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haloman30

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Posts posted by haloman30

  1. Below are the recipes for the Hookshot, Longshot, and Durashot. Also included is the recipe for the Upgrade Station - since as of right now the in-game recipe browser is not available.

     

    Hookshot

     

    a73b2d78649e9fa9f636b907a9e59eec.png

     

    Longshot

     

    0be29a34eedb46512c750dcaa0129f0f.png

     

    Durashot

     

    50a136ed853740e55f1d82ede0511a97.png

     

    Upgrade Station

     

    026297a1ca06a0be2b2268b28476598e.png

  2. One last update on this situation now that 1.19.1 has officially released:

     

    We've done some early testing with Spigot and are happy to confirm that we are able to disable chat reporting entirely through the use of a special plugin.

     

    Once we update (which will likely still be a few weeks or so), absolutely no chat reporting will be possible within CU. We can also confirm that there won't be any gross or ugly formatting applied onto it either, like we thought was going to be the case based on earlier vanilla testing. You'll notice a grey line on the left side of all chat messages, but that's it.

     

    So once again for any of you folks worried about 1.19.1 and its chat reporting, we can say with 100% certainty that it will have zero impact on our MC server.

  3. Hey, everyone!

     

    After hearing me talk about it for months at this point - and after over a year since the BungeeCord migration was considered "complete", cross-server warps and teleportation is now in the server.

     

    # User-experience changes (/pwarp > /warp consolidation, case sensetivity, buywarps)

     

    Using the new Warps System

    The new warps system consolidates the old CUWarps and Essentials warps systems into one, unified system. You may previously recall that you had both the /pwarp and /warp commands. Now, everything is under /warp - no need for /pwarp anymore.

     

    Warp management has been redone and can be managed using /mywarps. This will allow you to purchase warps, warp aliases, and manage your existing ones. What are warp aliases, you might ask?

    Warp aliases are a new addition to allow for easier management of, well, aliases. For those times where you might want multiple warps pointing to the same spot, you can now purchase aliases for warps - and manage all of them as a single warp. At this time, aliases do not show in /warp list - though this may be changed at a later date.

     

    You might also notice some blue warps in the /warp list. These are "Official" warps. Any warps that go to server-specific locations (such as spawns, /warp help, and other such locations) are classified as official warps. Other than being displayed differently in the warp list, there's nothing different about these.

     

    Restricted Servers

    Something you may notice when trying to manage warps or teleport, you'll find in some cases that you are unable to.

     

    The new plugin has a configurable list of servers where the players within cannot be teleported to. This currently includes Minigames, Vanilla, and Factions. You also won't be able to manage warps here, either. You are able to teleport out of these servers, but not back in - after all, it'd be pretty rough if you were able to teleport to someone's faction or vanilla base, or to a minigame arena in progress, right?

     

    That's cool and all... but why the wait?

    Ah yes. The question I'm sure many of you are wondering - why exactly did this seemingly simple feature take over a year to make a reality?

     

    Well, there's a few different reasons - let's go through them all individually.

     

    Bungee-Bukkit Communication

    For starters, it's important to recognize that BungeeCord and Bukkit (in other words, any of the individual gamemodes - like survival, skyblock, creative, etc) have virtually no way to talk to each other. BungeeCord only knows what server a player is connected to, and can connect them to another server if needed. BungeeCord has no knowledge of what world a player is in, nor their coordinates or anything like that.

     

    Additionally, the only default method of communicating between the two involves using the player as a vehicle to carry that data. In other words, if no player is on to switch between those servers, data cannot be transmitted.

     

    So, the plugin we made requires that we build our own communication method - which thankfully, isn't as hard as it sounds. We used something called Redis - which both BungeeCord and Bukkit can listen to and monitor - and it allows for the two to communicate almost instantly. And as a result of this...

     

    Code Complexity and Motivation

    ... the code for what would normally be a simple Bukkit plugin became three separate Eclipse projects:

    • CUBungee - The BungeeCord plugin that we've been using for a number of general-purpose features, and would house most of the warp and teleport functionality.
    • CUBungeeBukkitBridge - A plugin which sits on each Bukkit server (each gamemode) and responds to messages from BungeeCord.
    • CUBungeeCommon - A library shared by both CUBungee and CUBungeeBukkitBridge, containing a number of common classes used by both projects.

     

    Additionally, it took a very long time to find a system of communication that was maintainable. The root issue with most of the previous approaches was that the old setup required bouncing around to different parts of code. All of the business of /setwarp wasn't in a class or file named Setwarp, like you'd expect - but instead, everything after the first message sent from BungeeCord was done in a completely different part of code.

     

    For comparison - setting a warp in Bukkit involves the following steps:

    1. Get the current location of the player
    2. Construct a new warp with player's current location (and provided inputs for name and such)
    3. Register new warp

     

    That's it. Now - with BungeeCord - what does that look like?

    1. Find out what server the player is in
    2. Ask that server where the player's location is
    3. Wait for the reply
    4. Check the reply to see if the response was valid
    5. If valid, construct a new warp with the player's location (and once again, provided inputs for name and privacy)
    6. Register new warp

     

    And for fun - what about teleporting to a warp in BungeeCord?

    1. Get the warp the player wants to teleport to
    2. Find out what server the warp points to
    3. Ask that server if the world the warp has exists
    4. Wait for reply
    5. Check reply to see if world exists
    6. If so, instruct server to teleport the player to the warp's location upon login
    7. Connect the player to the warp's server

     

    Whew - that's quite the process. What about in Bukkit, though?

    1. Get the warp the player wants to teleport to
    2. Check if the world exists
    3. If so, teleport player to warp location

     

    As you can likely tell - the BungeeCord procedures for all of this are significantly more complex than if it was all done within a single Bukkit server. This complexity is unavoidable - however as described before, I was writing the code in a way that made this entire procedure a lot more painful than it had to be.

     

    Eventually, I came up with the idea of transforming the original message into the reply - allowing me to simply wait for the reply within the same part of code. As such, everything needed for the /setwarp command could all be done within the same file. This simple re-contextualization is all that was needed to make the codebase more maintanable.

     

    I also have to credit @GuitarXpress here as well - as he helped point out one critical issue which was causing me a major headache where I was observing what I could only describe as quantum mechanics in Minecraft. I had a point where the reply messages would ALWAYS time out waiting for a reply. Which was bad - because if I couldn't get a reply, then the entire idea was going to be scrapped. However, as soon as I started printing this one value to console, it ALWAYS replied in time. Remove the log event? Stops working. The act of trying to monitor a certain variable was changing the result - literal quantum mechanics.

     

    But no - turns out, I simply needed to add the volatile keyword to that variable - as the problem was that the part of code checking it was just not seeing the new value. That final breakthrough was the big thing that allowed everything to finally fall into place.

     

    Now - you might be wondering, when did this great breakthrough happen? Just under 2 weeks ago - July 5th to be exact. Yep - after solving the code complexity issues, cross-server teleportation and cross-server warps were able to be completed within a couple weeks.

     

    But... Can't you just use a plugin that someone else already made?

    This is another question I got a few times. Why is it that in a world where tons of plugins are readily available, that seemingly nobody has bothered to make a plugin for cross-server warps and teleports in a BungeeCord network?

     

    Well, for starters - the way we use warps are actually a bit different than most warps, since we allow players to directly purchase warps with ingame currency. Most warp plugins don't allow for this. We actually did find a cross-server warp plugin, but it didn't allow for private or unlisted warps, nor did it allow for user-purchasable warps.

     

    But the bigger reason why this kind of feature is seemingly so rare is that, in almost every scenario, servers with BungeeCord networks are much larger in scale and scope (and player count). They actually isolate their gamemodes on purpose. They don't want chat or teleports or warps to be interleaved together across everything - because if you have hundreds or thousands of players, this can actually be a huge detriment.

     

    However, we moved to BungeeCord purely out of technical reasons - having all of our features and gamemodes within a single Bukkit server resulted in poor performance, lots of lag, and made debugging an absolute nightmare. Rather than having 8 servers with a handful of plugins each, we had one server with over 120 plugins.

     

    Of course, I didn't want to start cutting gamemodes - as while we're small, every gamemode gets some attention. And rather than removing choices for people and potentially causing them to leave, we opted to migrate to BungeeCord. But all the while, I still wanted everything to feel connected - to maintain the illusion of everything still being within a single server. This is the complete antithesis of what most BungeeCord servers aim to achieve - and so there simply isn't demand for something like this. That's why I had to build it myself - because nobody else needed to.

     

    Wrapping Up

    But thankfully - it's finally in. There are still a couple minor fixes I need to do here and there, but overall - it's all ready to go. As per usual with any new feature, let me know if you run into any issues. This plugin is hot off the presses, so it's entirely likely that there's a bug that we didn't catch during testing.

     

    Other than that - be on the lookout for additional improvements coming sooner rather than later. The need to get this feature done has been a dark cloud hanging over my motivation to work on server plugins - so finally having it behind me I suspect will have positive effects on my drive to work on the more exciting stuff.

  4. Alright, so some additional updates on the 1.19 situation:

     

    As of now, we've made the decision to (assuming no new horrible info comes out before then) update to 1.19.1 once it releases and is stable. We won't be updating to 1.19, and instead will jump straight to 1.19.1 once we're able.

     

    Most of what remains in the reporting feature seems to be detailed enough ingame to have seemingly very little opportunity for misinterpretation - to the point where I'm much more comfortable potentially enabling that feature. Now, that being said, we will not be enabling it right out of the gate. We'll be keeping message signing off initially, and we plan to still watch and wait to see what kind of stuff gets banned and enforced before making a decision to enable message signing (and thus, reports) or not.

    If the report categories don't change any, and if the only people getting banned are actual scumbags (and not just people goofing around with each other for fun), then odds are we'll enable it at that point.

    Either way, that'll be for a future announcement - and after seeing where everything else goes. The update is still a ways off, and enabling any chat reporting is likely still a month or more away from when we're updated - so this won't be anything that'll have any immediate impact.

  5. 15 minutes ago, ___Jayden said:

    If that's what MC is coming to. I want no part of it. I'd get banned for speaking normally. Especially if swearing becomes a bannable offense. I already hardly play MC but if that change comes out. Especially with how it currently is. I won't be opening the game again, I guess time will tell. The feature could be great and it could provide something that can make people feel more safe on the game but as a lot of people who have reviewed that planned change have said. It could be abused by people that may just not like someone.

     

    Profanity isn't bannable, that's already been set.

     

    There's been some developments in the time since the post - Mojang has (somewhat) clarified that their intent is more for severe offenses (actual harassment, real threats, etc). Of course - what they say and what they do are two separate things.

     

    However the good news is that it does look as though there will be an opt-out, as only "signed" messages can be reported. Basically if a message is signed it has a digital signature with it that confirms that "yes, this message 100% came from this user". Unsigned messages cannot be reported since there's no way to verify. And as of right now, PaperMC 1.19 builds allow for message signing to be disabled (and in fact it's setup like this by default), which effectively means all messages within that server are not reportable.

     

    As long as this doesn't magically change between now and release, it won't matter a great deal what they consider enforceable - as it won't have any effect in CU (and likely many other servers too if I had to guess).

     

    So I suppose the tl;dr is that as of now, it's looking like it won't be a very  big deal at all ultimately - servers that don't want to use it likely won't have to, and the pg-13 servers that do can have fun with it I guess :lmao:

  6. Howdy, folks - we've got a fairly important announcement to make today.

     

    As of now, we are delaying all plans to update to 1.19 until further notice. We do hope to update at some point down the line, but there are some features that 1.19 (and moreso 1.19.1) appear to be implementing that we feel could end up doing serious damage to the Minecraft community as a whole.

     

    Chat Signing and Player Reporting

    As of 1.19.1 Pre-Release 1, chat messages on servers can be reported to Mojang for a number of reasons. Some of them are completely reasonable, others are borderline, and some yet are downright unacceptable. This situation is still developing and Mojang has recently started to make some adjustments - so there is some hope - but the system itself is still deeply concerning.

     

    You might be wondering - what happens if a player gets reported? Well, if Mojang decides the report is valid, the player reported will face a temporary or even permanent ban from multiplayer and Realms. Yes, you read that right - a player could be reported for a chat message and potentially be given a permanent ban from the entirety of Minecraft multiplayer.

     

    This is not a joke, and is not an exaggeration - this is a real feature that, as of writing, is planned for 1.19.1. The initial 1.19 update introduces part of this feature, which is chat message signing and a profanity filter toggle.

     

    We don't know where this feature is going, but with the nature of our server being largely geared towards a more adult audience, we feel that updating at this time could be a risk not just to our server, but to anyone who plays on it.

     

    Options - or Lack Thereof

    With this feature, we felt as though we effectively had two options:

    • Stay on 1.18.2 for the foreseeable future, until when/if the reporting feature is removed, allowed to be opted out of by server administrators, or scaled back to where it wouldn't impact us
    • Update to 1.19/1.19.1 and disallow all mature subject matter in server chat, including forbidding all sexual-related topics from discussion outright and the complete banning of swear words on the server

     

    As you might guess, that second option is not very desirable. We've allowed most server chat outside of racial slurs and actual outright harassment since 2014 - and we really don't want to change that. Not only that, but we suspect you guys wouldn't enjoy that very much, either.

     

    So, as of now - we've made the decision to remain on 1.18.2 for a period of time to see where this situation goes. We want to see where this feature develops, if any opt-outs are made available, and if they start to overreach their enforcement after some time. Our hope is that this won't be a permanent thing, and that Mojang will continue their trend of listening to their community and come up with a viable solution for adult servers - but we can't know for sure just yet. That, and this feature feels as though it's likely come down from Microsoft as opposed to Mojang themselves.

     

     

    We will continue developing features and fixing bugs for the server as planned - and we'll be sure to post an additional update as soon as we know what the long-term plan is going to be. But for now, that's all we've got. Stay tuned for future updates, on both this situation, as well as for those previously-mentioned new features and fixes!

  7. Hey, everyone!

     

    Over the past while, we've been hard at work starting a major website improvement project. The first part of that starts today - with a forums theme refresh and a redesigned About section.

    Theme Update

    Our new forums theme was designed to be a refresh of the previous 2021 theme. The overall design was good - but there were some areas where it needed some facelifts. Some of the changes you should notice include:

    • Better display on lower-resolution displays
    • Leveraging newer browser features like backdrop-filter to give some elements a glassy/acrylic appearance
    • Redesigned navigation and user menus
    • Improvements to Theme, Privacy Policy, and Contact Us links in footer
    • Removing the all-encompassing page background to reduce the overly boxed-in look of the 2021 theme

     

    If you don't notice any changes, make sure you check the Theme menu and select Chaotic United - 2022 or Chaotic United - 2022 (Dark) at the top of the menu.

    About Section Redesign and Content Migration

    The other, more significant change is the redesigned About section. What used to be a collection of disconnected pages is now a unified, easy-to-use website section that allows you to view virtually any info about Chaotic United - past or present. You'll see a menu on the left side of the page that allows you to switch between the different pages.

     

    In addition to rewriting things like the Story and updating the Timeline, other pages which were previously very incomplete have been given some much-needed love. The credits page is now significantly more thorough, as we wanted to try and credit as much as humanly possible. Along with this, the staff list has been moved to its own page - where you can get an idea of what each member of our team does. We even rewrote the About text finally - after having been left unaltered for a number of years. The only page you might notice missing is the Veterans page - as this was left behind in favor of the Credits page. In retrospect, we feel that having a separate page for a handful of specific people, while honorable, is too prone to leaving out key players who we might be simply unaware of. As such, the Credits page is the only place you'll find their names going forward.

     

    This redesigned About section is the start of an ongoing process to unify the main website and forums content. This originally started with the Helpcenter a number of years back, and as time has gone on, future content has been developed within the forums - rather than the main website. This is another major step towards moving away from having a separated main website and forums. Eventually, only the homepage will be left - and when it's replaced, the entirety of the Chaotic United website will be under one system. Having this strange separation is jarring from an end-user standpoint - and makes backend management more difficult.

    Website Archives

    However, we also are real keen on legacy and historical preservation. That of course extends to the website. When the main website is finally retired, it won't be gone - rather, it'll be moved to a new home in the Chaotic United Archives - a new home for a collection of as much of CU's historic websites as possible. We'll be unearthing the oldest backups, dusting off the most forgotten bits of the website's history - and giving them their own spot to shine once again.

     

    You'll be able to view not only the current main website as it is right now, but you'll be able to view every iteration of the main website we've had since 2014. In fact, we might even try to have it go even further back. But I suppose we'll have to wait and see about that, won't we? 😉

     

    We can't provide any ETA on this at the moment - likely the current main website will be the first, and as time goes on, other bits and pieces will be brought back.

    Wrapping Up

    And with that, I think we'll be wrapping up there. We've got a lot of exciting stuff planned - both for the site and the MC server. As per usual, if you find any hiccups with the site - let us know! We can't fix a problem if we don't know it's out there.

     

    Keep your eyes peeled for our next item on the list: Cross-server teleportation and warps for the MC server!

  8. On 6/9/2022 at 11:48 AM, MILKANDOREOS said:

    The server will be updated to 1.19 once some of the plugins and paper that we use also get updated. It usually takes a few weeks to a month. And no, the new versions are always free :) 

     

    hes a spambot brotherman - had to remove the link from his post and flagged the account :^)

  9. Accepted!

     

    Thank you for applying, you've been accepted! Enjoy your time here at Chaotic United! For a list of the perks you get for registering, check out this page.

     

    If you have any questions please do not hesitate to ask! Also, please make sure you've read the rules found here and you can vote for us here.

     

    Notes:

     

  10. Howdy, folks! Today is an exciting day for a couple reasons. Most immediately...

     

    Durite 2.0

    After being inaccessible since the 1.18 reset, Durite is finally obtainable again - with some changes. While the original Durite was cool - it needed some refinements before its return.

     

    Previously, Durite was found in craters placed on the surface of the overworld. This was in large part because at the time, we had no way to reliably hook into world generation. This was fine for the most part, but had a couple critical issues:

    • Craters had to be hand-placed by Moderators or Admins, resulting in an uneven distribution of the ore
    • With all craters on the surface, it was easy for Donators to fly around the world, collecting the majority of available Durite

     

    Obviously, this had to be changed. Initially there was consideration to placing Durite underground in the overworld, but as part of discussions for both RPG and from a pure gameplay standpoint, the decision was made to have it generate as a normal ore - in the End.

     

    Now, Durite is generated automatically with the world. Some of it will be visible on the surface if you're lucky - but the majority of it is buried within the End Stone itself. With it being naturally generating (and generating underground), there shouldn't be any more issues with players being able to have a monopoly on Durite. And for those of you with WorldEdit - don't even bother trying. The custom blocks don't play nicely with WorldEdit and you'll end up turning them into Note Blocks.

     

    But wait, what? What do Note Blocks have to do with Durite? Well - that's where we get into why this whole thing took so long. Before we get into that, however, there are a couple other changes with Durite that you'll run into:

    • The /durite extrabreak command is no longer functional - instead, extra-break is now per-item. You can toggle it for a specific tool by holding that tool in your hand, and then right-clicking while sneaking
    • Durite Hoppers are no longer craftable or usable, due to limited interest (old world had exactly 0 hoppers :lmao:)
    • Most Durite item textures have been given a minor facelift

     

    And with that, let's move on to those Note Blocks - and why you'll notice that Durite Blocks and Ore now have actual block textures now.

     

    The Quest for Custom Blocks - CUCraftingPlus

    The idea of having custom blocks was discussed as far back as when the original Durite was created. Back then, we didn't know of any method to do this - and so we settled for having particle effects on an existing block in order to distinguish them.

     

    However, as it turns out, there was always a way to have custom blocks - with custom textures. Not only that, but they'd work without OptiFine. In fact, it turned out that not even the items needed to use OptiFine. We learned about the CustomModelData NBT tag.

     

    This NBT tag is why that as of v2.0.0 of the resource pack, OptiFine isn't needed at all - excluding custom armor and elytra. This tag has been around for quite some time, and is able to do everything that the old OptiFine CIT method could - but better. Now, we dont have to hamfist ugly lore tags into an item for it to have a specific function or appearance. Custom items can be fully masked, and display as genuinely unique items. The only giveaway is if you have debug tooltips enabled, you can see the real material underneath. Other than that - nothing. It may as well be a real item.

     

    However, that's only half the story. The biggest breakthrough was custom blocks - using Note Blocks. It turns out, you can override many block models based on specific states. Any block which has extra metadata for things such as orientation, powered/unpowered, and so on can be overridden - including Note Blocks. You can override the block model based on any combination of instrument and note - giving us around 400 possible custom blocks we can create. If we really wanted to, we could override based on redstone power state as well to get 800, but this didn't really play nicely from the technical aspect of things - so we settled at 400. This should be more than sufficient, as we also introduced another type of custom block we can create, all based around item frames. Since we can specify the position of a model when placed in an item frame - and since we can now have invisible item frames - we can use this as an alternative custom block method for cases where we might want transparent blocks.

     

    All of this knowledge resulted in CUCraftingPlus - a plugin that actually started off based on a very different approach for custom blocks, but evolved into a plugin that acts as the single home for all custom content going forward. This plugin was designed to make adding new content as easy as possible. That way, when an idea strikes - once we decide whether or not it's a solid addition, the process of introducing it is quick and painless. Creating this surrounding infrastructure is part of why this took so long - while I was spending a lot of time trying to piece my finances back together after losing Dad last August, all while also managing a job and dealing with the continuous background stress of knowing that money is uncomfortably tight - getting this massive system for managing custom content just wasn't something that was going to come easy.

     

    But now, outside of any bugfixes that will inevitably have to happen now that the plugin is out in the wild, it's done. It's ready for use - and as such, adding new content in the future should be relatively painless.

     

    Limitations

    The plugin does have a few limitations that are virtually unavoidable - this pretty much only impacts donators as they have to do with WorldEdit and item spawning respectively.

     

    First off - none of the custom items will be spawnable. Not even by Chaotic. This is because tracking custom blocks/items is a lot more challenging than normal blocks (which itself has its own troubles). Additionally, not all of the items that have been setup through CUCraftingPlus are intended to be public. In fact, most of what CUCraftingPlus is aware of isn't public. Almost every custom item the server has had thus far - Durite, MagicStuff, etc - are present, though in some cases without full functionality. We wanted to make sure everything was accounted for initially as, in time, we'd like to start bringing some of this content back. Plus, with the continued work on RPG, many of those items will be only obtained via quests - so being able to spawn them in kind of defeats the purpose.

     

    Additionally - as I hinted at before, WorldEdit fundamentally breaks custom blocks. There is a potential solution to this - and could end up being a requirement depending on if any bug reports come in - but part of how the plugin was designed was to minimize the amount of data we have to store. For most custom blocks, the only data stored is within the state of the Note Block itself. WorldEdit will cause the instrument to change as the material below it changes - and as such, the block will effectively change its material - permanently. Even with the aforementioned potential solution, copy/pasting custom blocks would remain impossible.

     

    This should not happen during normal gameplay - if it does, you should report it as a bug ASAP so that I can get it fixed (and give you back the proper materials).

     

    1.19 Survival/Semi-Vanilla Reset

    Just a quick note on 1.19 - at this time, we do not plan to do a world reset after the update happens. Instead, we'll be expanding the world border to allow for discovery of new terrain. Our current worlds haven't had quite enough time in the limelight, and we really don't want to make a habit of resetting so often.

     

    The Future

    The future overall looks quite bright. We feel that this is a strong first step towards the future of the Minecraft server - and that as we continue to grow our custom content offerings, it'll help us finally have a reason to stand out in an ocean of other servers.

     

    Keep your eyes and ears peeled for new additions as the year goes on. For now - have fun with Durite again! As per usual with any new feature, if you run into any issues (particularly cases where custom blocks lose their identity), let me know as soon as possible!

  11. For the time being, MagicStuff features are unavailable. Any existing items will be nonfunctional, and no new MagicStuff items can be obtained.

     

    In the event that these items return, their implementation will likely be at least somewhat different - particularly when it comes to creating items at the Altar, as this proved to not be a very intuitive system.

     

    Until then, this topic will remain unpinned and for archival purposes only.

  12. Accepted!

     

    Thank you for applying, you've been accepted! Enjoy your time here at Chaotic United! For a list of the perks you get for registering, check out this page.

     

    If you have any questions please do not hesitate to ask! Also, please make sure you've read the rules found here and you can vote for us here.

     

    Notes:

     

  13. Man - 11 years. Who would've thought we'd still be here this long?

     

    Unlike the past few, I'll be keeping this one a bit brief (or trying to) - so let's cut to the chase. The past several anniversary posts have been more or less the same thing, although somewhat different each time. The common thread is that "THIS year will be year that we finally start to get popular guys!".

     

    This year, I'm not gonna tell you that. Because the reality is, I don't know when that year will be. With everything that has gone on (and continues to go on), I can only say that we're slowly but surely getting closer to that goal - but I can't sit here and say that this year, for real this time, will be the year we finally do it.

    Shifting Focus

    What I can tell you with confidence, however, is that the past year or so has seen me starting to shift in focus. For quite a long time, I've had a disproportionate focus on the history and legacy of Chaotic United. And while this isn't necessarily an issue - what is an issue is when that becomes the only focus.

     

    This is something I've only started to become aware of within the past year or so - which is the realization that most new players simply will not care about the history and legacy of Chaotic United. They won't care about the community, they won't care about the history - they'll care about one thing and one thing only - is the server fun? Is there a decent amount of players online? If not, they'll move on to the next server. It's this key element that I've been missing - and is something that we'll be focusing on further going forward.

     

    What I feel we really lack - and have lacked for far too long - is something that makes us unique. Sure, some might say that the community makes us unique - and while that may be true, that alone simply isn't enough. The server itself needs to have something unique and attention-grabbing. Something that makes people choose to play here rather than any other server. Because as it stands right now, most of what we offer can be had elsewhere - with a more lively playerbase and likely a bit more polished than what we offer.

     

    This needs to change. And it's going to. Our focus going forward will include branching out into custom content, as well as some RPG elements. Things that can be enjoyed solo or together. In order to build a strong community, we need a strong base for that community to be built upon.

    Coming Changes

    Custom Content

    By far the most significant piece of the puzzle is custom content. But you might be wondering - what does that mean exactly? What counts as "custom content"?

     

    In this case, custom content refers to new blocks, items, armors, mobs, and so on. Similar to how Durite introduced a new type of tool and resource, we plan on including other new blocks and tool types - as well as a variety of blocks that can be used to make your builds look and feel a lot more detailed. Some of the ideas we have include:

    • Giving Durite real block textures
    • Copper tools/armor
    • Furniture (chairs, tables, sofas, etc)
    • Additional new ores (and tools/armor to go with them)
    • A whole lot more that we don't want to detail just yet 👁️

     

    Further on, you'll see some other minor details and changes as various RPG-related features make their way into Survival. One thing that we'd like to clarify is that these RPG features will never become a mandatory feature. The content and features we have planned are largely going to be supplementary - something that you can engage with if you like, but you don't have to if you don't want to. So, if none of this stuff interests you, don't worry - you won't be required to engage with it if you don't wish to.

    Fixes and Polishing

    The other major focus is going to be on polishing some of the rough edges seen in some areas of the server. While many areas of the server are more or less fine, there are still some features which don't work as intended, or are unintuitive to use. Some of the existing features that we plan to improve include:

    • Re-implementing the "Play" compass in the Hub
    • Allowing for cross-server teleportation
    • Allowing for cross-server warping
    • Allowing for cross-server nicknames (if possible)

     

    Additionally, there are a few features here on the website that we often use for things like bug and suggestion tracking. While in many cases it's better to have this feedback submitted directly through the website, we have heard feedback from some users wishing for an easier way to do this - citing the forums as being difficult to use. And while we do plan to continue making the forums and website overall more accessible, we do have a plan to allow for easier reporting of things like bugs on the Minecraft server.

     

    It's actually something that the old CU had as well - a /report command. The idea being that a user can use /report ingame to submit a bug report, and not only can they provide some information ingame, we can also automatically fetch other information that might be helpful as well. For instance, we could store the world, server, and coordinates of a player at the time of a report - which saves the player from having to manually include this in a report submitted online. A similar system could also be implemented for things like suggestions as well, and potentially we could leverage this in other ways, too. Ideally, we'd like to have a fair bit more communication between the MC server and forums, allowing them both to benefit and link back to each other - to help encourage increased usage of both.

    A Sidenote: Why does progress seem so slow sometimes?

    Something else I'd like to address is something that comes up a lot - and while for some of you it might not be what you want to hear, it's the reality of how I have and will likely continue to operate Chaotic United. It's no secret that I tend to not be the fastest worker at getting things done - and there's a few reasons for this.

     

    The section below is a bit ramble-y. If you aren't interested, feel free to skip over it. If you are interested, however, expand the spoiler below and have a read. I provide a lot of in-depth discussion as to why it is that progress seems to be sporadic in nature, and why that it's likely going to continue being the case. If you're curious as to how I tend to think about things, I encourage you to give it a read. 

     

    Spoiler

    Development

    For starters, for most things I'm a one-man army. I have help in some aspects - like building, configuration, and stuff like that - but when it comes to programming and software development, it's pretty much just me. And there's a couple reasons for that. One being that I have a certain standard of quality that I want met with plugins. Now to be clear - I'm not saying that any plugin that isn't made by me is automatically bad - in fact, the most popular and well-received features so far haven't been touched by me whatsoever. However, there have been some things about other plugins - either with how things are presented ingame, or how the code itself is written - that, to me, makes it feel less polished than it otherwise could be. There are certain techniques that I may want implemented, and there may be certain things that I want to always be done a certain way.

     

    The reality is, for most of these issues, I don't have a ton of ground to stand on. Nearly all development work on the MC server from other people has been unpaid. When you're getting free work, you can only ask and expect so much before crossing into choosing beggars territory. That, and eventually people get busy and end up with other responsibilities - the end result? Nowadays, it ends up being just me doing things - and it'll likely stay that way for a while yet.

     

    For me, I'm at the point where if I ever have outside help with development again, it's going to be paid work. I want to be able to pay someone at least somewhat decently for their work - both so that I can expect for things to be done the way I feel they need to, and also so that putting up with me and my nonsense is actually worth their time. I recognize that I can be a bit difficult to work for when it comes to things like this, as I tend to be a bit picky about how things are done - and I feel that the best way to make that work without compromising my own vision and standards is to simply pay whoever is doing work for me. To be clear - we are not currently hiring, and won't be for quite some time. It won't happen until I have some sort of real income once again and I know for a fact that I can safely pay an employee without fear that I won't be able to pay them in a few months.

    Time Management

    The other big reason that things tend to be slow just comes down to how I work. I don't treat Chaotic United, Elaztek, or anything else like a job. For me, these are hobby projects - I work on them when I want to, and more often than not, if I'm not feeling it - I'll do something else rather than force myself. To some of you, this may sound absurd - particularly if you've donated. After all, you've paid money, you expect that money to go towards something, right?

     

    Believe me - I get it. However, there's a couple reasons for this that I want to go into publicly.

     

    For starters, while some may cite donations as evidence that I'm being paid, and thus I should treat this like a job, here's the reality: the amount we get in donations is nothing compared to our expenses. We spend over $4K per year in expenses for Chaotic United, and that's only counting standard, recurring bills. With a large library of domain names, multiple dedicated servers, and so on - this stuff isn't cheap. And as it stands, yearly donations barely make a dent. And while on the surface it sounds bleak, here's the thing - that's fine. In fact, that's by design.

     

    From the very start back in 2014, I have always been of the mindset of never wanting to become reliant on donation funds for CU to continue operating. The way things work, we could make $0 a year or $1K a month, and CU would be operating pretty much the same. However, going with that, I also generally reserve the right to use any donations on whatever I please - the only exception to this being when users donate and specify the "I want this to go to CU only" option at the time of donation.

