Yes, you read that right. Well, not just MineTexas. I'm moving, and I'm taking MineTexas with me. I'm going to be extra busy over the next few months, as we close on a house, and actually move.
We're still going to be in Texas, just moving a bit more to the north. The only problem with further north is the lack of decent ISP choices. Right now we're using AT&T and have a gigabit connection (1000mbit/s) for $90/month. The best speed they offer is 45mbit/s over copper for $70/month and a 1TB data cap. While I'm not looking forward to the drop in bandwidth, it is livable. We usually consume less than 2mbit/s for all the servers.
Yes, it sucks, but we'll get through it. I'm going to see about a dedicated line for MineTexas or perhaps even look into co-location again.
As an addendum to this, I'm waiting on a new laptop to arrive. When that happens, I'll hopefully be able to put a bit more time into working on server stuff. I know a lot of you guys are waiting on things from me.
Well folks, it is that time of year again. Time for a major Minecraft update that we won't be upgrading to immediately. This delay is usually to benefit the players and myself from having to deal with new critical issues that typically arrive with such a release.
I've already compiled the latest spigot and I'm throwing it onto my test server now. Throughout today and the weekend, I'll be checking plugin compatibility across our existing servers as well as updating them as time allows.
Upgrades will be as quick as possible, with a full backup of each server being taken before pushing the new spigot/paper server jar as appropriate and rebooting each server in turn. I'll be updating servers in the order in which they appear below, and progress will be tracked here.
Six years ago I was introduced to Minecraft and started hosting a server. We started out as a whitelist only server, with only dynamic DNS minecrafttx.ath.cx. Eventually we got a website up on minecrafttx.zzl.org, and started opening up to the public. As time went on, we expanded to a multiverse setup with PVP, Arena, and creative. Later we added Anarchy, Hardcore, PVE to the mix. We also picked up development of and added a few servers for CivilizationCraft.
To celebrate, I created a new promo code for use on http://buy.minetexas.com/ 'Happy6Years' will give you 50% off your entire basket. This coupon code is good through the 31st of August.
It has been a fun journey, thanks for playing Minecraft with us!
In order to update to 1.10, I tried to convert from plotme to PlotSquared. This conversion process has been broken since 1.8, and is still not working in the latest version. So, I figured why not start over. It has been several years since the last reset on creative, and this gives everyone a chance to build fresh.
I apologize for any lost work. I will provide download of the old world for anyone interested: Download here
In addition to this reset, I'm reworking the permissions on this server to allow for the use of pets, additional creative plots, gadgets, trails, hats, and more.
Rivendell just finished up, with Lightz as the victor for this age.
The tentative plan is to reset the server closer to the first week of June to allow for the largest number of people to play right as summer vacation is starting. This will also give me a chance to fix some of the issues sitting in the backlog.
I'll have a countdown time up as soon as I know the exact time.
In the mean time, the Rivendell server will stay online in the current (finished) age till the new launch
This is what it looks like. Europe is 17 days away from victory on Rivendell. They have ten times the points of the next highest civ. It is time for a reset very soon! How soon? Well, I just started on the world generation task.
Both Rivendell and Aberon are in the process of generating the worlds.
There is a new official release of the Minecraft Server Plugin, CivilizationCraft, Version 1.76 The Modern Age. This update brings a lot of new structures, a handful of new gameplay changes, and a bunch of bug fixes.
One of the biggest changes to MineTexas CivilizationCraft is the Era system. This system revolves around the research portion of CivilizationCraft, with Era’s being achieved as the civ progresses through the era’s on the technology tree. The Era system adds one very important feature: the server has a “Highest Era” among all of the civs. Each other civ who is below the same Era as the highest Era Civ will receive a discount on the beaker and coin cost of all research projects they undertake.
The next major change is to the Anarchy time period when switching Governments. As of v1.76, the period of Anarchy is dynamic. The Anarchy Period is determined by the number of towns in the Civilization (2 hours per town). That’s the bad news. The good news are some ways to reduce the penalty: The Notre Dame Wonder reduces the penalty by 1 hour for all towns. The new Broadcast tower structure reduces the penalty by 1 hour for each town that has one. And finally there is a minimum of 10 minutes of anarchy.
This update brings back the colored relationship names above players’ heads to indicate their relationship to your civ: Ally, Neutral, Hostile, War, Outlaw.
At the request of some of the players, I made the decision to go ahead and reset the Faction PVP server. Along with this reset, I'm switching up some of the plugins. Infernal Mobs are out, as are the unused ChestShops. The money dropped from mobs has been increased slightly, and we have a world border in place at 15k.
If you want to get a head start, I can grant a few people enough money to get a faction started.
