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Wahrheit

Head Admin
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Posts posted by Wahrheit

  1. Added "no mob farms" to the official rules list. This has been the policy for years, but it's been implicitly handled via the anti-farm scripts rather than stated as an official "rule." Now it's a rule and everyone can see it.

  2. 4 minutes ago, Toasty_Mable said:

    Animals aren't dropping any stuffs. I went to a different island and they dropped nothing there either

    I think this is the result of some intentional changes, but I'll look into it! Thanks!

  3. On 1/8/2021 at 11:02 PM, Piogre said:

    I just drank a small redstone cache and it played the whole drinking animation, then didn't give the redstone.  IDK if this also happens with regular redstone caches (if I get one as a drop I'll test)

     

    Also, apparently zombie villager healing isn't working

     

    Fixed this a while ago

  4. 26 minutes ago, Piogre said:

    Yes, shops still getting marked as empty without any purchases happening, that previously were marked as having stock without the stock changing

    Please do your best to create a reproducible example of this so I can report it to the developer.

  5. Craftbook appears to be under limited support from its former authors and I plan to remove it in the near future.

    Please use this thread to comment on what features about the existing system you like best, what you think its drawbacks are, and what you'd like to see from a replacement system in the future.

  6. mcMMO Classic appears to be under limited support from its former authors and I plan to remove it in the near future.

    Please use this thread to comment on what features about the existing system you like best, what you think its drawbacks are, and what you'd like to see from a replacement system in the future.

  7. On 8/27/2020 at 7:26 PM, Piogre said:

    In the time since the upgrade to 1.16, shops of mine that sell burnished and imbued gear keep breaking, showing stock of 0 rather than the stock of what's in them.

    This can be fixed by breaking and re-making the shop, which I've done, but many of these shops I've fixed and seen broken several times since the upgrade, the same shops, with no purchases made or any other activity on the shops themselves -- it spontaneously ticks from a non-zero stock to a stock of 0.

    Is this still happening? I updated the shop plugin.

    On 11/14/2020 at 9:44 PM, Piogre said:

    -Server resource pack still isn't downloading.  Upon joining the server it shows the "downloading resources" screen and counts to 100%, but then it doesn't show the textures, and inspecting the local folder that stores server packs shows that it didn't download.  If in trying to reproduce this you see the textures, it may be loading the already-downloaded pack; you can reproduce this by deleting the server packs from .minecraft/server-resource-packs and re-joining; it will show the downloading overlay but not actually download.

    The resource pack issue has been resolved.

    On 11/22/2020 at 10:31 PM, Piogre said:
    as of 1.16.4 adding an enchanted book to a burnished/imbued gear will break the name
    2020-11-22_22.25.00.png?width=400&height

    this is without making a change to the name

    This differs from previous behaviour in which you could have the name stay the same and keep its color so long as you didn't make a change to the name when adding books

     

    also with the update to 1.16.4 mobs no longer show the X/Y health text when attacked -- this broke with the upgrade to 1.16.3 and was fixed quickly, think it may have broken again.

    Both of these should be fixed, I think.

    18 hours ago, Piogre said:

    A whole bunch of MCMMO abilities are broken.  This started either during or after the 1.16.4 upgrade.  Below are all the ones I could test:

     

    ACROBATICS:

    -Graceful landing is no longer listed in the mcmmo description.

    -Rolling is listed, but after testing >64 times , do not work (P>99.5%)

     

    MINING:

    -Using a pickaxe in the normal way does not activate the "ready your pickaxe" text -- super breaker does not activate.

     

    EXCAVATION:

    -Using a shovel in the normal way does not activate the "ready your shovel" text -- giga drill does not activate.

