Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ItsLawrence

Pages: 1 ... 11 12 [13] 14 15 ... 64
301

It's a new month, and that means it's time to see who voted the most over the last month!

A great thanks to everyone who voted last month. We're very grateful for everyone who voted and remember every single vote gets you 2,500Nbz straight away, plus enters you into this competition.

The Top Voters for April 2018 were as follows:

They've all won themselves the money prizes plus Ruinwen has earned the rare head for being the top voter. Those with + amounts next to their name have earned the bonuses for being in the last months in a row too! The base prizes are as follows:

Rank 1 - 100,000Nbz
Rank 2 - 80,000Nbz
Rank 3 - 60,000Nbz
Rank 4 - 50,000Nbz
Rank 5 - 40,000Nbz
Rank 6 - 30,000Nbz
Rank 7 - 25,000Nbz
Rank 8 - 20,000Nbz
Rank 9 -  15,000Nbz
Rank 10 - 10,000Nbz

May's competition started earlier today at around 10am UK time so be sure to take part to try and get into the top 10 for this month, loads of time left! Use /vote in-game or visit Noobs.town/pmc! The Top Voters for this month (May) will be announced on the 1st of June!

302
Support / Re: All my embassy plots?
« on: 30 Apr 2018, 19:50:07 »
...
Is there a way to see what all my embassy plots around the towny world are?
This isn't currently possible easily no. It is however something that is likely to be added as part of the update to menus for managing Towns.

If you'd like to know all of the embassy plots you do personally own (if any), let me know and I can provide you with a list of them.

303
Support / Re: A mushroom is not a crop or tree?
« on: 30 Apr 2018, 19:46:40 »
Just noticed that regardless what we set as a permission that we cannot break mushrooms that are planted, can't plant mushrooms and can't break the grown one.

/plot perms, shows us *everybody* (crops,trees, etc)..

The other things in the same plot like trees, crops.. we can break and replant, but it seems schroomies are the only one we cannot?

Is this a bug? If not, eh, move this to suggestion please :)
...
It looks like you're right, both mushrooms and the mushroom blocks don't appear to be considered either crops or trees. This is a bug and something I simply overlooked.

Thinking about it though, should mushrooms/mushroom blocks be considered a tree or a crop?

304
Competitions & Events / Re: Easter Egg Hunt!
« on: 30 Apr 2018, 19:42:52 »
I just noticed Whuck71 and PSOFLam aren't on your list larry :D
I'm aware they're not, if they see me in-game I'll happily provide the bonus reward if they want it :).

305
This sounds like a great idea one question though, whenever you spawn in the end or nether It usually has a spawn protection does this mean that the spawn protection  gets moved every hour or does only one spot have it?
Yes, as you suggested; the spawn protection moves around with the spawn.



Totally not asking to find out if the dragon when respawned will drop a dragon egg in a then unprotected area :)
This shouldn't be a problem as those eggs are protected separately, and were never normally protected under the End world spawn anyway.

306
New? / Re: Hi!
« on: 24 Apr 2018, 21:08:45 »
Hey BlightFires,

Welcome to Noobstown! I hope you enjoy things here.

If you ever need any help or have any suggestions feel free to ask :).

I look forward to seeing you in-game soon.

307
Suggestions & Ideas / Re: Sellable pets
« on: 22 Apr 2018, 08:25:25 »
That's something I've seen on different servers and I'm wondering if we can add it here the only issue I see with it is it might effect with the /pet that we have already I really like the idea of making a parrot farm or something like that
I'm not entirely sure what you mean by "Sellable Pets", could you explain some more; what does it allow you to do? Is it a change to /pet or an entirely separate idea?

308

As part of future changes to how we're dealing with the temporary worlds; from today all of the temporary worlds (Mining World, Nether and End) will now have their spawn change to a random spot once an hour. This will continue to happen all of the time; each hour it'll be changed to a different spot.

If you visit /warp mining, /warp nether or /warp end the portal will take you to a different spot every hour, allowing you to easily find new areas of the map and to keep the spawn constantly fresh!

I'm definitely open to all feedback (good or bad) about this change, but hopefully it'll be an improvement on things allowing constant exploration of the worlds.

