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Posts posted by Korvic
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35 minutes ago, LotsOfMuffins said:
- The Korvic/Mystery fiasco is one marred with miscommunication. Korvic had some perms that he should not have had access to and gave some perms to Mystery. Through this, Mystery set up Athera, which is good and I don't believe he had malicious intent. However, he also spawned in a large number of minas and would hand them out to people during the event, either as compensation or "rewards". The amount given is extraordinary compared to previous mina rewards, ranging from 2k to 60k+. When this was discovered, Korvic was temporarily banned while we did a sweep to ensure that his perms were removed. This ban lasted less than an hour, but Korvic purposefully made a fuss about it, despite knowing full well why the tempban was being done. Overall, the things done were not really malicious or game-breaking, and this is why Korvic and Mystery are not actually banned.
Was banned, not told why. When I PM’d the person who banned me I didn’t get any response for 3 hours, and said response was only drawn out after taking it to public outcry. Knowing ”full well” is a vast exaggeration. “Purposefully made a fuss” in order to get any sort of word. The only admin who’s actually contacted me directly (and this was only after I contacted them) was Braxis. No knocks against Braxis, but as he was not the admin who dealt the ban, why was it only him that I could get a real answer from?
smh guys, first topic when I was brought to Admin was how I got the playerbase to like me, and it’s evidently gone in one ear, out the other.
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July 2019, not November. C’mon now lol
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2 hours ago, JokerLow said:
i return from highschool to see this...
Highschool RP?
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Hey everyone! I know most people already know, but just wanted to post that the box transfer is complete and functional. It’s not perfect, but it’s definitely an improvement as a whole. We’ve currently got one lobby and the war server running alongside the main server, so there shouldn’t be any noticeable change to your day-to-day experience. In regards to 1.15, the data is all there and ready to go. The old box just needs to be flushed so the extra servers (Dev, Build, Lobbies, etc) can be installed there, then 1.15 should be clear for take-off!
I, however, will not be pushing it myself. I’ve put my best foot forward for all of this to be met with despondence and little to no communication for months on end when we needed it most. Everything has been rushed- including me being thrown a red tag simply for being the last man standing. I’ve made it abundantly clear that I did not want to be the only dev, and that I do not support the current server lead, nor the direction being pushed. Spending volunteer time for someone I do not support does not make sense.
The server is in a stable state, and that’s the job I wanted to finish for the community. The 1.15 update is present and ready to go for LotC, no questions asked, but I will not push an update that I’m not going to maintain. That wouldn’t be fair to all of you if it ended up having issues and no one to fix them. It is time for me to rest after spending the entire 1.14 version putting out fires while trying to improve the experience for the players. GGs, everyone.
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I’d like to announce that FIRST BLOOD has been claimed on the new server box.
So yeah, our new box is currently running. We’re finishing the last of the file transfer prep we need to do today, and tomorrow we’ll be looking to transfer the remaining data that requires the server to come down. You can expect the server to be down sometime between 8am-2pm EST tomorrow. The maintenance will last 1-2 hours, however be prepared for 3-4 hours of downtime in case something goes sideways while we’re transferring the data over. I’ll try to make an announcement in broadcast as we approach the actual downtime itself.
Thanks again for all your patience, everyone! We’re doing the thing!
EDIT: We’re done for the night, so feel free to use /server primary to test out the new server box a bit. It’s smooth.90 -
4 hours ago, Toxolotl said:
@Korvic i understand paper not needing tokens for edits but maybe make bottles not need them too so people dont have to waste tokens on drinks / potions. Like. Especially potions since they are required to need an MC item. Before you could just do /edit desc and it would simply rename the bottle to potion and not take a token but reading up on your current system its going to take a token now no matter what.
Custom drinks require edit tokens. Paper you can write on iRP for notes rather than getting a full book, but potions were never intended to be free to edit like that. You don’t write on a bottle and hand it out. Drinks are purely cosmetic rather than functional, so it will remain using edit tokens as was intended originally.
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57 minutes ago, Man of Respect said:
daleka blesses you
i don’t play any longer but daleka does, and daleka also doesn’t knows what would be of the server without you...
I still have my books of intelligent wisdom. Daleka4ever.
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7 minutes ago, JokerLow said:
Its lovely, the only thing that slightly bothers me is that items can be unsigned. They should be able to be unsigned only by the signer.
This is the case already with the exception of moderator overrides to be used if a bug crops up.
