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haloman30

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Everything posted by haloman30

  1. Can't/wont fix. I explained to milk directly privately but I'll break it down here too. The bug mentioned is in regards to a feature of CKEditor, the library that our forum software uses for its rich content editor. It will periodically back-up the contents of the field so that in the event of an accidental page navigation, an internet outage, or a power outage, the contents are not likely to be lost. The side effect is that sometimes that content is not cleared properly. Fixing this would require modifications to CKEditor's source code, which could result in the feature being broken and resulting in content being lost prior to being posted - potentially costing people to lose quite a lot of work in preparing a longer topic. The fix would then need to be re-applied with every software update to the forums. So yes - while this is inconvenient, it's not something that'll be fixed as it's a minor side-effect of a crucial forums feature that prevents hours of content work from being lost.
  2. He was accessing it via the subforum links. Theres links to both as subforums under Suggestions & Feedback and Support respectively. The Bug Tracker link was fixed earlier hence why it worked later, the Suggestions Tracker link was fixed just now.
  3. * Updated AdvancedPortals from 0.5.1 to 0.9.0 * Updated MobMoney from 1.5.7 to 1.5.8 * Updated CUDisenchant from 2.3 to 2.4 * Increased Survival render distance from 8 to 16 * Increased Semi-Vanilla render distance from x to 16 * Fixed ores and mobs not dropping money * /disenchant will now show a message informing the player how the feature works, and requires /disenchant confirm in order to actually disenchant - Removed Killerteddy
  4. + Added new Survival spawn + Added new hub + Added plugin to Survival: ArtMap + Added plugin to Survival: CUCraftingPlus + Added plugin to SkyBlock: LibsDisguises + Added plugin: CoreProtect + Added server: Factions * Updated server to 1.18.1 * Reset Survival world * Reset Semi-Vanilla world * Reset Survival economy * Reset Semi-Vanilla economy * Disallowed the following items from being spawned using /item (does not affect Chaotic rank): 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 * Implemented a 10-second cooldown between each use of /item * Restricted /item to limit 2304 items being spawned per day * Restricted /god and /mobgod to 1 hour of total time per day * Fixed an issue where holograms showing player counts of other servers would always show 0 * Fixed an issue where holograms showing server status would always show the server as being offline * Changed /rtp radius on Semi-Vanilla from 5000 to 1750 * Changed /rtp radius on Survival from 3000 to 1750 - Disallowed access to /back upon death for all ranks - Disallowed Vault access to all ranks below Benefactor - Removed plugin: LogBlock - Removed /back access from all ranks - Removed death chest access from VIP - Removed Killerteddy
  5. 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 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.
  6. 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.
  7. + Added the following items to the SkyBlock shop: Netherite Ingot, Big Dripleaf, Soul Sand, Kelp, Crimson Fungus, Copper Ingot, Moss Block, Deepslate, Tuff, Calcite, Terracotta, Blackstone, Basalt, Warped Fungus, Amethyst Shard * Imported another creative plot from before the rollback - Removed Killerteddy
  8. + Added mob money support to MobMoney for Beta 1.7.3 * Updated MobMoney from 1.5.6 to 1.6.0-b173 * Adjusted mob money payment rates * Mob money now drops using gold ingots with specific damage values to better replicate the functionality seen on the main MC server, and to allow for mob money drops - Removed Killerteddy
  9. Yeah, it's pricey on purpose - all the items sold are normally unobtainable. And hey, if it encourages players to make their own shows, then that's a nice bonus.
  10. * Enabled slime spawning * Enabled ghast spawning * Enabled creeper and TNT explosions in unclaimed areas * Increased money values for several ores - Removed Killerteddy
  11. 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
  12. * Updated all existing Update Notes entries to use entry categories - Removed Killerteddy Going forward, all update notes will be categorized based on the service they refer to. Previously, many update changelogs would detail changes to multiple services in the same entry - this will no longer be the case going forward. In cases where there are changes to multiple services in a day, the entry title will include the service being changed (ie, instead of 11/18/2021 Update, you'd see 11/18/2021 Minecraft Update or 11/18/2021 Forums Update). In the future, this will be used to show changelogs on each of the information pages for each gameserver quickly and easily. Any past entries which detail changes to multiple services have been placed in the "Default (Uncategorized)" category.
