Show Posts - Koolio
KraftZone Server: mc.kraftzone.tk

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Topics - Koolio

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1
Announcements / Merry Christmas
« on: December 24, 2020, 06:45:05 pm »
Merry Christmas everyone, hope you all enjoy the holidays.

2
Announcements / Server updated to 1.16.4
« on: December 05, 2020, 11:02:27 pm »
Just a rare update, because I know I do so few of those things here.

Server updated (1.16.4) didn't realize it was already out of date, anyway will try get some more things sorted out including server spawn. It's still the plan to reduce some of the old maps and merge them into a newer map..reduce all the map backup storage hassle of maintenance, broken teleports etc (will put the old maps up for download again before I remove them off the server anyway)

Also added this server stats tool http://mc.kraftzone.net:8804 now you can see when random players hop on it for 5mins .. and the live map url for those who want to explore http://mc.kraftzone.net:1337

Well that's all for now

3
Announcements / Quarantine Zone...
« on: April 28, 2020, 01:46:15 pm »

https://kraftzone.net/images/Kraftzone.net_Bonai_Island.jpg (fullsize)

Well I guess alot more of you are having to stay inside like me and we've all got a bit more free time, so the server is coming back.

At this point I think anyone's expectations of how long this stays up is anyone's guess.. until most of us aren't in isolation? Kraftzone's minecraft might aswel operate seasonally as and when right :D

I'm sure it will be up for at least a month or more, starting where it left off around the start of this year when it closed... it will be ready this friday for 1.15 with a few plugin changes/updates, and I've reset the main world (I know some stuff got built there but I'm not sure how much of it was worth saving?)

Maybe there is some 'fun' plugins for virus spreading, KZ hasn't got a hospital built in the city world for this virtual pandemic, and perhaps the Admin Shop might need to implement 2 meter distance rule for safe shopping... :D

See you all on the server then or discord  https://discord.gg/WrdpnWr




4
Announcements / New Server...
« on: August 25, 2019, 04:43:52 pm »
new dedicated server is up and running... configuring of plugins and permissions are in process... new spawn area is being built ...out of a dirt, its a start right :D

You can get the new server ip from our official discord server here: https://discord.gg/WrdpnWr

We also have a discord bot so you can stay connected to the in game chat right on discord and chat on the server from that aswel.

Should be a week or so before official launch will have to see what gets done before then, but if you want to join the server now and look around and you don't mind server restarts and a total lack plugin perms currently then feel free to join.



5
Announcements / Site is back again...
« on: August 27, 2018, 05:21:08 pm »
So took a bit longer to get things back...

New server is using php7 which meant the forum wasn't going to run without an update.. which I had been holding off doing as I knew it would break so many things like plugins..

And it has, so while things mostly work the forum and the various plugins it was setup with before are no longer working properly.

Anyway the news announcement I had made a week ago got lost. Just to reiterate it the current Kraftzone website is going to be moved to a different subdomain and folder... so https://kraftzone.net/forum will become http://kraftzone.net/old   or old.kraftzone.net

This is to make room for a new fresh website.

Anyway it's back :)

6
Announcements / Hey been a while....
« on: December 22, 2017, 03:13:49 pm »
Hope all you are all doing well !!!

I'm putting up the minecraft server for the holidays, bit like old times seeing as the server was started in the December holidays way back in 2012. So keeping in tradition it's back to where things were left off at the last time the server was up. The minecraft server version is 1.11 (mc.kraftzone.net:25565), hopefully that is fine.

It will be running until just after the new year so hop on anytime during then for some weee nostalgia.

The maps are rendering again at http://map.kraftzone.net:8222 so you can find your old builds (Making this post a little early so expect most the maps will be rendered before Christmas, I forgot how long it takes rendering given the size of them all)

And just to make it easier to teleport to your old builds (as I don't remember the all custom commands/warps that were setup for things anymore) all players can now use  '/mv list' to show all the world map names and '/mv tp <worldname>' to teleport to it. Also you can use '/tele x y z'  with the exact coordinates to get to things.


