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Everything posted by Daisy
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Realms - Activity, System Changes, and Applications Reopened
Daisy replied to Daisy's topic in Announcements
So being AFK isn't AFK farming, it's using scripts and/or alts to purposefully try to circumvent the AFK detection algorithms, making you seem non afk when you on fact are- 36 replies
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Hey all! It’s been nine months since we decided to put Realm applications on hold. Earlier this year, @squakhawk began a process of consulting with community leaders and working towards a series of updates to the Realm Rules with the Administration and Implementation teams. These were completed over the summer, and a key pillar of these changes is the reintroduction of activity check requirements. With our 1.20.6 update I completely scrapped our previous activity data collection plugin, replacing it with a brand new plugin that collects easier to use, more in-depth data. Recently, @Crunchiest_Leaf was brought onto the tech team and using his big brain, he has created a system to visualize this data so we can properly evaluate activity requirements. With all the pieces in place, we are now ready to release the updated Realm rules, which are available here, and reopen Realm applications. I know activity checks can be a controversial subject, though they are important to ensure that the realms our server provides can flourish and active roleplay hubs can be found. The system we are introducing will be more fair, balanced, and accurate than what we had last map, though feedback is always important with systems like this. Please leave any comments on this thread, or feel free to message me on Discord and we can set up some time to chat with the team. Cheers, Llir | Technical Administrator FAQ How will activity checks work? A few things to note about activity checks. Activity is collected every few minutes with 3 key data points: what region players are in, what realm online players are a member of, and the total number of online players. For each realm, two stats are calculated from this: this percentage of online players who are physically in their realm, and the percentage of online players who are members of their realm. This means that you will still contribute to realm activity, even if you are outside of your persona’s home realm, provided you have done /realm join (this is very important, only 47% of players are currently registered to a realm, so many realms are currently losing out on this metric when members are outside of their tiles). The final activity of a realm is calculated from an average of these two statistics. This activity will be compared to the requirement, which is now 2% + 0.5% per core tile. How will Realm Leaders see their activity? Realm leaders will be able to view how well they are passing checks with /activity stats activity, which will compute your activity over the last four weeks (the same period staff will use for checks) - though you will not be given an exact number. To prevent the issues we had last maps, where nations were in constant competition to get the highest numbers, and an overall gamification and toxic culture around activity data, we will not be sharing exact percentages. Instead, you will be given one of four messages depending on if you are significantly exceeding the requirement, just above the requirement, just below the requirement, or significantly below the requirement. The risk of losing tiles or realm status will only occur if you are regularly (3 consecutive weeks) significantly below the requirement. When and how will enforcement begin? We have been collecting this data since early September, though we will not be enforcing it for one month’s time, so realms who are not meeting their requirements will have the opportunity to get things in the green, and members will be able to do /realm join. After this grace period, the Implementation Team and Administration will be reviewing and, if needed, adjusting the requirements should they turn out to be too harsh before enforcement begins. Realms will be contacted and be required to uncore tiles to meet the requirement, or potentially be dissolved should they not even meet 2%. Any realms who have to uncore tiles as a result of the initial round of enforcement will receive a 100% refund of the cost. We also have data for lair activity, and although there is no hard activity requirement for lairs, Story Management now has this data and will begin removing dead lairs (lair leaders can invite members to set their affiliation with /realm invite, nationality on /card can only be seen by yourself and mods). What if I’m in the wrong realm, or don’t have a realm set? You may run /realm leave after you have been a member of a realm for at least 2 weeks. After this, you may do /realm join or be invited to a lair. For extraneous circumstances, you can make a /modreq (please include an explanation, the relevant persona, and desired realm affiliation). If you don’t have a realm set, you are considered a member of whatever realm you are standing in, and your activity is counted 100% towards that realm. How will Realm Applications be reviewed? We are reintroducing subjective review of applications, and increasing the base requirements to establish a Realm to 10k mina and 25 signatures. Applications may be submitted at any time, though we will not be accepting any until after the one month grace period. We don’t have an exact target number for how many realms we want, though the high number of realms seen earlier this map appears to have been a negative towards player longevity, and this will be heavily considered on any new applications. Realms System - Full Changelog Realm Establishment: Realm establishment now requires 25 signatures instead of 15. There is now a base fee of 5k mina to establish a realm, in addition to land acquisition costs. This means if you are given land by an existing realm, the fee is 5k mina, or if you are starting fresh, it is 10k mina. Realm applications will once again be judged subjectively. Exact criteria is not available, though pre-existing roleplay, unique / new cultures, and/or inability to integrate with an existing realm will be some factors considered. Activity Requirements: Base activity requirement is now 2% for all realms. Each additional core tile will increase this by 0.5%. The calculation algorithm has been adjusted as explained in the announcement post. AFK-farming will now result in a blacklist for your account(s), where you will no longer be tallied towards any activity requirements. Tile Dispersal / Downgrading: A partial refund of 50% of total costs will be provided when a realm downgrades / disperses its tiles should it have owned them for at least 3 months.
