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Henk

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Everything posted by Henk

  1. Player time is not suppose to be moving, and it's a bug that's been with us for many versions. Not sure if the combination with forge and mods is doing something to mess it up, or if it's a bug in essentials itself. VIP and above already have all the permissions related to ptime, with the only exception ptime(others)
  2. Post moved to tekkit, tech support
  3. I’m actually pretty pleased with how the quest turned out and the effort required to complete it(speaking of chaos shard) and if it were to change I would either up the chaos shard rewarded or lower the amount of items required for the task, but not change the core items in itself. I would not want to turn it into something like a truckload of awakened draconium, because that can so easily be scaled up and it would devalue the chaos shard, which with my initial comment was my main goal not to do. As for the normal heart, I don’t mind that killing the dragon normally would be seen as easie or better. That quest is merely there as a convinience for those that don’t want to deal with fighting a dragon on a multiplayer server. And I don’t think that craft is especially unreasonable and luckily, the point of it is to only complete it once, maybe twice. Compared to the chaos shards. I do like the idea of offering instant teleport to chaos dragon locations and it’s something that’s crossed my mind already— but that would require a custom plugins to support. And while I will bring it forward to Bruny about developing, I do think he has other priorities.
  4. Worldedit is completely unusable in 1.16, as any selection containing any modded blocks will just throw a bunch of errors and not execute. We could still review this command request and see about you getting access to it, but there is little to no point to have it .
  5. Refunded and put in a chest at your last logout location T/C
  6. I can't fully explain why the Ender Dragon isn't dropping a Dragon Heart for you, I've heard it be reported by other players too but every time I have tried it has worked fine with me. But I don't really think that either dragon fight is really that good of an experience on a server especially with render distance being the way it is. I often lost the dragon when I was trying to fight it. And the Chaos Guardian is 10s of thousands of blocks out, and the idea that players are zooming through the end trying to find one that isn't already killed scares me. And for that reason, I have added an alternative way of getting both the Chaos Shards and Dragon Hearts. These can be found in your quest book under "Craftersland" and are both repeatable. The idea isn't to devalue the items, so the tasks should still be difficult or inconvenient to make. So the dragon heart requires all the Wyvern gear, tedious to craft but the idea is that you're only suppose to complete this a few times and then move on to Awakened Draconium Seeds. Same goes with Chaos Shards, we don't want to devalue the item so making the tasks for it expensive was important. But also want it to be approachable enough to that some players might choose this method over fighting Chaos Guardians, where as the other way of getting Chaos Shards - With Creative Essence - isn't approachable enough. There is no denying that this is a a very pricy quest but it promotes finding a good way to automate the Fusion Crafting, and as well as setting up a strong Blazing Sluice setup to afford the Ultimate Induction Cells. Alternatively, if you are further advanced in Mystical Agriculture you could setup a Botany Pot setup The three singularities requires are: HPDE Sheet Singularity, Terrasteel Nugget Singularity, Tesseract Singularity. HDPE doesn't require a super complex automated setup with Mekanism, and a setup that you will eventually use for your Fusion Reactor if you haven't advanced that far yet(For the Solar Neutron Activators) Terrasteel Nuggets should be pretty straight forward since there is a Terrasteel Seed so that can easily be automated. And Tesseract is more annoying than anything else All of these are subject to change. This is mostly a test to see if it's practical way of offering either of these items Enjoy!
  7. You're right, one of the biggest issues of modded is that minecraft is single threaded, and putting too much on one thread will eventually cause lag. Not to mention that Minecraft, nor Java, as really built to handle as many mods as we have in these modpacks and from all kinds of different authors that are far from flawless. Now, the method you are suggesting is a very popular method to handle massive vanilla servers. To not only split each "game mode" into different sub-servers, but also splitting each mode into different servers as well. Balancing out the load on the entirety of the processor. It's a great idea and once it works it works very well... BUT, it's never been done with modded. From my knowledge none of our competitors use a setup like this presumably because the infrastructure isn't really there. With the exception of Oceanblock actually, most of our other servers run off Sponge which is a standalone API to Spigot, meaning we are very limited on the plugins we can have on those servers as the number of plugins available is much less than it would be for Spigot. Which is why we've made a bunch of custom plugins for those servers, and then run the "standard" protection, permission and utilities plugins. But Oceanblock does run off a fork of Spigot called Archlight, so we technically could get the same plugins as a vanilla server would but the problem is that those plugins only have support for vanilla and vanilla items. So a lot of things would be very broken- taking item handling for example, syncing inventories across servers when the plugins don't recognize the items as items, and not understanding the NBT tags used... that seems like it would be a disaster. Not to mention that Archlight isn't as widely developed as spigot, so who knows how well it would handle all of that. And even then, if by some miracle we got all of that to work flawlessly, then the biggest issue is still that every mod in the modpack sees this server as one server. Even though it might be two, three, or however many. And just as an example, FTBClaims would probably break all together. Either it would act as one world, so if you claim and chunkload one chunk on one server, it would appear to be claimed and chunkloaded on the 2nd server too. But if you weren't on the 2nd server when you claimed it, then that server didn't register that those chunks are claimed, so while they appear claimed they might not act as it. Or they might. Impossible to tell. But that's just one example, I'm sure many mods handling the world or players in general would toss a fit if introduced to a setup like this. In conclusion, it's a good idea and it would be even better if it was practical. But it would cause even more issues than we are currently experiencing. We do run top end hardware to try to offer as smooth of an experience as possible, and staff do what they can to limit and help lag. And frankly, while I know we've had some hiccups these last few days I still think Oceanblock is running superb given the size of the modpack and how intense some of the late game is. I have tweaked some of the settings in hope that it won't be restart-looping as much anymore(not the same as crash-looping)
