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  #1621  
11-28-2011, 03:16 AM
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It's either the evil we unleashed on the world, or an ice age is kicking in.
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  #1622  
11-28-2011, 03:18 AM
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Actually all the server crashes as of late have corrupted some of the data for the generated worlds. Biomes are based on the seed the world is generated with, but the corruption caused the seed for the worlds to change and thus the biomes. I managed to change the new world back to it's original seed so weather should be back to normal there. Just trying to find the original seed for our old world now.

Dripik you wouldn't happen to have the very first seed you used when generating the old world? Or one of the earliest save files?
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  #1623  
11-28-2011, 03:31 AM
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I have it!

-2660950596850204536
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  #1624  
11-28-2011, 03:32 AM
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I have it, it's -2660950596850204536

However since world generation has updated twice since that world was created, that seed won't generate the same biomes again. But perhaps that doesn't matter so much since we aren't building anything new in the old world anymore, only continuing existing projects such as RF, parts of Exoddus and maybe 2Fort.

EDIT: Wil beat me to it. :P
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  #1625  
11-28-2011, 03:33 AM
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The entire ocean has frozen!!! Seriously I have no clue what happened with the biome there, weirdest thing ever. The ice was spreading like a virus.
http://en.wikipedia.org/wiki/Ice-nine
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  #1626  
11-28-2011, 03:37 AM
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Should it matter that world generation has updated? World generation changed with 1.8, but our original biomes were apparently preserved on the server with just the world seed.
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  #1627  
11-28-2011, 03:49 AM
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I changed the seed to what it was before it was corrupted (I think) but so far things don't seem to have changed in Exoddus. Might be that water and grass just don't update back or something.

I did fix the old Nether.

Edit: I changed the old world to it's original seed. In singleplayer it didn't generate anything close to what Genesis was but the biomes seem to be okay now, at least for Exoddus. Water and grass are back to normal.

Edit2: And permissions are working again as well! That officially solves everything on my to do list.
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Last edited by Havoc; 11-28-2011 at 04:05 AM..
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  #1628  
11-28-2011, 04:11 AM
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Yay! Good work. I wonder why the server did what it did, though.
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  #1629  
11-28-2011, 04:33 AM
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I think that the instability of the previous Bukkit versions caused the server to crash so much that something got corrupted here and there. It seems to be much more stable now though and a RB for Bukkit should be out soon.

Also, the Technic mod is now available for multiplayer as well and I'm seriously thinking about installing it.
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  #1630  
11-28-2011, 05:33 AM
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The technic mod looks like fun - Is it possible to have different worlds that have different mods with Bukkit, for those who want to play without mods?

Oh yeah, OP doesn't work for me yet (I wouldn't mind, just the future of the RF project sort of depends on it now). I noticed that you spelled my name with a capital "D" when setting permissions when my Minecraft name is spelled with a lower case "d" (thanks to auto form filling and a mis-click on my part). Maybe that's why it doesn't recognise me?
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  #1631  
11-28-2011, 05:42 AM
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No, I changed the way admins get their powers so I can define exactly what you can and can't do (as opposed to being full op, with all server breaking commands at your disposal). I just need you to be online so I can add you to the right group.

As for creating a clean world for that mod, I've been wondering about that myself and that's something I'd have to look into. If it's possible I'll certainly do it that way.
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  #1632  
11-28-2011, 06:04 AM
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Fair enough - So long as I get to keep the ability to switch between creative and survival mode.
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  #1633  
11-28-2011, 06:23 AM
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No, I changed the way admins get their powers so I can define exactly what you can and can't do (as opposed to being full op, with all server breaking commands at your disposal).
That strikes me as being totally and utterly unnecessary in our situation. Are any of us going to break the server? It's not like the forums where we have a leader and a chain of command. Why should any of us Ops be more or less powerful than any other?
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  #1634  
11-28-2011, 06:29 AM
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Are any of us going to break the server?
Not on purpose. It's just a precaution more than anything. There are a whole lot of commands on the server and more are added with each plugin. It's just a way of putting the 'dangerous' commands under lock and key. You guys still have all the powers you're used to, it's nothing you'll even notice on the surface.

