PvE: Difference between revisions
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Before connecting to the PvE make sure you have read the rules. There are rules [[Rules#Universal|universal across all servers]] and a few more [[Rules#PvE|specific to PvE]]; you are responsible for following all of them. | Before connecting to the PvE make sure you have read the rules. There are rules [[Rules#Universal|universal across all servers]] and a few more [[Rules#PvE|specific to PvE]]; you are responsible for following all of them. | ||
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==Server history== | ==Server history== |
Revision as of 09:07, 23 June 2012
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Server address | pve.nerd.nu / p.nerd.nu |
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Current map revision | 28 |
Map revision started | 2012-05-18 |
The PvE (Player versus Environment) server allows players to battle the environment and mobs while working with, instead of against, other players. The emphasis is usually on collaborative building and friendly competition. The entire map is PvE, without player-on-player damage, with limited exceptions for a few PvP-enabled arenas.
PvE is known for its large, active, and friendly community. Players often use Mumble to coordinate building and events, such as spleef matches. The subreddit and this wiki are used extensively by PvE players as well.
Rules
Before connecting to the PvE make sure you have read the rules. There are rules universal across all servers and a few more specific to PvE; you are responsible for following all of them.
Server history
Revision Number | Start Date | End Date | Comments |
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1 | 2011-01-17 | 2011-03-12 | First revision |
2 | 2011-03-13 | 2011-05-19 | Map corruption |
3 | 2011-05-20 | 2011-07-09 | Map became full, as well as laggy |
4 | 2011-07-10 | 2011-09-15 | Minecraft Beta 1.7.3, and switching hosts |
5 | 2011-09-15 | 2011-11-18 | Minecraft Beta 1.8 |
6 | 2011-11-20 | 2012-02-18 | Minecraft 1.0 |
7 | 2012-02-19 | 2012-05-18 | Return of Biome/Phoenix Terrain Mod |
8 | 2012-05-18 | - | WorldPainted |
New PvE maps sometimes correlate with new major Minecraft releases, but not always. In general, each revision lasts 3 months or longer.
Eventually though, every map fills up and we start fresh. The old maps aren't permanently destroyed; they're available for download at nerd.nu/backups. The old maps also have a habit of making cameo appearances during special server events. In any case, don't fear the reaper. Build and rebuild! We have become exceedingly efficient at it.
Revisions 1-4 were notable for its fantastic modified terrain, characterized by floating islands and deep underwater caverns using BiomeTerrainMod/Phoenix Terrain Mod. Revisions 5 and 6 used vanilla map generation instead to avoid the large mountains and overhangs that interfered with city construction. Revision 7 returned to a toned-down custom terrain mod, while for revision 8 the map was manually terraformed using WorldPainter.
Map revision 1
The Reddit PvE server began with a period of early-access for those that donated during the drive for a new server processor and memory, and is currently open to the public. During the move from the period of early access to public availability, inventories were reset and chests were deleted, though the map remained the same. There was also an ongoing contest to create the spawn for the new server when it came online. The first map soon became came corrupted due to noise machines and other crazy redstone machines, as well as different glitches and bugs. It also became very laggy. They said goodbye to the first revision suddenly but expectantly.
Map revision 2
PvE revision two was when the server really gained pace, with stricter rules on structures that cause lag and more people talking about it. Most of the users from revision 1 returned, and many many more joined. This map included the hunt for Atlantis. Many towns sprung up, and eventually the map became too full. All of the dark room grinders were causing lag and crashes. This reset was very well prepared for with "The End is Near" signs popping up everywhere, as well as many parties/photo shoots.
Map revision 3
The next map came up quickly, quicker than many people had expected, and the well publicized hunt for pumpkins began (many screenshots on /r/mcpublic, as well as forum posts). This acted as great advertising for the server. This map also contained the famous and infamous Newcastle, which really put a focus on creating, helping, and residing in different towns. A grinder registration room was set up to avoid the lag and crashes of the last map. This map ended and was reset abruptly, when the server's hosts were being switched to protect against the DDoS attacks.
Map revision 4
The next map once again started with a search for pumpkins, however not as major as pumpkins were plumped this map with Phoenix Terrain Mod. Another thing Phoenix Terrain Mod generated was large tard towers connecting overhangs to water/land. This map includes a mobile spawn held up by balloons - this, which slowed the map filling up, and the return of the grinder registration room meant near 0 crashes on this revision; until near the end when the StarGate plugin stopped functioning. This map came to an end when 1.8 arrived, due to it's vast array of new terrain features which required a map-reset.
Map revision 5
Map revision five lasted a pretty decent amount of time, few towns popped up due to the monster mega-town Brom. Brom in itself, though, was massive and amazing. There was also an under-city called UnterBrom which was 1 block below most of the city; so any place you dug led into a massive underground collection of buildings. This map lasted until the inevitable 1.0.0.
Map revision 6
The sixth map saw a hub system focused around the nether gates located on each cardinal axis, which gave rise to a flourishing rail network for convenient travel. The numerous smaller towns also led to the PvE spleef league forming in this revision, seeing nearly a dozen teams in regular play. Many players united to complete the Überproject shortly before the revision ended.
- See PvE r6 for more.
Map revision 7
Map revision 7 started although many players felt that the map wasn't old enough and there was a lot of free space but other argued that it would be easier to new players come to play and that it was difficult to find place to build. This map revision was also return of terra moded maps. Rev 7 also held the infamous 5K quest. A fearsome obstacle course filled with traps, puzzles and misdirects that stretched a total of five-thousand blocks. Over one hundred players managed to make it out alive by the end, molon knows how.
- See PvE r7 for more.
Map revision 8
The PvE map was reset to revision 8 on May 18th, 2012. Revision 8 features vanilla ore distribution and terrain generation. The surface has been modified with WorldPainter.
- See PvE r8 for more.
Transportation
Roads
Each revision, players tend to build extensive road networks, connecting particularly well the densest area of the map between and including spawn and the various cities. Due to this organic nature, the style of roads vary all over the world.
Rails
Like the road network, many players are fond of creating rail networks as well. These range from complex underground networks, to scenic world-spanning surface rails, to one-off links. There is no central authority for managing this network; it's all player-driven. The exception is the spawn station, which mods manage. Players can request spawn hookups using a /modreq.
Most cities have a centralized CARTS station or two to help you get to where you want to go. Note that you'll need to craft your own minecart.
Nether portals
Originally, "StarGates" were used to travel quickly around the map; but they have since been replaced with Nether portals as of Minecraft Beta 1.8. All Nether portals are pre-built and are considered communal property; players cannot make personal portals. Each revision features a central Nether portal at spawn, and at least four more nether portals. There are also rumours of extra secret portals for players to find. These usually get discovered and become common knowledge within the first week of a new revision, but not always.
End portals
The End dimension is supported as well. There are three strongholds per map, each with a portal that can be activated. Unlike the Nether, it's completely up to players to find and conquer the End.
See also
Screenshots
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