I have fixed the /find command. It should now output reliable results. Please let me know if there are issues.
Please note that enchanted stuff along with potions etc are not yet reliable. I will have to spend some more time to work on those.
I have fixed the /find command. It should now output reliable results. Please let me know if there are issues.
Please note that enchanted stuff along with potions etc are not yet reliable. I will have to spend some more time to work on those.
Clear?
Ok, so in other words: 1.14.1 spigot is still in development anyhow, and vanilla 1.14.1 is reported to be very laggy. So we will wait until vanilla 1.14.2, hope that that one is better, then we wait until the spigot release is reliable and then update.
Hey everyone!
given that we just upgraded the darklands to 1.13 and as there are no significant upgrades in the world generation, I have decided that there will be no temporary 1.14 server. We will upgrade the main server as soon as technically possible (as usual).
Please be patient until the first stable 1.14 spigot builds are out.
Thanks!
Uncovery
Hey all, I am right now on vacation until Monday so there will be nothing happening in terms of the 1.14 update information until then.
Once I am back home, I’ll take a look at the situation and update news then. Until then, the server is running 1.13.
Thanks for your patience!
Uncovery
I have done some research now on the item icons and found a nice way to get a 99.5% full set of all block and item icons. I am using the update item name page of the wiki and parse the data to get all the icons from there.
So the shop manager now has a full list of all icons. Yay!
As you remember, we had, in the past, often the issue that new blocks being added to incoming minecraft versions and I used to create online Excel sheets for people to help me fill in the data.
Since 1.13, I had the hope that a new project that tries to get this data straight out of the minecraft files would solve this issue. While this project made it easier to get the current item names and their proper names, the other information given is often incomplete or plain wrong. For example, there is no data about which items are creative-only, the stack size is wrong for many items, and we have the issue that there are “items” and “blocks”, blocks become items when you mine them etc. While I have been submitting bug reports, the issues have not been fixed over the last months and we are close to being forced to go back to a manual system.
What are the consequences of this?
So here are the options:
So this is just and FYI update. If you like to get involved, let me know.
Dear all,
there has been a bug in the lottery. It has been giving out items that are normally not available in the game. Those items might be mob eggs or other non-survival play items & blocks.
If you have received such an item, please destroy it ASAP. I have for now disabled the “random item” lottery winnings until I find a sustainable fix for this.
So as you might have noticed from the 2D map, we now have a new empire. All empty lots have been reset and now have full 1.13 features, ores and biomes. This includes the by now quite dated granite etc, but also underwater features such as seaweed, sunken ships and floating icebergs.
This also means that anyone who has an empire lot has now the unique opportunity to go an reset or abandon their empire lots and start from scratch with the help of the lot manager.
But we did not only do it for the beauty of it all, there is another reason for this: Our mapping programs are all unable to deal with pre-1.13 worlds. That means that every time a lot resets, those lots become black spots on the world. And that is not very nice for people who try to get a new one. While there is a workaround for this (load the “mint” worlds into the game and visit every single chunk), it’s a hassle. We’d rather review how the by now very dated maps would look like in the new format and upgrade them all. For some worlds that does not matter (e.g. flatlands), but for others this might be a game changer (e.g. the kingdom).
So what I am working on right now is to re-create all the worlds with 1.13 tech and looking where the differences are so big that we should not upgrade them. As a first step, I took a look at the kingdom, and unfortunately, despite using the same seed, it would look completely different in 1.13. The current one is using 1.3.1 version generation, too old. So upgrading here is not an option. One option here is to create another world like the kingdom with 1.13 tech as an optional environment.
I will update you all once we have some more info.
There was an issue with the lot reset process. This affected all the empty lots I wanted to reset but also all the resets that have been scheduled by users.
If you want to have your lot reset to 1.13, please schedule it in the lot manager again now, it will happen then at the next restart.
thanks!
ATTENTION! IMPORTANT: I always get panicky mails/questions from users who don’t read the blog after this type of posts: I always get asked if their lot will be reset. It won’t! We NEVER reset occupied lots. PLEASE tell that when people ask you in-game.
