron isn't causing it, you'll have to find the block that is causing it and remove it using a 3rd party software like MCEdit.



Well hopefully that solves that. Just a matter of getting in there now to see if we can find the problem.

tenterro
22nd November 2014, 00:50
It seems that this server will never be open... =(

No tp system, no outpost claiming, no NPCs. Of course I love to biuld outposts but I want that people could play here and see them. It's not very fun to build them only for myself.

Jiro_89
22nd November 2014, 03:27
It seems that this server will never be open... =(

No tp system, no outpost claiming, no NPCs. Of course I love to biuld outposts but I want that people could play here and see them. It's not very fun to build them only for myself.

NPCs will be added. Just give it time. Claiming the outposts will be simple. All an admin has to do is go around claiming them under the spawn town. Everybody (Except HC TFC players) will have access to home commands just like the previous server and town spawn teleports using the Thor's Hammer concept. The server still isn't stable, see my previous post about the circled areas. I guarantee you people would be flooding those areas and crashing the server left and right no matter how many times they're told not to.

InsaneJ
22nd November 2014, 13:30
What Jiro said :)

I know it sucks. I wanted to have opened the new server a while ago, but as long as it's unstable I won't open it. All those TFC b79 servers that are currently open have (had) so many problems with them, it's kinda embarrassing. We've always tried to have servers with very few problems and mostly succeeded in doing so.

Also since we don't depend on donations and pay-to-win concepts we can afford to take our time. I have always stated that I don't really care about how many players actually play on our servers. I'd rather have a small server with nice people enjoying themselves then a huge server with tons of griefers and people who act immaturely. In fact, everywhere we talk about HappyDiggers we talk about a small community. Which I think is an accurate description.

So whatever you do, don't despair. The server will open. If need be I'll regenerate the areas that cause the server to freeze. The client-side crash should be fixed in the next update. And if Fred doesn't manage to produce the Thor's Hammer plugin any time soon we'll just open with the current teleport system in tact. The HC-group should provide TFC purists with a means to enjoy the game without having to feel bad about other people teleporting all over the server :)

Heptagon_ru
23rd November 2014, 14:02
Guys, builders, really, read the thread, please. Let me also repeat the important announcement:


Notice to all builders!

Stay away from the circled zones on the map below. The left circled zone causes a timeout and freezes the server. The problem seems to be localized to the area, but still unknown. The right circled zone is a known client crash site. If you get too close and your client loads chunks towards the center of the circled area your client will crash. The only way to escape is to quickly type /spawn upon re-login or have an admin delete your .dat file.


http://happydiggers.net/attachment.php?attachmentid=1401&stc=1

Austin_JC
23rd November 2014, 16:31
Shoot I wish I had read this earlier! A little while ago I was flying over all the roads to look for any blocks that needed chiselling and I flew through both of those areas :S I did not crash in the southern area but I did time out and freeze the server upon entering the left area. Sorry about that :<

InsaneJ
23rd November 2014, 20:01
Updated the server to use Cauldron 1.1236.05.212. The changelog only mentions a fix for a crash with MFR but you never know if it might help us out as well :)

Jiro_89
23rd November 2014, 22:16
Updated the server to use Cauldron 1.1236.05.212. The changelog only mentions a fix for a crash with MFR but you never know if it might help us out as well :) Just tried loading up the client crash area and crashed so we may need the update from the TFC developers still. I won't even dare enter the server time out zone haha.

owloctogons
24th November 2014, 01:43
i just read everything and i see that there are quite a few probs... uh-oh. BTW: am i still on the whitelist?

Jiro_89
24th November 2014, 02:16
i just read everything and i see that there are quite a few probs... uh-oh. BTW: am i still on the whitelist?


How could you have read everything and missed this?


I removed snowweasel98 and owloctogons from the whitelist for breaking the mushroom trees at spawn several days ago and not taking the time to report it to me. Sorry guys, I don't like these kinds of surprises.