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haloman30

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Everything posted by haloman30

  1. * Updated NDParkour to 1.5.2 * Updated CUSpleef to 1.0.1 * Fixed a bug with CUSpleef and NDParkour that would cause any usage of /pkr join or /spleef join commands to clear the player's inventory prior to the teleportation being completed, causing loss of items from the player's initial world - Removed Killerteddy
  2. profile picture is 11/10

    1. Ace_McCloud

      Ace_McCloud

      Thanks! Mister Chief is usually my go to for gaming profiles.

    2. haloman30

      haloman30

      an excellent choice

  3. 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
  4. Looks like it's already been handled. If it happens again, let us know and further action than a mere warning will be taken. [Manager] MysticaWare: Wither care to explain why you spammed the chat two hours ago? [Member] WitherKing__: uhhh [Member] WitherKing__: uhhhhh [Member] WitherKing__: so umm [Member] WitherKing__: uhh [Member] WitherKing__: i was bored [Manager] MysticaWare: Any other specific reasons? [Member] WitherKing__: no [Manager] MysticaWare: I'll give you a warning this time. But if we catch you doing it again your going to get a mute. [Member] WitherKing__: ok
  5. Yep, should bring a much-needed increase in overall polish and allow more room for future expansion. This time around, unlike the times we've tried to before, we'll be doing it right. When we do inevitably need folk to test I'll holler :^)
  6. ...and none of us can stop it. Jokes aside, BungeeCord has been something that's been talked about internally for a little while now - and for good reason. Our MC server has been slowly getting less stable and less polished than I'd like. More unexplainable bugs, more lag, and more generally strange things - that's been a common occurrence in some form or fashion since 2014, really. But as time has gone on and the server has grown in functionality (and plugin count), with numerous MC updates piled on top, it's only gotten worse. Every step forward has been followed by a step backwards from something else. I've been a sort of advocate of what's known as "Hybrid Servers" for a while now. That's what our server currently is. And for smaller-scale servers, it is a good approach. Even for servers like ours can work with enough time and effort. However, I don't like to settle. And with the first increases in player population in years - as inconsistent as it sometimes seems - it's become more evident something needs to be done - and that needs to be sooner rather than later. I've been putting it off for a long time. But when I reach a point where I don't even have the will to try and investigate certain bugs because there's so many damned factors involved - it's time for us to rethink our setup. Internally, we've just switched our clunky job tracker to something similar to Trello that's built into the forums. In the coming days, the store page at https://donate.chaoticunited.net will be migrated from CraftingStore to a new software (I'll save details on that for when it's actually up and live), and most importantly - work has begun on migrating to BungeeCord - once and for all. I feel like I've heard this before... If you've been here for a while, chances are you have. This isn't the first time I've tried to move everything into a BungeeCord environment. Every time prior, however, there was far less incentive to follow through and there were far more issues that, at the time, I didn't have the means to work through. What kind of issues, you may ask? Well, I'm not gonna go into all of them in detail - but the general premise behind it is: Interconnectivity. Thus far, I and anyone who's played here in the past, well, ever, has gotten used to the fact that you can go from anywhere, to anywhere. You can /tpa to your buddy in survival, then immediately jump over to a Parkour course, then teleport to your Creative plot and then go play some SkyBlock. No needing to join that separate server first, no nonsense. Just do /is join, /plotme home, and you're there. This is something that I refuse to lose in the switch over to BungeeCord. Along with that, I won't be forcing myself or anyone else - staff or player - to relearn how to play or moderate on the server and use its features. My ideal vision is to have it where, to those who aren't really attentive, it won't look like anything's changed at all. I don't yet know how close I'll get to that goal - but that's where I'm aiming for. So far, however, prospects are bright. As of now, after less than a week of total time put in, PermissionsEx has been modified to use a single .yml file - which means that groups are synced across all servers without any need for them to be updated across all servers separately. This system isn't flawless - as many other commands need to be setup to properly issue updates to the other servers - but it's a system that, even as it is now, works enough to make PEX viable for the foreseeable future. Fun fact, from what I can tell no permission plugin available today has any native support for a single .yml file across multiple servers. Not entirely sure why, to be honest. I suppose because the means to do it are a bit hacky - I will admit that. But hey, it still works just fine - it just doesn't feel as nice. Along with that, I've went and