Changelog

Every update to the website and the server mod, newest first

This is the full history of the CloudRidge website and the server mod, newest first, so you can look back and see when a feature arrived or when a bug was fixed.

By version Clear

Filtered: showing 40 of 127

v1.9.16 Website 2026-09-30

Outbound requests now verify TLS certificates

  • Every outbound HTTPS request the site makes — skin host, IP geolocation, SMS gateway, mail server, QQ login, and the admin panel's test buttons — used to be sent with certificate checking switched off, so anyone on the path could answer with a self-signed certificate and take the request over. All of them now verify properly, against a root certificate bundle shipped with the site (Mozilla's, 121 roots).
  • The mail connection mattered most: with checking off, someone on the path could collect the mailbox password and the full text of every message. The 126 mailbox's certificate is valid, so sending is unaffected.
  • There is a cost: when a remote certificate really is broken, the request now fails with an error instead of quietly connecting. The admin panel's test buttons call this case out separately as "certificate failed validation". And if the bundle ever goes missing, the code still refuses to fall back to no checking — it simply fails more clearly.
  • Also fixed an old blemish: the v1.9.6 and mod 1.6.0 entries in the changelog showed the literal word "title" as their heading — they only ever had body text, while the page renders a heading unconditionally, so the missing key fell back to the last segment of its own name. The headings are filled in now
v1.9.15 Website 2026-09-30

A security sweep: six issues fixed

  • The admin area had a door left ajar: anyone in the Owner / Admin / Manager groups could log into the front end with their ordinary site password and walk straight into /admin/** — the email verification step was skipped entirely (only the admin login page itself had been closed off). There is now a "this session really did pass the code step" credential, so a front-end login is no longer an admin login. The UI has always claimed that /admin/** only accepts admins-table accounts; the implementation finally matches that
  • When the mod could not read the ban list it reported an empty list, and the site read "the list is empty" as "every ban has been lifted" — overwriting the whole ban table, fabricating an unban entry in the history and clearing players.is_banned along with it. The mod now declares the list authoritative only when it genuinely read one, and the site runs the unban reconciliation only when it receives that declaration (or a non-empty list). This one needs mod 1.6.6 to take full effect; the site side already holds the line
  • A player profile banner URL is supplied by the player, and it was pasted straight into style="…url(URL)". One ) in that URL is enough to append arbitrary CSS declarations — and profiles are public, so every visitor is hit (position:fixed for full-screen phishing, or a tracking pixel leaking each visitor IP and browser). Escaping cannot save this one: HTML turns " back into a quote before CSS ever sees it. URLs now go through a whitelist, and anything else simply shows no banner
  • The card on /whitelist titled "My applications" was in fact querying the 5 most recent applications site-wide — any logged-in user could read other people game IDs, QQ numbers and review notes. It is filtered by ownership now; the admin and server-manager pages still show the site-wide view
  • The tools page DNS lookup was the one entry point that never blocked private addresses: 127.0.0.1 and internal hostnames resolved fine, and an SRV record (whose target is dictated by somebody else DNS) offered a way around it. The host:port port check also ran before the colon was split off, so 8.8.8.8:53 could probe any port it liked. All three are fixed, and AAAA records pointing at ::1 are covered too
  • Three more: ① a javascript:… value in the next= parameter of the login redirect was a one-line XSS (Url::ensure() let anything through untouched as soon as the string contained index.php, without ever looking at the scheme); ② after running the password-recovery script, the admin login page displayed the new plaintext password to anyone who opened it — that password is already printed to the server console, so the copy on the page is gone; ③ with the CDR_DEBUG_CSRF switch on, the log recorded the first 160 bytes of the login request, which is the plaintext password — it now records field names and lengths only
v1.9.14 Website 2026-09-26

