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Messages - ItsLawrence

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776
Competitions & Events / Re: Chunk of the Month - December
« on: 11 Jan 2015, 20:29:19 »
Nope. Not the only ones waiting.  8)  Is January going to be themed  <3 ?
The results from December and the next month's entry information will be posted in the next few days.

777
My daughter signed up for membership and she has not received the activation email.  We have tried several email addresses and we have checked all the folders.  I was able to sign up with no issue so not sure what the problem is.  Is there a way for you, as administrators to bypass the email and supply her with a code?  If not I am not sure what to do.
...
If you could email me at [email protected] from the email which was used to register with then I'll be able to manually activate the account for her.

778
Support / Re: Auction Spawners
« on: 3 Jan 2015, 19:25:02 »
I tried to put one of my spawners on auction and it wasn't letting me, it just showed the spawner as a question mark in a black box? When will this be fixed?
This has now been fixed, you should be able to see and sell them.

779
Suggestions & Ideas / Re: builder
« on: 3 Jan 2015, 18:58:04 »
could you make a noobstown builder rank?
What would be the point of this rank? All our ranks currently refer to levels of user, for example VIPs are selected users who have chosen to donate for a particular thing, etc.? What would be the purpose of a "builder" rank? Would you earn it? What would it give you other than a title? I'd like to know more about the suggestion.

If you're referring to towns you can already set specific users to be a builder in your town and the same with in your wilderness land.

780
Server Announcements / Re: Spawners galore!
« on: 3 Jan 2015, 16:43:38 »
So spawners are only allowed in Towny, because you said "town"?
As explained by others but I'll just confirm, you can place spawners in any land you own, but be aware once you've placed it you cannot then pick it back up again. Also be aware anyone can break them if your permissions allow, so be careful when choosing a location.



...
1. Spawners will only spawn up until there's 15 mobs in a chunk, as there's a 15 mob per chunk limit [so I believe], yes? So as soon as you kill off the mobs within the chunk they should start spawning again?

2. If you have a spawner in one chunk and a second spawner in another chunk directly beside it will they interfere with each other? As in, if they spawn 15 in one chunk would it cause it not to spawn in the other chunk? Or anything like that at all?

3. How quickly do these spawners spawn on the server? I remember in V5 it could take a ridiculous amount of time for something to spawn. We had one spawner per chunk in a 2x4 grid and it could take minutes on end for one of the spawners to spit out a mob. It made it pathetically slow to get anything useful out of the mobs there, especially important leather.

4. If two spawners are in the same chunk would they both spawn until the 15 mob limit is reached or will only one work?

5. Do spawners need to be at a certain Y value, or have dirt/grass around them in order to work? I also presume they need to be lit up unlike with hostile mob spawners?

P.S. .....Why bat spawners? They don't really do anything, they don't even drop xp. So I'm kind of curious why the addition of that, haha.
  • Mobs from spawners do take into account the overall mob limit for the worlds; once the limit for either the chunk the spawner is in or the world is reached no more will spawn.
  • You might be best of spacing them out if you're concerned about this, however it isn't likely to be an issue. The same information as my answer for question 1 applies. Also take into account though that spawners don't actually spawn the mob directly on the location of the spawner, so if you're going for maximum efficiency you'll need to take into account the possible spawning spots and where the mobs actually can get to.
  • Spawners spawn at vanilla Minecraft rates currently, but will simply not spawn anything or will spawn only a limited number of mobs if the world or nearby mob limit has been reached. Don't take this as they will constantly spawn like a normal spawner though; the area and world limits are constantly automatically adjusted according to a variety of factors and as a result you may see limited spawns even when you think they should be fine, similarly you may see excessive spawns when you'd not expect it.
  • The spawners do take into account the overall chunk, area and world limits so be aware of this when placing them near each other. If the limit has been reached then nothing will spawn from them irrespective of other nearby spawners, if it has not been reached then spawns will continue as normal (read my answer to question 3 for that).
  • They are simply vanilla Minecraft animal/mob spawners and work exactly the same for the requirements, most animal spawners require a layer of grass to allow the mob to spawn onto, this is true for these spawners yes. As far as I'm aware there currently isn't any Minecraft requirement for position in the world itself as long as there is the correct lighting and a valid spot for them to spawn.
Regarding bats; why not? They're a fun animal and some people might enjoy them randomly flying around their base or similar. You could make an aviary or something else fun.



Just one question: Why not make spawners that can spawn hostile mobs?
We've selected to not allow you to get hostile mob spawners for a number of reasons, including:
  • The ability to sell a lot of selected monster drops to the /shop.
  • Monsters are already extremely easy to get; simply go out somewhere at night or go into a dark area and you'll find loads of them.
  • It sort of removes some of the fun and excitement of finding a monster spawner itself if you can simply obtain one and place it.
  • The efficiency of a custom placed spawner/spawners in the perfect spot would greatly exceed a lot of the current setups for existing hostile mob spawners. You'd be able to perfectly position a number of them near each other in order to "farm" perfectly with absolutely no risk, this just isn't something we want to see, coming across a number of hostile ones near each other currently is a rare and possibly dangerous occurrence.
Part of the reason we've added animal spawners is the fact that animals don't always respawn as you might want them but this isn't true for monsters; they are constantly spawning all around in dark areas/at night, the need for them as a spawner just isn't there.
That's not to say that in the future we definitely won't add them though.

781
Noobstown General / Re: Town auction applications
« on: 28 Dec 2014, 21:39:55 »
Town:
Elysium

PLAN:
Yes The door to the left of the entrance of the Town Hall, There is also 2 chests already there for you.

CO-ORDINATES:
X:10408.082
Y:84.00000
Z:-2270.196

Amount of Members:25
Thank you for reading this :D
Done, these chests are both now auction chests!

782
Support / Re: Chunk Un-claiming
« on: 20 Dec 2014, 03:36:03 »
...
I was wondering what the process would be to reset chunks claimed by a player who has
A. Has shown little to no activity for over a month
B. The claimed area is empty of structures
In the wilderness players have up to 3 months (providing they are a member) to come back and start playing again (irrespective of if there is a building on it or not), after that if you notice some land get in contact with a member of staff and we'll look to getting their land cleared. If you know the player is a guest then they have only 2 weeks or their land can be reset, so if you know they are a guest please PM me their name and I'll sort things for you.

If you are referring to towns, you will have to check with your town rules and town staff.

Hope that clears things up for you.

783
...until the 8th January. Now obviously this means I'll have been away for more than 1 month and I have full intention of coming back to the server when back. HOWEVER I don't want all my belongings and land to just vanish because of the inactivity.
...
The period for your land to be reset in the wilderness is 3 months, but this can be extended if you have a valid reason, but as you're only away until mid-January this shouldn't be an issue. You will have to discuss things directly with your town but I shouldn't think it would be an issue and since I'm so late replying this is probably too late to do so now anyway.

...
Town membership, plots and money: 12 months.
...
The actual towny details last for 12 months (so being listed under '/resident'), your town itself might have specific rules plots and town membership though; so you'll need to check with them. If you are town staff you need to be much more active than that though otherwise your position will be lost and possibly passed on to other staff or willing residents.

784
Suggestions & Ideas / Re: More visit sets.
« on: 13 Dec 2014, 10:49:26 »
Sorry this took so long to respond to.

I was thinking maybe more visit sets could be add to have more than one for those who have a shops in towns and have shop plots and maybe if you wanna show off a build.
This is something we too have considered however the introduction of multiple visits might cause confusion when doing the commands. Currently the visiting is very simple you simply need to know the player's name and you can go to their land; adding multiple visits would add a second layer to the command where you would then have to select from their locations, which makes the visiting more complicated than we'd planned.

I do have some plans relating to the Chunk of the Month competition though which should free up your visit if you're concerned about that.