To be clear, I didn't *just* put this in. It's been like this for almost two weeks now, so no worries.
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  #1635  
11-28-2011, 06:32 AM
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Is this why I've been having trouble creating 500-block-radius explosions using the /nuke command?
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  #1636  
11-28-2011, 06:46 AM
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Is this why I've been having trouble creating 500-block-radius explosions using the /nuke command?
Case in point.
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  #1637  
11-28-2011, 07:48 AM
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That officially solves everything on my to do list.
So are the stargates working again now? I kind of need to take a trip back to Genesis.
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  #1638  
11-28-2011, 09:48 AM
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They are working, I confirm that.

Oh, the Technic pack... I've tried IndustrialCraft before. It was cool in the beginning, having all sorts of gadgets in order to make more complex gadgets, but it got overwhelming in the end. I haven't tried any of the other mods, I've only seen video footage, but being able to cut up blocks into smaller pieces sounds exciting, and the mod that gives you fruit trees and an insane amount of food items is a cool idea, even though it just adds to the already existing function of eating and farming.

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  #1639  
11-28-2011, 10:13 AM
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Thank you AlexFili for the server donation
Aww, thank you for the mention. It's just that I really respect the admins and the stability of the server. Honestly everyone here is very close to me and just having a community to call my home is good enough for me. Besides, the cash was well worth it for the melon fighting and the YouTube video alone.
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  #1640  
11-28-2011, 09:17 PM
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The Technic pack is very cool. I could imagine us doing amazing things with it. In SSP it is very daunting, but with the sheer amount of time we spend playing minecraft we could manage it in multiplayer.
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  #1641  
11-28-2011, 10:57 PM
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I think I would stop playing on the server entirely if mods like that were installed. Just saying…
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  #1642  
11-28-2011, 11:29 PM
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I agree with ench. Minecraft becomes less "pure" with every mod. That said, I'm not against mods in general, as long as the mod is justified and voted in, we should try it. Just be aware that more mods generally means more things that might break the server.

A gun mod would be nice for the industrial characters though.
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  #1643  
11-29-2011, 12:06 AM
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I think I would stop playing on the server entirely if mods like that were installed. Just saying…
Have you tried the Technic Pack? I think it would really suit us. We could build some amazing infrastructure.

That said, I'd prefer it to be an option for when we get bored of Minecraft. Now that 1.0 is out and we have Terra Nova we could happily continue assing around building stuff for a while.
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  #1644  
11-29-2011, 03:58 AM
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Havoc did say that he is considering making a separate world for the Technic mod if he can pull it off, so you'd still have the "pure" world if the mod(s) do not appeal to you.

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  #1645  
11-29-2011, 04:24 AM
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If we can travel between worlds, what would stop us bringing Technic-pack items into Genexoddus or Terra Nova?
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  #1646  
11-29-2011, 04:40 AM
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Probably the compatibility difference, supposing it is possible to apply a mod to only one of the active worlds. Which might result in the servers crashing every time someone tries it. Again, we'd need word from Havoc to learn more.

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  #1647  
11-29-2011, 05:40 AM
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I'd prefer not to have it. I've watched some videos of it and while it does look cool, I don't think I'd be a big fan of it. Plus in Multiplayer, with more, rare resources, with a mod tthat means everyone needs a LOT more room? We'd be bashing each other's elbows too much, not to mention raping our natural paradise.

Plus I believe it's advised to play it on peaceful mode, imagining a creeper losing its temper or an Enderman spawning somewhere and lifting just the wrong block of dirt. That was a very nice nuclear power station you used to have there.
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  #1648  
11-29-2011, 05:56 AM
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I don't think it's possible to restrict the entire mod to just one world. As it stands the mod for multiplayer is still in very early stages so I doubt that's built into it.
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  #1649  
11-29-2011, 06:34 AM
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Presuming at some point it is techinically possible to have the Technic Pack restricted to a single world, I have no problem with it. Our communal playstyle will have to change - larger group projects would probably be more practical than lots of individual plots of land, and if aggressive mobs are going to be a genuine problem then there's always the Peaceful Pack to supply their drops.

But if it's a world spawned specifically for the Technic Pack, then who cares about destroying the land's natural beauty? Simply don't visit that world.
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  #1650  
11-29-2011, 07:41 AM
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Yeah, not sure I'd be entirely happy if we had to have the technic pack on all the worlds, unless we're all bored later with MC and felt like starting all over again if our existing worlds were offered as a download.

BTW, something seems to be up with server permissions again - I no longer have OP powers and I can't use the star gate to get to Terra Nova. It says I "Don't have access" when I try.
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