/ewarp list - Most the warps listed here
/xmas - ie this place...

https://www.youtube.com/watch?v=CqxVKZ_wCTo :)


With that have a Happy Christmas and Great New Year everyone.

7
Announcements / Happy New Year 2017
« on: January 05, 2017, 10:07:39 am »
Belated news announcement and first homepage post in over a year :D

Short news is that I was thinking about setting up Kraftzone minecraft server over the holiday time for a week or so, I did get a few requests in pm and email over december, but said it would likely not happen.

So that's the bad news it just never happened plus I do say things like never gonna run the mc server again.. yaya :)  Well the good news is that I've got a server that is capable of running an mc server again, so I'll be using that for development projects (SnowdenHail multiplayer).. while its not being fully utilized it can have the mc server up aswel!

The server is pretty much just 1.8.8+plugins from where it left off, with some minor changes to get things to get it working again as its previous setup was a little more complicated, no lobby server(no cracked mc sorry)/ no bungee proxy/ and a bunch of other plugins that haven't been setup yet. I'll get around to it eventually maybe when I look at upgrading it to the latest mc version (I honestly haven't paid any attention to minecraft in the last year, not sure if latest version of minecraft is even worth bothering with? are you guys/gals fine with 1.8.8 or does it need upgrading to latest?)..  permissions/ranks all the same as before.

I should say this isn't really the return of the minecraft server in any permanent sense, yknow maybe its up for the week/month maybe longer maybe shorter. It's also not going to have a very active admin either, but sure I'll be coming on it, and eventually probably update the server to the latest mc version (and all the plugins etc) when I get around to it, the server voting stuff is all dead and that won't be used either.

Oh yeh if it not up.. its probably crashed or I needed the server resources. I'll try to let those on the server or on hear any plans for its downtime as best I can. It is what it is ok :)

Jump on for some nostalgia, chat to old players who hop back on, start some drama. Well that is it.. enjoy!  8)


8
SnowdenHail / Alpha Release(s)
« on: January 01, 2017, 07:03:36 pm »
Current Version: v0.3.99


[What's coming up in the next release]
- Gui pointers for showing where a snowball is offscreen (at least if its grown to a certain size)

[Download Links

Windows 64bit: http://kraftzone.net/SnowdenHail_v0.3.99.zip
OSX:  -
Linux: -

If you wanna test OSX or Linux (and I will eventually need testers for those platforms) let me know and I'll do build for those aswel.

[Changelog]
v0.3.99
- Check http://kraftzone.net/forum/index.php?topic=2657.msg15564#msg15564
v0.3.78
- Snowballs out of interaction area will lose arrow indicator and change color
- Building Test checker button attributes added
- FastLineRenderer Update
- Snowball Arrow hover timer
- Snowball Indicator Arrows Added
- 'More console commands added prefix: cn_ '
- Suggestion commands tab/tab+shift now cycle extra commands.
- Version entry class changed
- Voxel codebase updated
- Blue back hitblocker enabled again
- Voxel Atlas texture /filter-trilinear/mip mapping/ changes (less blurry at distances)
- Voxel Atlas texture saved to resource folder
- Updated Unity to 5.6b9
- Added LoadingScreen, multiscene handling loading code mostly done.
- Time of day color changes

v0.3.60
- Snowballs now have splat decals :D - it snowed here over the week, so I been making snowballs and taking photos of splattered ones to get the right texturing on them.. have a few more to do still for variation, doing the normal maps for them is annoying.
- Release build -50% filesize.. turns out shader compilation was chewing up 60mb when I only about needed 2mb for Anti Aliasing and Ambient Occlusion.
- Instead of "set <blocktype>" you can use any of these..
set .
set this
set selected
The command will use whatever block you have selected in the inventory or quickslot bar as the fill block.
- Improved inventory styling, functionality and bugfixes, can also select items via mouse now.
- Added Move command to VoxEdit
Move <count> [direction - Leave empty for camera facing direction]

v0.3.56
- 3d block texture exporter now with proper transparency so inventory icons don't look as shit.
- minor tweaks.

