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haloman30

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Everything posted by haloman30

  1. + Added plugin to Minigames: PlugManX * Updated plugin: CUPackage * Money toplist in Survival now uses NPCs instead of heads - Removed plugin from Creative: PartMan - Removed plugin from Survival: PluginManager - Removed Killerteddy
  2. + Added Vanilla spawn area * Updated plugin: DiscordSRV * Fixed an issue where new players would not be teleported to the proper spawn point in Vanilla * Fixed an issue where moneytop signs were not updating in Survival spawn - Removed plugin: VoteRoulette - Removed Semi-Vanilla from server selection menu - Removed Killerteddy
  3. + Added plugin: PlugManX + Added plugin: CustomStructures + Added new Survival spawn + Added /bugreport command - Used to report bugs directly in-game + Added perks toggle (/toggleperks) - Used to enable/disable gameplay-changing perks in Survival (all perks will be disabled by default) + Added new crates: MonsterCrate, AnimalCrate, PetsCrate, MythicCrate, BuildersCrate, ResourceCrate + Added structure: Magic Altar + Added structure: Durite Temple + Added structure: Abandoned Crypts + Reintroduced Death Chests for VIP (perks required) + Reintroduced Vaults (perks required) * Updated to MC 1.21.1 * Updated plugin: BungeeResourcepacks * Updated plugin: VeinMiner * Updated plugin: GPFlags * Updated plugin: Multiverse-Core * Updated plugin: Themis * Updated plugin: PlotSquared * Updated plugin: BungeeTabListPlus * Updated plugin: Geyser * Updated plugin: GSit * Updated plugin: ItemJoin * Updated plugin: DecentHolograms * Updated plugin: PlaceholderAPI * Updated plugin: PremiumVanish * Updated plugin: ProtocolLib * Updated plugin: LibsDisguises * Updated plugin: Dynmap * Updated plugin: VentureChat * Updated plugin: EssentialsXSpawn * Updated plugin: EssentialsX * Updated plugin: WorldGuard * Updated plugin: WorldEdit * Updated plugin: HeadDatabase * Updated plugin: CUItemSpawn * Updated plugin: CUBungeeBukkitBridge * Updated plugin: CUPackage * Updated plugin: CUTeddyBoss * Updated plugin: MobMoney * Updated plugin: LWC * Expanded itemspawn capabilities for Platinum and above * Registrations are now automatically approved * Temporarily disabled SkyBlock server * /god in Survival is now once again handled by Essentials - Removed godmode and mobgod time restrictions - Removed Semi-Vanilla - Removed Killerteddy
  4. Hey, everyone! We're pleased to announce that we've updated our Minecraft server to 1.21 - and with it, we've introduced a number of changes and improvements. If you'd like to find out firsthand what's new, spoiler free - feel free to just hop on to the server. However, if you're interested in the deep-dive, keep on reading. A couple quick things to mention before we dive in, however - currently, The End in Survival is inaccessible, and SkyBlock is also unfortunately unavailable at this time. Both of these will be restored in the near future, once the plugins required for custom ore generation and SkyBlock functionality are updated and compatible with 1.21.1. Vote Rewards One change we're personally excited about is the introduction of Tokens - formally known as CUPoints. For those newer, CUPoints became a sort of running gag - the idea was to implement them as a minigame reward, many, many years ago. That idea was an evolution of NDPoints, a secondary current on Nuclear District's MC server back in 2014 - and that leads directly into the present day. Tokens are the new name for an old idea - a global currency. As of now, Tokens can be earned via a few methods: Voting (1 token per vote) Playtime (1 token per hour of playtime, with a limit of 5 per day) Parkour (varying token amounts based on course and difficulty level) This does mean that you won't get double rewards on Survival and Skyblock anymore, however - to help make up for that, we've expanded what you can get with those Tokens. Instead of just having a single Vote Crate that you can earn winnings from, we've introduced a number of additional crates, that each have different, more specific rewards. Currently, the available crates include: Resource Crate (2 Tokens) - A crate which offers a variety of resources - including logs, ingots, and other minerals. Builder's Crate (2 Tokens) - A crate which offers a selection of common building materials - including stone bricks, grass blocks, sandstone, along with several other building blocks. Mythic Crate (200 Tokens) - A crate which offers a few rare items - including a Nether Star, Elytra, and spawn eggs for Skeleton and Zombie Horses Animal Crate (10 Tokens) - A crate which offers spawn eggs for many passive/neutral animals. Monster Crate (20 Tokens) - A crate which offers spawn eggs for many hostile mobs. Pets Crate (20 Tokens) - A crate which offers spawn eggs for several common pets - including wolves, cats, axolotls, parrots, and