Become a premium member to remove ads

haloman30

Owner
  • Posts

    2,796
  • Joined

  • Last visited

  • Days Won

    175

About haloman30

  • Rank
    Owner of Chaotic United
    Hero
  • Birthday 07/30/1999

Profile Information

  • Gender
    Female
  • Location
    I am the clouds
  • Interests
    HALO FRANCHISE
    MINECRAFT
    CHAOTIC UNITED!!!!!!
    :D

Community Information

  • Minecraft
    haloman30
  • Steam
    haloman5000
  • Discord
    haloman30#8798

Recent Profile Visitors

26,149 profile views

Mood

  • Balanced
  • Currently Feeling Balanced
  1. haloman30

    test

    Obtaining Currently, the test hat cannot be obtained without commands. There are no current plans to implement the cosmetic as an official item, due to its large appearance which could make it prone to abuse and misuse. Background Originally, the cosmetic item was not intended to be a cosmetic at all. Instead, it was created with the goal of exploring options for adding custom blocks to the Minecraft server. This idea was later realized as the Item Frame Technique, outlined in the Custom Block Techniques page. It was later found that this had the unintentional side-effect of the model displaying with a very large appearance when worn on the player's head. As such, it was made into a separate item with the intention of being used as a cosmetic item. History Main MC Server MC 1.16 Added test item MC 1.18 Changed vanilla item from Netherite Ingot to Paper
  2. Obtaining Currently, the Santa Hat cannot be obtained without the use of commands. In the future, is planned to be available as an obtainable cosmetic, though there are no concrete plans as to how they will be implemented. History Main MC Server MC 1.18 Added Santa Hat as a cosmetic item Trivia The Santa Hat was originally used as part of the HolidaySpirit plugin by @GuitarXpress
  3. Obtaining Currently, Sunglasses cannot be obtained without the use of commands. In the future, is planned to be available as an obtainable cosmetic, though there are no concrete plans as to how they will be implemented. History Main MC Server MC 1.16 Added Sunglasses MC 1.18 Changed vanilla material from Gray Dye to Paper
  4. Obtaining Currently, the hat cannot be obtained without the use of commands. There are no current plans to introduce it as a genuine cosmetic item, as the hat is deemed too inappropriate for the server - and there are potential EULA concerns with introducing it as a finished, obtainable item. History Main MC Server MC 1.18 Added Suggestively-Shaped Hat
  5. 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 a femboy. TheHumanMachine_YT started drinking pepsi and fucked my wife who ate ravioli. A certain creature said "Son, it seems likely that you don't understand pringles man." While swimming through vegemite and ketchup,
  6. + Added new block: Experience Storer - A custom block which replaces the old XP Storer CraftBook mechanic + Added item: Bottle of Experience + Added Redstone Lamp (powered) to UtilityBlocks selection * Replaced command block to toggle Teddy boss gate with a sign, as the command block is no longer functional due to command blocks being disabled in Survival * Fixed an issue where the title of the UtilityBlocks menu (/ub) would not display color codes properly * Air Staff now has its original functionality once again - Removed Killerteddy
  7. Hey, everyone - we've just made a small update to our MC Server! And this time, it's in the form of new content in Survival! It's a small addition - and technically not even a brand new one - but it's an upgrade to an item you might already be familiar with: The XP Storer. For those unaware, you can shift-right click on an Emerald Block in Survival and it'll "store" your XP into Bottles of Enchanting. However, that system had a few flaws - which all have been remedied with its shiny new replacement. The Experience Storer The Experience Storer behaves largely the same as the previous one - but with a bit more polish, and some custom models and UI to go along with it: Upon opening the Experience Storer, you'll be presented with a few slots and buttons, and a number selector. First and foremost, you've got an empty slot with an empty bottle placeholder - which is where you'd place any empty bottle. The other slot is the output slot, which is where you'll get the resulting Bottle of Experience. The number selector allows you to select a number of (approximate) levels to store inside a bottle. The "Store" button will then let you store the XP for those levels inside the bottle. Alternatively, the other small button with the XP Orbs on it can be used - which will simply store all of your XP inside the bottle right away. To find out how to craft it, use /recipes in Survival and choose the Blocks category. Then, you can click on the Experience Storer - and it'll show you the recipe. What does this Fix? As mentioned before, this fixes a few key flaws with the CraftBook XP Storer: Storing Precise XP Amounts - The old XP Storer stored experience using XP Bottles (or more formally, Bottles