Please feel free to look around! In order to start building with us, please whitelist yourself. To know more about how to join us, please continue here. If you are a member already, don't be a stranger and login!
If you want to see what awaits you inside, watch our trailer!
Please note that the following will happen once we upgrade to 1.16 (date yet unknown):
The nether will be reset (i.e. completely wiped and re-generated). This won’t affect anything except for items you have stored there.
The aether will be deleted (i.e. completely wiped and NOT re-generated). This won’t affect anything except for items you have stored there.
Until we find a new world generator (or Mojang makes one) that works fine as a replacement for the aether, we will have to do without one.
Update: FYI, Mojang is releasing daily new pre-releases now:
There is supposed to be a final release before the 26th. We will have to see if the spigot release will take a long time, but I would think this will be quick since they were able to work with the snapshots already.
Thanks to a note from Kidcodiwise, I found a bug in the system that kept donators longer at their donator status than intended. I originally made it so that a user’s donator level is being checked and downgraded (if applicable) when the user logs in. This would however keep users forever a donator in case they just never come back after being upgraded.
I now included that check in the lot reset process that runs every night, so your lot will reset properly if your donator status has expired. Tonight a couple of lots will reset accordingly.
The update of this github repository: https://github.com/PrismarineJS/minecraft-data. It collects minecraft data into program-usable files. I have worked with the developer to add 1.15.2 data so that we know what blocks are exactly available in this version of the game.
I have improved the code that uses the resulting data and downloads the icons for all items/blocks from the Minecraft wiki and other resources. This means, that except for 3 bee-related items, we have the proper icons updated in the shop manager on the website now.
As a side note, I have also written code (https://github.com/PrismarineJS/minecraft-wiki-extractor/pull/27) that extracts all possible enchantments and their conflicts (e.g. you cannot have 2 protection enchantments on one item) from the minecraft wiki. I still need to integrate that code into this website, but that will eventually help us to hand out better randomly enchanted items through the lottery.
So we are now live on 1.15. The only issue that I ran into during the world upgrades is that the Aether world kept making problems. There are is a long list of chunks that are corrupt on many levels. I tried several times to fix this, but it seems that there are issues recurring continuously. So I had to remove it for minecraft to be able to finish the process.
My proposal would be that we drop the Aether as a world. If you feel that there are massive assets that you have in the Aether, please let me know. If nobody speaks up in the coming weeks, I will simply phase this world out and we stick to the existing worlds. Otherwise I can re-enable the world for a while so that you can get your stuff out and we would then remove it. Let me know.
So I am still upgrading the worlds. There are broken chunks (too many entities and other issues) that I need to fix when they pop up and each time require a restart. It won’t re-upgrade the chunks but simply iterating through 7 million for the End world takes a while.
So give me some more time and I hope it will be done soon.
Dear all, I am upgrading the server to 1.15 today. In order to prepare for this, I am (finally) force-upgrading all chunks globally. I have so far done this only for lot worlds, but I am doing this now also for the nether and the darklands. This will take considerable time. The nether for example updates by 1% in about 90 seconds, you do the math :D The server will be offline during that. Thanks for your understanding.
Afterwards I will upgrade the server to 1.15. Since the 1.15 upgrade has hardly any changes on the server side, there will be no need for testing and other preparations this time.
There is no plan to reset any worlds at this time. If it turns out completely impossible to find bees, let me know and we can put some eggs into the store (at a price).
As you have seen the 2D world maps have a lot of black areas. Those are there since the current version of the map renderer cannot process pre-1.13 files. I am working now to update those areas. This requires that we first of all upgrade the “mint” maps that we use to reset lots but then also to upgrade the maps people actively play on. Visiting a location in-came also fixes the issue but it’s of course time-consuming.
The automatic upgrade process also takes a lot of time, even for the kingdom it takes several hours. The automatic upgrade can currently be done only via one method: Start the server with a –forceUpgrade option and it will then go through all maps and update them before the server starts up. This is crazy since it will also update also all the maps that are never being rendered in the 2D maps such as the darklands. It would take days to finish that one and the server would be down until then.
So I need to do it one by one on a separate machine by downloading first the mint areas to my PC at home (I have the backups there, so no big issue), create a temp server, add all the worlds to it, run the update and re-upload the worlds then to the minecraft server.
Then the maps we play on need to be updated. Probably I will just reset all empty lots so those are then replaced with the 1.13 version mint files. Then only areas that are occupied but have not been visited since 1.13 need to be upgraded and that I can then do by either visiting the areas or closing down the world for a while and running the upgrade on them.
Let’s see how it goes, I will let you know about the progress.
I have been working the last 2 days to fix the item bug. Generally I think the biggest issues are fixed.Please try out whatever you can (deposit/store/things that broke before) and let me know if anything is not working as expected. If you are interested in the details, here is a summary of the work done:
First of all, there was a longstanding issue regarding compiling the websend plugin (the plugin that runs all custom commands for us). I always had to include all dependencies into the file which was overkill. I know learned how to do that properly and now the file is 1.6MB large instead of 60 :D
Second of all the conversion of extra data in items (such as enchantments) was always handled in a very 1:1 way in websend. It assumed to know all data that could exist and iterated it to pass it on to our server. This broke already some version ago when a lot more data was added (books etc) so we included a library called PowerNBT (nbt is the data format introduced then) to read the data and parse it for processing. The hope was to pass whatever data there is so we don’t need to worry when there is new stuff. Unfortunately, PowerNBT was abandoned and caused weird glitches in 1.12 already where under certain circumstances the commands broke. This would then crash the server and I had to restart it (see forum posts about this one).
With 1.14, the server would finally not crash anymore but only a specific command would fail. This allowed us to debug it much better and we found out that only specific items in the inventory would break things. So I managed to replace PowerNBT completely yesterday and get the additional data for items in a proper format from minecraft directly and pass it via websend to the system. Yay! One more outdated plugin gone. More long-term stability secured.
The issue with NBT data however is that it’s a Minecraft specific format that other programs cannot read. It had to be adjusted so I can work with it. This already was programmed, but the new way how I got the data out of minecraft was again slightly different. So I had to change the way we fix/process the data in my server code as well. This was done yesterday night and today and now hopefully everything is working.
The only issue is that we have now still a lot of legacy code around. I managed to coax the new system to look like the old system so that we can get rid of the bug ASAP. That does not mean however it’s the best way. I should ideally make sure that the whole system accepts and uses the new way as if it was intended like that instead. So, more work ahead of me.