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  1. #1
    Dragonslayer Emeritus Senior Member Sigurd's Avatar
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    Default Re: Org Minecraft Server

    Quote Originally Posted by TinCow View Post
    Please ping the following servers and post your results:
    texas.prominecrafthost.com
    uk.prominecrafthost.com
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  2. #2
    Member Member BSmith's Avatar
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    Default Re: Org Minecraft Server

    texas.prominecrafthost.com:
    45ms

    uk.prominecrafthost.com:
    112ms

    Let me know if you need more than the time and I can post a screenshot.
    Always meet on the level, act by the plumb and part on the square.
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  3. #3
    Research Shinobi Senior Member Tamur's Avatar
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    Default Re: Org Minecraft Server

    texas.prominecrafthost.com:
    38ms

    uk.prominecrafthost.com:
    118ms

    0.0% packet loss! :)
    "Die Wahrheit ruht in Gott / Uns bleibt das Forschen." Johann von Müller

  4. #4
    Travelling Knight Senior Member Nigel's Avatar
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    Default Re: Org Minecraft Server

    texas.prominecrafthost.com
    175, 180, 176 ms


    uk.prominecrafthost.com
    173, 65, 64 ms

  5. #5
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Org Minecraft Server

    Ok, here are my plans and thoughts at the moment.

    I plan on using the host listed above, with the UK server. I'm sick and tired of unreliable hosts, so I'm going with major, long-established hosts that run a lot of Minecraft servers. The above was one of several of these I was looking at, and they responded promptly to questions I had and their server plans seem decent. I will be choosing UK Package 5 (2.5gb RAM). We are an international community and in this case the US gamers seem to ping better to the UK server than the EU gamers do to the US server (my own pings were 47 to Texas and 87 to UK). Package 5 is actually beefier than the system we had with Qoozio, with the exception of disc space. Disc space there is a lot smaller, and I couldn't fit the entire old server in 25gb. That said, disc space requirements won't be as large as they were before for several reasons

    First, the world will be smaller. The previous world had a radius of over 6000. That number was not chosen because we needed a world that size but instead because at the time when I decided to fill out the entire world in a circular area, therother and I had already colonized our area out a very long distance from the center. As such, making a world with a radius smaller than that would have cut off our new homes, and I wasn't going to do that. There's no such situation for the new world, so I don't have to use 6000 as the radius. I've decided to make the world radius 4000. That should still be way more space than we actually need, particularly since the 1.7 map generation code will make a lot more land and a lot less ocean.

    Second, additional disc space will be saved by removing internal world backups. I used to use a plugin to auto-create backups of the world every day at a certain time. I was originally using that when the server was still hosted in my house, and simply kept using it when I moved to a remote host. However, the new host keeps 7 days of backups on their own anyway, so I dont have to do it myself. In addition, this latest fiasco shows that backups kept on the server anyway aren't really of much use. Removing a week's worth of server backups will save a good 10gb.

    Third, dynmap will take up less space on the new server. On the old server dynmap used up a massive amount of disc space due to the size of the world and the HD render. A reduction in world radius from over 6000 to 4000 will significantly reduce the map size. I also plan on fiddling with the HD image compression to try and get that map's space down even further. Finally, I plan on not using a Cave render for the new world, at least for a while. Without a Cave render, we won't be able to see what is under the ground and, as a result, we'll have to explore the old fashioned way to find the Strongholds and get to The End. That seems a lot more fun to me than simply knowing where everything is immediately.

    With regard to the plugins to be used, I am going to start running the server with the same plugins we had when it went down. That means no FTB or Tekkit. Both FTB and Tekkit are simply too over the top for my taste and, since I'm paying for this thing, I get a veto on what goes on the server. That said, I will definitely consider additional plugins to increase automation and cut out some of the more tedious chores, as long as the additions seem at least plausibly balanced. If you want additional features like that, please go out and find specific plugins that you think would be fun on the server and post links to them here. I will consider every single one that gets posted.

    I plan on purchasing the server and starting work on setting it up this evening when I get home. It will take some time for me to get everything installed and then to pre-generate the world and the new map. I will keep you updated on the progress, but I anticipate that the server should be ready for play by Saturday, possibly sooner.
    Last edited by TinCow; 12-12-2013 at 19:43.

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  6. #6
    Member Member BSmith's Avatar
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    Default Re: Org Minecraft Server

    Is 1.7 available now?
    Always meet on the level, act by the plumb and part on the square.
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  7. #7
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Org Minecraft Server

    Quote Originally Posted by BSmith View Post
    Is 1.7 available now?
    Yes, Bukkit 1.7 was released a few days after the server went down. It's still only in development build status, with no beta or release build available, but I'm not going to wait any longer just for that. We need 1.7 to create the new world and if I don't run a dev build we'll be sitting around doing nothing for even longer. The server has already been offline for over 2 weeks and it's about time I put that to an end. We've run dev builds before without any significant issues, and I'll upgrade to a beta and release whenever they come out.


  8. #8
    Dragonslayer Emeritus Senior Member Sigurd's Avatar
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    Default Re: Org Minecraft Server

    Quote Originally Posted by TinCow View Post
    ... That means no FTB or Tekkit. Both FTB and Tekkit are simply too over the top for my taste and, since I'm paying for this thing, I get a veto on what goes on the server.
    Agreed.
    That said, I will definitely consider additional plugins to increase automation and cut out some of the more tedious chores, as long as the additions seem at least plausibly balanced. If you want additional features like that, please go out and find specific plugins that you think would be fun on the server and post links to them here. I will consider every single one that gets posted.

    I plan on purchasing the server and starting work on setting it up this evening when I get home. It will take some time for me to get everything installed and then to pre-generate the world and the new map. I will keep you updated on the progress, but I anticipate that the server should be ready for play by Saturday, possibly sooner.
    I have looked into a few mods... and the only one to really catch my eye is the Red Power mod. I really like the block crusher and frames which enables you to make movable stuff. Too bad it got discontinued back at the 1.4.6 version.
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  9. #9
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Org Minecraft Server

    As a status update, the server is online and I have pre-generated our new world. It has a nicely flat open area around 0/0, and there's also a village relatively nearby which might be useful while we're starting out. Today I will work on getting the new map configured and rendered, and after that I will begin restoring our custom configurations of the individual plugins.


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