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  1. AMA time! Guys, You have the wonderful oppurtunity to learn how the "Dark Knight" Dex started. Now. AMA!
  2. Players can now place their own fire using /i fire or using flint and steel. WorldGuard has been configured to notify when either is placed. Item frames and TNT can now be placed by moderators when requested with /modreq. C now has a jail set up (Cyotie911's Big Box-O-Shame). The commands for that are /jail <player> and /release <player>, which unmutes them and sends them to spawn (or alternatively /unmute <player> and /tphere <player>). Region flags for that are currently set so that players are muted, in addition to the muting that occurs automatically with /jail. There may be some additional work needed on the /jail command to allow players to /msg without being able to escape jail with /spawn or /home. I will investigate in due course. With 1.6.2 I've added the new ModMode plugin to C as well. Both moderators and admins can use it and it brings the following benefits: It remembers where you last were and puts you back there when you leave ModMode. It maintains a separate inventory for ModMode, so you don't have to shuffle items in your hotbar when doing moderator tasks. It logs your ModMode edits under modmode_<playername>, making it safer to do small rollbacks on yourself when you have to make temporary edits during moderator tasks. You will show up as ModMode in /list. You don't have to use ModMode, but it's very handy and there are few disadvantages to using it. The one disadvantage is for admins: at the time of writing, admins who use ModMode will find that they don't have access to admin-only commands like /ab while in ModMode. I'm still weighing my options for how we should fix that.
  3. Guest

    Block /i 95 Placement

    We moved to banning this item to the mod-placeable blocks where it could be modrequested and placed. However this block still poses a risk of client crashes as I discovered when trying to pursue a griefer who had become caught in these blocks. Please refrain from placing this block entirely until this is fixed.
  4. Creative is now 1.6 with the other servers, the following items can now be requested via /modreq Item frames and tnt. Fire is now place-able by players, have fun but use it sensibly :)
  5. We will be updating creative to 1.6 in about 20 minutes time, no more swapping between launchers :D
  6. That's right, folks! The HeadAdmins - with input from players and other staff - have picked buzzinbee as the new CAdmin! buzzinbee has been playing the servers since Spring 2011 and was modded April 2012. Some may recall him from the piston pony from Rev. 15... some may recall him from the giant pony in Sandbox... Others may recall him from the CTA, still others for his role in DerpU and helping train new mods! So now he's the guy to go to with your ideas, issues, and all things Creative! Welcome again, buzzinbee, to the CAdmin role! Link to subreddit post: http://redd.it/1k5x7w
  7. With 1.6 released, I think it's a good time to start planning for large builds that I want to participate in for rev 25. I currently have thought of three projects: 1. Spawn clock I remember there was a clock at the beginning of this rev right outside of spawn. I'm not sure why it was taken down, but I would like to do something like that for the next rev. I'm thinking of building a large white box of sorts with a display that has a range of 0 to 9999 in game days. I want it to have a mural that represents the Nerd servers, and maybe a cafe thing inside/under if I can work it out. I don't know how to do solid state with redstone, so it'll be mechanically driven. I have some prototype mechanisms in my Dropbox, one of the mechanisms demonstrating how the counter mechanisms work and the other demonstrating a LCD driver prototype. Right now these are the things I'm trying to figure out: A. Size. I need to set a size suitable for being near spawn. If the spawn is like this rev, it can't be very large. If there is a road leading out from spawn, the clock can stretch along the road. I think the clock that was here earlier was around 50 blocks wide. B. Location. I want it to be immediately outside spawn, but chances are I can't make it on to the server when the rev starts. If all the details are planned out ahead of the time I'll need someone to mark out and reserve a spot. C. Redstone. I am not great with redstone, so I'll probably need help with engineering. I'd be grateful for help, especially if the circuits need shrinking. I don't anticipate lag problems, since it'll activate once every 20 minutes only. I'm hoping it won't go out of sync due to unloaded chunks, but there should be people at spawn often enough to keep the clock running. I'll upload a scan of the couple planning pages I made if anyone's interested. 2. Dome7 I heard Magnyus wants to head this, so it's really up to him what he wants to do. I'll just throw my similar idea (Sphere1) out there. I envision a glass sphere that reaches from bedrock to sky limit. It will contain a tree in the middle, and off of it will be many branches that terminate in islands, which form plots to build on. The focus is away from towers or industrial buildings but on modest sized residential and small shops. 3. CTA There wasn't much planning for CTA this rev, so the resulting rails weren't that good. I heard the plan for next rev was to keep it mostly underground, with a few sky rails. I personally think there should be a good mix of underground and above ground rails. I thought the pure underground rails of last rev were bland. Some say above ground rails cut through builds and make the map look ugly. I don't really agree. I think it's important to make the rails and supports look visually attractive and build them early. That way people can incorporate rails into their builds and it would look more natural. For an example of a visually attractive rail line, see CTA Blue that runs from spawn to Spleef to Cornerstone.
