On the State of TWiTCraft
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Re: On the State of TWiTCraft
Here's my two cents: I don't care what you do as long as I can keep my house and/or stuff.
- Timberwolf1777
Re: On the State of TWiTCraft
Although I think that waiting till new biomes are introduced before proceeding with a world border expansion is a good idea, I still disagree with a complete survival reset. It took about an entire year to gather the resources I used to build my home and I havent enjoyed it nearly long enough as yet to lose it or its proximity to spawn. Also, if we are not going to have additional warp points (the only one that I still think is a necessity would be a /work location only for use in the resourse world), then even with stargates, there would be a vast need for transit infrastructure in a new world that we currently take for granted.
I know I am repeating myself with this stuff. These are just my opinions and attempts at finding some compromises/solutions that might work for everyone.
Travel: I also like that some places are very remote and agree that the netherroad system makes getting around our large map fairly straightforward and not that time consuming. 3 min to the airfield while running from spawn. 4 min to sanddale. Pretty fast. However, a few stargates from spawn to a few other key areas would help create multiple shopping/population centers and would help pull all that signshop lag far from leoville while still leaving very fast access to those shops from spawn. The lag would become a choice rather than an inevitability assuming we ban shops in leoville of course.
Regions: Cant we find some number of regions that will work for most people between 1 and 5+? How about 2 or 3 per player. That way we could have a main home and a vacation home, both protected. I dont think that that number will suddenly catastrophically fill the server with regioned areas. If the mods feel that requesting their help is the best option for supplemental regioning then thats fine but I think they might be kept busy doing a lot of regioning work for peoples second and third homes
I know I am repeating myself with this stuff. These are just my opinions and attempts at finding some compromises/solutions that might work for everyone.
Travel: I also like that some places are very remote and agree that the netherroad system makes getting around our large map fairly straightforward and not that time consuming. 3 min to the airfield while running from spawn. 4 min to sanddale. Pretty fast. However, a few stargates from spawn to a few other key areas would help create multiple shopping/population centers and would help pull all that signshop lag far from leoville while still leaving very fast access to those shops from spawn. The lag would become a choice rather than an inevitability assuming we ban shops in leoville of course.
Regions: Cant we find some number of regions that will work for most people between 1 and 5+? How about 2 or 3 per player. That way we could have a main home and a vacation home, both protected. I dont think that that number will suddenly catastrophically fill the server with regioned areas. If the mods feel that requesting their help is the best option for supplemental regioning then thats fine but I think they might be kept busy doing a lot of regioning work for peoples second and third homes
Re: On the State of TWiTCraft
asim0v wrote:Stargates are not multiverse portals. Stargates have a dialer that can connect to a pre-defined list of locations from the same gate. You just have to "dial" the location you want and activate the gate. What we use in Leoville and to get to the resource world are multiverse [sign] portals.
Hmm.. I don't think Stargates are that good an idea then, they sound too complicated for what we want.
The idea I had was that as you arrive in spawn there is a transport hub with portals / buttons that take you to key locations, this would include one to each of the hubs, one to the Aquadome, one to a shopping hub, and one to the current "newbie" town, to,encourage new players to set up camp there.
This could be achieved with a selection of buttons or pressure plates connected to command blocks, so nothing fancy required.
Re: On the State of TWiTCraft
HGLCraft wrote:Hmm.. I don't think Stargates are that good an idea then, they sound too complicated for what we want.
The idea I had was that as you arrive in spawn there is a transport hub with portals / buttons that take you to key locations, this would include one to each of the hubs, one to the Aquadome, one to a shopping hub, and one to the current "newbie" town, to,encourage new players to set up camp there.
This could be achieved with a selection of buttons or pressure plates connected to command blocks, so nothing fancy required.
I don't mean dial like a phone. You just click the sign until the desired destination is listed. Here's a quick video I made showing it's usage.
Re: On the State of TWiTCraft
asim0v wrote:HGLCraft wrote:Hmm.. I don't think Stargates are that good an idea then, they sound too complicated for what we want.
