



2:53 am
August 18, 2011

After a week and and a half of pouring over Minecraft/Spigot changes, adapting plugins, patching 3rd-party plugins, etc. we finally have a slate of reasonably stable plugins lined up. Our initial plan was to start small with one or two plugins and update as others are updated. However, given that many of our plugins inter-operate with each other, it would have results in many updates and even some map wipes. Thus, we held off until we had a larger slate of our plugins and some third-party ones ready.
I expect that we will be pushing the 1.13 test server to the data center today (Saturday, 8/4) sometime in the afternoon/early evening hours.
Accessing Servers
All server are accessible at play.veterancraft.net. Which server you reach depends upon which Minecraft Client version is used. 1.13 clients will connect to the 1.13 test server; 1.12.x clients will connect to The Hub, through which the 1.12.2 test server can be accessed.
We will be updating The Hub also sometime soon. Once that is done, 1.12.x clients will connect directly to the 1.12.2 test server, and 1.13.x clients will connect to The Hub through which they can reach the 1.13 server.
Before we get ready for an official Arda update, we will make Arda accessible also using a 1.8 client to allow members to check and squirrel away stuff they might consider important.
I realize that supporting multiple versions makes this a bit obfuscated, but it should get simpler as progress is made.
The Gory Details
The server will sport the following plugins:
- Citizens 2 for providing portal stewards
- EssentialX for the usual fare of commands (e.g. home, tp, etc.)
- GriefPrevention to protect builds and other resources
- Residence for server-specific zoning
- PermissionsEx for all the gory permission settings and handlers
- WorldBorder to cap the size of worlds.
Our own plugins will be as follows:
- Bank for squirreling away Shillings and XP
- Community for all the chatty stuff
- Diver for extended underwater breathing; though we are unsure how useful this will be with the Aquatic edition.
- Doorman for those times when we need finer access control during updates
- ModCop to handle the usual cheat/hacked clients
- OpenBlocks for elevators and The Wrench
- SuperPickaxe
- Steward for managing portal and world stewards
- Tape Measure, a general purpose tool for region selection and measurements.
- Events, yeap, the Creeper will still be dropping cash
Missing the our plugin slate are:
- Dynmap, though we will try to get it going very soon
- DynmapTools for displaying claims on maps
- McMMO, which still required testing
- Shoppe, undergoing yet another overhaul to handle storefronts and dynamic inventories. Fortunately, this time around, the update will make Shoppe must easier to implement.
- Tally for server voting and rewards
I must reiterate, that this test server is based on a development version of Spigot and is not intended for production use. I believe it to be reasonable stable, but it continues to be frequently updated still; thus things are tweaked, added, and updates. No guarantees are made as to the stability of the server. It may crash, hang, and items may get lost. Worst cast, the worlds may get corrupted.
The primary goal of this release is to provide VeteranCraft members an opportunity to come together, explore Minecraft 1.13, and help us identify any "undocumented features" that need to be addressed with our plugins, third-party plugins, and Spigot itself.
We will try to update the User's Guide as soon as possible. Most of our plugins have the same functional features as found on the 1.12.2 test server. However, OpenBlock's The Wrench has been completely overhauled. The Wrench can pretty rotate/orient all reasonable blocks such as logs, stairs, banners, signs, hoppers, etc. However, The Wrench tool is must now be crafted serving as a test case for additional custom tools and devices to come in the future. Here is a quick overview of its recipe.
11:04 am

Knight
November 3, 2012

frelling said
- Diver for extended underwater breathing; though we are unsure how useful this will be with the Aquatic edition.
In having played 1.13 a bit already, it doesn't seem like they've changed all that much in regard to amount of time you can spend underwater. They've made it quicker/easier to dive down and swim back up to the surface (which is nice), and the turtle shell they added gives you an extra 10 seconds before your bubbles start popping (which is also nice), but that's about all I've noticed. So if you're planning on increasing the time players can spend underwater as a natural part of playing on the server, I'm personally all for it and believe we would find good benefit there! Definitely would make it nicer to be able to spend a little more time underwater given everything the update adds there! To be honest, my only real gripe with 1.13 is that tridents aren't craftable (hint, hint).
So I'm curious about the 1.12 test server now. Are you planning on running the new 1.13 test server along side the 1.12 test server, or is that one coming down in favor of the new environment (once it's up and running)?
In any case though, I'm looking forward to seeing the new 1.13 test environment and putting it through its paces (along side the rest of the super duper group of players/testers that stick around like glue too).
12:33 pm
August 18, 2011