  8. We're entering preparation for creative 25. We have a number of tasks to complete from building spawn directly upon the map to filling in the rivers to setting up the initial warps. This will progress upon one of our currently un-used servers so that we can test plugins (where needed) and copy schematics over from contest winners. You can view our progress via a document. This is not an exhaustive list and is mainly to keep a track of what we need to physically add to the map between the builders. Progress has been slow for this reset, so I take responsibility and apologise for this as the map has been in my hands. I really appreciate how patient you have all been, much more than I as I've been eagerly awaiting the reset since planning between Cyotie, Dumbo and I first began. So what does this mean for creative 24, the current revision? We will announce a reset date one week in advance but I would recommend taking the time to complete any builds you're still working on now. We will look into a chaos mode for those final days of creative too as I understand that this has been a popular request. We're currently using a specific whitelist for the group of people involved with the planning so this is not open to all staff, however we will not turn down help from any additional moderators who wish to be involved. Please contact me if you're interested in helping.
  9. As the title indicates, this is a general discussion about any questions, comments, concerns, ideas, issues, etc. that you may have in regards to the Creative server. I made this topic to see how much information we could extract from the community to give Staff a better idea of what's going on. Mostly because the meeting on June 15th made it pretty clear that we aren't as organised as we could be. Your contributions will be much appreciated.
  10. Guest

    Creative Admin Nominations

    We're currently looking for a new creative admin to join Cyotie911 & Dumbo52. I'm about to put up a similar topic in the admin forums after this post to discuss people frankly however I want to make sure that you are aware of the intention to fill this role and so that I can gather feedback from anyone who wishes to spare some time. I'll be closing this topic as a public discussion would be unpleasant, despite the many positive things I look forward to describing people with. Please pm me and I will pass on all feedback within the admin discussion either anonymously or not, whichever you prefer. Ultimately the decision will be based upon a mixture of feedback from people who have seen the nominees in their 'natural habitat' and others who have directly interacted with them or even received help from them. TLDR: Do not reply here but pm me if you wish to give feedback for creative admin nominees.
  11. Someone showed me yesterday that you can use /give on other users. The command could be useful for giving kits to people if they're in a construction crew, but could also be abused by filling someone's inventory with useless blocks. Considering we have /i, if the risk becomes too large, could /give be disabled?
  12. That's right folks, we'll be having a psuedo-contest on C to determine what kinds of track layouts we'll use for next rev's CTA rail lines! To enter, here's what you've gotta do: Go to c.nerd.nu Warp to "CTA_Contest" Read the guidelines Build in the appropriate area There are no limits to the number of track designs you're allowed to create/submit. There is no limit on space you're allowed to occupy, as long as your build doesn't interfere with someone else's build, or take up an ENORMOUS amount of space. Keep in mind that we aren't looking for a full out rail line, stretching from sea to sea, but a snippet of a larger picture. The one real Rule for the contest is not to make a single line of wool or something of the like & call it a rail line. Derp coasters are not allowed. Make it detailed, or make it somewhere else. There are 3 categories to build within. Allow me to make it clear that you should ONLY build certain track types within their allotted area. If you're unsure as to what goes where, just ask one of us & we'll set you straight. Category One: Above-Ground/Surface Track Designs (YELLOW) Here, we're just looking for surface-level designs. Monorails, subways, gondolas (why?) etc etc should not be built here. Builds of this type should be outlined in Yellow Wool. Category Two: Subterrainean Track Designs (BLUE) Subways are where it's at in this area. Dig down as far as you'd like, just don't dig through anyone elses build! If your build is completely submerged in soil, outline the area it occupies on the surface with Blue Wool. If you want to make your subway design on the surface, that's completely fine, as long as you build a full tunnel around it. Tunnel walls & ceilings, as well as floors should be detailed. Walkways as well as access tunnels and fire escapes should be considered, but are not mandatory. Category Three: Transitional Elevation & Misc (RED) If it doesn't fit into either of the previous sections, put it here. Anything not consistently touching the ground, like monorails, should be put here. Things that change from one height to another should be put here. Telephone poles, power line towers, switching houses, engines, anything relating to rails should be put here. Specifically though, we'll be looking for designs that smoothly transition from one elevation to another, like from underground to surface. That's pretty much it. As far as prizes & stuff goes, all I can promise is that your designs will probably make their way into the next rev's CTA system, in one way or another. Best of luck, ROCKONN
  13. I think in several other topics we've had a consensus that furnace warnings on C no longer serve the purpose they once did and simply spam our chat. Can we have those removed please?