309
Competitions & Events / Re: Easter Egg Hunt!
« on: 21 Apr 2018, 18:14:16 »
I've updated the list above for all people who have received their prize. Feel free to let me know if you'd still like to claim your bonus reward.

310
Competitions & Events / Re: Easter Egg Hunt!
« on: 21 Apr 2018, 17:30:46 »
nixxy73 had no msg or gift
just fyi.
I'm sorry about that, I've now sent Nixxy73's prize to them; plus a bonus to say sorry for the confusion.

311
i changed my email but my noobstown account is linked to the old one and i don't have access to the old one anymore. 
how do i fix this
As Diamondpuppy808 suggested you can change this yourself by selecting "Manage Account Settings" under "You" in the top right of the site. Or if you visit https://www.noobscraft.com/profile/?area=account. Simply enter your new email there, save and then we'll automatically send you an email where you'll need to confirm it again.

If you need any help with this just let me know.

312
Competitions & Events / Re: Easter Egg Hunt!
« on: 20 Apr 2018, 21:47:53 »
I have given prizes to the following people (collect your Gift /gift collect):
  • 1MBNetwork
  • cooper122
  • cruisinkiy
  • Diamondpuppy808
  • doc_engie
  • eboniics
  • electroz4pper
  • emmabear
  • ender_vine
  • Entangled
  • FumbleHead
  • ilujf
  • Katholly
  • KilljoyDivine
  • Macadam
  • mimixx101
  • Mistic_Ice
  • mrfloris
  • mrotto119
  • Nixxy73
  • Paprikaatje
  • PSOFLAM
  • Raiden600
  • rueyeet
  • sonofbones3i
  • suddenrose7346
  • TheLynx74
  • WarriorBen
  • Whuck71

I'm aware that's not everyone who has replied or contact me in-game. If you're not in the above list please contact me and I'll arrange gifting you the bonus prize :).

313
Server Announcements / 1.12.2 Update
« on: 18 Apr 2018, 20:39:20 »

Earlier today the server was successfully updated to run full Minecraft 1.12.2. We therefore recommend that you all now play using 1.12.2 to get the most out of your experience; for now you can still connect with older versions, but this may change in the future.

There aren't really any big changes for you to notice between 1.12 and 1.12.2 but it allows us to be up-to-date and means other things behind-the-scenes can be updated accordingly too. This also means you can now properly use the recipe book in 1.12.2 :D.



I have also been working on several behind-the-scenes changes to things to hopefully try and resolve some of the lag issues that have been reported. Please keep me updated if you notice an improvement in things.



If you notice any problems with things, or notice anything different that doesn't seem right please immediately report it to a member of the staff team or me.

314
Suggestions & Ideas / Re: [Suggestion] Pets and Horses
« on: 14 Apr 2018, 14:26:45 »
First suggestion;

Could the /pets perhaps get fixed, the pets are invisible, but I keep seeing people talk about them that they're interested in building a place and want a pet in it. I paid good ingame money etc and participated in contests to win unique ones I'd love to brag with as well (haha) but they're invisible so that's no use. I wanna run around town on my endermen :)
...
I agree the current Pet system doesn't always work as intended and it would be nice to fix. I have created a work item to resolve this: https://www.noobscraft.com/work/full/fix-pets/.


...
Second suggestion;

Players find out the horses despawn, but there's no information or easy interface for the /h command.

I don't even know if they can still buy horses, but when they ride a horse, it despawns,..

My suggestion is to perhaps spit out a msg there saying: You can't own this horse, try instead: /horse help
I agree the /horses command isn't very clear to use. Plus it could be confusing as to why normal horses can't be kept. I have created a work item for this change: https://www.noobscraft.com/work/full/make-using-horses-easier/

315
Suggestions & Ideas / Re: A couple suggestions
« on: 14 Apr 2018, 13:28:41 »
...
IDEA 1
My first idea is a command where you could do /web and it will link you to the web site this is sorta a small thing but i think it will be nice for people like me who like having quick access to the web site
...
Since it was simple to do, I've now added this you can do /website or /web (and a number of other website related terms) to get a simple line in the chat listing this being the site. See the completed work item at: https://www.noobscraft.com/work/full/command-to-get-webiste/


...
IDEA 2
My second Idea is Mob spawners not like the naturally spawning ones like skele, spider, and zombie but spawners like evoker, wither skele, and witches <---- (not nessesarly those they might be a bit to OP but still you get the point) it might be possible mayor only though which I find quite likely they would also be priced on mob rarity and the drops they would have
You can't even get the common hostile mobs as spawner blocks available to place because they'd already be too overpowered, it's therefore unlikely we'll allow you to get the rarer mobs as spawners. Part of the game is exploring and trying to get those rarer mobs if you want them.


...
IDEA 3
Ok my third idea is put cobble stone in the all stone sub-catagory it's also a minor thing but when mining it would be nice just to remove all my stone in one swoop
...
While I can understand where you're coming from with the idea about cobble being a stone; however cobblestone isn't considered the same block type as stone in the game. While I understand your reasoning, in Minecraft they're a completely different block type, which is why you have to do it separately from the main blocks menu. The "All Stone" option is for all of the different sub-types of stone (granite, diorite, etc.) which are considered to be the same block, but just a different type of Stone.

If in-game you use "F3 + H" to turn on advanced tooltips and open the blocks shop menu you'll see that all of types of stone included in Stone are under block ID 1, with a different data type (0, 1, 2, 3, etc.) for normal, diorite, etc. but cobblestone is a completely different block ID (4).

By them being separated it gives you more options to decide whether or not you want to sell cobble or not, if they were for some reason merged I imagine we'd get others complaining their cobble is being sold when they want to keep it because it's a different block to stone.


...
IDEA 4
Again another minor thing but can you make /visiit a short cut for /visit and /hoem a short cut for /home there problably would be more but those are the ones I misspell quite a bit and it would be nice if they could just count
We don't particularly want to encourage people to use the incorrect spelling of commands which is why I don't really want implement something like this, it would just allow people to become sloppy with their use of spelling. Plus if people are expecting there to be misspellings of commands they might be confused why say "/visiit" works, but not "/vissiit, it could get into a big list of options for something so simple.

I can however see a benefit for adding in a "did you mean..." type of matching system when people use a command that doesn't exist so that people who do mistype or aren't quite right get a hint as to the correct command, or what they might have meant. This could then be expanded further to help people with commonly misused commands to point them to the right command to things too. I have made a new work item relating to this at: https://www.noobscraft.com/work/full/add-command-hinting/




Thanks for all of the suggestions! For tracking updates and information it might be nicer to put any further suggestions into individual topics so that people can comment on specific ideas and then in the list of all suggestion topics the subject would be clearer to read too. But I appreciate the ideas.

316
...
I know it's possible to do this per chunk, but for example: if we have a place where we put spawners and allow people to use them for friends, it would be kinda nice if we could just toggle it on for all the wild plots, and just turn it off for all the wild ones again at a later time. Instead of per chunk.
Due to technical limitations at the moment this isn't something that can be easily added without some big re-working. I would however like it eventually so that you can manage chunks on a wider scale; which would include things like the ability to toggle those actions on all (or a wider selection) of your land. There will have to be some considerable behind-the-scenes reworking first to allow this, but it is something I'd like to add.

317
...
I am just going to say what people have been discussing in-game and on teamspeak, etc: Maybe reward the active players?

Congrats to everybody else who I saw in-game at least once a week for more than 5 minutes. It was nice playing with familiar faces again. Thanks killjoy for helping build the fishing area, and for diamondpuppy for building the hobbit hole right now. Thanks eboniics for the red ruby chest, and katholly for helping find more easter eggs.
I completely agree, we want to reward those players who take the time to play and vote. I've now adjusted things so that only real Members who actually played in the last month can now win. This will take place immediately in terms of the votes being counted (so keep voting as normal as it effects this month too!), but when prizes are given out at the start of May for April it will only include those active Members.

318
Suggestions & Ideas / Re: [Suggestion] Recipe book
« on: 7 Apr 2018, 22:50:11 »

319
Server Announcements / Recipe Book Returns
« on: 7 Apr 2018, 22:34:39 »

I know that many of you have been asking for it to return for quite a while now. I'm pleased to announce that the Recipe Book has now returned to the server for all Members+!

