tompreuss
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Posts posted by tompreuss
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We deal with builds that are too close to other builds on a case by case basis.
Unbanned.
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You are responsible for the actions of your account, regardless of if you remember them or not.
Read nerd.nu/rules and reply here saying that you have done so and agree to abide by them from this moment forward to be unbanned. -
Thank you slide.
Hi protoxyn,
On 2013-05-13 you edited several sections of rails on P. One series of edits redirected player minecarts into lava
another redirected them to a location different than the one intended by the rail builder
and another like the previous
you also destroyed some other rail
and someone's bed.
Does this record of your edits on the day in question spark your memory? Do you have any explanation for your actions?
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Locking and archiving for edk.
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I'm curious now, is it possible to compare this number to that of another week? Perhaps the week immediately preceding the hard mode week?About 2604 totals deaths, so less than five percent were due to starvation.
("About" because this number was generated via a large regex query of all possible death messages over the past week, then subtracting chat lines that weren't death messages (but just talking about death messages.)
I tried a few times to come up with a number, but it's not easy to comb through the older dataset. I'll try again on Tuesday in an attempt to get a number for the week after hardmode.
There were 2094 total deaths in the week after hard mode that we were back on normal.
Oh, and per the results of this poll, we're back on hard mode, as of now. Thanks everyone for voting and participating in the discussion!
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I'm curious now, is it possible to compare this number to that of another week? Perhaps the week immediately preceding the hard mode week?About 2604 totals deaths, so less than five percent were due to starvation.
("About" because this number was generated via a large regex query of all possible death messages over the past week, then subtracting chat lines that weren't death messages (but just talking about death messages.)
I tried a few times to come up with a number, but it's not easy to comb through the older dataset. I'll try again on Tuesday in an attempt to get a number for the week after hardmode.
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How many total deaths?Statistics: there were 117 starvation deaths recorded during our week long test.
About 2604 totals deaths, so less than five percent were due to starvation.
("About" because this number was generated via a large regex query of all possible death messages over the past week, then subtracting chat lines that weren't death messages (but just talking about death messages.)
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Statistics: there were 117 starvation deaths recorded during our week long test.
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I don't feel granting any additional WorldEdit permissions outside of the way they are set up now is a good idea. Like totemo says, WorldEdit is one of the easiest ways to take down a server.
It seems like the information wanted is a total number of blocks in a build. In addition to a method as simple as counting the blocks as you place them, there are client side modifications that can do this. Schematica is one.
My LogBlock queries take long enough and put enough strain on the server as it is and I don't feel having a few hundred more people having access to querying that database is in our best interest. Also, it seems like the reported total number of blocks created in a LogBlock query wouldn't even accurately report the number of blocks in a build anyway, since builds have plenty of create/destroy/create happening.
The best way to get that information is //count or //distr, and as I said, I'm not comfortable giving out WorldEdit permissions to anyone who does not currently have them.
That all being said: totemo, if you think a watered down or wrapped version of /lb me wouldn't be too bad on us lag wise or query wise, I'm interested in hearing more about how you could go about implementing that.
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Requesting an update on this, as my inquiry still hasn't been answered.
Sorry this question wasn't answered sooner. From what I've seen in the previous nomination round there were a number of factors for people being chosen / not chosen after the voting thread ended.
People who received an overwhelming majority were a natural choice for the moderating team, I'm not aware of a set percentage that is enforced for people to meet as a criteria though it has been based on the majority of the votes and looking further into how people voted for each nominee, such as people who clearly have never interacted with the person being voted upon, as opposed to others who have. There are instances where a detrimental piece of information comes to light from one of the nominees which raises a discussion before confronting the person in question for clarity before making a decision.
I imagine the other head admins who have been involved with more nominee threads may be able to provide more of an insight.
It might behoove us if you disseminated to the mods here some of the information Ludeman posted about back in this thread in the admin-chat archives. It's about a year old, but I think the goal of this thread and his original head-admin-chat thread are the same.
There's some stuff there that he says should be shared at the next mumble meeting, but I don't believe it was ever written down anywhere mod-accessible afterward. The notes I took (and note that I wasn't even a mod yet) just say "mod nomination process changes". I couldn't find anything in the mod-chat or mod-chat-private archives, though another thing to remember is that we aren't adding new mods to the archives forum anymore anyway.
