Hey Lying, I am Underminer hoping to turn Springrealmer, however the server is refusing to let me login. I am getting the following message: "The Spring of Souls failed to spawn you". I am unsure why this is or what to do...
I had to clear the whitelist as part of the transition from plugin-less Undermine to plugin-full Springrealm, so if your username isn’t on the most recent Patreon update then I couldn’t put it on the whitelist.
The server isn’t closed though, just plonk it on there and I’ll add it back post-haste :)
I’ve just uploaded the second step in restoring chests and whatnot around spawn. The affected area includes the remainder of the East district and West-East aligned portions of the North and South districts.
Item frames have still not been restored (they’re a massive pain to do so without simultaneously duplicating villagers, livestock, etc. so I’m leaving them to last) but you should be able to venture back to retrieve the contents of your chests and transport them to storage areas further afield now.
Once the area including the tree itself is restored I’ll be shifting spawn back so that all the command blocks work again, hopefully some time this weekend depending upon how quickly people can clear out their chests. Reminder that the existence of the chests is the greater issue than their contents, so please remember to pick them up after emptying them.
Hi Lying, I'm one of the Underminers and it appears that all chests have been removed from Spawn. I presume this is a glitch but umm.... help?
Almost all tile entities (chests, signs, furnaces, dispensers, droppers, etc. of which there were almost 4000) have been removed from the spawn chunks because the server could only handle their volume for about a minute before crashing.
I’ll be restoring them over time as people set up suitable storage beyond those chunks.
Without giving any spoilers as to how Undermine is intended to end, here’s what I’m currently plotting for the next map: The Springrealm
Story
Long before time can remember, the twelve gods forged the spring. Into it, they poured the very essence of life, and around the spring there soon flourished trees, flowers, and simple creatures.
Three of the gods, Erinus, Bora, and Placitos, gazed into the spring and saw something terrifying: Souls ready to bear the creation of god-killers. If left uninterrupted, the souls would reach out from the spirit as many souls had before and take shape, spelling the end of the twelve gods.
The trinity raised the alarm with the others, but found little by way of support. Acinum thought they were simply seeing things in the spring, Moriboca assured them that no foul creature could spring from the waters, and Etronicus even suggested that they simply conspired to end the life-giving waters of the spring entirely. The trinity were alone.
The trinity turned desperate as the visions of the god-killers in the spring grew more clear, and plotted in secret to poison the spring and destroy the errant souls. One night, as the sun hung beneath the spring, they came upon it and prepared to deliver their pre-emptive vengeance. Unfortunately, they had been discovered by the eyes of Philopos, and the other gods descended upon them in fury and confusion.
Many gods were slain in the melee, divine blood sprayed all about the spring. By the dawn, no gods remained to be seen around the sacred waters, now tinged with godblood.
Beyond a measure uncounted, the holy red blood spilled into the spring began to thin and vanish. And then, into a world long neglected and broken apart into little more than large hovering worldlets, sprang a new creature from the spring: The Redmakers.
Mechanics
Being unusual creatures of the Spring of Souls, Redmakers are able to imbibe the waters of the Spring to temporarily enter an ethereal state and travel vast distances. Various locations and creatures, including the Spring itself, allow Redmakers to store spiritual energies of the divine in order to prolong their time in this state.
Some locations, pre-existing and man-made, are also able to temper this ability and shunt the Redmakers back into a mortal existence. In particular, specially-prepared wither skulls enable Redmakers to guard areas from their ethereal kin in this fashion.
Various remnants of the gods works still exist in the fractured world, in the form of powerful entities contained within dangerous fortresses. Redmakers are able to, upon defeating them, channel some of their spiritual energy back to the Spring, gradually reclaiming more and more of the troubled realm.
But for the more altitude-averse children of the Spring, another world exists. The elder realm, called the Nether or even Hell by some, beyond the black portals is occupied by a colossal tree at its core, with corridors and chambers of stone spanning around in all directions from it. Some speculate it is where the gods themselves originated before the making of the Spring.
Plain English
The Springrealm’s overworld is populated by large End-scale floating islands with a world border that expands the first time a given boss is successfully killed in the various dungeons. The overworld might be considered a skyblock but the various islands are massive by comparison, as I say compare them favourably in size to the central island of the End, but with fewer dragons.
The Nether, meanwhile, is entirely replaced with a slightly-shorter version of Undermine’s current world generation, Erdtree included. For the additional benefit of those with problems relating to altitude, I intend to include a small circuit that teleports those who would otherwise fall perilously into the void back to the Spring itself, at cost if the rescued could afford it (so you will lose some spirit, but only if you actually have enough to lose, with no consequence to your salvation).