[Past versions]
Windows 64bit: http://kraftzone.net/SnowdenHail_v0.3.78.zip
Windows 64bit: http://kraftzone.net/SnowdenHail_v0.3.60.zip
Windows 64bit: http://kraftzone.net/SnowdenHail_v0.3.56.zip
Windows 64bit: http://kraftzone.net/SnowdenHail_v0.3.55.zip
Windows 64bit: http://kraftzone.net/SnowdenHail_v0.3.51.zip (This version is comically bad, has a stupid bug along with snowballs growing in size very fast!)

Warning this game is alpha as fuck and as such you will probably not be able to handle playing with it for more than 5mins, expect bugs, expect stupid shit to happen, expect graphics to be bleh.

Also the game does not come with any buildings etc to destroy... its a little underwhelming, you'll have to make your own stuff to destroy for now, so if you are bored with it in less than 5mins well it's because you just aren't using your imagination... so just imagine it being 10x (100x)  better than it is actually is right now ok  8)

Controlling the wind and playing God with Hail... is a little difficult to get right in a 3d space when you can rotate around the scene aswel, so I've left the debug lines in so you can get an idea of what you're controlling and how the interaction is sort of working.. this is the most problematic area of trying to get right with this game and I have a few ideas and things I plan on implementing to improve it.. though its also an area of the game  I may end up scrapping. More on this in another topic -read to the bottom of this post.

[All gamemodes]

The game is currently a sandbox with no actual gameplay modes, level progression or multiplayer working yet. However you can switch between the 2 camera modes freely (yay fun right :D) ...

F3 - Cycle gamemode (City/Snow camera, Editor/Creative voxel camera, (& coming soon Fps camera))

W,A,S,D - Classic movements keys, works a little different in City/Snow camera, as the camera points to center of the world, and WASD are used to rotate & zoom in/out. In the Edit Camera its sort of creative/fly movement.

----This feature will be disabled in Alpha release (though may add console command to enable it later) ----
Currently only supported on Windows platform aswel, but ffmpeg does work on Linux and i think OSX,
F1 - This saves to disk the last (currently: 15seconds) of past gameplay to disk, invokes ffmpeg to encode to mp4/webm
F2 - This enables/disables recording gameplay... minor +5ms frame delay with it enable, delay scales with resolution size.. lower res = faster screen encoding per frame.
----------------------------

--------[Edit Camera/Creative]----------
Whatever you do, don't build anything you care about not losing in game.. While the export/import worldedit stuff is sorta working its also subject to change, meaning exported stuff will likely be lossed until things are finalized. I'll edit this when things are done in that regard. As a note the snowballs will likely smash your stuff up anyway, they can be disabled for breaking voxel blocks though. :)


Hold RMB +move mouse = Look around, use movement keys to yknow move.
MouseWheel Up/Down = Switches position and item selected on the quickslot gui
LMB = Places the active block that is selected on the quickslot gui
Ctrl+LMB = Removes blocks
MMB= Selects the current block type the block select is on.

Q = Explodes voxel blocks (temporary fun thing for now)
E = Toggles Inventory screen (editor/fps mode only) --Unfinished/Not fully working, the quickslot may end up being used in the Citycam as a way to select different Wind effects/abilities/spells that sort of thing.


Use the console for all worldedit commands, similar to worledit for mc (pretty much all commands and the way it works is the same)
Though I have added my own keybinds for quicker set positioning....
Shift+LMB = Sets worldedit Pos1 position.
Shift+RMB = Sets worldedit Pos2 position.
Shift+LMB+RMB = Will remove both Pos1 & Pos2, and also the visual cuboid grid lines. (Todo)

-------[DevConsole]---------
~ = Console key, for full list of all console commands you can type "list"
Up/Down =  without any command entered will cycle through past history of commands entered, quick to redo a command again.

