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Modification of the Month #21 - November 2024

Welcome back to Modification of the Month to my 2 active readers, and welcome to all of our new readers who want to know how things previously worked and work now! This is where I endlessly ramble about Nerd's latest tech happenings. Come back every once in a while! I don't bite :)

There will be a TL;DR at the end for people not wanting to read through the last 4 months of confusion and pain I endured.


IT'S HAPPENING!!!!!!!!

I'd like to begin by thanking Pez252 and Deaygo for the help they provided for this major update. I literally would have still been flopping around like a fish trying to figure out how to make the websites work >_>. I'd also like to thank the mod team and some players I kidnapped off of the street for helping me test everything.

The biggest question right now is probably: What changed? Which is followed by a close second place: WHAT DID YOU DO TO MY MCBOUNCER YOU MONSTER???

3 major systems were redone to modernize the very base of Nerd's functionality. This post will navigate each one in the order I discovered things were breaking, meaning we'll start with the very base of it all: The proxy.

The Proxy

BungeeCord has been replaced by Velocity. Bungee worked pretty well for a long while as we've used it for over a decade at this point. The biggest problem we had with it is that one of our plugins needed for version updates, ViaVersion, dropped support for Bungee entirely. The reason why that's so significant is because if we update the dev servers to 1.21.3, we also need to update BungeeCord to 1.21.3. But if PvE is on 1.20.4 and Bungee is on 1.21.3, nobody can join because of the version difference! ViaVersion would let us bridge those versions together so I could crash the dev servers repeatedly while you all played on P.

The update to Velocity has nearly 0 effect on you. It's a significant shift on the tech-end of things as our old Bungee plugins no longer work on Velocity. See where I may have problems? Disregarding the foreshadowing, the one thing you may see while playing is that the proxy no longer restarts. At all. It will be a continuously running network unless I need to perform maintenance on it. Now that doesn't mean the servers don't restart... ʸᵉᵗ

LuckPerms

But Gome, we already run LuckPerms! I saw it when I sneakily ran /plugins!

We do currently run LuckPerms, that's correct. However, it was a weird system. We had LuckPerms on each server and those each hooked up to their own H2 databases. Each server had an independent permission suite tailored to that specific server... except for moderator permissions?

Moderator permissions were handled by a different plugin, BungeePerms. This plugin ran at the proxy-level and gave staff the same permissions for certain commands regardless of what server they were on. I knew this plugin had to go as soon as I became a TAdmin when I ran the command to list the groups and it crashed my client multiple times, but this was the nail in the coffin. Why are our permissions so spaghetti-like? This was our chance to get rid of BungeePerms once and for all, so I did it! I ran rm bungeeperms.jar like it was nobody's business.

Nerd is now overseen by LuckPerms entirely. But in a different way! Each server still has LuckPerms running on it, but there's also a LuckPerms instance on the proxy. The proxy-level one communicates with all of the server LuckPerms to make sure things are in check and working, while we now have one central database for all of the permissions! We no longer have upwards of 4 different databases keeping track of targeted permissions. It's all under the one database using the beautiful context system. If I want players to be able to run /sit on P and C but not the lobby, I can have a single permission node for that and specify that it's true in all cases except on the lobby. This makes figuring out permissions insanely easier and also reduces the chances of broken permissions or, as some may have seen recently, stray past moderators!

MCBouncer, My Beloved (And Also LolNo)

Now is the big part. This is realistically the only part of this update that affects you, the player.

MCBouncer has supported Nerd's punishments for a long, long time. Longer than most of you have been playing here. 13 years is an insanely long time, but we need to send it off into retirement. Thank you to Deaygo for maintaining the servers that hosted MCBouncer for all of these years.

Nerd has never needed anything too fancy. We issue notes, occasional warnings, kicks, and sometimes bans, too. MCBouncer provided us with all of that, and we needed nothing more.

MCBouncer started showing signs of decay some time ago. Bit by bit, very small things started breaking. Near the end of its time on Nerd, it had stopped sending mods a message when a player joined with notes. Not a huge downside, but it still was a bit of a loss. That note mechanic was mostly useful for when MCBouncer was widely used and we had players joining from other servers that we could be alerted for. Nerd was the only remaining user of MCBouncer at the time of its removal.

