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Messages - CyphurTheFox

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1
Actually Cy, the way RPG Loot generates structures is interesting. You rename a diamond pick to "Ancient Excavator" and throw it on the ground. The pick will disappear and it will immediately spawn in the structure. No need for fresh chunks.

Seems like a bit of a low barrier to entry, and has potential for abuse, given its a data pack and thus cant interface w/ worldguard. I'd say no if thats the case.

2
Parliament | Suggestions / Re: McMMo
« on: 4 June 2020, 09:23:20 PM »
I would be interested in bringing MCMMO back

3
Here are my Thoughts on these:

Datapacks:
General: My experience says that datapacks dont play too well with bukkit/spigot/paper, so take these with a grain of salt. IIRC one of the biggest problems is the Selectors (@a@p@r@e, etc) dont work, which breaks a lot of stuff

1) interesting idea but im not 100% sure its a fit for VC. also the custom structures is basically moot because theres not a whole lot of freshly generated land in /rtp range.

2) No Comment from me. am interested to see other people's opinions

3) Interesting idea. I think this might make a nice addition, but I would prefer to see other people weigh in on it.

4) This is one I would be super down for. More advancements definitely seems like it would make the server more fun, and the crafting recipes for the most part seem reasonable enough. Doesn't implement particularly new behavior, and I'm pretty sure all that stuff shouldn't conflict with spigot too much. would require testing to be sure. (I might. will get back on testing results)


Plugins:
1) No Comment from me. am interested to see other people's opinions

2) IMO, this one is a no from me. My experience of slimefun tells me its basically modded minecraft in vanilla, and that doesn't jive with what I think villagecraft is. Slimefun shifts the focus a little too far away from vanilla MC imo.

4
So I did some data gathering on another type of farm: large pumpkin farms. With the large amount of redstone being activated, the immense numbers of pistons to be processed, and the item entites from the pumpkins, these can have the potential to cause lag if one is not careful.


The farm I selected to be tested is the Mountain Dwelling pumpkin farm. In order to measure the impact of a farm without having Large amounts of terrain/10+ players to simulate activity, I selected a different metric for my tests: MSPT.

MSPT, or Milliseconds Per Tick, is a measure of how long the server took to process a given tick. if it exceeds 50 mspt, the server will miss the time window for the tick to execute, and the tps will decrease.

In order to accurately measure the farm without spending large amounts of time testing, I elected to install a toolkit known as the carpet mod. This mod adds numerous functionality specialized toward in-depth farm development, one of which is the "tick warp" function. The Tick warp removes the 20 tick maximum restriction and permits the game to run as fast as possible to simulate much more gameplay with significantly less time.

To Isolate specifically the farm, The farm was WE'd into a void world, meaning that there was quite literally nothing else around the farm to incur mspt penalties. Everything not pertaining to the farm itself was also removed, and items collected were directed into lava. As such, this test does not measure the following: The impact of hoppers from the item storage, The impact of surrounding terrain, the impact of the other farms near mountain dwelling. The test focused on the largest farm in the complex.

The Tests were performed using my i5-8400 CPU, with 4 GB of allocated RAM. GPU does not affect internal server performance.

The Tests, and results, are as follows:

Test 0: Void
For this test, I moved to a location w/o the farm, with quite literally nothing for at least 1k blocks in any direction. This test establishes a baseline mspt for the void world.

Test Duration: Simulated 72000 ticks (1hr)
Results: Server ran with average mspt of .2, speeding through the test at a blazing fast 5122 tps.


Test 1: Farm on rapid clock speed
For this test, I configured the farm with an Ethonian Hopper clock, with a period of 51.15 seconds (1 stack of items). I did run this and subsequent tests for a lesser amount of time such that I was not waiting for the data all day.

Clock: Ethonian Hopper Clock (Period = 51.15 seconds)
Test Duration: Simulated 12000 ticks (20 mins)

Result: Server ran with average mspt of 12.01, considering baseline mspt, we can deduce that the farm on a high clockspeed "costs" apprx 12.01 mspt on average.

