Jump to content

Search the Community

Showing results for tags 'PvE'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • News & Information
    • News & Information
    • Events
  • Nerd.nu
    • Minecraft General
    • Creative
    • PvE
    • Chaos
  • Community
    • General Discussion
    • Other Games
    • The Archives
  • Support
    • Click here to appeal your ban!
    • Ban Appeals
    • Problems & Issues
  • Staff Discussions
    • Mod Chat

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







  1. Putting this in Mod Chat because it's important for the players to be aware of where we all stand, but it's not really something we have the time to leave up to thorough discussion - what are each of the servers doing when the 1.6 update comes out? Survival's transitioning between revisions, and we'll be looking to start Revision 22 only after our CraftBukkit setup and essential plugins are updated for 1.6 (to players: i'm working on an update/announcement post at current for more stuff related to this, stay tuned!). We're planning to perhaps hold our end of revision chaos the day prior to the release of 1.6 (not confirmed yet, need to speak with the other S admins still), but after that we're at a bit of a standstill on planning what's available for players in that plugin-update limbo that will exist between the end of our Revision 21 and the beginning of 22. Usually we'd get chaos.nerd.nu set up, but i'm of the understanding that neither PvE nor Creative are as close to a new revision as Survival is, so this might not be something we go with this time? We can work on getting some kind of 1.5-based events going on s.nerd.nu in that inbetween period, but I don't want to go ahead on formally developing or announcing such plans without seeing where the other two servers stand on the approach to 1.6. So, to the PvE and Creative admins, please think about your plans for the upcoming update and get back to us here (not in IRC, please!) to help us Survival staff out a bit. Thank you in advance
  2. So in the days leading up to the launch tournament of "Tower Wars", there have been numerous broadcast messages on P encouraging players to sign up a team for the event. I understand why this is being done, obviously everyone involved will have more fun the more teams there are, and last time I checked there were only two teams signed up. I think it is an excellent and appropriate use of broadcast messaging to increase awareness about the event. There's just one problem: Tower Wars is only getting this level of exposure because it's run by mods (and admins, I think). As far as I know, the arena is on the P map, was built in survival mode, and after the event will be open to the public. This makes it no different than any other minigame constructed by nerd.nu players. So I my request is that players be allowed to make reqs to have their minigames advertised through broadcast messages. Admins would be free to set their standards pretty high, as it's clear from the pictures that a lot of effort went into this event on their part. I only ask that mod-run events not get preferential treatment. Thanks for your consideration, and if there's a reason why Tower Wars is different than, for example, MarcusPSL's Jousting minigame (I would say spleef, but FISA has enough members that they have no need for advertisement), I would love to hear it.
  3. I've seen it proposed a few times in game, and TheRandomnatrix tried to bring it up near the end of the staff meeting, but people have often wondered if the difficulty level on P could be raised to hard. It is, after all, player VERSUS environment, so it would be nice if it were a bit more difficult to survive. Figured we could have a discussion about this here.
  4. A while back, I discussed the idea of letting region owners have the ability to change the build flag in their region -- which would allow you to open up a region to everyone, or close it from even yourself, rather simply. All of the admins I talked to were ok with it, and so I'm posting here to make it happen. Obviously, and questions or concerns are welcome. Technical implementation suggestions follow: add the perms worldguard.region.flag.regions.own.* and worldguard.region.flag.flags.build.* to group default, and educate playerbase about /region flag command or commandhelper alias, eg /rgbuild $region [$state=none] = if(array_contains(sk_region_info($region, pworld())[1],player()), if(array_contains_ic(array('none','allow','deny'),$state), sk_region_flag(pworld(), $region, build, if(equals($state,'none'),null,$state) ) msg(<some success message here>),msg(<message stating that state must be valid>) ), msg(<message informing user that they must be a owner to perform this>))
  5. So i was walking around spawn checking out the side of the building when suddenly.. http://i.imgur.com/3Ardd3D.jpg pls fix mods so noobs like me dont fall to death
  6. Workin' at the car wash... Skelly grinder, quite near spawn, with many features; Just under water (y=35) Trap, and drown or crush (for XP) Auto-sorting of drops Automatic mode - ahng around while you get tonnes of arrows+bones Free melons (machine) Brewing all set-up, with ingredients and helps Enchanting Optimal spawn rates (immediate drop out of range of spawner; light-levels all checked; mobs kept out of range) Off switch (lights disables spawner) Watch the skellys swim by, kinda a fun show while you wait Blinkenlights :-) Access MINECART FROM PORT 80 labelled "Car wash" - more links soon, I hope OR Dive in at -150, +560 (not far off the black submarine South from Spawn and Port 80); careful of drowning. Pictures As of now, it's well-stocked with arrows, bones, splash-potions ready-to-throw, food, and free beer* *maynotbetrue
  7. I've recently learned that Vinhaven/Atlantis have their own, private, end grinder in this rev, which may make the public one work much more slowly. On one hand, the end is nobody's land and anybody can build on it, but on the other hand, it is a limited resource and having a private one for members seem contrary to the spirit of PvE, not to mention having two end grinders make both work less well. I was just wondering what other people thought of this, do you think it's fair/should be allowed?
  8. Currently if a villager is griefed, the best we can do is replace it with a new villager. While this works very well with farm animals, I don't think this is sufficient for villagers. Villagers require you to unlock their trades, and a fully unlocked villager represents TONS of trading, time, and resources. None of that can be rolled back atm. Also it is possible to "brick" a villager so that their trades are permanently locked, rendering them useless (See https://mojang.atlassian.net/browse/MC-749). This way it is possible to grief villagers in such a way that we are unable to determine who the griefer was. Ideally we would back up a villagers trade list, and be able to create a new villager with that trade list in the event of grief. Is this something that we could do? Or would we need to make villagers a private resource (like farm animals in rev9) in order to protect against grief?
  9. Can we limit the discussion to P this time around, please. And can we have a (favourable, official) decision on it soon, pretty please. http://nerd.nu/archives/index.php?p=/discussion/19560
  • Create New...