purchased a plugin for a whole $5 that keeps Essentials data synchronized to MySQL. How useful this will be after it's all said and done, I don't yet know. Some things synchronize well - such as nicknames. Other things - like mail - do not. So, as a result, Mail has been re-implemented to use SQL natively. Yeah, I know - mail. Yippie-dee-doo, big deal. I know /mail isn't the most exciting of plugins, but it's in a sense a test for future commands. Most likely, a LOT of commands/features will need to be adapted or rewritten to use SQL as a data source rather than plain ol' .yml's. In the past, I wanted to avoid having many plugins tied to SQL - because we'd have database server maintenance so often that it was creating a ton of server downtime. At this point however, the DB server is stable enough and a number of plugins already depend on it - so why fight it anymore? Besides - it makes this kind of stuff tons easier to work with. This sounds like a lot of work. What's the end benefit to the server? I'm glad you asked - because in the past, this was something I struggled to answer, hence why it never really happened until now. But some of the benefits will be things such as: Performance Improvements - Rather than having one server with 80+ plugins listening on a lot of events (all slightly increasing latency), we'll be dealing with several isolated servers that are only superficially connected. Most servers won't need any more than 20 or 30 plugins - save for a couple special cases. Crashes won't such as much - Right now, if a server crash happens, everyone gets kicked out. Doesn't matter if its a bug in Creative world or Survival - EVERYONE must wait for the server to restart. In a BungeeCord environment, if a server crash happens, that gamemode will be down for a minute or two - but everyone else is unaffected. On top of that, you won't even get kicked back to the main menu. You'll likely end up in either Hub or the Waiting Room (more info on that below), able to walk into a portal once your desired server is rebooted. Bug-fixing won't be a nightmare - Rather than having 80+ plugins that could be causing the issue, the list of plugins to diagnose will be a mere fraction of that number. As such, there's less things likely to go wrong - and less things to rule out when trying to find the source of a strange issue. More room for new content - Once bugs are able to be fixed and lag isn't a common issue anymore, we'll be able to focus even more on adding new stuff - without fearing that the server will crumble under the pressure. Currently, the planned server architecture is as follows (subject to change, of course): Hub - Will contain Spawn worlds as well as Builder world Survival Creative SkyBlock Minigames - Will contain all existing minigames Waiting Room - Will act as a stripped-down fallback server in the event that ALL other servers require a restart. The idea of this one is that it won't be tied to SQL databases or anything of that sort. More of a "set it and forget it" mentality. A sneak peek of the build that we'll be using for this can be found as the topic banner image - which some of you particularly old folk might reciognize. Does this mean any world resets? No. At least, most likely no - it depends on the timing. Currently, the plan is to reset Survival/SkyBlock on 1.17. We were considering doing one on 1.16, but while the worlds are relatively old, they haven't been public for even a year yet. They were used internally during the move to 1.13, and later got upgraded to 1.14. Hence why in survival, you won't see any of the new villages until you go a bit further out, and won't see beehives until even further than that. However - we also aren't entirely sure how long this will take to get everything migrated over to an elegant BungeeCord setup. Right now my (very loose and very subject-to-change) plans for the transition are as follows: Get all core functionality moved over Once the fundamentals are stable, Builder/Spawn worlds will be locked from new builds on the main server and will be done exclusively on Bungee If possible, some test runs will be done with the public on BungeeCord Once any critical bugs are resolved (and any remaining features are brought over in at least a basic form), Main server will be shut off for a while as all remaining player data, worlds, etc. are moved over to the new server Launch time and copious prayer that everything continues to work This is still a fairly early announcement - so don't expect anything to happen anytime soon. If you're worried about any loss of progress, don't! When we do the final move-over, all existing data will be migrated over. Playtime for autorank, ranks themselves, homes, builds, and so on - nothing will be lost. And even if we do happen to forget something, we aren't just nuking the old server folder. It's gonna stay right where it is initially, and once it seems like everything is mostly alright, it'll be archived. So...what's the point of this announcement then? Information, of course! I like to let y'all know what's going on inside from time to time, and I figure that a major change to our server architecture is one that's certainly worth bringing to public light. As usual, if you've got any questions or concerns, let me know! I'm happy to alleviate any fears or answer any questions any of you might have! Otherwise, until next time. - haloman30
  7. haloman30

