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Messages - CyphurTheFox

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1
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.


2
General Discussion / Re: WTF is up with Mob Spawning?
« on: 6 March 2019, 04:00:35 AM »
I'm not actually sure what's up with mob spawning. It's been lower than vanilla since before I even joined the server. I remember noticing the same thing back in 2012 when building my first spawner. Weird thing is, I've upped the spawn rates from the default value, iirc to a value even higher than vanilla, and its still low. I'll see if I can up it some more next time I get enough free time to test it all out.

Awesome, Thanks, I also had some ideas for tests I could toss around and I'll run some of them when I have the chance.


So when I said "tests" I really meant "a test", which I performed just the other day. The idea was simple, a repeat of my nether test, but more people involved, so that's what I did. I borrowed a few accounts and placed them in the nether. Firstly, mine in the middle of fresh chunks, then recorded entity count, then add an acc on a high platform to up mobcap, then record again, then get a third on, loading chunks but not spawning mobs, then check again.

 So for those unfamiliar with the mobcap calculation, it boils down to a vastly simplified version of this: Players on server * constant = mobcap. [See Footnote] given this table:

1 Player: ~19
2Players: ~31
3Players: ~47

I think the line of best fit for this data would put the constant at around 15. For reference, the constant in a typical MC game sits closer to 70.

[Footnote]
The Actual calculation is based on a certain radius of chunks around the player, and is affected by player proximity.
For a better explanation of this, see https://minecraft.gamepedia.com/Spawn#Spawn_cycle.




Addendum(added after writing all of the above):

Actually, I think I just found the real source of the problem, and its really simple. I know from prior testing that the server render dist is 9. I used some simple measuring to get that because I needed it to do some bedrock removal with dragon eggs. Anyway, I was reading the gamepedia article on spawning , I noticed this little gem under "notes"
Quote
If the player's view distance or the server view distance in multiplayer is at 9 or below, mob spawning is severely reduced (or they despawn too quickly), and may result in the player encountering no mobs at all. Set the view distance to 10 or higher to ensure mobs spawn correctly.


So uh, yeah. Fix the problem (at least in theory) by increasing the server render dist to 10. Go Figure.







3
General Discussion / Re: WTF is up with Mob Spawning?
« on: 4 March 2019, 09:22:00 PM »
I'm not actually sure what's up with mob spawning. It's been lower than vanilla since before I even joined the server. I remember noticing the same thing back in 2012 when building my first spawner. Weird thing is, I've upped the spawn rates from the default value, iirc to a value even higher than vanilla, and its still low. I'll see if I can up it some more next time I get enough free time to test it all out.

Awesome, Thanks, I also had some ideas for tests I could toss around and I'll run some of them when I have the chance.

4
General Discussion / WTF is up with Mob Spawning?
« on: 4 March 2019, 01:11:55 PM »
I have a few mob farms on VC, they work quite well, but I can never seem to get the projected rates out of them, despite double, triple, and quadruple checking my mob proofing techniques. I've done a couple of tests of this phenomenon:

Test 1: Grabbing the 9 chunks surrounding my guardian farm, as well as the farm itself into a MCEdit schematic, generating a new singleplayer world, then pasting the schematic on top of the location of an existing sea temple on that world (the World Downloader mod fails to save the monument bounding box) Comparing farm speed between these two, with me being the only person on the server, shows that I pick up XP in the single player world 4x faster than the (identical) copy on the server. This suggests that something server side is slowing down hostile mob spawning.

Test 2: I traveled into fresh (nether) chunks, then built a little box around myself and proceeded to afk for some time. I then used my World Downloader mod to grab the surrounding chunks and entities, while also configuring the download to have the gamerule "doMobSpawning" set to false. I then loaded up the singleplayer world. using the F3 debug screen, entity count read ~16. I also used a command to give all entities glowing, which revealed that the nearby mobs were all fairly close by, none looked like they were the up to 128 blocks away that mobs should spawn. I then did /gamerule doMobSpawning true and within a second, the entity count jumped to 50. The glowing test shows that mobs are spawning reasonable distances away again. This suggests that either mob cap is abnormally low, or the despawn chance of mobs far from the player is artificially increased.


Thus my question: What is up with Mob Spawning, why is it so slow?

5
General Discussion / Re: If anyone's noticed any lag the past few days
« on: 31 December 2018, 03:41:56 AM »
Speaking of the spawn chunks, Luis, I loaded up the WDL mod just now and grabbed the spawn chunks. I?m going to load it into a locally hosted session of gnebmons carpet mod and run some tests to see how the game handles just the spawn chunks. Will update later.

