~The MCME Times~ [08/04/18] Project Progress

  • Minecraft Middle Earth is a Minecraft community that recreates the world described by JRR Tolkien and his writings. Everyone can participate in organized events in which we collaborate to create major landmarks, terrain, caves, castles, towns, farms and more.

    To get started, visit The New Player Guide

BWOT

Head Builder
Staff member
Head Designer
Designer
Donor
Jul 31, 2016
986
1,553
55
17
U.S.A. , NYC
Languages
English, German, French
#1





The Official MCME Times



Easter, Spring… Bah Humbug!
Here comes the onslaught of the new players!
Editor's Note by BWOT

Hello everyone, new, old and everyone in between to the 08/04/18 Edition of the Times! An amazing last two weeks it has been for sure. Keralis and Docm visiting, Spring Events starting, Mordor planning beginning. Just so much has happened! We are finally finishing up on our big projects in Gondor and with the jobs hopefully finish Dol Amroth, Belfalas and Tolfalas in the coming weeks. From there we will have a sub-project of Osgiliath vegetation revamp led by ooitsbirdo and Dav3ck. Also, if you read more into this edition you can see we will be implementing our new Rank system soon and have lots of promotions, demotions (The Great Artist Purge 2.0 ) and a lot more. We are also starting videos for our server and as you can read later on we are currently making the intro! Hope this all goes well, welcome new players and have a wonderful two weeks and of course I hope you enjoy this edition!


~ Project Progress ~

As you may have noticed this week, we've removed a few projects from our progress report. Fear not, there is planning going on behind the scenes for Mordor as we streamline our project focus. Normanlands will be incorporated in this planning. @didi45 has finished two more ships this week, one in the gondorian style and one for the beloved city of pelargir, great work didi! We may be ending the ship build as we begin to finish with Dol Amroth but we encourage you to continue with your boat quest on freebuild. Additionally, Treebuild and Tolfalas may have been halted but won't be forgotten while we focus our resources elsewhere.

Andrast - Lead: @jacenpeter | In Progress
Report by Lizzy_

Jacen has returned! After getting caught up with real life he's back and has been doing some incredibly detailed and complicated voxel to make the mountains and terrain look just right.



Belfalas - Lead: @Darki In Progress
Report by Lizzy_

Darki is currently taking a short break at the moment so the fantastic Eriol is stepping up to take control as co-leader. With the introduction of the new 3 field technique there are plenty of farms to be done.



Dol Amroth - Lead: @Thijs1801 In Progress
Report by Lord_Rafox

Wow, mighty progress yet again! Last edition, the sewers were merely wool lines in the sky. Now they’re almighty tunnels underground! With a bit of touching up, they’ll be good to go! Progress with the palace is fast too, with the interior developing rapidly. Lindo has added some spectacular gardens and we can't forget Patrick’s fields! Dol Amroth is super duper close! But what about New Town? Well, The sewers are being planned carefully, and work should start on them soon. Also, keep your eye out for the catacombs in Middle Town, which have just about been completed. Shout out to @Lindolas, @Robz and @JustJoren for these beauties! All in all, Dol Amroth is coming together marvelously. The finishing line is in sight! It may be far away, but it’s getting ever closer!


Moria - Lead: @Despot666 In progress
Report by awaywind

Moria is bustling with work being done all the time! Jesia has taken over the Central Dwelling project and is finishing up all the planning in there as we speak (or read?). @Napoleon0605 is still slaving away in the halls but making very steady progress so we offer a huge thank you to him. Also, our wonderful Foremen @QuantaCube and @barteldvn have made a lot of progress in the farm halls through the jobs they run there. Make sure to check out all this cool stuff and more in Moria!



~ Texture Development ~
Report by Finrod

Gondor RP merge

Well yeah, real life hit me and this project rather hard, sorry for that! I have now added all the changes that need to be made to the new Gondor pack in order for it to be able to be merged with the old one. Additionally there are a few neat additions, such as:
  • Flat wheels (without short axles for narrow carts)

  • Fix for the glitched shutters

  • Banner textures work on shields now

  • Comeback of the fancy candle 3D model

  • New textures from the andrast team: new logs, red slate, fern and podzol

  • A much better Dol Amroth-Banner 2x2 painting

I still need to fine-tune the custom inventory, and then do a few block swaps in Dol Amroth (which I will test on the dev server first!) Reckon with the update during next week (will try to do it when not many are building as the replacing may take a few minutes).

To get the latest info about this process, check out this thread: Gondor RP Update Thread [v2.4]

~ Plug-in Development ~
Report by Eriol

Armor Stand Editor Upgrade
@didi45 who is putting a lot of work in his armor stands asked to have a way to lock armor stands to prevent unintentional changes. This can be done by new /armor l command. Locking and unlocking is applied as usual by right clicking at an armor stand. Item block armor stands now can be edited too. They are locked by default, so just unlock them and start editing.
Second new command is /armor default which resets the rotation and movement step size to 10° and 10% of a block.
Third new command is /armor paste which replaces /armor place command. Using this command you can paste previously copied armor stands in a WE like manner. The armor stand will be paste relative to your position.
The updated Armor Stand Editor Manual can be found >>here<<.

Job Announcements on Discord
Job messages are now automatically sent to Discord when a Foreman or Designer starts a job. So watch the job-general channel and you will get notified about all jobs.

Perks Plugin
@q220 activated MCME perks again! Have fun with horses, wizard lights, fireworks, elytras and some more stuff. Check it out!

