Search Results for 'GodsDead'
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May 22, 2017 at 2:57 pm #50161
@godsdead could you clarify what the difference is between an iron cannon, wool or coal cannon? People say they are more powerful but I was never sure if this is true. Is it just for different projectiles?
I mentioned this in my reply to the other topic but personally I like the idea of keeping cannon designs more cosmetic so players can build them to suit the style or size of their build and would rather use different ammunition for different functions.
I think cluster bombs in iron block mortars could be a great idea so long as they remain pretty inaccurate, firing in a spread like a shotgun (the suggested explosion in mid air could help scatter shot as it falls). As they take a while to make impact, this would also give time for ships to sail out of their impact zone. At the moment they are only useful for firing over walls but this could give them a new function which could make for dynamic ship battles without making mortars the default op weapon.
EDIT: I made a reply in the previous thread before I saw this so ill reiterate to keep things organised…
Potentially:
- Cluster bombs limited to mortars (with split mid air) and removed from all other cannons
- Add ‘heavy shot’ (iron bar?) which has greater penetration/explosive damage but reduced range.
- Cobblestone kept as standard longer range shot with low penetration/explosive damage
- Also – magma blocks could be used for incendiary shot (they look like burning shot) seeing as fireworks seem to cause so many problems!
History:
~ Former Admiral in the British Empire ~
~ Founder of Phantom ~
~ Co-Founder of Templars ~
~ Original owner of HMS Sovereign (Phantom Sovereign) ~May 22, 2017 at 2:29 pm #50154In reply to: Some suggestions
@godsdead Awesome!
Edit: Realised cobble does break stone brick just veryyy slowly haha
I’d be happy to take a look at the plugin configure to see what’s possible, then come up with some ideas for cannon/ammos.
Historically, the purpose of a cannonball was to tear through a ship with high penetration and little to no explosion besides the impact. So, firing the length of a ship from the front/rear was the best target for attackers. Maybe the cluster bomb could be replaced by a ‘heavy shot’ (possibly an iron bar) with greater penetration, but shorter range compared to a regular cobble shot?
Personally I like the idea of keeping cannon designs purely cosmetic so people can build cannons that suit the size and style of their ship or base, but variable lengths for ranges/ammo type could be cool too.
History:
~ Former Admiral in the British Empire ~
~ Founder of Phantom ~
~ Co-Founder of Templars ~
~ Original owner of HMS Sovereign (Phantom Sovereign) ~May 22, 2017 at 10:58 am #50144In reply to: Some suggestions
Before I reply, Please understand what is possible to actually change with use of cannons, do remember these are 2 separate plugins, A cannons plugin and then the griefprevention protection plugin, they are fully separate and don’t talk to each other, its not physically possible to tell griefprevention to allow certain blocks to break based on specific projectiles from the cannons plugin in claimed land or siege, but we can have a projectile penetrate through X amount of blocks.
I’ll dive right in:
- Add the ability to name claims to make it easier to browse /claimlist
- Add Gunpowder to the donator gifts alongside TNT
- Allow cobble shot to break hard blocks like stone brick
ps. I was also asked to suggest in the forums the removal of clusterbombs again Thanks for your consideration, Browe_
- Claim Naming: Something I requested about 3 years ago to the GP dev, I got turned down, I’ll re-recommend it as GP is being fully rewritten. I also wantd the ability to click on claimslist as a mod/admin to TP to that claim to find it.
Update: Submitted request to dev. - Good shout on the donator gifts! They haven’t been updated in forever! Im open to all recommendations. Ill add this to the same capacity as the TNT thats included atm.
Update: Added 3 stacks of gunpowder and added 30 cent extra cost to TNT for donator gifts as its a bit OP for 2 stacks with clusterbombs on! - Cobble shot is a Cheap cannonball. There is no “hard block” setting, its universal penetration, there is a “superbreakerBlocks” where a projectile with special capabilities is needed to break a certain set of blocks, but the blocks on that list are: water, lava, obsidian, enchantment table, enderchest and anvil only. and he only unbreakable block is bedrock.
because it is cheap, at present it has:- Penetration damage of 1 block.
