|
Post by xPhoenixXx on Aug 27, 2013 18:01:50 GMT 10
Apparently we ran out of disk space last night.. grim did what he could but server would have been down or bugged out. How we lost 30gb in 4 days? - A map render update was queued up. Apparently either with NPCs or staff tppos commands someone has been teleporting to random distant chunks causing about 5 more zoom levels than we actually need to generate.
- As above - bunch of extra map chunks was generated that shouldn't
- Our automatic backup was due for its monthly clean out
- Misc backups and junk left over from previous debugging needed cleaning out
I have cleared a bunch of the above, and am attempting to create a fresh render of the map _minus_ the offending FAR chunks. The chunks have been backed up as I note that chunk 1337 to 1339 had been created, typically that many close together suggests someone was active there for a while. It was dated a while ago so hopefully it wont be missed, but equally nobody should have been building that far out yet anyway. Also chunks 339, 340, -323, 292, 293, 546 and 547 were removed. these are all outside our official 70,000 xyz explored world boundry - but may still contain.. something. Likewise backed up. If you were silly enough to build that far out, and you find nothing but an empty space where you built once you log in, let me know, and supply x y z coordinates (hit F3 key) and i will attempt to restore them, and perhaps move them somewhere more appropriate.
|
|
|
Post by xPhoenixXx on Aug 27, 2013 18:06:30 GMT 10
FYI grim - some of these would have come close to your village - if so the backups are located in ~/farchunks I dont have a clear conversion formula to calculate the actual xyz region these chunks represent, so I cannot be certain what filename your village occupies.
also added some ~/ folder batch scripts "diskspace" and "alldisk"
these use du command to identify oversized folders for manual disk cleaning purposes.
You may need to sudo them to get a complete picture, but for the most part diskspace by itself should be adequate.
I'll chmod them so skull can use it too if only for bragging rights over our world map size. (home"world" 5gb btw, add on the other planets and about 7gb, projects being the second largest at 1.2gb)
|
|
|
Post by 空 on Aug 27, 2013 18:45:10 GMT 10
FYI server's been down for 3+ days now.
|
|
|
Post by xPhoenixXx on Aug 27, 2013 20:34:17 GMT 10
Ya, the tekkit server is toast too I am rolling back to August 23 at the moment. I could go through and repair bits everywhere but id still miss something potentially.
I have also backed the planets as they are now, up; in case any major construction in the last 4 days is lost. Tho in that situation a lb redo should be adequate. I want to avoid any currupt files sneaking in.
|
|
|
Post by 空 on Aug 27, 2013 21:00:29 GMT 10
As always, if you need anything... I'm always online lol. Past few days I've been xraying some shitty mainstream server. When ours is back up I'll give away all the diamonds and destroy their economy muahahahah jk jk
|
|
|
Post by 空 on Aug 28, 2013 22:24:54 GMT 10
Hahahahahaaha lol I found a dupe bug on their server!
