[INACTIVE][MECH] DwarfCraft V1.01 - Skills, Training, and Progression [527]

Discussion in 'Inactive/Unsupported Plugins' started by smartaleq, Feb 21, 2011.

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    DwarfCraft - Player progression plugin with skills that are improved by training(not xp):
    Current Version: v1.01
    Authors: smartaleq, LexManos and RCarretta

    DwarfCraft is a plugin for minecraft (via Bukkit) that allows players to improve their characters skills and capabilities. Players can pay trainers to improve their skills, which provides benefits such as increased weapon damage, decreased tool wear, increased drops from blocks or mobs, etc. Because of the training system, DwarfCraft can provide an interesting and fun RPG base for Survival MP servers that will remain relevant and interesting for casual and intense players alike.

    • Players may choose to play as Dwarves or Elves. Switching resets all skills. The race names are entirely configurable.
    • Elves play very similar to vanilla Minecraft with slight nerfs for balance (to farming mostly)
    • Dwarves have 40+ skills that progress from level 0 (worse that normal) to level 30 (extremely proficient). Each skill has several effects. Most effects reach par at skill level 5. New supported skills will be released.
    • Skills are improved by paying a training cost to a trainer. Server admins may place trainers and customized messaging NPC. Skill costs increased with level and balanced to encourage specialization.
      • Example: To train"Pickaxe Use" from 0 to 1 cost 16 cobblestone. To train from 15 to 16 cost 640. At level 0 pickaxes degrade 20% faster than normal, at level 20 they degrade about 45% slower.
    • Skills and Effect details are easily found through in-game commands. A general summary of skills is in the post below, along with design goals discussion.
    Players - Getting Started:

    Show Spoiler

    Welcome, Dwarf <whateveryournameis>!
    To get started in a DwarfCraft world, you should know what it is, exactly, that is different.

    Your mining sucks. You get less coal, iron, cobblestone, and gold. Your sword does pitiful damage. Animals don't drop things when you punch them. Falling hurts. A lot. Burning too. Zombies rearrange your face. Dirt doesn't pile up quite like it used to. For some reason when you craft planks you make less. Three sticks too. And less fences and stairs. Also, raw pork isn't very filling. And farming seems totally worthless.

    Guess what? You're a level 0 Dwarf.
    I know it seems awful now, being the brunt of jokes and suffering all that punishment, but I have good news, friend. At least you're not an elf! See, the elves gloat now, with their 1.0 stone drop rate and their filling porkchops, but after you spend the time to level your bowman skill to master and turn their day to night with a hail of 3.5 damage per shot arrows... well, then they'll be sorry!

    The road to mastery may be hard, Dwarf, but the payoff is well worth it- Diamonds dropping by the handful, creepers leaving 5 gunpowder behind with their corpse, your sword dealing double damage to monsters, and cliff falls leaving nary a scratch. Along the way, you may find your calling as a crafter as well. Just as you depend on your friends for supplies, they may depend on your specialties. Craft 4 times as many brickblocks as your neighbor? That's a marketable skill, my friend!

    So off with you, Dwarf, into the wilds of your world (and one day to the Nether, perhaps)! Start by discussing the terms of your advancement with the local trainers. When you've gathered their material demands, sock it to 'em, and see your diligence rewarded with an ever-improving arsenal of advantages.

    Players - Getting the most out of DwarfCraft:
    Show Spoiler

    You'll benefit the most from DwarfCraft by doing two things:
    1) Get your skill levels in the necessities up to a reasonable level. No matter what your playstyle is, you probably want most of the stone and wood skills to 5 (the cost is small and the payoff large). The same is true of climbing and sword skills, or you may find yourself dead much more often than you're used to.
    2) Pick a few activities you love to do and train train train! If you're only marginally better than someone else, they won't have much use in trading with you. Try and get 1 or 2 skills to 20 that you can leverage to gather other valuable materials. If you're a master sailor, don't spend all day mining cobblestone, go sailing on the lookout for pumpkins, mushrooms, and clay. If you're a monster hunter with a bow, 5 minutes out at night is worth far more than the hundred cobblestone you could collect.