Test 2: Farm on slower clock speed
For this test, I configured the clock to run with a period of 4min16s, the max an ethonian hopper clock can run for.
Clock: Ethonian Hopper Clock (Period = 256seconds (4m16s))
Test Duration: Simulated 12000 ticks (20 mins)

Result: Server ran with average mspt of 6.22, with baseline mspt, we can deduce that the farm on a high clockspeed "costs" apprx 6.02 mspt on average.

Test 4: Farm off
For this test I disconnected the clock completely and investigated how the server handled the farm onidle
Clock: None
Test Duration: Simulated 12000 ticks (20 mins)

Result: Server ran with average mspt of 2.44 mspt "cost": 2.24 mspt


From these results, it is evident that the clock frequency has a large effect on the mspt "cost" of the farm, incurring heavy penalties over when the farm simply idles, and heavier when the clock cycles more frequently. This is indicative of the fact that the largest mspt cost occur when the farm actually fires. Hence, I performed Test 4.

Test 4: When Firing
For This test, I started the warp after pressing a button to fire the farm once. The duration was calibrated as best as I could to only include the segment of time in which the pistons were extending on the farm.

Clock: Manual Activation
Test Duration: 400 ticks (20 seconds)

Result: Server ran with an average of 24.84 mspt, indicating that the firing sequence of the farm costs 24.64 mspt, for its short duration.


between tests 3 and 4, I think its evident that while a pumpkin farm does not cause increases in mspt most of the time, while the farm fires there is a sharp, sustained, increase in mspt, which if the server mspt is already abnormally high, can cause great lag for players on server. If the server is already running borderline, at 50 mspt, an increase of 20mspt can already decrease tps below 15. this decreased tps would also increase the amount of time until the farm completes its firing cycle, as they are usually redstone activated, which is tied to the tps.


Error Sources: This data is not nearly of the same quality of the data provided by luis in former posts. I don't have the ability to easily pull instantaneous mspt data into a spreadsheet/graph. Furthermore, the server has differing hardware than I do, hence this data is not indicative of actual server performance. This data also exhibits strong confirmation bias on my part.

Conclusion: As I have neither any way of simulating the actual VC server, both in back end, and specific hardware, the absolute numbers in this data should not be compared to the actual server. Instead, This data demonstrates the relative impact that a pumpkin farm like mountain dwelling can have on mspt. The relative differences between the mspt data demonstrates that farms like Mountain Dwelling have large impacts on server performance specifically when they are firing and harvesting the pumpkins, and significantly reduced impact when idle.



5
Reports & Grievances / Re: Could I get my village back?
« on: 20 April 2020, 07:48:27 PM »
Mountain Dwelling wasn't even made by scott, simply bought, and from what I know, one of Cyphur's only involvements with it was fixing an outdated storage system.
To be specific, I fixed the storage system, as well as the storage's of numerous other farms in the complex, as well as helped in funding the purchase. I also provided analytics on the farm during the purchase to determine a fair price for the farm.


If he wasn't going out of his way to look for a duping machine, he wouldn't have found it. In addition, he told luis about the glitch a long time ago, if he knew scott was doing it why would he make it easier for luis to catch them?

I actually have a copy of the region, and surrounding area, from when it was first purchased. This copy was used to gather analytics on farm production to calculate value, as well as design the new storage system. Upon inspection, the dupe setup is evidently a recent addition, as it was not there.
Excuse me? you have a *COPY* ??? what?

Yes. I have a mod that allows me to download sections of a world into a singleplayer file. People have asked me numerous times to save parts of the world that they might want to keep for memories. I have a zip of mountaindwelling (https://send.firefox.com/download/88533db66adefb0a/#LLYniUDovWMCksbnN9qAfQ) from 1.12, before the purchase.

6
Reports & Grievances / Re: Could I get my village back?
« on: 20 April 2020, 07:41:38 PM »
Mountain Dwelling wasn't even made by scott, simply bought, and from what I know, one of Cyphur's only involvements with it was fixing an outdated storage system.
To be specific, I fixed the storage system, as well as the storage's of numerous other farms in the complex, as well as helped in funding the purchase. I also provided analytics on the farm during the purchase to determine a fair price for the farm.


If he wasn't going out of his way to look for a duping machine, he wouldn't have found it. In addition, he told luis about the glitch a long time ago, if he knew scott was doing it why would he make it easier for luis to catch them?

