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Draccyserv! A furry RPG server. Officially running our Alpha game!
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<Draccy> Fixed The Lag! 10/22/2017 Pigs No Longer Flying I'm pleased to announce that the server no longer chokes to death when more than three players connect. Minecarts and other such transportation should move smoothly. Entities will fall to the ground predictably, etc. There were some issues with the function scripts controlling our City Heart system, which have been resolved. Dungeons! We're working on some experimental dungeon concepts. Now that the server is running better, we aren't afraid to break out the big guns and put custom scripts to create truly unique experiences into play. We will be emulating some of the fun stuff you've seen in single player adventure maps, modded servers, and even classic games besides MC itself. (Zelda-style puzzles!) Work in Progress Things have been quieter lately. The summer took a lot of of people, but we're back on track! Thanks for being patient, everyone. Beta will probably be some time next year, but we will continue to develop for the time being. <Draccy> IT'S HAPPENING! 07/27/2017 Official Alpha Launch There is finally enough of a game running on Draccyserv that players can come and try it out. We've only got the basic trade quests for the moment, but we expect to be fleshing things out with more story, dungeons, minigames, adventures and so on. Please invite your furry friends! Link our website. Spread it around. Whitelist Active We have turned on the whitelist. By the look of things, a number of our active players haven't actually signed up successfully. For the moment, the whitelist is working correctly, so please sign up so you can play with us! :3 click here for older news <Draccy> Hi Everyone! 06/21/2017 The Road To Alpha We're making some serious progress all around. The Alpha stage of our furry adventure game is built around the NPCs we're putting in. We now have about 100 unique models for characters. A lot of them are placeholders, but all of them will provide the means to unlock recipes. Alpha testers need only explore the map and find the trades to complete their recipe books. We aren't officially in Alpha until all of these trades are up and running (and they aren't at the time of this writing). As we enter the Alpha stage, we will start fleshing out some of the trades with quest items, and maybe some prototype dungeons! It's all very exciting. Shout Out To Our Dev Team We put out the invitation to some old friends and wound up with a whole bunch of new Admins and contributors! Here's an early thanks to everyone who's joined in the fun - we couldn't do it without you! FOUNDERS: Draccy, Garr, ReginaIdiotarum ADMINS: Buffalo, GriffinVarro, Keilaron, KitRuppell, KitCalibur SUPPORT: Omnirexitor, JayTanoshi <Draccy> Holy shit yes! 05/07/2017 It's Bigger Than We Thought Okay, so Reg, Garr and I have been picking apart the new Advancements system AND the recipe unlock system, and we're rapidly developing an RPG quest system using them, along with all our existing infrastructure. Buyable lots are going away. Nobody seemed interested in those, so we'll just let players build outside town borders. In their place, expect to see loads of new shops and mini games! NPCs will be everywhere! We figured out a way to give NPCs anthropomorphic heads. This'll make for a much more diverse set of characters throughout the world! Imagine If You Will... You arrive in Central City, a new player. In front of you is a sprawling urban landscape full of little shops selling useful things. You've got 30 emeralds in your pocket and the world is your oyster. Eventually you bump into an NPC outside a shop selling iron tools. She tells you that there's a place in the Northwest province where a master blacksmith lives. He could teach you how to make your own iron tools instead of buying from this asshole in Central City! After exploring the landscape for a bit, you decide you want to find this blacksmith and learn his secrets. You buy a train ticket West first, arriving in Las Oasis after several stops. You explore the landscape of casino mini games in the dramatically different desert climate. This time you decide to go on foot, braving the desert and running for your life from the powerful Hyper Creepers until finally you catch sight of the ocean. At first you expect to have to swim it, but soon you spot a boat rental hut near a weird little village. You don't know how to build boats, but this place can hook you up with one. They warn that the boat will disappear if you keep it for more than 24 hours. It's a mild journey for the most part, across the ocean, fleeing from guardians below the surface as fast as your little boat will take you. You arrive safely at Iron Island, only to find that the blacksmith is retired. He bemoans the loss of his favorite hammer, which he lost in the caves below the island years ago. He might teach you his trade if you recover it! This scenario is just a tiny example of what is now possible on Draccyserv. We are building a new RPG game into our existing world, with new adventures everywhere you look. <Draccy> Something is coming. 