Players can toss empty bottles into the Spring of Souls to get a special brew back, which enables them to convert their accumulated spirit score into time in Spectator mode. Special locations (such as boss rooms and parts of the dungeons) automatically shunt you back into Survival mode, whilst others allow you to regain spirit in a regular fashion. Other uses of this spirit score will likely exist but are as yet undecided.
The dungeons themselves are fairly ordinary structures with special mob spawners, various traps, etc. Periodically, as with some of the floating islands, the different rooms will be reset to their starting conditions, erasing all impact that players have had on them. The bosses at the center of the dungeons are potent creatures worthy of being bosses in Farfallen Arena, and killing them nets you some spirit, some loot, and if you’re the first to do so also expands the world border allowing access to new islands and dungeons.
We were mentioning this in chats, but since undermine is just on it's dying legs, would it be possible to preserve the tree onto the skylands?
I know there’s a few people who don’t like the notion of the skylands, so my current thinking is that I’ll overwrite most of the Nether with a segment of the current style of Undermine, and at its core will be the Erdtree. That way people can enjoy their nostalgia and also keep playing the kind of map that they like, whilst still being able to take part in the new map.
I’ll probably talk about this idea in an upcoming Undermine video (because it’s a pretty interesting option for a new map for the server), but while the ideas are still relatively fresh in my head, let’s talk about the Spring of Spirits.
For starters, we need to basically invert Undermine.
I’ve gotten a lot of opposition to the notion of the next Undermine being a skyblock-style map, but I still think the idea has some serious merit provided it is done in a fresh and (for the less nimble members) forgiving fashion. The first obvious alteration is to shift it closer to a skylands than a skyblock, with large landmasses for people to farm, harvest, and colonise as they spread out from an initial protected island.
But our first inquiry begins with that last note: protected island. If an area is protected, it cannot be mined, and thus players cannot construct bridges to the surrounding islands. Enter the Spring of Spirits, from which emerge our explorers.
Let’s assume 2 scoreboard values: Spirit and Spiriting. Both dummy values that we manipulate manually, one a sort of score value and the other a simple boolean. Players standing near (or in the waters of, perhaps) the Spring of Spirits structure gain points of Spirit over time. Tossing an empty bottle into waters nets you a Tonic of Spiriting, a custom potion that gives you the Bad Luck status effect (which is otherwise unobtainable). We use that effect as a marker to set the Spiriting value of each affected player to true, and everyone with it is put into Spectator mode.
Perhaps there would be special objects or effects that shunt players back out of their Spiriting state, but every tick in it also degrades their Spirit score, until they eventually reach 0 and rematerialise. A custom-data skull or beacon item entity for example might rematerialise spirits within a short range around it, giving the option for teams to regroup during dungeon raids easily or to reduce the incidence of prying eyes in your base by automating the entity’s persistence with hoppers and the like. Adding an alert to Spiriting players to remind them to find a safe spot to land is trivial, and the altitude of the islands provides ample time for players falling towards the void to drink their Tonic and save themselves (at the cost of Spirit).
This then gives us some very interesting gameplay elements. Firstly, it means that every player can serve as a waypoint for any Spiriting player, allowing players to group up with relative ease. Secondly, players in Spectator mode can reach any and all points in the world, including areas beyond world borders (though they will die if they rematerialise there), providing them with unparalleled scouting abilities. Spectator mode also provides speed greater than even powered minecarts, allowing people to range out even farther provided they have the Spirit to support the travel time.
I think there’d be a few ways you could get Spirit, with the Spring being the slowest but also safest and most reliable method.
Next question I suppose is how do you make a skylands map with this feature sustainable? Naturally over time the islands will be degraded by mining and creeper blasts, and the resources will no doubt be quickly snapped up by the early birds on the map.
Depending on how difficult the map was intended to be, this could be mitigated by including very few natural resources in the islands and employing custom loot tables to creatures to allow for alternative and sustainable sources, or command blocks could be employed to periodically rejuvenate the islands (in all or in part depending on scale) to restore the resources. Early birds would still learn the locations of resources first but they wouldn’t be able to deplete them as easily. I’ve definitely enjoyed the implementation of periodic restoration in Vechs’ Super Hostile Online map, dungeons would be fun to engineer in that fashion.
Let me know what you think, does this sound like an interesting alternative to a standard skyblock?