    Old CU

    gotta love the retroactively updated video title/thumbnail lmao
  8. This update includes changes from the past several days, not just from today. + Added plugin: CUGit + Added Discord link in welcome book in hub * Fixed Builder rank not having access to /sethome in builder world * Updated CUGit to 1.1.1 * Configued SurvivalGames arena: AquaTemple * Configued SurvivalGames arena: Corrupsula * Configued SurvivalGames arena: Divide * Configued SurvivalGames arena: Fragment * Configued SurvivalGames arena: Meadow * Fixed PvP not being enabled by default in SG for AquaTemple, Corrupsula, Divide, and Fragment * Fixed several SG arenas being escapable by using ender pearls * Fixed mob spawning being enabled entirely in Meadow, but disabled entirely in all other SG maps - Removed Killerteddy
  9. Issue has been fixed, turns out Donator rank was inheriting Member+ for whatever reason even though Member+ isn't even the rank that's used for the WE perms
  10. * Updated OS/packages of the old VPS (final uptime was 856 days, rip) * Updated TeamSpeak 3 server to 3.11.0 * Updated SuperVanish fake messages to be indistinguishable from regular join/leave messages * Modified JoinMessagePlus to respect SuperVanish state * Updated SurvivalGames to 7.1 * Updated CUCommands to 1.2.7 - Removed KeepChunks - Removed Killerteddy
  11. I'd like to do some added testing whenever both of us are free because this appears to only happen with you, I've not heard of these issues happening with anyone else.
  12. Changed Status to Unconfirmed
  13. You done goofed with the command, you gave it to them in a world named '24h'. Pex doesn't have any sort of system built-in to remove a rank after a period of time. I've confirmed that the command works correctly and that the issue lies elsewhere.
  14. 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:
  15. Sounds like it's time for some investigation
  16. I don't care as much with the fish farms since those mainly revolve around books, but again as far as I'm aware those still cause you to be flagged as not-AFK. If I'm wrong and they *do* still mark you as AFK then by all means go on ahead. The only other solution I see besides banning the AFK farms outright is to exclude said players from being able to earn time-based ranks at all.
  17. yeah i know it sucks, but again this only applies to AFK farms. If you're actually using the farms yourself and not getting an autoclicker or whatever to do it then you're fine
  18. * Updated CUStatus to 1.2.5, fixes CUPoints toplist * Fixed enforcement links pointing to old forms in main website * Minor theme fixes for CU 2020 - Removed Killerteddy
  19. Hey, folks. This one is gonna be more of a downer, unfortunately. It's never fun when you have to put a stop to people's fun. Nor is it enjoyable to tell people they can't do something they've been doing before. However, as time has gone on, more and more issues have become apparent and it's clear that we need to do something. Starting today, AFK Farming will no longer be permitted on the MC server. This DOES NOT include mob farms as a whole - this only refers to people using them through things like auto-clickers or game exploits. If you're there giving the inputs to the game yourself, there's nothing to worry about. If you're routinely making use of things that have your player sat idle racking up items, XP, or other such things while you're off eating, watching videos, at work or school, or doing anything else - then unfortunately you will need to stop those behaviors. However, I'm not going to insert a new rule without giving some sort of explanation. So, let's do that. Over the past while, the following nerfs have had to be made for Mob Farms in general: /xpsell had to have its earning rate reduced in order to offset the extreme amounts of money players are able to earn from just clicking a bunch MobMoney drops had to had to be heavily reduced to offset the stacks of cash people could earn with little to no effort MobMoney had to also get nerfed to not drop anything if a mob died from fall damage, as some earlier grinders caused the mobs to die from fall damage while targeting a player - this in turned caused money to drop as it treated it as a player kill However, all of these are mainly an issue with Mob Farms, not AFK farms. And while these are issues I want to resolve, they are not being addressed now. In other words, we are NOT banning standard Mob Farms. I want to try and find a proper way to continue to allow these that doesn't screw over players that don't wish to use them. What does however suffer from all of the above issues (except for AFK fishing farms, that is) and a new, much larger issue are AFK farms. That new issue lies with Autorank - a plugin we use for time-based ranking. Originally, we added Autorank to give a way for players to earn ranks. Later it turned out that feature essentially allowed us to be compliant with Mojang's EULA. The EULA forbids any sort of non-cosmetic perks, but apparently having a way for players to obtain those same perks without paying makes it allowed. I think you can start to see where I'm heading. The times for the ranks are based on their prices. Donator is 5 days, VIP is 10 days, Platinum is 25 days, and so on. The plugin ignores any time that a user is set to AFK - because it'd be unfair for people to earn ranks without being there. These AFK farms just so happen to operate in such a way that players are never marked as AFK - and as such, are able to earn those ranks within an incredibly short amount of time. There is no easy way to fix this outside of finally putting a stop to AFK farming. Sure, I could nerf the hell out of autorank and make ranks even harder to obtain, but what does this do besides continue to screw over legitimate players? For me, this combined with the other caveats of mob farming itself were the breaking point - the point where I have to just say enough is enough. Once again, I want to reiterate - standard Mob Farms ARE NOT banned - only farms which bypass the server's AFK checks are banned. If you're found to be AFK farming, you'll simply get a kick. If we need to step it up, we can - but our hope is that we won't need to. You guys are mature enough to understand the issues at play here - and I trust that you guys will work with me here. If you have any questions or concerns, feel free to voice them! I'm always open to hearing new suggestions and will try to ease any worries you guys may have. Addendum 2-24-2020: AFK fishing farms are not being banned outright. Due to their ability to bypass AFK checks, however, any players that wish to use these will be excluded from time-based ranking entirely. If you wish to forego ranking up in favor of auto-fishing, that choice is yours to make.
  20. * Updated CUStatus to 1.2.4 * Fixed Money Toplist, CUPoints Toplist, and player counts not displaying correctly - Removed Killerteddy