[{"data":1,"prerenderedAt":819},["Reactive",2],{"content-query-WeaYs8N0Cz":3},{"_path":4,"_dir":5,"_draft":6,"_partial":6,"_locale":7,"title":8,"description":9,"date":10,"prettyDate":11,"author":12,"body":13,"_type":814,"_id":815,"_source":816,"_file":817,"_extension":818},"/blog/2026-04-11-status-update","blog",false,"","Status Update","Where are the updates!?","2026-04-11T00:00:00.000Z","April 11th, 2026","Kris",{"type":14,"children":15,"toc":791},"root",[16,25,31,36,41,47,54,59,68,73,78,230,235,263,268,273,279,284,317,322,327,332,349,355,360,365,371,376,382,387,393,398,403,418,424,429,434,442,448,453,460,466,471,479,485,490,495,501,506,511,519,525,530,538,544,549,554,559,567,575,583,591,597,602,609,614,619,627,635,641,646,654,660,665,673,679,684,689,722,728,736,742,747,780],{"type":17,"tag":18,"props":19,"children":21},"element","h2",{"id":20},"where-are-the-updates",[22],{"type":23,"value":24},"text","Where are the updates?",{"type":17,"tag":26,"props":27,"children":28},"p",{},[29],{"type":23,"value":30},"Been about a year since the last update post, wanted to make one just to make it clear development has not stopped.\nSince the last update post - the Construction skill - I did a lot of work that just wasn't update-post worth. After multiple months\nof it, it just felt weird to make another post for some piece of content that clearly didn't consume all of those prior months to do.\nThis is how a lot of the development has been, one show-off-worthy update in a sea of small, time-consuming stuff.",{"type":17,"tag":26,"props":32,"children":33},{},[34],{"type":23,"value":35},"Furthermore, since September 2025, I am working alone on this project. I will not get into the details of it here.\nThe development does not stop because of it though - just have to work harder now!",{"type":17,"tag":26,"props":37,"children":38},{},[39],{"type":23,"value":40},"Regardless though, let's go over some of the things that are show-off-worthy that I did do in the past year.\nI've had to skim through over 2,000 git commits to build this blog. Needless to say, I skipped over the majority of it.\nA huge portion are just small additions and bugfixes. If I had to list it all, I'd be here until tomorrow. Just the git commit\nmessages - which are all intentionally very short - add up to 130,000 characters.",{"type":17,"tag":18,"props":42,"children":44},{"id":43},"whats-new",[45],{"type":23,"value":46},"What's new?",{"type":17,"tag":48,"props":49,"children":51},"h3",{"id":50},"home-area",[52],{"type":23,"value":53},"Home Area",{"type":17,"tag":26,"props":55,"children":56},{},[57],{"type":23,"value":58},"Starting off, our custom home area. I started work on this before Construction, but an official post was never made about it.",{"type":17,"tag":26,"props":60,"children":61},{},[62],{"type":17,"tag":63,"props":64,"children":67},"img",{"alt":65,"src":66},"Blurite Home Map","https://media.z-kris.com/2026/04/javaw_FcDta21rSG.png",[],{"type":17,"tag":26,"props":69,"children":70},{},[71],{"type":23,"value":72},"Some of you may remember our previous ideas of replacing the Edgeville area, but I decided against it in the end.\nWhile Edgeville is quite nostalgic on its own, it is quite over-used, and given how dead PvP and the Wilderness\ngenerally is nowadays, there's no reason to really stick to Edgeville. It would've severely limited the possibilities\nthat a new, unique island provides.",{"type":17,"tag":26,"props":74,"children":75},{},[76],{"type":23,"value":77},"With that said, let's go over some of the aspects in it.",{"type":17,"tag":79,"props":80,"children":81},"ul",{},[82,96,109,122,135,148,171,204,217],{"type":17,"tag":83,"props":84,"children":85},"li",{},[86,88],{"type":23,"value":87},"The Western island:\n",{"type":17,"tag":79,"props":89,"children":90},{},[91],{"type":17,"tag":83,"props":92,"children":93},{},[94],{"type":23,"value":95},"This is our arts-and-crafts island. It'll offer basic facilities such as a furnace, anvils, a bank, looms, spinning wheels\nand much more. It also comes with a few skilling-oriented shops and training methods. There's also a custom starting rooftop agility course!",{"type":17,"tag":83,"props":97,"children":98},{},[99,101],{"type":23,"value":100},"The Northern island:\n",{"type":17,"tag":79,"props":102,"children":103},{},[104],{"type":17,"tag":83,"props":105,"children":106},{},[107],{"type":23,"value":108},"This small island is primarily the Hunter skill, offering a few training methods like butterflies, crimson swifts and carnivorous chinchompas.",{"type":17,"tag":83,"props":110,"children":111},{},[112,114],{"type":23,"value":113},"The Docks:\n",{"type":17,"tag":79,"props":115,"children":116},{},[117],{"type":17,"tag":83,"props":118,"children":119},{},[120],{"type":23,"value":121},"Not a lot to be said here. Eventually when I do implement sailing, this will come with actual sailing-related facilities,\nand players will be able to board their own ships here. It additionally offers a chartership you can use to get around elsewhere.\nI also intend on doing some scenery with NPC-based ships around our home. Thematically (and through dialogue), this home map is intended\nto be more of a trading hub, so you'll be seeing ships come in and out, delivering goods to the shops found around the island.",{"type":17,"tag":83,"props":123,"children":124},{},[125,127],{"type":23,"value":126},"The Southern Park:\n",{"type":17,"tag":79,"props":128,"children":129},{},[130],{"type":17,"tag":83,"props":131,"children":132},{},[133],{"type":23,"value":134},"Here you'll find a simple, largely-quiet park. It'll offer a place for people to go if they need to chat in quiet, as\nit is located directly below the centre. It offers a few facilities like the graveyard, access to certain custom minigames,\na player-owned house portal, makeover mage and Probita (who has migrated from Ardougne).",{"type":17,"tag":83,"props":136,"children":137},{},[138,140],{"type":23,"value":139},"The Centre:\n",{"type":17,"tag":79,"props":141,"children":142},{},[143],{"type":17,"tag":83,"props":144,"children":145},{},[146],{"type":23,"value":147},"The centre is where you'll be spending most of your time. This is where you arrive when you teleport home.\nIt offers facilities such as the bank and grand exchange, an altar (with bone-sacrificing support), a teleport portal,\na pool of restoration (possible to upgrade this with a high Construction level to one that matches the one in PoH).\nIn terms of shops, you'll be able to quickly access a food shop, a general store, ranged, magic and melee-oriented shops.\nRight outside the Centre, to the North-East, you'll find an accessory shop, a minigame shop and an estate agent.\nAbove the jewellery shop is the Slayer master building. In here, you can summon whichever master you wish to speak to,\neliminating any need to travel the world to reach different masters. It's all-in-one!",{"type":17,"tag":83,"props":149,"children":150},{},[151,153],{"type":23,"value":152},"The Prison (North):\n",{"type":17,"tag":79,"props":154,"children":155},{},[156,161,166],{"type":17,"tag":83,"props":157,"children":158},{},[159],{"type":23,"value":160},"To the North of our home, you'll find the Prison.",{"type":17,"tag":83,"props":162,"children":163},{},[164],{"type":23,"value":165},"Not much is implemented yet here, it is more of a thematic pick and will be involved in our custom questline.",{"type":17,"tag":83,"props":167,"children":168},{},[169],{"type":23,"value":170},"It currently offers access to the Cockroach dungeon beneath it, and has choking ivy along its walls.",{"type":17,"tag":83,"props":172,"children":173},{},[174,176],{"type":23,"value":175},"The Forest (South-East/East):\n",{"type":17,"tag":79,"props":177,"children":178},{},[179,184,189,194,199],{"type":17,"tag":83,"props":180,"children":181},{},[182],{"type":23,"value":183},"Offers two allotment patches together with a herb and a flower patch.",{"type":17,"tag":83,"props":185,"children":186},{},[187],{"type":23,"value":188},"A constructable bank chest (akin to the Fossil Island).",{"type":17,"tag":83,"props":190,"children":191},{},[192],{"type":23,"value":193},"A pond you can swim in.",{"type":17,"tag":83,"props":195,"children":196},{},[197],{"type":23,"value":198},"Some lower-level mining rocks.",{"type":17,"tag":83,"props":200,"children":201},{},[202],{"type":23,"value":203},"Access into the Living Rock Caverns (more on this later).",{"type":17,"tag":83,"props":205,"children":206},{},[207,209],{"type":23,"value":208},"The Village (North-East):\n",{"type":17,"tag":79,"props":210,"children":211},{},[212],{"type":17,"tag":83,"props":213,"children":214},{},[215],{"type":23,"value":216},"Currently, this place is mostly empty. It will be involved in the starting questline.",{"type":17,"tag":83,"props":218,"children":219},{},[220,222],{"type":23,"value":221},"Underground (Living Rock Cavern):\n",{"type":17,"tag":79,"props":223,"children":224},{},[225],{"type":17,"tag":83,"props":226,"children":227},{},[228],{"type":23,"value":229},"Beneath the home, you'll find many dungeons. One of them is the Living Rock Cavern, an area I backported\nfrom the 2009 cache. While rocktails are not coming, I did add anglerfish spots in place of them.