PvE r8

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Revision as of 23:19, 16 June 2012 by K3N (talk | contribs)
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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.

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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.

Notable creations

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

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.

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

Nether portals

There are four Nether Portals available near the corners of the map, at -1800,-1800, -1800,1800, 1800,-1800 and 1800,1800. There are additionally secret "bonus" portals hidden throughout the map.

End portals

Three strongholds with End portals have been found are in the process of being linked.

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". :-)