We had no reason to keep using a shared punishment system. We were the only ones using it and weren't reaping any of the benefits it used to provide. Additionally, it was being used at the proxy level on BungeeCord, which we now just killed. Whoopdeedoo, I need to update this sucke- nevermind that code is old and scary and I don't want to. Because it was on the Bungee level and due to how basic its commands were, CommandHelper actually completely carried it. All commands mods used to interact with MCBouncer were sent through Bungee messaging channels that started at CommandHelper to ensure that you stayed banned. This broke a lot of things, so it was no good.

A discussion was started a few years ago to see what the best options were for replacing it. The conversation mostly fell flat as no alternatives at the time provided what we needed. A few years later, we found one!!

Welcome the new intern: BanManager

BanManager has a classy, modern new website at https://bans.nerd.nu. We were able to import every single bit of information we had from MCBouncer, so all bans and notes remain in place. You thought you could wait those notes out? Not anymore! Active bans are still visible, as are all previous notes, but under a new name: warnings.

We've also had a weird setup for all of our punishments: This is a list of the plugins that handled punishments and what they handled:

  • MCBouncer - Bans, Notes.
  • LolNo - Mutes.
  • CommandHelper - Warnings, MCBouncer crutch.

BanManager handles all of them under one roof, and more! The new system allows for better handling of punishments, easier management of them, and an infinitely friendlier UI.

As a result of this, LolNo will no longer be around. Its other core functions will be merged into NerdMessage at some point.

You, the players, still have access to all the same information you had before like active bans and notes (which are now warnings), but you now have a few extra things to see: past bans, current mutes, and past mutes. MCBouncer stopped displaying bans once removed, but this will keep them around for longer.

THE RULE ABOUT NOT DISCUSSING BANS STILL APPLIES FOR BOTH PRESENT AND PAST BANS.

You will also notice a big button that says "Appeal". This will be used at some point in the near future, but, at the time of writing, we will still be using nerd.nu/appeal.

We salute you, MCBouncer. You served us well.

MCBouncer, chilling on the beach

The TL;DR

As promised, here's a breakdown of what's changed:

  • The proxy has changed from BungeeCord to Velocity
    • The proxy will no longer restart. Not much else that will impact players.
    • Some plugins have been replaced
      • BungeePerms -> LuckPerms
      • BungeeResourcePacks -> VelocityResourcePacks
    • Some plugins have been updated
      • ViaVersion
      • ViaBackwards
    • New plugins
      • CommandWhitelist - Replacing "CommandBlock" on the main servers
      • MiniMOTD - Gives us a cooler multiplayer menu look B)
      • Maintenance - Allows for individual server shutdowns when work needs to be done. Has a separate whitelist and timer functionality
  • LuckPerms was set up in a more efficient way
    • Hooks up to one central database now instead of 3 smaller ones
    • Relies on LuckPerms' context module for specific permission scenarios
    • Solves the issue of past staff randomly getting their permissions back
  • MCBouncer has been replaced with BanManager
    • Accessible at https://bans.nerd.nu
    • All data was able to be imported from MCBouncer
    • Players can now see active bans, warnings, and mutes as well as past bans and mutes. DO NOT DISCUSS BANS, PAST OR PRESENT, AT ANY TIME.
    • Appeal button is present on home page. Not to be used, see https://nerd.nu/appeal.
  • PvE, Creative, and Lobby had LolNo and CommandBlock removed.
    • Functionality of both have been migrated into new plugins:
      • LolNo -> BanManager and NerdMessage
      • CommandBlock -> CommandWhitelist

Ping PPGOME in discord if a server, or multiple, go offline, permissions break, or https://bans.nerd.nu goes down. Do not ping in any other scenario. Make a modreq so we can triage the problem properly.

The path has been paved for great things.

Thanks for reading, PPGOME

Modification of the Month #20 - October 2024

Welcome back to Modification of the Month where if you placed bets on how late I'd be this time around, you all owe me money! I'm now 1 moneys richer (Thank you one person who knows these blogs exist)!!!

We're entering the final phases of the first phase of the overhaul project. This project will be modernizing critical backend infrastructure and mod tools, while also removing the cage that the modern server software landscape has placed around me. Please help me.

This is a major change to the servers and there will be a decent bit of downtime involved to get everything in place, reconnect all the thangs, and make sure it all works properly. We're hoping it will be sometime during November, but in any case we'll provide you with plenty of heads up.

And since this is the tech blog, this is where I'll repeat what the HAdmins have shared in discord. Please do not contact any of the TAdmins directly for each bug you find. Please make a modreq and we'll load it into a new system we have to keep my pebble of a brain from forgetting it exists.

Additionally, until this big overhaul is released, bug fixes will no longer be put out for any of the servers unless they're genuinely critical. That doesn't mean you shouldn't report them to us, though! Phase 2 will be a lot of bug fixing and I'll need whatever you come across. Just make sure to provide as much information in these modreqs as you can.


General Change Log

  • October 23rd - Pez252 - Set up HelpHelp to be way easier for server admins to update server info whenever they need to.
  • October 27th - PPGOME & Pez252 - Introduced new system to streamline the bug/feature/documentation process.

Web Site Change Log

  • October 27th - PPGOME & Pez252 - Introduced new tools for admins to keep better track of tasks across their respective domains. Gome's ADHD approves.

Creative Change Log

  • Nothing much. Your time is coming C, I promise

PvE Change Log

  • [pretend there's crickets here, the website doesn't like emojis] Cricket noises intensify

Yours truly, the guy down there ↓↓↓

Modification of the Month #19 - September 2024

Welcome back to Modification of the Month where we predicted my inability to catch the date correctly from the get-go! We're only a week late, though. Taking bets on how late we'll be next time.

Not much this month, either, as we continue to work through infrastructure improvements and cool new things.


General Change Log

  • September 2nd - PPGOME & Pez252 - Moved the development servers to their own network under a new proxy that's being tested.

Web Site Change Log

  • Nothing much.

Creative Change Log

  • Nothing much.

PvE Change Log

  • September 1st - PPGOME - Updated MobLimiter to now house the mechanics of KeepBabyMobs and LimitSpawnEggs under one roof.
  • September 1st - PPGOME - Removed KeepBabyMobs.
  • September 1st - PPGOME - Removed LimitSpawnEggs.
  • September 20th - PPGOME - Managed to carry dragon fight over without crashing the server in horrendously terrible ways!

Nightmare at the Fair!

The custom dragon fight is here!

Starting Friday night after event (approx. 9:30pm Eastern US) you will be able to earn an elytra by defeating the Dragon and the 10 bosses that protect it. This is a custom fight, and will not be easy.

To summon the dragon you must place 4 end crystals on the 4 sides of the exit portal in the end. All crystals will be invulnerable once spawned. Each crystal will summon a boss mob that you must defeat before you can do any damage to the dragon.

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 20 different shulkers. Prizes will include the dragon head, elytra, 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 help and suggestions from staff.
  • 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

  • Be well prepared with good armor, lots of food, arrows, shield, etc
  • Be sure to have at least 30 mins to fight (first time will most likely take longer)
  • Try the battle with a group, and take turns summoning the dragon
  • Sleep in a bed near the end portal before entering the end to fight
  • Keep spare armor, extra food, and weapons somewhere safe nearby

We ask that players be respectful of each other and the arena. Please clean up the arena after your fight including killing left over support mobs, putting out fires, and picking up blocks, boxes, and shulkers.

And finally, I want to thank everyone for their patience.

~cujo

New PvE Feature!

Players can now request Easy Signs!

Players can now request a limited number of easy signs to be added to their town or event.

We tested the idea with OleToothless' Escape from Pompeii event, and now we are opening the option up to all players! This is a great way for towns and builders to add seek and find type event to their builds. or just a great way to give a souvenir to those that visit!

Easy signs requested by players are allowed 2 actions only:

  • Max use 1 - this limits the sign use to once per player
  • Give held - this will give 1 item to any player who clicks the sign

To request a sign you will need to provide the following information and items -

  • the sign written as you want it to look and waxed (dye and glow are optional)
  • the item you request to be given (see below for more details)
  • 32 Nerd Tickets

More information about the items you can give away via an easy sign:

  • You must turn in 64 items per easy sign to give away. (or 54 for non-stackable items, 2 shulkers)
  • The item must be named via anvil to EXACTLY how you would like it named for the easy sign
  • There will be no text color, lore, or enchants added to the items by padmins, they will be given to the player exactly as you make them in game

If you are requesting multiple signs for an event, use a book and quill to list the coordinates of each sign and place that at the first location. Then at each sign location place a chest/shulker/or barrel with the items & payment for that sign. This way only one modreq is needed.