- It Does penetration damage to the block its penetrated.
- Explosion power of 2 (A creeper is 3)
I think this is the factor that “breaks hard blocks” here, as its an explosion damage thats dealt. “Hard blocks” are suppose to be used to protect against creepers, and this cannonball has a lower explosion damage than a creeper.
I would suggest, a more expensive, new projectile for a larger explosion damage, Or we remove the clusterbomb from being a cluster and just a higher explosion impact (Without penetrating) as a step up from Cobble.
Related: https://piratemc.com/topic/nuked-the-clusterbomb/
I think cobble being able to break Stone brick would be a little bit insane. My castle is going to have a decorated outside which has siege-able blocks and, then a stone brick wall to make sure no one can break in. With this, that removes the whole purpose of putting that extra stone brick layer to protect the inside of the castle. Also, this would allow a stone brick box to be penetrated with just a couple shots of cobble. If we had fireworks back, that would help. @godsdead there is currently a glitch with fireworks in cannons. The server is on 1.11.2, which added the addition of flight duration on fireworks for elytra boosting. Because of this add-on to fireworks, they no longer work in cannons. In order for a firework to work in a cannon, it had to be a firework crafted in 1.10.2 below. The fireworks: http://imgur.com/a/Cy8J2 Maybe something else was changed/added besides flight duration. But it definitely had something to do with the update. Thanks, River
Fireworks! I got sent a fix for this, but I haven’t tested it out yet. It was their ID change, and the new ID wasn’t working as Mojang really messed with this, Its something I need to test.
Update: Fixed fireworks being added to cannons, related nuke of fireworks to test from April https://piratemc.com/topic/changelog-fixed-map-rendering/
Maybe toning the damage down by A LOT, instead of removing them perhaps?
Related & read my reply above. https://piratemc.com/topic/nuked-the-clusterbomb/
Cannons
Everyone remember, we have different types of cannons aswell, we have a few new ones aswell. We can make it so only specific projectiles have features when fired from a specific cannon, Like an iron cannon 3 long could do 1 more block penetration when firing a cobble block than when it was fired from a wool cannon if we wanted. We just need ideas.
May 21, 2017 at 10:46 pm #50131In reply to: Some suggestions
I think cobble being able to break Stone brick would be a little bit insane.
My castle is going to have a decorated outside which has siege-able blocks and, then a stone brick wall to make sure no one can break in. With this, that removes the whole purpose of putting that extra stone brick layer to protect the inside of the castle.
Also, this would allow a stone brick box to be penetrated with just a couple shots of cobble.
If we had fireworks back, that would help. @GodsDead there is currently a glitch with fireworks in cannons. The server is on 1.11.2, which added the addition of flight duration on fireworks for elytra boosting. Because of this add-on to fireworks, they no longer work in cannons. In order for a firework to work in a cannon, it had to be a firework crafted in 1.10.2 below.
The fireworks: http://imgur.com/a/Cy8J2
Maybe something else was changed/added besides flight duration. But it definitely had something to do with the update.
Thanks, River
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Proud former leader of The Coalition
Former member of build team
ez got banned
pirate veteran and yeehaw'erCrew history:
BE, DELTA, CREED, SOLIS, TEMPLAR, PHANTOM, EE, TAS, VPS, CLTN, RoP, STRN, ARES, Horse, Mafia, Hope"Many of life's failures are people who did not realize how close they were to success when they gave up." -Thomas Edison
May 20, 2017 at 6:07 pm #50073In reply to: ShadoxZero Unban Appeal
I’ll just tag this quickly
-Proprietor of Fort Abercrombie
-Patient #412 of the Asylum
"I cannot, if I am in the field of glory, be kept out of sight: wherever there is anything to be done, there Providence is sure to direct my steps."