Up/Down = with a partial command entered that shows similar commands you can cycle to complete command
Tab =  Works same as above when pressing Down arrow.


set <block type>
example usage: set pos1, set pos2, set stone

Current <block type(s)> available....
cobblestone
leaves
grass
dirt
stone
gravel
log
tnt
sand
cloth_black
cloth_blue
cloth_brown
cloth_darkblue
cloth_darkgreen
cloth_darkgrey
cloth_green
cloth_grey
cloth_orange
cloth_pink
cloth_purple
cloth_red
cloth_teal
cloth_white
cloth_yellow


undo, redo = (minor bug to be sorted out when undo'ing all WE operations, and then doing 'redo' it will do nothing the first time, then 2nd time it will work as expected - a known bug ;) )


A full list of all the current console commands...

copy - Copy a selection.
cut - Cuts a selection.
e_time - Time since launching game
e_timescale - Game Time (0f=Paused - 1f=Realtime) \ Default: 1f
flip - Flip <v or h> \ Flip a selection [v]ertically/[h]orizontally
help - Show help on how to use the console
helplist - Quick shortcut to full command list
line - Line <blockType> \ Draws a line from pos1 to pos2.
load - Load <filename> \ Loads a voxel selection.
move - Move <count> [direction - Leave empty for camera facing direction]
paste - Pastes a selection.
pos1 - Set position 1 & 2, other voxel commands use these positions to fill area inbetween.
pos2 - Set position 1 & 2, other voxel commands use these positions to fill area inbetween.
quit - Quits the application.
r_anisotropicfiltering - Anisotropic filtering (0=Off,1=Per Texture, 2=ForcedOn \ Default: 1
r_antialiasing - AntiAlasing (0=Off,1=2x,2=4x,3=8x) \ Default: 0
r_particleraycastlimit - Particle Raycastlimit 'collision detection limit' (0-4096)
r_quality - Preset levels(0=Low - 5=Fantastic) \ Default: 4
r_shadowsdistance - Shadow distance (0-10000, 2000+ is high)
r_texturequality - Texture Resolution (0-FullRes,1=HalfRes,2=Terrible,3=Minecraft bad)
r_vsync - Vsync count (0=Off, 1=On, 2=Every 2nd VBlank) \ Default: 0
redo - Redo the last voxel worldedit opperation.
rotate - Rotate 90 | rotate 180 \ Rotate a selection
save - Save <filename> \ Saves a cut or copied block selection
set - SetBlock <x, y, z>[optional], blocktype \ Setblock stone | Setblock 1 1 1 stone
size - Shows selection size info.
stack - Stack <amount> <direction> [direction = me] \ Stack 5 | Stack 5 up
time - Time since launching game
timescale - Game Time (0f=Paused - 1f=Realtime) \ Default: 1f
undo - Undo the last voxel worldedit opperation.
 Undo [l]ist - shows number of undo/redo stacks, Undo [c]lear - clears undo/redo stacks, Undo [h]elp - shows this

v_copy - Copy a selection.
v_cut - Cuts a selection.
v_flip - Flip <v or h> \ Flip a selection [v]ertically/[h]orizontally
v_line - Line <blockType> \ Draws a line from pos1 to pos2.
v_load - Load <filename> \ Loads a voxel selection.
v_move - Move <count> [direction - Leave empty for camera facing direction]
v_paste - Pastes a selection.
v_pos1 - SetBlock <x, y, z>[optional], blocktype \ Setblock stone | Setblock 1 1 1 stone
v_pos2 - SetBlock <x, y, z>[optional], blocktype \ Setblock stone | Setblock 1 1 1 stone
v_redo - Redo the last voxel worldedit opperation.
v_rotate - Rotate 90 | rotate 180 \ Rotate a selection
v_save - Save <filename> \ Saves a cut or copied block selection
v_saveworld - Save voxelworld data
v_setblock - SetBlock <x, y, z>[optional], blocktype \ Setblock stone | Setblock 1 1 1 stone
v_size - Shows selection size info.
v_stack - Stack <amount> <direction> [direction = me] \ Stack 5 | Stack 5 up
v_undo - Undo the last voxel worldedit opperation.
 Undo [l]ist - shows number of undo/redo stacks, Undo [c]lear - clears undo/redo stacks, Undo [h]elp - shows this

volume Changes the volume, value between 0 and 1

More will be added for changing gameplay, graphics, engine stuff as time goes on. If you press F6 (to save config) and then look for a file called config.json in same directory as the game exe .. open with notepad++ and you will see a lot of extra options for controlling gameplay (ie just the snowballs) .. use F5 to reload the config, warning you can mess this up (just delete it and restart game and it will be restored to default)