Other Notes:

  • Max number of signs per player will be set at 20 for now.
  • All normal server rules apply (no NSFW, etc)
  • Make sure to check how your sign looks in vanilla, as some mods change text size and text will show as cut off for vanilla players.

Padmins reserve the right to deny any sign request

Modification of the Month #18 - August 2024

Welcome back to Modification of the Month, where we're only a day late! Not too much happened this month as a lot of the tech work right now is bigger plugins.


General Change Log

  • August 8th - PPGOME - Added /tableflip, /unflip, and /cheer

Web Site Change Log

  • Nothing much.

Creative Change Log

  • August 29th - PPGOME & Pez252 - Bluemap is added, replacing Dynmap.

PvE Change Log

  • August 8th - PPGOME - Updated MobLimiter to avoid culling allays holding items

Modification of the Month #17 - July 2024

Welcome to Modification of the Month! We're changing up the formula a bit from Totemo's Tweak of the Week blogs, as not many updates happen between weeks and so PPGOME has an excuse when he forgets to publish these!


General Change Log

  • July 12th - PPGOME - VehicleControl is fixed for 1.20.
  • July 13th - PPGOME - Updated NerdMessage to only stop alerting players of new mail once they run /mail inbox, instead of their first join after receiving it.
  • July 14th - PPGOME - Fix, clean up, and add a few CommandHelper commands.
  • July 19th - Pez252 - System patches.
  • July 20th - PPGOME - Removed Rifle's Chairs due to how broken it was. Replaced with GSit. Same functions, but now with /sit and /lay!
  • July 20th - PPGOME - Added some new moderator commands and made links clickable again in a variety of message formats.
  • July 28th - PPGOME - Added /pants.
  • July 28th - PPGOME - Modified some moderator commands.

Web Site Change Log

  • July 19th - Pez252 - Forums are updated.

Creative Change Log

  • Nothing much.

PvE Change Log

  • July 12th - PPGOME - Moblimiter is fixed for 1.20.
  • July 12th - PPGOME - /maps is updated to remove the unused carto map link.
  • July 14th - PPGOME - Attempted to fix Rifle's Chairs as sitting was broken and players were clipping through chairs into the ground below.
  • July 14th - PPGOME - Fixed perfect farmers to now include cookies.
  • July 14th - PPGOME - Fixed various bugs, including the notorious fall bug that caused players to die mid-air.
  • July 16th - PPGOME - Changed /dynmap hide and /dynmap show to now be /bmap hide and /bmap show. Can also use /bmap to toggle between the two modes automatically!
  • July 16th - PPGOME - Updated some moderator commands.
  • July 16th - PPGOME - Increased the shulker cull limit in Moblimiter to avoid breaking shulker farms.
  • July 17th - PPGOME - Fixed bugged states in Moblimiter where some mobs had cull values but the plugin never acted. Includes foxes, axolotls, and frogs.
  • July 18th - PPGOME - Tested and discovered that the new death pile item radius is a new in vanilla and is meant to explode that far out. Nothing will be changed.
  • July 20th - PPGOME - Added a Xaero's minimap waypoint message to /place, so players with that mod can now click to add the /place to their maps.
  • July 20th - PPGOME - Updated KeepBabyMobs to make tadpoles stay tadpoles when named.

Padmin Ponderings

Hello Nerds!

We are just over a month into Revision 30 and wanted to take a moment to give a few quick updates.

Photo Contest Winners!

The votes have been counted and here are your winners

First Place

Marin Martian by CARnivore_nds

Fireworks by cujobear

Second Place

Busy day at CFC by Chef_zuul

Third Place

Astral Plane by Chef_zuul

Loved Up by cujobear

The Starting Line by Chef_zuul

At the Drive In by CARnivore_nds

Thank you to all those that stopped by the Arts building to vote. Prizes will be handed out to the winners as we see them online.

The Village of the Cities

Don't forget to claim a plot to represent your city/town/build at spawn!

There are still plenty of spaces available. To claim a space, stand in the numbered plot and make a modrequest.

