Search Results for 'GodsDead'
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AuthorSearch Results
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June 9, 2017 at 9:22 am #50969
Topic: Bugged name
in forum Help Request Ticket<p>Ok so its me again.I think I know why the name is bugged and it comes white without a rank.I changed my name right now from ethismenos to ethismonkeyh and its white without rank.I hope I helped and</p><p>also if you can make it sometime please thank you!</p><p>@GodsDead</p>
June 9, 2017 at 1:11 am #50956Topic: [Statistics] My stats got wierd
in forum Help Request TicketHello, today i seemed to have the opposite problem others have been having, it seems as if most of my stats have doubled!
my playtime went from 60 days to 121 and i gained about 500k blocks in both broken and placed. It would be cool if these were set back to what they actually are, thanks!
Attachments:
You must be logged in to view attached files.-CaptainCracken
https://www.minecraftskinstealer.com/achievement/a.php?i=5&h=Hey+Big+Spender&t=Spend+Over+%242k+on+Food[/url]
@godsdead ty for removing 1 but there is still 1 small shack with nothing in it near it :3 If you have some spare time please look at that 2 :p ty.
Post the coords then, use the same form as a reply here.
June 8, 2017 at 3:32 pm #50922My previous name was Dark_Guard101 and my rank is carpenter. I very recently just changed my name, and now my new username, Dark_101, has a white font color in chat, instead of a grey one.
I was wondering if you could fix this.
<p style=”text-align: right;”>Thank you</p>
PS Please read the post below this one.
June 8, 2017 at 3:09 am #50911In reply to: Server Lagging Way To Much
Its very BAD.
Founder and Princeps Civitas of SPQR.
Owner of the city of Rome.
Server Staff
MAD AS A HATTER!!!
Nos Ava Caesar Morituri te Salutamus!@godsdead ty for removing 1 but there is still 1 small shack with nothing in it near it :3 If you have some spare time please look at that 2 :p ty.
June 7, 2017 at 1:38 pm #50872In reply to: Ban Appeal
@GodsDead not really, I just said “If I’m gonna go out, I’m going out with a bang” and I regret that. 🙁
~ Wanderer of the Realms ~
"Life's pretty good. Why wouldn't it be? I'm a pirate, after all."
- Johnny DeppJune 6, 2017 at 12:51 am #50799In reply to: [Suggestion] A new world(s).
OK. So many ideas!
-No claims, to create constant up and downs, and always a way to bounce back. This would keep no one in power.
– No TP’s to enforce ships
– No water building, if we use the terrain land. This would keep oceans clean and easy travel, along with limited builds
– A compass idea. Say you want to get to an admin made and protected port. You right-click the compass, and it opens up a menu. With three choices, Port A. Port B. Port C. you click on one. and the compass points in the direction the port is (ex. North, South, ya know)
– Ocean Cleanup crew! Mods would check the ocean for blocks left over. I think that builds in the air or water could be a punishable offense . Just to eliminate it. @Godsdead , if you ever happen to start a world, I’d be more than happy to help create, landscape, or just about anything helpful.
Just my two cents, thanks!
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Hi
June 5, 2017 at 1:39 pm #50754In reply to: [bug] Statistics issues !! MUST READ !!
Ahoy!
So I’m new to this server. Logged in a while ago started playing yesterday. After a 6-8 hours of playing I decided to call it a day. Next morning I log in and find out that my timer has been reset! It’s very sad since I almost got promoted to the next rank. Could you please help me with my timer issue. @godsdeadAttachments:
You must be logged in to view attached files.June 5, 2017 at 11:15 am #50752In reply to: [Suggestion] A new world(s).
I love Bislo’s idea of a world based around the dynamic between merchants and pirates, and I have some ideas on how to make that work. If we want something different enough to contrast with the main server, how about a world which is set up as a trade-centric survival/plots server? The idea is that the world would be admin claimed, with the ability for players to purchase pre-designated plots of land on which to build houses and personal ports. Most items will generally be obtained from server-shops, player-trades, and PvP. In addition, many items are only obtainable from certain ports, which players will need to travel to via ship to obtain. Here’s an example scenario: Players begin their journey in the new world penniless, in one of the large port towns. Their ultimate goal is to become a successful merchant. They can start their career by delivering cheap goods on foot between different parts of the town/city. They must be wary of pirates, who might attack the town at any moment. Players quickly save up enough to purchase their first dhow, and can now begin trading more expensive goods between ports. They’ll need to rent dock space while they bring their goods to market, or risk their precious cargo being plundered as