--------------------------------

[Things Todo]

Well this is a never ending list really, both of little things and much larger things to be added and improved. I'm going to leave at this for now. And start another topic later on what what I have planned and the direction the game is likely to take or not :D Also with more of a list of where things are at in development progress right now. I am aware of a lot of the bugs and missing features though putting a list of those thing will be done later.

This topic can be used for feedback, bug reports  or just post another topic, I'll be updating and editing this as I put new releases out, and eventually ..*cough* on the things todo; a launcher with auto updating of the game files when a new build is out etc so you won't need to check this topic for the latest download and changelog updates.


To sum up the purpose of this alpha is really just collecting feedback, thoughts, bug reports, anything you feel like adding.. if you find its just naff and no gameplay that's fine your opinion on it matters and will be duly noted. Constructive criticism, thoughts and ideas about what you would like to see... it helps me prioritize which areas I work on fixing and improving with the game.






9
Announcements / Merry Christmas and Holidays everyone
« on: December 25, 2015, 02:54:10 am »
So I'm sure many of you may have noticed the minecraft server is back. A few players really wanted to bring it back...

-is it temporary or permanent? its here for the foreseeable future.

-will I be playing on it often? I still like my minecraft server and the community we have, and hopefully that can grow, you probably just see me on it some nights though.

-are you running it? yes and no, I do have server access but will really just be keeping it tied in with the website for the most part.

-cracked allowed? yes, side effect all premium users will have to register/login aswel as this isn't being run with exactly the same dedicated server setup I had before.

All previous ranks & staff ranks remain, seaofpain is most active and you can talk to him about day to day server issues/suggestions/requests etc. or just use the forums.

FYI I've removed the server map files that were up for download for the last 2 months, the server bandwidth for the last 2 months sure did go up a lot. Not sure if anyone actually setup there own server with the maps, you grabbed a piece of Kraftzone history if you grabbed the files either way :)



 

10
General Discussions / SnowdenHail
« on: December 12, 2015, 06:15:25 pm »
A forum thread for the little game project I'm working on and where I can talk with you all about its development progress. 

Current version release v0.26, you can play try it here: http://kraftzone.net/forum/index.php?page=SnowdenHail


The game is actually based off another  2d flash game made a few years ago called in effin hail.  I wanted to recapture the fun while doing it in 3d... seemed like a good idea at the time, however having spent hours with getting the right numbers to use for things like snowball mass, gravity, forces etc its proving to be tougher project than I ever thought it would be.

The unity game engines provides rigidbody dynamics and its own gravity system, it takes care of a huge portion of the physics code. Of course getting realism and then trying to make gameplay elements that defy realism create for some pretty clashing outcomes and a lot longer to get right, though it feels like its finally getting to the point where I could see a fun game being made out of this.

Also balancing the game performance of potentially hundreds of snowballs that each have there own scripted properties and exploding. The snowballs and buildings all fracture and explode on hit, or at least they should, you might notice that it doesn't always happen.

The object mesh fracturing and exploding code is actually all done at runtime, meaning everytime a snowball hits the ground or a building, its fracturing is calculated in realtime and then all the little pieces are pushed away from the impact point. It's cool but also very unfinished,  you will notice that a lot of snowballs especially the larger ones once they reach a certain size don't always fracture and explode. Its because the time it takes can often take a while more than just a  few frames which makes for some very bad framerates if it were to be done.