We would love to see everyone represented in spawn.

Dragon Fight

Once again, life likes to play havoc on our free time and we are slightly behind schedule in releasing the dragon fight.

Planning and development are under way and we will release it as soon as possible.

Suggestions

Padmins have pulled the first batch of suggestions from the suggestion box and hope to have responses posted to the forum by this weekend.

Thank you for your submissions, we appreciate your comments and ideas.

There were a couple of suggestions asking to add information to the Rev 30 info post. We will be updating (or in some cases, have updated) the info post with new information. Make sure to check the info post for information regarding the revision throughout the rev.

~the padmins

Creative Revision 38 Launch Date & Details

— General Info —

Map size: 7000 x 7000, same as Revision 37. The map was generated using World Machine and World Painter, it's the first map to have generated underwater features such as coral/kelp with warm ocean biomes.
We will be launching on Minecraft 1.20.4 (same version as PvE)

Map features include: Large water body with rivers, mountainous terrain combined with superflat plains including low terrain to utilize the full height limit.

— Spawn City —

Yes spawn city is coming back, and in force! The general inspiration for the spawn area is the San Francisco Bay. The city comprises over 400 plots (yes you read that right). It might be the most extensive spawn city to ever feature on c.nerd.nu !

It comprises :

  • Downtown plots for skyscrapers and other large buildings
  • Shop plots in various sizes
  • Residential plots for : suburban homes, beach mansions, row houses and apartment complexes
  • An industrial district
  • Some park plots within the city
  • A large campground on the outskirts of town in the mountains
  • A marina with boat plots
  • A forested area for cabins
  • Many of our minigame arenas are also integrated into Spawn City.

— Launch schedule —

TNT party beginning approximately 24hrs before launch.

Saturday June 22 at 8PM Eastern Time : Launch of revision 38

Note that there will be no regularly scheduled event due to the launch of the revision. We will resume event schedule the following week!

— Multiverse info —

Redstone, Map World, Testbuild: Builds and plot ownership will transfer to Rev 38 Current Rev 37 map will transfer and be accessible via /warp Rev37. It will be in read-only mode. Make note of your current build coordinates so you can locate it, modreq for ownership and use World Edit to copy/paste to your new claim.

— Warps —

Standard warps will include the classic BigTown and Pixelart, as well as warps to minigames, and warps to districts of spawn city, Warps for player builds will be granted to significant builds as the revision progresses. Send us a /modreq if you think your build is worth a /warp !

— What’s new in Minecraft 1.20 —

If you don’t know already, 1.20 has plenty of new additions which will be useful for Creative:

  • Bamboo: Planks, buttons, doors, fences, fence gates, pressure plates, signs, slabs, boats, stairs and trapdoors.
  • Cherry tree: Planks, buttons, doors, fences, fence gates, pressure plates, signs, slabs, rafts, stairs and trapdoors.
  • Chiseled Bookshelf
  • Decorated Pots
  • New Flowers: Pitcher Plant, Torchflower
  • New pets: Camels, Sniffers (which you will be able to spawn with /pet)
  • Hanging signs
  • Various decorative items

— Teaser Screenshots —

Happy building!

Rev 30 Info Post

Rev 30

Introduction

At 11:30 am on Saturday, Jun 1(Eastern US) Revision 29 will draw to a close. There will be a downtime of approximately 1.5 hours if all goes well, and we plan to launch Revision 30 on Saturday, June 1 at 1:00 pm US Eastern Time. We will be launching on 1.20.4. In this document we hope to lay out the information you’ll need in preparation for the new revision.

Please read the following thoroughly, as while some of the information is a refresher, new policies, plugins, etc are described below.

Expectations

We strive to design each revision in a way that every player can enjoy playing in their own style. However, you must make sure to follow the server rules and play respectfully. Please read the rules at spawn, even if you have been around for many revs, a quick reminder doesn’t hurt! For restarts, always try to avoid logging out while in a minecart or on a horse, while flying, or with a chest open - just in case it results in a loss of items or life.

Staff reserve the right to take appropriate actions against any player in order to maintain server harmony.

