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  1. Hello everyone, Cab417, Draykhar, and myself have been talking and the idea of bringing back beds to Survival came up. We have found a way to eliminate bed camping by forcing a player to spawn at spawn after being killed more then 3 times in 5 minutes. We would like to know what you guys think so please take the poll above and comment below with any concerns you have about adding beds to Survival. This poll will close 2 weeks from now (Oct 16), so vote today!
  2. Please help me welcome Cab417 as the newest S admin! He will be joining Draykhar and myself as part of the S admin team! Cab147 has been plying on the nerd server since April 2011 and he joined the moderator team in February 2013. Some of you might know cab417 from one of the many clans he has been a part of or as one of the mayors of Wellspring on PvE. We are looking forward to what you will bring to Survival and its community! Congratulations!
  3. Currently on Survival, there are two types of PvP protection: - The 15 second PvP protection you get after respawning. - The 1 hour long PvP protection you receive on your first join of the server. The 15 second timer runs out before you are able to leave spawn (unless you're sonic, of course) which renders it pointless, doesn't it? But as there is no real problem with this, I don't see there being any harm in leaving it enabled. Spawn camping hasn't been an issue (not that I've seen) so far this map, so hopefully we've made some good progress there. The hour long protection timer is the only one that I really have a problem with. I think it's about 4-5 times that I have come across a fully armoured player who is wanting to PvP, but they've had their hour long protection still enabled. Obviously this is not a problem for them, as they can disable it whenever they please, but for those wanting to attack that player, it provides a problem. The player with protection is able to disable it when they want to, giving them the advantage of getting the first few hits in a fight; which can be crucial in many PvP encounters. As well as this, it is possible (if a player wants to go through that much hassle) to get onto a secondary account, take a PvP kit from their primary account and then use the hour long protection to their advantage as explained above. There is quite a simple solution to this in my eyes, and I would assume it would be quite simple from a tech side too. If the hour long protection timer is deactivated when you equip armour (not sure whether just one piece or a full suit) but this would avoid players getting frustrated about not being able to attack fully kitted out protected players. There are some disadvantages with this, however. You can probably expect there to be a few people who set up dispensers around spawn with armour in them to trick new players into deactivating their timer. There are both pros and cons for this idea, but hopefully we can get some sort of discussion going to see if we can find a solution. Thanks :)
  4. http://gyazo.com/85b713429b15cb3b109fa9d702f64533 Here, you can see Gmc34 win, and then die from "falling out of the world". IDK if buggy thing is able to be fixed or not, but figured I'd document it here.
  5. I often find that what scares off players from survival isn't the restriction of playing in the first hour by other armored players but this aspect in general when trying to carry out life minning and building continuously. I think it is important for players to be able to prepare themselves minning for and building with supplies without a constant fear of in-game death. I always wished that I could get competitive with other players on S but there are so many scenarios that can occur within the vast world and I think arena based fighting along with safe living help to promote an orderly and not so hostile experience. I think the true PvP experience comes from the arena battles. Fighting under your own will with certain promise of benefits seems to be a good way of living in my opinion. I would like an experience in PVE where you can have a clash with other cities' inhabbitants in a designated area like that of the wilderness in RuneScape ( Though I do not wish to advertise or even endorse the stupidity that Jagex created). The area wouldn't have to be huge but one that could include a chase and hiding so that confrontation can be secondary to fleeing. I find that the whole 'Everything is a struggle to live in this world" mentality of S intense and thrilling but what I find to distract from this is players reluctance to play due to the dominating pressence of combat (and therefore spite and rivalry) that occurs with activity they clearly don't want it included in. There is practically no reason to armor up in Pve as you only really fight mobs. The difficulty in PVE is not very punishing and I love to fight with my diamonds but I can't find anything worth using them on! :( I in no way want to turn S into P or vis versa but I do wish that there was some kind of combat in PVE that people could find rewarding. I apologize if this is a post concerning only my interests and not that of others in the community which I estimated to be in favour of this also ( I could be the only one in favor of this and if so disregard it entirely). And if there is an arena like so in PVE and I am completely unaware of such a thing, please fill free to downvote this post to hell or even delete it as it will have been a waste of time for me to write and for you to read. Thanks guys, - Darkelmo
  6. Guest

    New Survival Admin

    Reposting WickedCoolSteve's announcement to share on the forums: Right, so as many of our players have already noticed, we have a new admin on the MCPublic Survival Server! Please join me in welcoming Mrloud15 to the Survival admin team along with Tharine and Draykhar! Mrloud started playing on the MCPublic servers in March 2012 and joined the moderation team in February 2013. He's well known for his magnificent builds on the PvE server such as the cities of Venice, Angkor, Old Town Brom, and Shady Oaks. He also was an evil conspirator in the construction of the diabolical parkour course and maze known as the "5k". In recent months he has acquired a love for and a home in the Survival PvP server where he happily murders people on a daily basis. Congratulations, sir! Survival is a stronger server with you as part of the leadership team!