As I haven't even gotten onto making the code performance friendly, or doing proper artwork and 3d models. Having found the fracturing costs only really work for a few explosions at a time, it looks like I'll be 3d modelling snowballs/hail for different sizes with a pre factured version to swap out on impact and explode that instead. Also the building will have to be designed and fractured the same way. The fracturing and exploding you see right now in v0.26 is just a unity store asset I've used for prototyping, it looks like it won't work that well for this game in the long term. Still it was a lot quicker to implement in the game than doing all the lengthy pre facturing stuff.

Current plans....

Pre factured snowballs, so instead of fracturing occurring everytime it hits, it will just swap out the mesh for an already broken up snowball and reuse that in object pool.

Completely missing stuff that I do intend on adding:
-Particles.. Haven't even started on particle effects.
-Decals.. things like a large snowball smashing the ground, should leave some sort of crater effect, like you see when you throw a snowball at a wall.
-Textures

Later on doing buildings, with there own health system so they can't just be destroyed by anything, it will take multiple hits, and some large hail to do it.

-Multiplayer (though in the short erm it would just be a chatroom to talk to other players who are also playing the game)

Future ideas:
- Alternative gametypes like playing as a person in the world at street level, trying to dodge or shoot down hail :D - trust me this on high up on the list of things I feel like doing for this game once I get the main gameplay elements done.
- coop one player controlling the wind and hail, and other players on the street trying to save the city from total destruction.

so many ideas, so many distractions :)

Things I could use feedback on..

-Game name ideas (I kinda like current name though it was really just a codename for the project)
-How should the camera system work, the forcefield that you see right now in v0.26 is kinda center in the middle of the scene and that pushes the snowballs further up, the intention is this will be hooked to the mouse position, and you control the camera, but given that this game is in 3d space it poses a bigger problem of how controlling both that forcefield and the camera. I have thought about maybe just making this a 2.5d type game where the camera is locked from rotating around the middle of the scene.. and instead the camera just follows the mouse cursor.
- Style of the game? Right now its aiming for semi realistic, though not really detailed.. though the idea of going fully cartoonish might be worth looking into.

Probably worth checking out the original game (http://www.kongregate.com/games/aeiowu/effing-hail) that this one was originally based on to get an idea for how it worked before. And all the gameplay elements in that which I do want to try reimplement into this 3d version, though the entire '3d nes'  of it sure does complicate things with camera view and controlling of hailforce, and realism (while baring in mind the performance costs) The scene could easily go to using fully generated terrain, mountains in the background for more realist view distance etc.. its a style choice, but one I could easily waste hours working on only to find it simply not in the scope or performance budget for the game. So I'm thinking the game should try to remain not too detailed, so keeping mobile friendly shoudl I ever port it to that.

Known bugs (as of v0.26): 
- Camera can go below the ground and above the surface
- The web version of the game sometimes resets the level, and all snowballs no longer dissapear or explode.. fps lag soon increases rapidly (I recommend reloading the page before it lags your pc out)


I can do release builds for osx, linux and windows to run natively on desktop (performance is much better than the web browser version) post a message here if you would be interested in running any of those versions instead. Pretty much just keeping this project to KZ members for now, so if you are wanting to test desktop builds you'll need to let me know you're on board with testing it, otherwise it will just be the web player version that I'll be updating.



11
General Discussions / KZgame Poll#1
« on: November 14, 2015, 01:16:50 pm »
Probably do a few of these polls.. interested to see what the take is on it.

12
Announcements / Kraftzone maps...
« on: October 24, 2015, 03:01:31 pm »
I'm going to miss running the server as I've said many times before it was fun but for anyone asking if I'll come back to running a public minecraft server again, as much as I sometimes feel like doing it, its very unlikely and that is why I'm letting you all have the maps you built on.

So here we go...  (green warp commands just so you know which map that was)

World18 -Size: 2.31gb  (April2015 -> To the end /world18 // 1.8 )
World17_amp -Size: 2.64gb (Dec2013 -> To the end /wilderness // 1.7)
World -Size:  3.54gb  (April2013 -> To the end /survival // 1.5)

Kraftzone2_world -Size: 3.47gb  (June2012 -April2013  /freebuild // 1.2.5)
Kraftzone_world -Size: 1.76gb  (Dec2011-June2012 // 1.0)

Kraftwars.net   -Size 700mb (Factions server map)

Not listed are skyblock, cityworldv1/v2, quake world, survival game maps, skyspawn, the nether worlds and the end world maps.