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THE SILVER ELECTION, S.A. 206 By the hand of Elokarir’mali, on behalf of the Maheral Blessed citizens of Haelun'or, Our meeting in Haense has been fruitful, as Celia’nor has agreed to rescind the previous claims for Mali’aheral unification. Thus we turn to internal affairs. A challenge has been given, and the law is clear. An election will now occur for Elsohaer. Any petitions to run for this position shall be announced no later than the 12th of the Amber Cold [Monday, 8 pm EST]. Any who believe they are worthy may step up as a candidate, simply send word to the Maheral [Reply to this post]. ELECTION SCHEDULE Petitions for Elsohaer: 12th of The Amber Cold [Monday, 8 pm EST] Public Forum: 7th of The Deep Cold [Tuesday, 3 pm EST] Silver Debate: 10th of Snow's Maiden [Wednesday, 6 pm EST] Silver Election: From the conclusion of the debate until the 14th of The First Seed, SA 207 [Friday, 10 pm EST]. Ballots will be tallied by the Maheral and results posted shortly after voting concludes. Silver Inauguration: Noon on the 10th of the Sun’s Smile, SA 207 [Sunday, 6:30 pm EST] Larihei smiles down on us, Mali’thilln, we have been given an opportunity to reignite the Silver Flame and bring Haelun’or to new heights. Let us not stray from The Path. liewyn'Larihei eltaeleh walehe ohn vallein eltaliyna walehe Malaurir Avern’dionne Fi’talareh, Maheral, the Most Blessed One, the Voice of Larihei, Guardian of Tradition, Guide to the Mali’thill, and Matriach of the Fi’talareh Talonnii Lari’arhil Veralya Wynasul, Okarir’mali, Matriarch of the Wynasul Talonnii MAEHR’SAE HIYLUN’EHYA
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I think early 2020 when we updated to 1.15.2 we took a bit of a break after updating to 1.16.5 later that year (many of you may remember the terrible lag we had on 1.15.2) to stop chasing updates (hence us skipping 1.17 and 1.19), it was a lot of work and things frequently broke. however the mc server modding landscape has had some really good improvements over the last few years and things now break less between updates, and we did a lot of cleanup with 1.20.6 that should make future updates easier (or maybe i am just optimistic since 1.21.1 was a small update)
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It shouldn't! This was due to a change in 1.20 that it broke, the fix should work for all future versions.
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Update Jan 26, 2025: 1.20.6 is no longer supported and will be unusable starting Feb 1st, 2025. 1.21.1 and 1.21.4 are now the only supported versions. I recommend you use 1.21.4 as we will be fully moving to it in the next month or so. Hello Lordcraftian Creatures, I am pleased to announce that we will be upgrading to Minecraft 1.21.1 tomorrow (Wednesday October 9th) starting at 8 9 PM EST. Expected downtime is 4 hours. This update has considerably less changes than 1.18.2 -> 1.20.6, so no major changes or issues are foreseen. The recommended version for players will now be 1.21.1, and I urge you to update your mods as soon as possible. However, unlike our 1.20.6 update, we will be supporting connections from older clients (1.20.6 and 1.21) for a limited period of time (roughly one month, though we will re-evaluate based on the state of popular mods) to allow people to update (however you will be unable to see new blocks / items added in the update). Before anyone asks, dev builds of Figura can be found here (1.21.1) or here (1.21.4) (download either Fabric or Forge artifacts at the bottom). Thank you to @Adelemphii, @Java17, @Aesopian, @Greehn, and @Norgeth for performing regression testing and bug-fixes for this update, and @Orlanth for assisting with Surge testing on beta. Changelog - Return of MyPet as they have fixed the crash issue. - Javelin nerf (3s cooldown between throws). - Addition of new copper and tuff block variants. - Possibly fixing the farming cooldown issue (it is working right on dev/beta, will test on main after the upgrade). - New chat settings: alwaysshownames (default false) and showprefixes (default true) to toggle how roleplay chat and emotes appear on your side only. The default values are the current behaviour. - OOC channels will have emoji support with discord-like auto-replacement, ie : smile : (without spaces) will auto-replace to 😄 Notes - Maces will not be enabled right away, though we will look at adding them for RP items and certain Surge weapons in the future. - There were some significant changes regarding attributes in this update. They have been tested, though please let us know if there are any issues regarding soulstone slot / pillar bonuses, /edit roleplay, /surge nerf, or any Surge gear. - People who complain about updating their mods will have have a 5% chance that they cannot place or break a block and have a 3x soulstone cooldown. Cheers, Llir | Technical Administrator p.s. Have you tried out the new /drinkeffects command? No need to modreq anymore for your beverage crafting.
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ironic af all those saying "why can't all this donation money fix the server" but the donation money was the thing breaking the server
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Hey all, I am happy to provide an update on the recent server crashes that we have been experiencing since the 1.20.6 upgrade. The root cause of the issue has been found, and stems from an bug in MyPet, our pet plugin for Aether VIPs. The bug has been reported to the plugin authors, and that feature will remain disabled until the issue is fixed. Other features that were disabled in narrowing this down such as ViaVersion (1.21+ client support), DecentHolograms (floating text at Cloud Temple), and LibsDisguises (disguises for ST) have been re-enabled. I have provided a full breakdown of how we identified the issue and a root cause analysis below, and if you want a bit more background you can read my response to @Orlanth's post about where we were on this issue just a few days ago. Identification / Resolution Last week we consulted folks in the PurpurMC (our server software) Discord server about our crash issue, though they said they could not provide support for outdated versions as we were running 1.20.6. Annoying, but a fair policy as version upgrades solve many common issues. Over the weekend, we began work to upgrade our plugins to 1.21.1, and concluded regression testing on the development server on Monday evening. Later that night, we updated the beta server to 1.21.1 and were testing Surge with only 3 players on, and when another player joined we encountered the crash. We forwarded this crash log to the PurpurMC discord and they suggested it was a plugin at fault, and linked a message from another server owner who was also encountering the issue. I compared the plugin list between that server and ours, and found around a dozen plugins in common, though many of which we have run for years. On Tuesday and Wednesday, I tried disabling a number of these plugins, such as ViaVersion, LibsDisguises, and DecentHolograms, though the crashes continued. I also reached out to the other server owner on Wednesday, and they provided a list of plugins they disabled in their testing which solved the issue, with MyPet being the common denominator. At approximately 5 PM EST Wednesday, I disabled MyPet, and the server has been stable since. Root Cause Analysis The Minecraft server splits workloads between threads. The main server tick occurs on one thread - the main thread - which handles things like the world, entities, players, etc, while other processes such as chunk loading and networking occur on other threads. There are numerous networking threads running in parallel at any time, handling all inbound and outbound packets for the server. Generally, networking calls happen without blocking the main thread, though player logins do initiate an uninterruptible call to the network thread pool, which must be completed before the main thread is unblocked. The main thread being blocked here was the cause of the crash indicated in our logs. MyPet has a packet listener for entity interaction packets, which they updated for 1.19+ servers. This listener intercepts inbound packets on one of the networking threads, and then blocks that thread while it waits for the main thread to fetch the entity from the world, so it can then modify the packet. The problem occurs if, during that time, a player joins the server and the same networking thread that is handling the entity interaction packet is selected to initiate that player's login. The main thread is blocked until that is completed, so it can’t respond to MyPet’s request, but the networking thread is blocked as well, waiting on the main thread. The networking thread and the main thread are stuck waiting on each other, so a deadlock occurs. The issue seems to be random in nature as it requires both an entity to be interacted with, a player to login, and that login to be assigned to the same networking thread as the interact packet, all at the same time. Somewhat rare, but as many of you experienced, almost guaranteed to happen right after a restart, when many players are logging in and all networking threads are in use. Due to the nature of the crash, the logs don’t obviously point to MyPet, since all we see is the main thread is blocked, until we knew to look for MyPet in the crash logs, it was hard to single it out one thread as we have hundreds of threads running at any time for things such as database interactions, so seeing a plugin in a crash log isn't usually a cause for alarm unless it is within the stack trace of the main thread itself. Thankfully we’ve gotten to the bottom of this and can continue enjoying the Premium Minecraft Roleplay Experience without these annoying interruptions and inventory rollbacks. A special thanks to @Priceflash for helping with both the root cause analysis and confirming my suspicion that MyPet was the issue, @Java17, @Greehn, and the Administration for restarting the server every time it crashed, and a huge shoutout to the Triage Team (@_mady07, @ibleesian, @shay, @teeylin, @Liam5232, and @HobbitForHire) for handling the elevated number of inventory rollback tickets. As a bonus, we'll be getting 1.21 in the next week or so as the work has already been completed for it. Worry not for your mods, we'll be using ViaBackwards to provide support to 1.20.6 clients for a some time (though not forever as that plugin is kind of buggy). A further announcement post will follow with information about this upgrade. Now I can sleep. Cheers, Llir | Technical Administrator p.s. If you need an inventory rollback, please create a /treq following the guide in this thread so we can handle it in a timely manner. Tickets made without the needed details may not be able to be resolved. p.p.s. I'm like 99.99% sure this is the cause of the issue but only time will tell for sure, maybe this post is a jumping the gun a bit, but I want to be transparent with the community on this issue.
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only 1.20.6 but the code is there if you want to recompile against another version it is pretty simple just one mixin
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Great list, I already use a good chunk of these haha (insert shameless plug) May I suggest adding my own mod, BetterBold?
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Roleplay Leaders and their Expectations August 25, 2024 As the backbone of our shared narrative, roleplay leaders are afforded a non-trivial level of influence. When we exercise this power with wisdom, then we grant our community delightful, cooperative fun. Good for our ourselves; wonderful for others. Without composure, we drive egoistic, divisive hedonism. Harmful for ourselves; harmful for others. It is in our interest to define which is what and aim to act mindfully. Let’s quickly define some terms we want to use going ahead. Metaplay The play-beyond-play. Manipulating, coercing, pressuring or ostracizing players to influence in-character outcomes. Out-of-character / backdoor driven narratives, events, or outcomes; fabricated or canned roleplay that serves an OOC motivation. IC activity that opposes the creative and spontaneous spirit of roleplay. Metaplay is the degeneration of roleplay. It may occur with or without metagaming & powergaming—but it does not include the facilitating or gathering of RP. It is an intentional subversion of rules and roleplay to serve an OOC motive through malicious act(s). Some examples and further explanation are available [on this post]. Who is a Roleplay Leader? If your character governs, leads, or mentors others you are a Roleplay Leader! This may be as the head of a nation, a member of it’s council, or the head of a household—a roleplay leader has some level of authority over others. And, to the degree of people influenced by this authority, that much responsibility you must wield conscientiously. What is expected of a Roleplay Leader? Protect the continuity and purity of roleplay; cherish and nurture the whimsical, spontaneous nature of roleplay. Do not conduct, or aid in conducting, metaplay. Discourage and report metaplay to Moderation. Knowing about and waiting for a convenient time—or knowing and choosing not to report, also violates this guideline.
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You may not have noticed as some browsers worked fine for this, but chrome in particular always screw up formatting when copy-pasting from gdocs
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google doc pasting is HUGE Great work!
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FAQs Why 1.20.6 instead of 1.21? We initially considered going directly to 1.21, however when we started work on this around a month ago, our server software, Paper, had not yet released their 1.21 update. It has been released now, though many of our third-party dependencies have yet to be updated. Many popular mods are also not yet updated to 1.21. However, the good news is that from a technical standpoint, 1.21 is a lighter update (1.19 and 1.20 had significant changes for both Minecraft and Paper) so less work will be required when we decide to move to this version. Will we be using secure chat, introduced in Minecraft 1.19? Due to the risk of roleplay chat being taken out of context in reports, and the difficulty of integrating this with our in-house chat plugin, we will not be supporting secure chat (aka chat signing and reporting) at this time. You will receive a popup on login that we do not support secure chat (this is client-side), and I recommend you use this mod to disable both the popup and other warnings related to secure chat (the author of that mod also put together a technical paper on how chat reporting works, and its flaws, it's a good read if you are interested). What will happen if I complain about having to update my mods? All players who complain about having to update their mods have had their usernames gathered and put into our KnockoutPlus plugin. They will take 50% more damage than other players, and will pop instantly upon death. On a lighter note, check out @Islamadon's mod list for 1.20.6. Is Figura updated for 1.20.6? Yes, a pre-release version is currently available, see this reply. Is AdvancedChat updated for 1.20.6? Yes, you can download it here. Changelog General: - All plugins and servers have been updated to 1.20.6 and Java 21, which should see better performance and lots of new blocks and mobs. - Tab-complete, especially for commands with multiple arguments or flags, should now provide better suggestions. Surge PVP: - Fixed a display issue where the true damage of weapons was +1 higher than /surge stats indicated. The command should now show the correct damage value. - Crit and knockback calculations now use vanilla determination. Knockback is 15% higher than vanilla. - Decreased invincibility frame ticks from 18 to 12. - Increased longbow damage to 15 and shortbow damage to 10, when at full charge. - Buffed proc chance and duration for maces and warhammers to 17.5 and 15% respectively, with duration now at 4 seconds. - Increased javelin damage to 12 and uses to 8, this should result in a total kill before cooldown for enemies in iron armor. Javelins will unload unequipped crossbows when used. - Corrected the swordbreaker damage from +1 to +0.5. - Buckler effect will now cancel if you stop holding it. - Decreased lance proc chance by half, increased damage to 6. Roleplay Signs: - Now supports both sides of a sign, meaning the text will display on both sides as opposed to one - No longer possible to edit an RPSign by right-clicking - Added compatibility with hanging signs - Changed interface for adding custom messages from an anvil to a sign GUI. KnockoutPlus: - The last shot before someone was KO'd would bounce back the arrow. It is now properly consumed. BetterTeams: - Javelins will no longer damage teammates. - Arrows are now deleted when hitting a teammate instead of ricocheting. Messaging: - When a player messages you, there is now a 1 second delay before they are marked as your /reply recipient to prevent message sniping. ItemEdit: - Make bound links display «Link» text as opposed to the full associated link for cleaner chat display - Fixed exploit Block Exchange: - Added 1.19-1.20.6 blocks to the exchange lists. - Fixed exploit Known Issues Switching servers (ie lobby -> main) breaks tab list for 1.18.2 clients. This can be fixed with a relog, or to avoid it all together upgrade to 1.20.6. 1.20.6 clients are unable to use some chat buttons (ie [Yes] and [No] style buttons) in various plugins. This can be fixed by manually typing the button text, ie 'Yes', or by using ViaFabricPlus and setting your version to 1.18.2. This will be resolved when the main server is upgraded. 1.18.2 clients may get disconnected when switching from the lobbies back to the main server. Please update to 1.20.6 if this is too annoying.
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Hello Crafters! I am very excited to announce that Lord of the Craft will be upgrading to Minecraft version 1.20.6 in the coming weeks. The Tech Team has been hard at work, and we are now considering the plugin updates for 1.20 code-complete. We are currently conducting alpha testing on the development server, and will be upgrading the beta server to 1.20.6 for public testing later this week. Our tentative timeline is illustrated below. :root { --colour1: #f1c40f; --colour2: #2c3e50; --colourdone: #228B22; --speed: 8s; } html, .pr-body { height: 100%; margin: 0; padding: 0; box-sizing: border-box; font-family: Arial, sans-serif; font-size: 8px; } @keyframes slide { from { background-position: 0 0; } to { background-position: 100px 0; } } .container { height: 100%; display: grid; grid-template-columns: 1fr 4fr 1fr 1fr 1fr 1fr 1fr; grid-template-rows: auto 1fr; gap: 5px; padding: 0px; overflow: hidden; } .bar-wrapper { display: contents; } .bar-text { grid-row: 1; display: flex; justify-content: center; align-items: center; text-align: center; font-size: 1.5rem; color: #333; padding: 5px; /* Optional: Add padding to ensure proper spacing */ } .bar, .bardone, .barL, .bar2 { grid-row: 2; position: relative; min-height: 10px; max-height: 20px; border-radius: 10px; width: 100%; box-shadow: 0px 10px 13px -6px rgb(21 19 17); overflow: hidden; } .bar { background: repeating-linear-gradient( 45deg, #f1c40f, #f1c40f 10px, #323232 10px, #323232 20px ); background-size: 200% 100%; border-radius: 15px; overflow: hidden; position: relative; } .bar::before { content: ''; display: block; position: absolute; top: 0; left: 0; width: 200%; height: 100%; background: inherit; } .bardone, .barL { background-color: var(--colourdone); width: 100%; box-shadow: 0px 10px 13px -6px rgb(21 19 17); } .bar2, .bar { background-color: #323232; width: 100%; box-shadow: 0px 10px 13px -6px rgb(21 19 17); } Update the Dev Server Update all Plugins to 1.20.6 and Perform Alpha Testing Update the Proxy Server Update the Lobby Servers Update the Beta Server Perform Beta Testing Update the Main Server Step 1 and 2: Update the Dev Server and all Plugins to 1.20.6 As you can see from our Domino's tracker above (thanks @xDK), the dev server and all plugins have been updated to 1.20.6, and have undergone alpha testing. Step 3: Update the Proxy Server Our proxy server was updated on July 31st. Clients using Minecraft versions 1.18.2 through 1.21 are now able to connect, though our recommended version remains 1.18.2. Once we upgrade the main server, our minimum and recommended version will be 1.20.6 -- folks looking to update early may use this version, though support will not be provided. Step 4: Update the Lobby Servers Our lobby servers were updated on August 1st. We have configured the lobbies to accept connections from older clients, so you will not need to be on 1.20.6 yet to connect to them. Step 5 and 6: Update the Beta Server and Perform Beta Testing Beta testing is now complete, having occurred from August 4th to 29th. The Beta Server is still available if you'd like to test out the update, you can join using 1.20.6 with /beta or directly using beta.lotc.co. Please report any bugs on our tracker with the title prefix [1.20.6 Beta]. Tip: You can use /surge kit on beta to get some PVP gear. Step 7: Update the Main Server The final step! This will require an estimated downtime of 4-6 hours for the main server, and is scheduled for Thursday, Sept 5th at 10:00 PM EST. After this is complete, only 1.20.6+ clients will be supported. And for some shameless self-advertisement, I have created a Fabric mod to make your bold text look better on 1.20.6 if you use an HD font resource pack. As a long-time Optifine user, I was very sad to see this feature broken when I updated my mods, so I fixed it. I hope you are all excited for this update and will assist in our beta testing. We are looking forward to a lot of exciting features, such as frogs, armadillos, camels, and sniffers, and blocks such as mangrove, cherry, bamboo, mud, hanging signs, and patterned pots. In addition to the vanilla features being added, we have fixed a lot of bugs and made quality of life improvements to our plugins. We also expect to see some performance improvements with this update due to updated plugins, and moving from Java version 17 to 21. Thank you so much @Aesopian, @Java17, @Greehn, and @Adelemphii for their work on this update, and @Spoopy_Duck, @Liam5232,@ibleesian for assisting with alpha testing, and @Orlanth, @PCSwift, @Milenkhov, @Pancho, @sam33497 and @Mamluk for assisting with beta testing. This post will be updated as the timeline evolves, and a changelog as well as FAQs will be added to the first comment of this post. Cheers, — Llir | Technical Administrator