So tonight I decided to write a new plugin that could support what I really wanted to do with badges. I was able to accomplish this over a few hours of work.
Most importantly, Anarchy Badges no longer expire!
There is a new '/badge' command
'/badge set [name]' to change your badge
'/badge list' to list all available badges
'/badge owned' to list just your owned badges
'/badge remove' to remove your current badge
This new plugin I wrote will allow me to do all sorts of fun things with permissions. I plan to add default badges, badges for plus (one exists already!), and a ton more badges. This will also let me add groups of badges.
A lot of you have been asking a lot of questions about when the Rivendell Minecraft CivilizationCraft Server is going to come back. The answer is still the same: not yet. I've got a list of things to accomplish before I re-open Rivendell. It's not going to be a drastic as CivilizationCraft 2.0, but I'm trying to add things that make the game more fun.
CivilizationCraft has so many directions in which it can go. I think the longer I spend on development, the more it will start to mirror the buildings and tech tree of the actual Civilization series games. Think along the lines of tech beyond the Industrial age, leading up to building the Space Shuttle, etc. I'm also looking into adding more "National Wonders" which will require one of a certain type of building in each of your towns in the civ in order to build it. I've also got plans like a "Mob Arena" wonder, several of you know what this is going to be.
The other thing is the main dev branch of Minecraft 1.9 is going to make a number of large changes to the way combat works. This is going to make things incredibly more balanced on Vanilla equipment. It will also make modifying weapons and armor that much more time consuming to balance effectively.
I would also really like to get custom mobs add back in one form or another. This falls in line with the combat changes and the changes to custom equipment. I'm going to have to do some serious work on re-balancing crafting for this as well.
Hope this will tide you guys over until I can get a new version of Rivendell ready.
Oh, I'll also be looking for dedicated staff for Rivendell when it reopens.
Improvement Structure Fish Hatchery
The Fish Hatchery is a unique structure that replaces fishing by running hatchery pools to put their fishing poles into the chests. The Fish Hatchery consumes the fishing poles and in return will breed fish. The Fish Hatchery will breed different fish depending on the biome you build it in. If the storage chest becomes full the structure will jam and stop working until the storage chest is cleared. It is important that the Fish Hatchery's storage chest is emptied often or it will not function.
How does the Fish Hatchery work?
The Fish Hatchery is very simple to operate, simply select the fishing poles you wish to deposit them into input chests above Fishery Pool 1. The Fish Hatchery will then start breeding fish with them. In order to use the other pools, the Fish hatchery must be upgraded.
Currently, Enchanted Fishing poles do not have any affect on the Fish Hatchery.
Fish Hatchery Upgrades
As of Civcraft 1.8, you can now purchase upgrades to the Fish Hatchery. These upgrades allow the Fish Hatcheries in your town to activate more pools.
Fish Hatchery Pool
CoServ lists an estimate of 6:15 PM CDT as an ETR. This time is a little over an hour out.
It seems the power will not be coming back up any time soon. I was planning to leave some servers online, but the Verizon interchange went down as well. This means it is not possible for the servers to be accessible at this time.
All servers are offline until the power can be restored.
As Enigma just finished Enlightenment, it is time for me to start planning for the reset on Rivendell. I'm setting it for the 24th to give the other Civs a chance to defeat Enigma during war time this upcoming weekend.
This new world will be a competitive server again, just as before. It will be running 1.8 again. I'll try and fix the world generation problems from Aberon (Missing biomes, etc).
I've updated both Rivendell and Aberon with the following changes:
Quarry added to Rivendell.
Quarry is now limit 1 per town
Quarry now produces Dirt as filler
Teleportation is now denied if you attempt to teleport into a non-allied civ's territory.
Camp's now build correctly.
Just in case, added "/camp refresh" command to allow camp owners the ability to refresh a camp if it still gets broken.
Added more door types to the post sync build phase.
Added alternative crafting recipes for Refined Wood and Stone.
As per the Voting rules, Each vote counted as one entry into the drawing.
HighlyRatedIQ's name came up first in the drawing, he receives 1 month of MineTexas Plus.
cosxp drew second prize and got a week of plus.
DuckyWizard Wins a month of plus for having the most votes in march, 64.
MCMaster9001 Wins a week of plus for having the second most votes in march, 59.
Get all your pickaxes ready! This new civcraft structure will be your best friend. Coming soon to a MineTexas Civcraft Minecraft Server near you!