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2 minutes ago, Deer__ said:
Any amount of edits to one item take one token or all edits be it name, color, description and so on take one token?Any amount of edits on a singular item only ever takes one token to complete, regardless of what kind of edit it is, or what VIP level the player is.
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2 minutes ago, Tato said:
Does it now take edit tokens to edit the description of an item?
Any amount of edits takes one edit token to do.
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Hey everyone! I want to start by thanking everyone for their long awaited patience with the lag issues. It’s such an unbelievably obnoxious issue, but I’ve been so pleasantly surprised by the cooperation and lack of flame that has been thrown our way. Thank you all for holding in there with us. That said, obviously an update is in order.
Is THIS the maintenance?Unfortunately, no. We’re currently experiencing some down time as the main server box shut down unexpectedly. Console, SSH, etc is all unable to be accessed. Tythus and Telanir have already been alerted, and it seems that neither of them shut it down early. This was posted a bit ago in our Discord, so if you’re not already in there, be sure to join so that you can stay up to date! We’re just going to have to be patient. With this down time I figure I may as well take the time to post an update on what is supposed to be happening instead so we’re all on the same page.The server is back up, everything else still applies, though!
What in the blue blazes is going on?
Like stated in my previous post, we’ve been waiting on some physical maintenance from our data-center to install some new parts. Their original ETA was the 24th – 25th , however they ended up being delayed and it was pushed back a couple days. With the physical maintenance nearing completion we’ll be installing the software for the new parts shortly and moving forward. We’re going to try to do as much work as we can before we need to bring down the main server to transfer over all the player and map data, then launch back on 1.14 and verify stability.
So what about 1.15?The 1.15 update, while it is a good thing to do, we don’t want push in the same update. As such we’re going to be rolling out the server on the new parts, verify that it’s stable with what we currently have, then move to 1.15 so long as we didn’t miss anything. This way if there’s any issues with the 1.15 update we can isolate them quickly and efficiently. The update is coming, however one step at a time. As you can see on the timeline below, once we’ve installed all that we can, the server will go down for maintenance to transfer over what we currently have. At that point, it will launch back up on 1.14 to verify that everything was installed correctly. Once everything’s stable then we can push forward to update to 1.15 in full.
So you’ve just been waiting?!
Not at all, actually! While we’ve been waiting a couple updates have slowly crept their way onto the live server while revamping old systems. Probably should’ve made a post about them before, but I’m going to go over the main two feature updates. There have been other stability updates pushed here and there, bug-fixes and so-on, but the community doesn’t need all the nitty-gritty details on, say, a tag being updated to use Persistent Data Containers instead of Public Bukkit Values. That’s just boring. Check out the next pages for more details!
Thank you to everyone once again for your patience, and I hope this post helps clarify the current timeline for server maintenance. If you have any questions or concerns please don’t hesitate to post or contact me directly if need be!
Head EmporiumThe first major overhaul was to revamp our custom head shop. It wasn’t really setup for longevity, so it needed to be built from the ground-up to use our menu API, and to stop storing everything into a config file instead of an actual database. But what does this mean for the players? Mostly nothing. The head shop will work (mostly) as it did before with a few changes to command syntax.
Why update Head Shop of all things, though?
Head Shop was a plugin that I had done the update for from 1.13 – 1.14, however it broke entirely with the Tythan menu update. As such in order to fix the shop it ended up needing to be rebuilt. Rather than implement a half-baked fix or remake we instead decided it would be a more worthy investment to complete the overhaul that was scheduled on our to-do list anyway. As such there are some new features added on top of what the Head Shop used to be.
Usage
/heads – The base command for the entire head shop plugin now. Simply using the command /heads will pull up a list of sub-commands as well as descriptions for what each of them do. For example, /heads shop will open up the shop itself (previously /headshop). Here’s a quick list of all the sub-commands and what they allow the player to do. Keep in mind all of these format as /heads sub-command
shop – As pointed out earlier, this is the main command to open up the menu to purchase new heads. When you select a head it no longer purchases it directly and instead pulls up a sub-menu in which you can select 1-64 as the amount of heads you wish to purchase at once, then simply exit the inventory or you can back out to continue purchasing heads.