     

    HERBALISM:

    -passive green thumb replanting doesn't activate (P>99.99%)

    -active green thumb stone-mossing does not activate

     

    WOODCUTTING:

    -Using an axe in the normal way activates the "ready your axe" text and says tree feller activates, but ability stays active indefinitely and does not function

     

    ARCHERY:

    -no abilities listed under archery (there were before)

     

    There are a couple others but I shan't go on; I can't find any mcmmo ability that functions as intended, at least in a way I can demonstrate

    These are designated "can't/won't fix" as we're running the latest version of mcMMO Classic and the issues are nevertheless persisting. Feel free to spin up a local test server with mcMMO classic and bug report them on Github, but I consider them a low priority as I plan to replace mcMMO.

  8. All the stuff above is noted, I just haven't had time to work on it yet. There are a few other bigger issues that I've resolved, and I've also been working on substantial feature groundwork.

    I'm hoping I can work on the above this week, especially now that we're on 1.16.4.

  9. On 8/6/2020 at 9:49 PM, Piogre said:

    I think this was already mentioned in the discord but I'm posting it here and going to ping in the discord just in case.

    Spells that cause a teleport don't seem to be working.  Screenshot below is the results of attempting to cast Escape, Realmwarp-Avenfeld, and Blink in that order.  This takes place on Prosperus but I know Elec mentioned it also happens in the end.  Other spells like Sun, Night, and Confusion seem to be working.

    Reagents don't seem to be consumed when this happens.

    xWZwW9h.png

    I resolved the config-side errors and am waiting on the plugin developers to resolve plugin-side errors.

  10. 1 minute ago, Piogre said:

    I'm not sure if this is a bug or working as intended -- please let me know if there is a better avenue for "Is this a bug?" inquiries.

    Shortly after the upgrade to 1.16 attempting to place boats on land resulted in "You can't place that on land!" and a failure to place the boat.

    After trying today, placing boats on land seems to work again.

    I'm not sure which is intended so IDK if the bug was before or after, and I don't mind either way but I'd like to know which is intended if possible so I can properly redesign my ice tube stations if needed.

    Placing boats on land is allowed. I had to disable a plugin module.

  11. On 6/2/2020 at 9:24 AM, Impervious200 said:

    When I try and use /home and /spawn it tells me I don't have permission. Also, elevator signs don't appear to work for me.

    Late reply, but this should be fixed.

    Investigating known issues with Woodland and with Day 14 login rewards.

  12. Fixed gems, fixed the Proving Grounds breaking issue (I think).

    On 2/8/2020 at 5:17 PM, Impervious200 said:

    I tried setting up a new portal to the heavens, only to discover that the auto-elytra doesn't seem to work. I fell into the void but escaped due to a fast type /escape. Just thought I should mention it in case anyone else tries it.

    Working as intended; auto-elytra no longer occurs due to how buggy it was.

    On 2/8/2020 at 5:17 PM, Impervious200 said:

    I tried setting up a new portal to the heavens, only to discover that the auto-elytra doesn't seem to work. I fell into the void but escaped due to a fast type /escape. Just thought I should mention it in case anyone else tries it.

    Fixed manually. A future update will resolve this entirely.

  13. I have returned from shitty holidays and am back on my bug-fixing bullshit!

    An update to the Tribute system is being pushed now that should resolve any issues with inadvertent disappearances. Or a lack of disappearances.

    UPDATE: I have pushed another fix that should properly manage the rate caps.

  14. 19 hours ago, ElectricSparx said:

    Pull

    Feature effects

    Pull brings a target towards you. "GET OVER HERE!"

    Targets:

    Single-target

    Effects:

    Teleports or otherwise moves a target towards you. Something like the "Get over here!" ability that some vets and elites have. Maybe it switches the target's aggro to the player who pulled them? To prevent harassment/griefing, this wouldn't work on players.

    Explanation

    Could be useful for crowd control or bringing mobs away from the edges of cliffs or the end islands.

    Problem I want to solve / gap I want to fill:

    I feel like the ability to bring a selected target towards you would be useful and spice up combat a little bit.