|
|
|
Post by xPhoenixXx on Aug 29, 2013 17:53:29 GMT 10
I myself maintain a small outpost on m c a u just to keep an eye on the competition; that server is about as old as ours - tho they are over a 60 slot (1337 i doubt that) they usually only have at most 20-30 people on there. Doesn't seem to do anything intersting, mainly just build and survival. They had an odd setup of worldguard there. They have a spawn which steals an idea i played with a few years back but never went with, plus an interseting "questionare" plugin you have to beat in order to enter the main server world. - This is a good idea. Forces players with a basic grasp of the english language (ie can read) or with helpful parents, to get to main world. Not sure what hardware they run, nor if it is a self host or datacentre. Seems at least as built up as ours - tho they have enforced building standards a bit more than we have around their spawn region. Oddly enough seems laggier than ours, and they (going by the bugs i see) still run a r.01 build from the dark ages. As for diamonds, on finally finding a free spot to pitch my tent, i did all the usual digging our and land clearing - but discovered on reaching bedrock level the entire map is like swiss cheese, ive found at most 10 diamonds by dumb luck (at the end on someones mine shaft just after they must have given up for the night, i found a cave with a stack of 8, also found 2 next to an unexplored lava pool. Beyond that, the place seemed mined out... to the point they must be using xray. They offset the problem of "i cant build in spawn therefore your server must suck and i rage quit to grief some other server" by having some passthrough worldguard zones near spawn where you can farm wood... conditional that you replant lol. Works just like our "defend the breech" zone where anyone can build/break there but nowhere else. Not much in the way of plot or history there tho, its about as vanilla as missionary; in as much as bukket can be. They appear to have "theme" zones but the lack of documentation makes them about as useful as not existing. Lesson to us to maintain the docs on our site i think
|
|
|
Post by alexjerta on Aug 29, 2013 19:42:08 GMT 10
This is just an idea but when the server moves to "Grims Hosting facility" could we have a map reset? Alot of people including irl friends are complaining that its hard to gather supplies now without being a "Wizard" It would also be a fresh start and people would actualy play the server hardcore to get items again If people wanted to get items off the old map you could make that a "donator only" privilege. It might get more people to donate. I've had alot of ideas lately. might make a fourm post later to express them - Alex
|
|
|
Post by 空 on Aug 29, 2013 22:54:48 GMT 10
I vote for no map reset, but maybe a new world. We already have those though, just make them spawn in one of the frontiers, or provide an easy cheap one-way ticket there.
I get very attached to things, and I like our 3 year old map. Tell your friends to stop being lazy and walk a bit.
|
|
|
Post by grimnir on Aug 30, 2013 8:06:43 GMT 10
^ what he said.
There is plenty of places to build. when I started playing my alt, I simply went through one of the warps at spawn and travelled a few hundered blocks and have had ample supplies to build / mine with.
Yes building around spawn is harder but if they wander enough they will find vacant land. And with off world planets, some of which have open gates close to free FT's (such as grimgate - ft paradiseislands) [cheeky plug]
|
|
|
Post by xPhoenixXx on Aug 30, 2013 12:16:06 GMT 10
To be honest we dont need a map reset tho a hell of a lot of clean up is needed at spawn which I think we all agree. I was trying to put in roadways and rail.. But i digress. The reason we dont need a map reset is because the spawns can be set based on your rank. This also includes the "welcome *** to the server" players whom you can give a spawn to also. setspawn noobies(?) sets where newly joined players start. We could just as easily move spawn to p3x-660 or acadar and have the effect of a reset and retain our citadel spawn. I have played with various ideas in the past such as: New player spawn in a space station having disembarked from a space ship(oh wait mc au already stole that idea ) (as on mars) New players spawn in a crashed space ship.. (hello plot) New players spawn in a hospital/near citadel etc having lost their memory blah this was an abandoned plot thing New players spawn in cybertron (before i set it adventure mode, it was a grief baiting world... 