I actually have a copy of the region, and surrounding area, from when it was first purchased. This copy was used to gather analytics on farm production to calculate value, as well as design the new storage system. Upon inspection, the dupe setup is evidently a recent addition, as it was not there.



7
Reports & Grievances / Re: Could I get my village back?
« on: 20 April 2020, 07:30:25 PM »
I find it hard to believe that you were "unaware" of scotts duping, yet knew where his duped valuables were because of logs? Can I get an answer for this. Cyphur.


Answer me this one too, why didn't you message me about this?

I think it is very very common knowledge that I am something of a redstone consultant on the server. People ask me fairly often about various redstone contraptions. The reason I recognized Scott's vault where the valuables were kept is because the door into is one of my own construction. Scott asked me for a hidden door for his vault, hence i constructed a 2x2 flush with wall door with floorboard torchkey trigger. That is how I knew where his valubles were, I did not know, however, that they were duped.


8
Reports & Grievances / Re: Could I get my village back?
« on: 20 April 2020, 06:58:09 PM »
Judging by logs he was duping for at least a year before we found out. This makes it almost impossible to tell what is legit and what isn't. I stand by seizing the region.


I'm confused what the seizure is supposed to accomplish, I thought it was quite evident that the spoils were kept in a vault in another location.

9
This is the proposed edit to the motion:

1) Automatic or Industrialized Farms will no longer be allowed to be used when 10 or more people are on.
     (a) Farms have 5 minutes to comply once 10 or more players are online. Staff may give:
Immediately: a notice to disable,
          - After 5 minutes: a warning and kick if AFK,
          - After 10 minutes: a second warning and a kick.
          - After 15 minutes: a final warning, a kick.
          - After 30 minutes: proceed to regular punishments, and any other necessary intervention to stop the farm.
2) Industrial sized farms are defined as follows:
     (a) Volume > 4096 (16^3) for a random-tick based farm.
     (b) Entity Count > 256 for a spawner based farm
     (c) Volume > 32768 (32^3) for mob spawning based farm
     (d) Any Farm that involves sending entites (items or mobs) through nether portals
          - This class of farm applies once more than 5 people are on.
3) This rule expires fifteen days after VillageCraft updates to 1.16

The Signatories are as follows: Protoape (chef), Naomi, Brutalfive, theodorf, and Jack_Aubry (seaborgium). The motion was approved by the CM (TheLegend12369) and the following staff: Moderator TheLegend12369 , Admin Essos (Yvette), and Moderator CyphurTheFox.



May I suggest adding a fourth element permitting staff members to grant exceptions for farms provided:
a) The decision is approved by a significant quantity of staff (specific number tbd)
b) The decision is ostensibly for the public benefit.

The only reason I suggest a clause along these lines is due to the fact that there are public xp farms that cause little to no noticeable lag, but would be limited by this legislation. This clause would permit people to continue using these farms.

10
Reports & Grievances / Re: Could I get my village back?
« on: 20 April 2020, 06:46:04 PM »
yea. the place scott had been duping I confiscated under staff name because that's what I was told to do. unsure as to what to do with it, most staff members were in agreement to seize it. we asked you if you knew about scott duping their a few times and you ignored it.

I remember stating when you showed me the dupe setup that while I had been aware of the specific dupe glitch long prior to this incident, I was not aware that scott was using it to dupe.


11
Reports & Grievances / Could I get my village back?
« on: 20 April 2020, 05:57:41 PM »
Accused player(s): OctoGamer
Accused of: Unexplained Transfer of Village Ownership
Player(s) effected: CyphurTheFox
Time occurred: Unknown
Location: Mountain Dwelling (rgID: mountaindwelling)
Co-ordinates:800, <y?>, 9650

Brief summary of what happened:
Recently I noticed a change in ownership on a region I owned, Specifically the village known as "Mountain Dwelling" For some unexplained reason, I was removed from the owner list and replaced by OctoGamer. Could the owner list on this village be reinstated?




12
still waiting for proof that they cause lag because as i've stated I don't experience this lag

It is a possibility that the lag might not affect the specific activites you participate in. The lag where server tps drops does not manifest as a drop in frame rate, but as the slowing down of a lot of back end stuff. You'd notice it as redstone slowing down, mob spawning decreasing, and other changes involving the game mechanics that function in the lock-step tick system.

