It's that spooky time again and we will be celebrating with a mob event!
Starting this Thursday night and running through the end of October, the zombies on PvE will be trick or treating.
The zombies really want to go trick or treating, and nothing will get in their way. Zombies will spawn dressed in costume and have a chance of carrying a trick, a treat, or a trick or treat basket. The zombies will be slightly stronger than normal, but should not be too difficult to beat. (about the same level as the mods from the Rev 25 sta-cation event)
This event will be full of collectibles which will include:
- 20 costumes (skull, shirt, pants, boots)
- 9 treats
- 9 tricks
- 6 trick or treat baskets
Don't Forget! Halloween Town's Halloween Party will be held on Friday Oct 29th and Saturday Oct 30th at the usual event times.
It's that time of year again: Summer (or Winter, depending on where you are) is drawing to a close, the temperature is falling (or rising), and nighttime is stretching a few minutes longer (or shorter) every day. That's right, it's time to prepare for Nerd.Nu's 2021 Annual Semi-Charity Fundraiser! Just like last year, we'll be splitting the proceeds 50-50 (all Paypal fees being paid by us, of course) with Child's Play, a charity which donates toys and video games to children in hospitals around the world.
Full details will be forthcoming, but here's what you need to know for now:
The event will take place in early December
All other Nerd.Nu servers will be shut down that weekend
And most importantly, we're looking for build contributions from you, the community!
We're being tight on details involving the theme for now, but the setting will be a vast, ruined city. And what good is a city without buildings? Starting right now, a world has been opened on the Creative server where you can claim a plot and help add your own personal touch! On the Creative server, type /warp skyscraper and you'll be taken to a world with large plots. Simply stand in an open plot and type /nerdplot claim to get started.
All plots are 55x55 blocks, including the border. You can't dig down past the dirt at y=63, but you can build all the way up to the sky limit!
Each player may only claim one plot for now, but you can add other members or owners to your plot's region.
WorldEdit is enabled for the owners of a plot.
Your skyscraper can be much smaller than 55x55, and you're allowed to make more than one building per plot. If you make separate, unconnected buildings, they may not be placed together on the final Fundraiser map.
All city buildings are welcome! You're not limited to skyscrapers, you can also make parks, theaters, fountains, apartment buildings, etc.
While there is no required theme or color scheme, if you'd like a little guidance, think Futuristic.
Since this will be a ruined city, all builds will start the event in a mostly destroyed state (though if things go well, they definitely won't end the event that way ;D) . If you have room in your plot to make an identical copy of your building, you are welcome to make a broken-down version of your build, but otherwise the staff will take care of it.
Interior decoration is completely optional, as most of the buildings in the event will not be fully explorable.
The Skyscraper world will be open for 6 weeks, and will close shortly after Speed Build on Saturday, October 30th.
The National Institution of Turning Wittiness Into Treasure Society has made it's return to PvE.
The NITWITS strive to stump you with riddles, codes, and hunts to test your wordplay repartee. The first challenge has been posted on the top floor of spawn. A reminder of how to play can be found on the back side of the wall. New clues will be added periodically, but all starting clues will be kept up so the hunt can be done at your own pace.
Each hunt will be in three parts:
Part one a riddle - will be posted in the book on the lectern on the top floor of spawn. Click the corresponding sign with the correct answer and you will be given a piece of paper with coordinates. Take the item from the riddle to this location and find. . .
Part two a code - break the code and you will be led to an area of the map. The area will be a town, portal, or landmark.
Part three a hunt - explore that area for the NITWITS iconic sculpture to earn your prize! You will need to click the beacon sign with the paper you received at spawn to earn your prize. The Location given in part is only an area (aka, If I didn't get permission from an owner you may need to look on the outskirts of the location rather than within.)
*Make sure to have at least one inventory spot open to receive items from sign clicks.
*Beacons can be found high or low, in caves, behind doors, and maybe even in buildings, but will always be accessible without digging or building.
*New riddles will be added periodically, so be sure to check back once in a while.
