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MasterCommaThe

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Posts posted by MasterCommaThe

  1. for that specific one it shouldn't even be on, seems through some quirk of WE a few rows got replanted.

     Oh thank god! Working out the wonders of redstone is the kind of thing that stays on my mind when I'm trying to fall asleep at night, and I just couldn't figure this one out. #therealproblem

     

     

    I would support such a rule for C, no real need for such things to be always active. P I'd be a bit hesitant of but I'll probably add an on/off switch to my farms anyhow.

    My focus and experience is mostly on C so I would greatly value if P focused mods/admins weigh in their opinion on whether this rule would be a good fit for both servers.

     

    We could set a hard limit on the number of pistons that a device can be allowed to simultaneously activate in the rules, then only cite and enforce the rule when lag becomes a problem in an area. However, I don't feel like such a strict rule would be well received.

  2. In the C redstone area I recently noted that this melon tower was cycling two rows of its pistons continuously (about once every 15 seconds). After noticing that I went in search of the potential clock to make sure it is left in an off state but found none. Instead I found a BUD switch, which ideally only triggers when a block updates, however with melon growth disabled in this area I'm rather mystified as to how it is continuously being triggered. While my technical understanding of the phenomenon is lacking, I do understand that it is continuously cycling pistons, a cause of some lag, which our "no continuous clocks" rule seeks to address. 

    I would like to suggest that, that the rule be expanded (at least on C) to include that continuously active BUD switches must have an off switch and be left disabled when users are not present.

     

    You can observe the phenomena by tp'ing to modreq 1332 (as it only occurs in this specific area of the redstone device). Otherwise you can view triggered and untriggered states in the images below.

    Whole melon tower view Untriggered:

    WMIYiIhl.jpgWhole melon tower view partially triggered:7aHYmYVl.jpg

    BUD switch view triggered:3WkwoWEl.pngBUD switch view untriggered:qgNXh4ql.png

    • Upvote 1
  3. Zombie Survial
     

    Design - Downtown Urban Sprawl from Eps. 1 of The Walking Dead/I am Legend/L4D. We can trial it with a Farmhouse setup though.

     

    Features - Players that spawn as mobs will be automatically kitted, though they may pick up weapons from killed players.

     

    Goals - People will have a running kill total and monthly total they are trying to keep up. Kills include those made while player as "people" or as mobs.

     

    Plugins - Mob Disguise for players assigned to the "mob team", Kill Count of some sort, Auto Assign Team when login (reassigned randomly every game, games last 1 day),

  4. psUqWNjl.png

     

    The end of rev. is here! In order to race you builders to the end of the Rev. come join our final community build, the mobile city of TITANIS. Our most recent Warp. /warp titanis
    The interior of this massive city is open for building, and while we'd prefer tall builds that follow the winding roads paved throughout, we're interested to see whatever you will build in the final moments of the Rev. Residences, a library, entertainment venues, a market, fireworks cannons,...anything your heart desires. The interior is unprotected and ready for new builds without any waiting. 

    /msg, /mail, forum PM, IRC, email, and smoke signal any questions to MasterCommaThe, and don't wait, the Rev. is NIGH!

    dNbSdWV.jpg
    o4RkOmr.jpg

    pn4D98w.jpgPwLcIpU.jpg

  5. How about, when modreq status is not enough, the original stats we consider for making them a moderator are reviewed. On creative we would consider, are they organizing community builds, making significant build contributions to other projects, or organizing mini-events (Speed Build)? 

    As a moderator I sometimes devote a lot of time to building spawns and structures for future server maps (I think I spent an entire month building nothing but CTF stuff), off of our primary serers. I'm not really sure how/if you can measure activity on our planning servers. (<-- planning servers used to be the only ones with WE, and you know how much I love that.)

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