request – Want to request a player’s head? You want to request a lot of a player’s head? Look no further! With request you can enter a player name and the amount of heads you wish to request from them. Keep in mind you will be charged right away, and if they choose to deny the request you will not get your minas back. This is to help deter spamming someone with requests. Additionally, if you request your own head or the head of an alternate account that’s linked then it will auto-accept it so you don’t need to jump around between accounts to accept your own head request. Each head costs 25 minas to request. You can still use /koplushead after executing someone to request their head for free if you wish.
from64 – This allows you to request a head based off of a skin value such as those shown on Minecraft Heads. Usually this is denoted in a value box with a weird garbled line of text. This is information stored in Base64, hence the name of the command, from64. You can also specify the amount, and much like request, it charges you right away. The difference here is that it must be approved by moderation before it can be added to your inventory. This is to ensure that everything being imported into the server is appropriate, at the very least.
approvals – When you receive a request, you can approve/deny them in the approvals section. Keep in mind you will only see the approvals if the player is currently online. This is to ensure that they are able to receive the head item if you accept it.
All the other sub-commands are for staff use and not something you’ll need to worry about. On the next page I’m going to dive into the changes to /edit!
Item Edit
Previously /edit used to run through a module for Obelisk called Moniker. Moniker wasn’t really built to handle all sorts of signatures and such, so it’s slowly deteriorated into a spaghetti mess and was due for an overhaul. Much like the Head Emporium, Item Edit mostly adds some quality of life changes and bug fixes to help streamline the process.
Why update Moniker of all things, though?
As the date for the physical maintenance closed in, I wanted to choose a small project I could bang out relatively quickly while not losing any quality. In addition, the removal of Obelisk modules is on our to-do list as well, as such it made sense to get it out of the way to slowly free up the to-do list for other projects in the future. Keep in mind that during this we were still pumping out bug fixes for various issues when they took precedent.
Usage
Item Edit should remain familiar with the base command being /edit still. As with Head Emporium on the previous page one can simply use the base command of /edit to pull up a list of sub-commands and descriptions for what each one does, such as /edit name which will change the name of an item, only charging the player a token if the item hasn’t already been edited previously. Here’s a quick list of the sub-commands for Item Edit. Keep in mind these are all formatted as /edit sub-command
tokens – Shows how many tokens a player has, and how long until the next refreshes if one has VIP renames.
Edit Methods
Any time an item is edited with the sub-commands below, it is marked as edited. Any amount of edits on a singular item stack only ever takes one token to complete, regardless of what kind of edit it is, or what VIP level the player is. The only exception is adding description to paper. Editing anything else still costs tokens.
name – Changes the name of a current item.
color – Changes the color of the current item’s name.
desc – Adds lore to an item. There is no /edit moredesc anymore, as you simply use /edit desc multiple times. In addition you can use the flag -newline to skip down to the next line after whatever description you just entered. The description can be empty so you can skip down multiple lines for formatting purposes.
glow – BedrockVIP+ feature. Applies an enchantment-style visual effect to an item. This no longer requires vote tokens to use.
sign – Signs an item with one’s username, or alternatively with one’s roleplay name if using the -rp flag. See the next page for signature types.
Clearing Methods
By making everything cleaner, the ability to clear information in case you made a mistake is something that was quick to implement. If an edited item has been cleared, it still maintains it’s edited status and doesn’t cost an additional token. If an item has been signed by someone other than yourself, you are unable to clear any information on it without a moderator overriding it. This can also be done for legacy items. All previously signed items can now be unsigned, but only by someone with moderator permissions.
clear signature – Removes the signature of an item.
clear desc – Removes the description and signature of an item.
clear all –Removes the description, signature, name, color, and glow effects from an item.
Maximum Length & Width
The maximum length of a description is based on the amount of lines it takes rather than the character count. By default everyone has access to 15 lines of description on an item. BedrockVIP and AetherVIP get 20 and 25 lines, respectively. This is to streamline what length means, since previously you could spam line breaks to make obnoxiously long descriptions.
The width of an item is based on the character count. We allow 50 characters per line. If you manage to use a word that’s larger than 50 characters then it will break it up and hyphenate it automatically. With the length and width set, these numbers should be approximately what was available beforehand for description lengths.
Legacy Voting Tokens
Unfortunately pulling the previous voting tokens has proven difficult, but it’s something I’ll continue looking into after the current priority maintenance. Apologies for the inconvenience!
