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.
- This machine is not a dedicated server, nor is its internet
connection particularly robust. I'll try to keep it running
as best I can, but I can't make any guarantees. If there's
enough demand, I'll consider upgrading to dedicated hosting.
- The server will be getting whitelisted ASAP -- there appear to
be bugs with 1.3's whitelisting feature (as in, it just doesn't
work) so I'm not sure what I'll be doing until that is fixed.
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:
- 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).
- 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.
- 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.
- 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.
- 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.
- 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.
- 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:
- The Camp - Located atop the butte, this is currently home to
settlers from the former Fort Upton colony, with haphazard log
structures built among the ruins of a some forgotten fort.
Eventually, this will be the site of the Griffon's Nest fort.
- The Great Staircase - Within the butte, and lit by a pillar of
molten stone, this massive staircase forms the center of the
Griffon's Nest itself. Off this staircase lie the residences and
offices of the wealthiest residents and business interests of
the Griffonsport area.
-
- The Governor's Residence - Home of Griffonsport's Lord Governor,
Duncan Grayson, this residence is built into the top levels of
the butte, connected to the Great Staircase. The governor also
maintains his office here and hosts visiting dignitaries.
- Griffinsport Harbor Authority/Lighthouse - On the edge of the
bay, this building under construction will serve as the heart
of the colony's harbor.
- The Mariner Revenant - Docked in the harbor, this ship
is under construction by the colony to reestablish contact with
the greater world. Eventually, it will be turned to merchant
duty.
Future plans for this area include:
- Mining Guild - Planned to be in the lower levels of the butte
area, the mining guild will have both offices and meeting halls
for guild members as well as active mines.
- Warehouse District - Planned for the area between the harbor
and the butte, these will provide storage for goods just arrived
or scheduled for shipment on merchant ships.
- Marketplace - Planned for the semi-flat area in the shelter of
the mountains, just north of the butte, this will be a large,
open-air marketplace with shops and stalls for selling all
manner of goods.
- Ironworks - The location has not been determined yet, but a
small ironworks for the smelting and casting of iron is planned
for somewhere in this area.
- Merchant House Compound(s) - These will be large residences/forts
for foreign merchant houses operating in Griffonsport. They may
be built within the mountains (off the Great Staircase) or
elsewhere, near the port or marketplace.
- Apartments - Residences for various inhabitants of Griffonsport
will need to be constructed at some point, scattered through the
area.
- Alchemist's Guild - Offices and laboratories for alchemists,
for projects including the formulation of explosives and the
designing of redstone circuitry. Will likely be within the butte
or surrounding mountains.
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.