  7. This is a quick 3am post before I finally go to sleep, so I apologise for any spelling or grammatical errors. This is something I happened to mention to one of the S admins the other day, and they took a liking to the idea and told me to post it on the forums, so I spent some of my redditing time coding up a plugin that, after a pre-configured amount of time, automatically rolls back "grief". This can be used to clear up forced-base entry, trap escapes, and the like. The code is now on Github: Anachronos This requires WorldGuard, but you can enable global passthrough so that regions aren't protected. Of course this means that moderators would have to handle region requests too, so it looks like you're going to need to get some more S moderators on board. ;) Using WorldGuard regions will also allow use of Glacier's primary functions (when I update it), which a number of players showed interest in when I mentioned it on Mumble last Friday (namely, you can place your own flowing water / lava in your regions). A short fact-sheet: Anyone who isn't in a region's member list has their edits added to a queue, after a configured amount of time (default is five minutes after the action), the action is rolled back.This also works with water and lava placement. Blocks broken do not drop their item, blocks placed are not returned (your fault! Use disposable blocks!)There's a configurable list of blocks to allow drops for, so that people can still nab crops from others' farms. Block "damage values" are stored, so your wool isn't going to turn white and your stairs aren't going to be weirdly placed after rollback. Right now, the rollback action does not hook into LogBlock. It's something I'm looking into along with a complete rewrite of LogBlock. It doesn't persist over server restarts, it simply rolls back all in queue prior to disabling. It rolls back in reverse-action order, so if you break a block and replace it, the queue will run through removing that block and replacing the old one. tl;dr I got bored and wrote a plugin that automatically rolls back basic base grief after a preset amount of time. I was told to post it on the forums at the mercy of any and all S players, and so I have. Discuss usage on S.
  8. Good evening! Let me first put this post into where it is not very usual to me and I just wanted to point it out if there is any way to fix this issue. :) I wanted to first of all give a scenario about something fairly odd happened today to me. I am not going to point out any player name and going to keep the players online / players involved anonymous. So I was just walking around the roads with a stone sword when a player kills me with full diamond armor. Now at this point I thought it wasn't a big deal until when I am organizing my chests (Or doing some kind of other activity) when he comes and kills me again. Now at this point I am glad to get armed equally with him and fight him. So I grab prot 4 diamond armor in my enderchest, but somehow the armor rubberbands back to the enderchest. I shift + click the armor and it keeps on rubberbanding back to my enderchest until finally it's all in my inventory. Now I am trying to throw out useless items (f.i. string) and I press 'e' and throw it out of my inventory because I would do that rather than keep on pressing 'q' because it takes much more time to do so. Then it rubberbands again. I think now I have my armor on and sword and start charging towards him, he hits me once, and my hearts drop down all the way to 4. I quickly pressed 'e' and see what's going wrong and noticed that I was ONLY wearing my boots. So then he just kills me and I thought I only was wearing my boots and checked my ender chest and saw that all my diamond armor was gone. My point is that I wanted to put out that lag is really bugging some people with horrible ping and also wanted to ask tech-admins or so if there is any way to either completely stop this, or aid it a bit so it can be a bit better. Many people has been complaining about this and it hasn't been fixed much. I hope there might be a solution to this. ^.^ Thanks! :)
  9. Should the maximum enchant level on an enchanting table be what it was in 1.5 or at the increased Enchantism level? There has been little feedback about this, so hopefully this poll will make it clearer what we want. Thanks in advance! :D