*Be sure to keep all prizes, as a reward for completion is a very good possibility
Please contact me with any questions or concerns or anything really!
But most of all Have Fun!
As was hinted in the Rev 27 announcement post, we now have a PvP toggle on PvE! It's a pretty basic plugin, with just three commands: /pvp on, /pvp off, and /pvp list.
Turning PvP on will give you a red name in the scoreboard and above your head, as well as you showing up in /pvp list. For PvP to be allowed, both the attacker and the defender must have PvP on.
With this plugin introducing some new mechanics to PvE, we have new rules and guidelines to go with it:
Do not trick, bait, or pressure people into turning on PvP.
PvP enabled is at your own risk. Unplanned kills by random passers-by are one of these risks.
If there is an agreement to return drops after a PvP fight, this must be followed.
Combat logging, specific tool or armour use and other agreements are not enforced by staff. If someone you are pvping with breaks an agreement other than drops being returned, move on and don’t PvP with that person again.
Normal chat rules surrounding civility and abuse still apply.
There is a PvP clanchat for discussion of PvP fights, if it gets too spammy in general chat.
Remember you can use /dynmap hide or /dynmap show to hide/show yourself on dynmap.
You are now able to earn an elytra for killing the dragon in the end. However, it will not be an easy fight. The dragon is protected by 10 crystals. These crystals can only be destroyed by defeating the boss mob each crystal transforms into.
To start this epic battle, place 4 crystals around the end portal just as you would for a vanilla fight. All crystals will be invulnerable once spawned.
The player that places the fourth end crystal to spawn the dragon (the fight “owner”) will receive the prize box when the dragon is defeated, even if they’re off-line. If your inventory is full when the dragon dies and you own the fight, the plugin will record your victory and you can claim it later by running /dragon prize. You can check the current stage and owner of the dragon fight by running /dragon info.
Fights that are abandoned by a player unable to defeat the bosses will have ownership transferred by admins to a player willing to complete the fight. If you feel you cannot defeat the dragon solo, please ask for help or ask someone to take over before logging out. Admins can change ownership of the dragon fight for you. If there are no admins online, please run /dragon info and /seen on the fight owner, take a screenshot of that info, then modreq that the fight was abandoned (with an imgur link to the screenshot) BEFORE killing the dragon. Otherwise we cannot look back to see who to contact about the prize box.
The Prize box will be 1 of 10 different shulkers. Prizes will include the dragon head, elytra, a mob skull and other goodies. Want to be the Ultimate Dragon Slayer? Trade your dragon heads in for a dragon egg with the number of dragon fights completed as the egg name. Hang the egg in an item frame to show your DragonSlayer level! (DragonSlayer levels will start at 5 dragons killed, for higher levels you will need to trade in your lower level egg plus additional dragon heads)
A few more words from the padmins:
The DragonFight plugin was developed by totemo, and the bosses were designed by cujobear with input from all the padmins.
We reserve the right to adjust the difficulty of the fight and to make any changes as are necessary to correct any problems discovered. We will factor your feedback into this evaluation.
We also ask that you be considerate of other players and allow everyone an opportunity to obtain a set of elytras before you start trying to speed run the dragon fight.
We strongly suggest players go into this battle
- Well prepared with good armor, lots of food, arrows, shield, etc
- With at LEAST 30 mins to fight (first time will most likely take longer)
- Trying the battle with a group
- Sleep in a bed near the end portal before entering the end to fight
- Keeping spare armor, extra food, and weapons somewhere safe nearby
Edited to add-
Finally, I ask that players be respectful of each other and the arena that was built for this fight. Please clean up the arena after your fight including fixing carpet breaks, killing left over mobs, putting out fires, and picking up blocks and boxes / shulkers.
TL;DR There's a snapshots worlds download from Dec 2020, and we're planning on giving you the snapshots server back with a blank canvas as soon as the 1.18 snapshots arrive in the launcher and we consider them stable.
It has been over 6 months since the snapshots "chaos" server has run. It has been a long wait, and I think it's proper to explain why.