Some examples of in game activities heavily affected by a drop in tps:
Redstone (functions slower)
Mining (The drop in tps can cause a desync in block breaking, in resulting blocks previously thought to already be broken reappearing)
Exploring (the drop in tps heavily affects chunk loading/generation)

Could you please explain what you usually do on the server? It might explain why you dont experience the lag that often.

Then why does everyone complain about frame drops

Dropping frames is a personal problem that can pertain to a specific PC. Better hardware means you dont drop frames.

The complaints I've seen are people complaining about having to break a block 5-6 times, which is very characteristic of a drop in tps. Other lag that I've seen people experience happens during PvE, where the low tps causes entity processing to slow down, and you can hit a mob with a knockback sword multiple times and it doesnt move.

13
still waiting for proof that they cause lag because as i've stated I don't experience this lag

It is a possibility that the lag might not affect the specific activites you participate in. The lag where server tps drops does not manifest as a drop in frame rate, but as the slowing down of a lot of back end stuff. You'd notice it as redstone slowing down, mob spawning decreasing, and other changes involving the game mechanics that function in the lock-step tick system.

Some examples of in game activities heavily affected by a drop in tps:
Redstone (functions slower)
Mining (The drop in tps can cause a desync in block breaking, in resulting blocks previously thought to already be broken reappearing)
Exploring (the drop in tps heavily affects chunk loading/generation)

Could you please explain what you usually do on the server? It might explain why you dont experience the lag that often.




14
Does your farm have an "off" functionality built into it?
if it doesn't have an off functionality just disable it by severing the red stone connection where it can be easily replaced when you wanna use it
I'm not "severing" my red stone, because I'm not even the one who does it. and no, guardian farms don't really have a way to disable. you can disable the collection. have fun with all the mobs and items sitting on the floor though.
so you can't break a single piece of redstone or block off a path to prevent it from running if 10+ people are online?
Sorry, no. I don't see "break to fix" as being a proper solution, because it's not.

Can't you just add a lever shutoff then?

The issue with adding a lever shutoff is guardians don't just lever-shutoff spawning. just like you cant turn off a cactus farm, they don't stop growing. I think the solution for a mob farm would be adding the "mob-spawning:deny" flag to a rg. Basically mob prot. This does raise the issue of giving out mob prot to people who build massive farms, however 1: it would break basically any mob farm, so you probably don't want to keep it on; and 2: if you're building massive farms, you probably already have mob prot.

Specific farms also have specific methods of shutoff. In Octo's guardian farm case, the solution is to remove the water, usually with dispensers, however octo's farm doesn't have the infrastructure to do this easily so an alternative solution (like the one I just described) is necessary.



Also Side note: I just talked to Hobbes about disabling my large guardian farm, a measure which I will leave in place until 1.16. It should be off now so y'all can play villagecraft assured that I'm not going to be causing lag with that farm.(not to imply that I was trying to cause lag before with it)

15
- For the purpose of this rule, industrialized automatic farms means any farm or spawner mechanism that occupies more than 256 blocks, per player (example: this is 16 x 16 in a flat plane, please discuss if this is good, we don't want to punish little lever-operated food farms that use some redstone).

256 blocks is a little small, imo. 16x16 is a pretty large flat area, but farms are rarely, if ever, flat. The big issue here is varying types of farms create varying amounts of lag

My proposal would be the following:

Volume > 4096 (16^3) for a random-tick based farm.
Random Tick based farms include virtually any farm that involves some form of plant growing, so cacti, netherwart, pumpkins, etc.
These also include Portal-based pigman gold farms, which are EXTREMELY laggy when they get quite big, though rare. I recall a recent incident where a large one of these I owned was disabled (at my request and with assistance of staff) and the server tps immediately improved threefold. Also imo, you shouldn't be building them anyway, as for what it's worth, they're really slow for the effort you put in.


Entity Count > 256 for a spawner based farm
The lag issue with a spawner based farm is not the physical size, but the fact that if you afk one to gather some mobs for some time, large amounts of mobs can accumulate. This can cause lag if it gets fairly high. Thus a limit on how many mobs/entities you can have in the area should be imposed here. You can easily count entites nearby using the F3 menu.