  10. AMA time! Guys, You have the wonderful oppurtunity to learn how the "Dark Knight" Dex started. Now. AMA!
  11. Event Base Contest! There's been a good amount of interest in a future Zombie Survival Event, with the possibilities of players becoming mobs and different effects based on day and night cycles. While the event isn't set in stone yet, I think the theme would make a fantastic month-long building contest, and the possibility that the best designs may be used in future events will motivate you! So here is the challenge, build us a base that would be ideal as the starting defensive location of a Zombie Survival Event. Rules: It must include 2 separated areas (labled with a sign): Spawn point (e.g. Helipad) & HQ location (i.e. if this area is overrun the game ends) The build must be built by you, or your team (you cannot enter someone else's build into the contest). The build must fit within a 100x100x100 cube. The build must be built during the duration of the contest (no reusing past builds). Once you've completed your build, make a post here with the coordinates and a pretty picture or two to be considered. Multiple entries are allowed. Don't be afraid to be detailed and (dam)age your buildings. Expect that during an event players will have fun fixing and reinforcing the structure. You can make this come from any timeline; past, present, or future. I expect we'll see a number of hospitals, churches (with graveyards!), and military installations. On July 28, after 4pm, the contest will close and I will consider the entries, and post a poll of the top 5, on which the community will vote for which is the best!
  12. Whilst we haven't got any solid plans for the new revision's date in mind, I figured it would help us a lot to get some things planned ahead of time so we're not rushed when an appropriate time rolls around. I feel like we're potentially waiting for the 1.6 update, but understandably the upcoming donation drive event may complicate things a little bit so it's good for us to get particular things settled whilst we still have moments to spare. As an early suggestion as well, I would be interested in seeing us move this thread over to the Private Mod Chat section of the forums as soon as possible. I feel like there was nothing we needed to keep private in the previous thread, and anything that would be better as a surprise for the mods (e.g. the locations of the hidden nether portals) we can redact or keep to ourselves. I suppose we can keep a separate thread in each if necessary, but i'd like to see ideas come from a larger group of people and for the mods to have much greater of an input this time around. I can throw out a huge spoiler tag to warn those who don't want to be spoiled for the new revision what they'd be getting into by reading such a thread Any ideas we settle before opening things up to include the moderators we don't necessarily have to consider as set in stone; I think we're all pretty open to listening to opposing ideas. To kick off some general ideas, i'm gonna steal liberate the formatting Barlimore used in his thread for Creative's next revision: Spawn Whilst not a route we usually end up taking with spawns, kiwi99 has approached us with a design he's been working on for some time that he's been building with s.nerd.nu in mind. It's currently over on another server owned by one of our moderators (so receiving a schematic won't be difficult), but I hopped over today and took a few screenshots of the build as seen here. I apologise for the fuzziness of the pictures, seems to be an issue with some of my screenshot settings, but hopefully you get a nice idea of what it looks like. It's not completed yet, and he's been brainstorming some road designs too, so it will be interesting to see what he comes up with in that department. He's also told me that he's absolutely fine with us editing anything that's necessary, should we use his design. Personally, I quite like it, and I was wondering how others felt about it too. Map/Terrain I think we'll probably end up sticking with another vanilla seed, unless someone is keen on working on a custom map at all? If we go with vanilla, we should be looking for something where the terrain around 0,0 is neither ice/snow, jungle, or an ocean biome, as in my experience those tend to not make the most appealing of starting areas (both to work with and to settle claims on). I really loved the seed from this map, as coupled with the road design, there was something for everyone. Roads / Warps Figured we'd open the question regarding roads to the playerbase when the time comes, and get a thread similar to Dumbo52's going. I'm still not keen on road warps personally, but if we