Hopefully this makes crafting for you all a lot easier.

For now you'll have to be in exactly Minecraft 1.12 (not 1.12.1 or .2).

320
Suggestions & Ideas / Re: [Suggestion] Seasonal World Resets
« on: 7 Apr 2018, 18:18:09 »
...
Those who do play actively wouldn't mind a mining base in the mining world, a city farm in the end city, and a proper fortress adventure in the nether world. But investing time in something wondering if it gets reset a month later isn't motivating one bit. I rather for example make a tiny grinder of say a few mobs in the mining world (and yes, i know we're not supposed to build there), but instead of just doing half the work thinking it's gone in a week, .. it would be nice kinda knowing it might be there for more than a month to use.

Could it, instead of monthly reset, which sometimes doesn't even happen, can we have seasonal resets maybe?

So reset the temp worlds if there's a new mc version we've upgraded to, or if there's a new season?

"hey guys, it's summer, the temp worlds have been reset, whooo"

This would motivate me much more to work on a city in the end for the resources, or play there with some ppl, or maybe go to the nether and do something with the ghasts and blazes, rather than hide below 1 block and aim and not return for weeks.. because i thought things would reset.
...
This sounds like a good idea, I definitely can see the benefits of resetting it less often, allowing you to make the most of time there. I do however want to be clear that the worlds aren't to be used as a replacement for the Wilderness or Town worlds though, as they will be reset every so often.

We'll implement this from the future (likely starting next month); to reset them on a more scheduled basis every few months rather than planned monthly. There'll be an announcement post about the changes relating to this idea once it's planned out and ready to go.


Yea as long as you made all the worlds bigger
I can understand your concerns about the world potentially being unusable after a long period of time, however if you look at the current world which has now been around for a few months anyway, there's still loads of exploring space to go. I will however consider the idea that the world could expand over time, similar to how the End has been recently, and increasing the End limit further too. Keep an eye out for the post explained above.

321
Suggestions & Ideas / Re: [suggestion] New /mineapoc command
« on: 7 Apr 2018, 17:03:47 »
...
With the server merge a few years ago and people still joining this year, but not being too happy it's just survival and that things aren't the same as before on mineapoc, we get some annoying discussions from disappointed kids with attitude.

Would it perhaps be a suggestion to allow vip+ or whatever to use /mineapoc <player>, so they get a defaulted message like:
> Hey <player>, the Mineapoc server got merged into noobscraft a while ago, more info here: {url-to-info-thread}

That way we can also get away with saying: "sorry, that's all i know about it" :)
...
Good idea. I've now set it up so that if you say "mineapoc" or similar phrases in chat it brings up a big annoying notice, explaining that it's now closed. Hopefully that's suitable, if you think it needs changing or could do with different information then me know.

A completed work item for this can be found at: https://www.noobscraft.com/work/full/clarify-mineapoc-closure/

322
...
I'd love to decorate a little more, but sometimes I really really wish I could enchant the items I put in item frames, etc.

I don't need them to have any abilities, but I'd love to get the glow from it.

It would be perhaps kinda awesome to buy a one time use voucher for say 10k through /gem
and when you use that on almost any not-yet-enchanted item, in an anvil, that you can enchant it to get that glow effect.
Currently the only way to obtain specially "enchanted" or shiny items is to get them from events; by limiting the only way to obtain those items to events it encourages people who want them to take part. At the moment, you know that if you've got an enchanted item that can't normally be enchanted that it's at least semi-rare and came from an event of some sort. At the moment I don't really want to lose that perk by allowing anyone to make anything glow.

If anyone else has got any feedback either way about this idea I'm welcome to hearing it though, if there's enough interest I'd reconsider my opinion.

323
...
I'd love to perhaps change some chunks here and there or an area to a different [biome] type. Maybe more cold so perhaps polar bears can spawn there. Or perhaps turn it into a summer theme finally with some luscious green with flowers etc. I know it won't magically put snow blocks down or change it to flowers everywhere, but the way the textures look will be colder or warmer, and the weather would be rain or if we change to a desert, no rain- or perhaps all snow instead of having chunks that for some reason only have rain despite that it's a snow all around it.

