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  1. Though I'm sure jChance may have told the tech admins, just in case he forgot to mention it, I thought I'd bring it up here. When using World Edit to move my castle, it changed the azure bluet flowers into oak saplings (which was a pain in the butt to change back). So I'm not sure if there's anything the techs can do or not, but, I just wanted to let you guys know.
  2. For the past month a few of us have been working on a community Halloween event to be held on the Event server. The event features two main attractions: Pumpkin Carving Speed Build This part of the event will be held on Saturday, October 25th, at three different times so I can cover all player time zones. There will be three rounds with three winners from each round. The fourth round will be a build off between the nine winners. The three winners from the final round will have their pumpkin on display in the Pumpkin Patch of the maze Halloween weekend. Space is limited so please sign up for one of the slots below by PM-ing me here with the time slot you would like to build: SLOT ONE - Aussieland SLOT TWO - Brits&Friends SLOT THREE - North America The Champion build round will take place at 7p CDT on October 25th. Translate for your time zone here. For those of you unfamiliar with speed building but think you may want to give it a try, speed building is a game where you build (or in our case carve) within a certain amount of time while in creative mode. I will make a defining post closer to the event with the time allotment etc. You may reference this post by LetsBFehr for more background on speed building: Speed Building The Night Is Dark and Full of Terrors Opening again to the public at 12a CDT, October 31st, the Event Server will be showcasing our second attraction, a multi-area (and in some cases multi-level) maze. Don't worry, while I am known for building mazes with no exit, I assure you this one can be solved! More than just getting through the maze though, the surrounding area of the maze is full of different things including, but not limited to, the Pumpkin Patch that will have our three winners from the speed build. Different areas will have different enemies and different upgrades. Prepare for riddles and combinations locks to get through the maze, it'll be the most fun you'll have fighting for your life. Special Tiny Sneak Peak While I'm at this I would like to take this moment to give special thanks to the staff members and players helping me make this possible: Maze Spawn: SwitchViewz Creative Speed Build Arena: unce Everything Technical and Training Me to Use World Edit: slide23 Writing a Plug-in For Aesthetic Purposes, the Barn, the Rivers, and other building: JudgeDread Redstone: TheRandomnatrix General Testing: All server admins & Mrgauthier34 You guys really have been fabulous and I really appreciate all your hard work. Also thank you for helping me stay stress free and sane (well more sane-ish).
  3. Creative Suggestions: I'd like to try something new with suggestions for creative since suggestions in the forums get unwieldy and its not really clear how many people want a thing to be done. I have created https://nerd-creative.uservoice.com which is an online customer feedback / suggestion tool where anyone can post a suggestion, vote for others suggestions, and admins can respond. The most voted for things rise to the top. It prioritizes what features I should bug the tech admins for. Its easy and fun! Go try it out. Creative Changelog: It was suggested at the general meeting that we keep a change log for servers. I'm going to do that in this thread. EDIT: I appreciate any comments people leave in this thread, but in the interests of keeping it readable I'm going to remove any comments between updates. This is just to keep the list organized and readable- You can feel free to throw out a "WHOOO!" or "Thanks!" here if you want, but it will be removed with the next update post. if you have a specific request you can use the link above, or if there is a concern or post that you want to have permanence you can always put it in the bugs forum or ask in general server discussion!
  4. The meeting will take place on September 27th at 6:00 pm EDT. The time of the second meeting will be announced at a later date, and we will open the floor for new question at the end of the second meeting. Discussion on new nerd.nu website What is the status of it? Suggestions for the new site? Donating Should we add some sort of badges on the forums for donators? Should we add something in game to distinguish donators? How else could we encourage donating? Should we have more donation drives/events? Forum Badges/Subreddit Flair Should we add some sort of forum award/badge system, and then when players win events they can have a badge/flair added to there account? Should we give players that win events a special subreddit flair? How can we make the flow of progress faster? Right now it seems staff members do things in there own time and seem to randomly work on things. How can we make it so that we have a better system for completing jobs?Modded Servers/Mini Games Should we expand our current servers to more then just vanilla minecraft? Such as FTB or minigames?Thanks to SwitchViewz for putting together this agenda.
