Posts by wild1145

    @Xen#2338 In an ideal world yes, we'd split them back out, but in reality it's a waste of very limited developer effort. TFM should be built to meet the ongoing needs of TF, and if other servers need to adapt it then so be it.


    And yes, I know the original TFM is out of date, as I say, I was the only person maintaining it in the end and gave up.

    Agree with what Steven said. We're already looking to re-jig how warps work to improve the experience anyway so hopefully that solves a lot of the current pain points, and ultimately with the new system we should be able to easily identify who is creating such abusive warps and sanction them then appropriately before deleting those warps.

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    @Xen#2276 TotalFreedom and TotalFreedomMod use to be separate. TFM wasn't always coded just for the server (IIRC).

    Unfortunately not quite the case.


    TFM was and always had originally been intended for TF's exclusive use. Other servers did pick it up and use it.


    The split between TFM and TF came when Marco and Commodore took over doing a lot of the dev and refused to follow the existing repo's standards, so created TFPatches and by extension the project we now have today. The original TFM for the TF server was maintained in parallel for a short amount of time but I frankly lost interest, and TFPatches was used for the purpose only for TF.

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    @Xen#2276 The days TF was hitting maximum players was when a ton of freedom servers were popping up everywhere. That is just how I see it.

    While true, I'm not entirely sure there is a relationship between them, and I say that as someone who used to run a fairly successful freedom server with TheCJGCJG and Varuct... I think it may well have just been that era and the fact TF was naturally popular and attracted a lot of players so people wanted to make copies, where we've declined in popularity over the years (I think anyway) that's naturally evaporated.

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    @Xen#2276 TFM, the one everyone would be downloading to use on their own server, should be generic. That way people can add whatever they want. TF should have its own repository that includes these kinds of features (such as shop or the Reddit integrations). The basic TFM repository should just be barebones free op. All these other additions should just be separate plugins, so the people using the plugins have the choice to add some, all, or none of the other features.

    I sort of agree, but ultimately the current day TFM is designed for TF and only TF, if people want something generic they should be using the original TotalFreedom repo but even then that was always geared towards TF.


    I agree that some things should be spit out of TFM and into their own plugins, but that's more because we identified TFM and it's config was massive and frankly too big years ago and it's only grown since then...

    @elmon#2333 I think as long as it doesn't include names of who added the notes, I don't think it's a bad idea for players to see what warnings / notes we've raised against them... That's just my 2 cent anyway.

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    @DragonSlayer2189#2308 4) /curse is something that has been useless for a while, for starters, even in the code, the following is pointed out:
    / The only problem with this is someone can prevent themself from being cursed by declining to download the
    resource pack. However, if they hit yes, then you can curse them whenever you want and they can't stop it unless
    they go into their server settings. and set server resource packs to prompt or disabled
    /
    On top of this, /curse also calls for a file from the url http://play.totalfreedom.me/cursed.zip, which no longer exists.

    No idea why the fuck this was ever even implemented in the first place...

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    @DragonSlayer2189#2308 3) /logs is another pretty old command, but, as we no longer have the log viewer, it should probably be removed (unless we are planning on adding that back at some point)

    It's possible that we may re-introduce the logviewer in the future, though to be fair it probably has a lesser use now that all admins have telnet (yay!) so yeah, I'd say this should be maintained as normal for now.

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    @DragonSlayer2189#2308 2) An issue I noticed with /setlevel is that it only goes to level 50, meaning that no matter what value you want to set your level to, if the value is over 50, then you will only get 50 levels. Thats just kinda dumb imo, and iirc its a relic from a loooonnngg time ago when there was a bug that apparently caused some weird stuff to happen when you were over level 50

    If there is an equivalent command that is already in place in Essentials / similar / vanilla then sure. If not it makes more sense to just fix this...

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    @DragonSlayer2189#2308 1) Starting off small is /premium. This command is simply used to check if a player is premium or not, however, since we are no longer an offlinemode server, i see no reason for this command to exist

    I would also say there is nothing to say for certain we won't go back to being an offlinemode server, while it is unlikely it makes more sense to probably maintain that for the time being and until we're in a position where we're never going to go back to being in offlinemode rather than to prematurely remove the command if it works.

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    @DragonSlayer2189#2310 2) make /massmurder available for use by executives

    What the fuck / why the fuck is this a command...?

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    @DragonSlayer2189#2310 7) maybe give ops ability to look at their own notes in /notes

    Depending on what is stored in this I like the idea of it.

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    @DragonSlayer2189#2310 3) change /attributelist to be available to non ops (imposters and stuff)

    What does this do? Never heard of it...


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    RE Non-OP stuff, I would generally suggest that list of commands should be near zero, if people aren't OP'd on the server it's generally for good reason.


    Also worth noting Imposters used at least to have their own rank in TFM for these exact reasons, but not sure if that's still a thing or if Seth / someone else binned it.

    @DragonSlayer2189#2274 the core protect data is less of a concern tbh. And I'd rather only be deleting data when we wipe those worlds or parts of the world's.


    As for the maps the answer is to purge the maps properly and more often...


    Longer term I've got some solutions as I'd like to be splitting things like the plot world and staff worlds to be their own distinct minecraft servers but thats a little way off. Shorter term I will need to see how quickly the server files are growing again and see if I need to expand the disk or if I can wait it out.

    @DragonSlayer2189#2266 yeah I had forgot Linux partitions itself this way. I assumed 150gb disk would be enough but didn't account for it to partition chunks of it away from the home mount.


    And none of that data is for anything other than the world files themselves.


    Core protect currently for everything is taking up around 24gb since I took over hosting the server.

    A very quick post just to explain why the server was crashing a lot tonight, as it was something that I was quickly able to spot and fix, and is something that I had not expected, and thought the monitoring should have picked up but did not.


    In short, the /home partition on the CentOS host had reached 100% capacity. The server runs in /home and at some point tonight the /home partition hit 100% usage.


    The obvious question is why didn't out monitoring pick it up, after all I've made a bit of a song and dance about it being so good. And in short it's because the server still had a lot of disk space available, however it was on a different partition, so we had 50GB "Free" but not that the MC Server could write to.


    What I've done for now is delete a few old files (Well, download them and delete them from the server) and this has included the hub world map, which as far as I'm aware was not being used at all, so that world will now be totally blank.


    Longer term one option is to simply expand the partition, but to be honest that's not something I'd like to do if I can avoid it, as it can cause problems, and is realistically going to be a few hours outage to back everything up before starting, but might be what's required. I'm hoping I've bought us a little bit of time before this becomes a major issue again.


    In terms of world sizes, this is the current stats:


    Flatlands - 29.8GB
    HubWorld (Pre-Downloaded) - 1.55GB
    MasterBuilderWorld - 4.13GB
    PlotWorld - 18.5GB
    StaffWorld - 3.3GB
    World - 19.6GB
    World_nether - 5.33GB
    world_the_end - 4.71GB


    I don't want to be wiping worlds at the moment unless there is no other choice, especially as I know when I suggested having a rolling main world people weren't so keen on it, but it's just to give everyone an idea on the current scale and why this is such an issue as we continue to grow.


    I'm hoping in the longer term some of these worlds will be split out into their own servers, which will help with the issue but it is just something to be aware of.


    Apologies again for the instability tonight, I'm hoping I've bought us a few days at least to start properly sorting this, but I will keep a close eye on things over the coming days.

    To update, this is taking considerably longer than we had expected.


    While this is underway if you want to play on a TF server, why not hop on the SMP Server using the IP Address


    beta.smp.play.totalfreedom.me


    I'll update when this is done, and the link in the original post has a number of updates on our progress so far.