If we could perhaps use /gem to pay for a biome change, that would be cool.
I can will look in to the complexity/technicalities of doing this, I'm not sure if it's possible to set biomes on a chunk by chunk basis which would need to be done to allow a feature like this to work sensibly in the Wilderness system.

If it is possible then I don't see a major problem with a feature like this being added in the future.

324
Suggestions & Ideas / Re: [Suggestion] Towny additions
« on: 7 Apr 2018, 16:07:48 »
...
Towns are eh, too many, and they are, eh.. quite inactive, dead, deserted. Except a bunch.

- Wouldn't it be nice if the town is deserted and no active players come on to take it over, that we can perhaps request to turn it into an outpost?

Their old town spawn= a new outpost for us. Their old plots: the owner keeps it, just gets tagged as part of the 'new' town name.

Effectively adding the ability for us with admin permission after review to merge towns together so we end up with active towns and give players a chance to not get griefed, lose their items, etc.
...
This is a brilliant idea, it could solve a lot of things if that were possible! I will look in to the complexity and solutions around implementing it as a feature as soon as possible.

One thing to consider would be that the residents of the town which was taken over (to become an outpost) would have to forcefully become residents of the town which was taking over; but I can't see that being a major problem.

You can see and vote for the work item at: https://www.noobscraft.com/work/full/takeover-inactive-towns/


...
Another addition would be to perhaps have a limited creative-like options for a limited one hour a month or week, where we can use what we put in our inventory but we can kinda 'creative build' with it. It doesn't have to be the creative interface, but placing and breaking blocks would be at creative speed and just get added or removed from our inventory (if there's space) and with that one hour we can also have the ability to fly like in creative. Even if this is limited to the mayor of the town, or an assigned builder/assistant (just one person) that would mean we can do terious tasks a bit nicer, quicker, and make more progress with the towns so we can focus more on plot management and fine tuning our designs. Heck, i'd even buy this 'one hour once a month' for 500,000 once a month just to get a roof sorted out every so often.

Separate from the above .. the ability to fly in only your own town would help with plot management so much. just being able to 'get over there', would be nice, maybe not flying, but say a super bunny jump with a soft landing would already make going around a hill area a bit nicer. And why this is more important than say /j ? .. ppl can't get /j anymore .. But even more importantly; it gives overview. To fix this now, even with /j, i sometimes make a 50 high pile of dirt just to get an overlook of where i am. And boy does that help with planning. Having the ability to temp fly as assistant or assigned plot manager would really help figure out which way to go for the plots, or what is ahead of us.
...
I can understand the wish to have access to some of the creative features, but for now I think this is possibly a little beyond the level of survival we've got at the moment. I have thought around the possibility to allow temporary short/expensive flight as a similar advantage to /jump (jetpack maybe?), but haven't found a nice way to limit it safely as to avoid players dying from falling, etc. and to not ruin part of the survival feel. If you've got ideas around that let me know too.


...
I'd like to have some additional features for towny, where we can give our residents more perks, or our assistants custom titles. if you are assistant in my town, and you are in the town region, and you have the title of 'farmer' or 'shop keeper', then people would know by just looking at you when the title is below your username above your head, or when they /player you, .. that you're the person to talk to. They can kinda feel involved and responsible for the farm plots in town. The mayor can say, besides generic help with residents, you're the go to person for building those farm plots, replanting, and what not. The same goes for shop plots, and let someone build a shopping area, a market, where others can have shops and there's this shop-keeper in town , an assistant with that title, who handles all that stuff. But having the title, the rank, or whatever, would really make somone feel more involved.
...
I can see that specific titles for staff in towns might be a good idea, but I believe this used to be a feature in Towny before we switched; however I recall it being abused somewhat to just give players amusing/pointless titles, which can just lead to confusion more than being helpful. I will make a note of the idea to potentially add more fine-grained options for ranks though, and possibly the option to give custom ranks (to allow you to then set up rank names) where you set permissions up accordingly, but this would be a much bigger feature down the line; definitely not for a while.