    I'm not saying to stop doing things you find fun! Instead, train up the things you find fun so you can do it better and get rewarded for doing it.

    I'll use myself as an example. I far prefer chopping trees to mining for diamonds, and love to chase animals and explore. To support this, I trained these skills above level 5: woodchopping, axe use, woodcrafting, swordsman, animal hunting, and climbing. To shore up some weaknesses, I traded several stacks of logs for several stacks of cobblestone, because I have poor cobblestone mining skill and my friend has poor lumberjack skills. I used the stone to train up the Excavator and Quarry Worker skills to 5, so that I can manage to get cobblestone when i need it, without suffering the very low drop rates at level 0. When I want cobblestone for constructions, its often very easy to find someone in need of wood. I also do woodcrafting (1 log -> 6 planks) in exchange for fee or a cut. When I find a diamond vein while digging, I usually leave it, and sell the location information to a better diamond miner.

    Sometimes, my mining friend(RCarretta) and I will go on adventures exploring underground caves. I'll take the point through natural caves, with sword and bow at the ready, while he harvests the ores we find. When we reach a dead end, we dig in different directions, and take the first new path together. We're able to survive very long times underground with very little additional supplies because I carry extra leather for armor and can handle most creature situations, and his tools last quite a while. High level gravel digging keeps me supplied with flint and decent monster hunter skill pulls a sizable amount of feathers from zombies, which combine to keep my quiver topped off.

    Admins - How to install DwarfCraft
    DwarfCraftV1.04.zip contains updated jar and sqlite file. Do not mix with pre-V1.03 config files.
    DwarfCraftV1.01.zip. Unzip the archive to your CraftBukkit root directory. Use this if looking for a stable build.
    Show Spoiler

    Archive Contents:
    /plugins/DwarfCraft/DwarfCraft.config - General server config variables including race names and file locations
    /plugins/DwarfCraft/Messages.config - Configurable plugin messages, such as welcome, info, rules, etc.
    /plugins/DwarfCraft/GreeterMessages.config - Flatfile storage of NPC greeter messages. For version 1.0, greeter messages must be manually added before the NPC is created. Dynamic message insertion is on the roadmap for future versions.
    /plugins/DwarfCraft/skills.config and effects.config - Supported skills and effects. Any change to these may result in unexpected errors. If you would like help in customizing balance for your server, contact smartaleq via PM.
    /plugins/DwarfCraft/dwarfcraft.db - A sqlite database, pre-created empty for you. If you want to reset your players completely, delete this and create a new file of the same name.
    /lib/sqlite.jar - A required library for SQLite to operate

    DwarfCraft has no plugin dependencies, and should play well with others. Some notes:
    • [Econ] Econ plugins are recommended with DwarfCraft. Training for "currency" will not be supported (ever!), so trade, auction, or shop plugins will likely help your players get their hands on those oh-so-valuable pumpkins early.
    • [Mech] Transmutation plugins may conflict, crafting plugins may conflict. Using DwarfCraft with McMMO, Skills, LevelCraft, etc. will likely screw everything up. Other Mech plugins may or may not work. Generally, the more they affect player actions, the more likely they are to cause problems.
    • [Chat] [Fun] [TP] and [Info] plugins should all work without any issues.
    • [Admin] [Sec] and [Gen] plugins will probably work.
    *Warning* Installing DwarfCraft on an existing world where players have large stockpiles of materials may completely screw up the balance of the mod. New or young worlds should be used if at all possible. If your players have every skill at 20 and think that the game is too easy, stockpiles were your problem. You've been warned.

    NO PERMISSIONS WILL BE SUPPORTED UNTIL BUKKIT INTEGRATION. Requests for permissions plugin integration will be ignored (and possibly ridiculed).