Fixed achievements flickering between more and fewer

  • A player's achievements were lit while they were online in game and went dark the moment they logged off — because when the mod cannot read the progress file it reports an empty list, and the site treated that as "this player has no achievements" and wrote it to the database, wiping what was already stored. An empty list is now never written: better to keep the old data than reset it to zero (same for adv_done, which is only accepted when above zero)
  • Also fixed a sorting problem that split one series across a category: "achieved badges first" pushed 跳跃 10,000 / 100,000 (achieved) and 跳跃 500,000 (not achieved) to opposite ends of the group with the End and Nether progress badges in between. Badges are now grouped by series first (1 km / 10 km …, 10k jumps / 100k jumps …) and sorted achieved-first inside each series — folding still hides unachieved ones in place, so achieved badges remain immediately visible
v1.9.13 Website 2026-09-26

Fixed who a backfilled name belongs to

  • The same name can appear more than once in the backfill table — a player may have both an old offline UUID (00000000-0000-...) and a genuine one, with both pointing at them. The original code was first come, first served in file order: on this site birdzhonghuifei maps to both a 106.4-hour and a 1.9-hour row, and it only landed correctly because the longer row happened to come first. A different order would have handed the name to the wrong person. It now goes to the row with the most playtime, regardless of order
v1.9.12 Website 2026-09-26

All 863 "unknown players" got their names back

  • The server's usercache.json only keeps about a month, so in a world upgraded all the way from the 1.21 survival server to 1.21.11 the old players' names had long expired — the site could only use their UUID and showed "Unknown player · xxxxxx". So we went digging through the backup archive: merging the usercache / whitelist / ops / banned-players of every past server chronologically recovered all 863 names, none missing (the 395-hour entry on the leaderboard is iRXC). The v13 upgrade backfills them once: only rows still named after a UUID are touched, an existing real name is not altered by a single byte
  • Also covered an edge case: players.name is a unique index, so if a name to be backfilled is already held by another row, that row is skipped and noted — a uniqueness conflict can never fail the whole upgrade. Better to leave one player shown as "Unknown" than to wedge the migration
v1.9.11 Website 2026-09-26

Admin player names fixed · real names are no longer overwritten

  • The admin player list / dashboard / bans / whitelist / skins / users pages used to paste a raw UUID for players whose name could not be resolved — the public site has always shown "Unknown player · xxxxxx"; the backend simply missed a few spots, and now they match. There are 863 such players here: the server's usercache.json only keeps about a month, so the names this old world brought along expired long ago and the site can only use the full UUID as the identifier (not a rendering failure — there genuinely is no name left to show)
  • Also fixed a data-loss hazard: when the mod cannot resolve a name it reports an empty one, and the old code wrote the UUID over the stored value. A veteran who stops playing for over a month would have their real name permanently erased on the next sync — now an existing real name is kept, and the UUID fallback applies only when there genuinely is no name
v1.9.10 Website 2026-09-26

Fixed "225 hours played in one day" on player pages

  • Fixed the absurd figure in the "last 30 days" chart on player pages — when the server crashes or a leave event is lost, it leaves behind an online record that never closes, and reconciliation used "last time this player was seen" as the end time, so a session opened on 09-13 was counted all the way to 09-23 and those 225 hours all landed on the day they joined. Reconciliation now has three ceilings: the 6-hour cap, the start of that player's next session, and a last-seen value that can only tighten the estimate, never stretch it
  • The few bad rows already stored in the database now display correctly without touching the database (the same rule is applied when reading them), and "recent sessions", "total playtime", "this week" and "per-server time" now share one rule — each of them used to sum raw seconds on its own, so the same number contradicted itself across the page
v1.9.9 Website 2026-09-26

Mobile calendar overflow fixed · yearly online is now each day's peak

  • Fixed the date picker in the mobile chat spilling outside the panel border (on narrow screens it no longer floats over the panel but fills a line of its own, so its width is simply the container's width)
  • The yearly online count went from a 6-day average to each day's peak — a server that is only busy in the evening may average 2 players while a dozen were on at once; drawn as an average, a whole year flattens into a line that says nothing. 24 hours / 7 days / 30 days still use the average, where a point covers only tens of minutes and the average is what tells the story
v1.9.8 Website 2026-09-26

