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Daisy

Technical Administrator
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Everything posted by Daisy

  1. It does, age is calculated from the birth year on your card, and the current year is programmatically calculated.
  2. Reserved for any rule changes / updated info.
  3. 10.0 Transition Details (we STILL don't have a name) Hey gamers, your trans admin here to tell you about the server's upcoming transition! Tomorrow, starting at 9 10 PM EDT, we will begin the process of transitioning to [REDACTED], our 10th map. For a period of around two weeks, we will be on a temp map while the technical and map development teams prepare the new map for players. This will include pasting in the wonderful builds done by our nations and lairs, wiring up the roads system, finalizing plugin implementations, and well as data cleanup. For those who have been here for a while, you know the drill, but for those who joined us on Aevos or haven't been around for a map transition, I'll run you through the process below. Expected downtime to switch to the temp map is ~3 hours. The Isles of Kalldur - Our Temporary Home Sailing west from Aevos, the descendants came across a small pair of islands, ripe with rivers, mountains, and... pyramids? Seemingly scarcely discovered and entirely undeveloped, the islands would be a needed rest for travellers wary after months of hard sailing. A strange place filled with few exotic creatures, but with enough resources for them to stop and resupply. Let us see what adventures this place beholds, as we make stop at our transient home - The Isles of Kalldur. After the maintenance window tomorrow, we will find ourselves on the Isles of Kalldur, and Aevos will no longer be accessible. The Aevos Cloud Temple will come along for a final appearance as the spawn, with a few soulstone pillars placed throughout the map. Rules: - Largely freebuild with the exception of the pillars or event areas. - No griefing or major landscars anywhere, moderate landscars are okay like if you want to grind for sand or something. - Open PVP death zone on the small island! PVP forts, instant death traps, all permitted. Raid ladders and raid-TNT will be craftable and freely usable here. No running to the main island to avoid combat. - No raids on the main island, villainy is still permitted though. - Sending RP letters / rally pings via /msg or discord (emote still required) are permitted - some light metagaming. - Normal RP / combat rules on the rest of the map. - No enforced PKs or magic disconnects. Technical Details: - Vaults will close upon our move to the temp map. - Our full plugin suite aside from Realms, Avaries, Rally Bells, and Tiles will be available. - Personas will be a copy of what is on Aevos when maintenance begins, any changes done to your personas will not carry over to 10.0. - Mina will be wiped, everyone gets 100 mina. - Inventories will will be wiped. - There will be banks at the soulstone pillars if you want to do an oil tycoon run, I'll announce the top 3 richest at the end of the temp map :) - Resource Island will still be available at CT, but Cloud Temple shops will not. - Passive mob spawn will be on, and there will be ores underground. There are caves too! - Breeding maximum will be increased significantly. - Surge crafting costs will be reduced. tl;dr - Have fun, don't be an asshole, use common sense, and enjoy the SMP for a couple weeks. 10.0 Launch - Technical Details Since we will have the main server running separately for map staging, there should be next to no downtime when we move from Kalldur to 10.0. Technical Details: - Full wipe of inventories and mina. - Realm / lair association will remain. - Personas (/card etc) will be as they were prior to the transition map (except age). - Your Vault will be available a few weeks after launch, see the Vaults post for details. Full technical changes will be communicated in a separate post closer to map launch.
  4. This thread has been locked. gimme a few days okay :(
  5. Update: I have completed manually fixing the data and am currently in the process of validating. Please check /vault and /storebook, they will output the current contents. Message me on Discord if anything is missing.
  6. Yes - still the 15th. That is the date I plan to switch us to temp map - a further post will go up with more info about this.
