Saturday, April 28, 2012

Server Problems

Hey everyone.

This is not going to be a fun post, sorry.

We're having some problems with the server. And rather than draw it out and sugar-coat it, I'll just be blunt.

--One--
Zack H. of Xisles has withdrawn support from our server in favor of making a new one hosted by his own company.
Hopefully a few people from Xisles will remain loyal to Elossia, but the majority of player originating from there will disappear. Either way, we lose players.

--Two--
My host is being a bit of a problem, randomly disconnecting and what not. I am constantly with tech support working on the issue, but it's not optimistic.
If they don't resolve the issue within a few days, we will have to move to a new host.
If we do move, nothing will be lost. I have a ton of backups that can be moved quite easily.

--Three--
Paypal has recently decided to not allow me to withdraw money from my bank account, which happens to be where most of the donation money is.
I'll still be able to pay for the server. I just won't be able to use Paypal.
Fortunately, I can still move money from Paypal to my bank account, so donations still go to the server.

I hope those of you reading this remain loyal to Elossia, no matter what happens.

Saturday, April 14, 2012

The server is back up.

Well after a month long wait (and then some), the server has been updated to 1.2.5.

So let's talk about what went wrong with the "Update Mode!" server.
Launching a vanilla server the instant 1.2 came out so that people could do multiplayer stuff with friends and explore the new features seemed like a great idea at the time. The mods and devoted players I trust the opinion of agreed with the idea.
However it went terrible.
Bukkit took far too long to update, and the Elossia playerbase was rapidly getting bored of vanilla. By the time I could update, the average number of players online had dropped to -one-.
So we're never doing that again.

Anyways, the server has been updated, but with a few problems.
Multiverse is still not updated for 1.2.5, so in the mean time, Nations is the only world we're running.
The Auto-Announcer plugin that ran the lovable advice bot named James, is also not updated. So no random advice for a while.

On the plus side, the transmutation system is complete. Here's a basic flowchart of what leads to what.
Remember that all transmutations require one redstone dust in addition to what the recipe calls for.
For the main three transmutation ladders, direction is determined by the number of an item on the table. One or five move up. Two or six move right. Three or seven move left. And four or eight move down. Moving up or down multiplies or divides the resulting quantity by 4. Moving side to side is a straight 1:1 trade.
Let's take cobblestone for example, since it's the only material with four transmutations.
1 Cobblestone --> 4 Dirt
2 Cobblestone --> 2 Sandstone
3 Cobblestone --> 3 Stone
4 Cobblestone --> 1 Redstone Ore
5 Cobblestone --> 20 Dirt
6 Cobblestone --> 6 Sandstone
7 Cobblestone --> 7 Stone
8 Cobblestone --> 2 Redstone Ore
Get it?

In addition, the disenchant recipes are complete. To perform a disenchant, transmute a -fully repaired- tool or armor piece with one of it's reflected item.
Iron tools and armor use iron.
Gold tools and armor use gold.
Diamond tools and armor use diamonds.
Chain armor also uses diamond.

For instance, placing one enchanted diamond helmet, one diamond, and one redstone dust (like all transmutations) on a crafting grid would get you a brand new unenchanted diamond helmet.


Hopefully I can convince Mercury_Star or Ballisticwaffles to make some better graphics to explain this stuff.