others. Additionally, the classic Vote Crate remains - exactly as it was, and you can purchase a Vote Crate Key for 1 token - the same cost as before, essentially. In the future, we want to have additional means to earn these Tokens - such as via other minigames, for instance. Additionally, these Tokens will never reset - so, if you like, you can bank them - even for years if you like. You can also pay tokens to other players if you'd like to use it as a standard currency. And, as such, you can also see who has the most tokens by doing /tokens top in-game. World Resets Yeah, yeah - we know, these often aren't exactly fun or exciting - but from time to time, they become necessary. The last time we did a world reset was MC 1.18 - and with several updates releasing since then, there was a great deal of newer Minecraft content that was either extremely difficult, or even impossible to find. The Deep Dark, suspicious gravel and sand, Mangrove and Cherry forests - all things that have been in the game for a bit now, and things that will hopefully be easier to locate and experience now. Survival and Vanilla have both had their worlds reset. As per usual, we're working on packaging up the previous worlds and getting them ready for download - so in the near future, you'll be able to keep a copy of these worlds forever. You may have noticed, however, that Semi-Vanilla was not on that list - which leads us right into another major change. Removal of Semi-Vanilla For those active in our Discord voice chats, this won't be a big shocker - but for the rest of you, this might come as a surprise. We've made the decision to remove Semi-Vanilla from the server outright with the update to 1.21. This is fairly unusual for us - as the last time we've removed a major gamemode from the server was probably the first time we dropped Semi-Vanilla, when we updated to MC 1.13. This time around, our reasoning isn't wholly different - however, we've gone about it in a different way from before. When we removed it back with 1.13, the basic reason was that Survival would sort of morph into a half-step between what it was in 1.12, and what Semi-Vanilla was (you can read more on that here). We removed mcMMO and Jobs, economy became isolated to Survival (as previously, minigames and other things would reward Survival money), and tried our best to streamline the Survival experience and keep it a bit more traditional - while still keeping the bulk of the perks intact for all of the various ranks. Over time, however, many of those features found their way back in - along with some new ones. Jobs came back for a bit, though didn't stick around beyond 1.15 due to balance issues. More recently, mcMMO was quietly reintroduced with 1.20. On top of that, we've gradually worked on expanding the library of custom content (though this is still in its relatively early stages in terms of the amount of content). As this direction began, we ended up bringing Semi-Vanilla back as a more permanent offering during 1.16's lifespan (which you can also read about here) - as Survival had already deviated far enough from the typical purist offering to warrant its return. This was, however, until we introduced Vanilla. Vanilla started off from a few members just playing Survival on an internal testing server - which annoyed me, as of course I'd rather people play on the actual mainline MC server. This ended up resulting in me adding Vanilla - which ended up becoming relatively popular, enough to where I decided it would stick around as a permanent offering. At this point, we had three "tiers" of Survival - Vanilla, Semi-Vanilla, and Survival - with each one being a step up from the previous in terms of features and functionality. What ended up happening was that most people preferred the extremes - with Semi-Vanilla being in this sweet spot where almost nobody touched it. Those who wanted a more feature-rich experience stuck to Survival, whereas purists enjoyed the raw, unadulterated experience of Vanilla. Given all of this information - and the fact that the dedicated server is running a bit close to the wire - we made the decision to bid farewell to Semi-Vanilla. I won't say it's gone forever - this will largely depend on future demand - but at this time, we feel that what it offered is better found in either Survival or Vanilla. In all honesty, this is something that's been a long time coming - you might have noticed that Semi-Vanilla has basically been left untouched for a while, not even getting a new spawn with the last reset. A key reason for this was one major problem that Survival still had, that we felt was important to iron out... Solving the "Pay-to-Win" Problem Now - I don't consider Chaotic United to be pay-to-win, and from what I can tell, a majority of our players don't see it that way either. However, some have called it that - and while I rejected this notion outright for a long time, I have