    Solution explanation:

    I think if balanced right, this could be a fun addition to combat. Interested in seeing it used with a group of players, having people pulling away mobs that get spawned in boss encounters to prevent one player from being overwhelmed.

    Already exists

  15. Come one, come all to the Proving Grounds! This new arena features terrain straight from Avenfeld and a horde of monsters ready to put you through your paces.

    To celebrate the opening of the Proving Grounds, today I'm announcing a contest! The individualduo, and open groups of players who top the leaderboards with the highest wave progress will each receive fabulous prizes!

    This contest will run until December 15th at 12pm Chicago time! At that point, the top competitors in each group will be locked in and rewarded handsomely for their efforts.

    To participate, fight your way to the top of the Proving Grounds mob arena and post a screenshot in this thread with proof of the highest wave you've conquered and proof that you completed it in the appropriate group size (single, duo, any). You can get to the Proving Grounds with "/ma j ProvingGrounds" in-game. Each round costs 1000 gold per player.

    The rewards for the top competitors in each group are as follows (subject to change):

    Individual Group - Highest wave cleared by a single player

    • Honors on the forums, Discord, and social media
    • 50,000 gold
    • 256 Purified Dark Matter
    • Full set of Burnished armor, sword, shield, and bow with Sealed Potential
    • 8,192 redstone

    Duo Group - Highest wave cleared by a group of two players maximum

    • Honors on the forums, Discord, and social media
    • 10,000 gold each
    • 128 Purified Dark Matter each
    • Full set of Imbued armor, sword, shield, and bow with Sealed Potential
    • 4,096 redstone each

    Open Group - Highest wave cleared by a group of any size (8 maximum)

    • Honors on the forums, Discord, and social media
    • 5,000 gold each
    • 64 Purified Dark Matter each
    • 1,024 redstone each

    Good luck!

    ap4idZL.png

  16. On 9/10/2019 at 6:07 PM, lupinx2 said:

    Overshield
    Feature effects

    Overshield completely negates the next incoming source of damage and covnerts it into a large explosion.

    Targets:

    AOE, Self (Ego/Superego/Id)

    Effects:

    If the caster is hit by any "external" damage while Overshield is active, that damage and any accompanying status effects are ignored; Overshield deactivates and then triggers an explosion with heavy knockback and a non-zero amount of damage. The caster of Overshield takes no damage from the explosion but should be subject to knockback.

    "External damage" would be: other spells, Mobs, Players, splash potions, fall damage, lava, or asphyxiation from falling blocks.

    Things that should NOT triger overshield, and just do damage normally: hunger, poison, drowning, void, any drinked potions; Silk Touch damage???

    Explanation/
    Problem I want to solve / gap I want to fill:

    The current state of minecraft is that if a do a way crazy jump and land on top of a sucka that sucka takes no damage and I may even end up hurt. That's whack, this spell aims to rectify that whackness by enabling badass superhero landings for those suficiently badass.

    Solution explanation:

    I think if balanced properly this can be a viable defensive tactic, it's versatile but not overpowered. and has good shock and awe factor for cathing PVPrs unawares. But yeah its mainly for superhero landings.

    This is a neat idea! I think "overshield" is probably the wrong name, but the concept is intriguing and I'll think about it the next time I'm working on spells.

  17. Welcome! Sorry to hear you lost your tools, but you can of course easily make more!

    You can also head over to the commercial district of spawn (or shops around the world) and buy materials from players with the starting gold that you've got, and you can earn gold by completing quests and slaying monsters.

    So glad to have you on the server, and be sure to invite your friends - it's always more fun to play together!

  18. The Forger not working is a known issue; same with the daily rolls. They both rely on the same underlying bridge plugin that needs an update from its author. The author is unfortunately on vacation.

    Please keep a log of the rolls you're missing out on and I will reimburse you when they are fixed (avoid spending bones, but if you already have, make notes).

    There will also be an event / giveaways when everything is fixed as additional compensation.

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