Signature Types
There are now additional signature types! 26 in total, currently, including staff signature types. These signature types are available starting at BedrockVIP and up and are purely cosmetic. You select your type via /edit sign type, and every signature can have the -rp flag added to it. Here’s a quick rundown of what you might see floating around;
Staff
Non VIP Signatures
PLAYER, ROLEPLAY
DiamondVIP+ Signatures
DIAMOND, CURRENCY, PLUS, TRIDENT
BedrockVIP+ Signatures
CROWNS, TWINKLE, FLOWER, STAR
AetherVIP Signatures
FLEUR-DE-LIS, ORNATE, SNOWMAN, MUSIC, SNOWFLAKE, SUN, PEACE, SKULL
The MUSIC signature with the -rp flag;64 -
Just now, Fury_Fire said:
So is this one not by matty because he got gassed after his call outs in the last?
this is a joke. I love you korvic
I’m not gonna lie, I was avoiding making a post because I didn’t really have much to report on the matter up until this point that wasn’t just vague and possibly misleading. I don’t wanna do that to people.
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1 minute ago, MeteorDragon said:
Love ya Korvic and good job- but you’re not an Ashwood. We’ll work on that after the lag
You just need to make a Pearlrift, actually.
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Hey everyone! After some major back-and-forth I’ve finally gotten a more concrete timeline to provide in regards to the lag issues and the fixes therein. I’m also going to take some time to address a few things that I imagine might crop up as a result of this, so let’s get to it.
Why is your server running off of a potato?This comes up a lot that the server is inadequate to be able to handle what’s going on. While an upgrade is coming, rest assured that the amount of memory and power we have allocated is not the root issue for just how bad it’s gotten.
So why is it lagging, then?
Essentially what’s going on right now is our system is getting hung up on waiting to read or write to our discs. Before it can load that chunk for you, it needs to get in line and finish loading that chunk for someone else. That said, this shouldn’t be happening, and is one of the things we’re profiling to see what’s causing the issues. Unfortunately we rushed to update to 1.14.4 when the issue initially popped up in 1.13.2 rather than working it out back then, so now we’ve got a whole heap of possible things causing the lag. As such pinpointing the exact thing that’s causing the lag has been a major pain.
So when can I get back to my mineman experience?
Right now we have to unpack it like an onion, eliminating possible lag sources one at a time until we find the root issue. Having SSH access is going to make that possible, however bare in mind that I am still learning how everything is setup. A task a previous dev took a year to do completely. That said, I mentioned a time frame earlier. After a talk with Tythus we’ve spoken to the data-center in which our host box is located, and once they perform some maintenance the main server will end up going down for temporary maintenance while we resolve what we believe is the biggest problem, currently. The current ETA given by the data-center is within the next two weeks they can do said maintenance. As such, we’ll have to wait to provide a more concrete date and time.
How about 1.15? The CHUNK FIX?
1.15 is a more optimal build to run off of, but from all testing I’ve done the lag issue definitely stems from the issue that popped up near the end of 1.13.2. The update to 1.14.4 has exemplified it, so while I finish up the last of 1.15 testing now that I can do so myself, we’ll look to launch on 1.15 when the data-center maintenance goes through to minimize downtime.
I keep dying to Soulstones. H e l p.
Soulstones are still not completely fixed, and it’s recommended that players avoid them for the time being. There are warp signs at the Cloud Temple, and the Home Soulstone will always work. Apologies for the inconvenience, but it’s easier if we just don’t use them to avoid people losing items in the meantime.
Nexus 2.0 pls
Stop calling it Nexus you boomers. What you describe is a professions system, call it as such.
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"And here I thought the humans were honourable enough to keep their word to the Songbirds that they'd be left alone..." Velyanna grumbles, letting out a disgusted snarl before walking away.
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37 minutes ago, _Jandy_ said:
Will this now become a reportable bug if somebody abuses it? @Korvic
Frankly I’m not sure, I’m just a coder right now so I don’t really have final say on that matter, just trying to help with my perspective. I would imagine it would be counted as an exploit though, so I’d advise not trying to replicate it.
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After working with Aeldrin directly over voice to speed up this process, my best guess is that when a HumanEntity is detected as isBlocking(), sometimes it doesn’t go back to false, for some reason, and all the damage continues to go into the shield because it thinks that the HumanEntity is blocking still. It seems to be reliably able to go off when you spam click, but I can’t put my finger on what exactly causes the error directly.