785
Suggestions & Ideas / Re: Wild Chunks: Burn baby, burn!
« on: 13 Dec 2014, 10:46:18 »
...Would it be possible to add a fire toggle for Wild Chunks?

This isn't currently possible because we have the Minecraft gamerule "doFireTick" set to be off and as a result fire will never spread or go out on its own in any of our worlds. It would be possible to change this over to our own fire prevention system however this would involve removing the ability for fire to never extinguish when placed on any block (a feature many players have come to like and use), plus we might reach issues with fire effecting blocks on the edges of your land. If enough people were to want this is might be something we'd consider looking into and possibly implementing but in our current set-up it isn't really possible.

One way you could remove your trees currently would be to use the mcMMO woodcutting abilites like treefeller or to get people to help you with their removal.

786
Suggestions & Ideas / Re: Hoes
« on: 6 Dec 2014, 16:52:31 »
Could we have a hoe in /kit tools???
Hoes are so infrequently used that they aren't really needed in '/kit tools' people would be much more likely to just discard them as they're not needed as often as the other tools. Once you've become setup on Noobstown your reliance on /kit tools should also not be as high as you should in theory have materials to create farms and upgrade away from the stone tools.

787
Suggestions & Ideas / Re: Mcmmo
« on: 6 Dec 2014, 16:50:10 »
hi and can you boost the mcmmo up by 5% please that will be great if you can.
We often have times where mcMMO is easier to level up such as this weekend where we are doing a double XP for all skills event. The settings we have for mcMMO have been carefully selected to try and make their fair but also to ensure that there is a long-term goal for people to set. If you have some specific reasons regarding any skills which you think could require some tweaking please feel free to suggest those though.

788
Server Announcements / Re: Upcoming 1.8 Update
« on: 6 Dec 2014, 01:01:15 »
Just to keep you updated we're still planning to update to 1.8 as soon as possible. The current versions of the server software aren't as safe/stable as we'd like right now, we will continue to check them and will update as soon as we think it's good enough for Noobstown! Sorry for the delays, as always these things are unpredictable, but we haven't forgotten it is still our plan to update as soon as we can.

789
Server Announcements / Re: Noobmas 2014
« on: 1 Dec 2014, 18:52:48 »
You can now get Crackers in-game from doing a range of different things! Then once you have one, simply click on someone with it and you'll be able to pull it together if they accept! The random winner of the pull gets a prize!

790
Competitions & Events / Re: Chunk of the Month - November
« on: 30 Nov 2014, 19:19:40 »
...
The deadline for setting the visit is November 31, but my American calender only has 30 days in it.  I didn't realize England used a different calender!   :D  Learn something new everyday!
Haha thanks for pointing that out, sorted! Visits need setting by the end of today (GMT)!

791
Server Announcements / Upcoming 1.8 Update
« on: 27 Nov 2014, 17:09:53 »
Just to start off I'm going to make it very clear this is not a post explaining we have updated to 1.8 yet! We will make a post explaining this when it happens!

Earlier today there was an announcement from the site which provides the server software that Noobstown currently uses, explaining that their first release of a 1.8 compatible version would be released in the next few days! This is simply a post explaining that we'll be updating as soon as possible and once we're sure that the majority of the plugins we use will work as they should. Therefore Noobstown's update to 1.8 will hopefully be within the next week (but obviously if we experience problems then it might be delayed)!