Ok, so the results of my testing suggest that the lag is unrelated to the overworld spawn chunks. When I loaded up carpet mod with qualia, I stood in the world spawn and used the tick warp function to jump ahead about 20 mins worth of ticks. I then waited the test out. The spawn chunks when loaded in mostly vanilla minecraft are not a source of lag, as during the tickwarp I was pulling 75ish tps. Then to simulate the spawn chunks when a player is not in the immediate, I started the same test again, but I was in spectator mode. More or less the same result. I think this effectively rules out spawn chunk based lag as well, unless its related to one of the plugins.

I did find your old reddit post about this happening a year ago and there you mentioned that 1600 chunks loaded with 3 players was normal for VC? Is that still the case? because if so, the lag is prob there, if its not a plugin issue.

There was also an even older post on the spigot forums mentioning doTick lag, you probably found it already, but it does suggest either a world guard issue and/or a problem with the number of worlds the server has (1-2 reccomended). Maybe thats the issue, given that VC has 6?

Something I failed to mention earlier that is likely just coincidence is something that happened a few days prior to the whole lag issue starting. I was on the server with frog, and we were messing around with red stone. At some point we ended up on lag machines, how I'm not sure. Two pretty intricate devices with pistons and clocks and observers ensued. However, I do also recall that the machines were 1: built outside spawn chunks and/or in the superflat world and 2:turned off/disabled/destroyed. Nonetheless I did double check that the one that I did know the location of is completely destroyed. 

On an unrelated note, because I was in spectator mode, and I had qualia in front of me, I couldn't help but poke around under qualia and check it out. Underground areas can be just as interesting as the places on top. This absolutely holds true for qualia. Even including the new metro system:
Nice Easter Egg, Luis <<Link

6
General Discussion / Re: If anyone's noticed any lag the past few days
« on: 30 December 2018, 09:44:13 PM »
Does anyone have a base/spawner/anything an incredible number of millions of blocks away from Qualia?

I have a home set 500k blocks out (/home CyphurTheFox:valley), which should unload anything but the spawn chunks and the immediate area around you when you?re way out there, given the fact that the server render dist is 9 chunks.

Speaking of the spawn chunks, Luis, I loaded up the WDL mod just now and grabbed the spawn chunks. I?m going to load it into a locally hosted session of gnebmons carpet mod and run some tests to see how the game handles just the spawn chunks. Will update later.

 On a side note, walking around quaila because elytra aren?t working with the lag  really puts how beautiful some of the back areas are into perspective. Kudos to whomever built it.

7
General Discussion / Re: If anyone's noticed any lag the past few days
« on: 29 December 2018, 11:10:31 PM »
Hey Luis, Couple of things that I think may be useful.

First, a note, I've been measuring the server's tps by leveraging the fact that /time also provides the time in ticks, and I have a custom script on my computer that runs the command twice with a delay of one second.

1: the lag is definitely server side. The tps measurements I've been taking reliably report back 2-3 tps, 4 if lucky.

2: the lag is not related to player structures outside qualia, or anything loaded by them. this was tested by first measuring the tps inside my village, then warping to a home I have set way out ~500k blocks from qualia, then repeating the measurement method. the tps does not change. I was the only person on the server at the time. Thus, the lag is either related to an internal server function or something occurring in the spawn chunks, as the lag is consistent regardless of location. (#2 was performed when I was the only person on the server)

3: the lag is not cleared by a server restart. test #2 was performed immediately after a server restart.


Hey,

I'm not sure who's been on the past few days with it being Christmas and all, but I noticed today the server is seemingly really laggy. I'm still trying to work out what's causing it, and how to fix it, but if anyone's played over the past few days, I'd like to hear from you. When did you first notice this lag? What are you doing when it happens? Is there anything major you know of that's changed recently? Anything else that could be useful? Thanks

Sorry about the lag. I'm trying to see what I can do to fix it. ???
~ Luis
map i think.
A quick theory:
If the lag is related to the dynmap trying to reconstruct the map, then the server restarts may be
interrupting that. Not sure, just a theory, so I threw out a post on the support forums for dynmap asking about the effects of a server restart on the dynmap render.

Also if it is a issue with the dynmap render,maybe it would be a good idea to see if its possible to render it on a different computer with a bit more graphics punch, then transfer the rendered files to the server?

Update: So I got an answer, apparently there's a dynmap config option that needs to be set so dynmap can save its work across a server restart.

Quote from: Psy-Virus date=1546143977

If the following Option is set to true, Dynmap will save pending tile renders on shutdown and start over where it was when the server has started again.

Code: [Select]
# Save and restore pending tile renders - prevents their loss on server shutdown or /reload
saverestorepending: true

8
Rules | Info | Support / Re: So, Uhh, This is Awkward, But...
« on: 22 December 2018, 01:41:13 AM »
So Update, Yvette came on and helped me out. Thanks Yvette!