Trip6s6i6x said
frelling said
- Diver for extended underwater breathing; though we are unsure how useful this will be with the Aquatic edition.
In having played 1.13 a bit already, it doesn't seem like they've changed all that much in regard to amount of time you can spend underwater. They've made it quicker/easier to dive down and swim back up to the surface (which is nice)...
Thank you for the feedback. I was not sure if Diver features would still be useful; it appears they will. Golden Helmet -- extended underwater breathing with supplies of Sugar Cane; and, full Golden Armor -- unlimited underwater breathing.
To be honest, my only real gripe with 1.13 is that tridents aren't craftable (hint, hint).
LWK has been pondering several potential craftable items; sounds like another one to consider.
So I'm curious about the 1.12 test server now. Are you planning on running the new 1.13 test server along side the 1.12 test server, or is that one coming down in favor of the new environment (once it's up and running)?
In any case though, I'm looking forward to seeing the new 1.13 test environment and putting it through its paces (along side the rest of the super duper group of players/testers that stick around like glue too).
Oops, I forgot to mention that. See edit in original post.
6:51 pm
August 18, 2011

Go figure, we are THIS -><- close to deploying, but Essentials is giving us problems. We have to write a patch for it. This is going to take a little bit; maybe a few hours.
2:55 pm

Knight
November 3, 2012

As another heads-up, I played around with the Optimize World feature a bit. It doesn't look like it actually adds anything (like new terrain, trees and such) to already-generated areas. It looks like it's more of an under-the-hood kind of thing that optimizes the databases and other structure / code type stuff to make the world generally play better in 1.13. Definitely something you're going to want to read into more in depthly to see if it would ultimately be beneficial to you in some way or not. Just fyi.
5:26 pm
November 25, 2012

I look forward to testing stuff as well and hopefully I can slip in the suggestion of considering packed ice as craft-able so people don't have to wipe out entire ice spire biomes to get enough to make things with, aside from decorative purposes its also used in a variety of things from skating rinks to farms.
9:19 pm

Knight
November 3, 2012

WallyBean said
...I can slip in the suggestion of considering packed ice as craft-able so people don't have to wipe out entire ice spire biomes to get enough to make things with, aside from decorative purposes its also used in a variety of things from skating rinks to farms.
Just fyi, packed ice is craftable in 1.13 now!
5:27 pm
November 25, 2012

11:36 am
September 12, 2015

frelling said
Before we get ready for an official Arda update, we will make Arda accessible also using a 1.8 client to allow members to check and squirrel away stuff they might consider important.
What does this look like? As in transfer stuff across servers, or just backup stuff that could potentially be erased by a server update?
1:05 am
August 31, 2011

9:19 pm

Viceroy

Senior Mod
June 1, 2012

While the new Shoppe plugin is still in the works, I have no doubt that anything in a current JC Shop will be preserved.
The remark, I'm sure is due to update intricacies. While everything not in a Shop SHOULD be preserved, we've seen before how Minecraft updates can refresh chunks and cause some weirdness. We're going to be making sure Arda isn't touched anymore than necessary (take it from the guy who has done more in Arda than the rest of you combined, hehe), but of course with a 30k x 30k map and 5 updates to perform, we can't be certain of anything.
We will, of course, do our best and make sure you all know what, if anything, changes.
11:04 pm
June 22, 2014

11:50 pm

Viceroy

Senior Mod
June 1, 2012

Yep, it was taken down to make the update easier. Sorry, I should have mentioned the posts on Facebook, https://www.facebook.com/VeteranCraft/
3:51 pm
October 28, 2014

Hey everyone long time no see. I kind of wanted to ask if the server is supposed to be down right now. Or if i have the wrong version of 1.8. I just wanted to check in and photograph all my builds so I can document them for later. Also if i need to store stuff in a physical place then that is something I wanted to take care of real quick to.
Best,
PhilosopherPhil
A.K.A Blake
7:34 pm

Viceroy

Senior Mod
June 1, 2012

1:34 am

Viceroy
Members
June 23, 2013

9:59 am

Viceroy

Senior Mod
June 1, 2012

2:27 pm
August 18, 2011

Frenchy said
The spawn for Telgar is broken. Respawns you on the world border if you die.
Thank you for the bug report. The issue has been fixed. Killing myself after the fix returned me to the spawn building. We overlooked setting Minecraft's default spawn point to that of the spawn building and hence players were spawned outside of the playable area.
Most Users Ever Online: 734
Currently Online:
10 Guest(s)
Currently Browsing this Page:
1 Guest(s)
Top Posters:
Emulated: 3206
ryanpitts: 1300
Dalferes: 747
Pherian: 660
Okarim: 594
Member Stats:
Guest Posters: 10
Members: 27658
Moderators: 3
Admins: 2
Forum Stats:
Groups: 8
Forums: 45
Topics: 6229
Posts: 27413
Newest Members: OscarTix, Dolorse, EslmerMog, RandySaula, Charltesnag, RafaelsHeld, EdwardDroge, Berrix, snexpertyd9, PlamenaEnrok, MarksDOR, Davsidvah, TerryLok, raizick, Raphaelacask, isosorbide 20mg cost, RobssertMet, LeslieSteld, EneFrort, AnetClado
Moderators: terrorisly: 424, mudwog: 127, LightWarriorK: 2154
Administrators: meatbawllz: 2475, frelling: 3264