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IronHeart - 1-year Anniversary

What is IronHeart?
IronHeart is a persistent UHC survival server created for the /ultrahardcore community. Our aim is to provide a challenging UHC experience in a persistent survival world.
For more information please see the Introduction Post and other announcements posted here.
The 25th May 2014 marks the 1-year anniversary of the launch of IronHeart. In this time we have had numerous updates, several hundred unique visitors, a number of long-term regulars, 2 world updates and 2 server changes.
Although we don't have all of the features I intended for the beta release, we now have a thriving community, formed teams for server clashes and the server has a lot of stable and unique features. It no longer seems right to keep calling it an alpha server. So from 25th May, IronHeart will be entering the beta phase.
Over the last few weeks I have been working on making the IronHeart server capable of running matches alongside normal SMP worlds. Our first initial tests worked quite well, so for the 25th, we will be hosting our first official match.
Open Beta
The beta phase is mainly comprised of gameplay and balance testing, as well as considering new features for post-release expansion updates.
I am still intending to bring out the monetization features during the beta, however the Ender Invasion will be our first post-launch update. The extra time will allow me to do a much better job with the Ender Dragons after the 1.8 update and the Bukkit updates that should follow.
The beta will not last nearly as long as the alpha, I am intending for it to be finished within a few months at most, as it is high time we got IronHeart to the release phase.
Our First Official Match
Reddit Match Post: May 25 13:15 UTC - IronHeart #1 - 1-year Anniversary Match
Forum post: IronHeart 1-year Anniversary
This will be a new and unique scenario on this subreddit, given that IronHeart is an SMP server, survivors will be able to keep any items they have on them when they leave the Match world. Not only that, winners will earn renown for joining the Elite world, and players will also have the opportunity to earn beans, our server currency.
A beacon exists at 0,0, covered by an obsidian cap. This cap has 150 lives, must be broken 150 times to uncover the beacon. The cap also decays at a rate of 1 life per minute after the match starts, but stops decaying after it reaches 60 lives. This should take 90 minutes if left to decay on its own.
At this time the hunger borders start shrinking down from 1000 radius to 100 radius over the next 30 minutes.
Players can break the obsidian cap to open it, each time it is broken a warning sound is played to everyone in the match and it loses one life. This takes 9.4 seconds with a diamond pickaxe and 2.55 seconds with an efficiency V diamond pickaxe. With 60 lives, this would take between approximately 9m30s to 2m30s to open.
Once it is broken, the beacon light will be revealed and any players that stand in the light for 3 seconds without damage will escape from the match world. The first player to escape wins for their team. Any players that escape get to keep any items that they had, and those on the winning team also earn renown for the Elite world.
All players will also start with 50 beans, the server currency. Players can be killed for their beans, and if you escape alive you get to keep them. Beans can be used to purchase land, earn renown, use certain premium features and trade with other players/shops. 100 beans is enough to buy a 10x10 plot or earn renown for the Elite world, so if you play well you may get rich, even if you don't win.
Sign up
IronHeart is now entering beta-testing. Features should be mostly stable but there may be bugs in new features as they are introduced. Server crashes and item losses are still possible. If you are not already on the whitelist and wish to sign up for beta-testing I just need your IGN and I will add you to the whitelist.
submitted by XHawk87 to ultrahardcore

Creep: A vine plant that spreads slowly across the world through loaded chunks and plagues the land

Skip to suggestion if you don't want to read.
The intro:
One of the things I'd like to see more of is a problem that affects players on a more global scale, that worsens over time. Due to the way minecraft is made(chunks) it makes it hard to do this. I'd also like to see a sort of indicator to an area being abandoned in terms of maintenance. Right now, towns and builds that people stop working on sit around and nothing happens to them(unless griefed, but that doesn't count).
Before they were nerfed, endermen and more importantly mushrooms sort of facilitated this. Endermen used to grab more block types from builds and, over time, the build had holes in it that made it seem abandoned. While people complained about this(and for good reason), I feel it added a very nice effect: buildings became rundown unless people fixed them.
Mushrooms used to do something that is closer to the feature I want added that achieved a sense of being run down. Before 1.8 beta, mushrooms had the nasty habit of spreading indefinitely. On the server I went to before the nerfing, it grew to such an issue that towns had to work together to lay barricades and remove fields. This brought the community together against a common enemy that could only become worse. A big part of minecraft is community, why not help unite people together even more?
The suggestion:
Add a block that's textured similar to vines which can grow indefinitely on top of blocks. It could have similar mechanics to grass in that it spreads more easily going down than up, and only grows when people are in the area. It should have zero value for crafting due to it being far too easy to farm. Also, command blocks should be able to toggle growth to give servers the option of allowing it. Additional possible features include:
  • 1: Players, and only players, are slowed to half speed when walking across it. Players can still use enderpearls to quickly traverse the terrain, but they would only be avoiding the problem. Other mobs(especially hostile) can move at normal speed through it. The idea is that it is focused only to antagonize players and nothing else.
  • 2: Only creepers can spawn on creep. This creates a sort of back story to creepers by implying this is their native environment. It also means the area becomes a deathtrap for players if they get caught in it, especially when combined with #1.
  • 3: The plant won't spread to other blocks/dies if the sunlight level is too low. This is to combat two things: creeper grinders if #2 is added, and filling caves with creep.
    We already know mojang doesn't like grinders due to their lack of balance, evident of their idea to nerf spawners giving xp. Creep could be used in darkrooms to essentially make creeper spawners, so this idea would negate that.
    The other reason is to make it so only affects things not in caves. If creep could go underground, it would be virtually impossible to deal with in the overworld, because it could escape into a cave network, and come back even after people wipe it out aboveground where it's easier to spot. It just becomes too hard to deal with otherwise.
  • 4: Make hoes the best tool for combating it. Hoes are by far the most useless tool in minecraft. They've seen little to no attention and I feel like this could make them extremely popular. The difference in mining speed should be comparable to swords and shears on cobweb vs other tools.

  • 5: Make a few patches of it spawn in jungle biomes with a small chance? It would be perfect for jungle biomes for a few reasons. It makes them feel even more overgrown with plantlife for starters. And if only creepers spawn in it from idea 2 it would fit in because creepers are green, spawning even more in the most green environment in minecraft. Perfect camo for them. You would have to jump from tree to tree to avoid the overgrown, creeper filled depths below. The only issue with this is how I'm not 100% sure how lighting would conflict with trees blocking the sun. Probably not too bad to cause issue though.

End notes: I feel like this would be a great addition to minecraft on both singleplayer and SMP. In SSP it would give players a challenge of traversing and living in such terrain, On PvP servers I can see people using creep to combat other clans, and on more friendly PvE servers it would be perfect as an actual environmental issue. Creative mode servers could obviously just disable it. It's just a simple block with simple properties that could do some crazy things to how we survive in minecraft.
submitted by TheRandomnatrix to minecraftsuggestions

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