  13. + Added plugin to Beta 1.7.3: Craftbook + Added plugin to Beta 1.7.3: CraftbookCircuits + Added plugin to Beta 1.7.3: CraftbookMechanisms + Added plugin to Beta 1.7.3: CraftbookVehicles + Added page to donation store showing all donation history * Updated Donation Terms to clarify a few poorly written points * Improved all rank descriptions on donation store with better formatting and organization, as well as adding some permissions that were undocumented and removing other permissions that no longer function - Removed the following permissions from Donator on Beta 1.7.3: Fly mod permission, /heal, /feed, /repair, /back - Removed the following permissions from VIP on Beta 1.7.3: /item, /itemdb, /god, /spawnmob - Removed Killerteddy
  14. No changes are being made to any of the ranks currently. In the event that the ranks do have their perks significantly modified in the future, then those changes would apply across the board - whether you donated in back in 2012 or in 2021. As I said in the original post though, in the event that such changes are made, I'd likely have some form of reimbursement option for past donators to try and make up for those perks being removed (again, if that happens).
  15. Hey, everyone - I've been writing and preparing the 1.18 update announcement draft, and there's a lot of detail about a specific change that's coming that could end up having larger ramifications for Survival and Semi-Vanilla going forward. The change is that, starting with 1.18 - Creeper explosions, TNT, fire spreading, and other natural griefing will be enabled in unclaimed areas. This will not affect claimed areas by default, so if you have a claim on a base - you have nothing to fear in this regard. However, this topic is largely unrelated to this specific change, but rather a broader topic of the challenge (or lack thereof) of Survival, and how potentially the premium perks offered by the various server ranks may actually be harming the overall experience rather than helping it. The Catalyst The catalyst for all of this was an experience I had on another server. While it's exceedingly rare for myself (and other staff) to play on other servers, there's no rule against it as long as they aren't staffing on that other server (in stark contrast to the old days where playing at all on any other server was an automatic demote, or worse). You see, I've spent a bit of time playing on the oldest anarchy server in Minecraft, 2b2t. It's generally known to be a bit of a hellhole, a place where hacked clients are commonplace, the chat is toxic, and virtually anything goes. While most of this isn't particularly appealing for most players, I realized after a few days that it gave something that I hadn't experienced in quite literally years of playing Minecraft - investment. What do I mean? Well, when I was killed or otherwise died with valuable gear, or died in pursuit of some specific item, I was frustrated - sometimes very much so, especially because death usually meant another hour or two walking down the nether highway in my case. However, I was also invested. Death actually meant something, and there was a genuine challenge. After playing with perks, even the minor ones like /back and /fly - it was both frustrating, but at the same time, refreshing. I actually cared if I died or not while exploring. I was cautious about what I brought with me. I took great care and caution when exploring, rather than just running around willy-nilly carefree - as one death could cause me to lose some valuable items. It's that investment and risk of losing what I worked for that made it matter. When I can fly around and spawn my stuff back in, or turn on godmode and be unkillable, nothing really matters as much. If my goal is to build something, then this works great. But once my creative energy runs out, then suddenly I find myself not playing for months and months - and now I think I finally understand why. It caused me to reflect on the current state of survival, and something that I can't help but realize after all this time is that the challenge and difficulty of virtually all of our survival offerings have been all but stripped away. So, let's get into it. The (Lack of) Challenge By registering, you get to do /back immediately upon death - which means that, unless you died in lava or by multiple explosions, you maybe lost some XP, but that's it. By playing long enough or by donating, you get to fly around and away from danger, spawn in nearly any item or tool, enchant any item, and put yourself in godmode. You can open your ender chest or a crafting table just from a single command. Virtually all of these perks have been constant staples of the survival experience, only being stripped away in Semi-Vanilla, and even then - a select few remain, like the crafting table and /back. Hell, we just introduced Death Chests into Survival - which again, sound great on paper - but are yet another way that the consequence of death is nullified. Increasing in rank effectively turns the Survival experience into something completely different - it turns it into effectively Creative mode with extra steps. Something that might have made a lot of sense back in the old days, where a creative gamemode wasn't available on CU - but seems to make less sense today, and something that I am starting to realize may actually be causing some significant damage to the overall experience. Now, some of you might be thinking "well just don't use the perks then, easy". Unfortunately, it often isn't that simple. While yes, players can choose not to utilize the perks they paid for or earned - if you had a full kit of enchanted diamond gear and died with it all, are you going to tell me that you wouldn't be the least bit tempted to /back to get it all back in an instant? Or if you were working on a large-scale base, you wouldn't