Discord Integration for Tours
@kiyz is working on integration of the tours plugin with discords similar to the job announcements.

Minigames Plugin
@didi45 and I are working on the minigames plugin to add boost items for race games.

Role Playing Game - The Shire
@TotiGonzales and @paulkad noticed our discussion about RPG we had last year. We talked a lot and felt we have pretty much the same idea about rpg. So we feel it’s time to pick this up. They are now working hard on a detailed plan based on my proposal for a RPG in The Shire. We’ll publish our plan as soon as possible.

Feature of the Week - Do you already know?

The Sign Editor!

You can right click a sign with a stick in hand to edit it. You will get a chat message with all lines of the sign. Click at the line you want to edit. A command will appear in your chat line which you can edit, just don’t change the /sign <number> at the beginning. You can even use color and formatting codes. As typing ‘§’ is hard in minecraft chat color codes are entered using ‘#’ instead.



The Sign Editor is part of Architect plugin, and is described in that manual.

LINK TO NEXT PART: ~The MCME Times~ [08/04/18] Announcements
 
Last edited by a moderator:

Raffyyy

Assistant
Staff member
Assistant
Guide
Feb 10, 2016
117
345
31
17
Languages
English, French
#2
That Dol Amroth update is amazing! Perfectly written! Creds to who wrote that!
 

LegololGreenleaf

Aspiring Commoner
Commoner
Jul 26, 2017
18
25
10
Knowhere
Languages
English
#3
'Normanlands' :) Apparently the Normans are back from the 10th and 11th centuries. Never knew they were in Middle Earth though...
Gotta love typos
 

ryttyr

Artist
Artist
Apr 22, 2014
729
1,070
28
22
Stockholm, Sweden
Languages
English and Swedish
#7
I thought the sign editing was Artist+ and if it isn't it probably would be good if it was to prevent droogs from trolling.
 

barteldvn

Designer
Staff member
Designer
Media Team
Jul 9, 2014
174
466
32
Belgium
Languages
English, Dutch, French.
#9
With the introduction of the new 3 field technique there are plenty of farms to be done.
Done
test.png

(well all the walls and roads were done in a good 4 hour job)
 

Darki

Designer
Staff member
Designer
Feb 4, 2016
91
364
34
26
Norway
Languages
Dutch, Norwegian, English and German
#11
Darki is currently taking a short break at the moment so the fantastic Eriol is stepping up to take control as co-leader. With the introduction of the new 3 field technique there are plenty of farms to be done.​
Fake News! @Darki doesn't take breaks!
 

Eriol_Eandur

Head Developer
Staff member
Head Developer
Designer
Developer
Donor
Media Team
Sep 19, 2014
1,888
3,076
93
Germany
Languages
German (native), English
#12
I thought the sign editing was Artist+ and if it isn't it probably would be good if it was to prevent droogs from trolling.
Like other features of Architect plugin (e.g. banner and armor stand editor) the sign editor is bound to build permissions. Thus Aventurers and Commoners should be able to use it in their Themed-build and plotbuild plots and also during jobs.
 

ryttyr

Artist
Artist
Apr 22, 2014
729
1,070
28
22
Stockholm, Sweden
Languages
English and Swedish
#13
Like other features of Architect plugin (e.g. banner and armor stand editor) the sign editor is bound to build permissions. Thus Aventurers and Commoners should be able to use it in their Themed-build and plotbuild plots and also during jobs.
I personally think it's more important to protect our main world's signs from being greifed than that commoners and adventurers can fix spelling errors on the very few signs they may place in theme builds etc.
 

Eriol_Eandur

Head Developer
Staff member
Head Developer
Designer
Developer
Donor
Media Team
Sep 19, 2014
1,888
3,076
93
Germany
Languages
German (native), English
#14
I personally think it's more important to protect our main world's signs from being greifed than that commoners and adventurers can fix spelling errors on the very few signs they may place in theme builds etc.
Sure. But Adventurer and Commoners can change signs at main map only during jobs and only within the job area. Do you think this is a danger?
 
Last edited:

KelvinMC101

Starting Adventurer
Dec 9, 2017
1
0
7
38
Languages
English
#16
Guys, I think they are making the farms in Moria the wrong way. Right now, they are growing mushrooms in neat plots with water next to them. Mushrooms don't even need sunlight to grow. I think a better idea for growing mushrooms would be a mound of waste, with some logs in it and the mushrooms growing all over it. Can guys reply if you agree/disagree or have another suggestion? Thanks.
 

Eriol_Eandur

Head Developer
Staff member
Head Developer
Designer
Developer
Donor
Media Team
Sep 19, 2014
1,888
3,076
93
Germany
Languages
German (native), English
#17
Some mushrooms grow on decaying logs but by far not all. So your suggestion for mushroom cultivation is good but I think the current mushroom farms are not wrong either.
I think it would be nice to have some variation in mushroom cultivation in Moria. So yes, why don't make some mushrooms growing on mounds of decaying logs.
 

barteldvn

Designer
Staff member
Designer
Media Team
Jul 9, 2014
174
466
32
Belgium
Languages
English, Dutch, French.
#18
Some mushrooms grow on decaying logs but by far not all. So your suggestion for mushroom cultivation is good but I think the current mushroom farms are not wrong either.
I think it would be nice to have some variation in mushroom cultivation in Moria. So yes, why don't make some mushrooms growing on mounds of decaying logs.
We have only done a small part of the actual crops yet, so it wouldn't be hard to implement. I'd have to talk to Jesia about it though.