04/10/2017 A Draccyserv Tradition As has been the case since 2013, we had a lull in server administration that left a big gap in the news. Nothing serious. Suddenly: Control The new snapshots have introduced something very special to the toolkit given to mapmakers and servers. We will soon have control over recipes and achievements (now called Advancements). This will allow us to strap RPG-like accomplishments to natural Minecraft gameplay. It really feels like the missing piece to the puzzle that has been Draccyserv's directives. We've always wanted to change the general structure of the game, to give people a reason to explore our map. Plans to engineer quest objectives using command blocks were devised, but implementation was difficult. Now we are being handed the keys to the gameplay! Stubbornly Dedicated As usual, I've refused to give up on this old server. We've been online since 2010 with hardly a day of downtime, with the same center of the map since the day we launched. It's something to be proud of, really. Minecraft is a tired game, now. A lot of young folks play it on consoles, but the PC game is largely abandoned. It would, for example, impress me to find out that somebody read this news update before May of 2017. Even so, these new changes are exciting. Maybe we'll get that old magic back. <Draccy> Didn't get around to it. 12/01/2016 Back to the regular map! Well, Draccy got extra busy with life right after trying to set up the map for modifications. The result was a long period where Draccyserv sat on a creative map and nothing else really happened. Eventually we decided to just put the map back up the way it was. Ores are exactly the same for now. We might try to change the map again later. Stay tuned! Everything is broken! Well, not everything, but a lot of stuff broke as a result of changes in 1.11. Most entities were renamed, whch means anything that depended on entities (like ARMOR STANDS) is now broken. This includes Warp Pipes, which use armor stands as part of their structure. Warp Pipes and several vanilla-dependent features are down right now. Town properties are set up with a Bukkit plugin for now, so they should be fine. Dracpack Updates Pending We were expecting bigger problems with the Dracpack, but it looks like only a couple textures are broken. Please report any issues you find with textures or models so Draccy can fix them in the next update! <Draccy> I'll get around to it. 10/13/2016 Messing with the Map When Draccy first designed the modified ore distribution, it was based on a flawed theory that forcing players to travel for resources would help prevent camping in one spot. With this goal in mind, the map was remade with ores more or less exclusive to one of the 9 map regions. It went over like a lead balloon. Players who were affected had nothing good to say about this move. Those who weren't affected didn't care. Sooo... We're going to take updated map seeds and regenerate parts of each (outer) region. Each time we will use a map editor to delete the uninhabited chunks from one region, load the seed for that region, fly around in creative until it's fully rendered, then do it all over again for the next one. The new seeds will include a little of every ore, with a strong emphasis on the regionally dominant ore. You'll find coal in the desert, gold in the lavalands, and anything at all in the forest/swamp. While we're working on all this, a temporary map will be loaded onto the server with full creative mode for everyone. Have fun! Nice and Quiet You might have noticed that the big updates that were promised a couple months ago didn't happen. A part of the hesitation was on Draccy's part. Some players were in the middle of big projects that we didn't want to interrupt. Our lack of action has caused the server players to dwindle to a safe minimum. This is the ideal time to start messing with the map. It is our hope that providing a well-structured space will encourage past players to return. <Draccy> Whoops! 07/08/2016 Back After Downtime Some issues with our ISP, combined with real life complications on Draccy's part lead to some downtime for the server. Our IP address changed without the DNS being updated, so "draccyserv.com" temporarily lost connection to the server itself. We're back now! You can play again. :3 Wiki Overhaul Draccy, with a lot of help from Greystone, has been adding lots of new content to the wiki. If the button in the navigation isn't working, add /swik to this URL to find the real wiki location. We've been having some trouble with spam in the wiki lately. For this reason we have made it difficult to find. A new redirect page is planned for implementation soon, which should confuse the spam bots. Please report any spam you find to an Admin on the server (or on IRC). Greystone is Back! Our long lost master builder has returned, just in time to enjoy the new warp pipe leading to his home. Greystone's place is becoming more of a public feature. Check out the impressive survival-mode constructs in the Southwest are of the Central region. <Draccy> MORE INTERESTING! 