have the tech to (as warp signs still appear to be unusable), I would be interested in introducing (a couple of weeks after the start of the rev, perhaps) warp signs that ported you to one of a few predetermined locations within the spawn square that could help with avoiding spawn camping when no mods are online to handle it. Something like this is what I have in mind, with all of the different coloured circles being different warp-to points. Plugin Features I think we'll have no issues keeping PlumpXP, no-leather books, and the /unenchant command. Most other ones i'd be keen to put to a poll and query how players feel about them. Ones that come to mind are enderpearl cooldown, potentially bringing back beds, /ignore command, and the 60-minute first join PvP protection timer. I know a few of them were proposed in that major thread back in January, but getting a refresher of where people stand is of no harm. Policies Gonna add some policy stuff to this when I have a chance, wanted to submit this post even if i'm not finished so as not to lose what i've written~
  13. In an effort to try and round up a lot of the miscellaneous discussions that go on either on the subreddit or forums, i've decided to make this thread for any Survival-related discussions that come up. I've pinned it so that it doesn't get lost in the shuffle like the other threads, and i'll be using it as a directory that's easy to link to (inspired by the need to have an easy link available for the [server] rotation). That said, i've put together a bunch of threads that I feel are either directly related to Survival, might interest Survival players, or will in some way have an effect on how Survival operates. Any discussions that come up following this thread, I encourage people to link here as well. Plugins "Vanilla PvP is broken in 1.6" - A thread that aim(s/ed) to pinpoint and counteract some of the changes that Mojang brought in with the 1.6 update that negatively affected PvP. We've since debuffed strength potions to the values they held in 1.5, but we are still looking to see whether other changes suggested need to be made. "Enchantism plugin" - An earlier thread from when we were discussing the possibility of bringing Enchantism on board in the first place, this thread showcases some of the discussion that went into the consideration for what Enchantism would actually provide, and in what ways it would change gameplay "Enchantism - Vanilla Level Enchants" - The enchanting plugin we brought on board with Revision 22, Enchantism, provides room for allowing enchants to go up to level IV, where in the vanilla game they would otherwise be unable to (e.g. Knockback IV). This poll aims to identify whether people are interested in capping particular enchants at their vanilla levels, or opening up the ability to enchant them at higher-than-normal levels. "Suggestion: Disable hurting people from the same clan on S." - Title describes it well. Although an old post, one I would like to see given further consideration. "Searching for the /ignore command" - A mildly redundant thread now that we do indeed have an /ignore command on Survival, I hope to revisit this at some point in order to establish whether we could get an ignore command set up to work alongside our /msg system (as it currently only works for text 'spoken' in public chat. [NEW] "Anachronos - Automatic Rollback" - Taken from it's GitHub description, "Anachronos is a plugin developed with PvP servers in mind. After a configurable interval, any blocks broken or placed in a region that weren't by the region owner are "reset" and rolled back." This thread aims to propose it's implementation and enable discussion on whether it is suited to the Survival community. Policy "Redefining 'dicks'" - An older thread, but certainly one that still needs greater consideration. The "don't be a dick" rule has long been ambiguous and subjectively applied from both player and staff alike, and this thread aims to find a better understanding of what this rule actually means. "Protections on Survival. Shut up and read it first >.