Chat: server start and stop now appear in the live chat

  • Server start and stop (with their times) now show as a line in the chat panel, using a small vertical bar instead of an avatar and a colour that sets them apart from player messages
  • Changelog text now supports code and bold markup (previously only backticks were handled, so bold showed its asterisks literally)
v1.9.7 Website 2026-09-25

Chat: browse by date, easier posting, real dialogs

  • Chat is now browsed by date: pick a day on the calendar to read that day's chat, with days that have messages shown in bold. Switching days no longer reloads the whole page.
  • Posting is easier: signing in is enough — linking a game character is no longer required. If you have one linked, your character name is used; otherwise your website nickname is, and the game marks it as [web · unlinked] so it stands apart from real characters.
  • Nicknames can only be changed once every 15 days (the very first one is free), and your profile shows how long is left. A nickname may not duplicate an existing game character or an admin, so nobody can rename themselves to impersonate someone.
  • Reporting now uses a proper dialog with a character-counted reason box instead of the browser's tiny built-in prompt; the retract confirmation and several admin confirmations were replaced too — native browser dialogs block the whole page.
  • The admin chat page marks unlinked senders; delete, report handling and mutes work as before.
v1.9.6 Website 2026-09-25

Web chat panel is live: two-way with in-game chat

  • New chat panel under the web map: public chat, joins and quits, deaths and advancements from the game show up on the site in real time, each with its send time
  • Two-way: messages you post in the web chat appear in game chat with a [网页] prefix; the name shown is the same everywhere (your linked character name), so nobody can impersonate anyone
  • Chat is invisible when signed out — not hidden in the UI, the server simply sends none of it; you can post only after signing in and linking a game character
  • Chat is grouped by server run, so you can switch back through previous runs and the history survives restarts
  • Every message carries an avatar and a timestamp; you can retract your own and report anyone else's
  • New admin "Chat" page: delete messages (takes effect on the site and in game at once), handle reports, mute accounts, and keep an audit trail (the original text is preserved on delete)
v1.9.5 Website 2026-09-25

Changelog can now be filtered by kind, month and version

  • The changelog is filterable now: the three counters at the top (website / mod / server) became clickable chips — click to show only that kind, click again to clear
  • Added month filtering and version search — typing "1.9" pulls up 1.9.0 through 1.9.4, and the two can be combined
  • Filter state lives in the URL, so you can copy the link and whoever opens it sees the same result
  • Counts stay at the full totals (they do not shrink when you filter), plus a new empty state for "no updates match these filters"
v1.9.4 Website 2026-09-25

Login fix, backup safety net, and API docs

  • Fixed being unable to get past the admin two-step verification. The root cause was a write transaction whose commit was silently skipped on the PHP version the server runs, so verification codes were never stored — the email arrived, but entering the code said "request a code first", and the resend throttle failed too (it reads that same table). Transactions are now tracked by the site itself, behaving the same on old and new PHP
  • Fixed three more latent cases of the same bug (player lookup, heartbeat metrics, session log); they only triggered under specific version combinations
  • Backup pruning now uses per-category quotas: pre-upgrade and pre-restore safety snapshots have their own quota and are no longer squeezed out by routine backups, and backups exported by hand are never deleted automatically. Simulated against the real live inventory: the old rule would have deleted 8 files (6 of them upgrade safety nets), the new rule deletes none
  • Fixed the public players API ignoring its search parameter: on servers with more than 500 players, anyone ranked below 500 by playtime could not be found in the data-card tool. Switched to substring matching and closed a wildcard-injection hole along the way
  • Oversized submissions no longer show a blank page; they return a clear "too large" message. Also fixed oversized forms being misreported as "please fill in XX"
  • The API contract document now covers all 5 public read-only endpoints (parameters and privacy masking), and a previously miscited reference was corrected
  • Fixed the "back to username/password" link on the admin login page leading to the wrong step
v1.9.3 Website 2026-09-23

Collapsible badge wall, chart explanations and a 24-hour trend fix

  • The achievement system grew from 28 badges to 98, sorted into 8 groups (survival / building / exploration / redstone / farming / combat / social / collecting) and each group shows how many you have out of its total; 35 of them map straight onto real in-game advancements, and the date shown is the moment the game actually granted it
  • Every axis of the five-dimension radar chart now explains itself: what it measures, how it is calculated and what counts as full, so you no longer have to guess from the shape; there is also a legend — the solid shape is you, the grey dashed line is the server average
  • Fixed the 24-hour trend chart not matching reality: the stored history kept the mod's raw player count (including the always-on bot) while the page showed the filtered number, so the two never agreed; heartbeats and the chart now use one and the same number, and hovering the line shows the time plus the player count
  • Charts can switch their time range now: 24 hours / 7 days / 30 days / 1 year, so one glance tells you how the server has been; the line breaks while the server is offline instead of drawing those days as zero players
  • The badge wall on player pages can be collapsed: earned badges are always shown (they are your record), the locked ones tuck away behind each group heading or the “show all” button at the bottom, and the choice is remembered so a refresh looks the same; with JavaScript off all 98 badges are still displayed
  • Fixed session records: the “online now” mark used to look only at whether a session had an end time, so a crash or a missed disconnect left it stuck on “online now” — even showing one person as online in two sessions at once. It now follows the roster the server reports live, unmatched sessions show “ended abnormally” and are closed automatically, and a repeated disconnect report no longer opens a second session
  • Fixed the in-game advancement badges never lighting up: the lookup key carried an extra prefix that did not match the advancement names the game reports, so all 35 real achievements stayed marked as locked — they merely looked grey, exactly like ones you had not earned yet, so nothing on the page gave it away. The keys now match, earned ones light up and show the actual day the game granted them
v1.9.2 Website 2026-09-22

Security and privacy hardening, uploads and polish

  • QQ sign-in is wired up: the AppID, AppKey and callback URL are configured, so it goes live as soon as Tencent approves the app and the switch is turned on in the admin panel; until then the login page hides the button, so there is no entry that does nothing when clicked
  • Security: the /storage/ directory can no longer be opened directly (database backups, skin caches and other files that should not be public live there)
  • Plaintext admin passwords left in the database are gone; only the encrypted digest remains
  • The claim confirmation endpoint now limits failures: repeated wrong short codes are blocked for a while, so nobody can brute-force them
  • Player filters, SVG checks and field validation now use allow-lists and bound parameters: only explicitly allowed values get through, and outside input is no longer spliced into queries
  • All 74 JSON outputs across the site now carry the safe-escaping flags, so data embedded into pages can no longer be parsed as markup
  • Privacy: the profile visibility switches still had 5 places where they could be read around (including the public player API that needs no key); all of them are closed now — switched off really means off, even through the public API
  • WebP uploads: avatars, banners, the image library, the forum and more — 8 entry points in total accept WebP directly
  • Fixed the admin setting where the allowed-format list got corrupted into the string "array": that was the root cause of upload formats silently falling back, and saving it no longer breaks
  • Playtime is shown in hours everywhere (hours as the main figure, days as a small subtitle); the leaderboard now shows exactly the column you sorted by
  • Old-browser fallbacks: the activity heatmap, growth bars and the upload area tint / focus ring no longer turn transparent in browsers without color-mix()
  • The public player page shows a level badge (Lv.N) next to the name, and it does not overflow on narrow phones
  • Brand images: the logo and icons that a test upload had overwritten are restored, and brand assets now have an offline archive plus a brand-restore.php tool, so a future overwrite can be rolled back right away
v1.9.0 Website 2026-09-19