  7. Final Update 9/9: I have finished final validation for the Vaults data repair - /vault and /storebook are now back online. /vault contents and /storebook contents have been added as permanent commands to inspect your vaults until they are approved next map. Update 9/8: I have completed manually fixing the data (Solution 1) and am currently in the process of validating. Please check /vault and /storebook, they will output the current contents. Message me on Discord if anything is missing. If no major issues are found by tomorrow, I will re-enable vaults. Hey all, Unfortunately this is not a good update. As most of you aware, Vaults have not been functional since the weekend. There was data corruption on the afternoon of Saturday Sept 6th with our vaults / book cache databases. Worry not, there are two solutions that I am working on, you will get your pixels. Solution 1 (preferred): The data is present, just malformed, I have been working on manually fixing the data over the last two days, though it has proven quite tedious. The data was successfully saved only a few minutes prior to the corruption, so nearly all data should be present. I am aiming to have this complete by tomorrow night, and will be testing in our dev environment before re-enabling vaults. Solution 2 (fallback): Our closest backup to the time of data corruption was noon on Friday Sept 5th (EST), should the manual repair fail, I will be restoring Aevos, player inventories, personas, bookshelves, vaults, and the /storebook cache to this backup. The current iteration of Aevos will be saved in order copy over any builds done this weekend (mainly the antag event finale area) to our final save for the museum. Under either solution, we will be keeping vaults open until Monday Sept 15th, and enabling minutely backups of the data until vaults close in-case this occurs again. - Daisy
  8. Back Your Bags, 10.0 is Around the Corner! Today I am excited to announce the official opening of our Transfer Vaults, your way to bring a travel trunk of items to the next map. Pack your bags everyone, 10.0 is on the horizon, and map transfer comes soon! What are Vaults? Vaults are a way for players to cache their special items, books, and maps from this map to bring them over to the next map. We have an in-house plugin to make this process as smooth as possible, though there are some restrictions as outlined below. How Vaults Will Work Vaults for many years have been under the use of a plugin, and this map is no different. For Vaults, here is the list of commands and how it functions. /vault will open up a storage vault where you may store up to fifty-four (a double chest) of items to be carried over to 10.0. You will be eligible to use this command from now up until noon (EST) on Monday, September 15th. Following 10.0 launch, the Story Team will review all vaults individually. One your vault has bee reviewed, you may freely access and open your vaults with /vault. This should take at most two weeks. For good measure, take a screenshot of everything you put in your vault... just in case. Vault Guidelines Here are the listed limits, information, and guidelines upon the upcoming vaults. General Guidelines - Vaults will be 54 slots per-registered-account - Items will all be unstacked in Vaults, allowing only 54 total items. - Unsigned or Undescribed vanilla items (except banners, drinks, or player heads) will not be transferred. An Unsigned item is simply with no signature. Material items are things like a pvp kit, food, tools, etc - Tools, weapons, armor, and potions may be stored, though must be nerfed so they do no damage beyond half a heart. This is to not interfere with the continued Surge PVP system next map, which can be done with /vault nerf or /vault nerfall. - All vaults will be received post-review, post-transition. - The descriptions of Alchemy/Botany herbs are being changed, so they will not be transferred over. - Plugin items from Fishing, Horses, StarSigns, and raid / thieves tools may not be stored. - Registered alts may have their own vault. - Items “Lost” or “That did not have enough room” will not be remade / recovered / usable in RP. Books / Maps / Notes All signed and unsigned books / maps / notes will be allowed in unlimited transfer, and do not count toward the 54-vault slot limit. There is a separate command, /storebook or /storebook all. After transition books and maps may be restored with /restorebook Special Removal Guidelines Shelved or Expired lore items will be removed and wiped from Vaults An “Shelved” or “Expired” lore item is one which has had it’s lore removed or rewritten. Common magics will include old-rewrite items, particularly Frost Witch and Paladins (the only lore shelved on Aevos). If an item bears a green “ST-Approved” signature, it is almost certainly fine to take in a vault unless the lore has been shelved or denied. Vague or undescribed items considered lorebreaking would fall under this removal guideline. Examples may include https://prnt.sc/uc88xq , https://prnt.sc/uc89hd , https://prnt.sc/uc89tj , https://prnt.sc/uc8ad9 , https://prnt.sc/uc8cdd . Items of the same genre or type in multiple amounts will be removed (Above two in amount). To prevent resource inflation going into the next map. This involves things like herbs, node materials, event resources, and so on. This does not mean you cannot have twelve swords or twelve event items. It is just putting a limit on raw resources such as raw materials, or stacked event items. Vaults FAQ Q: Can I get my friend to take things for me? A: Yes, but everyone’s vault is their own responsibility. This means items will be removed, and players may be disciplined as if the items were their own. Q: How long will vaults take? A: It will take at most a week past when vaults are sent in through the ticket system. Q: What if I forget an item or lose an item from vaults? A: The item will be irrecoverable post transition. There will be no “IOU” system or similar, any item not transferred through vaults are considered lost. Q: I’ve nerfed an item but it still won’t let me put it in my vault, or conflicts with another rule, what should I do? A: If it is mechanics-related, contact @iloveyoudaisy on Discord, if it is lore/magic related, contact @squak. Q: I have additional questions regarding a specific item I want to vault. What should I do? A: Make an /areq or contact me personally. Q: I am banned for the vault storing period! Does this mean I lose all my items? A: Please contact me on Discord, depending on your scenario I may be able to help make special arrangements. Q: Will there be compensation for old/shelved or expired lore items? A: No, there will be no compensation or mundane items made. Q: Why can’t I take my unnerfed tools/weapons/armor/items? A: Simply to prevent unfair advantage from the beginning of the next map - the same goes for raw resources and food. Any other questions? Please DM me or @squakhawk on Discord.
