PseudoKnight

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Viewing 15 posts - 196 through 210 (of 239 total)
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  • in reply to: Final Score MC Seed #1979
    PseudoKnight
    Member

    It’s cool that it starts out at a village… and it’s pretty flat around the area which would be ideal for a city center.. but I didn’t notice anything that awesome about it.

    in reply to: Script Idea #1971
    PseudoKnight
    Member

    Not with CH yet, though that’s planned. You could do a plugin, but that’s awful specific (3 chests) for a full plugin, imo. If PhysicalShop had a cooldown, that’d be cool. Not sure if there’s room, though. I could add a separate CH script to handle the cooldown, which might be more versatile for other situations.

    in reply to: Custom Recipes #1952
    PseudoKnight
    Member

    I’m not sure on the stonebrick ones anymore, if we’re going to be doing temp worlds. I kind of don’t want to commit to a recipe that we don’t need later. Like, we don’t need it with netherbrick, but I’m committed to it. I kind of like it, though, because it makes netherrack more useful too.

    I’ve added web crafting. I think it’s pretty balanced and there’s no other way to get it. The only alternative would be to allow silk touch picks to grab it, but it’s kind of counter-intuitive since picks don’t even pick up string.

    in reply to: UgoCraft #1831
    PseudoKnight
    Member

    The coolest part of that is the numbers on the clock.

    in reply to: Reset Mumble server password #1813
    PseudoKnight
    Member

    The certificates are a little unintuitive. I’ve had to delete accounts multiple times.

    in reply to: Warm-up Teleport #1812
    PseudoKnight
    Member

    I’m using a weird combination of things that is kind of difficult to wrap my head around. I’m using a bind that sends a closure to a procedure, so it’s a lot of variable juggling. Since it requires two players, it’s hard for me to test. 🙁 But I’m looking into these issues.

    [edit] I simplified some stuff. Hopefully it fixes it. Your report hints that there might be more issues, but I can’t be sure. I’d have to get actual examples. Like, when you say incorrect people were teleported, you mean of the two people, right? (and not someone else who didn’t type in a command) Timing out properly unbinds the /accept command (I tested it) so I doubt that has anything to do with this. An offline exception will occur if the other player is offline during an /accept command. I could put my own error there, but an offline exception is informative.

    [edit #2] I tracked down another issue with some help. It should be a whole lot less buggy now.

    • This reply was modified 12 years, 11 months ago by PseudoKnight.
    • This reply was modified 12 years, 10 months ago by PseudoKnight.
    in reply to: Spleef #1803
    PseudoKnight
    Member

    Added Platforming mode and made it work with Difficult Terrain. 🙂

    in reply to: Spleef #1800
    PseudoKnight
    Member

    I sort of feel like this is PK Spleef 2.0. It’s a lot more cohesive and presentable. I even added a golden shovel and proper lighting in the spleef room. It’s still missing some options that I think would make it as replayable as I think it could be.

    in reply to: Spleef #1795
    PseudoKnight
    Member

    The glass ceiling, like most of those things in the list, would be an option. There’s a type of spleefing where jumping isn’t allowed. It makes holes impassable.

    in reply to: Event Lot Idea Thread #1687
    PseudoKnight
    Member

    I also like the minecart jousting concept. Not sure the full concept will work in the smallish event lot. I’d go for a full mini-game on the games world.

    in reply to: New Whitelisting Approval Method? #1622
    PseudoKnight
    Member

    I got around to coding this. You can now use /approve <playername>. It’ll track who approved who. This is primarily for people who want to get friends and families onto the server quick and is only accessible to those in the Regulars group or above.

    in reply to: Bidding Plugin #1603
    PseudoKnight
    Member

    I’m not really seeing the benefits of this over the trading system we have. Besides, we don’t use a virtual economy for trading, so it’s sort of incompatible with our server.

    The Ideas & Suggestions forum is designed for ideas, including plugins.

    • This reply was modified 12 years, 12 months ago by PseudoKnight.
    in reply to: Fixing Nether Portals #1575
    PseudoKnight
    Member

    It’s not going to be addressed because it technically isn’t a problem, but a design consequence. When you create an overworld portal, it searches for a location to put it in the nether. This may be dozens of blocks away from the proper x,z position. (it may even find an existing portal within range and use that) But that means when you go back through it, and it searches for the nearest portal on the other side, it’s dozens x 8. This can leave you 100s of meters away from where you went in. The only way to “address” this would be to have the portal generator embed them into solid walls.

    in reply to: New and Green #1557
    PseudoKnight
    Member

    By far the most valuable when starting out is this link:
    http://www.minecraftwiki.net/wiki/Crafting

    in reply to: Edge of the world #1545
    PseudoKnight
    Member

    Before we transitioned, we actually talked about putting up giant walls, but we thought they’d be too ominous. 😛

Viewing 15 posts - 196 through 210 (of 239 total)