64^10 buildings to grief.. and nobody would care.. and we would know whom to trust - used this briefly during our grief clan scare - found many an amusing grief - from stealing all the cladding on a building to breaking all the windows, to the usual random nazi signs and lava flows... at its worst I rigged all the roads with land mines and arrow traps for lolz value. Once they realized the city was generated they usually left.. class) New players spawn in the newly arrived zeplin anchored at the fallen kingdom watch tower - if we do this we need to install informational signs along the walkway. New players spawn in another planet entirely (similar to the cybertron idea) and go through a probation period (mars was setup for this eventuality and cybertron - but our perms mirroring issue broke that) New players simply spawn near a travel facility, and on dying respawn at the citadel as usual. In all these cases on death (except cybertron/mars) they would respawn at the citadel. I favour the probabtion period idea too as we can setup an additional rank for this which would evaide the perms mirror issue; the question is how best to implement it.. ideally an automated system, either an npc quest(eg the citizen quest - but implementing travel /building conditions?), or some other plugin like the pop quiz signs mc au use - but where would be the next question. Although all this is not critical at the moment - When we eventually become a 2-300 slot this type of thing will become critical - as we will likely be overwealmed with more players than staff can handle. This is where a good website helps. At this point other issues will arise, for instance the default chat room issue will be back. I struggle to make sense of 10 players chatting at once, particularly if many of them are new players - can you imagine what peak time would be like.. ow Sometimes i do an adopt a n00b thing if im online, talk them through basics, and help them find some land and starting gear. But with 200+ n00bs that wouldnt work well. (we could adopt an entropia universe mentor system which puts the adopt a n00b process in the hands of players for a reward.. but plugin wise not sure how that would work best - citizens cant be configured to give another player a reward on completion by a n00b - maybe forum votes like the staff elections - pick the best mentor vote, winner gets a set of enchanted armour or a free cool house or something in between) Another point on the table is - what sort of players do we want to appeal to? Early on we were setup with a modest spawn region, surrounded by nearby places to build and mine, supplimented by various travel signs, and tpa access (and carts at one point) with a conveniently equipped spawn buy/sell area and some starting money when economy first went online. We also had ranks that could be achieved by NOT having to pay money. (This was one of the biggest good points.. except once it got taken for granted then everyone expected to become E in a week, and all the E's then started asking about higher ranks..) This seemed to appeal to the most players (lolland and farm was W and E rank builds!)- but once we had an active community issues with players clashing become a problem, and at this point all the travel freedom become a griefbait issue. We managed to rein in the griefing by restricting certain travel abilitys to established ranks; and installed a chat plugin that seperated global chats by factions. This worked well except that new players couldnt work it out, and half the players ended up chatting on brotherhood, negating the benefits. This ended up with most players getting sick of the in-fighting and kiddie grief wars and winge'z and leaving. Likewise defaulting to local ~1000 blocks seemed to work as long as staff could catch the console messagess globally to help new players, but this also got negated by re-implementing a global common default chat - as the local chat vs chatroom usage confused even regular players. So its all a balancing act of politics trust and freedoms or something.. i think i am just rambling now I will shut up
|
|
|
Post by 空 on Sept 1, 2013 1:36:31 GMT 10
So finally read this thing, and you got some good ideas pho. As for chat, I say leave it as it is, but allow staff to leave the default channel, and advise users to use helpop. However that generally results in the same thing (give me 500 dirt and 50 diamonds on helpop).
This is just an issue we're going to have to deal with. All staff on any big server have to deal with this, and if ours can't then we need better staff. Seems harsh but we don't need slackers. If we have about 10 staff (more helpers, few inqui) then we should be able to manage 2-300 slot servers... as long as everyone carries their own weight, which I don't see happening much these days. I won't name any names (for now) but at least 2 of our current staff ALWAYS reply with "I'm busy ask someone else", which I personally would reward with a demote, but not my call so yeah.
IDK, if we get a lot more adults/16+ playing it may be very weird to have the majority of our staff 10-15 years old. This may need some reworking.
|
|
anonymous phoenixxx
Guest
|
Post by anonymous phoenixxx on Sept 1, 2013 9:25:56 GMT 10
re helpop - there seems to be some ticketing systems plugins used on other servers.. works a bit like a cross between /helpop and /mail the difference all staff get the unread messages notification.. that may work - as helpop isnt helpful if no staff are on that exact second. A ticketing system that auto adds the players current coordinates and world to their query would be ideal.. As for the rest... god help us
|
|
anonymous phoenixxx
Guest
|
Post by anonymous phoenixxx on Sept 1, 2013 9:41:32 GMT 10
|
|
anonymous phoenixxx
Guest
|
Post by anonymous phoenixxx on Sept 1, 2013 10:09:32 GMT 10
I just found massive sweeping sections of map either gone or regenerated - so I am doing another map revert and re-checking..
something sus is going on here, these are sections that wouldnt have been touched when the disk ran out of space
|
|