I’m not sure what happened with me since I was spam clicking between shield blocks. Maybe it was this bug, maybe it wasn’t, but regardless what was found is definitely an issue.2 -
Alright, so I’m bad with explaining things by writing it down, so I made a short video of what I saw. I will say this, I don’t PVP on Minecraft like at all, but I have played a fair amount of Overwatch and was using similar tech to what I’d do on Reinhardt, and I think that’s where the issue is, is that it’s a really abusable tech in Minecraft because of animation times and how easily you can animation cancel.
There are two changes that can be made that bring the server back to 1.9 style PVP in which you have either a delay on the sword or a delay on raising your shield, but I have never worked with the code for PVP mechanics and can’t speak to the viability of either of those. In the end, PVP will be bogged down and no longer Minecraft fast-click style, which is kinda the issue at hand.
In addition, there’s some hitbox stuff that can be abused if you fight at a 45* angle from the person while they try to swing at 90*, but that’s just strafing stuff. If anything doesn’t make sense please let me know and I’ll try to re-explain what I mean so that we can come to a solution ASAP that fits as many people as possible.4 -
Unlucky
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The Pit Autofill Plugin
Coming hot off the press from one of our most recent coders' hands we have the Pit Autofill Plugin. Through this plugin you’ll no longer need to make a modreq for refilling the resource pits at the cloud temple. Usage is quite straightforward, so let’s get into it!
What are the pits?
For those unaware, there are bedrock pits underneath the Cloud Temple in which players can harvest resources from. It’s as cut-and-dry as can be, and in order to get them refilled one must currently make a /modreq in order to get the pits refilled. However that is no more!
Enter Pit Autofill
Through the magic of the imagination, some coding, and a sprinkle of fairy dust we now have a plugin dedicated to handle the refilling of the Cloud Temple resource pits. There are a few helpful commands that will help you along when you go digging for your favourite cubic pixels.
[Refill] Signs
First thing’s first, for ease of use we’ve also included a set of [Refill] signs that when right-clicked will automatically refill the pit specified on the line below it. These should be included on every pit found at Cloud Temple so even if you forget the commands, a simple right click and you’re back in business!
/pit
This is the main command of the entire plugin. Every command is a sub-command of this, though most will not have permissions to create or modify existing pits, this will still pull up a help menu and be what you require before the next commands on the list.
/pit fill pit_name
Pit Fill is the bread and butter of what you’d be using as a player. Simply pop in the pit’s name afterwards and watch the sparks fly as the pit is quickly filled with its respective blocks.
/pit info pit_name
Pit Info will be the go-to for any confusion as to what’s inside a pit. If you want to know the chances of a certain block, how empty the pit needs to be before it can be filled again, or possibly the cooldown on it, it’s all there.
/pit list
Pit List is mostly used for technicians and moderators for keeping track of what pits are in existence, but it can still be handy for seeing a list of what pits exist before you use your precious soulstone cooldown.
A few rules to keep in mind…
If you're having trouble with getting a refill to work there’s a few things to note.
- No players can be inside the pit when you try to refill it.
- The pit must have less than the minimum percentage of blocks to be refilled.
- Some pits may have cooldowns, others might not. /pit info to check numbers.
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Do you believe in me?
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On 21/10/2016 at 5:10 AM, Jaeden said:
A very detailed application, and a pleasant read.
My only issue regards the building side of the app., and it's only minor anyhow.
The builds themselves are quite nice, and show a lot of potential. Though I feel as if you will need to learn how to properly detail. I'm more than certain one of our veteran builders can help you with that.
If that can be accomplished, then I'm sure you would be capable of matching with some of our top builders.I'm more than eager to learn more details, as I've been playing around with smaller detailing to add onto builds. If there's more to learn than I can currently find myself, then I'm down with the clown. :o)
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Kale has been around for ages and keeps coming back. He knows a fair amount of the general lore, and could make a good asset to the team. My only concern is big lore projects that need to be fleshed out. If he loses his interest in the subject, it may take longer to complete. If there're a lot of bite-sized projects to be had then he is your man.
P.S. We started two months after release, not one YOU FOOL!
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In my time since Aegis I really haven't done much, yeesh. I'll try harder, next time.
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The Muffins Report
in Community Feedback
Posted
Morally and fundamentally wrong. Repeatedly snaked her way into situations she didn't need to be in in order to assert and maintain as much control as possible. Use of commands without a care or even an understanding was also quite common. Shoutout to "I didn't know /stop would stop the server!" Doubt anything'll happen unless Telly boi is done with her though.