Player hub and a rebuilt image upload

  • Your profile page got a rework: progress, this week's activity, achievement badges, your community footprint and the recent activity timeline now sit on one page
  • New game level: it comes from your total playtime, one level per 10 hours played and starting at Lv.1, and it shows on your profile page and on the public player page
  • New visibility switches: total playtime, last seen, first joined and the online player list are yours to make public or not, and once switched off they cannot be found on the other pages either
  • Avatars and banners now take an image upload directly and are stored as WebP (smaller files, faster loading); avatars are cropped to a square from the centre and banners are scaled down to fit within 1920×1080
  • Images can be PNG / JPG / WebP / GIF; AVIF gets a hint to save it as PNG or WebP first
  • New media library: uploaded images are managed in one place in the admin panel, with dimensions, file weight and where each image is used
  • Upload security tightened: the type is decided by the real file content, so renaming the extension to fake it is always rejected; attempts to escape the upload folder are blocked, SVG only passes from an approved list, and unreferenced orphan files get cleaned up
  • Claiming a game character now works as apply on the site, then run /cdr claim with the short code in game, and only that character itself can confirm
  • The profile page gained a 3D skin preview; the Seed Map and the Live Map now both load over HTTPS
v1.9.1 Website 2026-09-19

Permission table rebuilt around the mods we actually run

  • The permission checklist was rebuilt around the mods actually installed here: only entries with a real permission node are left, and ticking one really takes effect
  • Abilities that need a mod we do not run (land claims, /hat, /back, chat colours and so on) are gone from the checklist; a section below says honestly what is missing and which node to fill in later
  • Every permission now spells out what it actually lets you do in game, so Spectator mode for example never unlocks Creative mode as a side effect
  • Creative mode is its own entry: only the owner and the staff group save it without a second confirmation, any other group gets a confirmation dialog first. Site accounts for the owner and the staff group can now sign in to the admin panel directly
v1.8.2 Website 2026-09-18

CloudRidge Blue, and sign-in that holds up

  • The site palette is now "CloudRidge Blue": the colours are taken straight from the server logo, so the site and the logo never clash
  • Fixed the human check failing for absolutely everyone in production (behind the reverse proxy the real IP was unavailable and rate limiting treated every visitor as one person)
  • When the check has passed but the page does not navigate, the submit button no longer stays stuck; it recovers after 8 seconds
  • The home page buttons no longer overflow the screen on phones
v1.8.1 Website 2026-09-18

Human check upgraded

  • The human check moved to ALTCHA 2.x with an image captcha as a fallback, so if your browser cannot compute a solution you can just type the characters
  • Registration, whitelist applications and code resends are now behind the human check too, which blocks using someone else's email to burn our quota
  • The home page has a one-click "join our QQ group" button that opens QQ on both desktop and mobile
  • Site icons now cover every size, so "add to home screen" on a phone gets a proper icon
v1.8.0 Website 2026-09-18

Achievements, remembered devices and a new look

  • Player pages gained achievement badges and an ability radar, so you can see at a glance what someone is good at
  • New "remember this device": tick it and you stay signed in for 30 days (a password change or signing out everywhere cancels it instantly)
  • Admin sign-in now has a second step with an emailed code, plus an offline recovery key for when email cannot reach you
  • The whitelist page now shows different content depending on your status: pending, approved, or the reason you were rejected plus a resubmit form
  • The whole site moved to the green-and-ink palette taken from the server logo, with serif headings, for a calmer, more spacious feel
  • Forum category icons no longer use emoji (they showed as empty boxes on some systems) and now use our own icons
v1.7.0 Website 2026-09-18

Guide search and live facts

  • The server guide is searchable by title or body text
  • A live server panel in the guide sidebar shows version, loader and mod version without leaving the page
  • The command list and mod list have their own addresses, which makes them easy to share with new players
  • On phones the guide sidebar moves above the text and the live panel no longer eats a whole screen
v1.6.0 Website 2026-09-18

