Posts by Miwarre

    The Pavilion of the Setting Sun (W-I-P)


    Known also as The house on a turtle-back, it is the first instalment of a larger settlement, another of my "site specific" realisations, trying to exploit the terrain and the landscape with as little modifications as possible. The purpose of this pavilion is to look at the sunset over the lake bay and to meditate during it.


    The terrain has not been modified in any way; the rock upon which the pavilion is built has not even been clipped and its tip has been left to protrude through the floor, which is the "turtle back" its nick name alludes to.


    Eastward, the building is entirely closed, but along the west side, a series of windows allows to look at the sunset; the balcony under the hanging roof also looks Westward.


    Except for the four marble pillars sustaining the building, it is entirely made of planks and beams; the 2-sided roof is made in six sections of varying slope. A few shots:


    The original terrain:


    An areal view of the current state of the pavilion:


    From North-West:


    From South-East:


    From the door:


    The balcony:


    And, of course, the sunset from the inside:

    Something like a mailbox system could be made through a plug-in.


    "Something like" because currently the plug-in API does not allow to enter a long, fluent text. The messaging system in itself (sending, retrieving, notifying, displaying, etc.) is not a problem; entering a longish text, wrapping over several lines, right now, is problematic.


    Would a "tweeting system" be enough? A system where a message can only be a 1-line tweet-sized (144 characters) text.

    Hmmm... the log does not tell much to me too... There is no clearly defined error (and the SEVERE line comes 2 - 3 minutes after you input the /tp commands, so they might not be related).


    I would try a trial and error approach: remove each plug-in in turn and see if things improve. Just a shot in the dark, I know, but on the spot I cannot think of anything better.


    I would even test if the teleport plugin alone works or has problems by itself.

    This point has already been discussed. If you search in the forum, with a bit of luck, you may stumble on a German post where red51 said that one block is (approx.?) 50 cm wide.


    Judging from the perspective one has when looking above a baluster two blocks high and the effect of passing below a door 4 block high, 1 or 2 m seems to me a bit too small; possibly a block size of 60 cm renders more faithfully the visual experience. But anyway, I plan all my buildings for a block size of 50 cm.

    Is there an end?

    1) No; coordinates always increase as long as you go forward.

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    or do the maps just generate in front of you as if you're walking outside of a huge sphere?

    2) Yes.

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    would walking west long enough bring back to your start point?

    3) No (see 1) above)

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    or do you get newly generated that happens to look like the start did before you started building etc?

    4) Yes. After a while, things start repeating the same patterns already seen again and again. But they are different locations: if you modify one, the other(s) are not modified. How big is this "after a while" I don't know for sure; I have seen mentioned values in the order of 16,000 blocks (approx. 8km).


    And I don't think there are silly questions; there might be silly answers, though...

    Does that mean we get the same map no matter what the seed? OR that map changes but every map has same ores? Thanks

    As I understand it, the seed affects the geography (orography, hydrography, terrains, biomes, ...); the amount of ores is (or should be) affected by the setting at world creation.

    • The seed is changing the spawn point, not the availability of ores.

    In fact, I am not sure of this; it seems to me that, unless customised in the server.properties, the spawn point is kind of fixed at 256N, 256W; the landscape you see at that point is affected by the seed, as it affects the whole world geography.

    I think the following would help to diagnose where the problem lies:


    *) your operating system and details on the machine where you tried to start the server on (is it a local machine you have full control on or it is a remote machine, etc.)


    *) your Java version


    *) the EXACT procedure how did you start the server: which command, which environment,...


    *) the contents of your server.properties file.

    I have some difficulty in understanding this conversation.


    If I understand correctly, the request amounts to asking for a way for a plug-in to lie to the server, giving it false information about the player statuses, in order for the server to trigger the "all players are sleeping => jump to next day" rule (as if the server is not able to look for itself).


    Wouldn't it be much more simple and meaningful to ask for a server setting allowing for a more relaxed rule?
    ____________________


    Incidentally, it is just my opinion and it is not worth more than any other other opinion, but my point in raising this issue was not to have more night skipping but less of it; in fact none of it!



    I have read @red51 answers and I agree that the matter has been thought out thoroughly and expresses an explicit point of view. RW is JIW's game and JIW is the ultimate authority about it. So far, so good.



    My point of view is different, though. At least in MP servers (in SP, things might be different), time is a shared resource, provided from 'outside' and should not be tampered with. And, if I can choose, I would prefer a server where time is not (often) tampered with to a server with a distinct predilection for time 'cheats'.



    Right now, in alpha, short-cuts might make sense, but in a future production release, there might be a number of things relying on a constant time flow: from plant growth, to train schedules, to moon cycles or satellite orbits and so on. Altering the time flow would create problems and possibly undermine these things. In fact, for what is worth, in production I would even remove the "tod" feature.


    Since I seem to be the only person with this problem, I doubt red51 has time for this. He has a lot on his plate i'm betting right now. :)

    Permissions are a regular source of questions. In most cases, they come out to be misunderstanding, syntax errors, and other identifiable sources.


    At that point, the two or three of us ruled out all the common causes and we still cannot figure out where the problem is (and surely there is a problem). So, this might point to a bug or a 'hole' in the code and red51 might be definitely interested in it.

    hmmm, well, I run out of ideas. I have re-read all the permission system description and I cannot find anything applicable to your problem.


    I would try some shot in the dark, like removing the "general:" section entirely and see if the next section has problems (might be because of something before it!), moving the "general:" section up or down, check the logic of the cascading default / admin permissions, etc.


    Surely, you are aware that, after any modification to the permission system, the server has to be restarted.


    Also, not sure if this is relevant, but Windows and OSX/Unix do not agree on the new line encoding; if your text editor has this function, I would force the new line encoding to the one used in the server platform.


    Perhaps @red51 has something to add?

    I would welcome more of a challenge such as getting too cold or too hot.

    The programme already simulates and monitors the environment temperature and the player body temperature (look in the debug info of the F3 display). Having this to affect health, hunger rate, moving capabilities, etc. might be not SO complex as it might look, or at least adding something of this incrementally.

    Did you try looking in the log(s), error log(s), etc. to see if there are problems scanning the setting / permission files? A stupid typo (anywhere in the file, not necessarily in the section you focus on) might be enough for the whole file to be ignored.


    As I get it, log file name(s) might be different between platforms, so I cannot tell you which they are, but usually it is easy to spot them.

    Only to some extent.


    1) I mostly gave up with triangular planks; they do not have enough flexibility to cope with most of the needs.


    2) Where the slopes of the roof meet (regardless of the roof shape), I resorted to use a rather bulky wooden beam as a kind of 'keel' (sorry, no idea how it might be called in English), from which the planks of each side start.


    With 2-sided roofs, there is just one 'keel' running along the top. With 4-sided roofs, there are 4 additional 'keels' along the corners; their bulkiness allows to use rectangular planks (not too wide, though), rather than triangular, and to 'bury' the extra angle within the beam (it is not easy to explain all this by words).


    To ensure a seamless join between adjacent planks, I position the next plank along the previous activating the RETURN key, then I 'fix' it with CTRL key, and finally I slide it just one notch inside the previous with the "setp veryhigh" setting.


    I hope all this makes any sense to you!