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Everything posted by haloman30
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+ 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
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Beta Post 7 - Nothing New
haloman30 commented on LucasW4R's blog entry in TechnoGalaxy's Beta Adventures
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. -
* Enabled slime spawning * Enabled ghast spawning * Enabled creeper and TNT explosions in unclaimed areas * Increased money values for several ores - Removed Killerteddy
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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
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* 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.
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+ 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
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A Discussion of Premium Rank Perks and Survival Difficulty
haloman30 replied to haloman30's topic in News & Announcements
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). -
A Discussion of Premium Rank Perks and Survival Difficulty
haloman30 replied to haloman30's topic in News & Announcements
You should, it's kind of important. -
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.
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Beta Post 3 - Progress and my House!
haloman30 commented on LucasW4R's blog entry in TechnoGalaxy's Beta Adventures
damn i gotta get on and see this -
Beta Post 1 - Water Elevator and Diamonds!
haloman30 commented on LucasW4R's blog entry in TechnoGalaxy's Beta Adventures
hell yea bro keep em' comin -
A Builds Gallery - By Newton3010 - Current Rank [Creator]
haloman30 replied to Newton3010's topic in Minecraft
yes -
* Fixed SurvivalGames not being playable * Redesigned tab menu - Removed Killerteddy
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+ 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
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* 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
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+ 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
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+ Added Gitlab link to Team dropdown menu + Added Minecraft Analytics to Team dropdown menu * Hid Valheim player count placeholder until the player status can actually be obtained * All users can now edit their own posts within the first 90 minutes of posting - editing is disallowed after this time period * Reorganized backend file structure of api.chaoticunited.net (though all moved files/folders have been redirected, so no broken links should be experienced - if any broken images, styles, or other page issues occur, please submit a bug report) * Updated social media embed banner to use new logo design - Removed Dubtrack.fm link from Services and Status block, as Dubtrack.fm has shut down - Removed Plug.dj link from Services and Status block, as Plug.dj has shut down - Removed Killerteddy
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+ Added CraftBook to Creative server + Added CUItemSpawn to Creative and Hub (cu) server + VIP rank now has access to a new "Death Chest" perk, where their inventory items are stored in a chest near their death location. Only available in Survival (NOT Semi-Vanilla) * Updated CUPackage from 1.2.7 to 1.2.8 - Removed 'Live Streams' link from Community dropdown menu (the page can still be found at https://chaoticunited.net/material/live.html, but will no longer be maintained) - Removed 'Team Jobs' link from Team dropdown menu - Removed Killerteddy
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Changed Status to Fixed
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Changed Status to Closed
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This issue may have been caused by a previous Votifier misconfiguration and, if so, should now be fixed. If the issue persists, please submit a new report.
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Invisible item frames not working in creative and builder world
haloman30 commented on MILKANDOREOS's bug in Archive
Changed Status to Fixed -
Changed Status to Fixed
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+ Added subforum: chaoticunited.com + Added subforum: registartion (yes it's a typo, and yes it's on purpose) + Added subforum: Runescape Server + Added additional fields to Bug Tracker submission form to aid in quality bug submissions * Fixed some layouts not displaying properly on Chaotic United - 2021 (+Dark) theme * Fixed shoutbox text input not being dark mode on Chaotic United - 2021 (Dark) theme * Fixed a bug where users below Benefactor could claim plots in /warp benefactor * Fixed shoutbox not being usable * Increased server render distance in hub from 8 to 16 * Begun importing old CU forum topics from Wayback Machine - Removed Killerteddy