Online Players (0)
Latest Blog Posts
||Website Profiles and MC Account Linking||Jan 21, 2017|
This is a quick post just to announce some new features on our website!
Website profiles are now a thing, you can see a users profile along with their linked Minecraft accounts.
You can also see their staff position on their profile page.
You can see an example of this on my own profile:
Everyone who has a forum/website account has a profile page, just go to the above address, replacing my username with your username.
If you're wondering what the tick is beside my name, that means that forum account is a verified profile and it is actually me.
If you're unsure that someone is who they say they are just go to their website profile and look for the tick beside their name.
Account verification is manual and can only be applied by myself. You can reply to this topic requesting your account to be verified.
The requirement is simply that you have 1 linked Minecraft Account that is verified.
Forum accounts with the same name as well known people or other Minecraft accounts e.g. "Notch" will be denied verification.
MC Account Linking
You can now link your Minecraft account to your website account in a few easy steps.
Your main account will show as your "Minecraft IGN" when you create a forum post.
If you're stuck ask for help in game or reply to this topic!
|0 Replies • 525 Views|
||Poseidon's Command - FIX!||Jan 11, 2017|
A massive shout out to Lordenization who actually spotted the reason behind the bug.
Anyone who's bought the Poseidon's Command from the NPC in Spawn may have noticed their rod doesn't work.
This turned out to be an issue where Lure VI doesn't work, Lordenization found this out from the Minecraft Wiki:
Decreases wait time until a catch by 5 seconds per level. At Level V, the fish-catching particle effects start almost instantly. At Level VI, you are not able to catch anything.
While we were trying to figure out what plugin was causing the issue and why, It turned out to be a vanilla issue.
To address this we've replaced the Lure VI enchantment with Lure V which does work.?
If you've already got a Poseidon's Command with Lure VI you can swap it for the fixed version at the new Item Exchanger situated within the bank at /warp bank
Please let us know if you have any issues!
|0 Replies • 85 Views|
||Auction Bug and Profile Updates!||Jan 2, 2017|
|It's time for us to make some changes on Phoenix!
Our recent change is the addition of Achievements to the Profiles system,
Doing /profile will now show how many achievements you have.
You will also find that we now track how many ruins have been found.
Although due to this being a new statistic everyone has started at zero,
we've not previously logged ruin finds until now (Sorry guys :< )
In the coming week you will also find achievements appearing on profile pages as well as player statistics.
However this is still very much work in progress. We'll start to add more interesting statistics as we think of them.
We don't immediately plan on adding Minecraft stats just yet. We do however plan on adding interesting statistics.
Now the clickbait in the title..
It's true, we've found a bug in the Auction plugin.
DO NOT AUCTION SPAWN EGGS!
There's been a change since 1.11 that has changed how spawn eggs work.
As a result it has broken them, auctioning a spawn egg will break the plugin and render the spawn egg useless.
It will change into a white spawn egg that does nothing.
Please do not auction a spawn egg, doing so breaks the auction and I will not hesitate to punish for it.
|0 Replies • 236 Views|
||Ruins and Inventory issues||Dec 23, 2016|
I've recently been doing some work on our ruins server, by the way of rewriting portions of the plugins that run the ruins experience.
Primarily our Ruins Plugin and Inventory plugin.
However in doing so, as with any plugin there's some bugs.
Although the code currently is 100x better than the previous code, it's less crash prone, easier to work with and generally more reliable. There are some bugs that cause the plugins to function incorrectly on occasion.
For the ruins plugin loot wasn't being put into chests.
This turned out to be one of two things. WorldEdit was outdated and some changes in 1.11 seem to have broken our method of putting loot into ruins (More info below) this was fixed by updating WorldEdit. This was hard to track down due to there being a total lack of errors. Secondly when loot was placed in chests the sign on the front of the chest remained. This also has been fixed.
Our ruins plugin uses chests placed throughout the schematic. On the front of the chest is a sign that tells our plugin what loot belongs in that chest. When the schematic is spawned in (Using WorldEdit) our plugins process each chest and sign. Between 1.10 (Or below) and 1.11 a change has been made that caused WorldEdit to spawn empty signs. As a result our plugins simply don't recognize the chests/signs and ignores them. Thus not putting loot into the chests.
I've completely rewritten this plugin from the ground up to improve how it handles inventories.
An issue we face is when a player switches server they join the 2nd server before leaving the first one.
This makes traditional means of saving inventories impossible. To avoid this issue we added a 2 second delay to loading an inventory. Giving the ruins server time to save the inventory before towny loads it and vice-versa. However how we handled it allowed players to dupe items easily and if the server they were switching from lagged they would lose their inventory.
Rewriting the plugin to lock an inventory from being touched until it was saved and then waiting until it was unlocked would solve the issue of ruins lag as well as allowing us to avoid dupe glitches.
How did players dupe?
Previously your inventory is still intact when you connect. It is then reloaded with the correct inventory.
This allowed players to throw items out of their inventory onto the ground, the inventory reloads after the 2 second delay and then they simply pick the items up. A silly oversight on my part.
How did I solve it?
Now that inventories wait for the inventory to be fully saved by the previous server it allows us to do the following:
Save a copy of the players inventory in memory (The last items they had) then clear their inventory.
This is all done before the player even starts to spawn on the server. Completely disabling the ability to throw items on the ground and pick them back up again.
The server then makes 10 attempts to load the players inventory. Every half second. If the server fails to do this it restores their inventory out of memory.
But there's a catch.
There appears to be a bug that I'm currently having difficult tracking down where for some reason a players inventory remains empty even after being reloaded. I've been through my code several times and can't track this down.
For now I really urge people to do the following:
With your co-operation we can all squish some bugs!
I'd like to hand a shoutout to R3mBot for being a guinea pig for me and repeatedly join and quit ruins to attempt to cause the bug for me to track down. She's helped by reporting quite a few issues lately to me related to Ruins and the inventory sync bug.
|0 Replies • 121 Views|
||Welcome to the Development Announcements!||Dec 22, 2016|
|Hi there stranger!
Welcome to our development announcement blog/forum!
Whenever we change something on Phoenix we'll let everyone know here.
Announcements will be generally limited to any major game changes or fixes.
We won't be announcing every little change here though.
If you're on our forums, you can find the announcements in a smaller and more convenient format to consume over on our new homepage:
On our dev blog page you'll see the same announcements but cut down to just the main post.
You'll be able to view the original thread for the post by clicking the link in the bottom right of the post!
If you're on our blog dev, welcome to the easy to read format!
If you wanted to leave a response on a blog post you'll want to use the forums!
Just click the "View on forums" link in the bottom right of the post, it'll take you straight there.
You can view all of our previous development announcements by scrolling down and using the page navigation buttons at the bottom of the developer blog, or you can view the forum board directly via this link: https://p-n.ca/forum/viewforum.php?f=26
|0 Replies • 73 Views|
||Testing Images!||Dec 11, 2016|
What do images look like on the new site?
Do they work?
What about code sections?
What about font size?
Or font colour?
What about lists?
|0 Replies • 91 Views|
||Towny is now MySQL!||Dec 10, 2016|
|We've finally made the move to MySQL for Towny,
This allow our new website to integrate seamlessly into our server.
We can display information about different players on their player profiles.
Towns and Nations also get their own profiles!
Hopefully we won't have any issues.
If we do, please be sure to let us know!
|0 Replies • 75 Views|
|Page 1 of 1|