9
Rules | Info | Support / So, Uhh, This is Awkward, But...
« on: 22 December 2018, 12:00:09 AM »
 
I need a staff member's help getting items back and getting back to qualia after trapping myself on the moon. I can explain.

I was exploring qualia with my elytra when I came across the starship Damo floating in the sky from when the moon was being tested. I realized that the moon was def still a place because it still existed on dynmap.  I noticed that 1: there was no way to just walk into the starship because it was closed off. 2: The floor of the interior of the ship was mostly solid blocks. Naturally, being curious, I wanted to get into the starship. Thus I got on top and downed chorus fruit until I got inside. As I suspected, the warp sign to the moon still worked, thus in my curiosity, I right clicked. Now on the moon, I ventured out of the ship, I didn't get far before the oxygen damage killed me. I re-spawned inside one of the moon bases, item less. I cannot get home. Please help. It would also be nice to get my stuff back. I left the game pretty quickly so the stuff should still be on the ground just outside the starship damo.

10
Reports & Grievances / Re: WESOS19 IS A DOUCHE SMHHHH
« on: 23 June 2018, 08:04:02 PM »
why even ban him, he barely plays to begin with

I think we should issue out a different more fitting punishment
Loss of bal? the night that this all went down he seemed to really enjoy rubbing some 35M in people's faces. ?\_(ツ)_/?

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Reports & Grievances / Re: WESOS19 IS A DOUCHE SMHHHH
« on: 23 June 2018, 04:44:00 PM »
More info:

Code: [Select]
[00:56:26] [Client thread/INFO]: [CHAT] CMTGIRL has made the advancement [Cover Me With Diamonds]
[00:56:32] [Client thread/INFO]: [CHAT] <~Slow> Already
[00:56:34] [Client thread/INFO]: [CHAT] <[VIP] ~VieuxRiche> THEYRE USING ALTS
[00:56:51] [Client thread/INFO]: [CHAT] You have 125 messages! Type /mail read to view your mail.
[00:56:52] [Client thread/INFO]: [CHAT] Request sent to CMTGIRL.
[00:56:59] [Client thread/INFO]: [CHAT] CMTGIRL denied your teleport request.
[00:57:00] [Client thread/INFO]: [CHAT] [Server] <> Scheduled Restart: Server will restart in 2 minutes.
[00:57:01] [Client thread/INFO]: [CHAT] <[VIP] ~VieuxRiche> hahaha
[00:57:11] [Client thread/INFO]: [CHAT] <~Green> kys perv
[00:57:12] [Client thread/INFO]: [CHAT] <[VIP] ~VieuxRiche> did you buy that account for this occasion
[00:57:12] [Client thread/INFO]: [CHAT] <CMTGIRL> leave me alone vieuxriche
[00:57:28] [Client thread/INFO]: [CHAT] <[VIP] ~VieuxRiche> kys?
[00:57:33] [Client thread/INFO]: [CHAT] <CMTGIRL> kys
[00:57:37] [Client thread/INFO]: [CHAT] <[VIP] ~VieuxRiche> did you just threaten my actualy life?
[00:57:46] [Client thread/INFO]: [CHAT] <[VIP] ~VieuxRiche> something that's actually against the rules?
[00:57:49] [Client thread/INFO]: [CHAT] <[VIP] ~VieuxRiche> wow
[00:57:51] [Client thread/INFO]: [CHAT] <CMTGIRL> did you just assume my gender
[00:57:58] [Client thread/INFO]: [CHAT] <[VIP] ~chosh> u said it first Vieux
[00:57:59] [Client thread/INFO]: [CHAT] <~Green> no you're the one who threatenes yourself with my coment
[00:58:00] [Client thread/INFO]: [CHAT] [Server] <> Scheduled Restart: Server will restart presently. Rejoin once it does :)