     

    What I'm getting at with all this - is that while it may seem as though I get paid to do this, the reality is that I'm paying to do this. A significant amount, at that. Now don't get me wrong - I'm not trying to be all "woe is me, running a community is so expensive guys :(", because that's not how I look at it. But I want to lay that part on the table as there have been a few times where people have suggested that I should treat this like a job because I get some amount of income from it - and I imagine that others in the future will also share this idea. So, I want to get that down on the table to explain why it is that, currently, donation funds don't really factor into this at all.

    Treating CU Like a Job

    However, the biggest reason I don't force myself has nothing to do with income (or lack thereof). And it has everything to do with the administrators of the past. You see, once upon a time - the folks who administered Nuclear District and/or the old Chaotic United made CU/ND their mission. Their passion. And in some cases, treated it like a job. Folks like Nuke, Alex, Falkerz, Nikfection, Kendev, Ntx2 - and many more. Folks who you might notice, aren't really around anymore. You might see them drop a message in Discord once in a while, or hop on MC for a few minutes here and there - but besides that? You don't hear from them anymore. And there's two key reasons for this.

     

    One is obvious - they're older. They have jobs and lives - they've moved on and don't have time for this community stuff anymore. That's a given, and for some folks that may be the end of it. However, I believe there's another component of this - something that some of those same people have cautioned me about early on, and something I've always taken seriously.

     

    Those people all treated things like a job. This resulted in 1 or 2, maybe 3 years of solid, responsive progress. If you're around during that time, it's great - lots of new stuff happening quickly. But keep in mind that these people are human, too. No matter what it is, nobody can do the same thing day in and day out without some kind of breaks without getting completely burnt out and sick of it. And this is the heart of the issue. These people went 100% for a good couple years, and after that - they were done. They put in their time, got completely burnt out, and then wanted to move on.

     

    I don't want that to be me. From 2014, I always wanted to be the one to be different from that group - I didn't want to just throw in the towel after a couple years, I wanted to be here for the long haul. And for all of the issues we've had, I think I can say with confidence that I've managed to be here for the long haul. This September will mark the 8th year of the rebooted Chaotic United. I've been here for over twice as long as any of the other administrators were - and I have no plans of going anywhere. And for me, I think a big key reason for that is the fact that I know my limits, and refrain from forcing myself to do work when I'm just not in the right mindset. Sure, it means that progress is slower than most of you probably want. But it also means that I'm not going anywhere - and as such, Chaotic United is also not going anywhere. I think there's a real chance that had I been going full boar for a few years, that I would've been totally wrung out by 2016 or 2017, and that I would've just shut it all down by then.

     

    But I think I speak for everyone here when I say that I'm glad that never happened. And I intend to do whatever it takes to ensure that doesn't happen. Sometimes, that means things take longer. But I'd also like to remind you that for every month of me working on something else, there's another month where I do go hard on CU, and go hard on getting stuff done. It just happens in bursts, rather than as a constant stream for a couple years.

     

    The Next Step

    So, what happens after all that work is done? Well, the plan is to, once the server itself is in a satisfactory technical state, to begin exploring options for paid advertisement. I don't yet know what that looks like yet - as it could be any number of things. A paid server list slot, paying YouTube/Twitch content creators, something else entirely - I really don't know yet. However, I finally am in a position where I can afford to put some cash on the line to try and kick-start the community - but I want the technical issues to be resolved before I even think about doing that. First impressions are important - so I want to make sure that when the time comes, we're putting our best foot forward.

     

    While I tend to end these things like a broken record on repeat, I really do think that this year is the start of something. It has the potential to be the prelude to a new beginning of Chaotic United. I don't know how long it'll take, I don't know to what degree it'll work - but I hope that all of you folks out there can come along for the ride, and join us as we carve this path into the future together - one block at a time.

     

    Until then, keep your eyes peeled for future announcements - we've got some big stuff planned.

  14. Hey, everyone! We've got a bit of a strange update today - one that may cause you to question my sanity and patience.

     

    As most of you know, while our archives of Nuclear District are fairly complete, with each and every topic from the ND forums perfectly preserved here within the CU forums - our archives of the old Chaotic United are... lacking.

     

    This isn't due to any fault of myself or anyone who's been around since 2015 - unfortunately, this is one of those cases where seemingly nobody kept backups after the old CU shut down. While I do still hold out hope that someday, some grand hero will show up with a complete backup of the webserver from back then - it's not something that I realistically expect after this many years.

     

    However, that isn't to say that nothing remains of the old CU. Of course, most of the forums themes are still around and even ported to IPB 4.x (though many do need some upkeep to get back to looking proper), and a few spawns are still around. There's also a fair bit of YouTube content out there (much of which I've downloaded locally just in case). Today, however, revolves around the Wayback Machine.

     

    For those unfamiliar with it, the Wayback Machine is a site that allows you to view old versions of numerous websites. It's a remarkable and honorable project, and in many ways does what it sets out to do. However, it's not perfect.

     

    The way it archives pages is through the use of bots which will "crawl" the pages - effectively finding links to them, and then finding links to other pages. However, unless a site is quite popular (and sometimes even then), the pages that get archived are usually not everything that's available. This often isn't an issue on plain static websites that don't change often. But in cases like, say, a forum on a gaming community's website, this can result in a lot of pages being missed.

     

    The other issue is that what is saved is only what the end user sees. In other words, you can't sign in to the old CU forums on Wayback Machine. There's no functionality behind the page - what you see in front of you on the page is all that is saved. Nothing more, nothing less. This of course means that any subforums, pages, or topics which weren't visible to guests back then would've never had a chance to get saved.

     

    The end result of all this is that, without a copy of the of the old CU forums database, the old topics from back then are simply gone - and all that remains is what can be found on Wayback Machine.

     

    So, in a moment of sheer insanity, I said "you know what? fuck it" - and began to painstakingly copy every topic and post from chaoticunited.com on Wayback Machine and bring it into the current forums.

     

    This was an entirely manual process. Every topic title, the content of each post, and the author and date/time of each post had to be set manually. Needless to say, this took a lot of time. But, as of now, what you could (and still can) find on Wayback Machine has been brought into the forums. Great care was taken to ensure that any goofy formatting from the original posts was preserved, while also updating any links and embeds to ensure that any images are hosted here on the CU webserver rather than on archive.org. Any old quotes or spoilers were re-set using the modern spoilers and quotes to ensure that they work as expected. The goal was to have the topics be just as usable as if they were posted here in the first place. And I think that, considering what was available, the end result is pretty good.