come around somewhat to see the other side of this issue. While Survival doesn't really have a "win" condition per se - there are undeniable benefits that are experienced when purchasing or earning one of the various ranks. And in a sense, this isn't exactly a new problem - it's one we've been working to try and address for years, going all the way back to the original Semi-Vanilla experiment during MC 1.12. We've tried to offer an alternative that strips these perks out entirely - but this splits the playerbase between two gamemodes and doesn't truly fix anything. More recently, with 1.18, we experimented with nerfing and dialing back several of the perks - but this was generally deemed unpopular as well. And still, that didn't solve anything either. All of these partial solutions have been flawed - and it seemed as though the only true solution that would last would be to just gut the perks outright. But this, too, isn't good either - as it'd be a complete slap in the face to people who paid or played for these perks, and enjoy using them. Clearly, something has to be done. Back in the day, a common complaint was that players would get to a certain rank, and then just become bored - as there was no real challenge or difficulty in playing the game anymore. That's what we tried to address with the nerfs, but it wasn't enough - and going any further would be an insult to people with those perks. At the same time, it became apparent over time that being able to zoom around with fly mode and use veinminer on a mass amount of ores, and in doing so, rack up a ton of money and XP (which can then be sold for money) is, in a very real sense, pay-to-win. As such, we've come up with what we believe will be the solution to truly, actually, for-real, solve this problem - and do so in the most fair way possible to everyone involved: the Perks Toggle. The core idea is dead simple - anyone Donator or above can enable or disable their perks at-will by using /toggleperks. This will allow people with perks to enjoy them freely as they always have, without any nerfs or limitations - and when they want to play legitimately, they can simply disable their perks. The perks toggle separates most player data between these two modes, including: Inventory Health/Hunger Active Potion Effects XP Ender Chest Homes Current and /back Locations Bed Location Gamemode (Survival, Creative, Spectator, etc) Everything listed above is tracked independently - meaning that you essentially have two sets of each of the above items: one for when you're playing legit, and one for when you're playing with perks enabled. Additionally, we've tightened up what's considered "not legitimate" - previously, only items that were specifically spawned in with /item were counted as illegitimate - with any other item being counted as legit. Now, any item held by any player with perks enabled will be considered illegitimate. We have built in a command for our Moderators to "legitimize" a non-legitimate item for cases where it might be needed (ie, your hard-earned sword that you got just the right enchants on got picked up by someone with their perks on) - so if such as situation arises, don't panic! Just fetch a Moderator and they'll get you fixed up. Additionally, when perks are enabled, some economy and similar features are disabled, including: Earning money from mobs or ores Selling XP for money However, it's not all bad news - as a result of the toggle, we've also rolled back the majority of the nerfs we introduced with 1.18. As such: All Tools and Armor (excluding custom ones, ie - Durite) can be spawned with /item once again /god and /mobgod no longer have any time limits Player Vaults have been reintroduced - with their contents only being accessible with perks enabled VIP will once again have death chests placed upon death, when players have perks enabled We recognize that some of the restrictions may be seen as heavy-handed, but we feel that this is the only real way to prevent the server from being pay-to-win, while also still keeping the perks that people paid or played for intact. Survival Changes One thing we've wanted to do - and plan to continue doing - is expanding what content is available in Survival. This of course can come in the form of custom blocks, items, and so on - but it can also come in the form of custom structures. As such - we've introduced several new structures that can generate in Survival, in both the Overworld and The End. Durite Temples These are small pyramid-like structures that can be found in The End - and inside, will contain both traps - and treasure. Grab an Elytra and fly around - see if you can find them! Ancient Shrines These are small underground structures which contain a bit of helpful loot - as well as some new items that, in the future, will be key components of the successor to our old MagicStuff plugin. Abandoned Crypts These are old, abandoned crypts which can spawn underground - and among a variety of loot, will also often contain keys to unlock the Teddy boss room. That's right - you'll actually be required to dig up these old keys if you want to take on Teddy. The sign that used to be located at the gate entrance is no more. This also technically means that only now is the Teddy boss fight able to be considered truly "complete" - several years after his introduction. But hey - better late than never, right? Bug Reporting and Registration For a while, we've also been wanting to make it easier to register for Member. While the current process is a bit of an inconvenience - and still needs some work - we have managed to introduce a new feature that'll help improve it: automatic registration approval. Previously, registrations had to be manually validated by a Moderator or above. And, while Member hasn't been a requirement to actually play for a while, it's still annoying and inconvenient - for both our players and our staff team. As such, registration approval and in-game promotion is now handled entirely automatically by our old friend, @FORUMBOT (the very same one who was elected President of the Earth and Galaxy, if you recall). In addition to registration, bug reports are another somewhat sore spot. While the process isn't particularly difficult, having to leave the server and pull up a website is still another barrier - a barrier that many are likely to just not bother with. In order to remedy this, we've introduced the /bugreport command - which lets you submit a bug report directly from the server. It'll guide you through the process of reporting a bug, and can automatically collect some basic information from the server as well - such as your position, world, and so on. Once finished, it'll be posted on our bug tracker by FORUMBOT - allowing us (and anyone else interested, including you) to see it and keep track of it. We aim to increase integration between our website and MC server as time goes on - we've got a number of ideas, but we're gonna keep those to ourselves for the time being Website Changes Along with the changes on our MC server, we've also made some updates to our website - in the form of a new default theme: Chaotic United - 2024! While this theme is still primarily a derivative of our previous theme that we've been interating on for years now - it's probably one of the more significant updates in a while. One thing we've realized is that, at least in some situations, our forums are a bit... cluttered. Not the forums themselves per se, but there are certain situations (such as viewing forum threads) where there's a lot more information shown than is really necessary. As such, we've gone through and stripped out a bunch of this clutter, in an effort to make things a bit more easy to digest. If you're not a fan of this particular change, we've gone ahead and built in an option to restore the old UI elements - simply check the Customize Theme menu (the paintbrush icon next to the search box) and check "Extra UI Elements". Along with that, our News & Announcements subforum has been given the Elaztek treatment in the form of an updated UI all its own - each topic is now displayed with its image, in a more elegant format, similar to the Elaztek Studios news section. Additionally, News topics now display with a larger font size and with a much more simplified page design - where replies are displayed more akin to comments. We recognize that this may be a bit of a departure, and that not everyone may like these changes. While we do of course value feedback and encourage you to share it - we also currently, and will continue to offer all past forum themes as an option if you desire. If you'd like to go back to the previous site design, simply click the Theme button, and choose Chaotic United > Chaotic United - 2022. Wrapping Up And with that - that pretty much covers all the major changes made to the website and MC server. We hope you enjoy the changes and improvements! As per usual - if you find any bugs, be sure to report them on our bug tracker, or by using /bugreport ingame.
  5. What is your Minecraft Username?: haloman30 What can you do to help our community?: your mom How did you find out about Chaotic United?: a Were you a member of the old Chaotic United, Nuclear District, or other branch/affiliated community?: United AlyCraft If you selected 'Other' to the above question, what community were you a part of?:
  6. + Added mod: Another Furniture + Added mod: Controlling + Added mod: Cluttered + Added mod: 'Dustrial Decor + Added mod: Easy NPC + Added mod: Engineer's Decor + Added mod: Falling Leaves + Added mod: Iron Chests + Added mod: Searchables + Added mod: Selene/MoonlightLib + Added mod: Supplementaries + Added mod: Twigs - Removed Killerteddy
