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CharlieCraft Survival Minecraft Server.

Dec
19
by ntall1 at 12:54 PM
(579 Views / 2 Likes)
21 Comments
A few small updates
(12/19/13)

I made a few small changes to Towny today based on feedback received.

  • Towny
    • Town Upkeep has been lowered from z3.25 down to z.2.0
    • Nation Upkeep will remain the same.
    • Only Town and Nation TAGSwill appear in global chat now.
      • To set your town tag /town set tag YourTagHere
        • Can be a maximum of 4 characters long.
        • All your titles and sir names will still appear in your town and nation chat channels.
  • Point Shop
    • Colored Names
      • Players that purchase multiple colors for their names can now switch back and forth freely without having to re-buy them.
        • If you have previously purchased a colored name please contact me so I can manually set up your ability to toggle back to that color.
So don't freak out when you log in and your town and nation names are gone. Your towns and nations all still exist, (if you paid your upkeep of course. :p) Just remind your town mayor, or nation king to set a tag if you wish to have a town or nation tag in global chat.
Dec
07
by ntall1 at 3:38 PM
(493 Views / 4 Likes)
13 Comments
Gifts!

Bushboy has donated again this month and is giving you all a Christmas Kit! This kit will take your entire inventory including your action bar so make sure you have enough room.

Bushboy, in return for his gift, only asks that if you have a minecraftforums.net account to please bump our server add so he can have new players to play with for Christmas.

Kit Command:
/kit bushboyschristmasgift
Dec
01
by ntall1 at 9:36 AM
(365 Views / 3 Likes)
11 Comments
1.7.2 Update


We are finally able to update to 1.7 now that a dev build of bukkit has been released for it. This is a early dev build however, and many things are not working correctly. There will be tons of broken plugins, and some normal features might not work during this whole update process.

We will not be making a new 1.7 map until some of these issues are worked out.

There is also the issue with one or all of the maps currently. That weird lag we have not been able to pin point is still floating around, and is most likely due to the fact that we have so many worlds. This recent update (1.7) seems to be using far to many resources to have multiple maps open. I am not sure what we will do to solve this yet.

We might be removing some of the old maps. I will start with the 1.5 map as most of you have lots built on the 1.4, and 1.6 maps. But if it comes to it we might have to remove the 1.4 map as well. Will not be sure until we are able to do some testing. Or until some light is shed on what is actually causing the lag.

If you enjoy the server, and appreciate the hard work I put into keeping it up than please consider sending in a donation. Custom donations for any amount can be made here, or you could buy any of the donor ranks.

I will also be cleaning up a lot of old user files that are clogging up space. So if you have not logged into the server sense May 1rst, than expect your old user data to get wiped. This includes stuff like set bet, inventory, set homes, and logout location. Player ranks will not be affected.

Thank you for your patients and understanding.
Nov
23
by ntall1 at 3:29 PM
(373 Views / 1 Likes)
5 Comments
Because of the issues preventing players from connecting to 1.6.4 servers on Mojangs end. I have loaded up the server with a version of 1.6.4 Spigot that allows for you to connect with a 1.7 client. There are no working 1.7 featuers but you can now connect with the client and bypass the Mojang crap auth servers for 1.6.4.
Nov
18
by ntall1 at 8:46 AM
(300 Views / 2 Likes)
3 Comments
This was copied from the front page of the bukkit website. Its a post by Evil Seph (the lead dev of bukkit) detailing why this update is taking so long.


Things are progressing nicely towards our first development build of CraftBukkit for Minecraft 1.7.2. Although this update did not provide or add as much feature-wise as previous Minecraft updates have, this is probably one of the more complicated and larger updates we've had to work with from a mod development standpoint. With "almost all of [the code in Minecraft] having been changed - be it little or big" (according to Mojang), there has been significant shifting around of code and logic - to the estimated tune of ~220k lines changed - within Minecraft, resulting in our slowest and most involved update yet.

Managing expectations - information about our initial CraftBukkit 1.7.2 builds
Five days ago (on November 10th) I sent out a tweet trying to describe what our initial findings were regarding the impact this Minecraft update has on the project but it's frustratingly very difficult to communicate everything I want or need to in 140 characters. Nonetheless, sending out tweets is still our best form of communication that doesn't push other important topics out of view (like the potential structure loss PSA).