06/06/2016 Regional Monsters Every region now has its own unique enemy mob. For each area, we have a spawner or some other means of generating customized mobs that introduce new challenges. These mobs are more dangerous than regular monsters, and they drop better loot as well. Players are welcome to try to stop the spawning mechanisms if they so desire, in order to make an area safer. Custom Loot Tables! We're experimenting with new loot tables for mobs. Regular drops are less frequent from enemy mobs, and all enemy mobs drop emeralds. There's also a much higher chance to drop a head, even for mobs that didn't normally have a head drop (like Endermen)! RPG Lore and NPCs coming With most of the game mechanics in place, we're turning our focus to developing the lore and NPCs on the server. Towns will get more and more cultural backstory which will be reinforced by NPCs. We're open to suggestions, since it's a tall order to come up with all these stories! <Draccy> IT IS DONE. 05/17/2016 Worldguard Based Lots As mentioned in earlier news, the buyable lot system had to be adapted to use sk89q's WorldGuard for redundancy. This conversion project is now complete, with easy fallback mechanisms in case plugins die suddenly. All other features are being designed with vanilla in mind, so that no matter what, Draccyserv's features will always work! Creating Dangerous New Mobs As part of our plan to make the game more challenging, we're adding spawners for unique mobs in each region. In The Wilds (any place that isn't a town), new monsters will appear, such as Chicken Jockeys in Central, Ghasts in the South, and Giants in the Northeast. More information can be found in the wiki. <Draccy> Well. This is awkward. 05/03/2016 We Made A Mistake OKAY, SO... We can't exactly run everything on command blocks alone. As we near the completion of the server-wide buyable property system, we are realizing that our powerful server lags badly even with only 3-5 players. In our design we execute 5 simultaneous commands on every tick, per armor stand (under each lot), for 21 lots in each of the 9 towns! Up to 945 per tick! It's best way to do buyable lots via command blocks, and Minecraft's dodgy code can't handle it. TLDR; we can't go pure vanilla anymore. Minecraft isn't good enough even with command blocks. We're going to have to get some plugins. (keep reading) Learning From the Past Here's the awkward part. We've been preaching anti-bukkit mentality ever since we discovered command block mechanisms. Not long ago, Bukkit nearly destroyed Draccyserv. After it imploded due to DMCA issues in 2014, all the nice features from Bukkit went away. We were left with a broken server that most players abandoned over the next weeks. Even before that, we struggled with plugins that broke as new game versions came out. We've seen that plugin developers can be unreliable over time. Command Blocks seemed like the solution to our problems. Sick of the third party software problems, we decided to invest our time into vanilla mechanisms instead. Even when Spigot came along a few months later, we stuck to vanilla and kept improving Draccyserv features without mods. Plan of action: Redundancy Because we're hitting a brick wall with the property system, we have to eat our words and embrace SOME Bukkit plugins. First off, we're not giving up on our vanilla mechanisms. We're going to finish the existing property system with our command blocks first. Once it works in vanilla, we'll set up Worldguard with vanilla as the fallback. This is how we're going to do everything on the server. We won't add any feature we can't replicate with vanilla command blocks. Sometimes the mechanisms cause lag, so in those cases we're using plugins as a redudancy. If a plugin breaks, the failsafe vanilla system will take over and nothing will be lost. We have adopted a server mod called Paper, which is a fork of Spigot (which is a fork of Bukkit). The mod has potential, as they aim to make things more like vanilla whereas Bukkit tries to reinvent Minecraft's engine. No matter how good the modding community is, Minecraft updates will break server mods. We can't count on them to keep up, and some day Paper, Spigot, or even all of Bukkit may fail permanently. We'll be ready for it. The next couple weeks will be spent attaching worldguard to all of the properties we have been setting up with command blocks. When we know both systems are fully installed, we'll switch off the command blocks, which will get rid of the lag. <Draccy> Things are happening! 