of Enchanting). This works, but the issue is that XP Bottles don't give precise amounts of XP - it's slightly randomized each time. As such, you'd end up losing some XP upon storing it. Avoiding Lag - When trying to store XP with the old XP Storer, if you had a large number of levels, you'd end up creating huge amounts of XP Bottles - which could create both clientside lag on your end, and server lag as well as it tries to spawn countless stacks of XP Bottles Better Polish - This one is a bit subjective admittedly, but surely you can see how having a custom block with its own GUI and everything just feels a bit nicer and cleaner than clicking on an Emerald Block - right? The other addition that comes with the Experience Storer is the Bottle of Experience (not to be confused with the Bottle o' Enchanting). This item has a bit of a different appearance, and contains the XP you've stored away. To get the XP back, you simply hold it and right-click. However, if you don't want all of it right away, you can get a single level out of the bottle by left-clicking instead. The Silence Some of you have likely noticed that things have been a bit quiet around here as of late. Not so much in terms of people on Discord or anything like that - but in terms of updates and progress on the Minecraft server. Last year we had talked about plans for investing in advertising, as well as continuing forward with content updates and improvements. Then things seemingly stopped, with only maintenance-related updates and critical bugfixes coming down the pipeline. The reasons for this are fairly complicated - and I won't be going into all of them here, at least not today. However, a big part of it was a combination of two, fairly familiar problems. Elaztek Studios I've spent a good chunk of time as of late focusing on Elaztek Studios, especially on its new project, Sandbox - a 2D top-down sandbox game that doesn't have an official title yet. It's a fun project to work on, and part of the goal of it is to help bring in revenue into Elaztek Studios - and by extension, myself and Chaotic United. However, the reason I've been so heavily focused on this project and ignoring almost everything else comes from the other big issue: The Job Hunt While the extended vacation was nice, the time came for me to finally find a job again. This was difficult for a few reasons, most of which I will readily admit are "me" problems: Adjusting to a 40-hour workweek - After being unemployed for a year and a half, it was (and still kind of is) rough to re-adjust to just working. I'd become comfortable and accustomed to just getting up and going to bed whenever I felt like - and so going from that to suddenly having a big chunk of time chewed up by a job hasn't been the easiest thing to adjust to. Adjusting to a normal sleep schedule - As stated above, I'd become accustomed to just not having a sleep schedule. I'd go to bed when I felt tired, and got up when I no longer felt tired. In my case, this ended up with me staying up for ~16 hours, and sleeping for 10-12 hours. You might notice that those numbers add up to more than 24 hours. I'm still in the process of adjusting to getting less sleep - a process which has largely been slowed due to the third piece of the job puzzle. The nature of the jobs - Most of the jobs I've had thus far, including the ones I've had recently, are all somewhat labor-intensive and more akin to blue-collar work, rather than some sort of office job. I'd love to have an office job - but at least in my area, it's exceedingly difficult to get into those jobs without having had experience in something similar before. You know, the classic catch-22 of "you need job experience to get the job". Similarly, I've not been able to find any sort of IT or software development job either - in part due to the lack of these types of jobs in my area, and my unwillingness to move out of my home town. There's a bit more to the story, but those are the big things that have made things tough. To put it simply, the end result of all of these just comes down to reduced free time for me to work on things. As a result, I've been more heavily focused on things like Sandbox - as the idea has been that, the sooner I complete it, the sooner I can either use it as a portfolio item to help me land a better job, or perhaps even the sooner it can get released on Steam and potentially bring in some revenue. Who knows, maybe it could even take off and let me retire early (though I don't exactly expect that, to be clear ). Coming Back to CU So, then - you might wonder, what changed? Why suddenly emerge and start working on Chaotic United again if all of this stuff is still true? Well, nothing changed - all of that stuff is still true. However, after some thought, I came to realize that I'd been a bit too neglectful of CU lately - which isn't fair to the community that we do have here, however small it may be. You folks have stuck with this community through all these years - you've put up with drama, you've seen us merge and unmerge with numerous