As most of you know 1.8 has hundreds of new and improved features! Most of these will be available from day one when we update, however as always we have to ensure the safety of everyone's builds and items, and as such some things won't be available right away but will be soon! The following is a list of things which we currently believe won't be normal right from the start:
  • Slime blocks initially won't be available to craft or place because of their ability to connect with other blocks. (Once a way for us to safely control this is added to our server software we'll allow them)
  • The new fence gates initially won't be locked and it is unlikely they'll be lockable using LWC commands. (Once a way for us to safely control them is added to our server software we'll protect them from being opened)
  • The new doors initially won't be locked and it is unlikely they'll be lockable using LWC commands. (Once a way for us to safely control them is added to our server software we'll protect them from being opened)
  • Iron trap doors initially won't be locked and it is unlikely they'll be lockable using LWC commands. (Once a way for us to safely control them is added to our server software we'll protect them from being opened)
  • Sponges won't be placeable initially due to the fact we currently have no way to stop their water absorbing effects. (Once a way for us to safely control them is added to our server software we'll allow them)
  • Banners/Flags will be allowed, however you are to use them at your own risk (Once a way for us to safely control them is added to our server software we'll be sure to ensure that there is no way for others to change them)
  • Armour stands initially won't be available to craft or place because of their ability to hold other items, and the fact they are classed as an entity. (Once a way for us to safely control this is added to our server software we'll allow them)
  • Spawners won't be changeable by mob eggs because of the ability to change spawners not owned by yourself, and the ability to change hostile mob spawners (Once a way for us to safely control this is added to our server software we'll allow most of them to be used to change selected spawners *hints*)
  • It is unlikely that rabbits/bunnies will be protected as animals on owned wilderness land to begin with (Once a way for us to safely control them is added to our server software we'll protect them from being damaged by non-farmers/builders)
We understand that some of these features were what people would have been looking forward to, they will all be available eventually but we need to make sure things are safe first! During our update to 1.8 we also have plans to implement several all changes to Noobstown, including hundreds of updates to the wilderness land protection system, the biggest update to V6 since it began! *hype?* More information on these will be posted in a changelog when/just before we do the update!

If you have any questions/comments please feel free to make them below!

Incase you missed the blue at the top of the post I want to make it very clear this is not a post explaining we have updated to 1.8 yet! We will make a post explaining this when it happens!

792
Noobstown General / Re: Town Applications
« on: 23 Nov 2014, 19:57:49 »
IGN:gamerguy172

WHY?:I want to make a town were players new and experienced alike can enjoy themselves.

EXPERIENCE: I a was a assistant in Maple-forge in V5.

TIME:I have way to much free time so I plan to be online often XD.

PLAN:I hope to start a town for the community to enjoy be a part of.

Agreement

I, (gamerguy172), accept the liability of the role and all of the citizens in my town.
Accepted.

793
Server Announcements / Hopper Protections
« on: 16 Nov 2014, 17:33:24 »
Earlier today I rolled out a change which means that hoppers in the non-wilderness worlds (Town, Mining, Nether, etc.) all now have the ability to be individually locked, just like chests, etc. can be. This means players won't be able to break them or access them without the owners permission. This has no effect on the wilderness world as protections to hoppers have been around since the start.

As with chests; hoppers will now automatically be locked using LWC when placed in non-wilderness worlds. As an added bonus if the owner of a hopper and another block (which the hopper can drop items into/out of) are the same then the hopper will now automatically be detected without the need to use the '/chopper' command or '/lwc flag'. This is something many have been asking for for sometime, sorry it took so long but it is finally here!

Please note: You will need to go through any hoppers you own in the non-wilderness worlds and lock them yourself if you want to take advantage of this change. This can be done using '/cprivate'.

If you have any questions or comments regarding this please feel free to reply and ask!

794
Noobstown General / Re: Version 6.0 - Town Applications
« on: 14 Nov 2014, 21:39:44 »
IGN:tomisbomb789

WHY?:I'd like to have a town to make new friends and be more interactive with the noobscraft community. Having a toen is fun and a great way to make new minecraft buddies, while getting more involved with the community. It's also A great way to give back, by having gi e aways, or helping a fellow town member.

EXPERIENCE:I have owned 2 towns, Each town was successful, the first one more than the 2nd, only because we had lost some great assistants.

TIME: I have plenty of time, I'm home all day

PLAN:My plan is to build a large community with big buildings, like a city, some custom forrest areas, some sandy areas, etc.. I want my residents to interact with one another, so maybe have town get togthers or something in the lines of that.