Skin site sync

  • Skin site sync: register on the skin site under the same name, upload your skin there, and the website can pull it over automatically
  • The first time a player page meets an unknown name it looks the name up on the skin site and displays the result
  • A "re-sync skin" button in your profile updates it in one click after you change your skin there
  • The skin site address is configurable in the admin panel (LittleSkin by default), so switching sites needs no code change
v1.4.0 Website 2026-09-18

Account and security

  • Your profile was rebuilt with "Account & security" and "Personalisation" sections: sign-in history, rebinding and password changes live there
  • "Sign out everywhere" is supported: after a password change or a sign-out elsewhere, other devices are logged out immediately
  • Verification codes are now device-locked: at most 5 per device per day, which stops scripts from burning SMS and email quota
  • If your email or phone is not verified yet, a banner reminds you once; only then can you apply for the whitelist, post or link a character
  • Your profile shows a summary of your footprint across all servers
v1.5.0 Website 2026-09-18

Repackaged release

  • Identical to v1.4.0, only repackaged for release; nothing changed
v1.3.8 Website 2026-09-17

Sign-in options documented

  • The password sign-in page now lists all three account types (email, phone, linked game name), matching what actually works
  • Translations brought up to date
v1.3.7 Website 2026-09-17

Background images for the sign-in pages

  • Login, registration and password recovery pages accept a custom background image (uploaded from the admin panel), with frosted-glass cards
  • The appearance section can upload the home hero image, the site logo, the browser icon and the sign-in background
  • Besides email and phone, you can sign in with a game name you have already linked
v1.3.6 Website 2026-09-17

SMS key check restored

  • The key check is back, but only warns in the case that really is wrong: a 32-character hex string, which is an MD5 hash and not the plaintext KEY
  • The warning now says exactly where to copy the KEY again, instead of leaving you with "invalid key"
v1.3.5 Website 2026-09-17

SMS key hint corrected

  • Removed a false alarm about SMS key length (it demanded 32 characters, but the platform's real key is 16)
  • Whether the key is correct is now answered by the SMS platform itself instead of being guessed from its length
v1.3.4 Website 2026-09-17

Sign-in fixed and hardened

  • Fixed email and phone password sign-in failing every time (it used to return a 500)
  • Too many failed attempts now leads to a temporary lock, which stops scripted password guessing
  • When the current page belongs to a navigation group, the group button is highlighted too, so you can see where you are
  • A divider on the sign-in page separates QQ login from email login, so they are no longer easy to confuse
v1.3.3 Website 2026-09-16

SMS settings self-check

  • New zero-cost self-check for SMS: verify the username, key and template without sending a single message
  • It says plainly whether the account and key are wrong or the template is still awaiting approval, so there is no guessing
  • A scheduled task rechecks the SMS template status and reminds you to enable it once approved
v1.3.2 Website 2026-09-16

Multiple servers supported

  • Multiple servers: each one has a type (survival, creative, minigame) and the site shows different content per type
  • Creative servers show a building panel, minigame servers show match info and a PvP ranking
  • Whitelist and ban changes are confirmed per server, so nothing silently goes unsynced
  • The admin panel can send a change to one specific server only
v1.3.1 Website 2026-09-16

Admin audit log and message centre

  • New audit log in the admin panel: who changed what, and when, is all searchable instead of digging through the database
  • New message centre: mail and SMS delivery records, so "I never got the code" can be checked directly
  • New bulk whitelist tools: add, remove or prune stale entries in one go
  • Fixed user group permissions never matching, so group permission settings now actually apply
  • The dashboard gained a 14-day trend chart: new users, whitelist applications, visits and new players
v1.3.0 Website 2026-09-16

