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1.1.243
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DMZ Ragnarok 1.1.243
A new move, a joke at the mutant's expense, and a long run of fixes for people running several linked servers. If you run a single server, the first section is all that changes for you.
Everyone
- A new move: the mini clone. Charge it to full and you summon a miniature copy of yourself at 60% size, with a third of your base stats, that fights alongside you for 90 seconds. Push the charge into overcharge and you get a second one. Majins summon a small Buu in their own body colour, bio androids a Cell Jr. in their hair colour, and everyone else a copy of themselves with a green outline so nobody mistakes it for the real you. It is handed out as a quest reward, and tournament characters cannot use it.
- Being a mutant no longer does anything. It used to raise your TP gain, your mastery gain and the power of legendary forms, and shorten the road to unlocking one. Now it congratulates you and that is the entire feature. If you are already a mutant, those bonuses are gone.
- You can put zeni into a trade. Both sides can stake an amount alongside the items, and both see what the other has staked. Money only leaves your wallet when you confirm, and any change to the offer hands it straight back.
- Guild claim upgrades. Four one use items that permanently raise a guild's claim allowance by 1, 5, 10 or 25 chunks.
- Saibaman pets have a limit and can be dismissed. There is a cap on how many you can have out at once, and sneaking and right clicking a sitting pet sends it away.
- Admin tools for stray dragon balls.
/rggrave listballsshows every ball sitting in a grave totem with clickable coordinates, and/rggrave removeballdeletes one, dry run first and confirmation second.
For networks of linked servers
None of this changes anything on a single server.
- Permission edits now stick. This is the big one. An edit made on one server could be quietly undone seconds later by another server publishing an older copy of the tree, and the busiest server was the worst place to edit because it published the most slowly. Edits now carry the moment they were made, so an older copy can never overwrite a newer one, and a change reaches the other servers in about a second instead of up to a minute. This covers what a rank can do and who is in it.
- Parties survive changing servers. A party formed on one server did not exist on another: shared quest progress, shared rewards and party PvP all stopped working, and your party list showed people who were not really there. The party is now rebuilt when you arrive.
- Jail works across servers. Jailing somebody now sends them to whichever server holds the jail, and a jailed player cannot escape by switching servers. Unjailing works whether they are on another server or offline entirely.
- The dragon radar sees the whole network. Balls sitting in a world hosted by another server used to be invisible on the radar. You still have to travel there to pick one up, but you can at least see it.
- Sagas, quests and custom wishes now travel between servers, along with waypoints, the task board, the banned item list, the staff task board and tournament title holders. Several of these had never travelled at all, so servers set up separately quietly disagreed for ever.
- Saibaman pets and mini clones follow you when you change servers, and a clone arrives with the time it had left rather than a fresh 90 seconds.
- Two servers no longer rewrite the same dungeon crate records at each other. The per player crate table could be written two different ways while holding exactly the same crates: once because it was saved in whatever order it sat in memory, and once because an empty reward could be stored either as a genuinely empty slot or as air with a count of one, which read back the same but wrote out one byte apart. Either was enough for two servers to treat each other's copy as a change and republish it every few seconds for ever. Nobody would have noticed except as constant database traffic. Both are now written one fixed way.
- Two admins editing different things at the same time no longer lose one edit. Files that pack many entries together, like the form settings, are now merged entry by entry instead of one whole copy winning.
For server owners
- One module switchboard instead of two. There were two files doing the same job under similar
names, and a stale "off" in the older one would silently keep a module disabled after you had switched it
on in the newer one.
config/dmz_ragnarok/modules.cfgis now the only one. Anything you had deliberately switched off is carried over automatically on the first start, and the oldShuruisUtilities/Modules.cfgis left on disk, no longer read, and safe to delete. - Update every linked server together. The permission change relies on all of them agreeing, so a server left on the old build can still overwrite a newer edit.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:bLplVEcb:E5r4EFk8"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:bLplVEcb:E5r4EFk8"
}