communities, you've tolerated battles between us and those other communities, and stuck through even when I've done pretty ridiculous and stupid stuff. You've stuck through as I've made countless failed promises of future growth, and even helped me in some my times of greatest need. I can't sit idly by and just let this place rot and wither away with each passing year. However, I'm also not going to lie to you and make false promises, either - there will come a point again where I shift my focus back to Elaztek and Sandbox - for all the reasons I outlined above. For now, though - I'm gonna spend some quality time working on CU again - and I'm going to try to be more consistent about it going forward, attempting to avoid such long stretches of silence. Whether or not I'll succeed is yet to be seen, but I can at least say that I'll give it my best shot. The Roadmap And on the topic of working on CU again, we've got a roadmap for the short-term future, leading up to Minecraft 1.21. All of these items are in order to set the stage properly for the next update. The addition of the new XP Storer was the first item on the list - as it will be included within the next Survival spawn. Also to be added in the next Survival spawn are vendors - the new implementation of a server-run shop. Rather than having a giant building like we did back in 1.12, though, we'll have a series of NPCs that will act as vendors - and will also have a bit of fun dialogue, too. This will require some custom work for the shops themselves, but nothing too crazy. Once that's done, the next step will be implementing a "perks toggle" feature. This will allow for the various abilities of each of the donation ranks to be disabled and enabled at-will, and will also come with some additional measures to better isolate legitimate gameplay and items from "perk-enabled" gameplay. There will be some other adjustments done with this as well that we won't go into today - but what I will say is that, if you were one of the folks upset or frustrated with the nerfs done to some of the perks when we updated to MC 1.18, you'll probably be pretty pleased with those aforementioned adjustments. The last big thing that we'll be preparing internally is the addition of multiple vote crates, along with finally introducing CUPoints. The current idea is that CUPoints will be given as a vote reward instead of specific vote keys - and those points can then be spent on one of those crates. The idea is to allow for some degree of choice when opening a crate - the new crates will have more specific selections of items compared to the variety of the current Vote Crate. Don't worry, though - the classic Vote Crate as it exists right now will be sticking around as an option, too. From there... well, we'll just have to see. We've got a few ideas of where to head next - but in order to avoid overpromising (and because it's still hard to say how long everything listed above will actually take to implement), we'll save those for another time. For now, though - that's all we've got. If things go to plan, we should have some news to share relatively soon. No (tm) this time - actually soon. Until then, be sure to keep an eye on our Discord and MC server. Oh, and - one last thing. Thanks for sticking around. I mean it. I hope that I can make the seemingly endless wait you've had to deal with worth it in the end. - haloman30
  8. * Updated CUCraftingPlus to 1.3.11 * Fixed an issue where Hookshots were not usable in Survival * Fixed an issue where players would not have access to the /eat emote * Fixed an issue where breaking wood blocks could cause errors - Removed Killerteddy
  9. * Update CUCraftingPlus to 1.3.10 * Fixed an issue where changing any block above a custom block would result in the custom block having its note/instrument updated, breaking the custom block's proper behavior - Removed Killerteddy
  10. After further research, it turns out the issue was not a result of any client mods - instead, the issue was in fact not an issue at all. WorldEdit itself appears to have a server-side CUI feature included, available using //drawsel. In the case that anyone in the future runs into this issue, you can use the aforementioned command to enable/disable the CUI.
  11. This update includes changes from 1/27/2024, when the MC server was updated to 1.20.4 + Added plugin: DecentHolograms * Updated to Minecraft 1.20.4 * Updated plugin: Denizen * Updated plugin: custom-ore-generator * Updated plugin: PlotSquared * Updated plugin: SimpleScore * Updated plugin: BungeeResourcePacks * Updated plugin: Geyser * Updated plugin: VentureChat * Updated plugin: dynmap * Updated plugin: ProtocolLib * Updated plugin: GSit * Updated plugin: LibsDisguise * Updated plugin: WorldEdit * Updated plugin: Citizens * Restored main (cu) server to its normal state - Temporarily disabled server: skyblock - Removed plugin: HolographicDisplays - Removed Killerteddy
  12. - Removed references to Vaults from rank descriptions on donation store - Removed Killerteddy
