Home of The Tech Fortress Servers

Monday, January 15, 2018

IP change!

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).

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!


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

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


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!

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

Understanding and Mitigating Network Connection Lag

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

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.