    Admins - Getting Started
    Show Spoiler

    First run instructions:
    After you have the DwarfCraft files installed, the first thing you'll need to do for your players to benefit from DwarfCraft is to create trainers.
    Join your server, go somewhere and type: /createtrainer Test1 TestTrainerDummy 1 30
    This will create a new trainer at your location(facing and look-direction) with name TestTrainerDummy, that trains skill #1 (pickaxe use) and can train to maximum level of 30(the max).
    Left click on him to verify skills are loaded.
    Give yourself 16 cobblestone.
    Right click on him to verify training is working.
    Type /skillsheet to verify that your skill increased to level 1.
    /save-all and restart the server. Verify that he is still there.
    type /removetrainer Test1 and verify that he has been removed.
    If you have any problems through this point: pm smartaleq

    Admins - Creating a playable DwarfCraft server
    Show Spoiler

    For your server to have a thriving community of dwarves, you will need to provide trainers for all the skills you want, in enough places to be convenient. You will also need rules that encourage either co-operation or competition for resources. If every player goes after the same skills, the plugin doesn't provide much benefit at all.
    As an example of a working community, the author's server has rules that require all trainers to be in an "appropriate" location, and not a room full of trainers. Most trainers created in the world are given a maximum training level of 15-20, based on where they are created. Only a few level 30 trainers are created. This gives our players an incentive to build impressive things, justifying the placement of "master" trainers. Using remote trainer creation, it is possible for an admin to create trainers without any hassles. As our baseline, each Towny town will eventually have one of every trainer the mayor desires.
    Read the Players sections for more thoughts on what your community may need.

    Admins - Support
    Show Spoiler

    Source Code is available at github.com/RCarretta/DwarfCraft
    Please do not post bugs or feature requests in this thread! Discussion and simple questions are perfect to put in the forum thread. Issues should go in the issue tracker on github- after you've searched to see if it's already there. Please report installation issues via PM to smartaleq

    Show Spoiler

    Version 1.04
    • Changed applicable sqlite driver.
    Version 1.03 Experimental
    • Added support for multiple races. Add race names to skills.config at the end of each line you want the race to inherit the skill.
    • Skillsheet and other skill commands will have spotty performance until integration is complete.
    Version 1.01
    • Removed player matching debug output.
    • Edited commands in plugin.yml to fix command not found errors
    • Set default debug level to 10, eliminating console spam. If you have reproducible problems, please set debug level to -10 and send in the appropriate sections of your log.
    Version 1.0
    • First published version


    Skill descriptions below. Categories are only for convenience, many skills cross categories or defy categorization completely.

    Tool Use Skills: These skills impact how quickly your tools will degrade. High levels will enable you to get as much as three times as many uses out of shovels, axes, and picks. See also Plowman and Swordsman skills.
    Show Spoiler

    [1] Pickaxe Use - Pickaxes
    [2] Shovel Use - Shovels
    [3] Axe Durability - Axes

    Harvesting Skills: There are many skills that effect the rate at which you gather materials from blocks such as stone, ores, dirt, sand, gravel, and logs. Higher skill levels will drop several of the desired block, and will increase the chance that you instantly break what you are digging or chopping.
    Show Spoiler

    [11] Excavator - Cobblestone instant-break
    [12] Quarry Worker - Cobblestone quantity
    [13] Ore Miner - Coal and Iron quantity
    [14] Gem Miner - Gold, Diamond, and Redstone quantity
    [21] Sand Digger - Sand quantity and instant-break
    [22] Gravel Digger - Gravel and Flint quantity and instant-break
    [23] Dirt Digger - Dirt quantity and Dirt/Grass instant-break
    [31] Woodcutting - Log quantity and instant-break

    Farming Skills: Several skill handle how effective you are at farming wheat or gathering other plant materials. The Plowman skill also affects the durability of plows. Note that in DwarfCraft it is much harder to gather both seeds and wheat, so level 0 farmers will not be able to provide an endless supply of bread.
    Show Spoiler