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Buzzie has been taking me through his updates every few days in game, and everything has been looking amazingly good so far.
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Disabling the end portal will probably be a good idea. I have no idea how to remove the stronghold without basically using world edit to replace the stronghold mats, though I think we could stand to do that. Going through and removing all chests and bookcases is a must, because I feel that gives a clear advantage to the team that has it. Maybe the silverfish spawner too to prevent people making a grinder out of it.
I'm not even sure if the one under the base had a library, since it seemed oddly cut off. I'll load the map on singleplayer and try to find it, because I'm worried about poking around the final map this close to launch. =P
I'll take care of those bits/pieces of stronghold and end portal this evening (right now).
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They can't be pushed by pistons.I recommend that at least a 3x3 region around the spawners be protected to prevent piston grief (using pistons to move the spawners out of the protected area).
And they're already in individual 1x1x1 obfuscatedly named protected regions, so we're set.
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Could we see about getting permission from the /r/minecraft mods to post something on /r/minecraft like we did in June?
For reference, the collection of /r/minecraft CTF posts that I could find:
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Ban information:
Mumble account Grayman banned 2013-08-19 20:27:53 with reason "Player/Channel Disruption"
Please be patient and CharGB will be with you as soon as she can. If no one has attended to your appeal after 48 hours have passed, please feel free to bump this thread to bring it to the top of the list.
Previous ban:
Notes:
1) Note #27757 for graymansnel on c.nerd.nu: minor rail grief on P, warned via mumble by tompreuss on 2013-02-04 18:01:47
2) Note #31610 for graymansnel on c.nerd.nu: Further warned that rule breaking in the absence of moderators is still not allowed (warned via mumble) by Tharine on 2013-05-30 20:49:19
3) Note #31848 for graymansnel on c.nerd.nu: Extensively warned about rules at length. Do not tolerate any rule breaking from this user. by Tharine on 2013-06-06 02:59:08
4) Note #32643 for graymansnel on c.nerd.nu: claims of using x-ray. on creative. by boredeth on 2013-06-28 08:47:42
5) Note #32945 for graymansnel on c.nerd.nu: Formally explained to and warned about doxing. Do not tolerate in the future by kitcatbar on 2013-07-24 11:46:24
6) Note #33447 for graymansnel on c.nerd.nu: Explained alt doxing and that it is not allowed over mumble by kitcatbar on 2013-08-18 19:55:44
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I'm leaving in a couple hours and will be pretty busy for the next week, but if anyone has questions about the map I'll be able to check the forums and get on mumble sometimes to answer.
As for the walls, each side should go like this: 1 tower, 7 wall sections, 1 enterance, 7 wall sections, 1 enterance, 7 wall sections, 1 tower for 25 bits total on each side. Not sure if the wall was saved whole or in sections, since it was put together in sections last time. I wanted to just use a smaller version of the outer wall for the inner one this time, rather than the derpy circle I made on the spot. I would only put one enterance on the center of each wall, but other than that just wing it on what seems like a good length. Last thing I can think of is just make sure the tower enterance are oriented correctly. And if they were saved before I added those in, I can make them when I get on. I still have them made in single player.
I put them together last time, I can do it again per these specifications.
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We also have the LWC plugin installed and players can lock their own chests.
A suggestion if possible to implement at this stage would be to auto add players on each team to groups g:red and g:blue and to auto-lock placed chests to those groups. Last November we didn't use LWC (so we did things like place blocks surrounding chests to protect them from theft) but this past attempt we did have LWC and locking things to different people/groups was cumbersome and difficult to coordinate, especially with such large teams.
Those look like penises. Well done.
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You then went and destroyed some claim markers
and didn't replant when you took some crops
and you destroyed this player's flowers
A complete summary of your edits
Oh, and I would be remiss if I left out the swastika you carved
It sure doesn't seem like this was, as you describe, "just digging around". Is there any other explanation you'd like to offer for your actions?
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Thank you Mrloud.
Hi EvanFucksTeemo,
Your grief started when you took these quartz blocks from another player's base
you added a sign
and broke a torch
all pretty minor stuff so far, but still very much not allowed.