The idea I had was that as you arrive in spawn there is a transport hub with portals / buttons that take you to key locations, this would include one to each of the hubs, one to the Aquadome, one to a shopping hub, and one to the current "newbie" town, to,encourage new players to set up camp there.
This could be achieved with a selection of buttons or pressure plates connected to command blocks, so nothing fancy required.
I don't mean dial like a phone. You just click the sign until the desired destination is listed. Here's a quick video I made showing it's usage.
That's not too bad, looks pretty cool!
- Robrotheram
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Re: On the State of TWiTCraft
for my 2 pence worth on the topic of transport is this: I understand that mine carts are not the best for long distant travel I have tried the best to implement a solution that works with 2 main problems 1 for the minecart to go to your thing, with the other being fast enough to get to your destination.
I know a few mods did not want to have many teleport commands so that you were force to move around and meet new players. with that being said I much prefer portal system wether multiverse stargates comandblocks etc. rather then another command.
With the idea of some more spawns with a twit back etc brought up by timber, I like to remind people that the DOT sub hubs are about halfway between leoville and the edge of the map and make an excellent place for some spawns.
I also surport a world reset at 1.7 it be an excellent time to get out with the old and in with the new.
I know a few mods did not want to have many teleport commands so that you were force to move around and meet new players. with that being said I much prefer portal system wether multiverse stargates comandblocks etc. rather then another command.
With the idea of some more spawns with a twit back etc brought up by timber, I like to remind people that the DOT sub hubs are about halfway between leoville and the edge of the map and make an excellent place for some spawns.
I also surport a world reset at 1.7 it be an excellent time to get out with the old and in with the new.
- Warriorbox
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Re: On the State of TWiTCraft
I don't mind a reset and 1.7 sounds like a good time for it to happen, if its going to happen, although I like the challenge of sticking with this map, and the fact that it has age is not a bad thing, as Curley says.
My builds wouldn't take well to a reset, being all integrated with the landscape of my area of this map. However, if I had my current stock room contents, and financial status, I could rebuild, and it might be an interesting new beginning. I would like to ask that if the map is reset I can claim a similar parcel of land to the one I have now. I chose it because at first view it took my breath away. I would be sad not to have that sort of land again.
My builds wouldn't take well to a reset, being all integrated with the landscape of my area of this map. However, if I had my current stock room contents, and financial status, I could rebuild, and it might be an interesting new beginning. I would like to ask that if the map is reset I can claim a similar parcel of land to the one I have now. I chose it because at first view it took my breath away. I would be sad not to have that sort of land again.
Home, where my thought’s escaping
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Home, where my love lies waiting
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Re: On the State of TWiTCraft
Just out of curiosity but is there a mod that just makes mine carts faster? I like the idea of spawns at the dot hubs. No real opinion on a world rest; it would be nice to transfer over my stuff. I have a lot of store inventory I would hate to lose.

Re: On the State of TWiTCraft
Personally I am not in favor of a reset at 1.7.1 as I see extending the world borders sufficient. That being said I am still agreeing with asim0v about the need for stargates nd some attempt to reduce lag in leoville.
Food would just take up space that beer could be filling. -PosterAnonymous
Re: On the State of TWiTCraft
How have other servers handled this problem? Does anyone know of any instances?
Re: On the State of TWiTCraft
How about a separate "flea market" world (possibly ban all sign shops in survival)? It could be a floating slab of bedrock with a single layer of roads, etc. The physical size of the world would put a practical cap on the number of signs. Rent could be charged to reduce our "inflation" problem (if it still is a problem). It would confine lag to a well-defined area. It would help the economy as the place to go for buying and selling.