  9. optifine is a dying project, use fabric + sodium / lithium / iris
  10. It's capped between .85 and 1.10 for most personas, though halflings / dwarves can go down to .67 - which is just too big to fit under a single block with shifting. Orcs can go up to 1.33.
  11. Hey Gaymers, In preparation for 10.0's Release, we will be upgrading the main server to Minecraft 1.21.5. This update includes a number of features, fixes, and new blocks / items. Release Schedule The Beta Server (/beta) has been updated and is available for testing. Please directly report any issues to me, as we will be proceeding with the main server upgrade Thursday, August 28th at 10 PM EDT. Expected downtime is 3 hours. Figura (okay i use it now, i get it) Available here. Support for Other Versions Following the update, the recommended client version will be 1.21.5, and you can currently connect with it to update your mods. Connections from versions older than 1.21.1 will no longer be supported. Connections from versions between 1.21.1 and 1.21.8 will be supported, though following 10.0's release, connections from versions less than 1.21.5 will not be supported. Vaults Shortly after the update, Vaults for 10.0 item transfer will be available. A subsequent information post will be made at that time. Thank you to @Aesopian, @Crunchiest_Leaf, and @Adelemphii for assisting with plugin updates. Thank you @Venomous_Pup, @Pearlescent, and @Cheezboi9 for testing changes, and @Halt, @molly molly molly, @MailC3p, and @Sladetricity for PVP testing. Changelog - Added pale oak doors / trapdoors / fence gates to LWC. - Fixed all weathered / waxed variants of copper in LWC. - New wood / stone variants added to BlockExchange. - Decreased aviary send cooldown to 30 seconds - Decreased minimum aviary mail delivery time from 2 minutes to 1 minute. - Added tab-complete to /aviary send for online players - Added alias /write for /notes write - Added /persona scale to adjust your persona's size. Integrates with statuses to disable while statused. Note: This does adjust your hitbox, if you go larger than 1.0, be prepared to not fit places... - Fishing improvements @Adelemphii was working on before stepping down. I'm not sure exactly what those are, she can post the patch notes if she wants. - Fixed exploit regarding LC and custom food items. - Heads can now be put on armor stands in LC. - Added /hunger (/h) which functions similarly to /damage, allowing you to decrease your own food level. Note: this sets your saturation to zero. - Fixed some items not being properly logged by Omniscience. - Fixed not being able to break eviction signs. - Added item preview to shops when browsing multiple items. - Additional drugs added to Hookah. - Measuring function for spyglasses. - The date can now be added with /edit gui - /status fighting now acts as a free-for-all status Notes - There are significant changes to item serialization in this update. If you encounter any issues, please make a /treq immediately. - Bundles are temporarily disabled until a balance-patch can be done. Cheers, Daisy | Technical Administrator
  12. Added /chat settings markdown to disable the processor entirely.
  13. sorry no st items next map (we will finally be free)
  14. Not sure what you mean, non-VIPs cannot use formatting codes, this just cleans up the result of that. They can use escape characters now if they wish to explicitly add a / or ^ though, as mentioned in the post.
  15. ✨ Chat Plugin Updates ✨ Howdy y'all! It's ya girl Daisy, here with a PSA on some improvements I made to the chat plugin. Following my god-tier crashout over Haelun'or, I decided to try out a new character. He's an evil murderous spider workshopping cannibal halfling, super cute (and also a war hero). I've been RPing with this major nerd @molly molly molly who loves paragraph emoting. So, I too, have fallen to this curse. However, in living this doomed life of multi-sentence emotes, I have learned there were some really annoying bugs with our chat plugin, specifically surrounding our markdown formatting and continuation. I couldn't take it. Wanting to combine bold and italics, and having half the emote come out randomly italicized. It was driving me CRAZY! And usually only rats make me crazy. Anywho, I took the liberty of rewriting our markdown formatting engine from the ground up, taking a different design approach. Now, anytime you use a formatting character, such as ^ for bold, / for italic, and (new) _ for underlined, it will toggle that type of formatting on / off from that point forward. Overall, it is much more reliable, and should be more intuitive and easier to use for making pretty emotes, with emphasis. This enables any combination of formatting characters in any order, around any part of the chat. Also, from a performance standpoint, the new code is 3x faster, as it only makes one pass over the text, rather than the previous method which made three, which is negligible on our scale, but a fun fact. For example this emote: Now results in this: Previously resulted in this: Super cool, right? Notice the / at the end as well, if you want to explicitly include a markdown character in your emote, you can 'escape' it with a backslash \ beforehand, which will make it render as normal text instead of being a format marker. Additionally, non-VIPs will now receive a hotbar message when attempting to use formatting codes, and it will strip the formatting codes from their emote, rather than making them look silly. If you want the old behaviour as a non-VIP, do /chat settings markdown I've also fixed a few instances of emotes appearing with a double-width space, particularly around formatting characters and continuation (append) markers. One notable example, if you did this before: It would result in this: Or this: Would result in this: Note the double spaces... now, double spaces are trimmed. Finally, I've added two new chat settings (well, I added them a long time ago, but they were a bit buggy so I never advertised them). /chat settings alwaysshownames - off by default, this will always show RP names, even if a person does a [!] emote. This emoting style has become popular in recent years, and can be more immersive, though I know for some players it can make following RP more difficult as you have to constantly hover over the emote to see who it is from: /chat settings showprefixes - on by default, will toggle seeing persona prefixes in chat. Although this can provide some useful context, it may be considered immersion-breaking my some players, so you can optionally toggle it off now: xoxo, Daisy
  16. I love this so much, can you adopt a 36 year old halfling named Vigo "Night" Bopin, Hero of Petra?
  17. straight forward, to the point, simple spells, i like it
  18. BY KJELLOS' BLOOD, A SUMMONS The title of Clan Father is won, not given. I challenged you, Dravil, to the ancient right of ritual combat. Yet you refused, bringing dishonour to both myself and your fore bringers. You choose to stand idly by, cowering in a corner like an elgus, speaking as if you wanted not the post you were honoured with. We are Irehearts. We do not back down from a challenge. You invoke the name of Yavok, though you will not stand to honor him in a duel? Meet me in combat, or the name of our Elder Clan is lost upon you.
  19. BY KJELLOS' BLOOD, A CHALLENGE Woe, has it been, the state of our clan. I roam the halls of the Grand Kingdom, a lone graybeard among the youth. Yet what do I see? Many beardlings, ripe with ambition, ready to take up the call of their Clan, of the Grand Kingdom, yet none among them bear the Ireheart name. There are none who bring honour to Kjellos, Igor, Urir, no — I walk alone. Shame. This is what the current Clan Father brings upon our kin. We are warriors, zealots, devout of the Grand Kingdom above all else, yet within it's walls we do not dwell. This cannot continue to be, and I will see it shall not. So let it be known... Dravil Ireheart, I, Onar, Son of Paragon Igor The Purifier, do challenge you for Clan Father of our Elder Clan by the ancient rite of ritual combat. You have forty-eight stone hours to accept this challenge, or by our tradition you shall forfeit your post.
  20. favourite current admin?
  21. Avern would smile at the missive, seeing that her republic continues once more with strong candidates to lead it. She makes her way to the library and casts her vote for the first time in some cycles, relived she does not have to count the ballots this time. "ay'Larihei" she would whisper to herself as she drops the ballot in the box.
  22. PRODUCT DEVELOPMENT LIFE CYCLE IS THE BANE OF MY EXISTANCE I JUST WANT TO CODE
  23. As some folks in the community may know, this is a change I have been advocating to do for some time now. This kind of roleplay has no place in our collective narrative, and I am happy to be part of an administration who is willing to put an end to it. Thank you Josh for putting in the work to drive this change forward. Happy Pride Month everyone!
  24. Rollbacks broke as part of the 1.21 update due to an issue with WorldEdit. They will be fixed in the future (hopefully with 1.21.5), though any current requests will not be able to be processed.
  25. No, those plugins won't be a minigame, just custom crops, drops, etc. Though those plugins are far-out at the moment, and will be getting a full technical design prior to launch. If you'd like to be involved in the discussions around them when it comes time for design, join our tech team discord :) https://discord.gg/aWBMkPfT4a @CharmingCavalier https://github.com/Lord-of-the-Craft/tracker/issues/515
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