     

    Any posts or topics made by users who have created new forum accounts have had their old posts attached to their account, and so that old content will actually count towards your content count. Any content posted by users without accounts will show as "Guest <name>", where <name> is replaced with the user's name - just like how old ND forum topics display.

     

    The full list of changes made to each post/topic include:

    • All embedded images have been pasted in as attachments to ensure that they are hosted on the CU webserver
    • All emoticons use their modern matches. Any emoticons which are not available will show the name instead
    • Any embedded YouTube videos have been re-embedded to use the modern embed
    • Any posts or topics created by users who have a current forums account have had the topics/posts attached to their account, and counted towards total content count
    • Quotes have been re-quoted to use the standard quote format (ensures quotes properly refer back to the real posts)

     

    The users who have had content re-linked to their account (as of 3-8-2022) is as follows:

    • Kendev
    • Atomicbeast101
    • stickman147147
    • AlexZH
    • haloman30
    • alycat
    • SilentEnderGirl
    • Falkerz
    • lisathekitten
    • CeaseToExist
    • stoneharry
    • rapatupatupa
    • mikestardust
    • Jamplifier
    • Guitar (also linked some old ND topics)
    • Delta357/newdelta (also linked some old ND topics)
    • esponshadow1

     

    If you find yourself in one of those old posts and it isn't attached to your account, feel free to let me know and I'll get that fixed right up.

     

    Additionally, through the process, we've found a few more former staff members who were never listed on the credits page. These users will be shown on the credits page once we launch the redesigned About area (which includes a brand-new credits page). The new users on the credits page include:

    • Elinora (WoW Developer)
    • Crumpets (WoW Developer)
    • Serbs5246 (Runescape Mod)
    • Dishonestorc9 (Helper)
    • Shadow6316 (Helper)
    • Orcy (Helper)
    • Agentkronus (Helper)
    • thehustlah (Runescape Mod)
    • Slug (Helper)
    • Jamplifier (Helper)
    • CeaseToExist - helper
    • Nutella (RSPS Developer)
    • Avery (WoW Developer)
    • Aveoakview (Helper)

     

    All of the old topics have been placed in the categories they were originally posted in back then. However, if you don't feel like searching around, the links to each topic can be found below:

     

     

    And that pretty much wraps things up. Enjoy the nostalgia trip, folks!

     

    ~The ChaoticUnited Staff


  15. Benjamin Jay ate a turd and jumped like seabiscuit all his life, despite the development that his turtle contracted HIV during exile. His erect refrigerator took out the huge moist banana from his floor and into various holes of ntx's angina. Snowflakes make nice alternatives appealing to mediocre structures. Suddenly potatoes started raining endlessly across classrooms made much cake succumb with somali pirates which took advantage of exchanging condoms rised in Canada. According to Blar Flanagan, decomposing in Russia has declared that Ukraine became full of annoying rebels with tuxedos super glued to guard posts cursing battleships into shipwrecks, while eating trucks. Korean potatoes radioactively segregated all misconstrued antelopes, therefore the president ntx2 said "hallegua kamikaze", then raging apologetically, he proceeded to procrastinate mowing lawns for smallgoods and vegetables with Indians curry in my large futon mischievously nationalistically while seducing AtomicBeast101 inside a uterus when Alex pooped rainbows through his multiple penises. Bobbie had a ionized dump unloaded into Tai's car because he had to pee. Rockets launch right into Haloman30's pink greasy stretched canvas because Americans can't clone Bobbie's penis into inionized shorts. Valve can severely shut down Nik's small, wet potato using Micheal's massive ego and therefore had been alycats imagination that he was insane. The potato that esponshadow1 authorized had gotten very hot. Sometimes Windwhistle contracts aids while having popcorn. 420Blizzin had to live frugally. haloman30 eats large juicy pineapples. Killerteddy1 destroys massive populations of drug dealers while Stoneharry contemplates mass condensation of massive baby seabiscuits because his cat ceased alive. MILKANDOREOS and the Durite potatoes amassed, then extorted money from Communist China. Iamthebeautyx decided that haloman30 should become a landlord. Spencer manifested greatness by being an femboy. TheHumanMachine_YT started drinking pepsi

  16. Accepted!

     

    Thank you for applying, you've been accepted! Enjoy your time here at Chaotic United! For a list of the perks you get for registering, check out this page.

     

    If you have any questions please do not hesitate to ask! Also, please make sure you've read the rules found here and you can vote for us here.

     

    Notes:

     

  17. Accepted!

     

    Thank you for applying, you've been accepted! Enjoy your time here at Chaotic United! For a list of the perks you get for registering, check out this page.

     

    If you have any questions please do not hesitate to ask! Also, please make sure you've read the rules found here and you can vote for us here.

     

    Notes:

     

  18. Hey, everyone - we've officially updated our MC server to 1.18! If you want to explore and experience the update firsthand, you can hop on mc.chaoticunited.net right now and join. If, however, you'd like to get a full breakdown of what's changed with this update (and also in the time leading up to it), keep reading.

     

    World Resets & Spawns

    As planned, Survival and Semi-Vanilla have both reset for 1.18. This includes economy, ender chests, inventories, and of course the worlds themselves. Benefactor world and any items in player vaults have been preserved - so you can rest easy that those items are safe. And of course, soon we'll be getting the worlds put up for download, including the 1.16 versions of both worlds in addition to the final 1.17 versions.

     

    Survival has been given a brand new spawn - as it was desperately needed. The previous Survival spawn got some flak from a few users, and rightly so. It was a bland, boring, simplistic spawn that was rushed together to get the update out the door. This time around, we planned ahead and started work earlier - so that once all the technical stuff was in place, the spawns could be dropped in and configured.

     

    The other new spawn area is for the Hub - featuring an appropriately themed cave spawn. A lot of the aesthetic for this spawn was actually inspired from an old CU spawn from back in the day, though with the designs being updated to take advantage of newer building techniques and to look/feel like a modern build.

     

    Semi-Vanilla, while it did undergo a reset, retains the same spawn as before - as we feel that it didn't quite get enough time in the spotlight. That, and we simply ran out of time to get a new one finished. Whoops :lmao:

    Factions

    That's right - the day has finally arrived. Factions has returned (once again) to Chaotic United! The original Factions plugin hasn't been updated past 1.12, so we had to find an alternative plugin - as such, it may take some getting used to. If there are any major bugs or issues, let me know so I can investigate it further. Otherwise - have fun!