Snapshots was initially conceived as a low-stability "no promises" pure vanilla server, with no final map download to be offered. However, you the players built nice things and got quite attached to the world, so we committed to offering a final download and resolved to try to keep continuity of the world, if at all possible.
The new nether generation in 1.16 led us to consider how best to integrate new terrain generation. pez252 looked into minimising the world size by discarding chunks with only a few minutes of load time using mcaselector. But then Mojang threw us for a loop and started changing the overworld terrain generation in 1.17 snapshots. If we had run the server on those snapshots, we probably would have locked the world out of future updates, because Mojang made no guarantees about compatibility.
We also considered the effect of upgrading the current overworld to incorporate the new caves and cliffs. We concluded that the new terrain generation would produce very unsightly discontinuities (flat walls at chunk boundaries) and that we should reset the world completely when the Caves and Cliffs Update terrain generation arrives.
As you may be aware, in the last day, a new experimental 1.18 snapshot was published by Mojang. It is not yet available in the launcher. You have to download it via the link they provide. It looks awesome, but it's still somewhat tentative, so we're going to hold off on running snapshots with it until it has settled a little bit. We think that when Mojang are confident enough to offer it in the launcher it will be about ready to offer it to you. That might depend on what Mojang does about the performance. We know that 1.17 currently needs a lot more RAM than 1.16. We expect further increases on server resources in 1.18, since the world will be 50% taller.
For now, please avail yourself of the final download from last year, snapshots-1.16-2020-12-11.tar.gz (10 GB, good luck with that!). The seed we used to generate that world was "WeGotBees".
Plugin is not ready, we hope to bring it to the server soon™
Towns with portals will be shown on the live map as a nether portal, we will not be adding a second house marker to the live map.
If you want /place for your town to lead players to a location that is not near the nether portal, you are welcome to ask for a /place, but a second marker will not be added to the live map.
If you have a mob farm that is open to the public, we will add a skull marker to the live map but will not be adding mob farms to the /place listing
Due to the custom generation used to create the map guardians are not spawning in the ocean monument, we have opted to add spawners to mimic the vanilla generation of guardians.
Due to the custom generation used to create the map, pillagers are not spawning in or around pillager outposts. We have opted to use the Beast-master plug-in to replace mobs in the area with pillager mobs, similar to how the end respawns shulkers. This will be implemented soon.
NETHER ROOF -
If you would like to purchase nether roof access please place 64 $pudcoins per 1 block of bedrock in a chest and modreq which blocks you would like removed.
You must remove all possible blocks that are not bedrock, admins will not clear excess blocks.
Theres is no limit to the size, we ask that roof access be located in the wild (global region) or above your own nether portal (please do not add holes above someone else's build)
MISSING ITEMS -
We realize that the Terra map generation is missing some of the flowers from the overworld. We have added Florence the Florist who will sell flowers and plants at the following rates:
1 $pudcoin or 128 seeds for 16 flowers or 1 double tall flower
If you find that other items from 1.16 are missing, please contact the admins.
LadyCailin has created a new notification system for PvE's suggestion box. We hope this change will help us keep on top of suggestions throughout the revision.
Another new feature added is that the padmins can respond to your suggestion in game. We will also keep a track of all suggestions and responses here
NEW COMMANDS -
Speaking of LadyCailin, she has also added a couple of new commands to PvE.
The first one is /cdefault which can be used to default your lwc shest lock before placing chests. Please remember to change your default back to private when finished using the default to make a number of region or public chests. Admins take no responsibility for chests being locked incorrectly which then led to a lose of items
Next is /shrug, which does pretty much what you expect it to.
REGION FLAGS -
We are still looking through the current set of region flags available and have marked the following as flags you can modreq to have set in a protected region (not a claim)
This list may be expanded later. Please remember that this revision is being used as a test revision and some of these flags may not continue to be offered.