just spawn the blocks in rather than spend hours or days gathering it all? Or that you wouldn't just use WorldEdit to cut away the land rather than dig it all out? Some people can resist the temptation. Many cannot. Many more wouldn't even consider resisting, as after all - that's what they earned or paid for, so why wouldn't they use it? The fact that the perks and benefits of a rank have to be actively ignored in order to make the experience more satisfying should've been a red flag from the start, and in retrospect it seems kind of crazy that it took me playing on 2b2t to see the harm it causes. And everything I just listed is entirely separate from potential EULA concerns, or reputation concerns about the server being "pay to win" - but that's a whole other can of worms. It's never been my intention to violate EULA outright, or to create a truly pay-to-win experience. I actively despise P2W mechanics in other games and think they have no place. Thus far my justification has been that since Survival isn't really competitive - with pvp and other things being disabled by default - that it isn't really pay-to-win, as there's no real "winning" state. I still mostly believe this, however on the same token, there's undeniably an advantage in creating large-scale bases or massive creations when you can fly, spawn in the materials, and WorldEdit things in. And while this technically doesn't matter from a competition standpoint, if someone busts their ass as a Member to gather up the materials and work hard on a base for weeks, they can be rapidly outshone by someone who played a while or paid some money - which could absolutely be discouraging to them. However, at the same time, I recognize that there's somewhat of an audience who enjoys the perks that are on offer. There are a handful of you out there who enjoy being able to fly around and build whatever, whenever. And while we introduced Semi-Vanilla as a way to escape the ranking system changes, most of the player activity continues to remain in Survival. Which makes sense - why play on a separate world, that fundamentally has the same features except you can't use the cool perks and benefits? And for non-donating players, why play on a world where not as many people will see your builds and creations? It's going to be a tough balance to strike, and one that won't be hit overnight. What it Means I'll be continuing to explore options to help reduce the effects of these perks - primarily their negative impact on gameplay. My hope is that I can find a way to maintain the current perks in a way that allows for them to continue to exist, but where they don't ruin the experience for players. I don't yet know whether or not this will be possible. Maybe I can find a magic bullet or two and everybody wins, or it may come down to having to start making tough decisions about what perks are offered going forward. I don't know what the future holds for the current ranking system. It's the first time since the start that I wasn't sure where things were going to go. You can breathe easy for the time being as there are no imminent changes, but I'll likely be having some talks with both staff and community members over the coming months to help me inform where we go next. What I can promise is that, in the event that the powerful perks start being stripped from the ranks, there will absolutely be some form of reimbursement given for those who donated for them. I cannot say specifically what that would entail (as I'm not even sure if the perks will even change to begin with), but I do know that I wouldn't feel right taking away what people paid for and not offering any sort of compensation after the fact. Once again, though - it's likely to be quite a while before any changes actually come - and you'll have plenty of notice before they do, if they do at all. If you have any feedback on any of this, please do share it - as this feedback will help me decide how to go forward. Keep your eyes peeled, folks, as there will likely be more to say on this topic soon.
  16. * Fixed SurvivalGames not being playable * Redesigned tab menu - Removed Killerteddy
  17. + Added some additional announcements * Updated CUItemSpawn to 1.1.1 * Updated CUPackage to 1.2.13 * Updated donation store descriptions to remove Chat Formatting perk from Chaotic and Benefactor descriptions, and add it to Creator * Chat Formatting perk (formerly a Benefactor and up perk) is now available to Creators and above * Fixed a typo (from literally 2014) where Chaotic rank lists either a 200x200 plot, or two 100x100 plots - now lists up to 4 100x100 plots as 200x200 plots no longer are an option (and also two 100x100 plots would be less space than a 200x200 plot smh) - Removed the glass barrier in front of SurvivalGames signs since im an idiot and forgot to do that - Removed Killerteddy
  18. * Fixed an issue where spawned containers (chests, furnaces, barrels, etc) would not drop their contents upon being destroyed * Updated SurvivalGames, making the gamemode playable once again (finally) * Updated CUPackage in Survival to 1.2.12 - Removed Killerteddy
  19. + Added categorized theme menu to the following themes: Chaotic United - 2019 (Dark), United AlyCraft, CU Theme - Light, NuclearDistrict's Theme + Made the following themes public (some are really old and shit so be warned): Chaotic United - 2016 (Dark) * Fixed incorrect redirects on some resources at api.chaoticunited.net * Fixed style issues with the following themes: Chaotic United - 2020, Chaotic United - 2020 (Dark), Chaotic United - 2019, Chaotic United - 2019 (Dark), Nuclear District - 2020, CU Theme - Light, NuclearDistrict's Theme, United AlyCraft, Chaotic Blue, Chaotic Green * Updated TeamSpeak 3 server to 3.13.6 - Disabled award due to redundancy: Pot of Gold - Disabled award due to redundancy: Angel - Removed Killerteddy