04/18/2016 New Hardware Installed The new parts came in last week and Draccyserv has been upgraded! Draccyserv now has a slick new MSI motherboard sporting a 4.0GHz AMD A6-6400K APU (Black Edition). What's more is we've managed to overclock that sucker to 4.5 GHz!!! No more CPU bottleneck! Despite the new hardware, there's still chunk lag on Draccyserv. We're investigating our options, and we're fairly confident that additional RAM will help with the larger volume of players. Donations! Special thanks to Buffallo, a long-time player and Admin, for her generous donation towards new RAM! We'll soon be running on 16GB (15 dedicated) at 2133MHz as opposed to the old 8GB (1600MHz) stick we presently use. Thanks buff! Rail System Mostly Complete ReginaIdiotarum (AKA Reg/Rex), has been working hard to restore and update the Draccyserv railways. We now have high speed lines between every town, and a pawful of stations that didn't exist before. Thanks Reg! Buyable Lots Back in 1.8 we had some experimental property-buying mechanisms. Draccy has reimplemented the commands using new 1.9 features, and now there's a fully functional deed-and-property system in place! Players will be able to buy deeds in each town at the respective Town Hall, which will enable them to build on the associated plot of land. This lets anyone have a safe zone inside the city (away from monsters) where they can live, sell items, or just stash their stuff. <Draccy> The lag is not better! 04/10/2016 The Dedicated Machine Sucks At some point Draccy thought it was a good idea to move from a powerful processor to a much weaker platform. The idea was that the shared resources of running off the dragon's personal computer were causing performance issues on the server. As it turns out, the CPU difference was a big deal, and now the server runs WORSE, not better. To combat this problem, we're buying some upgrades. About $100 (USD) is going into a new powerful AMD platform that should be better than the original computer. Flirting with Bukkit For a little while, we've been trying out Spigot (a fork of Bukkit) to see if it helps with performance. As you may recall, we abandoned Bukkit in 2014 when the project ate itself for legal reasons. Command blocks were promising, so we decided to try to go full vanilla. It has worked out fairly well, but lately the server performance has been suffering. Spigot definitely runs better than vanilla on the crappy CPU (see below), but a number of useful vanilla functions are now broken. We've decided that there's no advantage using Spigot. We aren't interested in Bukkit plugins that'll just break down randomly. We can do it all with command blocks and a good CPU. :3 Technical Details: Computer hardware Draccy's original CPU, an old 3.4GHz AMD Phenom II X4 965 Black Edition from 2008. The temporary downgrade: 2.33GHz Intel Core2 Quad Q8200 PROTIP: Minecraft doesn't thread at all. The new CPU: AMD A6-6400K 3.9 GHz APU - Black Edition (dual core, but with overclocking it will be a monster) In all cases we're using about 5GB of Dedotated WAM to server. <Draccy> Three Months Later! 03/19/2016 Migrating to Dedicated Machine So a new computer has been built to host Draccyserv! This machine is temporary, but will be replaced with better equipment as the demand grows. Presently it is an old Core 2 Quad system with 4GB of RAM. The dedicated resources should make a big difference in Draccyserv's performance despite the downgrade. 1.9 Is Here! Alright! So 1.9 has been out for a few weeks, and we've had a great opportunity to play with some of the new features. As expected, the new types of command blocks are allowing us to add new features that were not possible before. We look forward to mod-like packages in the future that should bring some unique, non-vanilla gameplay to Draccyserv once more. Warp Zone One of our first big changes has been to relocate Warp Zone to the spawn area AND change how it works. The former allows us to reduce pipe lag and add music. The latter is more of a game changer: You now need to visit a destination before most pipes will take you there. That means exploring is a must if you want to trade between towns! <Draccy> Six Months Later! 12/29/2015 1.9 Delayed Six months ago, we were celebrating the upcoming release of Minecraft 1.9. Now we know it won't be released until some time in 2016. Probably soon, though. Heavy experimenting has helped us see what 1.9 will bring to the server (a heck of a lot), but since it's not out yet, we have to wait! Server Improvements Despite the lack of 1.9, we've been slowly patching up the issues on the server. Towns are still pretty neglected, but we're starting to add NPCs. Also available is the new time machine, which brings you to archived versions of the map (all the way back to 2010!) Whitelist Disabled Most people are aware, but just a notice: You currently do not need to "join" on this website in order to play on the server. The whitelist is not enabled as of this posting, so players are free to join without going through extra steps. It WILL be implemented again after 1.9 releases. Dracpack Update A slightly buggy, but much-improved Dracpack has been released. It features new 3D versions of redstone, iron bars and rails, along with a number of texture updates. Further work is being done on the 1.9 edition of the pack, which will release when the server updates to the new game. <Draccy> Progress! 06/15/2015 What's New? We've made some stellar progress on the towns over the past few weeks. Most towns have at least the basic road and lot structure in place, and we ran some experimental mechanisms and successfully had buyable lots working. It is temporarily disabled due to lag, but we'll have it all running soon! All towns are now monster-proof. The City Heart mechanism is working great to repel monsters and control gamemode inside of towns. You will no longer be able to build freely in towns. This is in anticipation of the buyable lots that will soon be available to all players. Stay tuned! 1.9 Will Matter We're very excited about the 1.9 command blocks. The combat update is swell, but these new types of command blocks will allow us to implement new features we only dreamed of before. On top of that, they'll eliminate the lag problem we were having with our current system thanks to the always-on Blue Command Blocks. Dracpack is gonna need a serious update to fit with some format changes and other stuff, so there might be a week where the textures or block models are a bit messed up. Hang in there, Dracpack fans! Happy Anniversary Last month, Draccyserv turned 5! We started some time in August 2010. Normally we'd have a celebration, but the server has been quiet lately and there wouldn't be enough people around to appreciate the announcement. That's fine, though! This lull is useful for setting up the next generation of Draccyserv. <Draccy> Oh right, the server! 06/15/2015 *cricket sounds* Sooo, a lot of complicated stuff in the life of Draccy caused serious delays on the server overhaul. Half the towns are barely playable, the promised buyable lots are not available yet, and some players have left out of boredom. Sorry to see you all go, but we hope to have you back soon! Most of the life emergencies are over, and now it's time to give our beloved Draccyserv a much needed revival as we approach our FIFTH ANNIVERSARY. Upcoming Features Draccy and Rex are exploring new ways to work with vanilla command blocks to add more RPG-like adventure features: Spellbooks and magic items for mages (buyable in towns) Level-restricted dungeons - earn EXP levels to gain access to dungeons with loot! Special armor, tools and abilities for moderators Dangerous lands with random challenges like Spawn Towers and Doom Engines! Monster-proof towns with built-in traders to get things rolling NPCs with dialog! Interesting villager quests! Buyable lots in towns for homes or businesses, safe from creeper attacks! Automatic shop system (with a much guide book) Development is going to take some time, but we'll get the bugs in town protection fixed before the anniversary. We need volunteers to help design the quests and write NPC dialog, as well as Wiki administrators. If you're interested in supporting Draccyserv, let us know! New Bufflebot In other news, TerrorBite was kind enough to do some heavy updating to his python-based IRC bot, which has now been branded on our server as BuffleBot 4.0! She's got all the old features and some new ones too, like better name handling without triggering highlights. Best of all, if the server goes down, the bot doesn't explode. That means chat will be right back when we reload. Ready for the Combat Update! Draccyserv is 100% vanilla, meaning that the Combat Update (1.9) for Minecraft will be available to the server on launch day. There are no mods to get in the way, so we'll always be ready to play! <Draccy> Hooray! 12/02/2014 It Was Just A Flesh Wound We sure hope you didn't think Draccyserv was dying! Far from it. Region Project Complete We are pleased to announce that the Region Project is finally complete, after a total reboot after the release of 1.8. Draccyserv now sports 8 unique locations beyond the edges of the Central Map, each of which has one or more unique biomes covering the entire area. In these areas you will find only one kind of ore or resource (for instance, redstone in the desert, or abundant clay in the swamp/roofed forest). Towns in Development There are many exciting plans to implement town trading and land ownership (with benefits that will be attractive to some - you are always welcome to live off the land outside of towns!) Chat With IRC again! Bufflebot is back. We are working with a small group from another server to utilize their python-based chat bot, which straps to Minecraft's server through normal, vanilla-based resources. We will soon offer an embedded chat here on the website if you don't want to install your own IRC client. A Dream Has Been Realized Back in early 2011, when Draccyserv adopted hMod (a bukkit predecessor), it was our goal to use it until the game itself offered the same features. When Bukkit replaced it, it remained our goal. The advent of Bukkit's demise coincided well with the rise of 1.8's command block features. After some stumbling, we were able to get the server on its feet without Bukkit, and there has been a great deal of success in implementing Command Blocks to replace the functions of server mods. More features are being added every week, and we have even achieved some things we were never able to handle with Bukkit before. A lot of features are still missing, but planned. It's always been our plan to go mod-free when we could. Now whenever the game changes, we won't have to wait weeks for the unofficial modding APIs like Bukkit to reverse engineer the server and catch up with the changes. Official MC plugins will be welcome when Mojang's API actually exists, but that's an abandoned project from what we can see. <Draccy> Oh hi... :V 10/04/2014 (wall of text ahead! keep scrolling!) The Latest Plans As you may know, Draccyserv has been running on 1.8 Vanilla for quite some time, with a fair bit of success. We have some new players and old friends populating the tiny Central map area and tolerating the temporary limitations. Keilaron has shown interest in representing server interests. It's important to keep in contact with Keil/Ohmi on irc.furnet.org for any technical questions if Draccy or Regina are not avaialble. Buffalo will also be happy to assist in any way that she can. So When Do We Get Mods? Thanks to the new command block system, we have been able to reproduce many of the features for which we used to depend on Bukkit plugins. Rexidiotarum (Regina) has become very active on the server with her hardcore experimentation with advanced game logic as provided by the 1.8 update. The bottom line is: We don't really need mods like Bukkit anymore. If we recover the old features that make Draccyserv interesting through vanilla mecahnisms, we might never have to go through this loss of features ever again. We are already adding new features that Bukkit was never able to provide. With a little PHP development we can get IRC and website maps back, as well as the registration system. We're making custom Draccyserv interface software, because we know how to do that kind of stuff. The Dracpack Early on, I updated the Dracpack to have some of the new models I've been showing off on IRC and so-on. Later I introduced some new components, then stopped updating for a bit. I am still working on the pack and will continue to introduce new features using custom models and sounds. It's important that players use the Dracpack where possible, rather than some other resource pack, since ours contains some materials unique to Draccyserv. Certain structures are going to be a lot uglier and quieter without our pack (but it still mostly Vanilla compatible). So Where Is Draccy? As a small business owner, my life is typically consumed by work for 80% of my day. What little free time I get is typically spent on relaxing as hard as I can so that I can handle the next working day. I want to start giving the server more of my personal attention, but I really depend on Rexidiotarum and other experienced Admins to take on a lot of the work. The Dracpack is my best investment in the server, but I love to hang out with players and guide development, so you can expect to see me around as frequently as I can manage. Website Plans The website is going to play a bigger part in server interaction in the near future. Here are some of the planned features: Return of the Admin faces List of registered players Website login features Registration system + whitelist Integrated wiki information Embedded IRC chat on page Return of interactive world map <Keilaron> == TRANSMISSION == 09/07/2014 More bits of information So it turns out a lot of Bukkit developers are bailing. Although Bukkit itself might not have been previously doomed now its chances of continuing are looking a little bleak. Alternate solutions to Bukkit have made it clear they're not dead; Of note are Spigot, Cauldron, and Glowstone, though the latter (while supposedly Bukkit-compatible) may come with its own host of problems being a from-scratch implementation (and that, if it is a reverse-engineer, possibly illegal in some areas -- but I'm not a lawyer). There's also Sponge, which is apparently the "successor" (as much as one can be) to Bukkit. Read that document for details. There are, of course, discussions on what options server owners have. On the subject of blame and legal things... I don't know why so many are blaming Mojang for this. This seems to be one person's knee-jerk reaction (or possibly a stupidly impossible bid to try to "force" Mojang into releasing some or all source code) that has snowballed into a dramavalanche. The only murky thing I can't answer right now is where copyright of Bukkit actually lays. First off, you must understand that a license – the GPL in this case – is not a copyright and a copyright is not a license. We clear on that? Good. The problem is while Bukkit has made their license clear, their copyright on the other hand is not. I'm assuming that it defaults to " <project> © <project owners> and contributors", which means the DMCA takedown is well within legal right, but otherwise it isn't. Why? Some projects assign copyright as thus: " <project> © <project owners>" i.e. note the lack of "and contributors", which means contributors must reassign or forfeit copyright. This is important, and is what allowed, among other things, for Apple to purchase CUPS in the past. In that case Apple fully owned CUPS and that was that. In this case, some can (rightfully so) argue that Mojang may not have full ownership of Bukkit, and again that is why the DMCA takedown request may be valid. Another part of reality here people are fond of assuming is that Mojang wouldn't need to enforce their EULA. This is, in reality, a terrible falsehood — It is completely possible for companies to lose certain rights or claims if they do not defend them, which is why companies will randomly get quite defensive over certain things. What that has to do with