Theme

This revision, our general theme is Fairs! Welcome to the Rev 30 Nerd Fair. In the fairgrounds you will find displays of Nerd.nu’s history, art, agriculture displays, and of course rides and food stalls! Our custom currency will be Nerd Tickets. You will be able to use the currency to buy portals and holes in the nether roof, as well as items at the fair and from wandering traders. As always, players are under no obligation to build within this theme, participate in any challenges or events, or collect collectibles.

The Lost Pavilions

Once again we ran a build contest and this revision we chose 27 builds to pre-place across the map. When you find one of these builds, hunt for a sign to collect your prize.

Builders include mats1300, za_zaa, layla_moon, j4bble, CARnivore_nds, treppich, Ulyn_, Omega_Orion, Daisydushess, baronHark, zongsoe, OleToothless, King_of_queso, and buzzie71.

Bots

We understand that many players enjoy the benefits of having a bot/alt account sit idly at a grinder while playing on their main account. We also, however, want to make it clear that our goal is to have a playable server the whole community can enjoy. Please do not use bots for at least the first month of the revision. Starting July 1st, if you decide to use a bot we ask that you set up automatic logging, set to log out once per hour. Padmins reserve the right to kick any bot (or idle player) found with built up mobs/items at any time necessary to improve server performance.

Overworld

The overworld for this revision will be 10,000 x 10,000. We once again used Minecraft’s vanilla generation to allow the new biomes and structures to generate. Look for those new cherry trees and that suspicious looking sand and gravel. Ores have not been plumped.

Spawn

Revision 30’s spawn theme was chosen by cujobear and designed and built by TemporarilyAlive and cujobear with sprucing done by the padmins and the moderation team. The fair island includes a rail station, stables, traders and much more!

Once again we have spawn secrets hidden by staff. Make sure you explore every nook and cranny of spawn! HOWEVER - New this rev we have separated out Spawn Challenges. Make sure to visit the challenge tent. We currently have 9 challenges, and hope to include more later in the revision.

If you would like to connect a rail line please /modreq and list which connection you want. Cardinal road builders, we expanded the cardinal road off the main fair island. You should be able to connect from there, please let us know if you need help blending the road into the spawn region

Village of the Cities

The Nerd Fairgrounds has a special section set aside to highlight the towns and cities of Nerd.nu. There are 28 claimable plots for players to build something to represent their towns. These plots will be assigned on a first come first serve basis. To claim a plot for your town stand near the plot sign and /modreq I would like to build in this plot please. These plots are meant to be embassies or visitor centers representing your town (past or present) DO NOT use these plots as a storage dump or early rev base. Plots not used in a timely fashion will be forfeited and given to another player interested in building.

Nether

This revision’s nether will be a 6000 x 6000 vanilla generated map. The nether spawn area has been left for players to develop. If you would like to take on the task of designing and building the nether spawn hub, make a claim request just as you would in the overworld.

Nether portals

There is a change to Nether Portal pricing this revision!

The revision will once again start with 9 preplaced nether portals, one at spawn and eight hidden around the map. The eight preplaced portals will be a hidden sign. If you find one of these signs out in the world, punch the sign and it will automatically create a modreq claiming the portal and announce in genchat that you have found a portal. (If multiple players hit the sign, the lowest numbered modreq will be counted as the owner of that portal) The portal frames for preplaced portals must be placed within 2 weeks of the modreq and within 100 blocks of the pillar. These portals will be lit by padmins for free.

Still want your own portal? You can buy a portal of your own, once all 8 preplaced portals have been found. The cost of a portal will now include a padmin dopple head and 1 portal shard per portal space, this makes the smallest possible portal (2x3) cost 6 portal shards and 1 padmin head. Portal shards can be purchased at the spawn traders for 64 Nerd Tickets each.

Padmins encourage towns near each other to work together to create a portal hub towns can share. Padmins reserve the right to deny portals that may be too close or may interfere with previously placed portals. (Click Here to see a list of the locations of the found portals)[https://docs.google.com/spreadsheets/d/1HN8g1mafEGEIUUvmXz7ZxXW32GgwCx9JTB-H7aufx1Q/edit?usp=sharing]

The End

Cheezychicken has, once again, custom generated the End. There are plenty of resources to gather spread across islands on this 5000 x 5000 map. Shulkers will continue to be a respawning mob throughout the end!