  5. Information about the map The map is mostly vanilla terrain with some areas of worldpainted and amplified land. Spawn has two exits : one exit goes directly to spawn city (plots) and the other goes directly to free land. Cardinal roads featuring DumboCurvesTM The initial map size will be 3200 x 3200. New pets pugin Added Barnyard, a custom "pets" plugin written by Dumbo. (command: /pet) Spawn up to 3 personal pets that can not be harmed, like the current horse plugin Choose your pets species (includes cow, pig, chicken, squid, bat, ocelot, wolf... all the non-aggressive mobs) Ride your pets. If the pet is steerable (like a pig with carrot on a stick) you can do so. if not, you're in for a random ride Wear your pets on your head. Always wanted that leather hat? Now you can have the whole cow. Stack your pets. or, wear a pet while riding a pet and make a pet sandwich. Fun times. Despawn / change your pets if you get tired of having 4 chickens, or you lost your bat. You will lose your bat. Oh yeah, you can spawn villagers too. Have your own NPC populating your build. New inventory plugin Added InvSwap, a plugin made by elan_oots that allows saving inventories. (command /invswap) Save up to 10 inventories. (/invswap save <name> and load it with /invswap load <name>) Use a public inventory. These can only be made by admins but if you have a good idea for an inventory we can add it. (Current ones: roads, redstone, terraforming) (/invswap public help) Fixed the permissions allowing you to drop these items if they're in your inventory: /i 90 (nether portal block) /i 119 (end portal block) /i 8 Flowing water /i 9 Still water /i 10 Flowing lava /i 11 Still lava *Fireworks will be craftable and usable: * The current fireworks command we have now isn't that great. We're going to start with having to craft them manually from your creative inventory. You should be able to craft stacks of fireworks quickly for fireworks shows if desired. Dispensers Fire Things: Arrows, eggs, snowballs, fireworks. Fire all the things. Item Drop Regions: Dumbo has created a custom region item-drop flag plugin. You can request moderators "/region flag <region-name> allow-drops allow" When this flag is set, items are droppable in that region. This can be used for mini-games that require drops, PvP areas, etc. New Region commands for players: Players can now list their own protections using /region list, which will give them a list of regions they own with an ID# Players can now teleport to their regions by doing /region teleport ID#
  6. This post is going to be a rollup of all the new features, permission changes, and plugins in Creative Rev 27: New Pets Plugin: Added Barnyard, a custom "pets" plugin written by Dumbo. (command: /pet) spawn up to 3 personal pets that can not be harmed, like the current horse plugin choose your pets species (includes cow, pig, chicken, squid, bat, ocelot, wolf... all the non-aggressive mobs) ride your pets. If the pet is steerable (like a pig with carrot on a stick) you can do so. if not, you're in for a random ride Wear your pets on your head. Always wanted that leather hat? Now you can have the whole cow. stack your pets. or, wear a pet while riding a pet and make a pet sandwich. Fun times. despawn / change your pets if you get tired of having 4 chickens, or you lost your bat. You will lose your bat. Oh yeah, you can spawn villagers too. Have your own NPC populating your build. Fixed the permissions allowing you to drop these items if they're in your inventory: /i 90 (nether portal block) /i 119 (end portal block) /i 8 Flowing water /i 9 Still water /i 10 Flowing lava /i 11 Still lava These items will now be usable: Snowballs Eggs Fire Charges Fishing Poles Brewing Stands Furnace minecarts Hopper Minecarts Chest Minecarts This is a test run. If they are abused too much they'll probably go away. Fireworks will be craftable and usable: The current fireworks command we have now isn't that great. We're going to start with having to craft them manually from your creative inventory. You should be able to craft stacks of fireworks quickly for fireworks shows if desired. Dispensers Fire Things: Arrows, eggs, snowballs, fireworks. Fire all the things. Item Drop Regions: Dumbo has created a custom region item-drop flag plugin. You can request moderators "/region flag <region-name> item-drop allow" When this flag is set, items are droppable in that region. This can be used for mini-games that require drops, PvP areas, etc. New Region commands for players: Players can now list their own protections using /region list, which will give them a list of regions they own with an ID# Players can now teleport to their regions by doing /region teleport ID# Command Blocks: We're researching how we can allow limited command block usage (placed by admins) and the conditions around that. Once we figure out policy and procedures (protecting redstone around command blocks against editing to prevent abuse, what commands will be allowed, etc.) then we'll post another update.
