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totemo

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Everything posted by totemo

  1. For #11, you cut through the end of a mineshaft and seconds later started digging down to the diamond, in contact with lava: For #15, you cut through the end of this blind cave to hit diamonds in an adjacent tunnel on the other side: For #19 was again tunneling into a lava cavern: #21 involved tunneling up under a diamond. You hit iron along the way, but it was obscured by stone and you left most of it unmined anyway: #22 was not overly suspicious, but you cut through the end of a mineshaft to another containing diamond very fortuitously:
  2. For completeness, I'll now briefly review the other evidence that led to your ban and I'll make some closing remarks in a subsequent comment. Diamond ore #8 was submerged in lava. You tunnelled straight down to the side of the pool containing it after destroying this spawner. You tunneled diagonally up to #9: You tunneled across to another lava cave to get to #10:
  3. Since this is in PMC and not on the github issue list, presumably for the sake of discretion, I'm commenting just to acknowledge the issue. I believe that it can be fixed in SafeBuckets itself.
  4. Actually the lava pool that you hit in that diagonal tunnel extends all the way to the diamond. If you were able to hear lava when directly above the diamond then you would have heard lava at any point along the path between the lava in the floor and where you started mining straight down. Yet you only "felt like it" when you were directly above the diamond - but not so directly as to mine straight down into lava. Here's a screenshot showing the extent of the pool from the left most end of the row of orange cubes in the previous screenshot. Glass added by me while investigating. This is edit #4, screenshot taken after the rollback for clarity: You mined down through the floor into the tunnel below: By way of a minecart chest: You headed exactly for this spot in the wall: Then pillared up on two dirt blocks and mined into the stone ceiling directly underneath the diamond. Torches here were left by a previous miner. Please explain this sequence of edits.
  5. Digging straight down on lava is, of course, ridiculous. This is the tunnel that you approached that ore from, cutting through a cave. This is a wider view of the same tunnel, which you made from right to left. It traverses diagonally from the starting point towards the diamond. You hit a lava pool in the floor mid way. Why did you not investigate this lava? It takes moments to mine out above the lava yet you paused only for 5 seconds.
  6. You heard lava and your natural response was to dig straight down? How could you even hear that lava it is way below you and the sound of it is obscured by the other lava pool a few metres away?
  7. The light blue cube labelled 6 is the diamond. Orange is lava. The yellow oblong is a torch you placed. Cubes that are smaller than the others are smooth stone. Arrows go from older edits to newer ones.
  8. A quick scan through the 81 screenshots I took for this appeal shows that ores #4, #6, #8, #9, #10, #11, #15, #19, #21, #22, #26, #32, #33, #36 and #41, at the very least, are evidence of the use of an xray texture pack. So that I can get on with more important matters as soon as possible, I would like to present those edits one at a time. I post a screenshot. You explain it, or recant your initial statement and save us all some time. The reason I want to examine edits one at a time is so that they are not skipped over. Then at the end we get to see all of the evidence. Here's the first (ore #6): Please explain the how you happened to dig straight down onto this diamond.
  9. We're starting a new P revision in a few hours. You're unbanned.
  10. Yeah exactly that. It's a ballsy move and unlikely to end well unless you're very well armed. In any case there's no reason to disallow it.
  11. I have observed that myself. I don't know why it's like that but it seems to have been that way since the forums were set up. We're busy and won't be able to get to it for some time. In the meantime, to read your mail, click on your name and then select Personal Messenger from the popup.
  12. Yeah, thanks. I think it's just an oversight. Although there may be some plans to allow for PvP minigames, those would be confined to designated game arenas. I'll disable pvp in the global region.
  13. Ah I'm glad that we are declassifying these posts. I was about to suggest that. I'm making a record here of the technical issues I found during the event: Someone was able to bypass the (distinct) WorldGuard protection region on a spawner in his team base. I have no idea how that happened since the code ignores cancelled events (WorldGuard would cancel the edit on the spawner). Players wanted player names in death messages to be colour coded. There was a suggestion that capturing should be disabled when the team sizes are low or if there is a gross imbalance in the teams. This has to be done carefully to prevent the mechanism from being exploited. I'm thinking some kind of time delay on the effect. Also, flags can't just be returned because a team could coordinate a logout. Ender pearls were not causing damage. I fixed that during the event. Occasionally players were spawning in the middle of the overworld (at the map's default spawn). This was caused by the intersection of two bugs. Firstly if you stand in the hit box of an easy-signs sleep sign, your bed spawn is set but the bed is obstructed. So you will spawn at the world spawn. Secondly, CutePVP assumes that bed spawns are perfectly managed and so makes no attempt to control the world spawn, except for the initial one in the end. Players couldn't use beds so most bed spawning was correctly controlled, but I didn't anticipate the sign obstruction issue.