    [4] Plowman - Plow durability and Seed Quantity from hoeing grass.
    [41] Wheat Farmer - Quantity of Wheat and Seeds from reaping grown Crops
    [42] Exotics Farmer - Cane(Reed) and Cactus Quantity
    [74] Florist - Flowers and Pumpkins Quantity

    Crafting Skills: The crafting skills affect how many of an item you craft when using the normal recipe at a crafting bench. Many crafting skills have additional effects.
    Show Spoiler

    [32] Woodsplitter - Planks and Sticks
    [51] Mason - Cobblestone Tiles and Steps and Smooth Stone Tiles
    [53] Woodcrafter - Ladders, Fences, Doors, Signs, and Wood Tiles and Steps
    [61] Bookmaker - Books
    [62] Brickmaker - Brick Blocks
    [63] Demolitionist - TNT and damage from explosions.
    [65] Railworker - Rail sections
    [66] Cook - Bread, and health from cake and cooked pork
    [67] Fletcher - Arrows

    Damage Reduction Skills: In addition to Demolitionist reducing damage from explosions, there are skills that effect fire, falling, suffocation, and lava damage. There are also skills that affect the durability and crafting count of armor.
    Show Spoiler

    (Repeat) [63] Demolitionist - Damage from explosions
    [64] Firestarter - Damage from fire, durability of Flint and Tinder
    [72] Climbing - Damage from falls, short fall forgiveness
    [86] Exotic Armor - Damage from lava, drowning. Gold armor durability.
    [83] Scout - Leather armor durability, amount crafted, projectile damage reduction.
    [84] Soldier - Iron armor durability, amount crafted

    Combat Skills: The Swordsman and Bowman skills affect the damage you do with those weapons. The swordsman skill also has a durability effect.
    Show Spoiler
    [85] Archer - Arrow Damage and Enemy Feather/Arrow Drops
    [87] Swordsman - Sword Damage and Durability

    Hunting Skills: These skills allow a player to gather more resources for killing enemies with sword or bow. Note that this mod completely removes drops from creatures killed in any other way, to prevent "automated mob farming"
    Show Spoiler

    [81] Animal Hunter - Pig, Cow, Sheep, Chicken
    [82] Monster Hunter - Creeper, Skeleton, Spider
    (Repeat)[85] Archer - Zombie

    Exploration Skills: These skills benefit activities related to exploring, travel, and adventure. The effects vary widely, but should result in more successful forays into the wilderness, and more valuable materials brought home.
    Show Spoiler

    [71] Sailor - Boat Travel Speed and Boat break results (sailor>15 allows recoverable boats)
    [73] Survivalist - Health gained from uncooked pork, fish, and mushroom stew
    [75] Dungeon Delver - Monster Spawners can drop Iron, Gold, Diamond, and Lapis blocks

    Other Skills: See details -
    Show Spoiler

    [8] Smelter - Effects the duration of smelter fuel, especially lava buckets. Not implemented.
    [91] Citizen - (With Towny) contributes to the resident's town max size.
    [92] Leader - (With Towny) affects the maximum town size, for town mayors.
    [99] Noble - Dwarf Fortress nobles are useless. DwarfCraft nobles mine obsidian better, and it costs 100s of eggs to train. Any player that collects 100s of eggs and spends all day mining obsidian is just like a Dwarf Fortress noble.

    Proposed Skills: These skills are ideas brought up in the thread or elsewhere, and are candidates for future implementation. None of these will be worked on before v1.0 is bug-free and widely used. -
    Show Spoiler

    [?] Repair Skill
    [?] Dyer or Wool/Cloth skill - produces more dye or more colored cloth per dye - costs dyes or colored wool to train
    [?] Running, Travel, or other movement speed related skill
    [?] Sandstone crafting skill
    [?] Fishing
    [?] Skills that unlock crafting recipes
    [?] Fertilizer skill affecting bonemeal and crops/saplings/pumpkins?.

