Home of The Tech Fortress Servers

Monday, January 13, 2020

Updating to 1.15.1

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Aside from bees, it sounds like 1.15 was a relatively minor update. If all goes according to plan, the server will be updated to 1.15.1 this weekend.

Happy New Year!

By the way, we do have a dumcord if you don't like IRC for some reason, if you're wondering.




Saturday, March 9, 2019

Nether portal linking for new portals

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The Nether Hub is a unique site on Tech Fortress, an ever-growing system not found on many other servers. Founded by ibbo2000, the hub is used to travel long distances quickly. Most players often build a nether hub not too long after establishing a home to quickly meet up with other players on the server.

Due to Minecraft's singleplayer design, a common problem for new players is that their new portal would link to somebody else's portal in the nether. Going back through this linked portal causes the new player to end up in somebody else's house, which is likely hundreds of blocks away from their home! The only way to resolve this issue was by manually creating a new portal in the nether, which often had to be done by ibbo2000. As one might expect, if ibbo isn't online, the player would have to wait until he comes online and has time to fix the issue.

After a few years of proposing different ideas to resolve this issue, Tech Fortress now has a solution to mitigate the need for manual intervention:

Newly-created portals in the overworld will attempt to avoid linking up with existing nether portals. In other words, new portals created in the overworld will more likely also create a new portal in the nether.

This should reduce the issues of new portals being linked to existing portals in the nether, allowing new players to venture into the nether, and if they survive, to return back to their home via the new nether portal.




Friday, January 11, 2019

Alert: Potential world corruption

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From January 9, 2019 to January 11, 2019, some data loss and possible corruption occurred on the Tech Fortress server. If you find any corrupted chunks or similar, please /report these areas immediately and avoid making any modifications in this area. If a region is corrupted, the entire region may need to be rolled back.
Update: Some statistics and advancements for players were lost and were rolled back manually. PlayerData and chunk regions seemed to have avoided corruption, likely due to the server being smarter (not just blindly overwriting) with these files.
During the aforementioned period, the server's disk was full. I was in the middle of changing the backup strategy, and while I was transitioning to the new one, I still had the old one going. So when it attempted to make a backup this time around, it filled the disk, leaving no free space for any new saves. I am currently unaware of any tools that can scan the world and find corrupted regions that have been updated to the 1.13 format. If you know of any, please let me know here in the comments or on the server.

A full, relatively recent and working backup of the server exists to restore any corrupted areas.
Tuesday, December 18, 2018

Updating to 1.13.2, new claim expiration policy

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Happy Advent!

Tech Fortress has been updated to 1.13.2 for the past couple of months, but I was so busy I didn't have time to post an announcement.

Claim Expiration Policy

Claims will be automatically expired if the owner of a claim has been inactive for over a year and a half. If you happen to come across an unclaimed area as part of expanding your property, your modifications must be minimal and non-malicious. If you know of any friends who are inactive and would like to obtain ownership of their claims, please make a /report detailing this ASAP. This policy will be implemented soon.

Vanishing entity bug fixed

It was discovered earlier today that all entities were vanishing in any loaded chunks. This was an issue with the server mod software, which has been updated to apply their fix. No backups were needed, as the entities did exist in the world files, but were simply not being added into the world when the chunk was loaded.

Experimenting with a forum, again

At the moment, there really isn't a good way for players on Tech Fortress to share any tips or post any pictures of stuff they've done on the server. I doubt anybody would want to post random stuff in the blog comments, nor is that a good place to find pictures of builds and stuff anyways. I'll be looking into setting up a forum again.

Server funding and upgrades

At the moment the server is running on an okay machine, which does the job for most cases. However, it doesn't leave a lot of room to grow or handle more intense tasks at times. I'd like to upgrade the machine, but the price would be currently double what I pay. Most of the funding right now has been out-of-pocket, with a little bit of help from my recent patrons on Patreon. I'm curious if you guys have any suggestions on ways to fund the server?
Wednesday, September 19, 2018

The status on updating to 1.13

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1.13, the big update that changes a lot of internal things as well as adding those new biomes and other things, has been out since over nearly two months ago. Yet there are still a lot of game-breaking bugs, much more so than any other update in the (public) history of Tech Fortress.