  7. That's right folks, a fresh new Creative revision (27) will be coming live on Friday September 12. --- Schedule : 1 PM EDT Final save and beginning of TNT party. When is this for me? 7 PM EDT End of TNT party and start of revision 27. When is this for me? --- Changes & Information : The map is, like the current one, mostly vanilla with some areas of worldpainted and amplified land. The spawn building is significantly smaller, rule boards have been simplified. Spawn has two exits : one exit goes directly to spawn city (plots) and the other goes directly to free land. Cardinal roads featuring DumboCurvesTM The initial map size will be 3200 x 3200. Pet plugin! Some items, like fishing rods and snowballs, will be unbanned. More to come.
  8. Creative is having some major issues with lag and connectivity stating around 5:30PM CDT.
  9. I could talk about S, but that isn't my specialty. I'm going to focus my efforts on C for the time being. Many of you might have seen my post which I've decided to hide, for my own reasons. But I do feel that we shouldn't be getting the short end of the stick in regards to our server. C is in need of more players and bigger builds. The question is, how do we get more players? That's is why we're here. So I propose a discussion that mainly consists of players that are new to C, veterans of C, or plan on playing a lot of creative in the coming months. Anyone else is absolutely free to join in on the discussion, but I'm just pointing out that I want to prioritise players that will be on C because whatever comes of this (if anything does) will be for them. Any relevant threads can be posted in the chat, but to make it easier for those reading I request that you quote the specific suggestion of the thread you're linking to. Keep your ideas reasonable, but don't be afraid to post something wild out there either.
  10. The 2:00 AM CDT restart failed. Creative is currently sitting offline.
  11. In this thread I want to address a few suggestions on items on C and griefing. I'd like to further discussion into the comments, possibly with more suggestions. I'd rather this thread be more about tools to measure and aid with identifying griefing rather than banning policy. I do have some scruples/suggestions on banned items and permissions regarding those items. On C especially, there are some items and blocks that seem to be unable to be interacted with, placed, or even dropped (which makes no sense to disable on C, to be honest). I even notified the Cadmins that you could technically place your own flowing water and lava using /i 8 and /i 10 (that issue has since been fixed). The following, when using the /i command, don't give anything in inventory, despite giving a confirming message. I'm not sure if this is intended or a deal with minecraft itself. I personally don't think they're necessary, but it's a nice list to have. /i 34 (piston extension) /i 55 (redstone wire) /i 59 (wheat crops) (which is weird because you can get carrots and potato crops with /i 141 and /i142 respectively) /i 132 (tripwire) /i 149 (inactive comparator) /i 150 (active comparator) These are items are banned from placing, but cannot be dropped from inventory with Q for some reason. I'd like to be able to drop these items easily without having to drop them out of my inventory. I don't see much sense in not being able to drop these. /i 90 (nether portal block) /i 119 (end portal block) /i 8 Flowing water /i 9 Still water /i 10 Flowing lava /i 11 Still lava These are items that are not allowed to be placed. I'd like to note that hopper minecarts and command block minecarts (/i 422) are currently allowed to be placed on rails while these aren't. I'd also like to note that Command Blocks are disabled on the server, and can only be enabled by changing the server config files. Chest Minecart Furnace Minecart Command Block These are items that "spawn" entities upon usage that quickly dissipate, but are banned for some reason. Keep in mind that while these are banned, splash potions are allowed to be thrown (and are thrown) all the time. It's not logically consistent to ban these two items when they can be replaced with splash potions readily. Snowball Fire Charge When someone right clicks anywhere with a TNT minecart, they are immediately kicked to the lobby. I don't have any qualms about this for server security's sake, but I would like input from a mod/admin on if/how TNT minecarts can be used to circumvent worldguard among other things. TNT minecarts also cannot be dropped with Q, which like I said doesn't make much sense. Additionally, brewing stands are not allowed to be interacted with, but can be placed. Hoppers cannot be placed on brewing stands either. Brewing potions on C seems a bit unnecessary, but creating a demonstration for use on P or S, or just demonstrating how redstone works, should be allowed. Example: (Note on the last image: the hopper immediately disappeared after the screenshot was taken. I had to get the timing just right) Essentially what I want to do by addressing this is work towards a more logically consistent banning of items. --INSERT SEGUE HERE-- After playing on the Creative and PvE servers a lot, I'm glad that we have competent admins, moderators, and community members that quickly point out griefing, let the proper authorities know of the situation, have the offending party kicked or banned after collecting evidence, and rollback malicious edits. I've noticed that on especially C, new players are often characterized as suspicious by other players. While it's nice for our player base to have solidarity against griefing and spam, we might be alienating potentially constructive players. I propose to evaluate this threat with a weekly metric to potentially use on all the servers: use the server logs to evaluate how many new players are banned within 4 hours (or some arbitrary length of time) of their joining the server. You could get this by checking the time the griefer joined and what time he was banned, and evaluating if it was within the arbitrary time window. This will indicate how many people specifically join the server to grief, and separates those cases of regulars being banned; I do contend, however, that there will be some people who misunderstand the server rules from the beginning and unfortunately are banned as a result, though this is a VERY rare case. This metric can be applied for each server, and it can be used to gauge the usefulness and effectiveness of ad campaigns on server listing sites as well. I'd very much like a tech admin to comment about the possibility and efficacy of such a method. I'd also like input on whether such data should be available to the public or kept secret to the administration or even just the techs and heads. Like I said at the top, I'd very much like to see more constructive suggestions on these topics and related topics. Also, if I missed any information, please feel free to correct me.
  12. Now the last few mod nominations made me a bit curious to how a mod is picked out from the rest of the players. I just want to know how the staff picks out the person and what traits do they look for? Another question i have is when a staff member picks someone to be mod, is it well discussed before voted on?
  13. This is really only a problem on C due to TP being enabled. There has been a dramatic rise in regular players following new players (ones who join with a "-") on C. I have personally witnessed new players to join, get the normal barrage of "hello!" and then have up to 5 regulars immediately TP to them and follow them around, which I assume is a misguided attempt to help catch grief and get noticed for being a "good helpful member of the community." However, all this is really doing is scaring off new players, who arrive and are immediately harassed by 1-5 people shadowing them everywhere. They can't even leave spawn without having someone follow them around. If that were me I'd be creeped out and quit too. We need to stop scaring people off. The fact is, mods are much better equipped to stalk new players if they feel they need to with /vanish. We can see if they check the plugin list, we can see NCP, and we can assess their "threat level" and if they warrant a look where players can't. I had previously spoke to Dumbo about it in Mumble when I was a mod, and I've tried to speak to a few people via /msg who do it continuously, but its an ongoing problem. I don't think a short public service post in general server discussion is a bad idea. Some alternate suggestions that were made in Mumble when we talked about it: 1. Setting /tpmode ask for all new players. The drawback here is that new players might not be able to figure out the command. We could also add a join message to the effect of "Your TP is in ASK mode. Do /tpmode allow to allow all players to TP to you" 2. Not displaying the "-" for new players to the general server population. I don't know if this is a good idea or not since a lot of people like to welcome new players (and that's fine, just not the tp stalking). I'm just sitting here trying to think of ways to retain more players and this one keeps running around in my head- its hard enough to get new players and I don't want their first experience on our server to be crazy stalker people following them around, making them quit. What do you guys think?
  14. 1:52AM PST - I finished building my doorway when suddenly I got kicked back a few blocks, and my work had been undone. A lot of other people just got kicked from it as well. Will post further lagspikes/problems I run into on C here.
  15. As far as im aware the /me command is disabled on c due to it being spammed. Just wanted to point out that /bukkit:me (action) is still enabled.
  16. I was noticing on the wiki pages for the survival server and the creative server that a number of the cartographs (otherwise referred to as cartos) for recent maps were missing. The survival server is currently missing cartos for revision 23, revision 24 and revision 25. The creative server is currently missing cartos for revision 25. I was wondering whether or not these could get updated and added onto the wiki, as it would be nice to be able to take a glance at the things we built during these revisions without having to download the entire map. Thanks, Avada
  17. Well, we have arrows, we have fire charges, lets get some fireworks on the go shall we? As far as im aware firework explosions cancel each other out to reduce lag and i don't really see any harm in adding them. Some creative player firework shows would be pretty awesome and could even help show off the server to people from P or S coming to the event. If fireworks where implemented, could a command be made that would make spawning fireworks in a possibility? In normal creative they need to be crafted. A command such as /firework RBO (red blue and orange mix) Firecharge/feather/goldnugget/head 64 (stack of red blue and orange fireworks with a modifier. A useful command such as that would sure make life easier.
  18. Recently, we have been tweaking C and adding some things such as compasses, horses, and /hat in order to make C a better and more fun place to play. In our relentless pursuit to always improve, we are currently discussing even more changes that we believe will improve the C experience. We would love to hear feedback on two changes that I am proposing to be added to C. Moving Policy For as long as I can remember our policy on C for admins moving things have been for "land disputes". Now for those of you who play enough, you know that this isn't really strictly enforced, and us Cadmins move things like cars for roads, and builds that may have been built in the wrong place. I would like to change this rule officially to state that "If you have a valid reason for your build to be moved, you can request a move by using /modreq and explaining why you need the build moved. Abuse of this system will result in move requests from you no longer being granted". I think this is a step in the right direction, and it's honestly a policy that all 3 of us cadmins follow anyway. ModMode on Creative We had a discussion a while back about this, and it got shot down. I would like to revisit the topic though. C is the only server where ModMode is not used by mods to do staff stuff. Although it is present, I know of very few people who actually use it. I think a big argument back then was not having compasses and that it would be a pain to move around just to check without /modmoding and getting a compass, but with compasses and water now available for all players, I think implementing modmode only for staff powers would be beneficial. Also from a staff view, I really don't like it when I tp to someone or jump in the PVP arena illegally because staff powers overrides any and all protections. It's also hard doing some things like spleef without destroying the walls on accident. ModMode would fix this and lessen the gap between staff and regular players. Let me know your thoughts, critiques, or suggestions. These changes are by no means final, but if feedback is good I would like to see them changed sometime soon. Thanks LetsBFehr
  19. Okay, it's clear that we don't have as many players on creative as we used to, and one of the things that brought creative a lot of players was the fact that we were a bit more interesting back when we were in our first couple of years as there wasn't as many creative servers as there was now and so it made an interesting change to the usual survival/pve servers you'd find. However now, new servers are popping up with mini-games and interesting plugins to alter the game slightly. I think it'd be a good idea to try to incorporate some mini-games into creative, say in a cut off section of the map you could access with something like /warp mini-games. I think it could attract more players to our servers and it could add another exciting feature to creative. It also opens up opportunities for contests e.g. who can build the best mini-game map? Of course there are some issues with this, one being it's a huge change to our usual way, however I don't think we can say we are a vanilla server any more, we have altered the servers quite a bit, I'm also not entirely sure on how easy it would be to create a mini-games area in the creative map. I'd really like to hear the communities feedback on this and I'd also like to hear from the creative admins and the tech admins for their thoughts on the matter. Thanks :)
  20. Hello everyone, We have been keeping an eye on this post in Server Discussion, and we were hoping that people would bring up specific topics they would like to be discussed in a general meeting. This did not happen, so we have decided to create a google form, similar to the one we had for the survival meeting, where people can submit things they would like to be discussed. You can find the form by clicking here. As of right now, we have not decided on a date for a meeting. If we do, we will make sure to give everyone plenty of notice.
  21. It's quite clear that there is some tension regarding the way things are and I believe that the time has come for us to sit down in a mumble channel, and figure out where things are and most definitely where we want them to go. In a civilised manner, of course. So, I would like to formally request that the Head Admins and Server Admins begin to plan for another meeting (especially since it's been a year since the last one). I would also like to ask that the other players and moderators give their support and gather as much information as they can (comments, concerns, questions) to make the admin's jobs a little easier during this process. Any input can be provided below.
  22. Couple of us were wondering why the map's been expanded so soon. There's a ton of space left within the previous expansion, people're all in the middle of larger projects, and there simply isnt a need for it to've happened. What's up with that?
  23. There are a couple of small ideas for Creative that have been proposed, but no action has been taken on them yet. I'd like to use this thread to facilitate discussion of these ideas (particularly between the Creative and tech admins, though others' opinions are certainly welcome) so that they can actually see some daylight and (possibly) be implemented on C. A good portion of Creative players have been asking for the /hat command for a while now; is there any reason not to allow default players to use the command? I had been told a while ago that it couldn't be enabled due to the possibility of player data corruption, but I haven't been able to figure out how this is able to lead to data corruption any more than the /i command is. I've also talked with a couple of techs now who haven't seen a problem with it. Is there a basis for this concern, or are hats safe? If they are safe, I think we should enable the /hat command on C. The idea of command blocks has also come up. The proposal is to allow admins to place command blocks at players' requests on C; after receiving a request, the admin would evaluate the command to determine whether it's appropriate or not. The main reason for enabling this would be to give players' builds another level of functionality, particularly for use in "test"-like builds which require the player to pass through a series of challenges. For example, someone might want to give an item to or play a sound for a player once they reach a certain spot. We would only allow certain commands to be used, of course; I'm thinking we would allow commands such as /effect, /give, /playsound, /tell, /testfor, and /tp. Additional conditions would also need to be met, such as specifying only a limited range of players and being connected to 'reasonable' redstone (e.g. not a clock such that the player's inventory gets filled to capacity). In general, though, command blocks would be evaluated from a holistic standpoint, in reference to how it is used. I spoke with LadyCailin a couple of days ago, and it sounds like one concern with this idea is containment. For example, once a command block is placed, how would we assure that the surrounding redstone is not changed in order to utilize the command block in a different way than was originally planned? The idea of using EasySigns as a replacement was proposed as a replacement: As I understand it, they could be bound to buttons, pressure plates, and levers to trigger an event. While this would evade the problem, the signs would also prevent events from being triggered dynamically at all and would only trigger events upon direct interaction with the player. However, this situation would in part eliminate one of the uses of command blocks -- to dynamically run commands based on redstone input. A more desirable solution, I think, would be to use the existing tools we have at our disposal. Before placing a command block, we check the redstone to ensure that it is reasonable and doesn't do anything unwanted. The entire area of contiguous redstone would then be protected with a 2-block buffer, with no owners or members. This would prevent anyone from editing the redstone after the fact; if the builder does request to edit the area again, the command block will need to be removed and requested again after the player is done editing. This process has the potential to be a bit of a hassle, but it would ensure that command blocks are safe and do only what they were originally intended to do. Feedback on these ideas would be appreciated. They're not huge changes, but I think they might bring a bit more to Creative that people have been interested in seeing.
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