  14. For the last 3 updates gold picks break incredibly easily when used near haste beacons, even with enchanting Unbreaking 3. Is there anything we can do to fix this? (It has ruined the ability to expand UnderTown)
  15. Hi, I was wondering if we could remake Bullseye, the town that was practically just a hole. I forget the name of the moderator who started this project long ago, and I was wondering if that person could maybe start remaking the city. Thanks!
  16. It seems on C there's some overzealous use of heads, where some players may cover every square inch of their builds with their heads. While I don't really care what goes on inside builds, some of those are out in the open, and are eyesores. I would like to suggest that each head obtained by /skull have a use limit such that after 1-5 uses they will disappear, requiring the player to issue the command again if they'd like to get another head. I think this would cut down on the amount of head spam, since limiting the number of uses on a head would at least slow people down and they can't place them constantly while flying. (Personally I don't see any reason more than two heads of the same player should be placed at once.)
  17. 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
  18. I have seen many users would like to have the ability to change the time of the server so they can look at their builds with different lighting. The creative server should have a command implemented something like "/mytime". It can change the local time of a user on the server without disturbing the other users on the server. This command can easily be implemented into CH. What does the community think of this?
  19. I'm aware item frames make a server exploit possible. Previously I assumed this was a blanket issue across all servers. However, I've recently seen the frames in use on S, so there must be more to this issue than I'd originally understood. If spamming the items caused the exploit, making the items mod placeable would solve it on C usually, so there must be a reason we haven't done that. So would someone with a technical understanding bring me up to speed (in private on IRC if necessary)?
  20. It's that time again! We're well into the current revision of Creative, and the question has already begun to float around the Creative community: What's next? A good amount of discussion has already taken place within our team of admins as to what we'd like Revision 25 of Creative to look like, in terms of both the map and policy. One topic which we've been pondering is biome distribution. This is where we need your help: we'd like input on how much of each type of biome you want to see. I've included a poll in this topic, in order to give us a more quantitative analysis of your views. What can I do to help? Everyone's input is valuable here, whether you're a Creative regular or not. With this thread, we're hoping to spark some discussion about this topic and receive feedback on what we can do in order to make next revision enjoyable for everyone. To help out with the decision on how to distribute biomes and other terrain features, you can start by submitting your vote in the poll attached to this discussion. The three poll questions are relatively self-explanatory; please try to select only a few choices from the first two questions. Additional feedback regarding the terrain is also appreciated. If you have comments, questions, concerns, or any suggestions, just post in this thread. How will the results be used? The next map will be created using WorldPainter, a third party tool which allows us to 'paint' the biomes and terrain that we want onto the map. We will tabulate the results of the poll and analyze how much of each type of terrain is warranted by the community's input. We will also take into account responses that come in the form of posts, as these can provide valuable insight which the poll results lack. This topic is solely meant for discussion on the terrain, biomes, and land features that will be present in the coming revision. Please hold off on your unrelated comments on next revision; there will be a place to post those later on.
  21. I'll take this opportunity to reiterate my remarks in-game, that C should have a redstone area - an actual quartz or sandstone flatland where people can easily undertake their redstone projects - without having to clear trees and flatten the ground first. I would also like to see redstone-only contraptions moved to this area, so that the appearance of aesthetic builds is not marred by them.
  22. I suggest using making griefers serve community service on C. As you may know, there are usually a couple of massive dig projects going on at any given time, and since griefers like to destroy stuff, we might as well put their destructive powers to some good use. What I suggest is to create a special user group for them, and limit their build powers to certain regions that need clearing. If possible, prevent them from placing blocks as well, and only allow them to destroy blocks. That way they can't reverse grief and all that they do can only be considered constructive. When a player is discovered griefing, put them in the jail at spawn, and give them the option of either being banned or doing community service. If they choose community service, add them to the griefers group and warp them to the area that needs clearing. They will still have the option of appealing the ban. The end result is either they get bored and quit the server, or they become helpful. I understand the way griefers usually operate is to make a mess of others work to make themselves feel good, and while this idea doesn't accommodate for the lava pouring type, at least it'll work for those who merely need to vent some anger.
  23. Note that what I'm outlining is based on certain assumptions. As I don't have access to any stats, what I suggest may be way out there and unnecessary. I think the ClanChat system could be more accessible on C if there were a few public channels set up. Currently one has to create a channel and invite everyone or otherwise join a channel after being invited to use the system. I think it would be less work for everyone if there were a few public channels where each member of a roleplaying session only need to type one command to be joined into a channel. It'll also cut down on the number of orphaned channels if the roleplaying isn't between a close group of friends. One can type "/clanchat join roleplaying1" and be put on a public clanchat channel, and use clanchat as normal. After leaving for more than, say, 10 minutes, the player would be automatically unsubscribed. This way general players can quickly issue clanchat usage instructions instead of saying "type /clanchat and quit bugging us", and it'll be easier for roleplayers because they won't need as much coordination. (Or tell people to PM each other if they're only two players...)
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