Antares Guide

Antares Guide

Postby Owexz » Fri Aug 16, 2013 11:21 pm

The Antares Server is designed for those seeking a new and challenging Minecraft experience, with the Extra Hard Mode plugin both providing a new style of gameplay and ramping up the difficulty, if you are new to Minecraft, this may be too hard for you. Due to the increased skill required to play on this server, you are rewarded with double the experience for actions, relative to a standard server, however, you cannot bring XP potions into Antares, only out. As a consequence of the 3X TNT recipe, TNT cannot be taken to other servers.

Extra Hard Mode

Stone is extremely hard, making tunneling with a pickaxe impractical. Players will have to scout the wilderness for natural caverns, or make their own caves with much-improved TNT (see below). This brings exploration, navigation, and risk-taking to the forefront of gameplay. The most successful players will be those who map the surface and develop a clever marking system for caverns.
Cave-ins are a persistent threat. Mining ore softens the stone around it, which can then fall and injure the careless player. Dirt and grass, which is often compacted into a solid mass in cavern ceilings and floors, will also come crashing down when disturbed. Of course, TNT can make a really big mess, since it also softens stone to subject it to the pull of gravity.
Loose materials like cobble and dirt will fall like sand and gravel, forcing players to solve mining obstacles (like giant pits) by bringing appropriate building materials with them or getting very creative in their approach, rather than just using the dirt and cobble they conveniently picked up along the way.
The TNT recipe produces 3 TNT, and each TNT explodes 100% more violently versus Vanilla TNT, making TNT a useful tool for mining and worthwhile to craft. Further, exploding TNT will produce a more "natural" devastation with lots of fallen rock and other rubble.

No permanent flames near diamond level (there's not enough air!). Players will have to get creative with their lighting, for example using dimmer redstone torches (spooky!), moving lava around with buckets (dangerous!), using glowstone (expensive!), or lighting temporary flint/steel fires (risky!). This also discourages players from dumping water on all the lava, since it can be a valuable source of light, holding monsters at bay.
Players may not attach torches to loose materials like dirt, grass, and sand.
Torches left out in the rain will go out, falling to the ground as items.

Putting out a fire up close (by hitting it or trying to smother it with a block) will catch the player on fire. The best approach is to dump water or destroy the block beneath it.
Environmental damage like falling, explosions, and suffocation reduces health more, and often applies temporary effects like slowing, blindness, or dizziness.
On death, a small portion of the player's inventory disappears forever, discouraging players from killing themselves to restore health and hunger. After respawn, the player won't have a full health and food bar.
Breaking netherrack may spark a fire.
Players carrying a lot of weight can't swim effectively.

Monster Rules
Underground, monsters spawn even in the light (but not very close to players). This includes the creepy silverfish.
Double monster spawns near and under sea level in normal worlds. Caves are now more scary than the surface, as they should be.
Monster grinders are inhibited, meaning that most designs simply won't work. Players should take risks if they want rewards.

Spiders are more common under sea level and randomly drop web around them when slain, potentially introducing obstacles into an ongoing combat situation. Monsters can break through web if stuck.
Blazes spawn near bedrock in the normal world. These blazes are unstable and will explode violently when slain, often causing cave-ins.
Skeletons have a chance to fire a knockback arrow or a silverfish, and your arrows will pass harmlessly through them.
Zombies slow the player on attack, and often come back to life shortly after being slain, pushing players to rush forward into the unknown. If slain while burning, they will never re-animate.
Endermen sometimes teleport the player during combat.
Witches are more common, any may appear anywhere on the surface. They use poison splash potions infrequently, preferring instead to summon henchmen, teleport, and toss explosive potions.
Silverfish spawn underground fairly frequently, and drop cobblestone when slain.
A portion of creepers spawn charged, and will explode with the power of (Vanilla) TNT at the slightest touch. Get out your bow and arrow, run like hell, or get creative. Even falling from a small height may set off a charged creeper, making them truly terrifying to deal with. Be aware of your surroundings!
Creepers sometimes drop live TNT when they die, challenging players to react quickly.
Creepers in ExtraHardMode are made of fireworks. When set on fire they launch into the air with fireworks and a big bang

Blazes spawn everywhere in the nether, not just in nether fortresses, and may split into two full-health blazes when slain. They drop gunpowder and glowstone dust, both useful for faster diamond mining in the normal world. They also drop fire when attacked, introducing combat obstacles.
Magma cubes are more common in the nether, and explode into blaze form when damaged.
Zombie pigs are always hostile, because the nether isn't scary enough otherwise. When slain in nether fortresses, they reliably drop nether wart.
Ghasts are impervious to arrows and drop 10x loot and experience when slain. Players will have to work hard to beat them, or flee in terror as fireballs explode behind them.

The End
The Ender Dragon respawns so that all players have a challenging common goal, and he always drops a dragon egg when killed. It makes a great trophy for the slayer's house.
The Ender Dragon spews explosive fireballs which throw flaming shrapnel on impact. He also summons minions to his aid, making combat challenging and frenzied - forcing players to hit a moving target with arrows while simultaneously dodging fireballs and battling minions.
Building is not allowed in the end, so players must face the dragon and his minions head-on.
All players are notified when a player challenges the dragon, and will also be notified of the outcome of the battle. When the dragon defeats a player, he regains 25% of his health.

Realistic block placement rules will force players to think a little harder about construction, especially when climbing higher or crossing water, lava, or a trench.

Irrigating crops is now non-trivial, because buckets will not move water sources. In early game, players who want faster crop growth have to search out natural water sources and plant near them. Players can eventually irrigate anywhere by collecting and moving ice (requires silk touch enchant) or trading for ice, then melting it. Remember, most crops do not REQUIRE water to be useful, they just produce faster when it's nearby.
Some plants will die, forcing players to do the math and conserve their seeds. Of course bonemeal can be used to produce more seed for wheat, but overeating can quickly reduce a carrot or potato crop. This has the effect of rebalancing food sources, encouraging players to build bigger gardens for the same output. Plants are more likely to die when planted in dry soil or in the desert.
Plants need natural light to grow. Plants which don't get sufficient natural light will die.
If snow falls on plants, it will cover them over and kill them, leaving only a lump of snow where the plant used to be.
Melon/pumpkin seeds are not craftable, restoring their status as a rare and desirable find. Players can still "roll the dice" by breaking a full-grown stem to see if they get an extra seed back.
Bonemeal won't work on mushrooms. Mushroom farming will be limited to the more challenging and scientific mushroom spreading mechanic (dark place with suitable head room and room for shrooms to spread).
Nether wart isn't farmable. Instead, players can get more by killing zombie pigmen in nether fortresses.
All sheep are white, but may be dyed temporarily (for one shearing). Brown sheep are really just dirty white sheep, and black sheep are really just dirty brown sheep. :) This encourages players to learn how to make various dyes, and explore farming options for those dyes. It will also make some wool colors much more rare than others, since some dyes are more difficult (or impossible) to farm.
Animals aren't worth experience because it's too easy to (literally) farm them.

Other Plugins

When you place your first chest, you'll get an automatic land claim around the chest.
You'll see glowstone and gold blocks on the ground, outlining your claimed area
(those blocks are inside your claim). Those blocks are only markers (you can't collect them),
and only you can see them. Place other valuable blocks like more chests, your furnace,
and your bed within the protected area to keep them safe. To see the markers again later,
you can use a piece of string (right-click).
When you get a golden shovel, you can expand your claim or create additional claims (see the video below).
Use /AbandonClaim to delete a claim you own,
or /AbandonAllClaims to delete all your claims at once.
The simple claim sharing command is /Trust, which gives another player
permission to build in your claim. /AccessTrust grants access to ONLY buttons and switches,
while /ContainerTrust permits a player to access your claim and additionally open
your containers (chests, etc) and use your crafting equipment.
Use /UnTrust to revoke any granted permissions, and /TrustList to see who has permission.
You can permit another player to share his permission level with others by using /PermissionTrust.
That player can't resize or delete your claim or use /PermissiontTrust on your behalf,
but you should use this command sparingly because you may soon find that many strangers can
access your claim. To clear away all permissions for all players in your claim, use /UnTrust all.
Here is a brief video that explains and demonstrates most of this:


Lockette allows you to Lock doors, chests, trapdoors, furnaces, dispensers, and more.
A sign is all that is needed, and you can edit it afterward if you need to change it.
Up to two other players or groups can be added to the sign, or just Everyone.
More signs can contain the names or groups of additional permitted users.
The Video should demonstrate most of this, but you can always type /lockette in-game.

Store your XP in bottles for safekeeping or to transfer it between servers!
    /bottle to check your XP,
    /bottle [amount] to transfer your XP into [amount] bottles
    /bottle max to transfer all your XP into bottles.
User avatar
Posts: 14
Joined: Wed Mar 28, 2012 9:52 am

Return to Antares

Who is online

Users browsing this forum: No registered users and 1 guest