Might add those on later but most of those weren't main player building maps, most were server game maps, so for now the above will have to do.

As for plugins, while short of giving away the entire server setup I'm only providing the plugin data folders for..  Towny, Mychunk , WorldGuard and Essentials (Excludes player files as they contained ip's, still provides public warps) you will have to get the plugins, at least all things protected can remain that way. (I do advise using those plugin protections if you start a server without having certain things disabled, some builds have lava/fire etc that without worldguard area blocking  etc you might find entire buildings burnt, melted, flooded etc  )

I think that should keep any of you busy recreating kraftzone for your own personal server if you want. Its not everything but it should help. If you need setting up help etc you can ask on the forum, if you are wanting access to more files\plugins etc you can pm and I'll think about it. Otherwise all help/guides etc can be asked on the forum or search engine :)

http://dev.bukkit.org/bukkit-plugins/  and https://www.spigotmc.org/ have all the plugins and server files you need.

13
Announcements / ∆ What can I say...
« on: October 16, 2015, 04:43:11 pm »
It has been a journey....  funtimes have been had, creative towns and buildings have been made and lots drama has happened....To all those that were part of the history of Kraftzone and mainly its minecraft server....

Thank you all.

..where it all began years ago.

As sad as it is to end the server, somethings are what you all make of them, and for me their isn't enough reason to continue it any longer like this. It is disappointing, and I know some of you will miss it, but for me it is time to move on.

So the server will go down on Monday, a final backup will happen on Friday. For the minecraft server /maps(excluding some plugins) will have download links, not sure yet if they will be public, or if I will just be giving those out on request next week.

I do still plan to keep the website/teamspeak going, Kraftzone may still rise again for another journey perhaps with its own game who knows.

∆ You can't truly miss what you have never had or experienced, but those who have, I hope they were all good memories ;D

14
Rust Announcements / New rust server
« on: September 26, 2015, 01:21:16 pm »
[Kraftzone.net]Home x3|Gather x2|Smelt x1.5|TP|Minimap|Stats|Clans|FF-Toggle|+MoreMods
[float=right][/float]
Connecting:
- Search for “Kraftzone.net” in the modded servers tab
- Go to console (F1) and type: connect 188.165.251.178:28015 or rust.kraftzone.net

Latest Updates:
4th Oct:
- Voting rewards added.. http://kraftzone.net/rustvote
- Decay has been removed.
3rd Oct:
- Laterns auto light up at night (leave fuel in them)
1st Oct:
- http://kraftzone.net now supports steam login so you can post without registering account, just use your steam account.
28th Sep:
- http://kraftzone.net/rustvote added.
27th Sep:
- Crafting T-Shirts/Pants etc gets you a random skin instead of the default skin.

http://kraftzone.net/ruststeam (Promote the servers steamcommunity thread)
Live Map: http://map.playrust.io/?188.165.251.178:28015 (We have an ingame minimap and /map you can use aswel)
Teamspeak: ts3.kraftzone.net
- Use your ingame nickname for teamspeak username aswel.
Vote links:
- http://kraftzone.net/rustvote (ingame rewards coming)

Server Info:
Wanted to run a Rust server for a long time, however after legacy Rust died off, and Experimental was rubbish for so long, made worse by Gary not bothering about getting a proper Linux build out for the dedicated, meant I just never setup the server.

And what a battle to get this server working, Linux + Rust dedicated via wine.. worked great 4 hours while I was setting it up with mods, until it was hit with a mono compiler bug that prevented it from starting up ever again (still possible to get it working on Linux, just not reliable enough) <Table flip>. So I had to go back to windows on the dedicated server. At least performance is better for the Rust server.