Player skins and grouped navigation

  • Player skins: upload a 64×64 skin and your profile and player page render it as a 3D model (no external library loaded)
  • A new "My skin" section in your profile, where you can upload or remove it at any time
  • The header navigation is now grouped into dropdowns (Servers, Community) and no longer wraps onto two lines on phones
  • Fixed placeholders like [[mods]] and [[server-facts]] showing up as raw brackets on some guide pages
  • The footer now carries the ICP filing number and the police filing icon
v1.2.3 Website 2026-09-13

SMS channel and a batch of fixes

  • SMS verification codes are connected, so phone registration and password recovery work (just fill in the platform settings in the admin panel)
  • Fixed "changed a setting in the admin panel but the site ignores it": mail, SMS, bot and whitelist settings now all take effect
  • Fixed the node detail page on the status page returning a 500; unknown nodes now show a normal message
  • Fixed ban reasons showing as the English "Banned by an operator."; they are now displayed in Chinese
  • Clicking the whitelist application while signed out now asks you to sign in first and returns you there afterwards
v1.2.2 Website 2026-09-13

Accounts and online whitelist applications

  • Account system: register with an email or phone verification code, sign in with a password, and reset a forgotten password
  • Online whitelist applications: fill in your game ID and one contact method, and approval syncs straight into the server
  • If you gave a QQ number, joined the group and your QQ level is high enough, the bot approves you automatically
  • The owner and staff approve applications, add or remove whitelist entries and edit the server config from the floating ball in the corner
  • New one-click "publish update post" in the admin panel, so every future update is recorded automatically
v1.2.1 Website 2026-09-13

Tools and a rebuilt status page

  • New tools page: gradient text generator, server status lookup, server address checkup, tick converter and player lookup
  • The status page was rebuilt with 24-hour uptime, a service list and machine health, and each node opens a detail view
  • One account can link several game characters and pick a main one (also switchable in game with /cdr main)
  • The build gallery now uses a large-photo view, which is much nicer for browsing
  • The command list and mod list in the guide now follow the server automatically, so nobody has to copy them by hand
v1.2.0 Website 2026-09-13

Player data since day one

  • Server save statistics are in: playtime, deaths, kills, blocks mined and placed, and distance travelled since the server opened
  • The player list can be ranked by total playtime, and each entry opens a detailed page
  • AFK dummies and bots are detected and excluded, so they no longer take up ranking spots
  • The ban list gained a banned-IP section showing where each address comes from
  • Fixed MSPT not showing up; TPS and MSPT now each have their own scale
v1.1.1 Website 2026-09-13

Avatar fallback and a new admin panel

  • Fixed screens full of broken images when avatars fail to load: if the third-party avatar is unreachable we draw one from the player's initial
  • New admin layout: top bar plus a searchable sidebar menu, so you can find any setting by typing a keyword
  • Fixed the human check crashing and pages failing to open on some servers
  • Fixed the trap where the mod's API address was redirected, so the API looked fine but no data ever arrived; the admin self-check now says so outright
  • The live map now shows a clear message when it cannot connect instead of a blank frame
v1.1.0 Website 2026-09-13

Accounts and the build gallery

  • New build gallery: upload screenshots of what you have built, and others can like them or open the full-size view
  • New player list and player pages: playtime, deaths, blocks mined and distance travelled at a glance
  • Admin panel arrives: news, pages, gallery, users and settings are all editable in the browser
  • Multiple languages and colour schemes, and you can switch between light and dark yourself
  • Ban records are public, including how each case was handled
v1.0.0 Website 2026-09-12

The website goes live

  • The site opens to everyone: home page, server status, player guide, ban list, news and forum
  • The home page shows live player count, TPS and machine load, reported by the server mod every 30 seconds
  • One-click QQ login; once signed in you can link your game character and post on the forum
  • No external CDN anywhere, and the human check is hosted on our own server, so it loads fast at home
  • Works on both phones and desktops; the navigation collapses itself on narrow screens

Dates are the release date of each version. Found a new problem? Tell us on the forum or contact the server owner.