  14. Qaptive is not your in-game user name is it? If it is, you're not banned. Please state your in-game name so that we can examine your ban.
  15. Yesterday or the day before I got asked to add some kind of command to allow mining in survival mode with haste. I've added a /haste command that toggles the Haste II potion effect (equivalent to enabling a full sized beacon for that), but I haven't checked in the code on github yet or in any other way made its existence public knowledge. If you would like to retain the use of this command on Creative, simply let me know and tell the players that it's available. Otherwise, please let me know if I should remove it. Oh, also I've added /kit wool and /kit clay, per Cyotie911's request. And finally, I've enabled SafeBuckets and changed the relevant /alert accordingly.
  16. Additional: phanaticmc.com do a fairly good implementation of the skygrid idea and they also have a thing called skyblock which from the sound of it is somewhat similar to Denevien's idea.
  17. I like it. And I like the idea of catering to the PvP'ers without forcing the PvE'ers to be the victims. Vaguely similar in concept to the Skygrid event idea I've been rambling on about lately. The similarity being that in both cases players start with random locations and the focus is on the early part of the game - levelling up from nothing - since that is the best part of the game. Background: Etho's skygrid map:
  18. I see. Thank you. You are unbanned.
  19. Look: you cannot normally run around with a sword in the blocked position. Turn off whatever client modifications you have that are affecting movement. If it happens again, you know what the consequence will be. I'm unbanning you.
  20. At the time you were setting off some big movement warnings (SurvivalFly) and running around with a constantly blocking sword. Then you went and accessed some chests. Still blocking. That's not possible with a normal client. Care to explain?
  21. Final preparations. I enabled buffed wool drops. I added a bunch of /alert messages. I noticed that triggers like !mumble don't work. So (EDIT) I fixed it. I only just saw the bit about the stronghold. I'm amazed that I missed it since I was pasting in artificial dungeons under bases for ages. One question I had: What are the dispensers for in the arena in the end (inside the main island sphere)? I took a guess and loaded them up with mob eggs but I note that as currently set up, the mobs fall so far as to be just a single hit for a wooden sword (what came to hand at the time). Regardless, I locked the dispensers to the modmode group, just in case, and also created an extra region there that covers the booths and prevents people from using /join in the non-pvp parts of the arena, in case we hand out PVP gear in the arena. We can set up some easy-signs to do that if that is the case. And if we want to run with the mobs, we'll need to add in some water nets to get them to the arena floor unscathed.
  22. Please read the rules (http://nerd.nu/rules) and reply below when you have done so.
  23. They're standard looking dungeons. The only departure from normality being that the chests are loaded with much more and better loot than usual. However, with the horse crafting recipes enabled, there's nothing really essential in those chests. They just save some time - particularly the carrots and potatoes.
  24. Dungeons are done and spawners protected. The no man's land regions are contracted up to Y48. I've enabled horse crafting recipes as well as invulnerable tame horses and horse locking on the basis that they're a bit more friendly than the normal S configuration. What do you guys think about the horse locking and invulnerability stuff?
  25. Not to mention that I've already checked that defaults won't have sufficient permissions to list regions or get region info even if they happen to know names. I consider that important for protecting the locations of things. I won't be implementing a mob cap at this stage. I can keep an eye on mob counts with /count-entities. It is something I guess we'll have to monitor. PlumpXP will be enabled, as will Enchantism. I consider those to be essential to teams being able to get started quickly. I'm a little bit iffy about creeper spawners just because I think they open up the possibility of people using TNT cannons to attack enemy bases. There is no protection in the plugin against that. I'm not entirely opposed to it either, and we do have TNT prizes. But I'd like to be able to control the TNT supply regardless. I want the safe area to be a reasonably PvE zone. We can't entirely stop some kinds of indirect PvP - just as we don't on P - except by moderation. Today, so far I've just been tweaking the zombie dungeons. I noticed that the enchanted books didn't survive the WorldEdit copy/paste. And I've been re-reading my source code for signs of problems. I see a doc-comment here and there that needs fixing, but nothing serious so far. Later today I hope to finish adding dungeons under the bases. Yesterday, I also made a lava lake in the blue safe area to equalise against the one in red.
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