I can understand that to players the visibility of your town rank might be a nice perk. Before we introduced Noobstowny I looked in to the option of possibly displaying town information and town ranks, etc. in the chat beside names, but from my trials it became very confusing to see things with names taking up a huge portion of the chat window and the titles cluttered things up horribly. It is my intention to rework the chat slightly so that as you hover over a player's name in chat it shows extra info about them including their town, rank, etc. though. Adding additional information above a player's head might also become overcrowded, but is something I will look into to see how it looks.


...
A gui for town management, and plot management for town mayor, assistant and resident.. would be really nice.
...
This is a feature I have been slowly working on for ages, it is my intention to do this; you'll be able to manage Towns just like you can manage things in the Wilderness.

You can see and vote for the work item at: https://www.noobscraft.com/work/full/town-menus/


...
Some additional option to toggle a plot with flags as 'disable common commands', so we can build parcour or gaming areas as well, but ppl can't use /j or /back etc, like tidal has in her town. It would be nice if we can achieve this as well.
...
It is my intention to allow you to manage limiting commands in towns; I need to work out a nice way to do it such that you can't trap people in an area with no way for them to get out though. Plus for things like /jump you can do that from quite a distance; so to prevent people from jumping to an area you'd have to block the command in a massive area around it too, depending on it's location possibly even outside of your town land, something which I'd like to avoid the need to do first.

You can see and vote for the work item at: https://www.noobscraft.com/work/full/limit-town-commands/


...
RPG for towny, this would a nice feature to have. With this i mean the ability to have some towny stats that we can use for levelling or ranking.. Where it can track how many visits a town had, recent ppl that visited, perhaps if they have plots of all types , to unlock some stuff.. or perhaps have earned money through town shops, etc.
...
I'm not sure what you mean by this, just more stats on what's going on in your town? Or do you mean that players would level up things by doing things in your town?


...
I also wouldn't mind if we can have a dedicated area for town mine.. so players can go to the /town x mine, and see a clearly designed 8x8 area or whatever with a pretty design, but only the blocks inside the border can be mined out. And on the first of the month this could reset .
...
Is this not something you could already achieve using an outpost and allowing building for residents on that land? What's to gain from this compared to using the Mining world?


...
The ability to set a couple of town warps, especially with outposts it is hard for residents to know where to start, where the shops are, the mine, the farm, etc.  It would be nice if we could /town x shops , /town x farms, ..
...
This can already be achieved by purchasing Outposts, or do you want more than that? Outposts can be set anywhere inside your town land, so you could easily buy an outpost and then move the outpost spawn point to be in your shopping area, etc. Outposts must be claimed in an unowned chunk, but once purchased the outpost spawn can be moved anywhere inside your town. You can then also name the outpost to literally achieve almost exactly what you're asking for.


...
And finally, town alliance, if we're all part of a nation, it would be nice if we could both type a command like: /town alliance bobstown and the other goes /town alliance accept, and we get a 5 minute option to register a plot or outpost.. Imagine if we could build railroads in our nation between towns !! or have the plots connect up and work together with other towns. "oh boy"
...
As others have pointed out already, this is a feature that was already added with the Noobstowny update. You can now "Approve" of other Towns to claim within the area of unclaimable land between yourself and another Town. As long as both Towns approve of each other then either Town can claim that land, allowing you to connect together if you want! And build rail tracks, roads, or anything you want. This is independent of the Nation feature, so you can even do it with Towns that are in a completely different Nation. Use the command: /town approved [options]. If you need more information or help with this, just let me know.

Or do you mean something beyond that?



These are great ideas, I love the feedback! Feel free to expand on any of the comments I've made, and hopefully some of the features mentioned will be available on the server soon :).

325
Support / Re: Looking for an administrator
« on: 4 Apr 2018, 18:36:24 »
...
I hope that moving has gone well. Hopefully that means you will soon have a bit of time to come online to
-1785 / 69 / 6553 in the Wilderness and change the placed spawner to the Rabbit spawner. I'd really appreciate that.
...
That spawner has been changed for you. In the future if you've got an old style of spawner which doesn't list the animal name in the lore then please contact a member of staff before placing it so it can be automatically set when you place it :).

Pages: 1 ... 11 12 [13] 14 15 ... 64