  7. + Added mod: Additional Guns + Added mod: AutoRegLib + Added mod: Armourer's Workshop + Added mod: Atmospheric + Added mod: Bad Packets + Added mod: Blueprint + Added mod: Dungeon Crawl + Added mod: Factory Blocks + Added mod: Flash NPCs + Added mod: Framework + Added mod: Geckolib + Added mod: OpenComputers II + Added mod: Sedna + Added mod: Markdown Manual + Added mod: Extended Cogwheels + Added mod: Lost Cities + Added mod: Moog's Voyager Structures + Added mod: Mo Guns + Added mod: MrCrayfish's Gun Mod + Added mod: Natural Decor + Added mod: Oh The Biomes You'll Go + Added mod: Paraglider + Added mod: Quark + Added mod: Rex's Additional Structures + Added mod: The Lost Castle + Added mod: Towns and Towers + Added mod: WTHIT (WAILA) + Added mod: Yung's API + Added mod: Yung's Bridges + Added mod: Yung's Better Desert Temples + Added mod: Yung's Better Dungeons + Added mod: Yung's Better End Island + Added mod: Yung's Better Mineshafts + Added mod: Yung's Better Nether Fortresses + Added mod: Yung's Better Ocean Monuments + Added mod: Yung's Better Strongholds + Added mod: Yung's Better Witch Huts + Added mod: Yung's Extras + Added resource pack: MPM Addon v0.3.0b * Updated mod: MorePlayerModels - Removed mod: Functional Storage - Removed mod: Functional Storage Extras - Removed Killerteddy
  8. + Added mod: Alex's Delight + Added mod: Alex's Mobs + Added mod: Ambient Sounds + Added mod: Applied Energistics 2 + Added mod: Architectury + Added mod: Balm + Added mod: Beyond Earth + Added mod: Beyond Earth: Giselle Addon + Added mod: Biomes O' Plenty + Added mod: Block Carpentry + Added mod: Bookshelf + Added mod: Builder's Delight + Added mod: Building Gadgets + Added mod: CB Multipart + Added mod: ComputerCraft + Added mod: Chipped + Added mod: Chisel + Added mod: Chisels and Bits + Added mod: Citadel + Added mod: Cloth Config + Added mod: CodeChickenLib + Added mod: CoFH Core + Added mod: Cold Sweat + Added mod: Comforts + Added mod: Compact Machines + Added mod: Create Enchantment Industry + Added mod: Create + Added mod: Create Confectionary + Added mod: Create Deco + Added mod: Create Ore Excavation + Added mod: Create: Steam and Rails + Added mod: CreativeCore + Added mod: Connected Textures Mod + Added mod: Cucumber + Added mod: Curios API + Added mod: Decocraft + Added mod: Decorative Blocks + Added mod: Extended Crafting + Added mod: Extra Utilities Reborn + Added mod: Farmer's Delight + Added mod: First Person Model + Added mod: Food Expansion + Added mod: Functional Storage Extras + Added mod: Functional Storage + Added mod: Fusion + Added mod: Game Menu Mod Option + Added mod: Immersive Engineering + Added mod: Immersive Petroleum + Added mod: Industrial Foregoing + Added mod: inzheFoPCore + Added mod: Iron Furnaces + Added mod: Just Enough Items + Added mod: JourneyMap + Added mod: KotlinForForge + Added mod: Mantle + Added mod: McJtyLib + Added mod: Macaw's Bridges + Added mod: Macaw's Doors + Added mod: Macaw's Fences + Added mod: Macaw's Lights + Added mod: Macaw's Roofs + Added mod: Macaw's Trapdoors + Added mod: Macaw's Windows + Added mod: Mekanism + Added mod: Mekanism Generators + Added mod: Mekanism - More Solar Panels + Added mod: Mekanism Tools + Added mod: Minecraft Comes Alive + Added mod: Mining Gadgets + Added mod: Modern UI + Added mod: More Player Models + Added mod: Moving Elevators + Added mod: MrCrayfish's Furniture Mod + Added mod: Nether Portal Fix + Added mod: Nether's Delight + Added mod: NICE + Added mod: OptiFine + Added mod: Patchouli + Added mod: PizzaCraft + Added mod: PolyLib + Added mod: Presence Footsteps + Added mod: ProjectE + Added mod: ReAuth + Added mod: ReChiseled + Added mod: RFTools Base + Added mod: RFTools Builder + Added mod: RFTools Power + Added mod: RFTools Utility + Added mod: Redstone Gauges + Added mod: Scannable + Added mod: ShetiPhianCore + Added mod: Shrink + Added mod: Simply Light + Added mod: Some Assembly Required + Added mod: Sophisticated Backpacks + Added mod: Sophisticated Core + Added mod: Sophisticated Storage + Added mod: Sound Physics + Added mod: SuperMartijn642's Config Lib + Added mod: SuperMartijn642's Core Lib + Added mod: Tinker's Construct + Added mod: TerraBlender + Added mod: Terraqueous + Added mod: Thermal Cultivation + Added mod: Thermal Expansion + Added mod: Thermal Foundation + Added mod: Thermal Innovation + Added mod: Titanium + Added mod: True Darkness + Added mod: Waystones + Added modified default config for Cold Sweat + Added modified default config for Modern UI + Added modified default config for First Person Model * Changed Forge version to 40.2.14 - Removed Killerteddy
  9. + Added Forge 40.2.21 + Added Aero Matics font + Added default servers.dat - Removed Killerteddy
  10. * Fixed an issue where players would respawn at the world spawn instead of their home/bed upon death - Removed Killerteddy