<" - An apt title, given how contentious of an idea protections on Survival are. The suggestion has taken a back seat in the face of other topics/issues, but it is definitely one worth looking into. "Discussing the /duel command" - An idea that's been floating around for at least 8 months now, the /duel command would allow players to engage in organised fights with one another, perhaps with the ability to gain rewards for doing such. This command is nowhere near being implemented due to a lack of discussion on what it should involve, and should perhaps at this stage be considered an idea stashed away for another time. "SMP Client mods." - A thread started and maintained mostly by one player, the aim of the thread was to provide room for suggesting client mods that are of interest to Survival players, and whether or not they were suitable to be permitted on the servers. Other server demands have drawn my focus away from this thread, but I hope to revisit it sometime in the near future. ""Hopholes" discussion" - A thread discussing a previous suggestion of banning hopper-lined traps as their existence provides "an unfair hopper structure which avoids item loss from PVP". An interesting topic, and certainly one that deserves greater discussion. "Spawn Camping" - A thread for discussing the issue of spawn camping, what it entails, and how to best go about dealing with it. General threads for Survival "Bringing on board another Survival admin" - We're scouting interest from anyone on who they might like to see join myself and Draykhar as part of the Survival admin team. See information in that thread on how to contact me about this! "Revision 22 Change & Discussion Thread" - A poll and discussion thread that aimed to assess what changes people would be interested in seeing be brought into the new revision. Whilst the new revision is now in place, the lack of discussion has stalled some decisions from being made and though some have since been implemented, other things remain unchanged. Some topics have branched out into threads of their own, and we'll be moving to do similar with some of the remaining changes that were up for suggestion. "Saving S" - Copied over from his original subreddit post on the matter, TheKingDuff endeavours to establish some ideas on how we can improve and better our Survival server. "Changes on Survival" - A poll put up by TornadoHorse, his aim was to first establish what types of things people were interested in seeing changed, and to move on from there once he had gathered some results. "Changes on Survival: Part 2!" - The accompanying discussion thread to the aforementioned poll, a lot of great conversation takes place in this post that is worth reading. General threads for the entire server community "Should we get votifyer?" - A discussion on whether we should look to making use of a voting system that could encourage greater advertisement of our community on Minecraft server listing websites. "New command: /painting" - Not a discussion as such, but something that many people might not be aware of. On all three servers you are now able to select what painting you would like to place ahead of time, avoiding the hassle of trying to find the right one. "Two new commands for players" - Two more commands provided by totemo, we now have commands that allow you to check when the upcoming restart is, as well as see who owns what pet on the PvE server. "Summer Mod Nominations Vote" - Although now closed, here's the most recent moderator nominations thread, which included some players from Survival. "Clanchat Changes" - zifnab06 writes of some of the changes made to the Clanchat system we use on all three servers. "Mining diamond below lava with optifine" - A thread that was spawned from the misunderstandings between staff on whether or not using Optifine to be able to see clearly under lava was deemed an illegitimate practice of finding diamonds. An all around interesting discussion, and worth the read. ----- The /r/ama section of the forums may also interest anyone in better getting to know some of their fellow Survival players.
  14. When I first joined the new S rev, I was killed immediately and wasn't able to take a look at the rule book at all. I think we should add a command like /rulebook or /rules that would give us the rule book again so we can read it or take another look at it if necessary
  15. There used to be a rule on Survival that stated (something along the lines of): "No fleeing to non-pvp zones to avoid/survive pvp" This was an issue in revisions 7 and before, when spawn was an just area of the map that could be easily re-entered just by walking back into it. People who were about to die would run back into the spawn zone where they couldn't be hurt. I did not know when this rule was removed, but it no longer appears to be on nerd.nu/rules. There is still (at least) one notable way to re-enter spawn, via The End. This rule is being half-enforced. Mods who remember this rule are still enforcing it, telling people that they cannot stay in spawn if they are chased through the end. Newer mods, especially those who have come to Survival after being modded on PvE or Creative, do not enforce this rule, because it is not on the rule page. I think we need a definitive answer from the Survival Admins about whether this is a rule or not.