As you know from previous posts, I have been investigating a possible reset of the empty lots in the empire to the latest world generation method. The original purpose was to get all the current types of granite and other natural resources into the empire. Another issue that popped up now is that the 2D map cannot process the data of the old empire and every lot reset creates black areas in the 2D map until someone goes to that location.
For this to happen, I needed to make sure that the world generation from 1.13 does not look completely different than 1.9 and before (when we created the empire). I now tested that and can confirm that there are no major differences on the 2D map. Most visual differences is that there will be ice in 2 of the oceans that we have and some of the waterways will have slightly different outlines. Trees are also not in the exact same location. Otherwise, it seems to be pretty much as expected.
This means that I will replace the “mint” world that we use to reset the empire with a new version that was created after the release of 1.13, and then I will manually reset all empty lots. There is a chance that if you had a tunnel/mineshaft that enabled you to walk into a neighboring empty lot, it will be gone. There is also a high chance that your trees that overlap into neighboring empty lots will be cut off. The impacts should be minimal however.
I managed now to resolve the 2D map issues and all maps should display correctly now.
If there are black areas in the map, it’s because the place has pre-1.9 version files. This can have 2 reasons:
In both cases, this can be resolved by visiting the area and waiting until the next reset when the maps are being updated. I will now work on 1.13 version maps to use for the reset so we don’t have to play catch-up every time a lot is reset.
Thanks for all your patience as this took quite some time to be resolved.
I just wanted to let everyone know the issues about the 2D map since I have received a number of emails recently from different people with more or less the same content.
The current software that generates the 2D map has not been fully updated to 1.13 version. The issue is that while the map is being generated, the function that allows me to map only a specific area (i.e. where we have lots) is not working. I have escalated that to the developer but I am still waiting for this to be fixed. I will contact the dev again this week to push for an update, but we will in any case have to wait until this is done.
As a consequence, the image is not aligned with the lot grid. The flatlands and the empire are shifted diagonally by an amount of lots and therefore it looks like as if the lots how the wrong owners. The lot number however is showing the correct owner, just the image is the wrong one. Here are our options:
Let me know what you prefer.
Ok, as promised, even though a bit late, I have now moved the temp server into the main server and replaced the darklands. There are still a couple of server bugs to be fixed (see comments to the previous post), but overall the migration to 1.13.2 should can be seen as completed. Please let me know if you find any additional issues.
Regarding the new darklands: I made some effort to remove non-redstone lighting from the darklands. There is likely the one or other area that I missed, specially if it’s further out. I recommend you to manually replace all the lighting yourself. If I find any areas with non-redstone lighting in the future, I will replace those myself, and that will then include lighting that is there by game design (villages for example) and also will happen outside of your control, so please don’t take this lightly (pun intended).
Everyone, I am planning to shut down the temp server in the course of next week. Please finalize whatever you need to do before the end of the coming weekend. Here is a list of things that will happen to help you prepare:
Thanks to the notice from VixenGold, I have realized that Echantment storage has also changed from numerical IDs to text IDs. I updated the database accordingly. This means that previously deposited and stocked goods (books & items) should now be fine to buy/withdraw from the store/deposit.
One of the biggest issues is that I thought we can rely on data for items and blocks automatically retrieved from the game code by this project here. Unfortunately, the blocks and items in this data has quite some errors that make the data not 100% reliable. I have submitted several issues on this to the developers and I hope they will be able to fix this soon.
So to my knowledge, there are only 2 larger items left to do (for the 1.13 upgrade at least):
After a long number of attempts on my side to fix, compile and run a replacement plugin for our legacy 2D maps, many exchanges with it’s developer, we finally have the 2D map back! Yay! (They are rendering as I am typing this).
This means that I can now make a better comparison between the 1.13 generator and the 1.12 generator to decide if we re-generate the empty lots in the empire (and potentially other worlds such as the kingdom) at one point. Stay tuned for updates!
Note to the current status of the 2D maps: There are some small fixes to the 2D map website I need to make for everything to display properly, but the rendering works finally. Namely, there are 3 issues:
[Update] It seems that there is a bug in the 2D rendering process that cuts off part of the map. I will have to wait for the tool author to fix this before all the 2D maps work properly again. [Update]
So I have checked deeper into the 2D and 3D online maps and came to the following findings:
So some more new stuff: