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  1. Howdy folks! MC is back online, and is now running 1.16.1! Update your clients and grab that OptiFine preview and check out the new update! Survival and SkyBlock have both been reset. The previous worlds will be uploaded and made public relatively soon. One thing you'll notice is that most of the spawns (besides Survival spawn) haven't changed. I wanted to make it a priority to get the update rolled out to the public as soon as possible, to avoid cases like with past updates where we're months behind schedule. As a result of that, however, is that there aren't really any new server features or bugfixes from 1.15. That being said, a couple minor additions have been added: Warps are now visible on Dynmap - Look for portal icons on the livemap! Those are warps! (very smol) Community Farm in Survival - A small and simple community farm to get a few crops has been setup. It ain't much, but hey Improved Survival Spawn Layout - The new survival spawn was designed to be compact and straightforward. The old 1.13 survival spawn was a fairly clunky thing to navigate, the new one is short, sweet, and still has the same roads for players to extend and build along if they wish. And that's about all we've got. As I said - rather than holding back 1.16 to work on a bunch of other bugfixes and whatnot, we wanted to get 1.16 out quickly since it seems to be fairly stable right out of the gate. As usual, if you find any (new) bugs, submit a bug report on the bug tracker! Otherwise, enjoy the joys of MC 1.16!
  2. Howdy folks! We've updated our MC server to MC 1.15.1! Luckily, 1.15 didn't bring a great deal of API changes, so the move over was fairly straightforward. With this update, we're hoping to fix most of the lag and performance issues our server has been having as of late. In this announcement, we'll be detailing some of our plans if 1.15 doesn't solve our performance issues - as well as a couple other noteworthy bits. Christmas Sale! Just a quick note before we get into the actual announcement - we've got a Christmas sale running on all the way until January 7th. If you've been waiting to pick up a rank, now might be a fine time to do so! The Backup Plan The ideal scenario is that updating to 1.15 would fix most, if not all of the TPS issues as of late. 1.14 was rushed out by Mojang - which is why 1.15 is so light on actual features. It was primarily a bugfix update - to clean up some of the mess that was made in 1.14, as well as various issues that have been around for much longer. My personal favorite (besides the lag) is sign colors. On (I believe) 1.8 through 1.14, signs placed facing north or south would have any colored text appear sort of muted. My theory is that they were trying to reduce the "neon" effect that colored text on signs had on 1.7 and prior. However, this created readability issues on multiple occasions. The colors simply appeared darker than they were on those two directions. On 1.15, however, this has been fixed - at long last. But, I digress. There is still a very real possibility that 1.15 won't fix all of our issues. In this case, we'll need to do some further investigation but the most likely next step at that point is migrating to BungeeCord - for good. For those of you who are new to CU, we've tried BungeeCord before - multiple times. The only two times it "stuck" was during our merge with Nuclear District, where our MC server as it exists now (except older of course) was linked with ND's survival server, and when we had a Semi-Vanilla server, which was also linked in a similar fashion. Both setups were retired once the other server stopped existing. ND closed their MC server, and eventually their community entirely, and Semi-Vanilla was closed with many of its core ideals brought into main MC survival. This attempt at BungeeCord would be a long process for us, and would require a lot of custom development. Currently, our MC server has a very strong sense of interconnectivity. You can talk to anyone, from anywhere. You can go to any player, from any world. You can go to Minigames from SkyBlock, then to Survival, then TP to some guy in Creative. If we migrate to BungeeCord, this is something that we MUST retain. Some of the more obvious things, like cross-server chat, are fairly straightforward. However, replicating the ability to warp anywhere, TP anywhere, use mail, private message, and so on between all servers is a whole different beast - and none of the available offerings are satisfactory. My goal when it comes to enhancing/replacing features with new technologies is to preserve the look and feel for the end user. That means all the specific details. The formatting, colors, and anything else must be exact. To put it short, if we do BungeeCord again, you as a player shouldn't be able to tell, at all - besides the improved performance, there shouldn't be any weird oddities or clunky operation. But, this is all theories at the moment. The hope is that 1.15 just fixes everything and we can keep on trucking like we have been thus far. Only time will tell. Relay Servers For those who aren't near North America and are experiencing lag (whether from distance or network issues in their area), we have decided to implement several relay servers to help ensure you get a better experience on MC. The relays act as a middleman between the main server and your local internet - reducing the strain on both sides of the connection, ensuring a smoother experience for those further away from the US or Canada. The currently available relays are as follows: France: United Kingdom: Australia: US East: (will be available within the next day or two) Special thanks to some of the Errite Games, LLC staff (Michael as well as a few others) for contributing servers in these areas. We are also working on finding a server in South America for a relay there as well. Don't worry - we aren't leaving you out! Reflections, and a New Decade So, let's talk about the elephant in the room. The big, lovable, and incredible elephant. We're alive again. Some of you new folk have probably heard - but it wasn't even 2 months ago (November 2019 for those reading in the future) where having even 5 players on MC at once was a big deal. And 10 was unheard of, except for very specific special events. But for the past week or so, we've been maintaining really good player counts (compared to the past). For those of you who are new, we've been around for a long time. Chaotic United dates back to 2011, with what's often called the "old Chaotic United". This was a period of time from 2011 through 2014 where CU was under mostly different management. I'm not gonna get into all the details here (there's reading you can do here on the website if you're interested though - check Help > History in the navbar), but this current iteration of CU is the "new Chaotic United", which started in September 2014. Between September 2014 and this December 2019, we've largely been at rock bottom in terms of population. That's not to say it's been outright dead for five years, you'll notice builds and structures from people who were clearly here before. But the way those all went were largely the same - some special event or thing happens, a bunch of people get on for a little bit, then a week or two pass and it drops off almost entirely. Another week and it's gone. That's it. Back to 0/20. Even when we had strong bursts of 10 people on for a couple days, they didn't last at all. Usually they lasted even shorter than a week most times even. What I'm seeing with this however is something different - an actual steady, stable growth. We've got a long way to go still - but for the first time in over five years, we have real traction again. Chaotic United is finally starting to grow as a community again. I'm not an emotional guy typically - but I'd be lying if I said that I wasn't moved by that fact. Seeing this continue to happen... Seeing this starting to become a regular thing is a truly beautiful thing to see. It's all I ever wanted to see. I (and alycat - who's also an Owner as well but is preoccupied currently) started this project back in 2014 because we didn't want to see CU fade into the shadows. Year after year, we'd make an announcement post, with server updates, on the various anniversaries of ND, old CU, and the new CU, all with the same promise of future plans of growth. And I'll be honest - when I wrote the 1.14 announcement topic, I halfway expected that I'd be doing the same thing again a year later. Now? I think that announcement was it. I think that was finally the starting point. Real quick, I want to give a big thank you to @AwakenedRage for his work the past few days on MC. He's put in countless hours over the past few days - fixing the server when everything got horribly damaged, as well as doing a ton of backend stuff fairly quickly and setting aside his other projects temporarily to ensure 1.15 has a smooth (and swift) launch. He truly is the ntx2 of this generation of Chaotic United - and I don't say that lightly. Additionally - I don't want to stroke this man's ego further, but I have to credit @Z0mbieslayer2013 for a lot of this. It was he who originally pointed out what we needed to do to start all of this - voting. It seems obvious, but I simply didn't realize that voting would do anything. I figured that we didn't have enough people on the server, and we would still be buried hard by the competition - so why even bother? He told me that a server he'd played on previously had gone from nothing to 60 players from doing voting. Nothing else. Just votes. He showed me how shit the previous vote rewards were, and guided me in the creation of new vote rewards. This new system was the catalyst for everything we've seen in the past month. It only took 5 years for someone to finally ask the question: "hey guys, what if we voted?" Of course - I've gotta thank the rest of the staff team as well - as they've been doing good keeping up with voting for the server consistently - which gave us the extra boost we needed to get us seen. The result? A playerbase. An actual playerbase. For the first time since the shutdown of the old Chaotic United all the way back in early 2014, we're starting to grow again. For those of you who are new, I and the rest of the CU team would like to thank you from the bottom of our hearts. You are a part of this community's rebirth. And I think that's the best way to enter into a new decade. Who knows what the future will hold? Only time will tell. But based on this, I think we're gonna have one hell of a ride coming up. Thank you all - players and staff alike - for everything. - The Chaotic United Team A note from Michael/Eptic Hey everyone, normally I leave these announcement posts to Halo. However with this particular update there are a few things I wanted to talk about here that involve me heavily more then Halo. First off, the boost in activity on the server. I am also amazed that all it took was voting (Even though I thought we were already doing it), I have also been brought concerns regarding maintaining the servers with there rarely being times in the day where players are not on the server. Beforehand we did not really have more then basic measures of keeping the server maintained, and often then not I would have to bring the server down for maintenance to do this. I am happy to say that, we have integrated measures to greatly reduce the need to take the server down. This does not eliminate the automated restarts (but we have changed the times that this happens). These measures were implemented during the past two days where we took the server down for an extended period of time . We are continuing to integrate as much as we can to not disrupt your experience on the server and are looking into different technology that can benefit the community. Next, I want to address something involving my future at CU. Some of you may remember that I intended to move away from CU near the end of the year to move onto other projects. While i do confirm that I am involved with other projects. I no longer have any intentions to leave CU. I assure everyone that I am not going anywhere and intend to keep Chaotic United on a road to success in all of its IT/CS related aspects. Furthermore, I plan to be more involved then I have been in the past two years in regards to things other then the back end and lurking around. Lastly, I also want to give my sincere gratitude to @Atomicbeast101 for his assistance with the move to 1.15 and giving us valuable feedback while CU enters a new era. Not only has he been helping on a technical level, he has also been helping in the staff/moderation side of things as well. Which has allowed us to get 1.15 out to you all quicker without cutting any corners. Adding on to what Halo said before, thank you everyone for everything. Regards, Michael/EpticRage/ErriteEpticRage
  3. Hey, folks! It's finally happening! We made it to 1.13! ...or should we say, 1.14! As we've said, 1.13 brought a great amount of underlying technical changes - changes which made it extremely difficult for us to get updated. We were actually feature-complete for 1.13 as of February, however we (and you guys, too - based on a poll we did) believed that it was best to hold off until 1.14, that way we could spend the extra time working on new content - not just bringing the same content into a newer MC version. So, without further adieu, let's talk some of those changes, shall we? (or if you want to explore some of the changes on your own first, feel free to hop on the MC server and see what awaits you!) Survival - The Balance between Semi-Vanilla and Traditional CU So, this one's been all over the place. At the very start of the 1.13 update, the plan was to just keep going with the existing system. Later, as Semi-Vanilla's lifespan went on, we changed gears and did a full 180 - we were going to switch the entire thing over to the system that Semi-Vanilla had. However, this had a serious issue. People have purchased ranks, both in old CU and current-day CU. People bought those ranks for the perks. A decision we made virtually on day one is that we would always honor past donations, and we reinforced this later when ND chose to gut its ranks to comply with EULA - leaving many people without their perks. At one point in the past we briefly considered putting an end to honoring historical donations - but we never ended up doing so, as we realized that it just wasn't quite right. Especially not with us using the Chaotic United name. The argument could be made that, while Nuclear District was created by many of the same people from CU, it was still a new community. They chose another name with the intent of separating themselves somewhat from CU's tainted past. We chose a different path, we opted to clean CU's name. We wanted to, under a new team and new leadership, bring Chaotic United back to its former glory - and in doing so, try to make up for the mistakes of the past. The point is, people paid for them, and we believed that while we may not have been the ones to get the money, we had a moral obligation to do so. And to abolish those old ranks would be a huge slap in the face to those who paid for them. We had the idea of having some kind of separate mode that would retain the old perks (one idea we had was Anarchy - which we could still do if you guys are interested), but it still wasn't the same. It didn't feel right. And more importantly, we don't believe that the ranks and perks were even the key to Semi-Vanilla's success. What we ended up settling on was what we referred to as "Blended" - a mix of the best parts of traditional CU survival with some of the best parts of Semi-Vanilla. What changes does that entail? McMMO and Jobs have been removed - While I can't say that it will never return (that's up to you guys ultimately), we wanted to be at least a bit more traditional going forward. The Survival economy has been isolated to itself - Other gamemodes, like SkyBlock and the various Minigames, no longer award Survival money as a prize. The only way to get Survival money is within Survival. While the donation ranks haven't been altered, our Staff ranks have been. Previously, most staff ranks had a great deal of excessive permissions that really weren't needed for the jobs they did. Going forward, this will no longer be the case. The only permissions available will be those that are required (and any donation perks if they paid for them) and nothing else. Manager and above are NOT affected by this, however, as these users are generally involved in managing the server on a deeper level to at least some degree. Some of the cool features that were made for Semi-Vanilla have been brought forward into Survival. These features/plugins include: CUSlimeballJump - If you toss a slimeball on the ground within a slime chunk, it will bounce after a few seconds CUUnenchant - Lets you unenchant your tools and items and store them in books CULeashTP - Lets you bring your tied up companions with you upon teleport! (not like that you perv wth is wrong with you) Along with all that, we added some brand new stuff, too: CUWarps - You can now purchase warps without needing to track down a Moderator! You can also make these warps private if you desire, or publicly available in the warplist. Yes, the /warp list is now publicly viewable to everyone. For more info on what CUWarps is, you can check this topic (though some things have changed since then). PhantomToggle - If you're no fan of those annoying Phantoms that come and attack you when you don't sleep, you can use /phantomtoggle to get them off your back. Props to @Windwhistle for this handy feature! /warp forest - Some of you old school folks might remember this. Granted it's not exactly the single most useful thing, but if you like you can chop some trees without affecting the natural environment by getting your wood from /warp forest! Just make sure you replant your saplings, and leave any extras in the chest nearby. And, of course, we have some changes to the donation ranks as well: /aura is no longer available - The plugin we used for auras hasn't been updated in ages, and in fact isn't even available for download anymore. No suitable alternative was found - so they had to be cut. /carz - Some of you may recall when this was a thing. Well, it's back! Benefactor and up now have access to /carz, where you can drive a minecart around like a car. VeinMiner - Sponsor and up now have access to veinminer, which can be used to chop trees, break leaves, and mine ore veins in an instant. If you don't like it, you can disable by doing /vm toggle or do so for just a moment by crouching. Not a new feature, but a reminder for those of you with Benefactor or above - you're eligible for a plot at /warp benefactor (which doesn't exist as of yet and will be created when someone wants a plot). These plots will be copied and preserved through server resets. One other small thing we did for survival is place a total of 9 hidden chests around Survival spawn. They are relatively near the 9 active campfires. If you find one, be sure to let someone know (if nothing else /mail me ingame) so we can turn off the fire for it. Just a neat little bonus thing if you're looking for some extra adventure. We hope that going forward, we can provide a truly great Survival experience for everyone. Registration - Except this time it's not awful Don't panic - it's not awful, we promise! For those of you who are veterans of Chaotic United, you may recall in the past when you had to register in order to play on the server. For a very brief period we actually had this system in place (which I'd completely forgotten about) back in 2014, until it was removed for obvious reasons. However, we also have had a fairly hard time getting people on forums - which is what the old registration system was put in place to solve. This new system is NOT the same as the original - in fact chances are, you won't notice much in terms of changes. Our approach to registration is simple: registering will get you extra perks, but you can still play without registering. For up-to-date information on what registering will earn you, check this topic. As of the time of writing, registration will get you the Member rank - which has the following extra perks server-wide: Ability to extinguish campfires with water bottles Ability to use Chairs Access to CUEmotes Access to /disenchant (/unenchant) Access to /fuckify Access to /tinytext Access to /tinyfuckify Additionally, you'll get the following abilities in Survival and Creative: Access to SilkSpawners Access to /buywarp Access to CUXPSell Ability to create CraftBook mechanics Ability to create up to 5 homes If you've played on the server before 1.14, you can get Member rank without registering. Just let a Moderator know and they'll fix you up! Minigames - Changes to Rewards, and New Minigames! As we mentioned before, Survival's economy is being entirely self-contained. What will minigames give out now? The answer to this challenge lied within the past - deep in the depths of 2014, the old Nuclear District server had a secondary economy as well - NDPoints. We opted to take that idea and run with it, giving it a rebrand as CUPoints. These are points that will be awarded as opposed to Survival money. No more blowing through parkour to rack up cash (sorry bois)! The commands for CUPoints are as follows: /cupoints - Main command, shows your account status by default /cupoints check [player] - Lets you check the account status of other players /cupoints help - Shows you the CUPoints help guide /cupoints pay <player> <amount> - Allows you to pay CUPoints to another player Currently, we are still ironing out what these points will actually be used for - currently, you're free to just collect them and save them up as the place to spend them (CUShop) is still being worked on. On top of that, we want to hold off on setting up prices for things until we get a better feel for how easily players are able to earn those points. Along with that, when I was working on implementing this functionality into NDParkour, I got carried away and ended up doing some massive updates to the plugin. Lobby spawn, arena starting point, and checkpoints now have rotation! No more starting the game looking backwards, and no more rotating every time you get sent back to your checkpoint! (you can change your checkpoint rotation by using /pkr setfacing) Added resumable sessions - If you're playing and your game crashes, the server goes down, or you just decide to do something else, you'll be able to pick back up where you left off before (hardcore mode will only restore attempt counter for obvious reasons). If you have a session, you can view the details by doing /pkr session, and you can resume it by doing /pkr resume. You will be notified if you have a session upon trying to start a new game as well. You can have one session per arena. The scoreboard on the side of the screen in a parkour game got a facelift! It will show your name in either Green, Blue, or Red depending on the difficulty you pick! It also shows a little symbol if an admin is using admin bypass - so you can know for sure if Soggy is cheating in parkour, or if he's just that good. Parkour arenas now have support for prettier names! Using the various join commands are no longer case sensitive! At last! You now have access to /pkr list! This was previously an admin-only command, but not anymore! We also have two new Parkour maps available: Temple - An old, forgotten temple filled with dangers - and riches. Cold Cookies - Everyone likes ice cream sandwiches, right? There are more changes that happened, but those are the highlights and the ones you'll probably care about. If you want to see the full changelog for NDParkour 1.4.x, you can find it at the bottom of this post. Additionally, TheRedCore has also been modified to work with CUPoints. It recieved some small additions, such as the ability to force start a game with a single player (used for testing purposes) and fixing a couple grammatical errors. It also had to be modified a bit on the backend to work with newer WorldEdit versions. We've also introduced a couple new arenas for TheRedCore as well: Waterworks - Big, wet, and wild. Red Carpet - Keep your eyes sharp while walking down the red carpet. But the big burning question: Is there anything NEW? Why, yes! Yes there is! Introducing: CUSpleef! This is yet another custom plugin we've made to allows us to do spleef - our way. It was basically the same reason we brought NDParkour back to begin with - existing plugins were overly complicated and required too many steps to function - when an in-house solution is straightforward and simple to follow. While publicly available offerings for spleef aren't as atrocious as the ones for Parkour, (imagine having 12 pages of commands for parkour) it was still a lot more than we really needed or wanted. So, we created our own using NDParkour as a base. It works exactly as you'd expect. You'll find signs in the minigames hub, or you can just do /spleef join <name> to join the queue. Each arena has its own minimum and maximum player count (usually a minimum of 2), and once that is met, you'll have 30 seconds for others to join before the game starts. Once the game starts, start breaking blocks to try and send other players off the map. The last player left on the map wins! We made the plugin as such so that floors can be made of various materials, and be different shapes/sizes, and even be completely out of the ordinary. You'll see some arenas take advantage of this. Currently we have a handful of arenas available at launch: GoldSpleef - This is a big gold box that some of you old players may recognize. @ci833508 did a livestream for us once many years ago while we manually-operated this arena. While it may not be the prettiest, we figure it's earned a spot in the selection. TNTSpleef - This is a small spleef map we discovered while exploring the old Nuclear District minigame world. Might as well have it in, right? Layers - This one plays best with a few people. There are 3 floors to this arena - once you fall through one, you land on the next. Clouds - Another map made by @soggy, this map is a series of floating platforms high above a pit of lava. Hope you're decent at parkour for this one! Rings - This is a small spleef map that @soggy made a while back. Unlike most other maps, this isn't just a flat square. Watch your step! Sand Castle - This is a fairly standard map made by @Faerien, taking place within a rather colorful sand castle. Changes to MobArena Maps In addition to switching MobArena over to CUPoints for rewards, most of the maps have recieved some changes as well. The details are as follows: Heat Most containers have been altered to not be quite as overpowered Fixed a couple of exploitable locations C-173 Adjusted some containers to not be as overpowered Patched a couple of broken windows (literally) Ruin Adjusted most containers to not be as overpowered Added additional lava on the map to add to the atmosphere and to add some danger in the map itself Forums and Website Theme Update - Return of a Classic Design As you've no doubt noticed, our forums theme and homepage have changed ever so slightly. We have a fancy custom scrollbar now! You may or may not have noticed that one. The more obvious differences are a shift in hue for our blue color, as well as some new designs on forum category headers and such. Those of you around in 2012 will no doubt recognize that design - it's a modernized version of the decorations found in CU's 2012 forums theme. If you don't recognize it, feel free to look in the Themes menu and pick 'Chaotic Blue'. The same changes can also be found on our main site. As always, if you aren't a fan of the redesign, you can switch back to our 2018 theme by checking the Themes menu at the bottom. For the main website you can click the gears on the right side of the page. And yes, the homepage actually has themes for those who may not have known. Originally, we planned to release the 2018 theme with this very update. Obviously, though, things took a lot longer so we