• 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.

Factions, Version 3.0

That factions warps looks interesting. I vaguely remember playing on a server that had something similar setup. And when you are in the end stone box taking up 16+ chunks, warping is necessary.

The custom ranks and perms is something I will be interested to see play out, as I'll be able to put permissions on a player instead of a faction, which I may not trust enough for an alliance or truce. Makes things more dynamic.

Unrelated, but the LongerDays plugin mentioned on the side of the page is a godsend as well.

I'm just happy to see the old guard still updating the plugins that made Massivecraft what it was.
 
We are still on 1.12 and 1.13 isn't the priority atm, sadly.
So like that makes sense and its a reasonable thing to point out.......

.......but also Madus kinda made a version of factions that has like a bunch of stuff we've been asking for... for years? And we were constantly told how much work it would be and how behind in production that was and how low of a priority it was and how it couldnt be done with the limited techstaff... So in this case, it would make sense for people to think "Maybe we should upgrade to 1.13" when we hadn't thought of that before.
 
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I wanted to get this out there so massive could know that factions is now 1.13 compatible. Massivecore is now also 1.13 compatible. Other plugins that are absolutely necessary to have upgraded to upgrade the whole server are: the worldedit plugin we have, the random premium and supremium features, MassiveQuest, Sharding, and MassiveCombat. Maybe the chat plugin.
 
There are a bunch of plugins that need upgrading and testing to ensure nothing goes wrong. Eventually we will upgrade but for now, be patient.
 
I wanted to get this out there so massive could know that factions is now 1.13 compatible. Massivecore is now also 1.13 compatible. Other plugins that are absolutely necessary to have upgraded to upgrade the whole server are: the worldedit plugin we have, the random premium and supremium features, MassiveQuest, Sharding, and MassiveCombat. Maybe the chat plugin.

Unfortunately, and to be clear, the update of MassiveCore to 1.13 (as Madus has done) is not without its caveats. It's still something we are actively working towards, but is not something we have a clear timeframe set for or a complete understanding of what functionality would be lost with such an update. It's something we've been aware of for a little while now, and the tech team are remaining in touch with Madus.
Madus' work towards this will be invaluable to Massive, and we certainly intend to evaluate and make use of his contributions as applicable; but that certainly isn't to say that the work has all "been done for us" by any means.

Ensuring fidelity for greater than 75 individual plugins is no small task. More than 36 of these are Internal plugins, each of which will require significant testing and full evaluation to ensure that they are utilizing the current APIs correctly (and in ways that are as future proof as possible) without loss of function; most of these plugins can only be worked on by myself and @TheComputerGeek2 , which adds unfortunate roadblocks. Then there's ensuring that the 3rd-party plugins we use are compatible and functional, or finding an alternative that is equally functional - or as close as feasibly possible.

This is all on top of our other day-to-day maintenance, other projects and changes, and other commitments.
First and foremost, MassiveCraft staff are volunteers. We've got jobs, studies, and many other things that often take up our time outside of the server. Priorities and capabilities have to be taken into account, we're only human after all.
We do understand the frustrations - believe me, we share them - but we hope that players will understand we're doing as much as we can.
 
Unfortunately, and to be clear, the update of MassiveCore to 1.13 (as Madus has done) is not without its caveats. It's still something we are actively working towards, but is not something we have a clear timeframe set for or a complete understanding of what functionality would be lost with such an update. It's something we've been aware of for a little while now, and the tech team are remaining in touch with Madus.
Madus' work towards this will be invaluable to Massive, and we certainly intend to evaluate and make use of his contributions as applicable; but that certainly isn't to say that the work has all "been done for us" by any means.

Ensuring fidelity for greater than 75 individual plugins is no small task. More than 36 of these are Internal plugins, each of which will require significant testing and full evaluation to ensure that they are utilizing the current APIs correctly (and in ways that are as future proof as possible) without loss of function; most of these plugins can only be worked on by myself and @TheComputerGeek2 , which adds unfortunate roadblocks. Then there's ensuring that the 3rd-party plugins we use are compatible and functional, or finding an alternative that is equally functional - or as close as feasibly possible.

This is all on top of our other day-to-day maintenance, other projects and changes, and other commitments.
First and foremost, MassiveCraft staff are volunteers. We've got jobs, studies, and many other things that often take up our time outside of the server. Priorities and capabilities have to be taken into account, we're only human after all.
We do understand the frustrations - believe me, we share them - but we hope that players will understand we're doing as much as we can.

I think most understand this and are grateful for all the hard work and recognize that things take time but I think the recent news about the digital exchange company whose founder died and took the password for $137 million of their customers money with him should be a warning to all companies should take to heart.

All the work you others do is really appreciated yet it would be good to look at how to broaden the technical staff a bit more if this is the case so even if others can't work on those plugins to the degree you two can they could work on some of the major aspects.

Is it possible for you to train more people on the basics of some of those plugins so you could focus on more specialized tasks? I mention this because if there are only two people who can work on our plugins then MassiveCraft could end if for whatever reason either or both of you could no longer continue and the years that people have put into the server could be for nothing.

I'm sure you have all considered this. I merely mention it because Minecraft servers can have a tendency to go under when their leaders and staff are no longer able or willing to play and it is interesting to see a successful server like MC that has been around since 2012. So it would be nice if it is still around for much longer.
 
I think most understand this and are grateful for all the hard work and recognize that things take time but I think the recent news about the digital exchange company whose founder died and took the password for $137 million of their customers money with him should be a warning to all companies should take to heart.