Dragon Fight

The dragon fight will be vanilla for the first month of the revision, and no elytra will be awarded. This will allow time for players to explore. Following that, the custom dragon fight will return, with new stages and a guaranteed elytra drop.

Claims

We are continuing with the claims system we currently have in place. Once you have 4 clearly marked corners /modreq to have a moderator create your claim. They do not need signs, a fence or a continuous wall, BUT including those visual markers will help to make your claim clearer to other players. A build-allow region will then be created for your claim, which will allow for everyone to gather resources from the area but also make it clear that someone intends to build in the area. Claims must be rectangles with 4 clearly defined corners, staff will not make oddly shaped claims. Remember claims do not protect your area, they are meant only to notify players of your intent to build there. If you want to find out if you are currently in a claim, use /rg i. Claims should not be excessively large and, while not required, we recommend a buffer of 3-5 blocks between claims. Claims must be used within a reasonable timeframe and cannot encompass other claims. Padmins reserve the right to resize or remove unused claims

Protections

Protections will continue to be granted and created under the same policies as previous revisions. Once your build is mostly complete /modreq to ask for protections and a mod will create a region around your completed build. Less complete builds in higher risk areas may be protected to prevent grief. We will NOT protect natural resources or unbuilt areas.

Iron Golem Spawners

With the relative ease that high speed golem grinders can now be created, we will continue allowing players to create their own vanilla golem grinders. Please be efficient with your villager usage and don’t use too many. The PAdmins reserve the right to convert any and all golem grinders to spawners if it is deemed that they are causing excessive lag.

Villagers

To help mitigate server strain caused by villagers, this revision we will continue to offer perfect villagers. Perfect villagers are villagers which have all possible trades for their profession. For this rev the max trade limit will remain at 1000 so your villager will need to be able restock from time to time. The idea is to only need 1 villager of certain professions per villager market. Make sure to keep your villager safe, as those killed by natural causes will not be replaced and will need to be repurchased.
To get a perfect farmer you will need to train 5 farmers to expert level (1 carrot farmer, 1 beet farmer, 1 potato farmer, 1 wheat farmer, and 1 melon & pumpkin farmer. Place the farmers in an enclosure and include a chest with 5 stacks of emerald blocks nearby. Make a modreq that includes the location of where you would like the villager placed and what biome style you would prefer. A padmin will collect the payment and place 1 perfect villager.

To purchase a perfect cleric you will need to train 5 clerics to master level. Then place 3 stacks of emerald blocks in a chest near those clerics. Next make a modreq asking for a perfect cleric. Please include the location you would like the cleric to be placed and if you would prefer a biome type for your new trader.

To purchase a perfect butcher you will need to train 5 butchers to master level, 1 each of the 5 possible meat trades. Then place 3 stacks of emerald blocks in a chest near those butchers. Next make a modreq asking for a perfect butcher. Please include the location you would like the butcher to be placed and if you would prefer a biome type for your new trader.

For a Perfect-ish Mason you will need to train 10 masons up to their highest level (master). Each mason should have 1 of the 16 possible terracotta trades (for a total of 10 different color trades) When you have the masons trained, place 6 stacks of emerald blocks into a chest near the trained masons and make a mod request for 1 perfect mason. Please specify the location you would like the mason to be placed and if you would prefer a biome type for your new trader . This Mason will not carry everything available by having multiple masons, but should cover 99.9% of what you would like a Mason to offer. The Perfect-ish Mason will have the following trades: 20 Stone → 1 Emerald 10 Clay → 1 Emerald 16 Granite → 1 Emerald 16 Diorite → 1 Emerald 16 Andesite → 1 Emerald 1 Emerald → 10 bricks 1 Emerald → 1 White Terracotta 1 Emerald → 1 Orange Terracotta 1 Emerald → 1 Magenta Terracotta 1 Emerald → 1 Light Blue Terracotta 1 Emerald → 1 Yellow Terracotta 1 Emerald → 1 Lime Terracotta 1 Emerald → 1 Pink Terracotta 1 Emerald → 1 Purple Terracotta 1 Emerald → 1 Gray Terracotta 1 Emerald → 1 Light Gray Terracotta 1 Emerald → 1 Cyan Terracotta 1 Emerald → 1 Blue Terracotta 1 Emerald → 1 Brown Terracotta 1 Emerald → 1 Green Terracotta 1 Emerald → 1 Black Terracotta 1 Emerald → 1 Red Terracotta 1 Emerald → 1 Quartz Block 1 Emerald → 1 Quartz Pillar LIMIT 1 PERFECT VILLAGER OF EACH TYPE PER TOWN. Additional vanilla villagers should NOT be added to markets once a perfect villager is in place.