Limit Per Town
==Improvement Structure Quarry==
The Quarry is a unique structure that replaces mining by allowing miners to put their pickaxes into the Quarry mine for them. The Quarry consumes the pickaxes and in return has a small chance of generating Iron, Gold, Diamond, Emeralds and Tungsten Ore. The Quarry excretes cobblestone with a 1:1 ratio as a bi-product of the mining. Both the cobblestone and the precious minerals are stored in a single double chest. If the storage chest becomes full the structure will jam and stop working until the storage chest is cleared. It is important that the Quarry's storage chest is emptied often or it will not function.
===How does the Quarry work===
The Quarry is very simple to operate, simply select the pickaxes you wish to deposit it into the input chest. The Quarry will then start mining with it and sometimes, if you're lucky, precious minerals.
The following chances do not take into account the diminishing chance caused by a lower chance item being generated. The Quarry randomly picks a number between 1-10000. This number is then checked against the lowest chance item first.
LVL 2-4 minerals
LVL 3-4 minerals
LVL 2-4 minerals
LVL 3-4 minerals
LVL 3-4 minerals
== Quarry Upgrades ==
As of Civcraft 1.6, you can now purchase upgrades to the Quarry. These upgrades allow the Quarrys in your town to use higher levels of pickaxes: Stone, Iron, and Diamond.
I've set this time to allow the most players a chance to be online when the server does in fact reset.
I'm in the process of getting everything ready for this launch on Friday, and I hope to have everything done before then. If something changes, I'll update this timer.
Since some players had issues with how war cannons functioned during the war time last week, I made some changes to how they will work this week.
The cooldown on Cannons has been increased to 60 seconds.
The Cannon takes 5 TNT to fire.
When a capitol or town hall gets damaged to 0 HP, a control point inside that structure will be set to 1 HP and then the structure will regain 50% of it's max HP. Once all the Control points are at or below 1 HP, the structure blocks can be destroyed with TNT/cannon fire.
And finally, I fixed the issue with cannon destruction of a capitol preventing players from spawning.
These changes will be implemented on Rivendell and Aberon before war time today.
As I'm sure some of you have already heard, MineTexas will be hosting the ProjectZombie Minecraft Server.
This server will be a collaboration between the original PZ developers and myself. Due to life, the current lead developer is taking a break from hosting. He still wants to help out, though, as this has been his main project for the last four years.
Of course this means my already limited time will be split between Civ and PZ. As such, I will no longer be maintaining the Civcraft 1.5 branch for 1.7.10 and will only focus on Civcraft 1.6+ for Minecraft 1.8+. When Aberon finishes up this current round (soon) I'll be transitioning it to be a 1.8 server and hook it into the Nexus.
ProjectZombie is still a work in progress and need a lot of polish to be ready for the big relaunch. If you're interested in helping test, build, or develop, head here.
You can now buy upgrades in your town to allow the use of Granite, Diorite, and Andesite in the Trommel.
Just something I'm working on tonight. Of course I still need to balance things out and there is much to do in the code still. This should give you an idea of how the Trommel is going to work soon, though.
I just got this finished, tested, and implemented. The prices adjusted a bit.
As some of you may already know, we're running on some pretty outdated hardware. I've placed an order that should help replace most of his hardware. I will be assembling a new server box later this week.
I'll be switching in some hardware from the old systems (such as the SSD's) to use as backup devices, but this system is intended to replace both of our current boxes.
For the Stats junkies, here's the full spec sheet:
2 x Intel Xeon E5-2620 v3 Haswell 2.4GHz 6 x 256KB L2
1 x ASUS Z10PE-D16/4L SSI EEB Server Motherboard Dual
1 x NORCO RPC-470 Black 4U Rackmount Server Case 3 Ext - OEM
1 x Crucial 64GB (4 x 16GB) 288-Pin DDR4 SDRAM ECC DDR
1 x Antec 80Plus Platinum PSU ATX 1000 Power Supply HCP-1000 PLATINUM
2 x ADATA USA Premier Pro SP600 2.5-Inch 256 GB SATA III Synchronous NAND SSD ASP600S3-256GM-C
2 x Noctua i4 CPU Cooler for Intel Xeon CPU_ LGA2011, 1356 and 1366 Platforms NH-U9DXi4
So I took a good chunk of time today to get Civcraft compiled for Minecraft 1.8.1
Things are looking pretty good thus far (five minutes of testing).
Seems like TagAPI is going to be giving me some trouble and it will not be updated for Spigot 1.8 and will need to be replaced.
I know we'll need to disable some of the new blocks/entities.
So here's what still needs to be tested:
Trade goodie generation
Trade goodie buffs
All mobs and mob abilities
Armor damage reduction
Camp > Civ > Victory progression
All custom Civcraft recipes
If you guys want to help test, I'll probably be running a test server a couple of days a week.