MC/Rules

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Here we will discuss the new rules for the main worlds on the server. We can make use of the discussion page for this article to hash things out, and list the rules here.



Contents

[edit] General

  1. Posted Community standards still apply (i.e. Don't be asswholes to each other).
  2. All mods and Admins must be active on the forums. It is the only way for us to know you are actually following them.
  3. If you have a problem, post it in the apropriate forum. It is the best form of asynchronous communications we have. The server is managed by volunteers, and there is no way to have admins and mods on at all times.

[edit] New World

To be honest, many of the rules will apply more to admin/mod behavior than the average user. Permissions insures that this is possible.

  1. Admins and Mods should not place [Free] signs in world unless it is agreed upon by the Admins/Mods as a whole that there is good reason too. Even then, the sign should only remain so long as the project is under way.
  2. Admins/Mods should not spawn rare supplies for users. They should be harvested.
  3. If you come across a rather large project and do not know whose it is, feel free to look, but don't mess with it. You don't want people jacking up your stuff, so don't jack up theirs.
  4. ...

[edit] Old World

OldWorld's rules will remain basically unchanged.

Old World is primarily a build world. People are building all sorts of things there.

I am contemplating turning Old World into a creative mode world.

[edit] The Outlands

  1. Most transport commands such as /warp, /tp, and /spawn will be disabled except for in specific area.
  2. No [Free] signs will be created
  3. New Fort (the spawn zone), and perhaps major outposts will have stores where users can buy items in exchange for rotten flesh, ender pearls, bones, and various rare items/materials.
  4. Creeper explosions will function normally except in designated safe zones.
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