All the work you others do is really appreciated yet it would be good to look at how to broaden the technical staff a bit more if this is the case so even if others can't work on those plugins to the degree you two can they could work on some of the major aspects.

Is it possible for you to train more people on the basics of some of those plugins so you could focus on more specialized tasks? I mention this because if there are only two people who can work on our plugins then MassiveCraft could end if for whatever reason either or both of you could no longer continue and the years that people have put into the server could be for nothing.

I'm sure you have all considered this. I merely mention it because Minecraft servers can have a tendency to go under when their leaders and staff are no longer able or willing to play and it is interesting to see a successful server like MC that has been around since 2012. So it would be nice if it is still around for much longer.
Only two people can work on it because of legal reasons. They're literally the only two people that are allowed to touch it
 
I can't imagine that's accurate. But I'd understand if it was... Like it's open source so there's really no limit to what we can do.
A lot of the plug ins are closed but a lot are open. I believe factions is open source so anyone if they knew how could work on it. They can't update massive obviously or the plugin page but they can update it for themselves and bring it to the tech team.
 
Okay, so I am gonna comment on this now.

Minecraft 1.13 is the biggest Minecraft update in a long time (at least from the developer POV). So updating plugins to it can be difficult.
Yes, I have updated Factions for Minecraft 1.13. Yes, I have added some cool features to that version. No, I have not updated MassiveCore. MassiveCore is big and complex, I updated the things that had to do with Factions and simply removed some other things from it. This too, goes for the in-house plugins, some are easy to update and others are not. Some of them are extremely complex to update for 1.13. Not to mention all the external plugins that needs to work too which the tech department can't do.

And yes my Factions version has some cool features, but if you take a look (here and here) the first few versions had some issues because I did a subpar job. Do you want The Tech Department to do that? Well, I thought not, and that requires some extra work.

I can't stress this enough, but The Tech Department is chronically understaffed, because talent is in short supply, and that isn't easy to fix. They need to make sure the server runs (this alone can take up a lot of hours), they need to make sure there are no bugs, they need to update the server to new Minecraft versions and only then can they focus on new features. Did I mention the 30+ in-house plugins? They all need new features and there simply isn't the manpower to do it all.

Now back to my Factions version. I will work with the Tech Department to implement some of these things in the MassiveCraft Factions, but that will take some time on my end and on theirs too. Sure, it is easier for them this way, but it is time taken away from other important things. What other things? Frankly I don't know, ask them. But a few educated guesses would be: new premium features to keep the server generating money, optimisations to save money on server costs, updating to 1.13 or one of the 100 other things you have been wanting for years.
 
Unfortunately, and to be clear, the update of MassiveCore to 1.13 (as Madus has done) is not without its caveats. It's still something we are actively working towards, but is not something we have a clear timeframe set for or a complete understanding of what functionality would be lost with such an update. It's something we've been aware of for a little while now, and the tech team are remaining in touch with Madus.
Madus' work towards this will be invaluable to Massive, and we certainly intend to evaluate and make use of his contributions as applicable; but that certainly isn't to say that the work has all "been done for us" by any means.

Ensuring fidelity for greater than 75 individual plugins is no small task. More than 36 of these are Internal plugins, each of which will require significant testing and full evaluation to ensure that they are utilizing the current APIs correctly (and in ways that are as future proof as possible) without loss of function; most of these plugins can only be worked on by myself and @TheComputerGeek2 , which adds unfortunate roadblocks. Then there's ensuring that the 3rd-party plugins we use are compatible and functional, or finding an alternative that is equally functional - or as close as feasibly possible.

This is all on top of our other day-to-day maintenance, other projects and changes, and other commitments.
First and foremost, MassiveCraft staff are volunteers. We've got jobs, studies, and many other things that often take up our time outside of the server. Priorities and capabilities have to be taken into account, we're only human after all.
We do understand the frustrations - believe me, we share them - but we hope that players will understand we're doing as much as we can.
Oh, yea. That was a bare minimum. Like, to my understanding those are the core stuff that we'd need. Staff probably wouldn't be able to hold events and we probably would need to get rid of everything but the factions and roleplay servers if we did that.
 
Okay, so I am gonna comment on this now.

Minecraft 1.13 is the biggest Minecraft update in a long time (at least from the developer POV). So updating plugins to it can be difficult.
Yes, I have updated Factions for Minecraft 1.13. Yes, I have added some cool features to that version. No, I have not updated MassiveCore. MassiveCore is big and complex, I updated the things that had to do with Factions and simply removed some other things from it. This too, goes for the in-house plugins, some are easy to update and others are not. Some of them are extremely complex to update for 1.13. Not to mention all the external plugins that needs to work too which the tech department can't do.

And yes my Factions version has some cool features, but if you take a look (here and here) the first few versions had some issues because I did a subpar job. Do you want The Tech Department to do that? Well, I thought not, and that requires some extra work.

I can't stress this enough, but The Tech Department is chronically understaffed, because talent is in short supply, and that isn't easy to fix. They need to make sure the server runs (this alone can take up a lot of hours), they need to make sure there are no bugs, they need to update the server to new Minecraft versions and only then can they focus on new features. Did I mention the 30+ in-house plugins? They all need new features and there simply isn't the manpower to do it all.

Now back to my Factions version. I will work with the Tech Department to implement some of these things in the MassiveCraft Factions, but that will take some time on my end and on theirs too. Sure, it is easier for them this way, but it is time taken away from other important things. What other things? Frankly I don't know, ask them. But a few educated guesses would be: new premium features to keep the server generating money, optimisations to save money on server costs, updating to 1.13 or one of the 100 other things you have been wanting for years.
=D