The primary bugs involve world conversion. 1.12.2 worlds need to be converted to the new 1.13 block types, since the way blocks and block states are represented in the server has changed in 1.13. Amongst the most severe are those involving chest blocks losing part of their inventory.

Due to these bugs, along with the general performance regarding chunk loading and generation, is why Tech Fortress has not updated to 1.13. The current expectation is that 1.13 will be stable a few weeks after Mojang releases 1.13.2 and there are no severe world conversion bugs.

In the meantime, we are also testing 1.13 on the test server, named Test Fortress. You can help test bugs to keep track of as the Test Fortress server is updated. The current checklist for 1.13-readiness for the server is as follows:
  1. Server boots up and can be joined.
  2. Nothing is lost in the world; 1.13 world conversion has no bugs. (bugs exist)
  3. GriefPrevention claims plugin function as expected - claims protect blocks and entities, particularly new blocks and entities, etc. (a 1.13 version is currently installed)
  4. The rest of the plugins function as intended such as /report
Test Fortress can be joined via this IP: tf.robomwm.com:25500
Sunday, April 8, 2018

No More Spawn Posts

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Happy Easter! Today's Divine Mercy Sunday (or at least at the time of this post!)

A significant change is taking place on Tech Fortress - and no, 1.13 still isn't out yet. (Though to be honest, I quite like the slower update cadence.)

The first of these is the removal of spawn posts.

In short, everybody (without having a bed spawn) will spawn at the global world spawn point.

The decision to drop spawn posts was made to favor the global server community over the ease of traveling to uninhabited lands. That, and the fact that a global spawn point is in fact a vanilla multiplayer functionality. Spawn posts make more sense if Tech Fortress were to emulate a vanilla singleplayer experience. But what would be the point of a multiplayer server if all it were intended to be is just singleplayer with a chatbox?

Spawn posts

Spawn posts were implemented a couple years ago to deal with the issue of new players having to travel far and great lengths in search of fresh resources to get started. This is probably the most significant contrast between a vanilla singleplayer game vs. a vanilla multiplayer game; the older a multiplayer world becomes, the further new players must go to visit new and unexplored terrain, which is often the source of fresh resources to get started.

Tech Fortress' history of solving this problem has changed many times. When Tech Fortress was publicly released, new players would be randomly teleported to a location, so they can get started right away. Subsequent respawns would occur at the world's main spawn point, so the player would always have a consistent path to return to their settlement in case their bed spawn failed. The primary issue with this solution was that the plugin employed did not always work, nor did players generally survive to make a bed before they died. This also was a very singleplayer-focused solution - friends who would join the server would be separated several hundreds or thousands of blocks apart.

As such, a new solution was put in place. Roughly a few months later, the random teleportation plugin was removed, and the "water transportation" system was built, allowing players to traverse roughly 600 blocks in the cardinal direction of their choosing via a boat in a river-like tunnel, with speeds comparable to traveling via minecart. However, this system was broken when the 1.9 boats arrived. The remains of this system can still be seen today, although it is now permanently closed due to the aforementioned boat changes.

Shortly before the 1.9 changes arrived, spawn posts were implemented. Instead of a global, unchanging spawn point, players would spawn at a spawn post. The posts were very minimal, and automatically generated with signs. As new players claimed near a spawn post and consumed resources such as trees, ores, and unclaimed areas, a new spawn post would be designated as the place where new players spawned at. This provided a solution such that players have access to fresh resources, while any friends that also join spawn next to them.

So why was this scrapped? In nearly all survival servers, there are two types of players - those who stay long-term for years, and those who effectively quit after a few months.

In nearly all cases, new players who join will encounter the long-term players in chat. If they wish to meet these long-term players, they will often be far away from them, due to the nature of spawn posts always attempting to spawn players next to fresh resources and in uninhabited areas; these places are generally away from where long-term players live. Therefore, having spawn posts is in fact worse than having a global, unchanging spawn point, if one wishes to meet the existing community of players!