Volume > 32768 (32^3) for mob spawning based farm
These farms consist of any farm of a mob that does not rely on a spawner of said mob. These too can be very lag efficient, with one exception:

Any Farm that involves sending entites (items or mobs) through nether portals(with a special clause limiting this class to only 5 people on)

Comparing farms of this caliber to more traditional farms is like comparing a server to a home PC. One is usually much more powerful than the other (though not always).

Sending mobs through nether portals is well known for being a good way to quickly allow more mobs to spawn, however it can be extremely problematic. Whenever an entity is sent through a nether portal, the game searches a 128 block radius around the destination point to find a portal to place them in. This search is Very Very Very laggy. Luckily the game caches found destinations for 15 seconds, meaning that if you have a consistent flow of mobs into the portal, The cache never expires and the lag is fairly low. The key here is the consistent flow, which is the reason I propose a clause limiting this class of farm to 5 people. If there are other people on, it can reduce spawn rates at farms of this caliber, which runs the risk of allowing the 15 second cache to expire very often, causing the laggy 128 block search to happen very often, causing extremely bad lag, hence limiting use of this class to 5 players is important. Luckily this class of farm is very rare, and the only known one I know of on server is mine.

I am open to adjusting the numbers on most of these clauses, hold for the last one regarding nether portal farms, as until the 1.16 optimizations, these are very, very, very laggy if done wrong.


Also maybe a special clause allowing staff to grant exceptions for using a given farm if its in the public interest? I know certain farms are good public tools, and are not particularly laggy at all. The first coming to mind being the public guardian xp farm I set up at /warp v-tgf  I recently disabled the storage system there so any loot from the guardians goes to the player using the farm; it's a public utility instead of a way for me to make bank.

16
Perhaps the repercussions should scale before outright disabling the farm. It would probably be best not to ban players that offend repeatedly, but a temporary region seizure could be in order.

Would something like this work?:

First offence - kick & warning;
Second offence - kick & warning;
Third offence - disablement;
Fourth offence - temp seizure of region.



It may also be prudent to include a clause where if the person was there afking before player count reached 5, then whatever action is taken isn't counted against them? As much as I like this rule, I don't want my farm seized over the fact that I was afk when 4 other people joined

17
Parliament | Suggestions / Re: Farms Causing Lag?
« on: 16 April 2020, 03:09:52 PM »
I must say, I quite liked the data you provided luis, as it matches up very cleanly with data I already have about these stuff. Namely the lag situation on my farm becoming much much better on 1.16, likely due to backend nether portal updates. Something interesting to note is that once that farm actually gets spun up it stops loading new chunks. the flow of guardians to the nether is enough to prevent unloading. The thing that causes the most lag on that farm is when a portal doesn't get a guardian through it in at least 15 seconds, which allows its link cache to expire. The process of reestablishing that cache is one of the more annoyingly laggy parts of portals.


I'm more than happy to investigate large pumpkin farms too. I only picked those two farms in my test because they were the two I noticed most in discussions (Octo's was the most complained about, and Cyphur's was mentioned in the thread). If you've got a good example of a large pumpkin farm, let me know where it is and I'll do some testing on that. For what it's worth, it did look like Octo's farm included an automated pumpkin farm, but I didn't check the size of it, so there may be better examples as you say.

If you're interested in checking out a pumpkin farm to investigate, which I personally would find very interesting, I would reccomend one of these:
my /home CyphurTheFox:farm (Mountain Dwelling) (27329 Pumpkin Seeds) (A slightly more reasonable size)
the one at /warp warp (85653 Pumpkin Seeds) (90% Sure biggest on server)

Both are the largest pumpkin farms on server that I know of. If you need me to I could pop back and reinstall the clock and on-off lever for my /home farm if you'd like to test it, as I removed the control redstone a while ago as at the time it was undeniably causing people to complain about server lag, and I didn't use it anyway. (That was when server was not on paper. Eigencraft redstone has brought a lot of optimizations there, so take that observation with a large grain of salt.)

IIRC the farm at /warp warp has also had its redstone mostly removed, so a reinstall there might be necessary as well.