Code: [Select]
[01:07:39] [Client thread/INFO]: [CHAT] Warping to v-maze.
[01:07:39] [Client thread/INFO]: [CHAT] Labyrinth ** PVP-Off. Building-Off. **
[01:07:39] [Client thread/INFO]: [CHAT] OUTLANDS ** PVP-On. Building-On. **
[01:07:45] [Client thread/WARN]: Received passengers for unknown entity
[01:08:00] [Client thread/INFO]: [CHAT] OUTLANDS ** PVP-On. Building-On. **
[01:08:38] [Client thread/INFO]: [CHAT] Qianzhou ** PVP-Off. Building-Off. **
[01:09:03] [Client thread/INFO]: [CHAT] OUTLANDS ** PVP-On. Building-On. **
[01:10:37] [Client thread/INFO]: [CHAT] [Lockette] You don't have permission to use this door.
[01:10:40] [Client thread/INFO]: [CHAT] CMTGIRL has made the advancement [Sweet dreams]
[01:11:00] [Client thread/INFO]: [CHAT]  Tip:
[01:11:00] [Client thread/INFO]: [CHAT] For info on the outlands, type /outlands
[01:11:59] [Client thread/INFO]: [CHAT] CMTGIRL was shot by wesos19 using [Lockheed Martin F-35 Lightning]
[01:12:54] [Client thread/INFO]: [CHAT] <[VIP] ~CyphurTheFox> btw wesos, given how rich you are, I dont think you'll care about the contents of one measly chest, would you?
[01:13:10] [Client thread/INFO]: [CHAT] <[VIP] ~VieuxRiche> what chest
[01:13:35] [Client thread/INFO]: [CHAT] <[VIP] ~CyphurTheFox> nah
[01:13:42] [Client thread/INFO]: [CHAT] <[VIP] ~CyphurTheFox> nothing of value there anywat
[01:13:59] [Client thread/INFO]: [CHAT] <[VIP] ~CyphurTheFox> cute lockette sign on it
[01:14:04] [Client thread/INFO]: [CHAT] <[VIP] ~CyphurTheFox> doesnt prevent me from seeing contents
[01:14:08] [Client thread/INFO]: [CHAT] <[VIP] ~VieuxRiche> lol break the rules
[01:14:12] [Client thread/INFO]: [CHAT] <[VIP] ~VieuxRiche> i will report you

I got more if you want a pastebin of that night

Wesos, I must ask, why the hell did you just go and hunt down a brand new player (CMTGIRL) for no reason? are you trying to scare them off and kill the server?

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Reports & Grievances / Re: WESOS19 IS A DOUCHE SMHHHH
« on: 22 June 2018, 04:53:27 PM »
Cleary a violation of our rules, and I know hes been warned in the past for breaking these rules. I would suggest a tempban but ill let someone else decide.

wesos19 has been banned for 1 day for breaking a no kill agreement

(we can still look for evidence on whether or not he killed the new player and how he did it tho)

Its nice knowing he got punished over that, but tbh I don't care too much about the punishment. What I care about is the sword, Shovel, Axe, bow, and Pick of mine that he ended up with. I managed to nab my armour and elytra before he could pick it up, but the tools were taken.

13
Reports & Grievances / Re: WESOS19 IS A DOUCHE SMHHHH
« on: 22 June 2018, 02:18:54 AM »
So as for the whole noob killing ordeal, I feel my two cents may be of assistance, so here's more or less how I figure it went down:

After Wesos's violation of the peace agreement, Green showed up. I don't know what hot water was going on with him and wesos, or if wesos was just in a kill everything mood, but wesos TP killed green. No public peace agreement was set up, and it was evident from what happened in the chat that Greenmolay was expecting this and packed accordingly, (specifically packing absolutely nothing) wesos threw around banter trying to egg us into fighting him while I was busy trying to replace my lost gear. Credit where it's due, I suspect Greenmolay is a bit of a sociopath, as he is a master manipulator when it comes to egg people on. The two of us did a bit of prepping to try to at least have a fighting chance with pots (which failed BTW) It was around this time that CMTGIRL joined the server. Wesos accused her/us multiple times of her being an alt of ours and tried to insult us over it. Meanwhile, SlushyGoo had shown up and both Green and she had tpa'd CMTGIRL to them and were giving her some "welcome gifts" which evidently included some diamond armor from the advancement logs.

[Begin Speculation based on chat]
I suspect that being a naieve player who had missed out on the arguments of the past few minutes, she accepted a TPA from wesos, likely expecting more "welcome gifts" If the tip of an arrow moving at a couple hundred meters per second at your face as you stand helpless in a pit in the floor of a house in one of wesos's villages with PVP on, qualifies under welcome gifts, then she certainly got what she wanted, though that's not much of a gift if it results in loss of all of your other items.
[End Speculation]

Check the logs if you would like, details here are most certainly not the most accurate, my memory is already a touch fuzzy. The approx. date and time to check would be 6/20/2018 at and after 3:30 UTC (8:30 PDT, 11:30 EDT) [I think I got the time zones right. my native is PDT]

Also if it's necessary I can show where wesos had his TP trap set up. It was a pretty basic trap, two block deep hole with hoppers at bottom.

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Reports & Grievances / Re: WESOS19 IS A DOUCHE SMHHHH
« on: 21 June 2018, 08:25:15 PM »
Would it also be relevant that he violated a no-kill with me? If you take a look at the screenshot I attached he asked me to tp, so I asked him for no kill, and he said "ok then" which I interpreted as an agreement to my no kill.

 

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