Thus, the decision to drop spawn posts was made to favor the global server community over the ease of traveling to uninhabited lands. That, and the fact that a global spawn point is in fact a vanilla multiplayer functionality. Spawn posts make more sense if Tech Fortress were to emulate a vanilla singleplayer experience. But what would be the point of a multiplayer server if all it were intended to be is just singleplayer with a chatbox?
Monday, January 15, 2018

IP change!

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So I'm not sure what happened to the old domain, but please change your IP for all servers (Team Fortress 2 servers should remain unaffected since the IP address is saved instead of the domain).

Minecraft:
Tech Fortress: tf.robomwm.com
MLG Fortress: mlg.robomwm.com

Team Fortress 2:
MvM Fortress: tf.robomwm.com:27015

Update: the old domain apparently has been re-instated just as silently as it died. Either way, I have a new domain now and going to use that from now on.
Sunday, June 11, 2017

1.12 is here!

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Mk, this wasn't too bad of an update. Thanks to RexTempus and yellowjacket6 for helping test a couple things.


Tech Fortress is now on version 1.12.


Additionally, a new spawn post has opened, named St. Gregory in honor of St. Gregory the Great, one of the first doctors of the Church. You can read about him or watch:

Monday, April 10, 2017

MLG Fortress: April Updates

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I was going to hold off until after I made some other updates this month, but there's been quite a bit of confusion on the new health canister system.

Major stuff

  • Health canisters:
    • Drop more often
    • Max health limit of 37 hearts (from 90)
    • Any additional health gained by consuming canisters will be lost on respawning

Minor changes

  • Improved knockback resistance with mobs. Mobs will no longer "freeze" when being hit.
Monday, March 20, 2017

MLG Fortress: March Madness

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ayyy m80s dis da first official post 4 MLG Fortress! Adding new things to the server is kind of useless if nobody knows about the changes; thus, updates to MLG Fortress will be posted here regularly.


Big updates

  • The /memebox
    • The /memebox now powers all the memetastic music you hear on the server. Simply click the link it gives you, and leave the memebox webpage open while you play. No more 40MB resource packs!
    • This will support multi-track music discs.
    • Some areas the /memebox is used:
    • At the mall
    • When you're fighting multiple mobs
    • More to come! (Killing spree, etc.)
  • Clan friendly fire
    • Clan friendly fire is automatically disabled in survival worlds.
    • Projectiles will pass through allies.
    • Clan friendly fire is enabled everywhere else (for minigames, pvp, etc.)
Minor changes
  • Low health ambiance: Changed "gasp", added breathing (hmm, the possibilities we could use this for, and it's a vanilla sound!)
  • Explosion damage and kills caused by weapons are now counted.
  • Transporter sounds before and after teleport.
  • New damage sounds:
    • Fall damage is distinct (did you just crack some bones?)
    • A different noise plays if you took over 10 hearts of damage
    • Other players make a different noise when they're damaged (easier to distinguish when you're hurt vs. others getting hurt).
  • Periodic reminder to open the /memebox (everybody seems to forget to do this, but for right now it is better than the 40MB alternative...).
  • /warp uses the /tpa system.

Other new things are coming up, particularly minigames, as they are slowly being merged into MLG Fortress.

See you soon!

Sunday, December 25, 2016

Merry Christmas!

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Merry Christmas! Hope you have a happy and holy Christmas celebration!
Wednesday, September 7, 2016

Understanding and Mitigating Network Connection Lag

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Lately there's been reports related to network lag. While this is naturally due to the player's internet connection, I've lately discovered that there are ways to alleviate this type of lag.

Since this is the first of potentially many more posts on lag, it would probably be best to quickly outline the common types of lag. (Yes, there is more than one type of "lag.") Using a diagram is probably the easiest way to depict this:

As depicted above, server lag (which you can monitor via /lag) is only one of many "types of lag;" other  areas that can lag include the server's connection to the internet, the "internet" itself, the player's connection to the internet, and the player's computer. The player is often referred to as the "client."