Horatio NelsonMay 20, 2017 at 11:42 am #50051In reply to: Server update?
Godsdead accidentally changed the whitelist server option to on in the configs.
He changed it back now.
May 18, 2017 at 7:30 pm #50001In reply to: [bug] Statistics issues !! MUST READ !!
However, interestingly enough, bukkit also stores a players statistics in the .world/stats/player_unique_id.JSON . So perhaps instead of actually needing to give the estimated play time in, @GodsDead could just (if the company he is hosting with allows him to access the server files) navigate this file destination and if you gave him your unique player id, which is also fairly easy for him to get just by kicking you and making you re-join. As bukkit posts your unique id every time you join the server into the console screen. Then by navigating to your JSON file, Godsdead would simply just look for the “stat.playOneMinute”: <minutes played> statistic and then just update your play time. So in reality all that is needed to find a players play time is that players unique bukkit id. Just a friendly suggestion, -Silence__
Ive already thought about that, the issue is Mojang themselves screwed up the conversion of the stats folder from 1.7 to 1.8, so all of the data in that stats folder was wiped and had to start again, there wasn’t a method at the time to convert and keep the /world/stats data moving from 1.7.10 to 1.8. Which means players from the 1.7 days wouldn’t have the right data, its ok for newer players, I think, lets test yours.
So Silence, I pulled your stats file from the world and yours is stat.playOneMinute”:8912473, If thats in seconds thats 103 days playtime! But its got “Minute” in the variable name, so if thats minutes, you have played for 16.95 Years, so I don’t believe it is actually in Minutes, and its not long enough for a unix timestamp… So i assume for some bizarre reason its saved as some form of Ticks? Im not sure on the maths to convert it to actual timestamp.
May 18, 2017 at 8:12 am #49993In reply to: [bug] Statistics issues !! MUST READ !!
However, interestingly enough, bukkit also stores a players statistics in the .world/stats/player_unique_id.JSON . So perhaps instead of actually needing to give the estimated play time in, @GodsDead could just (if the company he is hosting with allows him to access the server files) navigate this file destination and if you gave him your unique player id, which is also fairly easy for him to get just by kicking you and making you re-join. As bukkit posts your unique id every time you join the server into the console screen.
Then by navigating to your JSON file, Godsdead would simply just look for the “stat.playOneMinute”: <minutes played> statistic and then just update your play time. So in reality all that is needed to find a players play time is that players unique bukkit id.
Just a friendly suggestion,
-Silence__
May 14, 2017 at 2:27 am #49874Topic: Help is needed
in group forum The Church of the Dead GodFriends, I need your help.
Some texts of the Church of the Dead God have been lost in a great fire, I need quotations from the lord, GodsDead, and his 5 disciples to rewrite our holy books.
If there is any wisdom from the Lord and his 5 disciples you know, please quote them below, including the book and paragraph number
(example CallieMav 3:15)
http://tsa6.us.to/pcbanners/1/Chasedillon123/Blocks%20Broken/Blocks%20Placed/Last%20Consul,%20First%20Emperor.
Ω Former Consulate and Emperor of the New Romans Ω
Vivat Rei Republicae
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▲ ▲Last updated 7 years, 6 months ago #49873Forum: The Church of the Dead God
Praise GodsDead, and smite all those that resist his teachings of peace and love, for it is the will of our lord to destroy the unholy.May 11, 2017 at 9:46 pm #49817In reply to: Piratecraft Map Infographic
Thank you for all these notes, I will correct everything as soon as possible! I will add a number for CaptainCrackerz’ castle (I wonder if it has a name?), add Thirteen Colonies to the coalition in the 0utlaws war, change Grim Sea to South Sea, see about the Gondolin/River sea, split or change the Super Sea to West Sea, add new Entarian towns, make sure that Tirion is elven and not part of Thirteen Colonies, add an influence area for Greywatch. Thank you again. @godsdead I’m glad the work is good! Yes, they were made with Adobe Illustrator and they are all vectors (not counting the screenshots of course). Usually the main website development software is Adobe Dreamweaver, but I don’t know if it would the best way to create a clickable infographic with external links. If we start with a basic online infographic, we would need the map as background and then 145+ small clickable icons that redirect to specific wiki pages. Then a link to this infographic should be put somewhere in the live map page or in the Piratecraft global nav, so people would visit it. I would be more than happy to help with the dynmap in the meanwhile, even without any official title, but as Bislo pointed out, the main focus I wanted to push was to encourage the use of the wiki!
