Survival Future Planning: Difference between revisions
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== Spawn Ideas == | == Spawn Ideas == |
Revision as of 03:48, 31 May 2011
With each reset of the server, we find new things to refine about how the server is run. The purpose of this page is to collect together all the ideas and issues that come up during the current Survival map in preparation for the next map.
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Spawn Ideas
Here's a basic sketch of a possible spawn for the next survival map: Survival Layout
Design Concepts:
- Small amount of staff built structures
- Roads leading to map border in each direction
- PvP forest directly outside of pve spawn flagged as nobuild
--AwakenedPotato 17:22, 27 March 2011 (CDT)
- Can we leave the roads off? I think it made it too easy to get to far off bases, and encouraged griefing of structures nearby. More roads would increase this problem. Toastthemost 00:22, 30 March 2011 (CDT)
- Also, PVP no-build should be quite a decent distance. I would say at least 75 blocks outside of PVE. Toastthemost 00:22, 30 March 2011 (CDT)
- Make the Spawn small. There is no reason to have lots of buildings or a massive space. Revision 4 was small and good, but maybe even smaller would be better. Toastthemost 00:22, 30 March 2011 (CDT)
- Spawn Chest House. 1 Small protected chest per user, which can be deleted upon mod discretion for whatever reason (spawn camping, inactivity, etc) Toastthemost 00:14, 30 March 2011 (CDT)
Rules Ideas
Note: this does not mean rules would change. This is the discussion about possibly changing rules for the new map.
- Tolgar's Ideas:
- "1. Large redstone circuits and circuits that don't turn off.We already go after circuits that don't turn off but its not actually listed. Larger mechanisms are not needed because all they do is lag us out as soon as they turn on, sometimes even when they aren't online, as we've found out recently near spawn. I would say its not necessarily bannable unless its a circuit that continually runs with repeaters that goes underground through all visable chunks... lol. But we should reserve the right to remove them without question and leave a warning sign on the site when done."
- I disagree on the basis that only loaded chunks lag the server. Sure, infinite loop redstone circuits are not necessary, but large circuits are necessary for traps and alarms.Toastthemost 14:15, 26 March 2011 (CDT)
- "2. Anything automatic that involves cactus that isn't a cacturator (throw items into a pit with a cactus in it, only when you visit it). We had a bedrock to skylimit automatic cactus farm on pve. It was pretty much always loaded so was always calculating. Once we got rid of it, we didn't crash for like the rest of the day lol."
- I disagree on the basis that only loaded chunks lag the server. Maybe keeping cactus farms away from spawn would help. Toastthemost 14:15, 26 March 2011 (CDT)
- "1. Large redstone circuits and circuits that don't turn off.We already go after circuits that don't turn off but its not actually listed. Larger mechanisms are not needed because all they do is lag us out as soon as they turn on, sometimes even when they aren't online, as we've found out recently near spawn. I would say its not necessarily bannable unless its a circuit that continually runs with repeaters that goes underground through all visable chunks... lol. But we should reserve the right to remove them without question and leave a warning sign on the site when done."