this situation, however, is unclear to me. I'm only addressing it because I've noticed it mentioned. Do not blame Mojang — or if you do, please let me know why so I can update this with some concrete information that isn't a knee-jerk or emotional reaction. <Keilaron> == TRANSMISSION == 08/23/2014 Stop the drama llama, folks. Turns out — a lot of people are just blindly listening to one bukkit developer (apparently the was-lead) suddenly deciding that that was it for Bukkit, because . . . I'm not sure, actually. The EULA hasn't changed since December and everyone was generally okay with that version of it. Unless 1.8 ships with a different one (which wasn't presented to me, so perhaps that's a bug?), there's no indication as to why Bukkit would have to stop development, even if it were separate; The current EULA makes it clear mods are O.K., so the only other possibility is that I've seen some comments mentioning that the EULA has been "enforced" recently, but I don't know of anything having been taken down. (Protip: Being asked to agree to an EULA is not an enforcement as such.) Bukkit will be updated for 1.8, and there's no real need to Mojang to stop development of Bukkit as it is quite popular. They would not have purchased it if they didn't think they could keep working on it, and if their intent was to quash it, they would have done so by now. So please... do not jump to conclusions. What happens happens, and since Bukkit is an open source project, the likelyhood that it will simply implode and die is very low -- unless, of course, everyone jumps onto the bandwagon that's headed off a cliff. 'cause y'know, the game is only over when you give up. So don't. <Draccy> . . . 07/21/2014 Please stand by! So I sorta went onto an impulsive project to once again redesign the website. I think it's coming along nicely (definitely half finished if you're reading this within the vicinity of it's posting. <Draccy> . . . 07/12/2014 Another article Looking for the other news thing that was floating around since June? I never wrote it! Sorry. Been super busy. I've poked at the server a bit and people are getting on there again. The experimental lots in the Central area seem fairly well received. I'm gonna try to work with Buffalo and a team she'll assemble to flesh out the vague and rambling explanations I spout out regarding all the cool things I want to do with the server. Here's how it will go: 1. Sort out the info and write it all into the Server Wiki. 2. Establish a plan of action to set projects with goals that make the server awesome. 3. Create smaller teams to tackle each project, with direction managed in the Wiki. We're going to have to get started soon, since at this point 1.8 is actually right around the corner. Give your respect to UltraMoogleMan on IRC. His work is really incredible. 5/25/14 REMEMBER WHEN WE CARED? It's been a long time, hasn't it? We have a lot of work to do, now. Draccyserv's maps have been neglected, its plugins made obsolete, and its players unappreciated. Well, we're working to change that now. We are restructuring the server design to cater to both casual and ambitious players. We'll try to have the best of multiple aspects of the game, so that everyone can play the way they want... together! 3/8/14 SPLITTING UP THE MAP So, today we start an ambitious project to split up the huge overworld map into 9 parts. This will allow us to more easily manage and update terrain within the areas, as well as provide many advantages when 1.8 is released. Some regions have been taken offline temporarily. It is very likely that these maps will be radically different (entirely replaced in many cases), with the benefit being stable, interesting and up-to-date terrain. ANYONE WHO LIVES IN AN OFFLINE REGIONS CAN ACCESS THEIR HOMES VIA A BACKUP. If you can't wait to use your home, an Admin will be happy to help you move into the Central or Cardinal regions. 1/1/14 HAPPY NEW YEAR Much like the fireworks show, this news article was actually handled on January 2nd. :V So it's 2014, and the server is running fairly stable on 1.7. Our next objective is to import or create terrain that's new in this version. We hope to introduce Roofed Forest, Savanna, Mega Taiga, and Mesa biomes in the near future. The new areas will be sandwiched in between our existing ones, sharing 2-4 regions as they border the major biomes. It is very likely that certain less-manageable biomes like the Jungle will become minor to a complimenting larger one. In other news, the website is undergoing another small redesign. Ignore weirdness and temporary backgrounds. 