Amelia Primrose Minecraft Server

I've set this Minecraft server up as a host to the world I use for my Amelia Primrose Let's Play and others are welcome to participate. However, I do have some guidelines I'm going to impose so that the server's character remains consistent. First, though, the technical details:

Server IP has been removed for (very poor) security reasons. If you want access, get in touch with me.

Automatically generated maps of the world are available at http://www.wraithwerks.net/minecraft/maps, where you will find a link to the latest map here. These are generated every morning at 0610 Central.

Server Guidelines

Because I want to use this world as the basis for my Let's Play fiction, I'd like to keep the depiction of the world as consistent as possible. The world of Amelia Primrose is very similar in tone to that of Arcanum, an RPG from 2001. You can still get it on GoG.com if you'd like to check it out. If you haven't played the game, it takes place in a fantasy setting undergoing an industrial revolution. I've generally portrayed the world as lower-fantasy than Arcanum, so magic is somewhat rare but not unknown.

Here's the guidelines I'd like people to stick to when it comes to the server, in order of importance:

  1. Don't be a dick. Don't break down other people's work, and if you have a big project you'd like to work on, try to do it away from other people's big projects so there's not too much competition for space. If you break something by accident (by say, accidentally drawing a creeper to explode near someone else's house), please fix it. If you'd like to build something in an area someone else is working, ask them first and try to stick with their theme. Don't build your orc camp in the middle of someone's elven tree village (unless there's a good reason you've discussed with them).
  2. Keep construction "in character" and somewhat realistic. Think of the world as Napoleonic or Victorian fantasy, and try to stick your architecture to styles that fit that milleu. No giant skyscrapers (3-4 stories, or about 20 blocks above ground level, should be the high end of most structures), no spaceships or airplanes (though airships aren't impossible), no giant statues of Mario. Yes, all that stuff is pretty cool, but it doesn't really fit with what the world is intended to be.
  3. Try to use the natural terrain as much as possible, rather than obliterate it. Try to refrain from bulldozing mountains and burning down entire forests if you can. Instead, build your structures around the terrain rather than changing the terrain to suit you. If you want to build a tall fortress, build it on the top of and inside a mountain instead of trying to do it in the middle of an open plain.
  4. Don't do anything "cheaty." This kind of goes along with the "in character" rule. It's not technically cheating, but underground tree farms grown by torchlight and giant lava/water monster traps both don't fit the setting and don't look very good. If you really need trees, plant a bunch outside near your home, and fighting monsters is half the fun of having them in the first place.
    If you can make it fit in with the scenery, however, that can work. If you have a moat around your little outpost that washes monsters into a trap for you, that could work -- but the moat needs to serve another purpose in the world than farming items.
  5. Try to give your construction a consistent look. When you build a town or a village or a fortress, try to make it look like it was built realistically. I'd rather not have fortresses assembled from whatever blocks were at hand and thrown together haphazardly. Don't put a Victorian mansion in the middle of an orc camp. This a bit bendable if you've got a good reason, but just keep it in mind.
  6. Try to keep a little wilderness between projects. Try not to build your town, fortress, ancient ruins, etc. right next to someone else's project unless there's a really good reason. Urban sprawl is kinda ugly.
  7. Try not to go overboard with exploration. Exploring is great, but generating new chunks can cause server lag and add to the memory problems java can already run into. It's okay to head out into the unknown to find a place to build, but don't go too crazy with it.

Try to stick to the above guidelines as much as you can -- if you have a question about one of them, feel free to get in touch with me and I'll let you know.

A quick note on warps -- I haven't decided if I want to add these or how tightly I want to control them. If I do end up adding them though, the destination for a warp will need to look like the destination for warp -- a gilded portal in the middle of a temple, a Stonehenge-like stone circle, or something like that.

Current Projects

This is a list of current projects, along with their main builder, notes for what's planned for them, and guidelines for building there. If you want to start a project, let me know and I'll add a blurb for you.

Griffon's Nest/Griffonsport (Builder: blackisis)

Griffonsport is the capital of the burgeoning colony here, home to Amelia Primrose. It is centered around a large butte with several adjoining mountain, southeast of the current spawn point, between the bay and the large southeastern desert.

The Griffon's Nest will be the actual fort built atop the butte, but this is still just in the planning stages.

If you'd like to build in this area, please get in touch with blackisis and work out what you'd like to work on so that you and she can discuss the project before you get started.

Currently, this area includes:

Future plans for this area include:

Van Deamon's Land (Builder: Shakor)

This is small satellite village under construction by Shakor, with a number of caves in and around the area. A small jetty is located on the bay, just northeast of the spawn point.