I agree, If you look at the live map and show the layers for “Regen” these are just square boxes for Regions me and Blu are working on, These have clickable areas, colors for background and border, and could probity display a URL if you inputted the URL as a hyperlink in HTML, they don’t have to be square either, you can make any shape you want, this could be an option to outline where battles happened. and its got the option for color coding, and also adding icons as extra information for waypoints/points of interest.
Its a bit to learn, but me and Blu recently learnt how to properly use the Areas in Dynmap, and its only permissions needed, and then its all on one map!
May 11, 2017 at 12:16 pm #49812In reply to: Piratecraft Map Infographic
Thank you for all these notes, I will correct everything as soon as possible!
I will add a number for CaptainCrackerz’ castle (I wonder if it has a name?), add Thirteen Colonies to the coalition in the 0utlaws war, change Grim Sea to South Sea, see about the Gondolin/River sea, split or change the Super Sea to West Sea, add new Entarian towns, make sure that Tirion is elven and not part of Thirteen Colonies, add an influence area for Greywatch.
Thank you again.
@Godsdead I’m glad the work is good! Yes, they were made with Adobe Illustrator and they are all vectors (not counting the screenshots of course).
Usually the main website development software is Adobe Dreamweaver, but I don’t know if it would the best way to create a clickable infographic with external links.If we start with a basic online infographic, we would need the map as background and then 145+ small clickable icons that redirect to specific wiki pages. Then a link to this infographic should be put somewhere in the live map page or in the Piratecraft global nav, so people would visit it.
I would be more than happy to help with the dynmap in the meanwhile, even without any official title, but as Bislo pointed out, the main focus I wanted to push was to encourage the use of the wiki!
May 10, 2017 at 11:33 pm #49807In reply to: Piratecraft Map Infographic
Possibly we could find a plug-in allowing us to convert specific sizes of images into paintings/item frames to display the work? I am not sure how well this could work, or even if I can. Maybe ask the developer? @Godsdead
Hi
May 4, 2017 at 4:19 pm #49690In reply to: [bug] Statistics issues !! MUST READ !!
@godsdead I have lost a lot of my play time I saw that when I reached Boatswain that I needed 30 days on and ik ive been on on for 30 days due to like 2 years of summer and weekends I cannot put an image rn beacsue of the fact I don’t have my PC with me for like 2 or more weeks but I just wanted to let you know [EDIT] Ik its too soon for an edit but I wanted to point out that the last time I saw that was like the 2 of may OF 2017
To clarify, the last time you saw the stats being correct was on 2 may 2017? Your English is a bit hard to understand.
Did it happen during a restart?
May 4, 2017 at 12:38 am #49682In reply to: [bug] Statistics issues !! MUST READ !!
@GodsDead I have lost a lot of my play time I saw that when I reached Boatswain that I needed 30 days on and ik ive been on on for 30 days due to like 2 years of summer and weekends I cannot put an image rn beacsue of the fact I don’t have my PC with me for like 2 or more weeks but I just wanted to let you know
[EDIT]
Ik its too soon for an edit but I wanted to point out that the last time I saw that was like the 2 of may OF 2017
- Proud Leader Of The New Roman Republic (TNRR)
Old Crews: BE,BSE,TFN,EE(I think that's The Elvin Empire)
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