ended up releasing it early to bring some consistency. This nice update is something that we can give with this update that isn't a drastic change, but will help make our forums and site look more like what a gaming community should have - whereas the previous design feels a bit more "corporate", rather than being something you'd expect to see on a gaming community. A Note on Classic CU and ND Themes One note on old themes: we are aware that some older theme re-creations are starting to show some cracks. Especially Chaotic v3 - which (for me at least) produces absolutely atrocious framerates. On top of that there are a few minor bugs with Chaotic Blue, Chaotic Green, and Nostalgia. Here soon, though I can't say when specifically, we will be redoing these themes from the ground up at some point. The old v3 theme was made when I had little experience with theming, and Chaotic Green (and thus its derivatives) was built on top of a relatively weak job that I paid someone to do back when IP.Board 4.0 was in pre-release stages. I made a lot of improvements and have gotten far better since then, and here soon I'll start redoing those 4 themes. The existing ones will remain available until the new ones are created. Awards Update - What's Old is New In addition to themes and the general look of everything, we've gone and revamped our awards system! In addition to all awards having fresh new icons, we've also added a wide array of new awards - many of which actually come from the very early days of Chaotic United. I was just browsing the stuff on Wayback Machine for and stumbled upon a ton of spicy awards from back in the day. Along with that, a couple are back from ND as well that never made it over when we first migrated back over. We've been pretty neglecting of the Awards system for the past while, so there's gonna be a lot of people who deserve awards who don't have them. If you believe you deserve one of the awards, let us know and we'll get you fixed up. You can check out all the new awards at Creative - Changing from PlotMe to PlotSquared I personally love PlotMe. I am one of the people who are really hardcore on keeping it around - we've been using it since day one. It was never updated once after MC 1.8, and it's managed to work virtually perfectly this entire time. Unfortunately, though, it's world generator finally broke as a result of the breaking changes in 1.13. The original plan was to maintain it and update it to 1.13 ourselves, which actually made notable progress. World generation was fixed on a basic level, but certain tasks (ie, clearing plots) caused it to break down. Eventually, we decided to bite the bullet and switch to PlotSquared for now. I still adore that old plugin, and while I hope to one day bring it back on my own, for now we're stuck with PlotSquared. Which has actually been more of a positive overall - it's just kind of sad that the venerable PlotMe that's been with us since literally day one finally met its match. Most commands are the same between the two, with /plotme being an alias by default. Overall, you shouldn't notice any major changes aside from less PlotMe and more PlotSquared. The mainly different commands lie within those used by moderators or admins. This should only be slightly noticeable and shouldn't impact your usability of Creative at all. If you find any issues, notify someone or report it on the bug tracker. SkyBlock - World Reset, getting a new Shop sorted out SkyBlock has, after all this time, undergone a world reset. In the past, we left the world alone seeing as players could reset their islands themselves - so why should we force it? Turns out players don't want to actively wipe their progress (I know - shocking) and as such, many players just got bored and stopped playing it - not wanting to irreversibly erase their hard work but not having any further objectives to pursue. As such, we've opted to reset SkyBlock to square one - and we'll likely continue doing this with each major server update (any update that resets Survival). If you built cool stuff in the old map, don't fret - the old world will be put up for download soon and you can hold onto those builds forever. Along with that, as much as I hate to say that not everything is fully sorted out - that's where we're at. SkyBlock shop is still a work in progress, for two major reasons: We need to figure out better pricing We need to figure out a way to have the shop itself work with survival economy being restricted to itself (most likely this will be CUPoints) We hope to get that finished up sooner rather than later, but seeing as I've got other projects besides CU I can't confidently say when it'll be resolved. The hope is to get it sorted out soon. Other Community Changes There are a few more changes that don't really warrant their own category. As such, we'll be mentioning them here. The homepage has been given some minor design updates. We have a new section for our less-supported services, Discord and TeamSpeak are now listed separately (yes, TS is still up), and the section showing the latest community update (not announcement, but the latest entry from our Update Notes blog) is now removed from the homepage. Our TeamSpeak 3 server has been brought up-to-date and given some new channels to reflect where we are currently. The navigation menu has been made consistent between the main website and the Forums (this happened a while back if you didn't notice ) The vote page has been given a facelift. Yes, this also happened a little while back but it's worth mentioning as we've finally moved from the old hideous vote page that was just a series of links. Ban