EDIT:

I know Shen's farm lags me a lot, it could be a different type then Octo's if you need others to look at Luis
Just did a simlar analysis for shen's farm, for any curious, and it comes in around 13550 pumpkin seeds

The Pumpkin farm at uhhhhh comes in at 5840 pumpkin seeds

18
Parliament | Suggestions / Re: CM Term Length and CM Team
« on: 9 April 2020, 10:13:31 PM »
i was with you up until the whole monetary thing. why should cm's, or cm helpers, get paid?

They always have, CM get 250k at the end of their term
huh, did not know dis. disregard

also, i dont know how i feel about just giving helpers perms. would it make it easier? sure. but the cm is chosen democratically, whereas the proposed helpers could be anybody handpicked by the cm. someone suggested that the helpers should need staff permission for these perms (unless i grossly misunderstood them) and i agree with that, given that as of right now this wouldn't impede any progress whatsoever

If I remember correctly, this is how the current "CM team" works: its a loosely organized group of people who collaborate on CM events and provide feedback. We have a separate server for developing events, where we build stuff in that server and send maps to luis.

In my opinion, the only thing that should really change here is possibly some more recognition for those in the CM team, and a bit more formalization. To use an analogy with the US government, the CM Team is a bit like the President's cabinet: A handpicked group of advisors, picked by the president to assist him/her in areas where the president may be shortcoming. This is exactly how the current CM team functions. The CM has a group of assistants who help where the CM cant. This is part of how we have such cool big events, like the End of Life event, or being able to make a massive Hunger Games arena. That was only possible because we had >1 person working on both.

As for giving the CM team perms, I don't think too many perms are needed. If we were being honest, map development would probably still happen on a separate server, given that VC isn't the fastest WE wise. What I think is needed is an understanding that, like the CM, temporary perms will be needed to help run events, and possibly the members of the team could be given something basic, like fly.

Also, to take another leaf out of the US Government's book, I definitely think that any official appointments to the CM team should require staff approval as well. Helps provide a check on the CM in terms of just appointing whomever.


19
Parliament | Suggestions / Re: Server Lag Discussion
« on: 9 April 2020, 09:54:18 PM »
Would it be too rude to say harsher restrictions on when you can use big farms? Like I know people aren't supposed to use them, but they do anyway. perhaps having the turned off if they don't want to listen. I don't want to cause problems, I just know farms are usually the issue
Who told you that? I've never known about any rules saying you can't use a big farm?
I should have clarified better, you can use them I always thought you weren't supposed to use them when there are others on, I've heard multiple staff members say that.

There is nothing in the rules saying you cant use them w/ other people on. However, many farm designs cause lag on the server, and it is inconsiderate to everyone else on server if you generate lag by afking a farm, while other people are trying to play.

On that note, I believe the biggest problem with big farms is that people tend to build them where they spend a lot of time. While this makes sense from the perspective of using a large farm to make money, the problem is that with the game becoming less optimized in 1.14, these farms generate lag that can make it difficult to play on the server.

I am not the first to admit that I personally have a very large farm. however, besides taking measures to mitigate the lag it generates, I also built it far far away from anything else, such that if I want to use it, I deliberately have to go afk it. For the region around it where I can activate the farm, I dont spend any time. This helps mitigate the lag the farm causes.

I think if people want to build large farms, its fine, even if the farm tends to cause a lot of lag. However, build it far away from populous areas, and avoid being nearby when there are other people on server trying to enjoy minecraft. If people who want to build large farms take these steps, I think we can have a much less laggy server, without having to spend money on a better server package.

20
General Discussion / Re: Terracotta at market
« on: 7 April 2020, 07:35:44 PM »
An ongoing project I am working on right now is a complete re-evaluation of all market prices, including terracotta. The market is big, however, and this takes time. Please be patient in the meantime.

This is also a good time to possibly add anything missing to market. As such, if there is anything in market that you think is missing, please let me know and I can work with the other staff to see if it is ok to add in somewhere.
I was notified that I should clarify here. I am not changing the current prices. I am simply making a spreadsheet of recommended new prices. This spreadsheet will then be reviewed by the rest of the staff, and either approved or denied. If approved, the new prices will be implemented.

