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Narissis

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Everything posted by Narissis

  1. Centre Buff Tower update: The interior of the ship is about 99% complete now; all that remains to do is detail one small room, complete the "oxygen plant" with its redstone, and seed items into a number of chests. Torteela is working on the aforementioned redstone. Didy, Silver and I worked out a plan for the structure and function of easy-signs to progress players through the objectives as designed; as part of this, an item turn-in destination is required as a site for actual activation of the buff. This will be a small (relatively :P) shuttle pulled up alongside the egress airlock, which I've begun working on. Should be able to get that mostly, if not completely, finished tonight. The only other thing that will be needed will be a source of buckets for players to use in the water-fetching objective to open the second blast door. I'm thinking maybe just an easy-sign with max gives of 16 (and a warning that players visiting more times than that will need to "BYOB"). There is, at long last, a light at the end of the tunnel. Only 4-5 days overdue. >_> <_<
  2. It should be; the 750 Ti has very low power consumption.
  3. Judging by the example, it looks like the ping text allows for two lines. I think a compromise might be the best solution here: keep the first line that light-grey default with the same text it has now, and then also have the coloured second line with timely updates as per the example. And maybe colour-code the "PvP", "PvE", "Creative" in the first line, but without making it bold.
  4. I'm gonna be pretty much in full ham mode this week to continue fleshing out the center buff tower, and there are a few things I could use a hand with from folks more knowledgeable than I am about our plugins and the usage of things like command blocks. For starters, regarding the main goal of the thing - because the doors reset when a player activates the exit airlock, I'd like to require that players reach the goal and then escape the ship before the buff is activated. Otherwise they could run in to the goal and then suicide, leaving the doors all open for the next players to just walk right to the goal. Conceptually, the idea would be that players entering the ship are doing so to steal a part from the reactor's particle emitter. Any thoughts on what would be the best way to do this? Could we have a button on the machine linked to a command block that puts a specially-named item in a player's inventory, and maybe have a small ship waiting for them outside the exit airlock that activates the buff when they put the item into a chest/hopper? Or if we're limited to punching signs, would it be possible to have players punch a sign at the goal to set some kind of flag in the plugin, then punch another sign in the dropship to apply the buff to their team if the flag is set? I think the item-carrying model would be more suitable since it would require the player to survive while carrying it (and would also allow enemy players to steal it, which would be interesting). But obviously, all this is limited by what is and is not possible via server plugins and command blocks. The other one, which I know I've brought up before, is requiring players to re-water an oxygen generating machine in order to open the initial blast door into the main cargo hold. The rough idea was to have a water bucket dispenser (maybe using a command block that gives the player a bucket on activation if the player does not already have one?) and then require the player to fetch water from tanks in the lower cargo hold and place the water in an opening in the machine, where it would then somehow trigger redstone with its flow. However, that would require the water to place as flowing; I'm not sure if that will be a thing on the CTF map. Instead, maybe we could use a filtered hopper system that accepts filled water buckets, triggers a redstone pulse when one is deposited, and then ejects the bucket into a lava block to free up space for further buckets? Does anyone have any other ideas for what would work to have players retrieve a bucket of water and deposit it in the machine? Open to suggestions; pretty much the only absolute condition is that it be capable of sending a redstone pulse (pulse duration doesn't matter; it's just to trigger a flip-flop switch that controls the blast door). Other than that, the biggest need I have is for suggestions of what sort of facilities to construct to flesh out the interior of the ship and fill in the empty rooms. So far there are two residential wings (the 'pods' on either side of the ship) which are pretty well done; last night I finished them up with laundry and clothing storage facilities. Also hydroponics, engine rooms, and replicator rooms (now with finalized designs and reduced creeper spawner counts because 4 was a bit too much). I might do the bridge and officers' quarters next, and I plan to add a cafeteria and some general-purpose laboratories, plus one of the forward sectors will probably be an animal laboratory with livestock enclosures. But even doing all that will still leave plenty of space yet to develop, so I'm open for ideas. It's supposed to be a research vessel, so any kind of lab or educational/research facility would work. A library, for example - there's one more thing I can put on my to-do list right now. But more suggestions are welcome! Also, any living facilities I might've overlooked (currently have dormitories, lavatories, laundry, and recreational areas).
  5. Hey Didy, that TP command doesn't seem to work for me. It just brings up a list of permissions I'm lacking.
  6. The south CARBON cardinal runs right through the mesa; you guys could probably connect to that as well! It would be cool to run a TRAVEL line down there too, but that would be a month away or more since my current plans will represent weeks of construction work.