they shuttle their inventory to the shops. Despite the lack of a dynamic-map, most of the seasoned pirates have learned how profitable it is to lurk along the trade routes with the most traffic. They do not fear the exorbitant bounties they have racked up. With the ability to travel, players are also able to find and purchase their first plot of land. They must sail from port to port to buy the desired materials to build a house, where they can safely store their goods for future merchanting trips. Players can buy larger ships as they can afford them, or build the ships themselves at their house’s dock. One caveat might be that smaller plots of land do not have enough space for larger ships, which may be an incentive for the player to sell a plot and move to a new area. Eventually, players may become wealthy enough to buy larger swaths of land, on which they can build their own port towns. They can set up their own limited-stock shops that other players may now begin buying and selling from, giving the economy an opportunity to grow. Here are some supplementary ideas:
- Teleport-free, as suggested by many others.
- Arbitrary land-claiming is turned off. Plot purchasing is the only way to own land. Possibly, plots are siegeable.
- Areas exist at the edge of the map which are not part of the admin claim. Players can travel to these areas to gather materials that server-shops don’t buy and sell. Possibly, these areas reset every few weeks to refresh the resources and discourage players from settling down away from the trading/pirating action.
- Vanilla boats are disabled. A sky-island world would remove this necessity, though.
- Consider whether PvP should be enabled in trading ports. Perhaps, depending on the ports’ theming, some could be lawful and PvP free, while some are shadowy or full of anarchy, and therefore PvP enabled.
- In-game ranks are shared between both worlds, but perks are adjusted to be relevant to the new world. For example, if vanilla boats are disabled, /kits should not contain vanilla boats.
- The new world retains the same rank requirements for ship sizes.
- Items are not transferrable to or from the main PirateMC survival server, but playing on each respective world should somehow benefit a player in the other. For example, new world currency could be redeemed for certain unobtainable goods in the survival server, and vice-versa. This would encourage players to play on both servers, and minimize isolating parts of the community.
- Emeralds are used as the main currency. This forces players to carry their currency on their person, which makes piracy an even more formidable threat.
- A currency bank system. This would be very easy to simulate if emeralds were used as currency. It could be as simple as using the current /balance plugin, and building banks for players to [sell] emeralds at. Banks could be placed strategically, so that some markets have quick access to a bank, and others have no bank at all.
- If possible, ships can not move in any direction where they would be directly adjacent to a non-ship block. This would prevent the world becoming cluttered with unsailable, abandoned ships.
One nice thing about this sort of server is that it almost certainly wouldn’t require any additional plugins than what PirateMC uses now. Edit: Sorry, I missed GodsDead’s post saying the new world is not totally possible at the moment. Hopefully this post is still constructive for thinking about the future!
you just re-phrased exactly what I planned about 3 years ago haha! Minus Emeralds, The item of trade would be gold bars and coins! Pirates yarr!
Pretty much this bullet point list. And seconded the need for its own server as opposed to just its own world.
June 4, 2017 at 11:28 pm #50730In reply to: [Suggestion] A new world(s).
I love Bislo’s idea of a world based around the dynamic between merchants and pirates, and I have some ideas on how to make that work.
If we want something different enough to contrast with the main server, how about a world which is set up as a trade-centric survival/plots server?
The idea is that the world would be admin claimed, with the ability for players to purchase pre-designated plots of land on which to build houses and personal ports. Most items will generally be obtained from server-shops, player-trades, and PvP. In addition, many items are only obtainable from certain ports, which players will need to travel to via ship to obtain.
Here’s an example scenario:
Players begin their journey in the new world penniless, in one of the large port towns. Their ultimate goal is to become a successful merchant. They can start their career by delivering cheap goods on foot between different parts of the town/city. They must be wary of pirates, who might attack the town at any moment.