If you know anyone who plays Rust let them know about the server, trying to get a new server started is pretty difficult these days. And any suggestions etc the Rust forum section is located here: http://kraftzone.net/forum/index.php?action=forum#c11

Current gather rates for raw materials are as the server title says x2 however rpgstats means that those rates increase as you levelup aswel. I've kept the gather rates near to what I find a playable, I'm still thinking of putting instant crafting on, or near 25% of the time on crafting timers. You can check exact gather rates ingame /gather

I'm wanting to setup some arena areas where you can go straight to FFA and TDM killing with guns on joining the arena etc. Maybe section off parts of the map for various playstyles..

Nice thing with Rust is the oxide mod has alot more popularity on Rust and a lot of base mods already exist to get the server packed with all the useful features and commands players have come to expect from games like this. To think I was coding that for 7dtd server myself was so fun NOT. I've put a list commands currently on the server.. there is more and I'll add to it later in another topic.

Commands:

For more command listings check /help and also /info for the custom gui helper screen which I'm still improving

/sethome - Set home, default max homes is 3 per player, higher ranks get extra homes.
/home 'name' - Teleports you to that home, cooldown 5s.
/listhomes - Shows all your homes
/tpr 'playername' - Requests teleporting to that player, abbreviated names supported
/tpa - Accepts the teleport request

/stats - Shows gather leveling stats
/hunt - Main command for all hunt rpg skill commands
/dayvote - Vote for day time
/ff - Rust.io FriendlyFire toggle
/clans
/gather - Shows current server gather rates

/dayvote - View help
/dayvote limits - View configuration limits
/dayvote progress - View current day vote progress
/dayvote yes - Vote yes to skip current night cycle
/dayvote no - Vote no to skip current night cycle

/kit - (Kits, still to set those up and decide on what will be in them suggestions welcome)

-----------------------------------------------------------------------------------

In other news still changing the forum, Minecraft, Ark:Survival and Rust all have there own forum sections now.  And soon will be the forum portal page that will get a bit of a make over. It has its roots as a Minecraft server however the design does clash a bit with running servers for other games.

I still think there might be room for a 4th server... bringing back the Minecraft Factions server (Kraftwars) or another game, I dare say it 7dtd as the one I was running for it did get pretty popular. However I think I will wait to see what there next update for it is like before deciding.

15
Ark:Survival Discussion / Ark Survival server info...
« on: July 24, 2015, 05:06:59 pm »
Server Specs: Xeon e3 3.4ghz, 16gb ram, ddos protected.
Server location is: France (English only though) OVH dedicated, good backbone network
Server config: 10x Gather, 6x XP and dino taming rates.

Server just started, bit empty until night times currently, EU/USA players mainly, server is on 24/7

Connect: steam://connect/pvp.kraftzone.net:27015   (paste the line in browser url bar)
Or just search: 'Kraftzone' etc in the server list

Teamspeak: ts3.kraftzone.net
Website: http://kraftzone.net  (Ark survival forum section just getting started, located here: http://kraftzone.net/forum/index.php?action=forum#c9)

Server settings:
AutoSavePeriodMinutes=10.000000
MaxStructuresInRange=1200
PreventDownloadSurvivors=False
PreventDownloadItems=True
PreventDownloadDinos=False
ServerCrosshair=True
AllowThirdPersonPlayer=True
ShowMapPlayerLocation=True
AlwaysNotifyPlayerLeft=True
AlwaysNotifyPlayerJoined=True
XPMultiplier=6.000000
TamingSpeedMultiplier=6.000000
HarvestAmountMultiplier=10.000000
HarvestHealthMultiplier=2.000000
ResourcesRespawnPeriodMultiplier=2.000000
PlayerCharacterStaminaDrainMultiplier=0.800000
DisableStructureDecayPvE=True
AllowFlyerCarryPvE=True
NoTributeDownloads=False
GlobalVoiceChat=False
DayCycleSpeedScale=0.7
NightTimeSpeedScale=2

Server Rules: The one with where you piss me off, or another player or group who come complaining to me that you did a,b or c and I have to do something you might not like.

Chat Rules: Don't care just don't be too weird.

Suggestions welcome (server config settings etc) Will be using workshop mods later on.

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