  13. + Added emoji to Forums and Discord: + Added emoji to Forums and Discord: + Added emoji to Forums and Discord: + Added emoji to Forums and Discord: + Added emoji to Forums and Discord: + Added emoji to Forums and Discord: - Removed Killerteddy
  14. Hey, everyone! As you can see, our website is back online! Some of you may (or may not) have noticed that the website was offline for a couple days - all kicked off by an attempted hardware upgrade on the server. If you're interested in the details, keep on reading. How it Started The hardware upgrade in question was a graphics card - this was intended to allow for the Elaztek Studios Jenkins server to have more flexibility when it comes to building certain projects. Part of this process was migrating the Jenkins from its own dedicated server, to a virtual machine (VM) under our hypervisor - which in our case is a separate server running Proxmox. The existing server install was migrated from the original server to its new VM without any issue - but upon shutting everything down to install the graphics card, it was clear that the card was a bit too large, and would not physically fit within the server. As such, it was closed up - with plans to add a new graphics card later on down the line. Ideally, that would've been the end of it - just a brief, 30ish minute outage, and nothing more. Unfortunately, while all other VMs booted up without issue, one of them didn't - and you can probably guess which one it was. Upon realizing the website wasn't accessible, we checked into the VM - and realized it was failing to boot from its virtual hard disk. Further investigation showed that the partition table on the disk was seemingly corrupted - all software believed the disk was completely unallocated. The Recovery Process The process first began by trying to restore the original installation of CentOS 7, avoiding any need to reconfigure or reinstall anything. After several attempts, and even some degree of success in restoring the partition table - we got somewhat close, it just wasn't quite enough. We were able to get some partitions to be readable again, but we couldn't get it bootable. We also tried restoring two different Proxmox VM backups - both to no avail. Whatever had happened, it wasn't right on that day - it happened at least a few days ago, and potentially longer ago than that. Given this, and given that CentOS 7 reaches end-of-life in June 2024, we decided instead to try a different approach - which was simply reinstalling the OS entirely. Even if we managed to get the original install back, it wasn't a guarantee that we'd get it working entirely correctly. And considering we had no real idea what caused this issue to begin with - it was also possible that the issue could repeat itself again. And to top it all off - we'd still have to ultimately reinstall the OS regardless in around 6 months time anyways. This in itself was not a simple task either - as it took a few different attempted combinations of operating system and cPanel/WHM version before we found a combination that would work properly. Last night, we finally got things up and running as desired - and overnight, we reimported the automatic backup that WHM created of the cPanel account - which worked almost perfectly out of the box. The Result After some further reconfiguration, almost everything is exactly as it was - there should be essentially zero data loss - as the backup was from the same day that we performed the original hardware maintenance. Maybe a few hours of lost registrations or logs - but that's it. However, there is one thing that some of you will notice won't work anymore - some of our older archives. Any archives of the old main website or forums are no longer functional - as they require PHP 5.6 - which has been end-of-life for nearly 5 years. The old main website ran under IP.Board 3.4.x, same with the old forum archives - and a few other things here and there. Everything that required an older version of PHP will now display a 403 page, and it will likely remain this way for some time. In the future, we plan to set up a dedicated server, fully isolated from everything else, specifically to run these older websites and keep them up and running. We don't have a timeframe on when this will happen - as currently, I'm quite busy with work and preoccupied with other projects (primarily at Elaztek Studios) - but you can be rest assured that we've got all of the data perfectly intact still, and that at some point down the line, we'll be bringing this stuff back online. In terms of non-archival stuff, however - you shouldn't notice any issues, and everything should be exactly as it was before this whole mess. To wrap up - if you happen to find anything that doesn't seem quite right, be sure to report it on our bug tracker, or let us know on our Discord server - and we'll investigate as soon as we're able. For now, though, that's all we've got. We apologize for this downtime, and we hope that getting things up and running on a fresh VM, with a newer OS, will prevent something like this from happening again.