  7. That is a Mirra, not an Aeron. Still an awesome chair, of course!
  8. Is that the PvP City people were chatting about the other day?
  9. The nether: I haven't spent much time there yet, though I'll be diving in soon for quartz. But from everything I've heard it's aces. Nether biomes, glowstone trees, rich quartz reserves... all good stuff; I think this should set the baseline standard for future revs! Custom flora: The custom trees go a long way to add immersiveness to the map, which is fantastic for builders like me who prefer some element of realism to their structures. My only critiques of these are that there were a few places where trees on hills seemed to be 'floating' or had roots sticking out oddly, because they seemed to be designed for flat terrain. Ore distributions: No complaints here. I mean, I would love to see more gold but that's just the rail builder in me talking. :P MapWorld: Haven't used it yet, but I see no reason not to keep it. Terrain: I will always keep parroting my suggestion for water along the worldborders to make the land feel like a continent or archipelago. Regarding the actual terrain we had this rev, I think the mountains were an excellent addition that should remain. My one point of feedback here is that it would be cool to have the mountains organized into a recognizable range rather than just scattered across the map. Think Appalachians or Rocky Mountains. So they'd actually be a physical barrier between geographic regions. It'd be cool to see lots of tunnels and mountain pass roads. Also, some sheer stone cliffs in addition to the smooth mountain slopes would be spiffy. Spawn: The flowercopter is pretty cool; looks great on the maps. Molons easy to access, no complaints there. Custom mobs: I think the custom mobs are neat, though I do wonder if Dr. Cuddles is perhaps a little unfair. :P
  10. Uncehaven didn't receive "hate" because of an inherent bias in P players against S players. He got a chilly reception on P because he's not easy to get along with. There are plenty of former S players on P who are perfectly civil and get along great with everybody. There are also former S players who are, frankly, shit-disturbers and when people call them out on that they try to blame it on some kind of anti-S prejudice. The atmosphere on P is non-confrontational as a rule of thumb, which I recognize doesn't offer the element of player competition/adversity that S veterans are accustomed to/looking for. It's not an easy adaptation, but if a player can swallow his or her pride a little bit and try to be courteous, they'll find P much more hospitable than they will if they come to the server antagonizing other players out of the gate.
  11. This would be fantastic for those oddly-shaped regions. I know I'm going to have a TRAVEL prot request coming up that will be quite an ordeal. >_>
  12. I know in my case I've been hesitant to take modreqs that I'm unclear about how to do, but I think the only way to git gud is to bite the bullet and learn by doing! ...I still won't forgive Redwall for that one CARBON protection with 9 regions, though. :P
  13. I just need to make friends with a guardian grinder builder... so many sea lanterns I wish to use. XD
  14. Of course Didy, go ahead and paste it in. And if anyone else wants to build the ships battling around it, by all means; I doubt I'll have the time.
  15. Yeah, the Othello still needs some work before it's finished. :/ Off the top of my head... designing a water-detecting redstone circuit to start the door puzzle, building in the reactor core 'parkour' segment, and fully fleshing out the interior with furnishings and decorative elements. And creeper spawners in the main cargo bay. Also, there's a lot of space for hiding chests and goodies. Like, a lot of space; it's a big damn ship. XD What sort of things would be interesting to put in there aside from the buff?
  16. The fun is supposed to come from building with vanilla Minecraft gameplay. Adding enchanting and XP shortcuts would defeat that condition.
  17. What about the last few P revs? I think 13 is the most recent one I was able to find.
  18. Well... it kind of is a change since it undermines the purpose of not revealing the portals right away, which is to encourage builders to settle wherever they like and not be subject to portal rushing. Having said that, I think that as long as locations of portals are pre-determined, it's not the best idea to do a late reveal anyway. That would work better with another approach, like using a contest or "portal purchase" system as some have suggested, so that players have the opportunity to get their ideal build location and put a portal there. Such a system could have conditions attached, such as the location must be at minimum X difference from spawn and Y distance from the nearest other portal. Things to think about for next rev.
  19. I wouldn't mind helping out, but I think finishing my event build should probably remain my priority... and it still needs tons of work. :/
  20. I'm definitely gonna want to try Overwatch when it comes out; I'd be down for a nerd.nu group. Surely they'll still have some kind of clan-like system in the absence of dedicated servers?
  21. I think my initial training was adequate; most of my uselessness is totally on me, as I should be taking more initiative to self-study. If there's one suggestion I'd make, it would be for admins to put together some kind of "handbooks" for us. Right now, we have access to documents that are like dictionaries of the commands available to us, as well as general guidelines and rules. It would be cool to have some sort of contextual resources as well, explaining how to handle certain types of modreqs. The chat trolling moderation handbook. The protections handbook. The grief repair handbook. The missing livestock handbook. Simple step-by-step guides as to the basic process of handling specific sorts of modreqs. I would be willing to help write things like this if there are admins who'd like to work with me; hopefully that would help me learn the processes finally myself. :P
  22. I think I might have to do rail again next rev, knowing I'll be able to post local maps in my stations... how cool would that be to get off the train and see a map of the area?
  23. Honestly, I still don't know how to use most of the mod tools or how to issue really any disciplinary action at all. :P I think part of that comes down to the infrequency of modreqs that actually require more than a water flow or protection. I just don't get the opportunities to practice. ...well, especially not lately since I've been MIA. *Cough*
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