  11. I'll start with the mention of CMD Files and Galacticraft: the former isn't a mod in itself per se, but a library used by some other mod (I forget which). Galacticraft on the other hand was a relatively late addition, added a bit before people stopped playing for a while (which has tended to be how it ends up going) - though I had started with it and I know that @TheHumanMachine_YT had started on an actual space station - so there is that. As for the redundant content, I also tend to agree that it's pretty inelegant to be in that boat - the challenge comes in with cases where the options are either to exclude several mods, that have content people would like and want to make and use, in order to avoid redundancy - or to just deal with the redundancy in exchange for being able to bring that content in. It's definitely frustrating running into issues where some device won't accept power, only to figure out that you have to use the other wires from this other mod instead. None of that seems particularly controversial, and I actually suspect a lot of that kind of stuff could be at least somewhat managed - but perhaps not 100%, as again, I wouldn't want to leave out a genuinely fun mod that would be a good addition, for no reason beyond "it adds some stuff that already exists". Realistically I'm also in the camp though of having another major overhaul modpack - as in, a successor modpack to Age of Rebirth, similar to what Rebirth was to Brink of Chaos. More recently I've become aware of a number of newer mods that I think would be good to introduce - but of course, none of them are going to work well on 1.7.10. There are going to be challenges to that approach, but I do think that ultimately going the route of another successor modpack that's been overhauled is going to end up being the way we go forward, and probably the more interesting direction.
  12. First I want to start with saying that I do appreciate the feedback, and acknowledge that yea, the modpack does need a good bit of work. Rebirth was focused down a decent bit relative to Brink of Chaos for sure, but I can somewhat see how there's something of a lack of focus - though admittedly, this doesn't strike me as an inherent problem. At least to me, I'm of the mind that as long as the pack is mostly coherent, I don't see any real issue with having some mods that deviate from that path to a degree. I feel similarly about the high mod count - I don't see that as an inherent issue, assuming that the mods don't take away from the experience or cause performance issues. There is definitely room for improvement, and there are a lot of things I'd like to do in terms of different and newer mods and such, and I'm currently leaning towards once again exploring the possibility of the next major modpack upgrade being based on a newer version of Minecraft, in order to take advantage of newer mods and such (though this could carry with it its own set of challenges and problems). My own feelings on what the best approach is aside - a good chunk of your feedback is pretty clearly actionable and there are clear ways to go forward. However, there's a few pieces that I'm a bit uncertain how possible it'll be to truly address, unless there's something I'm missing (which is entirely possible - and if so, do tell me ): Clear progression path - At least as far as I've seen, most mods aren't going to work together super seamlessly. Short of just finding some other mod that has some arbitrary end goal of some sort, it isn't obvious to me how to properly solve the issue of having a clear progression path outside of drastically limiting the mod selection, to the point of being detrimental. I feel there's also room for the argument that there doesn't need to be an inherent goal Performance issues - Similarly, I don't see a clear way to for-sure solve this issue without having an extremely tight mod selection. In theory this could work, but I am wary of limiting the mod count too much - as I feel that going too far in this direction would end up with a modpack that feels underwhelming and not quite "modded enough". This issue would likely only be worsened by trying to use a newer Minecraft version - as all the tests I've done on anything past 1.10 have all resulted in worse performance as well as awful memory leaks. The general direction and vision for the modpack has been a mixture of technology and immersion for the most part. Off the top of my head, I don't actually know of any mods that significantly step outside of this, save for maybe some of the mods more focused on building variety - but I'm not sure if removing those kinds of mods is something that'd be beneficial. I suppose a couple points I'd like some clarification on: What mods are you thinking should be removed in future iterations of the modpack? Are there any mods that you feel stray too far from the "technological/immersion" approach, or that you feel are just unnecessary regardless? What do you feel would be an ideal mod count (approximately)? Or is the issue less to do with mod count, and instead just the sheer volume of content?