  8. Sounds like you took the chance That's kind of the point of Chance Cube, "high risk, high reward".
  9. It won't clear dropped items unless the plugin considers it an excessive amount of dropped items on server(not item specific, just the entity type dropped item) and then it will clear it. So it shouldn't, unless it believes something to be "wrong". But why would you have your valuable items dropped on the ground anyways?
  10. As you can imagine, this is not the first time this has been suggested and the reason why it's not something we've added is because we don't run a standard entity clearer plugin. It does not run off a set timer to clear entities and it does not clear all entities or dropped items, it's actually a bunch of different checks being made to see if it's necessary to do. Mainly a tps check, but it only checks the amount of entities of each type and then tries clearing just the entity type that may be causing lag. Such as, if the plugin detects low tps, sees there are a lot of ground entities on the server, it will then proceed to clear ground entities. There's no real countdown to it clearing the entities, it's more reactive to what's going on. Ideally, it's made this way for you not to notice that it's even there
  11. Yooo, that’s the coolest thing I’ve seen in a long while. Impressive. Is your ingame name the same as your forum name?
  12. The Wand of Animation has been a hot debate ever since we launched the server. We, the server managers, decided to limit the usage of the Wand of Animation to be blacklisted inside the Mob Duplicator due to the duplicative nature of this item. For those that have never heard of either of these items or simply have no idea what I'm talking about - With this wand you are able to "animate" blocks, turning them into entities. If you then capture that mob in a Mob Imprisonment Tool you are then able to spawn them repeatedly with little to no cost. It's also worth pointing out the mob also drops the block when you kill it. The question of "lag" also arose when discussing this item- as relatively large setups needs to be built in order continuously spawn in these mobs. Some argue that it's less lag than the alternative, but for some bizarre reason, with this version of Minecraft and with sponge, mob entities are usually the laggiest chunks on the server. 10-15 mobs outweigh hundreds of machines. That's pretty crazy. But because players have been really persistent about wanting this item to work fully, I have decided that we are going to give it a try. For a short while this item will be removed from the blacklist on the Mob Duplicator. The point of this is to run a test to see if it's viable for server performance to have this item unbanned, and the idea is to run this test for 7+ days, but if it comes to it being ridiculously laggy then we may cancel the test early. This however, comes with it's own restrictions and a few things you should know if you plan on using it: Items gained from using the Wand of Animation, as well as EMC gathered from the Wand of Animation, is not allowed to be sold, traded or given to other players. This will count as an offense against Rule 4. Don't go overboard. The point of this test is to see if we can really have it unrestricted, if you, yourself, lag out the server with the mindset of "It's only unbanned for a few days, I gotta get the most out of it!" you are not only hurting yourself but also the playerbase. A few disclaimers- We reserve the right to limit the functionality of the animated blocks, when it comes to spawn rates, drop chances, etc. But for now it's all default. If staff find setups that cause unnecessary lag on the server they have the right to demand you to either turn the setup off or tear it down. If you are not compliant or unreachable, either or those things may be done for you, with no option for a Refund Request. And in extreme cases it can be punishable according to Rule 12
  13. Hello, Sorry, but only staff have the ability to spawn in items without tags that can be used for refunds. For staff it is common practice not to refund directly ingame as we require a refund request on the forum in order to do one, as it acts as a public record for the refunds you have requested and if someone were to abuse said system it is very easy for us to follow the breadcrumbs. This, and the fact that it forces the player to make a defined list of items lost instead of just listing things off the top of their heads, that also helps combat abuse. I don’t see that you have any active refund request, so is it possible you mistook our common practice for them being busy? Nevertheless, it is just one post away and staff will get to it when there’s time. Make a new post in this section: https://forum.craftersland.net/forum/363-technical-support/ And follow this template: Thanks!