Spawners / Grinders

While private farms/grinders are not in the spirit of PvE, we will be continuing with the established policies. You can set your vanilla mob (zombie, skeleton, spider) or iron golem grinder to be private and you do not need to share any of the drops (please add a sign stating it is a private farm). The exception to this rule will continue to be for guardian grinders and blaze grinders which must remain 100% public at all times. We also encourage nether gold farms and bartering markets to be kept public. This revision we will not be including custom spawners from the start of the rev, however padmins do reserve the right to possibly add custom spawners later in the revision or as event prizes.

HeadMart

For Rev 30 we will continue to use Headmart! The physical headmart store has been closed and you can now buy your decorative skulls remotely. There are now around 75,000 skulls to choose from! You will still need to purchase Custom Skull Tokens from the traders at spawn. Once you have a Skull Token in hand type /headmart to open the shop. A menu will pop up and you can browse through categories or search by clicking the compass. Do not click on a skull until you are ready to purchase it. If you would like to see a skull before buying, we suggest you hop over to the Creative server which is also running this plugin. You can also search the website https://minecraft-heads.com. Padmins will not refund any purchases.

Events

Weekly Events

When we created the weekly events we were hoping to encourage more player run games with staff in attendance to help out. Over the last few revs it has come down to staff running the events each weekend. While we have the regular event times (Friday Night @ 7:30pm Eastern and again on Saturday @ 1pm Eastern) we encourage players to develop and host games at other times as well. To host an event make a modreq and a padmin will contact you for more information. Arena builders will be given 3 event tokens for building the arena and 3 extra tokens if they host the event. Participants at the weekly events will earn an event token and a collectible, winners will be given trophies.

Microblocks

Even though we have updated the headmart remote store, we will continue to offer the Microblocks Collection through Wandering Traders. This collection will be just for fun and no rewards will be given for collecting them all. Microblocks will also keep the same price of 1 diamond and 1 block.

Livemap

Big news! We are moving to bluemap the revision. Bluemap is a two in one option that allows players to flip between a top down and carto style view. We’re continuing the recent practice of having the livemap available from day one, but not having the terrain visible at the start. The live map will become available after 2 weeks or once players can provide a full map on the subreddit. Want your town/build added to the live map as a marker? Make a modreq. We will now add more builds and towns to the live map, even if they do not qualify for a /place.

Mapworld

Mapworld is bigger than ever! We have carried mapworld over from rev 29 and have also added more plots! You can teleport to mapworld from the main building in spawn. We will be continuing to do some maintenance early rev, but feel free to use map world at any time. Please remember that you must have an empty inventory to enter and leave mapworld. We have placed an enderchest near the entrance for your convenience. We have also added a command to mapworld's exit to automatically clear your inventory.

Plugins

We have had some major changes to a few of the plugins used on Nerd.nu.

Bolt

We have transferred from LWC to Bolt for lockable items. This will include chests, furnaces, etc. Please check out the Bolt section of the rules in spawn. We will update /help as time allows.

Blue Map

As stated above, we will now be using bluemap for our live and carto map.

Safebuckets

The Safebuckets plugin has been removed. Water and lava will now flow naturally in all build allow regions. Griefing builds by using flowing water and indirect pvp using flowing lava are bannable offenses.

Easy Rider

We will continue to use the easy rider plugin to lock horses, mules, donkeys, llamas and camels to players. However we are removing the leveling up part of the plugin to handle health, speed, and jump. Players will now need to use vanilla breeding mechanics for statistics.

Beast-master

We will continue to use beast-master for custom drops. However, killing mobs will not have a chance to drop currency. This should allow for vanilla style mob farms to work properly.Padmins reserve the right to use mobs for custom drops during special events and holidays, but will leave creepers vanilla whenever possible.

We will continue to run all other plugins. To see a full list of plugins visit http://wiki.nerd.nu/wiki/Plugins