To better illustrate this concept, let's use the example of a cow moving towards water. First, the server  calculates the instruction of where the cow goes (server hardware). This is then sent out to the player (internet connection). Finally, the player's computer receives the server's instructions for the cow, and makes the cow move on the screen.

If the player's connection was laggy, the player won't know the cow has moved because his computer hasn't yet received the instructions. This doesn't mean the server is lagging (as the instructions have been made and were sent), but rather the player's computer hasn't received the instructions yet.

Now that we have discussed connection lag, you may be wondering if there's any way to fix this issue, other than getting a better internet connection. And the answer is yes, there are ways to help reduce the problem!

Remember our example with the cow? Well, now let's assume there's 1000 cows. That's 1000 sets of instructions being sent to the client about where each cow is going. As you can imagine, more connection bandwidth is being used to send 1000 instructions all at once. Therefore, we can conclude that as more cows are near a player, the player uses more of the connection to receive instructions about each cows' movement. Even though the server may be able to handle generating instructions for a 1000 cows, your connection may not have enough bandwidth to handle all those instructions for each cow; I experienced this personally, seeing my ping drop and more of my connection bandwidth used when I visited a player's cow farm.

Thus, you can probably determine that being around less animals and monsters (such as cows) will help reduce connection lag issues. Designing efficient farms that don't hold a ton of animals/monsters at one time (such as a mob grinder that quickly kills mobs) or building a dock for boats instead of leaving a bunch lying around would make things a lot easier for your connection to handle, for instance. Efficient redstone designs that use less gates or devices (repeaters, comparators, etc.) would also help, since the server sends you the state of each and every device's state (as well as making your redstone contraptions operate far faster!)

Hopefully this post has given you a good overview on "network lag," and some ideas on how to make it less of an issue while playing on Tech Fortress, or any other server for that matter. Leave a comment if you have any ideas of your own that you'd like to share, or if you have a question on anything discussed here. Hope you have a less laggier day!
Friday, September 2, 2016

New PvP toggles

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After a brief but substantiated discussion about PvP, it was decided that allowing players to choose whether they would like to have PvP enabled was the best course of action. As such, the following commands have been added:
  • /pvp - This command toggles your PvP setting. You can also use /pvp on or /pvp off to explicitly set it. Default on.
  • /claimpvp - This command allows you to toggle whether PvP protection is allowed in your claim. Claims have PvP protection by default.
Both of these toggles are persistent, meaning that they won't reset when you disconnect.

We hope these changes are satisfactory for both PvP and non-PvP players. Feel free to leave a comment on this post if you have any suggestions or other ideas.
Friday, August 12, 2016

Nether portal auto-rescue

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Hi all,
If you were not aware already, the server has a nether portal auto-rescue feature. Unfortunately, this did not cover all cases, especially nether portals that were blocked with fences. This is because the server could consider you to be inside the fence block even though you're still stuck in the portal block, which messed up its ability to determine if you were stuck in a portal or not.

Nether portal auto-rescue detection has now been resolved by including blocks such as fences to determine if a player is trapped or not. However, we still highly encourage players to leave some space between the portal and their "gateway," so players can return back if they so choose without needing a fence gate opened for them or having to rely on this automated system.

In other news, the mitigation for dropping items in an End Portal has now been removed. This was due to an edge case in the server mod where it would trigger an event (a falling block) twice, leading to inadvertent duplication issues.
Thursday, April 14, 2016

FastCraft likely will not return

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After following the development of FastCraft+, it is likely this plugin will not be making a return on Tech Fortress. Many other users of the plugin are clamoring for features and integrations with premium plugins instead of focusing on stability and performance. Its current state is highly volatile with hard-to-pinpoint issues, and I do not have the time nor knowledge of the inventory part of the API to maintain the plugin myself.