  14. Maybe
  15. Introducing... Of course everybody has heard of the Temple of Couatl, better known as the Temple of Fortunes. It is said the native residents of the jungle build the temple to pray and make offerings to their god, Couatl. For long it's been nothing more than a myth, many adventurers have been looking for it over the ages but always returned empty-handed, if they returned at all. That is, until recently... After years of hard work and effort an unknown explorer and his crew dedicated to finding the temple finally succeeded. They managed to clear a path to the front of the temple, but the trees were too dense to progress any further into the jungle. The natives were known for their cunningness and tales are told of the temple still holding riches... Perhaps it's worth to give it a look? We present you... THE TEMPLE OF COUATL! This marks the opening of the new area Temple of Couatl, featuring one main dungeon with an additional three parkours and dungeons. You will find the temple far north-east, on the outskirts of Glaskerville. Happy treasure hunting! Credits: @flamefurno - Temple, parkours and jungle @Slendy - Temple and Parkours @ZengZ - Temple
  16. It was actually working as intended, but with some VPN hopping they got past that. There's not a whole lot to do when offering a free package like this to prevent people from doing this, but I further limited it so it can now only be done once per IP and once per username every 12 hours. Should be less annoying.
  17. That's not really the problem, if we wanted to do this we would build a plugin around it rather than actually using the whitelist. Like, you would be similarly like not having /registered or /login'd had you not verified. But it's an interesting idea, and I understand your thought, making it an inconvenience for the one there to do harm, and while for every other player it's a piece of cake, as they already have a forum and can verify instantly. Well, that's unfortunately not the case, far from all of our players have a forum account so having a system like this would not only cause an inconvenience for the person with ill intent, but also our players. Especially much so if they need to wait for manual confirmation from staff. This would cripple our influx of new players to the server, and that is crucial for a healthy server. I like your ide and it's thinking outside the box, but I don't think this is a iteration that we can go with, I'm afraid.
  18. Be respectable with the bumps, please. Head and speed added to AC, keep in mind that speed is not to be used in PVP or it counts as rank abuse. And giving heads to any other players also counts as rank abuse. Rank abuse can result you in losing your permissions and ability to request new commands.
  19. This plugin has been erroring out like crazy lately, bruny was investigating why and to fix the plugin. He’s working on that. Hopefully it’ll mean that this will be fixed once he does.
  20. Updated changelog for 2020-04-06. Keep in mind that any unintentional behaviors best be reported instead of abused, as it is still classified as an exploit and is therefore a bannable offense. But for now I'd like to thank those that have reported issues, but also say that I am disappointed in those who kept quiet and to themselves so that they could abuse it for longer.
  21. The problem here was that when you use the torch you are set to a temporary group, which has the permissions for you to bypass the blindness. And running that command again while the timer for it is still going - the timer in Luckperms - it will just return " you already have this..." and not do anything. I have changed it so that when you use the torch it will now first attempt to remove this temporary group - if you have it - and then immediately after give you back your group again. Downside with this is that it sometimes causes a flicker, of you seeing darkness for half a second and then back. But I don't think that is too limiting, so that's the solution I went with. I don't want to have a short cooldown on it, because it causes quite a few chat lines in both the console and anyone with OP It also causes quite the issue with sending the "3 seconds remaining" message, because it is put on a delay, and if you have pressed it 10 times in 180 seconds, it will tell you it's 3 seconds left... 10 times. But only 1 of them will be true. This is then fixed, based on what the changes made above. Changed this to tell you when your cooldown is up instead. I also changed the lore tooltip to now say " 3 minutes ". Keep in mind that any existing item that has been purchased will remain to say 60 seconds. The zone to trigger you teleporting back was only 1 block tall, I believe if you came through it with speed or a bit of lag, you could pass through it. I have extended it to 10 blocks now and I hope that fixes the problem, please report back if it hasn't. Yes, this is because the grappling hook waits for you to hit your target before it allows you to shoot it again. And if you accidentally shoot into the void then it never hits a target and is only fixed by you relogging. Since @brunyman is the developer of this plugin, I am hoping he is able to fix this bug. But in the meantime, I have raised the trigger zone for the teleportion in the "spideey" section by 3 blocks, and added a floor with barrier blocks at the bottom for the hook to hit. Hopefully this means you will get teleported before you hit the barrier blocks and die. Please let me know what's the case on that, and we might remove it if it doesn't work out.
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