    Training Item List
    Show Spoiler

    1 Pickaxe Use Cobblestone
    2 Shovel Use Dirt
    3 Axe Durability Log
    4 Plowman Wheat, Seeds
    8 Smelter Lava Buckets
    11 Excavator Cobblestone
    12 Quarry Worker Cobblestone
    13 Ore Miner Coal/Iron Ingot
    14 Gem Miner Gold Ingot/Diamond/Redstone
    21 Sand Digger Sand
    22 Gravel Digger Gravel
    23 Dirt Digger Dirt
    31 Lumberjack Log
    32 Woodsplitter Log
    41 Wheat Farmer Wheat, Seeds
    42 Plantation Farmer Reed, Cactus
    51 Mason Half-steps
    52 Glassworker Glass
    53 Woodcrafter Plank/Stick
    61 Bookmaker Paper/Books
    62 Brickmaker Bricks/Brickblock
    63 Demolitionist Gunpower/TNT
    64 Firestarter Fint + Tinder
    65 Railworker powered cart
    66 Cook Cake Block
    67 Fletcher Arrows
    71 Sailor Clay "ore"
    72 Climber Pumpkin
    73 Survivalist Mushrooms
    74 Florist Flower
    75 Dungeon Delver Saddles
    81 Animal Hunter Pork Leather Wool
    82 Monster Hunter String/Gunpowder
    83 Scout Leather Breastplates
    84 Soldier Iron Breasplates
    85 Archer Feather/Flint
    86 Exotic Armor gold hat/diamond shoes
    87 Swordsman Leather/String
    91 Citizen Bread
    92 Leader Cake
    99 Noble EGGGGS

    Obviously, this plugin was partially inspired by Dwarf Fortress. If you haven't played it yet, I highly recommend you play and donate: Dwarf Fortress & donate

    The goals of this plugin were to enable some sort of character progression in Minecraft with a focus on specialization and distinction between player capabilities.Because all players are equally adept at every task, making someone an "expert" miner costs 3 diamond and nothing more. We wanted to foster a community and world where players could distinguish themselves by becoming the go-to person for certain tasks.

    The first conceptualized skill was "Precious Stone Miner", which allows a skilled dwarf to gain more diamond, gold, or redstone from their ores. The thinking is that, by making it expensive to train the skill, each Town (or sub-group, or group of friends, etc.) would want to "invest" their resources in training up only a few individuals in that skill. If a non-skilled player found a large diamond vein or two, it would be beneficial for him to request the aid of the skilled player. The diamond player might only be passable at woodcutting, and would go to someone else for more efficient tree-cutting and plank crafting.

    Even with players becoming specialized, we didn't want anyone to feel 'gimped' and unable to compete. The skills were balanced so that at a moderate level (5 in most cases) a player was as good as a vanilla Minecraft player at the associated tasks. Next, we addressed how training should work so that it would be easy to get to level 5, but require significant teamwork to get above 20.

    For training, we wanted to use as wide an assortment of materials as possible while keeping the costs aligned with the benefits. Additionally, in vanilla Minecraft some materials are gathered in huge quantities and are rarely used because they are "ugly" such as dirt, gravel. Others are used sparingly because they have limited direct usefulness or are quickly out-classed such as flint, eggs, gold, string, even leather. We tried to make training use up the rarely used items in large amounts, while keeping often used items available for both training and use. The table below lists which items used are used to train which skills. Quantities are balanced so that level 0-5 should take less than 15 minutes, and never more than an hour.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 9, 2016
    skmaster, Dangazzm, Goliathe and 4 others like this.
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    This brings me to a terrifying realization if this is true. For people who are having their servers remotely hosted, could this affect the numbers that the providers recommend? For example Go-Networks has "1GB (Recommend for 15 Slots*) - $19.99". Does this mean that if I have 30 trainers in an area, and only enough RAM to provide adequate memory for half the NPC's that regardless of the fact that I'm the only person logged onto the server that I'll have 2000-5000ms of lag? Because that's what's happening now. Guess it's time to upgrade my BroHoster server then because this plugin is now a bigger RAM whore than all my other 19 plugins combined...
    (I wish Hawaii didn't have monopolies on things like Internet so I could host it myself on 12GB :( )
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    Mind you, my server has like 4Gb RAM, but I'd say the trainers don't lag it hardly at all compared to a normal user. They just sit there. So they never have to update position, block destroy create...etc. (as I understand it). In fact, my server has slots for only 20, yet 40 trainers, so even the server doesn't seem to notice them as players.
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    @Adrinus well yeah of course I would assume they don't use exactly as much RAM as an actual player, but still it brings up the point that enough trainers in an area using enough RAM could affect server performance.
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    Well, for one, you're all retarded and have fallen pray to what you *think* is the proper unit of measurement for server power.
    It is NOT ram you need to worry about. It is Processor speed.
    All the hosts hat sell you on teirs of service based on RAM are talking out there ass.

    Having played on a server using 733, it is a ass ton more laggy them 760. Without ANY plugins. I would blaim it on something changed in the server code. Not DC. However, I may have found the issue that is causing DC to use about 2KB/trainer that it does not need to. I'll be pushing a patch to my github soon.

    What I ment by they are treated as regular players, is that Monsters, lava, anything that interacts with a normal player, will interact with a trainer. And if they do move {for example swinging there arm or looking at you when you train} that update is sent to every other trainer within distance. Albeit you don't get the network traffic but the events are still fired.

    Also, the NPC code is almost exactly the same as in older versions, except it has been updated to 1.5_02. So if you were having issues now you'd have issues before.

    Like I said RAM is not the issue that is causing your server to lag.
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    @LexManos Considering I haven't had a working version of Dwarfcraft since CB556 to compare with, I can only go with what I have. I go from smartaleq DC with CB556 with no lag, to LexManos DC with CB733. I haven't had DC on my server since CB556.

    CB733 may be laggier than CB670/677, but I can delete my dwarfcraft.db right now, and walk into my city with zero lag. I create my trainers, log into my city, and am struck with 5000ms response times on every single action until I leave the area. So whether it's DC itself running slower, DC running slower on any 1.5 server, or DC running slower on 1.5 CB733 servers I don't care. I'm just letting you know, that with how it is now, trainers create MUCH more lag than they used to. No arguments, just stating one of those combinations is now slower than before.

    Since I have no idea about the specifications of the BroHoster servers (which are actually resold servers they rent from Dallas,TX anyways) I never inteded to argue about which exact computer component was causing it. Maybe DC gives me justification to prove they have shittier processors than they claim.

    Also, I know server "power" isn't RAM and is the processor. However the more bodies you have in game, the more RAM you're going to need. Which was my point. Yes, you can compensate for RAM with a better processor. As hosting companies don't sell me CPU speed, they sell me RAM by the MB, and that's the only factor I have to work with on the component side.

    The rest of us are trying to troubleshoot a problem not accuse you of being a shitty coder, so you can probably calm down. BroHoster doesn't even allow me to upgrade past 733 yet anyways.
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    Good to know there isn't a change in lag after the update. As for the RAM vs CPU, I run the server on my PC, and when monitoring RAM and CPU usage I notice that the server takes up quite a bit more of my RAM than it does my CPU. That may be due to the fact that I dedicate a gig to the server, but it still has almost no draw on my quad-core AMD processor (usually less than 10%).
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    Seems to run just fine on my server running CB#733.
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    Dang, Pretty sure it's a general DC problem, but sleeping in beds is now borked with trainers.... That is to say, The trainers must count as players not sleeping... Maybe some way to set them to sleeping by default?
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    I'd have to look into the sleeping issue. Depends on how the server checks if its a player or not. {EXA: server.getOnlinePlayers() doesnt return trainers but world.getPlayers() does)

    Anyways, as for why your computer says it is taking up a lot of ram is because java pre-allocates most of your ram for you. So when its no in use it is still allocated to java.

    anyways, we've been running it on our server for a while now, ya its a bit laggy in general but I did a test and spawned 50 trainers in a single chunk, didnt get any more lag then normal...

    I am still blaiming the lag ont he host due to the fact that we tested and removed all plugins and still had about the same amount of lag.
    Also, if you guys are using uquest, get rid of it till it updates, it creates a few infinite loops on 733 for us causing a big chunk of lag.
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    I'll confirm that beds are broken now, though I assumed it was the Bukkit update rather than being tied to DC. The trainers counting as non-sleepers does make sense though.
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    This is awesome. Can you make it so you can choose like if they go 1-30, 1-20, but also stuff like 5-30, or 5-20? I want players to have to pass the novice trainer, then the advanced trainer, then the master trainer. But I don't want players to be using the master from the start.
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    When making the trainer with the command:

    Change MaxLevel to say, 20 levels. This will make it so that the trainer is 'capped' at 20 levels and then you need to go to a 'better' trainer to train more. Im pretty sure you can't do a minimum level, but you can set a maximum.
    /createtrainer 1 Bobby 1 20 <---- That 20 is max level.

    Heres an example:
    I'm a miner and I train my mining skill at the 'Novice' trainer which caps off at level 20.I level to 5 and decide to venture to places, I find some other random place and find another trainer, oh looky there's an 'Advanced' trainer and now I can level my skill to 30. -YOU REQUIRE LEVEL 20 IN THIS SKILL TO TRAIN FURTHER-... Well, your an 'Advanced' trainer aren't you? Shouldn't you know the basics by now? I find you and this is how you repay me! Don't tell me I must walk back and train to 20! :D

    Yeah it wouldn't make sense, 1-20 is fine, you could hide another trainer deep underground in a public mine if you have one in your server, and when your players find it they can up their skill from 1-30 for instance. Your players do not have to use master from start, if you had just looked enough you would have found out how to do it ;p.


    PS, type /createtrainer (Anything you want here) (Anything you want here) and then just hit enter, it will tell you the structure of how to do it. (I'm pretty sure about this, this is how I knew about it but I'm not sure if he removed it or not).
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    I know that. I just said I want a minimum level in a advanced way.
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    Aye, MSW, its been requested before. At the time, I considered it a reasonable request, but very low priority. Right now LexManos has the reins, so he may wish to implement it more than I do. My biggest desire right now is to improve trainer creation. Slow going because i'm bad at databases.
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    What exactly does /creategreeter do?
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    Ya, making trainers have a minimum level is pretty low priority.
    And aparently Greeters are NPCs that don't train, but give messages when you left/ri9ght click them.
    They are on my to-do to fully clean/implement. As well as more in-game commands for reconfiguring a trainer {moving, reorentating, changing name/skill/level/etc..}
    And shortening the command to create them. AE: removing the need for the uniqueid in the name and auto-generating it myself. {T#### Format sounds good to me as the user only uses it when they use /removetrainer and most of the time people use /removenext.

    Nothing to major high priority right now.
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    having the same issue byzantinian is having here, no lag from any of the prior versions of dwarfcraft, but your 1.5 build noticably slows the server, when I take it off the server doesn't lag, running cb733.
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    Latest thing I noticed, the /race commands are pretty buggy. Currently there is no way to change race via command.
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    It seems like if I go around the server and get past the "Trainer1 has logged into the server for the first time" phase by punching them all once so the server recognizes their existence, and have all the chunks they reside on generate, the lag mostly goes away. I also did /butcher and killed ~400 mobs (wtf I know). I'm not saying this is a resolution, nor is this a technical test of load lag, just saying it seems to have gotten better over time so I'm not as worried about it now and I have almost no lag in my city with ~30 trainers anymore.
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    Its *possible* though im not exactly sure how. That the lag is caused by my attempted re-load fix.
    I've fixed it on github but havent compiled a version yet.