You then moved on to a bit more general grief of the base in a nearby area, as seen in the following images
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In a moment of inattention, I checked in my configuration for the special building materials and their buffs. I've deleted that off github and tried to cover my tracks, but I'm no expert on git. There's a chance that some of the sharper ones will go over the commit message and see that stuff. All is not lost though, since I intended to change many of those to use stained clay instead of wool. The possibility of much of that being a complete (only discoverable in-game during the event) secret is still there.
If you do want to actually remove it (so it doesn't show up like it does here), you can follow this tutorial: GitHub Help: Remove sensitive data.
:D
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Okay im at home now
You are saying tht you got your account with the name indestruct1ble banned on our servers and played with the account minecrafter523 after that
is that right ?
Ban for #11822145 indestruct1ble on c.nerd.nu for crop grief on s.nerd.nu nerd.nu/appeal by totemo on 2013-06-30 21:42:31 (no more bans, 1 notes)
Note #32686 for indestruct1ble on c.nerd.nu: Warned for minor grief on C. by barlimore on 2013-06-29 18:59:32
xXNjordXx asked me to comment here with relevant information: The minecrafter523 ban was first, so the indestruct1ble ban will be permanent for ban evasion. Njord, when you handle the minecrafter523 here take into account that he evaded the ban (long enough to get both a note about grief and a ban for grief) in addition to the ban reason for the minecrafter523 account.
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Something I want to add; seems like there are issues surrounding leads right now (can't place them on a protected fence, anyone can smash leads regardless of protection, leads disappear on restart/chunk unload) - could we look into fixing those as well?
Leads breaking on chunk unload is a known issue on Mojang's end.
A lead API has only recently been added to CraftBukkit and as far as I can tell WorldGuard has not yet used it to fix the other issues you mention.
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This all sounds fine for now.- I've experimentally modified MobLimiter to enforce the configured per-chunk, per-mob-type caps when the specific listed mob types spawn.
- It's currently configured with a cap of 0 Zombies per chunk when spawned naturally because of the path finding AI bug (https://mojang.atlassian.net/browse/MC-17630). Reading that bug again, it occurs to me that since it mainly concerns path finding when the player is unreachable, perhaps mob-spawner zombies should be disabled too. The change I've made (not yet checked into GitHub) has the option to enforce the same cap for mob spawner zombies too, but I have not enabled it yet.
- I've set a cap on squids of 1 per chunk, enforced when spawning, simply because I can and I don't think anyone will even miss them. They tend to be over-represented.
- I'm tempted to add a cap of 1 PigZombie per chunk, enforced when spawning. What do you think?
Good, thanks.- LadyCailin fixed a bug in CommandHelper to do with getting entities within a certain radius, and consequently my /count-entities command is now working properly. You can use it to get a better handle on the number of each type of mob.
That sounds very useful, yes- A player lost his horse when pushing it through the portal at spawn. I tested an untamed horse in the same manner and it too disappeared. I intend to write an admin command in CH: /find-pets [ []] to list the coordinates of mobs of specified types (comma-separated list) with optional owner and name tag so we can substantiate similar claims more easily in the future. It's a server glitch, but I would be inclined to refund this one anyway and warn people in future that horses and portals don't mix. What do you think? Note that as currently conceived, that command could also be used to locate hostile mobs and mobs without an owner.
When directly asked I informed people that we were currently exploring the ability to give ownership of a horse to another player and were optimistic about being able to do it soon. /give-pet sounds excellent.- I don't think we've adequately communicated the temporary nature of /unlock-horse. People have used it for horse sales. I intend to add a /give-pet command tomorrow to fix that. In the meantime, I've changed one of the alerts to underscore the temporary nature of /unlock-horse.
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And finally, in the background I'll investigate the viability of switching P over to Spigot and see what configuration options that would give us for dealing with lag.Looks promising. I want to experiment on my test server first before switching P over though.
Amaranthus mentioned something about getting different types of lag in Bukkit vs. Spigot when we were experiencing it during the latest CTF attempt. If Spigot helps with our short term issues now, I'd appreciate a look into seeing how it would do so.
Thank you again for your help.
Princessugly [smiler100]
in Closed Ban Appeals
Posted
Relevant lines from the logs posted with smiler100's permission: