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Topics - UnlikelyPirate

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1
Suggestions & Ideas / Villager Market
« on: 16 Jan 2013, 17:06:46 »
What would be really nice is if there was a converter villager at the entrance to the villager market.

IMO, Here are the recipes it should have:

3 Iron Ingot -> 1 Gold Ingot
1 Gold Ingot -> 3 Iron Ingot
5 Gold Ingot  -> 1 Diamond
1 Diamond -> 5 Gold Ingot
3 Diamond -> 1 Emerald
1 Emerald -> 3 Diamond

Here is an example of the value of each of these items based on the price of iron ingots:

Iron Ingots: 20 noobz
Gold Ingots: 60 noobz (20 x 3)
Diamond: 300 noobz (60 x 5)
Emerald: 900 noobz (300 x 3)
Diamond Pickaxe: 4500 noobz (900 x 5)

This also means that it takes 45 Iron Ingots to get one Emerald. Even if someone found a good price on Iron Ingots, or mined a ton of them, it would still not translate real fast. It would still take 405 Iron Ingots to make just one Emerald Block.

Why do I think this is a good idea? It is either really expensive or really hard to get emeralds. I've spent a day mining for emeralds on the first day of a mining world reset and I found 9 of them. I was competing with 3 other people in the area too. 9 emeralds doesn't buy anything worthwhile in the villager market. At that rate, I would be better off not using it and going about getting the resources to make the items myself.

2
Towns & Nations / Nations Represented
« on: 15 Oct 2012, 07:29:03 »
So, as some of you have known, I have been working hard on a massive castle in Torutga. The idea is that half of the main courtyard of this castle will be the castle itself, and the other half will be dedicated to plots.

After getting most of the castle done, I've reviewed how the plots would be laid out over and over. I am certain I could fit 9 plots in there. If I make it so each of those plots has no bordering plots, I can fit 7. I think I have decided on 5 or 6 plots though.

Initially, they were going to be embassy plots that anyone except for Tortuga citizens could own. However, since the plots are limited, and they will have their own outpost spawn, I feel that it would be better if every nation bought a plot to represent itself in one location. The plot structures cannot be built higher than the castle wall, but there is no limit on depth. There will be a few amenities, including access to a double skeleton spawner and cave spider spawner.

Nations are free to advertise their towns, and what makes them special. I feel that all nations are somewhat lacking in solid representation all in one location. Within each plot, the towns can be showcased that belong to each nation.

I hope to have the castle finished in the next two weeks if everything goes smoothly. Money is the biggest issue, as the latest cost of plots has made me work hard to buy the plots. There were over 100 to claim, and I have about 30 left to go. Once the plots are all claimed and laid out, I will personally make the plots available when the representative of each nation is ready. I am looking at a price of 15k to 20k for the plot, with no tax of any kind. The outpost spawn will come once all the nations buy their representative plots.

I really hope to see a conversation follow this idea, discussing the price and other questions or comments. Let me know what you think.

3
Suggestions & Ideas / Villagers
« on: 23 Sep 2012, 12:29:05 »
So, I got to thinking about emeralds and villagers, and that villagers won't spawn due to exploitation. Here is what I came up with:

Mojang had the right idea about villagers and trading, but I think their execution is poor. Emeralds are not the only thing villagers would be interested in. If I was a villager, I would want iron, gold, diamond, and emeralds.

If the villagers traded each of these items, it could trade for things of comparable value. It could be the same items, but maybe stacked more. Wheat, wool, bread, leather, and heck, even other items. An emerald could be worth 2 diamonds, for example. Vise versa. Still, keep it random, but this would solve the exploit problem.

Obviously, this would need to be made as a bukkit plug in. I don't know of one that exists right now. It doesn't sound like a complicated coding project, but if I made it, would you guys consider using it on the server? I think it would be neat to have villagers on the server to trade with.

4
Suggestions & Ideas / Town Shops
« on: 20 Aug 2012, 18:42:37 »
Just like adminshop, each town should be able to apply for a town shop. It would be nice if people could sell or buy things directly from a town account somehow.