Appeals, Reports, MC Registration, Suggestions & Feedback, and Staff Applications now utilize a forms system for ease of use. The Nuclear District and Unofficial Servers subforums have been archived. Nobody has touched these since 2016, and we don't really have much focus or need for community-hosted servers as we tend to like to do things in a more official capacity. If there is demand, we will restore the Nuclear District subforum for those who wish to use it. We've implemented a new backup system, which can be interacted with by our staff via Discord. You may have noticed his username - BackupTX2. The name sounded better in my head, but hey it works. Other New Plugins There's some other new plugins we've introduced as well. CUCommands - A fun little plugin that adds a handful of new commands (made by @Windwhistle) /discordlink - Simple, just gives you the link to our Discord server. /donate - Another simple utility one, it gives you the link to our donation store /mobgod - (Creator and above only) Make yourself immune to all damage from mobs! /fuckify - Take a piece of text and make it into a work of art. /penis - Set the item in your hand to be named "penis". Yes. That's all it does. (xd) /shrug - ¯\_(ツ)_/¯ /tinytext - ᴹᵃᵏᵉˢ ʸᵒᵘʳ ᵗᵉˣᵗ ᵛᵉʳʸ ˢᵐᵒˡ (it looks really hilarious ingame) /tinyfuckify - The best of both worlds. A small masterpiece. /togglephantoms - Tired of those annoying phantoms? Turn them off with this! CUSilkSpawners - A custom-coded replacement for our old SilkSpawners plugin, made by @Windwhistle CUDisenchant - It's the same as CUUnenchant, but named correctly. /unenchant is still a command, in addition to /disenchant. And a couple old ones were updated too CUXPSell - Nothing new, lets you sell your XP for money in survival CUPing - Check your ping and the ping of others! What Happens to Semi-Vanilla? If it wasn't obvious enough, Semi-Vanilla (and with it the entire BungeeCord setup) is being retired. As with other previous worlds, Semi-Vanilla's world will be put up for download fairly soon (with the spawn removed for obvious reasons). While it had a good run, it doesn't make sense in the long-term to have two survival experiences spread across two separate servers. On top of that, with the BungeeCord network shutting down, we'll have a lot more resources freed up for the existing servers and potential future ones (though this isn't currently planned). The Future - What Comes Next? This update has been a major project to say the least. It took a lot of work to get everything back up and running smoothly, with several plugins we rely on being not only broken by 1.13, but being abandoned by their authors long ago. Mojang's mentality with a lot of the stuff in 1.13 was to build a more solid foundation for the future, and we've been working to do the same as well. The hope is that Mojang, and by extension us, won't need to make big, long updates that take ages to happen. Beyond that, we want to actually start bringing in more new content. I can't say when, how soon, or to what degree, but we want to have more than just the occasional new thing here and there. There's a laundry list of stuff we want to do, and some of them may or may not end up happening. Only time will tell. As time has gone on and we've been working to get everything updated and improved, we internally decided that this update would mark a turning point. We've had a variety of issues internally that have been present for years - inactivity, rules, and so on. We've gone on for quite a while like this, and ultimately we've come to the realization that if CU is to grow into what we all want it to be, we have to turn a new leaf on our end, too. We want this update to not only be another update, but to be a point we look back on as the point in time where we started to turn everything around and make CU a thriving community again. Whether or not that will happen is yet to be seen. No matter what happens, we hope you all stick around for the ride. Lastly, if you happen to find any issues on the server - let us know! We expect there to be at least a few issues that we missed, so if you find anything that seems off, report it on our bug tracker. For now, though, that's all we've got. See you on the server! - The Chaotic United Team NDParkour 1.4.0 Changelog TheRedCore 1.1 Changelog
  4. Howdy folks! Just a quick announcement today - in typical fashion, at 4AM. I know there's been a lack of information lately on our update to 1.14, and well - turns out that 1.14 Spigot wasn't such a minor upgrade as we'd have hoped. Hopefully this doesn't continue to be a trend with future updates. (pls mojang) As such, while this update is pretty small as well, we figure that any news is better than none. As of today, our test server has been updated to 1.14.3! And even better, most essential plugins are in fact up-to-date. A few are still broken, but the primary modes are all functional on at least some level. Additionally, I want to propose a question to some of you out there: would you be interested in a different take on the current modded MC server? Currently we do have Brink of Chaos, but it's not exactly known for being stable or easy to run. I can't promise anything whatsoever as there isn't any sort of Forge/Bukkit server software - the closest thing that exists is Sponge, but it's still a fundamentally different software that doesn't follow any of the same rules and may not have the same level of feature support as the current server. Along with that, we actually tried to construct a sort of "successor" modpack to Brink of Chaos, but it suffered from some pretty awful memory problems - far worse than Brink of Chaos. However, if this is something you guys would be interested in us looking into further, we can try to do so.
  5. Hey everyone! We are making some progress with the MC relaunch and we want to share it with you thus far. So far, most of the work completed has to do with SurvivalGames and Arena builds. Without giving away too much, here is the latest map that has been completed - Corrupsula. This map has been in the works for months. It was started by Arlem/Windwhistle as a SG map that I wanted him to build. He got the center isle built but ultimately the rest came down to CU's build team. Have a look: More screenshots We have more maps, but we don't want to reveal everything do we? Gotta have something to discover! Additionally, we have two new staff members! @Nish and @rookie_11! Both are helpers, give them a warm welcome to the CU Staff team! We are still continuing to have open positions for staff to compensate for some of our staff going off to college as well as people being slammed with schoolwork. Hit the button below if you want to apply! Apply for a Staff Position If you have any questions or concerns, or anything else to say regarding the future of CU, feel free to speak up! We love hearing from and talking to you guys and getting your view on things.
  6. Hey everyone! As mentioned in this topic, we have been working hard to relaunch CU once again. The general plan has been to put all future server features aside for this relaunch. Any new gamemodes, improvements, and so on would go into this relaunch of CU. With one main caveat: The existing CU server would receive minimal support in terms of bug fixes (except for critical ones), no new gamemodes, and so on. Many modes have been suggested. SkyWars, GrandTheftWool, TheRedCore, and so on. So, I want to get your guys' feedback. I want to present an alternative progress plan for this relaunch. There are currently two options: 1. We continue to stock all features for the Relaunch in order to create a perfectly polished, tested, and fleshed out experience. 2. The Relaunch is effectively cancelled, and the features planned for it will be worked on, developed, and made live as soon as they are available on the main server. "But wait, Mr. Halo! Are there any caveats to number 2? Because wow it sounds like the obvious choice!" Yes there are. Let's go over all the pros/cons of these two options. Option 1: Pros: Better ability to test, work on, and finish the server More flexibility for potentially "crippling" bugs to occur without risk to existing server data Better ability to create a fully polished and continuous server experience Cons: Main server will continue to not get as much focus as work is done for the relaunch Option 2: Pros: Main server will continue to get main focus New bugs will be fixed sooner rather than later Features will be available as soon as they are playable Cons: More server restarts due to broken/faulty configurations and plugins Extreme lack of polish and continuity across the server experience Potential risk to existing server data So, lets elaborate on a couple of these points. How is there any risk to server data at the hand of this development? To put as simply as possible: When we develop new server features, there is a large testing process, and typically not a large pool of testers. Some plugins that are added (such as 'hub items' for instance) that need to mess with player's inventory data will always create some level of risk of player's inventory data. What if it applies the specific hub items across the entire server, and people lose the items that are in specific slots? What if their entire inventory is lost upon an issue with a minigame? These are just a few examples - and these are just limited to player inventory data. These are risks that always have to be considered and we must always be extremely careful when developing new modes in realtime on the main server - this is partially why there has been a lack of gamemodes over the years - every time we try to implement it, it doesn't work properly, and we just toss it out in order to prevent server problems for the players we have. By keeping everything on a seperate relaunch server, these concerns are null and void. There is no data to preserve as its all reset anyways. "Okay then, so Mr. Halo, what's the point of this post if you're just going to make a case for the decision you've made?" The point is this: some of you guys may be content with the server as it is, and may not care that new features be developed all the time. You may not care about the occasional bug or two, as they are minor annoyances at most. You may prefer a more stable experience rather than new features being added the instant they're ready to go. Or, maybe you hate that idea. Maybe you'd rather have these features immediately and don't care about a risk to your inventories or random and potentially frequent server restarts. The point of this topic is for me to give you guys the chance to tell me. The point of this topic is for you guys to tell me what you think. If you really want the relaunch called off and the features to be developed on the main server, and you don't want to wait months for the server to be finished (still no set date, sorry folks). Maybe you're fine with it. I have no way of knowing, and I figured I should at the very least present the opportunity to let you guys give your feedback on the matter. If the majority of you would rather have things released as a bulk update (the relaunch), then we will do it as planned. If you prefer that these features be added as soon as possible, we can do that too. The choice is yours.