  13. This update describes changes that were made earlier in the month. - Removed registration text and buttons from homepage for Beta 1.7.3 - Removed registration requirement information from Beta 1.7.3 information page - Removed Killerteddy
  14. * Nuclear District topic URLs are now redirected to the proper topic within the CU forums - Removed Killerteddy
  15. * Updated CUCreative to 1.1.2 * Fixed an issue where LogBlock lookups would result in an error * CUCreative will now log block breaks with LogBlock alongside HawkEye * Breaking stairs will now drop the stair item directly, rather than a full block - similar to newer versions of Minecraft - Removed Killerteddy
  16. + Added plugin: LogBlock * Changed spawn point to be located at /warp done (old spawn can be accessed using /warp oldspawn) * Changed default player rank from Guest to Member - Removed registration info signs from old Guest spawn - Removed Killerteddy
  17. Hey, everyone - we've got an exciting announcement for those of you who play (or wish to play) on our Beta 1.7.3 server! The registration requirement has been removed - all users now default to Member! If you logged in previously and find yourself in the old Guest spawn, just do /spawn to start playing! If you happen to experience any grief, be sure to let a Moderator or above know as soon as possible so we can get it rolled back - we've got proper backup and rollback plugins in place now, ensuring that any damage done by griefers can be properly rolled back. For those of you curious as to why we had this system in place - and why it took so long to finally deal with it, keep reading. Otherwise, feel free to stop here and hop on the server! We had initially implemented this system due to repeated griefs that kept happening on our Beta 1.7.3 server. This normally wouldn't be a big deal - in theory, undoing the damage would be as simple as rolling things back. Unfortunately, the plugin we were using for rollback, HawkEye, was having a great deal of trouble - and would often fail to roll things back properly. As such, virtually every rollback had to be done, at least in part, by hand. Eventually, we decided to implement forced registration as a temporary stop-gap, to limit grief damage going forward. This was supposed to be a relatively brief solution, while we sought out a replacement rollback plugin. At the time, it seemed that the best option would've been LogBlock - but we were unable to locate a compatible version for Beta 1.7.3. As such, we left the registration system in place for a while yet. Recently, however, we decided to look again - and while we did locate a proper jar for LogBlock, it wasn't able to connect to our database server. Despite this, we now at least know a version of the plugin that could work - and as a result, we were able to locate the original source code, get it patched up to work with our database server, and get it running. Along with this, we've recently implemented daily backups - adding another layer of protection to the server. As such, we feel confident now that we can, at long last, lift this admittedly awful system from the server. It's hard to say what this system has cost us in terms of getting folks to stick around - but hey, better late than never, right? At any rate - if you're looking to hop on, you can do so now at b173.chaoticunited.net - no registration necessary!
  18. Accepted! Thank you for applying, you've been accepted! Enjoy your time here at Chaotic United! For a list of the perks you get for registering, check out this page. If you have any questions please do not hesitate to ask! Also, please make sure you've read the rules found here and you can vote for us here. Notes: Hey bro - long time no see! I've gone ahead and set you as Member, if you want your old donation rank back, just let me or another Mod know!
  19. Accepted! Thank you for applying, you've been accepted! Enjoy your time here at Chaotic United! For a list of the perks you get for registering, check out this page. If you have any questions please do not hesitate to ask! Also, please make sure you've read the rules found here and you can vote for us here. Notes:
  20. Accepted! Thank you for applying, you've been accepted! Enjoy your time here at Chaotic United! For a list of the perks you get for registering, check out this page. If you have any questions please do not hesitate to ask! Also, please make sure you've read the rules found here and you can vote for us here. Notes:
  21. Accepted! Thank you for applying, you've been accepted! Enjoy your time here at Chaotic United! For a list of the perks you get for registering, check out this page. If you have any questions please do not hesitate to ask! Also, please make sure you've read the rules found here and you can vote for us here. Notes:
  22. Accepted! Thank you for applying, you've been accepted! Enjoy your time here at Chaotic United! For a list of the perks you get for registering, check out this page. If you have any questions please do not hesitate to ask! Also, please make sure you've read the rules found here and you can vote for us here. Notes:
  23. Accepted! Thank you for applying, you've been accepted! Enjoy your time here at Chaotic United! For a list of the perks you get for registering, check out this page. If you have any questions please do not hesitate to ask! Also, please make sure you've read the rules found here and you can vote for us here. Notes:
  24. Accepted! Thank you for applying, you've been accepted! Enjoy your time here at Chaotic United! For a list of the perks you get for registering, check out this page. If you have any questions please do not hesitate to ask! Also, please make sure you've read the rules found here and you can vote for us here. Notes: