PvE r8: Difference between revisions

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=== Rail ===
=== Rail ===
Most cities have rail stations (complete with [[CARTS]] computers), featuring direct underground links to other cities and to spawn.
Most cities have rail stations (complete with [[CARTS]] computers), featuring direct underground links to other cities and to spawn. [[http://imgur.com/a/xloFT]]


Additionally, a surface-level world rail (known as the [[y70 Loop]]) is under construction, for riders seeking a more scenic trip.
Additionally, a surface-level world rail (known as the [[y70 Loop]]) is under construction, for riders seeking a more scenic trip.

Revision as of 07:19, 8 August 2012

"Imagine a desert that you could explore for many in game days and still not reach the edge. Vast jungles that stretch from the highest peaks to the depths of the former sea bed. A massive stinking swamp where the mooshrooms roam free. You’ll find it all on PVE Rev 8!"
WickedCoolSteve teasing the new revision


Carthograph on 15 of June

PvE map revision 8 started May 18, 2012 and is the current PvE revision. It features a custom map with large biomes, which players are busy populating with cities, rails, spleef stadiums, and more.

Geography

Ore and block distribution and terrain generation are completely vanilla, as opposed to the various terrain mods used in previous revisions. The map's surface, on the other hand, has been heavily modified with WorldPainter. Terrain features include larger biomes, vast jungles with giant trees and a hell-on-earth area. Many oceans and rivers were drained to ensure a big area available for building. Look at it!

Maps

  • The official cartograph is updated every couple of days
  • There is an in-game map at spawn near the Adventurer's Lounge
  • Many players have created regional maps as well. If you're ever lost in-game don't hesitate to ask in chat!

Notable creations

More creations in Category:PvE Creations (Map Revision 8)

Arenas

Nearly every city has a spleef arena (in fact, some have more than one!) FISA is the player-run conference for organizing inter-city spleef matches. Informal spleef matches and individual tournaments are held frequently as well.

Additionally, there are a handful of PvP-enabled arenas as well. As per the server rules, all PvP arenas must be clearly marked and admin-approved.

  • Argoth (under construction)
  • New Lemuria
  • UMC has two arenas: one is a traditional pit and one is Death Spleef
  • Wellspring
  • Also, there may or may not be a secret PvP dojo around spawn

Builds

Cities

Like previous revisions, many PvE players have been working together to build cities and towns. Some cities are reincarnations from previous revisions; others are brand-new. Many have their own subreddits as well to aid collaboration.

New for this revision is the UMC, a sort of meta-city where inter-city diplomacy happens. UMC stands for United Minecraft Cities, a play on the real-life United Nations.

If your settlement is missing, add it! (Click the e in the upper-left.)

Transportation

Rail

Most cities have rail stations (complete with CARTS computers), featuring direct underground links to other cities and to spawn. [[1]]

Additionally, a surface-level world rail (known as the y70 Loop) is under construction, for riders seeking a more scenic trip.

Nether portals

Please add the coordinates for the Nether/End portals!

The Nether can be readily accessed from spawn's portal. There are seven additional portals: four at the ±1800 corners, and three additional "bonus" portals that were originally secret until being discovered by players:

  • (secret portal coordinate 1), east by south
  • (secret portal coordinate 2), due west in the middle of the hell-on-earth biome
  • (secret portal coordinate 3), also known as the Troll Portal, is deep beneath the ocean

End portals

All three strongholds with End portals have been found and activated:

  • (end portal coordinate 1)
  • (end portal coordinate 2)
  • (end portal coordinate 3)

Technical issues

Like every other revision, the server is not without its technical issues. Most have been resolved; some are ongoing:

  • The player cap had to be lowered several times from 150 to as low as 80, due to the large number of entities overtaxing the server. This has been partially alleviated by adding several more gigabytes of RAM and by implementing a hard mob cap.
  • The mob cap that was put in place to fix the above issue has a major drawback, making it very difficult for players to maintain wool farms. Sheep (and other animals) are subject to arbitrary purges depending on how the server loads its chunks. An improved method for capping mobs has been proposed but not yet implemented.
  • There are misplaced blocks here and there left over from WorldPainter's ocean draining... mainly floating water, disembodied lily pads, and random reeds. All in all though these are fairly rare, and mods have been manually fixing them when encountered.
  • The world ends abruptly at the 6000x6000 edges; this is also due to a WorldPainter error. Many players have built houses on the sheer cliffs, so we'll just call this a bug a "feature". :-)