  16. An idea I played around with earlier this revision, but didn't get set up because i'm apparently a dunce and didn't realise the full potential of Google Drive, from now on whenever I go to reset the modreq queue (using /mr-reset, for any that might need a reminder of the command) i'll be logging all of the modreqs on a spreadsheet found here. I'll open up a new sheet for each different instance of logging them, so that there are no overlaps in numbers/any inconsistencies with modreqs currently open at the time of logging can be found as closed in the following sheet. There might be easier ways to do this realistically, but this lets us access them at our own leisure without needing to go through someone else. The current modreqs page can hold around 1000 current modreqs at a time, so at the very least I will be pulling the data whenever we reach around modreq #900. However, to making things easier for moderators, i'll probably be doing this much more often. cmchappell/draykhar: Pm me when either of you are about in IRC/Mumble to get added to edit perms, I didn't want to assume what e-mail you preferred to be added on for this. And to open up a question for consideration (and because making two posts would be unnecessary), how do either of you feel about making the Survival modreq page open to the moderators? I feel it's of more benefit than detriment to let them have access to it, and i'd really rather we have as many avenues for easier moderation as possible. Also, I know we usually converse via -sadmins, but I wanted to eventually push this into the private mod chat section of the forums if we go ahead with deciding we want to do so. Two birds, one stone and all that. Let me know what you think~
  17. We started this discussion about a month ago over on the old forums, but I think we all ended up getting distracted by various issues as well as the move to the new forums, and we never picked it back up. In various talks with a number of people, and having played this revision out a bit more, I feel like a lot of us came to our own conclusions on how we would like to handle this particular issue, but I would like us to have some kind of concluding decision on the matter. As it stands our current rule for use of LWC states: No use of LWC-locked blocks for the purpose of base defense or any other use than to protect the items within the locked block.Admins reserve the right to remove LWC-locked blocks used for base defense. Chests and other lockable items may not be used to obstruct movement or access to an area.The rule (as is) does indeed cover using trapped chests to block off particular areas of the map from others (that aren't on the protection) - and should we stick with the current ruling, my only proposal would be to perhaps better clarify this for other circumstances that are a bit at odds with the current wording. For example, the end grinder where a locked, trapped chest controls the functioning of the grinder is not specifically an 'area' (it drops the platform for the mobs) nor does it technically speaking 'obstruct movement' (except for them poor endermen). I'd be keen to perhaps reword the rule a bit to account for more things like that. Personally speaking, I would be in favour of keeping/honouring the rule as it stands, and declaring that trapped chests are no different to any other container and should not be used for any purpose other than protecting the items inside it. I would like to hear others' opinions on how they might like to see us handle this particular issue, even if you're not a Survival regular.
  18. Having finally managed to acquire enough time to sit down and concentrate on putting this together, I am pleased to present the official discussion thread for Survival’s upcoming Revision 22. I would like to preface this post by emphasising very clearly that there are no set plans for the ending of the current revision and the starting of the new one at this stage. This post does not aim to suggest that the change in revision is imminent, only that we are now ready to move forward together as a community in discussing how we would like to approach this transition. To start things off, I have prepared a not-too-lengthy poll - which you can find here - with a range of questions that i’m hoping will help to spark some proper discussion on where we stand in this uncertain territory as a server in need of a fresh revision, and especially as one awaiting the long-overdue 1.6 update from Mojang. Poll formatting doesn’t allow a lot of room for the necessary in-depth descriptions for particular questions, so please be sure to read through the entirety of this forum thread for the appropriate, relevant text that accompanies this poll. You might not be able to accurately respond to some of the questions without referring to what is written in the remainder of this thread. As a final note before getting into the accompanying descriptions: I have been working on preparing some form of discussion thread for some time now, ultimately deciding that a good place to start would be to focus solely on improvements and changes we could make that surrounded the change in revisions. However, this is by no means the only ongoing discussion that pertains to Survival. Following last weekend’s staff meeting, several players from the community (predominantly Survival players) were prompted to open up some serious discussion about where we stand as a server, what changes that might be beneficial to our community as a whole, as well as some specifics for Survival in particular. You can find and contribute to this particular discussion here on our subreddit. I would encourage anyone interested in the betterment of our community to get involved with this, no matter what server you call ‘home’. Accompanying details for the poll: Revision 21 Revision 22 Rules & Guidelines Upcoming Features Feedback If you have any comments in addition to the points already brought up for discussion, please feel free to post them!