5
Towns & Nations / Tortuga [OFFICIAL]
« on: 18 Aug 2012, 15:36:05 »
The City of Tortuga is one of the finest cities on the Noobscraft server. It is a relaxing place that is about having quality townsfolk that strive to learn how best to play on the server. Tortuga is an open town. You do not need to ask to join Tortuga. To join Tortuga, simply type /town join Tortuga.

We want to make sure that everyone in town has fun, and that we can continue to grow unimpeded, so please follow our few rules:
Follow all the server rules.
Do not mine, dig, or build anything within 200 blocks outside the border of town. You may however build anywhere right outside the wall around Tortuga.
If you harvest anything, replant it how you found it.
Respect the Mayor, Town Assistants, and other residents.
We will ban you from town if you are found to violate these rules or continuously grief.

We have a wide range of amenities to help you in your quest to build, make money, and have fun! Take a ride on our town-wide subway system, or get lost in our massive tree farm. Come shop at the many shops scattered across town or in our open Market District. Whatever you choose to do, its up to you. We do not restrict what you can build in your plots, as there is no height limit or depth limit besides what the game imposes.

Tax and Plot Information:
All plots are free upfront.
There is no residence tax.
There is a plot tax of 5 noobz per plot per day.
"Flipping" plots, aka buying and reselling plots, is at the discretion of the Tortuga Staff. Please ask before doing so.

Town Mayor:
UnlikelyPirate

Town Staff:
OrbitDzn - Sub-Mayor
Ummfredfelizco - Town Assistant
TekStyle4x20 - Town Assistant
Burnfireblaze100 - Head Recruiter
SombreroDude - Recruiter

6
Towns & Nations / Heavendawn is now Tortuga
« on: 10 Aug 2012, 16:25:00 »
Why the name change, you might ask? Simple! Heavendawn was a great name, but it was too much to type in a hurry. Since I am a piratey fellow, I needed a piratey city.

I put a bunch of names to the vote, but it ended in a tie, so I chose between the winners. Tortuga won me over!

Why Tortuga? I understand many who play on this server will not know what Tortuga is, or where it is. Let me give you a few reference links!

http://www.vacationhomes.net/blog/2012/01/19/top-10-pirate-islands/
http://en.wikipedia.org/wiki/Tortuga_(Haiti)

Now I can't say our town of Tortuga looks anything like the photos in the first link, but whose town does?

7
Suggestions & Ideas / Forum idea
« on: 10 Aug 2012, 09:08:03 »
The forum seems pretty in-tune with the server, probably due to its excellent admins and their ability to extract data from the Minecraft server SQL and use it on the forums. My idea would require a little of that as well.

When I click on someone and view their profile on the server, it would be nice if it told me what town and nation they are in. It would also be nice if it told me if they were a Mayor, Town Assistant, or if they have a special title in the Nation.

It doesn't serve a vital purpose, but it would be nice to have. :)

8
Towns & Nations / Heavendawn Possible Rename
« on: 19 Jul 2012, 09:47:03 »
I am looking to change the name of Heavendawn to something more exciting sounding. I'm a little into pirates, if you couldn't tell. Which one of these makes the town sound the most interesting? Why do you like the most?

9
Suggestions & Ideas / /plot set perm tweak
« on: 15 May 2012, 08:17:23 »
Ever since tinkering with the Town Assistant position, I found that /plot set perm build|destroy|switch is lacking. How hard would it be to tweak it to allow build|destroy|switch|harvest. It would allow for towns to have town farms without people being able to destroy non-plant blocks.

That, and /plot set wilds could work the same way. I think it is going to involve a little editing of the Towny code, because I am certain Minecraft registers a pumpkin break as a destroy, not a harvest. In the end, it would make life so much less annoying :P.

10
Suggestions & Ideas / Backpack Mod
« on: 7 May 2012, 08:33:30 »

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