If these issues are resolved sometime down the road, I'll reconsider re-adding FastCraft+. Unfortunately this seems like it'll be a long time down that road, as the developer is swamped with tickets from people complaining about integrations for other plugins, as well as issues. Then again, the plugin isn't "officially" released yet, so I'm hoping stability will be prioritized soon.
Sunday, April 3, 2016

1.9 performance and bug fixes

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Looks like a couple more issues arose due to the update to 1.9. Thankfully they have been remedied. Amongst these issues were:
  • Nether portal teleporting players to some random location
  • Fastcraft taking several seconds to appear
The Fastcraft issue has been remedied via temporarily removing the plugin. It will return whenever the plugin is stable and performant; for now, you'll have to lookup the recipes :P
Friday, April 1, 2016

1.9.2 update

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The Tech Fortress Minecraft server has been updated to 1.9.2 yesterday. While the update seems to have gone over smoothly so far, there was one issue that was found by a player and taken care of today; please /report any problems or issues you're having on the server so they can be investigated and remedied quickly.

Otherwise, enjoy the 1.9 update!
Wednesday, February 3, 2016

Tech Fortress: Major server update - new IP, new host, better grief protection, new creative server, and more!

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Hello all,
It's been a few months since I lasted reported anything publicly about the Tech Fortress server. This is because I have been working on a lot of "back-end" work such as acquiring a subdomain, as well as adding a few new things and testing to make sure all of this works together.

New IP: tf.us.to



Still here? Then I suppose you'll want to read about the significant changes:
  • New protection system: Instead of guessing how much the /protect command protected, I have implemented a "point-and-click" method of protecting your buildings. Issuing the /protect command will direct you to a 1 minute video link on how use this, as well as command-based alternatives to claiming land.
    • In addition, this new protection system will protect animals, horses, and redstone buttons/levers/etc. due to popular demand, as long as they are inside your claim.
  • PvP grief prevention: I initially held off from implementing any PvP protection to preserve the near-vanilla survival Minecraft atmosphere. However, after a couple of instances of obvious PvP grief, I decided to test out different implementations of PvP protection. PvP protection on respawns appears to be the best solution that maintains the near-vanilla survival Minecraft experience while also preventing occasions of repeated PvP harassment.
  • Stuck? We've got you covered: Players often get stuck inside of other player's land claims. Thanks to the new protection system, we can teleport you out if this happens to be the case. Check out /stuck for more information.

Creative

After some brief testing, we decided it was best to have a separate, dedicated creative server. You can access this server at this IP: tf.us.to:22333
  • Plotworld, also known as "The Plots," contain 100x100 plots. Simply type /plot auto to claim your plot.
  • The freebuild world uses the same new protection system, so you won't need to learn anything new to protect your buildings in Creative.
I also added teleportation and the ability to set and teleport to homes in creative so you won't need to remember all the coordinates of your buildings.

Future plans:

  • Something about an online map is definitely in the works. It won't be Dynmap
  • A smarter compass
Although a bunch of new things have been added to the server, please be aware that I still aim to keep this server as near-vanilla as possible.

Thank you for reading, and I hope to meet you on Tech Fortress!

Saturday, October 31, 2015

Just what is MLG Fortress all about?

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MLG Fortress aims to be a server that somewhat embodies the "montage parody" spirit. The way we attempt to do this is by giving the player as many abilities to use and choose from as possible. This ranges from things such as guns, bazookas, element bending, kits, ranks, mcMMO, slimefun, shops, driving cars, deploying sentries, conquering the map, and more, all which can be used at the same time! (Well, maybe it'd be hard to use them at all the same time, but you can try.) On top of this, we're developing a resource pack for the server which will be the source of much of the "montage parody" content. Do you know a server that allows you to do all of this at once?

In other words, this is nearly the opposite of the Tech Fortress Minecraft server. MLG Fortress is always accepting new staff applicants. After all, that's a lot of things to make sure are setup to work at their maximum awesome levels.
Friday, April 10, 2015

Scheduled downtime

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Hello all players of the Tech Fortress server,

The Tech Fortress server is down as scheduled. We plan for it will be restored Friday evening.

To stay in contact, please register on the forum!