Players quickly save up enough to purchase their first dhow, and can now begin trading more expensive goods between ports. They’ll need to rent dock space while they bring their goods to market, or risk their precious cargo being plundered as they shuttle their inventory to the shops. Despite the lack of a dynamic-map, most of the seasoned pirates have learned how profitable it is to lurk along the trade routes with the most traffic. They do not fear the exorbitant bounties they have racked up.
With the ability to travel, players are also able to find and purchase their first plot of land. They must sail from port to port to buy the desired materials to build a house, where they can safely store their goods for future merchanting trips.
Players can buy larger ships as they can afford them, or build the ships themselves at their house’s dock. One caveat might be that smaller plots of land do not have enough space for larger ships, which may be an incentive for the player to sell a plot and move to a new area.
Eventually, players may become wealthy enough to buy larger swaths of land, on which they can build their own port towns. They can set up their own limited-stock shops that other players may now begin buying and selling from, giving the economy an opportunity to grow.
Here are some supplementary ideas:
- Teleport-free, as suggested by many others.
- Arbitrary land-claiming is turned off. Plot purchasing is the only way to own land. Possibly, plots are siegeable.
- Areas exist at the edge of the map which are not part of the admin claim. Players can travel to these areas to gather materials that server-shops don’t buy and sell. Possibly, these areas reset every few weeks to refresh the resources and discourage players from settling down away from the trading/pirating action.
- Vanilla boats are disabled. A sky-island world would remove this necessity, though.
- Consider whether PvP should be enabled in trading ports. Perhaps, depending on the ports’ theming, some could be lawful and PvP free, while some are shadowy or full of anarchy, and therefore PvP enabled.
- In-game ranks are shared between both worlds, but perks are adjusted to be relevant to the new world. For example, if vanilla boats are disabled, /kits should not contain vanilla boats.
- The new world retains the same rank requirements for ship sizes.
- Items are not transferrable to or from the main PirateMC survival server, but playing on each respective world should somehow benefit a player in the other. For example, new world currency could be redeemed for certain unobtainable goods in the survival server, and vice-versa. This would encourage players to play on both servers, and minimize isolating parts of the community.
- Emeralds are used as the main currency. This forces players to carry their currency on their person, which makes piracy an even more formidable threat.
- A currency bank system. This would be very easy to simulate if emeralds were used as currency. It could be as simple as using the current /balance plugin, and building banks for players to [sell] emeralds at. Banks could be placed strategically, so that some markets have quick access to a bank, and others have no bank at all.
- If possible, ships can not move in any direction where they would be directly adjacent to a non-ship block. This would prevent the world becoming cluttered with unsailable, abandoned ships.
One nice thing about this sort of server is that it almost certainly wouldn’t require any additional plugins than what PirateMC uses now.
Edit:
Sorry, I missed GodsDead’s post saying the new world is not totally possible at the moment. Hopefully this post is still constructive for thinking about the future!
June 2, 2017 at 9:33 pm #50616In reply to: [bug] Statistics issues !! MUST READ !!
<p>Hello dear Godsdead, my in game name is Volpex_ and I lost my stats for playtime, I don’t really when I lost my stats, but I think that it happened about 15 days ago, now I have 2 days of play time, before this bug I think that I had about 35 days of playtime. Can you please check this date? 15/may/2017 or if this date doesn’t work can you try 5/may/2017?</p><p>Here the screenshot link: https://cdn.discordapp.com/attachments/208171742789632000/320299735288381441/2017-06-02_22.26.22.png</p>
June 1, 2017 at 4:09 pm #50543In reply to: [bug] Statistics issues !! MUST READ !!
@godsdead i have no idea when my stats were deleted/reset/whatever but i got my real stats from the stats menu after u press escape
Leader of the Narwhal Syndicate
Former Official Bitchnugget of the Asylum
King of the Elves, 2016-2017 (Rumoured) Crew History:
United States Empire
Solis
KHAOS
The Asylum
Piratequest
Phantom Pirates
The British Empire
The Coalition
Dealer's Deck
House IndorilJune 1, 2017 at 11:15 am #50492In reply to: Posts Disappearing Glitch
This bug has reached a new level of annoyance.
Today I wanted to publish a vote for my crew. I completed it, including linking it to various other forum threads with hyperlinks. Then I noticed I got the date in the original post wrong, so I edited it with the reason: Typo.
The original post immeediately disappeared. All that I was left with was an empty title with the option to reply. So I pasted the text back in:

Then I pressed “Submit”, but I received the following error message:

I disregarded this and pressed “Submit” again anyway, because I need the post exactly how it is. Once again, I am faced with a blank, white screen:

A second attempt with the same post but a different title also fails. Then I decide to start a new topic called “Topic to Delete”. This works.

So I get the idea of creating a new topic with a different title and inserting the material I need. I simply call the new thread “Third Amendment”. Then I edit it and try inserting the text I wrote previously:

This doesn’t work. The forum spam filter notices that the text I inserted is the same as before.

These two new topics are both still listed in the forum group master list:

I try editing the “Third Amendment” by giving it an old title with the text that I need. The title changed, but the thread is once again a blank, empty slate:

“Third Amendment” has now also disappeared from the forum group master list:

___________________________________________________________________________________________________________
@Godsdead I get the impression that spam filter is currently far, far too strict. It blocks you from making duplicate posts and remembers which posts have previously been made. This function in combination with the disappearing post glitch is causing a considerable amount of hassle. If it was disabled or weakened, people would be able to repost their lost forum threads. As it is, the forum is performing a double beatdown on its victims.May 31, 2017 at 12:03 pm #50455In reply to: Allowed/Non allowed machines
That well explained ^^. @godsdead But still: 1. You should really make rules about it. 2.Exploiting game mechanics, meh it’s a really wide subject, for example iron for exploit game mechanics. 3. The economy is broken, and by not allowing machines it won’t change it. Lowering a price is not breaking the economy. And i was planning to sell gunpowder for around 20-25£ a stack, not 3-5£ (which i still could make profits) 4. And if i don’t make a shop, if all my resources stay for me? And argue after to sell it? Would be great deal. It’s just affecting me, so if i grief i am banned. If i break the economy i am banned too, simple and efficient. 5.Also, when you talk about a survival server banning machines, meh :/ Also, you are here i’m asking. A totally hypothetical situation let’s say i developed a machine (or see) who can shoot everywhere in the map with a theoretical infinite amount of projectiles, would it be allowed? Of course, without using any glitches and it’s a HUGE building, if i want to build it would probably take me 25-30 days of play time.
1. There are rules, Ive told you them already. I’ve told you specifically, many many times its not as simple as saying “you can make this farm” because as ive already TOLD YOU ALREADY anything can be exploited.
2. Again, read point 1.
3. No its not. Read this post by Max https://piratemc.com/topic/the-piratecraft-economy-and-how-it-works-2/
Im just closing this thread, lous you are just talking out your ass.
This has gone on far too much, you are on your second chance here and you have made an absolute fucking whiny shitstorm and crying fit about being told you are not allowed to make a TNT farm to grief the world, to ruin the server for everyone that actually wants to play here and staff that will have to fix it.
If you continue this, I will take action with punishments.
Rule 2.
Closed.
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