• Inventory Split Incoming

    MassiveCraft will be implementing an inventory split across game modes to improve fairness, balance, and player experience. Each game mode (Roleplay and Survival) will have its own dedicated inventory going forward. To help players prepare, we’ve opened a special storage system to safeguard important items during the transition. For full details, read the announcement here: Game Mode Inventory Split blog post.

    Your current inventories, backpacks, and ender chest are in the shared Medieval inventory. When the new Roleplay inventory is created and assigned to the roleplay world(s) you will lose access to your currently stored items.

    Important Dates

    • April 1: Trunk storage opens.
    • May 25: Final day to submit items for storage.
    • June 1: Inventories are officially split.

    Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.

1.13?

It's something that @TheComputerGeek2 and I are actively working on, but something that we are both unable to dedicate as much time as we would wish to at the moment. Both of us are employed, and I'm also currently in the last couple of weeks of a Graduate Diploma (meaning a number of reports and presentations due in a short amount of time, and a higher-than-usual number of sleepless nights).

Progress is being made, however, and we are at the stage where the number of key system updates can be counted on your hands.

We can't wait to roll it out to our playerbase, but we're also not willing to rollout a broken mess. The patience all of our players have shown us is Massively™ appreciated, and we hope to have something to show for it very soon. :)
 
Literally who even are you??? Asked you this for years, still haven't got a sensible answer
Someone who understands that two productions utilizing two seperate workforces and resources don't cause one or the other to be less efficient.

If I need wheat to make flower, and wood to make charcoal, having my flower mill make more flower doesn't cause my furnace to produce less charcoal.

If the analogies are a bit much: Lore do Lore Work, Tech do Tech Work. Lore doing Lore Work don't impact Tech doing Tech Work. Big brain time bois.
 
Someone who understands that two productions utilizing two seperate workforces and resources don't cause one or the other to be less efficient.

If I need wheat to make flower, and wood to make charcoal, having my flower mill make more flower doesn't cause my furnace to produce less charcoal.

If the analogies are a bit much: Lore do Lore Work, Tech do Tech Work. Lore doing Lore Work don't impact Tech doing Tech Work. Big brain time bois.
Erm but this server's directors are all Roleplay people who have almost 0 ties to Survival/Factions. Roleplay is actually taking manpower from Survival/Factions
 
Erm but this server's directors are all Roleplay people who have almost 0 ties to Survival/Factions. Roleplay is actually taking manpower from Survival/Factions
That one is at least debatable I'll agree. Updating to 1.13 isn't gonna go any faster with Direction leaning in though so he was still wrong on every level.
 
I really didn't like being staff. I had ideas and I was like "yo I can throw together a first dungeon just set up some portals and safezones but people were just kinda meh about doing anything but silly "togetherness projects" and minigame events. Don't get me wrong half of the problem was on my end but still if I wanted to do anything remotely like monmarty wanted us to do I would have to rank up 3 ranks then practically do it all myself, which is basically what I think winterless tried to do.
 
Indeed it did. Item migration (Material IDs, Banner colours, Enchants, Potion effects, etc) all migrating smoothly from numerical IDs and outdated Text IDs to the new 1.13 format.

In the full-scale test, all 25k user inventories migrated without a hitch. :D

Other holdups have been some new incompatibility between third-party plugins. Once such example was with FAWE and AreaShop - this has been resolved in a custom fork of AreaShop, so now onto the next issue/bug/task.

Hawkeye has long since been abandoned, and with 1.13 has finally broken. Other alternatives such as Coreprotect or Logblock work well as grief-prevention and logging tools, but for some of the measures they're not quite enough. Things such as Login-logout and teleports don't get tracked well by these plugins (or without as much detail) so I've been working on upgrading only the missing functionality from Hawkeye and throwing out anything that CoreProtect or Logblock can do just as well (if not better).
So far this is going well, and I'm following up with the other departments to ensure we're not losing any needed functionality.

Internal plugins are coming along well. Most are migrated and run without crashing (though a few undiscovered bugs are expected to rear their heads once players start interacting with things). MassiveCombat and MassiveQuest are some of the few still being migrated, and are coming along well.
@TheComputerGeek2 has taken these two over from me as I've recently been busy with final assignments for my Grad Diploma, and allowing me to spend more time stitching together the bigger picture on our test shards.
 
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Indeed it did. Item migration (Material IDs, Banner colours, Enchants, Potion effects, etc) all migrating smoothly from numerical IDs and outdated Text IDs to the new 1.13 format.

In the full-scale test, all 25k user inventories migrated without a hitch. :D

Other holdups have been some new incompatibility between third-party plugins. Once such example was with FAWE and AreaShop - this has been resolved in a custom fork of AreaShop, so now onto the next issue/bug/task.

Hawkeye has long since been abandoned, and with 1.13 has finally broken. Other alternatives such as Coreprotect or Logblock work well as grief-prevention and logging tools, but for some of the measures they're not quite enough. Things such as Login-logout and teleports don't get tracked well by these plugins (or without as much detail) so I've been working on upgrading only the missing functionality from Hawkeye and throwing out anything that CoreProtect or Logblock can do just as well (if not better).
So far this is going well, and I'm following up with the other departments to ensure we're not losing any needed functionality.

Internal plugins are coming along well. Most are migrated and run without crashing (though a few undiscovered bugs are expected to rear their heads once players start interacting with things). MassiveCombat and MassiveQuest are some of the few still being migrated, and are coming along well.
@TheComputerGeek2 has taken these two over from me as I've recently been busy with final assignments for my Grad Diploma, and allowing me to spend more time stitching together the bigger picture on our test shards.
Great to hear! And good luck in college.