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I want to quickly give a technical explanation of what happened. As the Lurak side was approaching the fort during their push, water buckets were usable and were being placed to scale the walls. I quickly wrote a patch to the war server plugin to prevent water bucket placement, and hot-reloaded the plugin to apply the patch. Unfortunately, the default value for the PVP flag in the plugin is 'false' (even if a warclaim stage is 'active'), so PVP was disabled with no notice to even the staff. Once we realized the impact, we reset the fight and provided free gear to continue from the stage we left off. Yes, it was not a 100% exact recreation of the state it was during the push, and I wish it didn't happen, but it was the best we could do given the situation. I have fixed this bug in the code so that it cannot happen in a future fight. We are continuously improving the war server to avoid issues and ensure a smooth experience. We'll do better next time, as we are learning from the mistakes and doing our best. I realize the stakes are high here, we spoke with both leaders after the fight and although it was not ideal, they seemed alright with the way we handled the issue.
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Hey all, As most of you are aware, there was a warclaim scheduled for last Saturday that did not happen. The reason for this was quite simple - I was not there, and my knowledge/access level was required to import the rosters into the /queue plugin. For those curious, on Friday / Saturday I was in the middle of a bidding war for my first house - and I got it! Yet due to this hectic weekend I simply forgot to do the roster setup for Saturday’s fight. However, the root issue here really isn’t if the reason for my absence was excusable or not, the real problem is that there was no contingency plan. There was no method for the moderation team, even with the assistance of @Java17 and @Greehn, to import the rosters into the queue plugin. I am sorry for this mistake, that is, relying on a system where I was the single point of failure. A system that is meant to support a fun event for hundreds of people cannot be this fragile. If not last week it would have happened eventually, this situation was inevitable with the existing setup. So, I’m here to own that mistake, and explain what we’ll be doing moving forward to prevent it from happening again, as well as addressing other open concerns about the war server. What’s being changed to avoid another postponement? I have modified the code for the queue plugin to permit the mod team to batch-import the rosters. This will allow them to import an entire side’s roster with one command, rather than relying on me to manually upload the rosters to the backend server. Further, I am working with Josh and his team to document the processing for setting up a warclaim end-to-end, so that intervention by someone with technical knowledge is not required. Finally, some other changes are being made to the war server plugin to simplify the setup process. The last warclaim was delayed as well, are there systematic problems with the war server? The last siege was actually delayed for an entirely different reason. Due to the60th’s removal, the war server was left in a half-updated state to Minecraft 1.20. This update had been started to improve performance of the server, though was never completed. We were not aware of this until a couple days before the fight, and were unable to resolve this in time as none of our core plugins had been properly updated to this version. It took around 30 hours of development time to get the war server and all of its plugins fully operational on 1.20. This was a one-off issue, and won't lead to future delays. Why couldn’t we restore our items after the last warclaim? Since the main server is still on 1.18.2, the format of the items in the /warsync database was in the 1.20 item format after the fight. Although the server’s API supports upgrading items from an old version to a new one, it does not support downgrading. I have however coded a custom converter script to downgrade the items after a fight, so this will not be an issue moving forward. /showhealth did not work The ability to toggle /showhealth was removed, as this was the root cause of the mass disconnect during one of the January/February warclaims, as typing the command causes player data to be resent for anybody within your render distance (which is a lot during blob fights). However, during this removal, it was not set as enabled by default. This has been fixed. Siege issues - sign editing and RNG Right-click to edit signs is a new feature added in 1.20, thus the upgrade of the war server introduced this issue. This was fixed before the start of the previous warclaim. I am still investigating on how we can balance to siege plugin so it is both fair and fun for both sides. There were significant nerfs to the plugin following player feedback during the Haense v. Veletz war. No changes are planned to be made before the next siege, though should we have a test environment ready in the next week or so, we may make some changes following feedback from the next fight. Horse whistles were not usable We are still investigating this issue, and will announce if it is fixed prior to a warclaim. Should a field battle happen anytime soon, this will be prioritized. Chat and broadcasts were not usable on the war server This is also due to the 1.20 upgrade. Our chat plugin has not been updated to this version yet. We are working on this. General lag issues From a pure server performance perspective, the most recent fight (6/29) ran well. We made some optimizations to packet compression for the server in general during the Spring, which have been effective (as well as patching the /showhealth mass-disconnect). We will monitor upcoming warclaims with larger player counts to see what else can be optimized. I hope these changes and insights into the issues helps resolve any open concerns about the stability of the war server and scheduling of future warclaims. If there is any other feedback about technical issues for the war server, feel free to comment on this thread, or reach out directly to me on Discord. — Llir | Technical Administrator p.s. thank you @Kaiser, @Rigorous, and @Josh3738 for discussing these issues with me at length over the weekend.
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i'll add guns when LOTC (the fantasy medieval RP server) dies and we create a fantasy victorian steampunk RP server in its place
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[Your View] Chat Updates + Miscellaneous Tweaks & Feedback
Daisy replied to Java17's topic in Announcements
This was done a while ago after a fix from @Greehn -
The Edict of Cleansing: A Lectorate's Response
Daisy replied to GrenadierGaming's topic in Kingdom of Hanseti-Ruska
The honourary Lector Llir takes a read through the missive, perplexed.- 9 replies
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Still looking for folks for:
- Tech Implementation
- Web Team
https://www.lordofthecraft.net/forms/33-tech-staff-application/ -
I'm still tech admin! Just not mod admin :)
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Hey everyone! I have been interim mod admin for nearly a month. It has been a great experience and I am glad to have been able to assist the team, but honestly the amount of DMs the mod admin gets a day is exhausting, I do not envy those who have come before me. I hereby resign from this role, and pass this burden onto someone less fortunate. It is with great excitement that we welcome @Josh3738 to the Administration. Josh has been a member of our community for over 10 years, and has in the past served as Mod Manager and Grand Poobah of the Drwaves. Josh has always been a dedicated member of our community with a great vision for the future, and we are looking forward to what he brings to both Moderation and the Administration. — Llir & the Administration
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