The tweet was meant to explain that while we will definitely have development builds, our analysis and evaluation of the update (through reading the code and following Minecraft feedback/bug reports from the community) has revealed that there are issues in Minecraft that may prevent us from getting anything stable or reliable out. This was purely meant to assist us with managing expectations as to the quality, stability and reliability of any builds we're able to give out.

As for the 'issues we cannot fix' aspect of the tweet, this is due to the nature and policies of the Bukkit project: it is not so much that we are unable to fix the issues ourselves (though this can sometimes be the case), but rather that the issues present are not the project's responsibility to fix and, instead, would be better addressed by Mojang. While we do sometimes make exceptions if we have a really good reason to do so (like to fix a security issue), we try and avoid altering the way Minecraft itself behaves and functions. This is both a conscious decision as a project and a necessity, as too many changes to Minecraft's inner workings can mean significant increases in the complexity and amount of work required for the update process.

It's not so much that we choose not to fix these issues, but rather that we need to be fully conscious and aware of the impact doing so could have on the update process and our day-to-day maintaining of the project. If the fix for an issue touches too many internals within Minecraft, for example, it usually makes the update process significantly more complex, resulting in (what could be an avoidable) increase in the amount of time it takes us to update. As much as we'd like to fix every issue we come across, doing so would mean updating to new Minecraft versions will take even longer than they currently do.

This is why we have the minimal diffs policy (a policy which eliminates unnecessary changes to the Minecraft code), it results in a speedier and less buggy update for everyone. Although it undoubtedly limits the developers in our project, I think you'll agree that it's a worthy sacrifice and limit to impose upon ourselves in order to ensure that the downtime of your server between updates is as minimal as we can possibly achieve.

If we were not personally responsible for updating the core of our project, we'd have much more freedom to experiment. As it is, however, the Bukkit project handles updating, development and the maintaining of both a plugin API (Bukkit) and a Minecraft server mod (CraftBukkit) in order to produce the server you all know and love.

To be clear:
  • There WILL be development builds; we're still working towards getting our first one out.
  • Due to significant changes in how Minecraft works, it will take us a while to get our Bukkit API updated. Hence, it is highly unlikely that all the plugins you are using will work on our initial development builds.
  • There will MOST LIKELY be promoted builds, but they'll be lower quality than you could usually expect from us due to issues we can't address.
What does updating CraftBukkit involve?
To give you an idea as to why this update is taking longer than usual, I need to briefly touch on what our update process involves. Every time a Minecraft update is released, we have to go through a repetitive, time consuming and dry multi-step process.

A simple breakdown of the process is as follows: decompile the server -> learn the new names (they change with every update) -> figure out how they apply to Bukkit's naming system -> learn what changed/what's new in the update -> update the changes we make to the server to support Bukkit -> get the code to compile -> fix issues that come up.

Since we're working with a code base that is unfamiliar to us, we can sometimes find ourselves having to jump back to a previous step. For example: we may come across a piece of code that we're not familiar with and once we're able to figure out what it does, we realise that we've named something incorrectly which we then have to go back and fix. It is this fluid and unpredictable aspect of the update process that makes it difficult to come up with a communicable ETA or any progress/status updates.

Though this process may seem inefficient or ineffective, this is the same process that we've used and improved upon to get all of our updates out (even our fastest ones) over the 3 years the project has existed. Bear in mind, the overview provided here barely touches the surface of our update process and is intended to give you a remote idea as to what we have to deal with for every update. This brief and simplified breakdown of our 'steps' does little to explain the varying level of difficulty or complexity of each step, for example.

How can I help?
The best way to help us out is to get involved.

If you're a server admin: once we have our first development build out, we'd appreciate any testing you could perform and any issues you can report. Please bear in mind that development builds are unsupported and should not be run on production servers.

If you're a plugin developer: once we have our first development build out with proper API support, we'd appreciate if you could test the build out and report any missing or broken API to our bug tracker.

If you're looking to help us out with the update, you'll have to work towards that goal by getting involved in other aspects of the project first. Due to the sensitive and extremely team oriented nature of the update process, we require that you build a relationship and demonstrate your commitment to the project before getting involved with updating will benefit the process. As the update process is incredibly repetitive and mundane, intense commitment is a key requirement for the team.

We know this update is taking longer than usual but I assure you we are working our hardest to get it done. Thanks for your patience and continued support, it makes a huge difference and really helps us push onward!