- abigail
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Re: On the State of TWiTCraft
i always liked the idea of stargates. for the new guys, i was online when the plugins were being tested and installed.
lag was always an issue, and depending on the machine, my lag was either not noticeable with everything on full (including the mod, whose name escapes me, that can turn down or up to 11 the graphics) or manageable on my lappy. i can see stargates encouraging more people to populate areas far away from spawn. and leoville becomes more a place people can converge in upon entry or before heading out somewhere else. either within walking distance (shameless plug to PA's arena, since "I'M BACK baby!" and i have a food stand around there) or one of the stargates.
i am half and half with the minecarts. my PC is good enough for the minecarts to be a sightseeing trip, sometimes going out of my way to take them home or somewhere new on the new DoT systems to look around. but when im using my lappy i dont even see the ground with my render, so i use /home whenever possible. that and when "crap! my fishing rod is at home!" it saves me 20 minutes to go home and back to get more fish.
for that reason i see stargates as a way to quickly and casually explore new areas on the map. i'm not talking about the extention, i spent months never even getting half way to the edge, i mean exploring rendered chunks i have never seen. my only concern is casual griefers as well.
so im jumping to one more thing and one of the other things brought up, privliges. at this point, i would not go back on the privilges players already have. but add a new layer if new features are added on. before they are ever live. then for people that start using them right away and not undoing and griefing the work of old players to old locations that are about to get a new number of players join in on building in the area (long run on sentence, sry). it might make it more seamless, then when "gr1ferboi9000" is complaining about they cant use the stargates theyve heard about it is a red flag to their intentions when they already have a strike on the plank of shame (i could check that myself, i just dont have a banhammer in my equipment)
my 2 cents
(abigail is unfrozen. but not back in minecraft right today. okay im back, mostly. but talking, yay!)
lag was always an issue, and depending on the machine, my lag was either not noticeable with everything on full (including the mod, whose name escapes me, that can turn down or up to 11 the graphics) or manageable on my lappy. i can see stargates encouraging more people to populate areas far away from spawn. and leoville becomes more a place people can converge in upon entry or before heading out somewhere else. either within walking distance (shameless plug to PA's arena, since "I'M BACK baby!" and i have a food stand around there) or one of the stargates.
i am half and half with the minecarts. my PC is good enough for the minecarts to be a sightseeing trip, sometimes going out of my way to take them home or somewhere new on the new DoT systems to look around. but when im using my lappy i dont even see the ground with my render, so i use /home whenever possible. that and when "crap! my fishing rod is at home!" it saves me 20 minutes to go home and back to get more fish.
for that reason i see stargates as a way to quickly and casually explore new areas on the map. i'm not talking about the extention, i spent months never even getting half way to the edge, i mean exploring rendered chunks i have never seen. my only concern is casual griefers as well.
so im jumping to one more thing and one of the other things brought up, privliges. at this point, i would not go back on the privilges players already have. but add a new layer if new features are added on. before they are ever live. then for people that start using them right away and not undoing and griefing the work of old players to old locations that are about to get a new number of players join in on building in the area (long run on sentence, sry). it might make it more seamless, then when "gr1ferboi9000" is complaining about they cant use the stargates theyve heard about it is a red flag to their intentions when they already have a strike on the plank of shame (i could check that myself, i just dont have a banhammer in my equipment)
my 2 cents
(abigail is unfrozen. but not back in minecraft right today. okay im back, mostly. but talking, yay!)
"Cakes to Dye for" is BACK . . . [west of main spawn]
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- DragonofHalo
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Re: On the State of TWiTCraft
It's time to throw my opinions in:
Stargates: Awesome!
Banning shops in Leoville: Less awesome, but logical. Spawn isn't exactly an "optional" place to pass through, and the lag can be a bit bad. (The idea of having a stargate in people's plots that leads to their shop sounds like a good compromise to me)
Multiple warps: Eh. I suppose it would be useful, but then there wouldn't be much point for rails and the Netherroad and such. So... in other worlds, being totally biased and selfish on this :p
World reset: Please no. Expanding the world border would get the new chunks in with the cool new 1.7+ things. I'm against the reset mainly because A. I hate building. I don't want to make another house or villager breeder or Netherroad, and B. How are we going to get the carefully bred villagers and horses from world A to world B without having them randomized? One of my favorite things about this server is the fact that it hasn't been reset.
Stargates: Awesome!
Banning shops in Leoville: Less awesome, but logical. Spawn isn't exactly an "optional" place to pass through, and the lag can be a bit bad. (The idea of having a stargate in people's plots that leads to their shop sounds like a good compromise to me)
Multiple warps: Eh. I suppose it would be useful, but then there wouldn't be much point for rails and the Netherroad and such. So... in other worlds, being totally biased and selfish on this :p
World reset: Please no. Expanding the world border would get the new chunks in with the cool new 1.7+ things. I'm against the reset mainly because A. I hate building. I don't want to make another house or villager breeder or Netherroad, and B. How are we going to get the carefully bred villagers and horses from world A to world B without having them randomized? One of my favorite things about this server is the fact that it hasn't been reset.
Last edited by DragonofHalo on 05 Aug 2013, 17:59, edited 1 time in total.
"If you say plz because it's shorter than please, then I will say no because it is shorter than yes." -Techdolphin
30th September, 2013
30th September, 2013
- uekitree
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Re: On the State of TWiTCraft
I would be sorry to see the world reset. Building on whats already here is a huge part of what makes this server unique. Expanding the border would allow for new biomes and fresh land to explore.
As for shops in Leoville I'm on the side of allowing a limited number of signs. This would reduce lag significantly but still keep the option to shop near spawn open. The challenge for shop owners to work within that limit would make for more interesting specialty stores and owners wouldn't feel they had to sell everything just to keep up with their neighbors.
So many shops sell everything just to stay competitive. It doesn't have to be all or nothing. Allowing 30 or so signs per lot may seem high but it would be a huge reduction over all.
As for shops in Leoville I'm on the side of allowing a limited number of signs. This would reduce lag significantly but still keep the option to shop near spawn open. The challenge for shop owners to work within that limit would make for more interesting specialty stores and owners wouldn't feel they had to sell everything just to keep up with their neighbors.
So many shops sell everything just to stay competitive. It doesn't have to be all or nothing. Allowing 30 or so signs per lot may seem high but it would be a huge reduction over all.
Re: On the State of TWiTCraft
Having just put together a shop in Leoville, I must say that I am for continuing to allow shops in Leoville. I agree with uekitree on imposing limits and the number 30 in terms of signs was my gut feeling when this thread started. I agree that it would make for more specialization and also more incentive to keep things in stock and/or rotate items. There is no reason I have to sell every sort of block in my Leoville shop. In fact, just two days ago in the spirit of reducing my impact on lag, I removed a bunch of signs for food items that I rarely, if ever, sell. As a second option, as suggested by Dragon, I would be for having a Stargate on my Leoville plot to my shop located elsewhere. I don't think I could afford a Leoville location if there wasn't an option to sell out of it and, for me, affording it was a sort of milestone of my TWiTCraft experience.
I am generally against a world reset. I would love to start with something from day one but I respect all of the work that that has gone into it even though sometimes I wonder if a lot of builds I pass are still being actively used or are from players long gone.
In terms of Stargates and Warps, I agree with others on the fact that it might make transportation feel "unnatural" if it is too easy to get around (except for that Stargate on my Leoville plot
). Although, if used correctly, they might allow passage to the outer reaches a world expansion would create. I definitely wouldn't want to miss out on the experience of new biomes.
Lastly, I could benefit from a /work location as I often find that I set my /home to the resource world and that makes it a pain to get back "home".
I am generally against a world reset. I would love to start with something from day one but I respect all of the work that that has gone into it even though sometimes I wonder if a lot of builds I pass are still being actively used or are from players long gone.
In terms of Stargates and Warps, I agree with others on the fact that it might make transportation feel "unnatural" if it is too easy to get around (except for that Stargate on my Leoville plot
Lastly, I could benefit from a /work location as I often find that I set my /home to the resource world and that makes it a pain to get back "home".
Re: On the State of TWiTCraft
I updated the original post today with some details of my proposal for faster travel around the world. It is by no means complete, so bear that in mind. I just wanted to add it to the discussion.
- VanteS
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Re: On the State of TWiTCraft
I like that asim0v, Stargates for teleporting to 2nd/3rd Leoville type cities and a second method of teleportation up for sale to reach specific builds, like the Aquadome. If we go with this then I think the price should be high for "portal sales".