Agreement

I, tomisbomb789, accept the liability of the role and all of the citizens in my town.

Accepted


IGN: EliteMustangGT

WHY?: I would like to create a town where members are free to join at anytime and be able to show their building skills freely. I have been with noobscraft for a while now and I would like to give back to the community in which I enjoy playing.

EXPERIENCE: I was a mayor in V5 just for a couple of months before the update for V6. I have been in Pallet-Town as a sub-mayor and understand the responsibility it takes to make a efficient town.

TIME: I am online almost every day (when I am not working).

PLAN: Plan to build a castle and have plot on the bottom of a hill. I currently have the 900,000 nbz to start a town.

Agreement

I, (EliteMustangGT), accept the liability of the role and all of the citizens in my town.

Also accepted.

795
Server Announcements / Update on Recent mcMMO Changes
« on: 12 Nov 2014, 14:05:16 »
As many of you are likely to be aware earlier this week during our monthly server updates and world resets, we updated mcMMO on Noobstown.

This change involved updating mcMMO to its latest version (A full changelog of the changes in this version of mcMMO can be found here.) One of the biggest changes in this update involved the introduction of the "Salvage" child-skill. It was removed from being an ability with repair to being its own skill; a few days ago I wrote a guide to this which can be found here.

As we're aware there are several players who weren't too keen on this change, but it is something we have had to do as we need to keep up-to-date with the latest plugins to ensure a stable server. It is also a much fairer system for the server as a whole. We have however made many improvements since the initial discovery of the Salvage change, including reducing the rank required to salvage damaged items and improved the ability to gain enchants during salvage.

As part of our on-going improvement process we have also listened to players who have said fishing (being a parent skill of salvage) was too hard to level up and was one of the many reasons why people were annoyed by the difficulty in improving their Salvage level. As part of this earlier today we:
  • Made the gaining of mcMMO Fishing experience much easier! (And will continue to monitor this and may adjust it again in the future!)
  • Lowered the Salvage levels required to gain multiple items back when salvaging!
  • Dramatically improved the percentage chances of getting enchants back during salvaging!
  • Changed the levels required for different Ranks in Arcane Salvage
  • Improved the gain from Smelting (Due to it being another child-skill, we have put them in-line with each other)
We would really appreciate constructive feedback/suggestions regarding these changes. The Salvage ability is something we will continue to actively support so it isn't useful just asking for us to change back; if you have any suggestions on how to improve it though we would love to hear them!

796
Guides / Guide to Salvage
« on: 10 Nov 2014, 16:09:06 »
This is a guide to the updated salvage since there has been a little confusion with how it works. I'll write it a bit like a FAQ type thing with questions and answers.

What has changed?
In relation to the old system of salvage (pre-November 2014) lots has changed. Everyone now has the ability to salvage irrespective of your repair level, there are also now abilities to salvage damaged items and get enchants back from items.

I already had repair 1000 with better salvage why change it?
We have to keep up-to-date with plugins, we don't directly create McMMO we simply use it on our server, this means we have to go with any changes the developers of it implement, including this change. This change is however a lot fairer as you work up towards getting a better salvage rather than it randomly starting at an arbitrary number. Salvage can also now be much more powerful with the ability to restore and gain enchants from items.

What is Salvage?
Salvage allows you to get back some (or all) of the items required to craft certain items by clicking the item against a gold block. It will break apart the item into its components, some of which will drop on the floor for you. The higher your salvage level the more (and better) items you'll get back.

Who can salvage?
Everyone is now able to perform salvage, no matter what repair level you are!

How to I level Salvage?
Salvage is a child skill (meaning it is calculated as an average of other (parent) skills) of repair and fishing. So to level up salvage you need to work on repair and fishing.

How come I only get 1 item back?
Salvage is a progressive skill, so the higher your level the more if gives back, basically meaning that you need to be a very high level before it begins to give multiple items back.

How come it says I need a higher level?
This is likely referring to damaged items. In lower levels of salvage you can only salvage full (completely undamaged) items. As you level up you'll unlock advanced salvage which will then allow you to salvage even damaged things!

What is advanced salvage?
Unlocked at a certain point; advanced salvage allows you to salvage back damaged items. As with normal salvage the higher your level the more you get back.

What is arcane salvage?
When salvaging an enchanted item arcane salvage gives a percentage chance for you to get back either a part of full enchant back from the item in the form of an enchantment book. You can then use the book to enchant something else. The higher the level the increased chance of getting the enchant (or as close to the enchant) as possible.

If you have anymore questions please feelf free to ask them, and I can add them to the above list.

797
Support / Re: Salvage Wrecked?
« on: 10 Nov 2014, 15:32:45 »
The way McMMO controls salvage has completely changed, there isn't anything we can do about it, we currently use the existing McMMO plugin, so we have to follow any updates they implement.

The levels of salvage (and levels required to get advanced salvage etc.) are likely to change, they were simply set quickly yesterday when we noticed the change to ensure the stability of different things on the server short term. Earlier today we reviewed the settings and have lowered the level required for advanced salvage and have increased the possible items gained from salvaging.

As for why you only got 1 ingot; the higher your salvage level the more you get back. The levels go on for several thousand (the exact levels haven't been released) so you need to remember that there is progression as you go up the levels, so even if you are at 1000 that might only be a small percentage of the overall level. When you're trying to savage say a chestplate (which would max out at 8 ), the chances are that you aren't going to get much back as, as a percentage of the max skill you might not be very far.

I can understand your annoyance as you worked so hard to reach the level of repair to get salvage but we have to accept the change and understand it's actually a fairer system to work up towards getting a better salvage than it randomly starting at an arbitrary number. You also need to understand that salvage can also now be much more powerful with the ability to restore and gain enchants from items.

798
Noobstown General / Re: Noobstown against Minecraft EULA?
« on: 2 Nov 2014, 23:40:02 »
I was recently looking into the Minecraft EULA situation and relised that Noobstown is not following the rules. Now someone please tell me I'm wrong, but looking at one of the blog posts on the Mojang website (https://mojang.com/2014/06/lets-talk-server-monetisation/) it says that real life money shouldn't be exchanged for ingame money and that it shouldn't affect gameplay.

This is where Noobstown comes in. The donation store (http://external.noobscraft.com/donate/) is currently offering money for real life cash AND this affects the gameplay. So does this mean Noobstown is going against the EULA? If so I hope somethings can be ammended.
I hope I have made a mistake and this gets corrected :) Thoughts?
As explained here: https://www.noobscraft.com/server/cloudsquid-eula-information/ We have no plans to change the way we deal with donations. We are only able to survive due to the donations players give us, unlike many servers we don't personally take any money made from these; all money is fed back into running the games we provide.

Mojang themselves haven't updated the user agreement as they claimed they would and as a result the current situation is a legal minefield, we currently have no plans to change anything until we're directly asked to.

You don't need to worry about these things though, we will keep you informed if we have any plans to change anything, and even then no previous donations will be reverted. Your best bet currently is to read the post I linked to above.

799
i did not get my free chunk after the /gift collect or is it couse i have 229 wild plots ?
Sorry about this, all free chunks have now been allocated.

800
Site Announcements / We're now using HTTPS!
« on: 27 Sep 2014, 21:48:10 »
Some of you may have noticed that over the last few days several small things have changed on the site. This is all in work to moving over to using HTTPS on as much of our Noobscraft.com public site as possible! Starting earlier today most of Noobscraft.com will now run over a secure connection. This change isn't really likely to effect your everyday use of the site, but it is an important change with moving forward in internet standards!

Wondering what HTTPS is?

If you notice/experience any issues with this please PM me or reply below.

Please note: There are no changes to the Noobstown Minecraft server connection or how you access the site.

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