    Survival (and Semi-Vanilla) Changes

    Random Teleports

    The range for /rtp has been reduced from 3000 (5000 in Semi-Vanilla) to 1750. The reasoning behind this was simple - some folks tend to build extremely far from spawn - perhaps not even bothering to see what spawn even contains. This can sometimes result in Survival and Semi-Vanilla feeling more like singleplayer with chat rather than a proper multiplayer experience. I briefly considered dropping /rtp outright, but after polling the staff, the votes were overwhelmingly in favor of keeping it - so I've instead opted to reduce it's range a little bit.

    Vaults

    Near the end of the 1.17 Survival world, we introduced a feature called Vaults. The idea was to have a means for players to save a few items between resets. While this may be unfortunate news to many of you - we've made the decision to leave Vaults behind. This means that your items in the Vault will not be accessible in 1.18. After further consideration, having a way to start people off with potentially valuable gear goes against the entire point of increasing difficulty and encouraging playing - after all, why work towards better items if you start out with the best stuff already?

    Durite

    Durite will be briefly unavailable in the world early on (outside of the vote crate) - we plan to bring it back soon better than ever, by having it generate automatically in the world (both above and underground), as well as having it be the first custom blocks introduced into the server using our new plugin that allows us to create custom blocks.

     

    Changes to Rank Perks

    Following results from a community survey, as well as some internal discussion with the team, we've decided to make some adjustments to several of the perks available in our donation ranks.

     

    Let's get one thing out of the way - nearly all of the perks remain available as before. A few of the major ones have had limitations imposed in an effort to balance them somewhat, without removing them outright. We're gonna try this out for a while and see how things go, and adjust things as needed.

     

    Something else that I want to clarify - while we don't currently plan to remove the perks outright - if we do ever decide to do so, we will be offering refunds for a limited time after the perks are removed to those who wish.

    Death Chests and /back

    Only two perks have been removed outright - one of them being a relatively recent addition, and the other not having been a paid perk for over a year. The new Death Chests feature has been disabled for all ranks. Along with that, using /back on death has also been disabled across the board. It can still be used after teleporting, but it cannot be used to return to your death location. In addition to some buggy behavior with Death Chests, their existence and the ability to use /back after death almost entirely ruin the challenge of death ingame. These features may or may not return at a later date, but for right now - they're gone. This applies both to Survival and Semi-Vanilla.

     

    Additionally, there are now additional limitations to several other major perks.

    Item Spawn

    There are now two limitations added to the use of /item - a cooldown timer, and a maximum item spawn limit per day. Using /item will require a 10 second cooldown between each use. Along with this, /item can only be used 50 times per day.

     

    Along with those use restrictions, the following items have been added to the item spawn blacklist, and as such, can no longer be obtained with /item (excluding Chaotic rank, which has access to /gamemode regardless):

    • All Diamond Armor
    • All Diamond Tools
    • All Netherite Armor
    • All Netherite Tools
    • All Iron Armor
    • All Iron Tools
    • All Gold Armor
    • All Gold Tools
    • Iron Ingot
    • Raw Iron
    • Iron Nugget
    • Iron Ore
    • Deepslate Iron Ore
    • Raw Iron Block
    • Gold Ingot
    • Raw Gold
    • Gold Nugget
    • Gold Ore
    • Deepslate Gold Ore
    • Raw Gold Block
    • Golden Apple
    • Enchanted Golden Apple (Notch Apple)
    • Golden Carrot

    God Mode (/god and /mobgod)

    God mode and Mob god can both only be used for 1 hour per day (once again excluding Chaotic since they have Creative mode). After this time has elapsed, they will be disabled and cannot be re-enabled for the rest of the day. While playing with either of these enabled, you will receive periodic reminders informing you of how much time you have left.

     

    Old Forum Topics

    For those unaware, a little while back I started manually porting forum topics from the old Chaotic United forums into the current forums. Most topics were lost for good, unfortunately - however, a handful were captured in part or in full on Wayback Machine, and they all contain enough data to where I can reconstruct them in the current forums. The only caveat, however, is that all of this has to be done by hand. Each post in each topic must be manually copied and pasted, with care taken to ensure formatting is preserved, and then each topic and post must have the author name manually set and the post time manually set as well. Even with the tiny amount of posts and topics, it's a monumental task and is about as tedious as it sounds.

     

    I made some good progress, but lately I've been slacking. Copy/pasting dates and times got old after a while, so I'm taking a break to focus on more pertinent server features and improvements. Be rest assured - I will be returning to this project to finish the job soon enough.

     

    RPG

    As some of you may have heard, we've begun planning out the long discussed RPG features that will be gradually making their way into Survival. We've planned out the rough plotline of a main questline, along with some of the core mechanics.

     

    Over the coming months, you'll start seeing some of these mechanics be introduced piece by piece. We'll be listening for feedback as we do - tweaking things as needed - and eventually, once all the pieces are in place, we plan to create a main questline that aims to be unmatched by other MC servers - both in story, and in presentation. We hope to be able to create a truly engaging storyline that people can come to love on its own - rather than a story that exists purely to service gameplay mechanics.

     

    We intend to create something that's truly fun to experience and play - and doesn't feel like a chore to get through. We'll be taking cues and nods to Chaotic United's past - as the storyline is (loosely) based on Chaotic United's real world history. Who knows - we might even pay homage to some older CU hallmarks, both inside and outside of Minecraft - if you get what I mean.

    Wrapping Up

    2022 is looking to be an exciting year for Chaotic United - we've got some stuff coming down the pipeline that will hopefully turn this thing around and begin to take us to those heights we've been aiming at for so long now.

     

    As per usual with major updates - odds are, something is bound to be bugged out or broken. If you find any new issues, let me know or report it on the bug tracker.

     

    For now, folks, that's all we've got. See you folks on the server, and stay tuned - we've got a lot of good stuff coming down the pipeline.

  19. 6 hours ago, MILKANDOREOS said:

    If we do anything with gods, I think this should be the way it's done. But RPG is a good bit away

     

    Perhaps not as far as you think - once 1.18 is out and I finish polishing other areas of the server (and even likely to some extent before then), I plan to start building the RPG stuff further and planning stuff out for what will be added.

     

    That being said, at the present I'm not sure how religions would cleanly fit into things as of yet - so I can't promise their inclusion - but you never know what might happen as it develops further.

     

    The RPG features will likely be introduced incrementally, rather than all at once - as if we waited to get everything done at once then yeah it'd be a long ass time before it gets in. Both so that it can be experienced sooner, and also so that we can get feedback and alter some things if needed - whereas if we launched everything at once, if there were any issues with the foundation of it all, it'd be significantly more difficult to change after the fact.