  19. Putting this in Mod Chat as we're not doing anything private that we need to keep staff-only, and it might interest others to see what we need to do in order to make sure we have everything prepared day of the launch. I would propose that we take down the current chaos events perhaps at least an hour prior to the proposed launch time for the new revision, to ensure that we get everything covered in time. I'm unsure how many tech admins are going to be available to help us with this launch, but if any of you would like to begin preparations earlier, by all means let's do so! I'll plan to be waking up roughly 3 hours before launch time, so I should be around to help out from around that time onwards (following the mandatory cup of tea, of course). That said, here are the things that I think we should ensure are ready for final launch, please feel free to correct me on anything or suggest anything else to consider, i'm horribly forgetful at the best of times: Bring down s.nerd.nu, load up the prepared map, set up the appropriate config things (I know we've been messing around with a few different things on event.nerd.nu), and whitelist for staff only. Test that WorldGuard regions are still working properly, particularly the spawn and spawn_nopvp ones. Double check region flags for spawn and its child region(s). Check that warp signs at spawn still function correctly. Check that the nether works alright. Check that portals all connect and work fine. Check that pvp is enabled. Check that things like TNT and creeper block damage are disabled. Check that crop trampling is disabled. Check that PvPTimer is set so that respawn invulnerability is enabled, but the first-join protection is turned off (will be turned back on a few days following map launch). Check that ModReq is running alright. Check that Enchantism is working and running the most recent build and updated config. Check to see if Rebalance Villagers affects already spawned villagers (not an issue if it does, just worth checking). /thor buzzie71 for good measure.
  20. (Cross-posted from the subreddit, so please forgive any formatting errors) Proposed launch time and date: Sunday 11th August, 9:30am Australian Central Standard Time <- Click to convert to your own timezone! Hellooooo everybody! With map preparation finalised, and with our update to 1.6.2 accomplished safe and sound, we're finally able to set a proper date we can launch Revision 22 by. This time and date (seen above) is pretty much as secure as it can be, the only thing that might delay or hold us back is one of the admins falling ill or otherwise being unable to make it unexpectedly. If something comes up we'll let you know as soon as possible, but we're not waiting on anything in particular to get this revision up and running. However, we are announcing this a week in advance for a couple of reasons. One being that we're done with map preparation and we would like to make that known, another being that a weekend works best all around for map launches, and it would have been an unfair amount of short notice to spring the new revision on you this weekend. Chaos events will be ongoing on s.nerd.nu until then, and we're looking to bring in a more reasonable config for Enchantism in the upcoming round, so keep an eye out for the post for round 7 when we have more concrete plans for when we'll be available to set that up. Have a complimentary chaos puppy in the mean time :) General details about the upcoming revision Map size will be the standard 4000x4000 (i.e. from -2000 to +2000 on both the X and Z axes) We're running with the four cardinal roads this map, with portals located at the 300 and 800 block marks down each road. There are also four 'hidden' nether portals further out up for discovery. Roads are protected up to 25 blocks above and on average 5 blocks below their surface. Roads are protected much further down in the ocean biome(s), check those out when you get a chance. If you want to build in the space above the road between yourself and a neighbour, you must have their consent before doing so. We'll also monitor any builds that take up large portions of the road and contact anyone we feel is taking their claims with these a bit too far. Portal zones are protected up to sky limit, but only around 6 blocks below their surface. Similarly, we'll monitor any cases where it seems people might be abusing the protections offered by these areas. Changes being brought in with the new revision Enchantism - Currently setup and working perfectly fine on the chaos events, we'll be going ahead with this for the new revision with the aforementioned updated config (accounting for any suggested further changes, of course). PvPTimer - We'll hold off on bringing this on board until at least a few days after the map launch, to ensure things are as dangerous as ever in those early couple of days. However, once it's in effect, players who have first joined the server will have (an optional, they can turn it off if they choose) 1 hourof gameplay free from PvP. PvPTimer also comes with an option for protection upon respawn - we'll be keeping this as well unless there's any serious concern with it. Rebalance Villagers has apparently been facing some issues. Per totemo, "RebalanceVillagers is not building because their repository for downloading dependencies has been down for many days at this stage. I'll try to work around it when I have a moment." It seems to be mostly out of our hands, but if we can't get this ready prior to map launch, we'll progress with vanilla-style villagers. Crafting recipes for horse armour and saddles