12/1/13 FINALLY RUNNING MINECRAFT v1.7 You've been waiting a long, long time for this update. I'm sure our most loyal players have not minded running the older 1.6.4. Heck, you all do it for mods anyway, and 1.7.2 has some weird new bugs! Anyway, we were waiting for bukkit. It's finally updating, and thankfully most plugins work already. Right now we're missing trains and dynmap, which should catch up soon! 10/1/13 OFFICIALLY OPEN TO THE PUBLIC Hello all you new people! More are coming in every week as we start to advertise our server to the furry masses. At long last, our major projects are complete, and the server is ready for anyone and everyone to start playing! We have installed a special sign-up system (that big button on the right), which allows new players to register with the server. Registration is mandatory, although most pre-public players are automatically whitelisted. This helps Admins keep track of the newbies! Big Stuff in 1.7? While some of it is not official yet, we're fairly certain that 1.7 is going to start the transition to Plugins API. The biggest change so far is a reworking of the way resource packs stack, which opens the door for packs to be installed in order priority. When these packs expand beyond texture and sound, game mods will be able to layer on top of each other. FTB-familiar players: think GregTech on top of Industrial-Craft, as Resource Packs. NOTE: We will not support game mods until they are part of an official API. 9/10/13 3RD ANNIVERSARY! On September 10th, 2010, Draccyserv was revealed to the world. Three years later, we're still going strong. Brickhaus still stands. So much has come and gone. To celebrate our long-lived server, fireworks and bacon are available at Brickhaus. Enjoy! --- 8/08/13 Delicious, Delicious Trains At long last, the railway system is 100% complete. This means that there's a fast, safe way to get to every town. We're polishing it all up to be very easy to use. The price of teleporters is now going up to 25em per button, including warps to Brickhaus. Since rails are now practical and other towns will have the same features as Brickhaus, there is no longer a need to make Brickhaus a special case. On that note, we will be added new amenities to every town, including a healing booth inside each Town Hall. --- 7/03/13 How To Get The Dracpack The Dracpack currently is undergoing some exciting development, including the introduction of custom music files! Check out the "resource packs" section of this website for instructions on downloading+installing. Website Changes This website was first introduced over two years ago, using old XHTML standards. It's currently getting an HTML5 facelift. Most people will only notice some small style changes, but the entire thing is actually being rewritten. 7/01/13 It's July! The latest update requires a new client. You can DOWNLOAD IT HERE. It's needed in order to continue playing on Draccyserv! There's a lot of new features to check out (horses, etc.) and renamed items/new music thanks to the Resource Pack switch. Until we figure out what's up with it, you'll have to download the Dracpack manually from this website. Some animations in the Dracpack need to be fixed, as they did not transition well to the new format. Please be patient while Draccy works on them! 6/01/13 It's June! Suddenly we're halfway through the year. Feels like only yesterday we were celebrating Xmas in the usual spot outside Brickhaus, but now there's only a small ruin where the Grand Stand had been erected. Draccyserv's OVERWORLD map turns 3-years-old this year. Draccy started his work on that world back in June 2010, so as a small celebration, a new Challenge Tower is being built where the first sign was erected years ago. There are new Time Booths scattered around the Central Region. These link previous versions of the map together over the past three years, allowing players to explore Draccyserv's history. Brickhaus started out as wood! 5/17/13 Nobody Reads These Anyway Hello, people who actually read the server news! Today, the Overworld has undergone a dramatic change in format. No longer will you always go to Brickhaus with /spawn or death. If you are not in the Central region, you will instead go to the nearest Town. This means that you WILL go to Brickhaus if you're in the Central region. Meanwhile, /home is now free, but will require a 5 minute cooldown between uses. Using a bed will no longer set your home, so please remember to /sethome! We Broke Shit Again Unfortunately these changes did require some /home targets to be lost. More specifically, we switched back to HomeSpawnPlus (instead of SimpleSpawn) for our plugin, and some year-old settings were loaded. If your old home point is now in a wall and you start to suffocate, /spawn immediately and tell an Admin if you lose your stuff! Region Project Nearly Done! Really! The region project is about 80% done. We need to set up some more NPCs, rail stations and waypoints. There's still a fair bit of ore seeding left to do as well. It really won't take long now that we've mapped things out in the wiki. 4/13/13 Not What Was Advertised Okay, okay, I keep getting busy. Here's a turbo-recap of this month so far: On April 1st we pranked players by putting spawn above the Brickhaus pond and filling the area with pigs. Also we claimed to be downgrading to an old version of Minecraft. In the past few weeks, Bukkit has migrated to 1.5 fairly well. Most of our key plugins, including TrainCarts and Region Effects, are working again. Some old players, including our beloved Najuk, have returned to Draccyserv. Rico is settling in, but StickyPaw is missing! 3/13/13 Back From Hiatus Alright, so I (Draccy) have been busy with life, snapshots, and (plz hold - will resume later)