21
General Discussion / Re: Terracotta at market
« on: 7 April 2020, 04:19:49 PM »
An ongoing project I am working on right now is a complete re-evaluation of all market prices, including terracotta. The market is big, however, and this takes time. Please be patient in the meantime.

This is also a good time to possibly add anything missing to market. As such, if there is anything in market that you think is missing, please let me know and I can work with the other staff to see if it is ok to add in somewhere.

22
I'm in the middle of coding a new voting plugin, and wanted to get some input on this. Is there a reason you'd favour crates as rewards, over simply just receiving items? My plugin works by automatically giving you the item when you vote (or next log in), so there's no claiming you have to do. Was wondering if the crates is still something that's desired?

If I'm coding this, I might as well make it the way you all want it. Give me ideas!

Here's my POV on the matter:
1: Crates/Crate Keys, are a tradable commodity, as opposed to just voting rewards that are handed out. This has some interesting effects economically.
2: Something common across crate plugins I've seen is a animation of sorts when you open a crate & if you get something cool it tends to get announced. This makes the voting process more interesting and can help incentivize players beyond simply receiving the rewards.

And now a suggestion:
A system that I've seen work on a few other servers is as follows:
1: There are two crates, a vote crate and a "high" crate(name subject to change)
2: Voting gets keys for vote crate.
3: Vote crate has keys to high crate, though very rare.
4: You can also buy high crate keys using IRL money.

I think adopting a system similar to this would be an interesting idea, and could help bring additional revenue to the server. As for making the server "pay to win", I would like to make a few points.

Firstly: What, exactly, is the win condition for minecraft? how do you win at villagecraft?

Secondly: Not all forms of monetization are pay to win. There are a few notable examples in certain games, but a well crafted system can avoid pay to win. One possibility: make high crate rewards not affect pvp, meaning no Prot V armor/Sharp VI swords or what not. I think if one is careful in putting together a system, it can be decidedly not pay-to-win.


23
Parliament | Suggestions / Re: Reset the Nether in 1.16 DISCUSSION
« on: 6 April 2020, 05:26:29 AM »
As someone who maintains more than one farm in the nether, I feel that I should at least have some input here. As of right now, I have 3 things I have built that I would prefer survive a nether reset, also I have punched a rather large hole in the nether ceiling using the 1.12 dragon egg trick that I quite like and would prefer to keep, whether this means having a staffer just WE in a new hole or something can be addressed later.

I am entirely open to working with staff to help ensure my constructions remain unharmed should the nether be reset. The three structures  that I would much like to keep around are as follows:

1: My nether fortress farm, as well as the 128 block radius area around said farm that I mob proofed (this took weeks)

2: a small construction that fits perfectly in 1 chunk, that if deleted may result in accidentally crashing the server

3: The Eldrin Blaze farm, while not mine, I think is really nice, as such, I would much enjoy if this farm is preserved as well.

Given that the 1.16 update makes the nether a more varied place, where building an interesting village is viable, I am fully in favor of a reset, on the contingency that I can get assistance in preserving some of my (and others') hard work.

24
Parliament | Suggestions / Re: State of TNT in outlands.
« on: 3 April 2020, 03:49:52 PM »
Maybe possibly instead of enabling TNT in the outlands, a compromise solution can be found to help all parties?

One possibility I considered was allowing creating regions with build:allow, tnt:allow, pvp:allow for a small fee. IIRC, this combination of flags will create a region that functions identically to the outlands, just with TNT enabled. This would allow a player who wants to destroy an area in the outlands using TNT to be allowed to do so, without building an entire village on top.

If someone used TNT or built in this region, would they be able to protect the part they used as a village that they will own, or will this land be unownable?


I dont see any reason that this area could not later be made into a fully functioning village. for all intents and purposes, the way I see it, the region is simply a section of the outlands where tnt is enabled. Building a village there would be as straightforward as building a village elsewhere in the outlands, just one should be aware that it's a tnt enabled area.

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Parliament | Suggestions / Re: State of TNT in outlands.
« on: 3 April 2020, 03:31:56 PM »
Maybe possibly instead of enabling TNT in the outlands, a compromise solution can be found to help all parties?

One possibility I considered was allowing creating regions with build:allow, tnt:allow, pvp:allow for a small fee. IIRC, this combination of flags will create a region that functions identically to the outlands, just with TNT enabled. This would allow a player who wants to destroy an area in the outlands using TNT to be allowed to do so, without building an entire village on top.

26
Parliament | Suggestions / State of TNT in outlands.
« on: 2 April 2020, 02:23:16 PM »
I am making this thread to bring a little more discussion to whether or not TNT should be enabled in the outlands. I understand it was a few months ago when it was disabled, and that no one has brought it up since then, but I recently wanted to do some excavation with explosives and was told that if I wanted to dig up an area using explosives, I would need to build a village there and get it claimed in order to do so. I feel that creating an entire village only for it to be subsequently blown up defeats the point of a village, thus I decided that it may be a good idea to bring whether or not TNT should be allowed in the outlands to active discussion.

Should TNT be enabled in the outlands? Why or why not?

 

27
Interesting, despite being an MP, I cannot vote. Can someone please fix this for me?

28
After some deliberation, I have decided to also nominate killermango135.

Edit: I nominate legend again too.

29
I nominate Cyphur as well. Though not sure how that works when he might be getting staff.

As do I, that makes two, and I'll nominate Green as well

I nominate CyphurTheFox.

Thanks for the nominations guys, I will accept the nomination then

30
Your Minecraft Username:
CyphurTheFox


I have donor Rank

The name of the village you are representing:
Glassridge (Owner)

31
Reports & Grievances / Staff Abuse
« on: 7 June 2019, 06:09:39 PM »
Accused Players: Staff Member, I suspect Livid/CRH244
Accusation: Staff Abuse
Affected Players: Me, JJ_Jackie

Time Occured: Approximately 1300 hours today (June 7, 2019), Pacific Standard. 19:30 logblock time;

Location: My In Progress base, Approximately 1 million blocks in the nether away (8 mil overworld) from spawn

What Happened: CRH made his way to my in progress base, possibly with staff assistance in TPing, and set a home there, then robbed me all of my items stored there. Furthermore, when Jackie and I got on and discovered this, CRH took advantage of this to kill Jackie.

Why I suspect Staff were involved: 

The Flight out to my in progress base, takes at minimum 8 hours (see below). CRH said that to find the location, he saw a person there with the dynmap. Because of how far out the base is, I am able to keep track of who is there. The list of people who I specifically invited to the location are : JJ_Jackie, xLuBu(Yvette) and ascension101. CRH told me it was not a staff member who he saw that far out, and Jackie has kept herself hidden on dynmap the whole time, leaving ascension. Ascension was tp'ed out a little over 20 hours before the incident. if my memory serves. Through interviews with other staff, as well as checking of my own logs gathered through IRC, I have reasonable doubt that he had the 8 hours to make the flight. Therefore staff TP'ing may have been involved. Further evidence of staff involvement in raiding my base can be found in the fact that Livid, a staff member who, prior to this incident, I had never revealed the location to, can be found taking some of the items from the chests, according to log block.


Sound Evidence that the nether flight takes 8 hours:

using a client side world of mine, I set up two rings exactly 100 blocks apart. On one I set up a chain of command blocks that, when it detects a player inside the ring, it sets the time to 0, then enables the daylight cycle. The second ring I set up, when it detected a player, stopped the daylight cycle. Because the daylight cycle is measured in ticks, of which there are 20 in a second, I now have a measurement of time to travel between the rings accurate to .05 seconds. Then, using an auto clicker, I flew between the hoops, firing a firework every tick (20 per second) to ensure I was traveling at max speed. after 10 passes, recording the time to travel each time, I had an extremely consistent travel time of 60 ticks, or 3 seconds. thus, the max speed is 33.3 blocks per second, translating to 8 hours to travel 1 million blocks. thus, short of speed hacks, there is no way to get out there faster without pre-existing infrastructure (piston bolts travel faster, but require lots of time to build)

Information Request:
Can someone with access please check the logs and tell me what the situation is here? I imagine they could easily resolve this situation by confirming or denying staff involvement in tping CRH out to my base. 

Why I think this deserves a report: Aside from being a little irritated over having my stuff stolen (including some books that I only had one copy of) If staff are involved, this is a case of staff abuse as a staff member is assisting CRH in pvp (he killed jackie) as well as assisting CRH in stealing.


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