For all Protected Builds (for decoration purposes only)
- Crop-Growth deny
- Vine-Growth deny
- Ice-Form deny
- Frosted-Ice-Form deny
- Allow-seating deny
- Use-Trap-Door deny
- Use-fence-gate deny
- greeting messages
- farewell messages
For Arenas Only
- Enderpearl deny
- Chorus-Fruit-Teleport deny
- PVP allow
- Mob-Spawning deny
So the revision has been up for almost a week, and we are starting to get questions about spawn rail connections.
Sorry this detailed information was not included in the revision info post.
Spawn rail station has a total of 256 outgoing rail lines and it is set up so that you can either add a drop to an underground rail, or build overland rails in any direction.
We do ask that all overland rails be made with consistent materials from start to finish, and any bridges be completed. In other words, please make overland rails look nice. Each destination is a block and wood combination. The outgoing lines have their destination selector combo at the edge. Like this Please make a mod request stating which line you would like to use and what name/town name you would like listed on the directory board. You can also make a modreq so admins can help you connect your rail in the spawn region.
For incoming lines there is also an option for overland or underground returns.
For overland rails, there is a return drop at each corner of spawn as seen here
For underground rails there is a water elevator return located at -46, 11, -10
Incoming rail lines will need to be a collaborative effort among all the players and we hope that having incoming rails join to share 1 of the main lines into spawn will not be an issue. We do ask that you contact the rail builder before joining your rail into theirs. Feel free to modreq to ask who the line belongs to.
Contact a padmin with any questions you still may have.
Let's end this revision with a BANG!!
The server will be brought down at this time for the final save and it will take approximately 2 hours for the map to come back up for Chaos.
We are planning to have pvp enabled and keep inventory turned on.
Please do not pre-add lava, withers, etc. We would like to have the final map save look like what PvE is really like and not like everyone was preparing for the apocalypse.
See you on the other side!
All good things must come to an end, and Revision 26 is no exception,
As you may be aware, Mojang has split the 1.17 update into 2 parts.
This, unfortunately, threw our original plans for Revision 27 for a loop. Without the new blocks and terrain we had been expecting, we had to go back to the drawing board.
Rather than waiting on a release date for the 1.17 update, we have decided to move forward with a new revision, but with a bit of a twist!
This revision will be a bit different than the recent revisions we have hosted on nerd.nu.
To start, we plan on Revision 27 to last 4-6 months instead of the 6-8 month revisions we have hosted in recent years. We are hoping that this will help to get back in sync with Mojang updates.
Because we expect the revision to be shorter than usual. this will be a simplified revision. We have opted out of an overarching revision theme, instead the spawn will be simplified and custom mobs, drops, and dragon fight will be omitted or simplified.
As part of the changes due to the shortened length, we would like to use Revision 27 as a test for implementing some changes to our usual policies. Examples of some of the changes we are looking at are personal nether portals and changes to how claims are marked. (see below for more details) However; please understand that no decisions have been made final and all final decisions will be announced in the info post that is released 24 hours be revision launch.
We have made the decision to announce the launch date a bit early with the hopes that the community can also offer suggestions and input in any changes they want to see us try.
PvE Revision 27 will launch on June 25th (5 weeks from this Friday)
Some of the policies we are looking at updating:
- Allow portal placements by any player.
- The connection radius of portals can be reduced and would lessen crossed wiring
- Personal PvP toggle
- We are still discussing the implications of this idea
- The Not Quite SOOO Perfect Villagers
- Looking into changing the villager trade setting so that they are not as OP
- Usable region flags
- We will create a list of region flags we will allow players to request on their protected area.
- Current flags include vine growth deny and trap door use deny (for decorative trap doors) we hope to expand this list
- New claims system
- This is the biggest one. Please read the Region Changes Document for more detailed information. This was a proposal written by zburdsal.
- Sleep vote
- A game rule will be added to 1.17 to handle sleep voting on a server. At this time we will wait for the vanilla gamerule rather than adding a plugin.
Please feel free to offer any other suggestions or input of ideas you would like to see discussed.
We look forward to another exciting revision!
~ the padmins