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5
Morning Changelog 2015-01-03
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Still fixing bugs, haven't even gotten started with the new balance stuff (xp, bastions, enchants etc. yet). So far 1135 unique accounts have logged into CivTemp (hype) with about 96 000 total logins. We have yet to see any performance issues not caused by faulty plugins, so far the performance improvement by sharding is very impressive. Keep in mind we are also still using the same hardware as for 2.0 (not counting Candyland and Zion, but those see barely any population anyway).

Changes in the last 24h:

  • Fixed wildcard durability handling in CivModCore to make the wood recipes work
  • Prevented endless loop in wood factories without producing anything
  • Fixed factory upgrading
  • Added charcoal recipes to FactoryMod
  • Began to rework FactoryMod recipe durations, factory upgrades now take a lot longer
  • Added repair recipes to factories, which require essences (can't use yet)
  • Added break multiplier to FactoryMod config, you will now get half of a factories setup/upgrade cost back when breaking it.
  • Other small FactoryMod config fixes
  • Fixed a concurrency issue in NameLayer, which allowed people to create the same group multiple times if they did it in different shards at the same time
  • Fixed a bug where a group could be linked to a group with the same name, which led to endless loops when recaching that group, this in combination with the previous issue was what caused the 30 minutes down time yesterday
  • Fixed a JukeAlert caching issue, which could lead to people seeing themselves on snitches
  • Further PrisonPearl fixes, put it back on the server
  • Updated to most recent RedisBungee
  • Fixed the end portal, you can now leave the end by jumping off (assuming you aren't pearled) and you will spawn at the top of Tet.

Testing is needed for:

  • PrisonPearl and all of it's features, especially across shards

  • Factory creation, repair etc. We are still working on making a decent config in the new format, the current config can be found here. Any pull requests to help improve it would be appreciated a lot, it's a giant task. No pipes and sorters right now, but they will be added.

  • Cross shard spawning. Ensure that randomspawn works properly and that beds respawn you across shards, but will stop doing that when you break them or sleep in a new one.

  • NameLayer super/sub groups were added a while ago, those need a lot of testing. Documentation for them can be found here. Also thanks to Tyrothalos for adding this feature.

  • Cross shard messaging. /r, pms, groupchats etc. should all be completly consistent across shards

Feedback is needed on:

  • Factory recipes. A lot of those are still place holder, feedback on how those should look like or how long they should take would be appreciated.

  • Mob spawning. All mob spawning is now being handled by EE, which gives us a lot more control. Before we go into more complicated stuff, we want to replicate a nice peaceful/vanilla feeling and find out which values we need for that. So thoughts on the current spawning amounts would be nice.

Known bugs:

  • Your reinforcement mode resets when crossing shards
  • Furnaces don't turn off after a factory is done
  • If any additional materials are in a chest when creating a factory, those will also be consumed
  • When logging in for the first time a CombatLogger is spawned at 0,0 on Aleph
  • Some recipes/factories in /fm aren't working because their input doesn't fit in the UI
  • The shard you get forwarded to can be influenced by the proxy you connect to
  • EE mobs don't persist properly across restarts, which leads to inconsistent drops
  • RealisticBiomes persistence is semi-broken
  • Reinforcement maturation isn't enabled yet (we forgot)
  • Using /fm in a boat/cart doesn't work and leads to inventory glitches

Stuff that should/will happen soonish:

  • More bugfixes

  • All ores drop as ores

  • Turn up hostile mob rates, they are almost nonexistant currently.

  • Merge NameLayer permission rework and fix other plugins, this will allow other plugins to register their own NameLayer permissions, so reinforcing, creating snitches, renaming snitches, bastion access etc. can be split out into separate permissions

  • Particles to mark portals

  • Essences

  • SkilUp

  • XP-production

Other thoughts:

  • Why is noone in Bet and Zion?

  • Is having no primary food source available in a shard overkill or can it be justified if it offers a lot of other resources?

Any bug reports or thoughts on the current balance situation (except for ore gen) are very welcome in this thread.

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8 years ago