should hopefully be available upon map launch, if not shortly after. We'll let you know what these are when we've come to an agreement on them. Creeper spawners - An idea suggested a short while ago, we've gone ahead with putting a few of these around the map. Being that abandoned mineshafts are much more easy to locate than individual mob spawners, what i've done is replaced a number of cave spider spawners across the map with ones that will spawn creepers. These are spread out randomly across the map, and i've tried to ensure a reasonable distribution in each of the four quadrants of the map. I can't guarantee which abandoned mineshafts out of all of them will be discovered, so the numbers i've replaced are done with that in mind. We've dropped the 5 minute timer on despawning carts, however this change was made following putting the map up on event.nerd.nu. I've repopulated a number of abandoned mineshafts within the proximity of spawn with physical chests (all with sweet loot) to account for the chest minecarts that were lost, and hopefully those further out into the map should be unaffected. Things that aren't changing/will carry over into the new revision Your clan chat should still work fine from the previous revision, i've noted that these have persisted throughout the chaos events. Books will still only require 3 paper to be crafted. PlumpXP will still be in effect, continuing an experience plump of 8X the vanilla amount (correct me if this is wrong, couldn't find the appropriate subreddit post for this). Armoured head drops will continue to be in effect. Any additional changes similar to this can be found listed on the second floor of the spawn building. Some pointers for the first day of the revision To combat the concerns of a complicated spawn setup whilst maintaining that we do need the additional floors to hold information relevant to newer players, there is a warp sign directly off the respawn podium for each of the roads that will teleport you down two floors right before the drop. Roughly about a week after we've settled into this new revision, we will update the signs so that the warp takes you down to belowthe drop, and into the PvP-enabled zone. This is to make sure that people using the warp signs aren't given a massive advantage on the first day over those that prefer to walk their way down, as well as to give a second chance to those that might have accidentally clicked the sign. Land claims - Bolded because it's a hassle every revision, land claims are by far the biggest issue we have to deal with as staff on the first day of the new map. These are many, and they are often complicated and require upwards of 30 minutes of our time to dedicate to, so please, in the interest of freeing up the workload for us and making things easier on everyone involved - talk to the person you're contesting the land claim with first and see if you can't come to a resolution between yourselves. Getting a moderator involved often means we'll check the LogBlock timestamps of whoever placed what first, and more often than not all we'll end up doing is separating your claims down the middle if they overlap. Please try to be reasonable with one another if you end up having claim issues, and please make a modreq rather than personally message a moderator if you need it to be resolved on your behalf. Modreqs go into a queue, and we handle them in the order they come in. Hopefully i've covered what needs to be said about this upcoming revision, and please, if you have any questions don't hesitate to ask! I'm incredibly forgetful at the best of times, so chances are i've forgotten something completely obvious. Some additional interesting ideas about changes have been thrown about behind the scenes in the past couple of days that we could consider bringing onto Survival with this upcoming revision, but i've held off from mentioning them until there's anything concrete there. I'll be keeping everyone up to date with any further changes, both here and on the forums! I hope everyone is having a wonderful weekend :D Previous subreddit discussions for Revision 22: Revision 22 - Keeping everyone up to date! (6 days ago) General Post: Round 3 of Chaos; General updates regarding Revision 22 (19 days ago) Revision 22 - Spawn, Arenas, and more! (1 month ago)
  21. Today I joined S and was at spawn, as I was trying to leave I saw that all 4 sides of the spawn were completely covered in lava. I can't leave spawn, I made a /modreq but don't think that anyone is going to see it because it is chaos, and I haven't seen any moderators on yet.
  22. I'm not sure how much this idea will be liked but I think it's worth a shot to make suggestion post about it So basically you would be able to have an actual clan, where you can for example /invite playername and then they would be able to join your clan. If this person is in your clan you would be unable to hurt them and maybe also having an ally-system where you would also be unable to hurt them. Maybe there would be an option to make them be able to hurt eachother temp by a command so that they can do some fights between them if they want to. With this option you could also see the members of someones clan (if possible also which of them is online). If this would work we could maybe make the clanchat inside this plugin so that you don't need to make a new channel but you can just have an actual clan chat. (This idea is taken from a faction server but I thought this would be pretty awesome to have)
  23. 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
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