    Also, anyone experiancing lag issues, try /remove items 50000
    From a bit fo testing on Dangazzm, items are not properly despawning on the ground in 733. Causing it to easily go up to 20,000 item entities after a while, especially if you have auto farms.
    Deleting the auto-farms and clearing the items fixes a lot of the lag issues on my server.

    Anyways if anyone wants two small bug fixes you can recompile my github.
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    Yea... also when upgrading to 1.5 we had like 5000 animals on spawn on top of me. But I was flying and didn't see them haha. So if you are laggin try /butcher then like Lex said /remove items 5000 and see if that clears it up.
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    Now that you think of it I typed /butcher in just my city and it came back with "Killed 399 mobs." and I've NEVER seen that many killed with /butcher. So I think that could have added to it as well haha. Curse you 733 and your massive spawns! =P

    I added that to my above posts for recommended things for Rogueleader89 to test.
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    Out server, running ~50 players has an average of 6000 monsters. And 1000-2000 other entities.
    It is running fairly smoothly.
    Next version of DC will have a /dmem command that will display the number of each type of entity loaded on the server.
    17:43:42 [INFO] Maximum memory: 1019 MB
    17:43:42 [INFO] Free memory: 18 MB
    17:43:42 [INFO] CraftZombie:              7
    17:43:42 [INFO] CraftSpider:              1
    17:43:42 [INFO] CraftPlayer:              1
    17:43:42 [INFO] CraftSquid:               12
    17:43:42 [INFO] CraftPig:                 1
    17:43:42 [INFO] CraftSkeleton:            4
    17:43:42 [INFO] CraftItem:                8
    17:43:42 [INFO] CraftChicken:             3
    17:43:42 [INFO] CraftCreeper:             5
    {Modified version of Essential's Mem command. also this is my local test server}
    Eventually, its on my to-do I want to see what I can do about making it do monsters ignore trainers. But I don't know if that will cause more lag or not.

    ... I should really get a nice to-do list going.. someone start posting things like that on my github so I can keep track.
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    Just started using this, and I'm loving it a lot more than mcMMO and MineQuest already. I would like to configure the race names, but I don't see the option in the config. I read that they're configurable so how can I do that?

    Also, thanks Lex for continuing this awesome plugin!
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    I believe you just add them in the end of each line of "Skills.csv"?
    I have tried this but the console dumps me unhandled exceptions, even when trying with the default Elf or Dwarf.
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    I concur. The races are broke. New players start as dwarves and it is impossible to change one's race away from it.
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    The broken beds are driving my players and myself crazy. Any idea if this is fixable?

    LOL, Github issue created as requested. :p Hope you were serious.

    Thanks for the fix!! :) So any ETA on trainers for some of the new mats? Inks and lapis lazuli?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 9, 2016
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    Adding data values to items has been a long standing thing on my to-do.
    I need to find/fix a bug with porkchops then ill work on it.

    I've pushed out 1.07, few bug fixes, Added date value support {Lapiz now drops more for higher gem miners}.
    Changed how quickely ladders are gained when leveling to reflect 1.5 change
    Added Powered and Detector rails to rail worker.
    And more, check the commit log for full details.

    This is a major change to how effects are loaded/executed. So please test and tell me if I broke anything! *points at github*
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    I" believe there may be an issue with compatibility with the Backpack plugin. It used to be that we needed to have all the items in the first backpack, then with Lex's update it was able to see items in all backpacks. However, it doesn't seem to actually use up any of the items that are in backpacks other than the first.
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    So adding the data values to items will enable skills like Dyer, to change the color of a piece of wool?

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