While I'm here, I'd like to allay some fears people are having about a survival map reset. Curley has said that if we decided to create a new TWiTCraft survival map he would not remove the current survival map.
So everyone would still be able to play and have access to the current TWiTCraft survival map.
Meanwhile, it would give other players tired of the old map an opportunity to start on a fresh newly generated map, (Jeb continues to tease new compelling biomes with realistic biome transitions!). Having "Old TWiTcraft survival" accessible negates the request to have old builds moved to the new map, also, I am against having inventories from old survival linked to a new survival map. There are still glitched blocks in play in the current survival map that I'm afraid people would continue to use in a new map. If we decide to create a new map lets start off with a clean slate.
One last thing, I am against extending the current survival map boundary after updating to 1.7, in the past this has led to world generation problems, as one poster on /r/minecraft put it, "you will likely see severe transitions. The biome will probably change at that point, and you will probably see severe terrain differences (large sharp vertical cliffs at the boundary).", not to mention it exacerbates the distant travel problem we are currently grappling with.
While I'm here, I'd like to allay some fears people are having about a survival map reset. Curley has said that if we decided to create a new TWiTCraft survival map he would not remove the current survival map.
So everyone would still be able to play and have access to the current TWiTCraft survival map.
Meanwhile, it would give other players tired of the old map an opportunity to start on a fresh newly generated map, (Jeb continues to tease new compelling biomes with realistic biome transitions!). Having "Old TWiTcraft survival" accessible negates the request to have old builds moved to the new map, also, I am against having inventories from old survival linked to a new survival map. There are still glitched blocks in play in the current survival map that I'm afraid people would continue to use in a new map. If we decide to create a new map lets start off with a clean slate.
One last thing, I am against extending the current survival map boundary after updating to 1.7, in the past this has led to world generation problems, as one poster on /r/minecraft put it, "you will likely see severe transitions. The biome will probably change at that point, and you will probably see severe terrain differences (large sharp vertical cliffs at the boundary).", not to mention it exacerbates the distant travel problem we are currently grappling with.
Re: On the State of TWiTCraft
VanteS wrote:Meanwhile, it would give other players tired of the old map an opportunity to start on a fresh newly generated map, (Jeb continues to tease new compelling biomes with realistic biome transitions!). Having "Old TWiTcraft survival" accessible negates the request to have old builds moved to the new map, also, I am against having inventories from old survival linked to a new survival map. There are still glitched blocks in play in the current survival map that I'm afraid people would continue to use in a new map. If we decide to create a new map lets start off with a clean slate.
One last thing, I am against extending the current survival map boundary after updating to 1.7, in the past this has led to world generation problems, as one poster on /r/minecraft put it, "you will likely see severe transitions. The biome will probably change at that point, and you will probably see severe terrain differences (large sharp vertical cliffs at the boundary).", not to mention it exacerbates the distant travel problem we are currently grappling with.
Yes, new inventories would be the way to go. And if we are going to expand the borders, it would have to be before 1.7.
I had a world that I played since early beta all the way through release 1.2 or 1.3. There were transitions where the terrain at y.85 dropped to straight down to ocean at y.64. A dozen or so blocks of a snow biome sandwiched between a jungle and a desert. Terrain generation glitches happen and happen often. Randomly ocean would freeze in a jungle biome. So yeah, expanding currently generated world after new biomes are implemented could be a problem. Of course, we could always just establish the Department of Terrain Transformation.
Re: On the State of TWiTCraft
I think if we do start a new world 1.7 would be the idea place to start. I like the idea of new and better biomes. I think if we tried expanding the current world it would be a complete mess. Most of our world is surrounded by ocean and since people have traveled well past the boarders in places I cant image terrain to generate well.

- Warriorbox
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Re: On the State of TWiTCraft
A whole other map would result in a division between those that do and those that don't, and somehow that makes me sad... united we stand, divided we fall, etc. Not sure where I would go, not sure I could play both as intensely as I play now on one.
Just a thought.
Just a thought.
Home, where my thought’s escaping
Home, where my music’s playing
Home, where my love lies waiting
Silently for me
Home, where my music’s playing
Home, where my love lies waiting
Silently for me
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