\nThis more-dangerous way of training fishing will yield less fish, but more experience. Cavefish, the mining features\nand the creatures themselves all exist too.",{"type":17,"tag":26,"props":231,"children":232},{},[233],{"type":23,"value":234},"With that wall of text said, let's go over some media of how it actually looks in-game.",{"type":17,"tag":26,"props":236,"children":237},{},[238,243,248,253,258],{"type":17,"tag":63,"props":239,"children":242},{"alt":240,"src":241},"SW Island PoV","https://media.z-kris.com/2026/04/javaw_4TAi7Vwek0.png",[],{"type":17,"tag":63,"props":244,"children":247},{"alt":245,"src":246},"Center PoV","https://media.z-kris.com/2026/04/javaw_gZ7V5Ob0Ix.png",[],{"type":17,"tag":63,"props":249,"children":252},{"alt":250,"src":251},"SE PoV","https://media.z-kris.com/2026/04/javaw_ulxebK8Lz0.png",[],{"type":17,"tag":63,"props":254,"children":257},{"alt":255,"src":256},"N-S PoV","https://media.z-kris.com/2026/04/javaw_69UGluDOf0.png",[],{"type":17,"tag":63,"props":259,"children":262},{"alt":260,"src":261},"LRC","https://media.z-kris.com/2026/04/javaw_gkhxs7W2nG.png",[],{"type":17,"tag":26,"props":264,"children":265},{},[266],{"type":23,"value":267},"As you can see, the island is quite large. The home spans just shy of 200 tiles in diameter.\nThere's a lot to be explored, I've spent about 200 hours on it thus far, with plenty more to be done. It is filled with\nsmall interactions all around it, and has a lot of scenery to make it feel alive even when there aren't other players\naround. I'm hoping to integrate the home as part of the mainland at some point, but I need OSRS to finalize the Sailing update\nbefore doing so. I'd like to avoid overwriting anything major in the main game if possible.\nNote that the water will be given appropriate depth and look when the integration takes place, currently it's the usual\nblue carpet we're all familiar with.",{"type":17,"tag":26,"props":269,"children":270},{},[271],{"type":23,"value":272},"With that said, there is a question I've not been able to answer yet. What shall we call the home?\nIf anyone has any great ideas, feel free to message me about it!",{"type":17,"tag":48,"props":274,"children":276},{"id":275},"the-world-surface",[277],{"type":23,"value":278},"The World Surface",{"type":17,"tag":26,"props":280,"children":281},{},[282],{"type":23,"value":283},"One of my goals for Blurite release is to have a functioning world surface - whether that's visiting a shop,\ntalking to a NPC, killing creatures rarely seen for unique drops or using obscure features that aren't well documented.\nWhile time-consuming, it really does make the world feel significantly more whole. I spent about a month during\nthe summer of 2025 going over the world, starting from the Eastern side. During it, I completed most of what I wanted in the\nfollowing regions:",{"type":17,"tag":79,"props":285,"children":286},{},[287,292,297,302,307,312],{"type":17,"tag":83,"props":288,"children":289},{},[290],{"type":23,"value":291},"Fossil Island",{"type":17,"tag":83,"props":293,"children":294},{},[295],{"type":23,"value":296},"Morytania",{"type":17,"tag":83,"props":298,"children":299},{},[300],{"type":23,"value":301},"The Desert",{"type":17,"tag":83,"props":303,"children":304},{},[305],{"type":23,"value":306},"Misthalin",{"type":17,"tag":83,"props":308,"children":309},{},[310],{"type":23,"value":311},"The Wilderness",{"type":17,"tag":83,"props":313,"children":314},{},[315],{"type":23,"value":316},"*Parts of Asgarnia, this is where I left off.",{"type":17,"tag":26,"props":318,"children":319},{},[320],{"type":23,"value":321},"Note that a region being listed here does not necessarily mean you can go and do every single activity in it. The most time-consuming\npart is not filling in the various smaller aspects of the area, but the big ticket items in them. So with that said, I brushed over\nsome larger minigames and bosses when I did this - just because Morytania has been swept over doesn't mean you'll be able to\nenter the Theatre of Blood or kill the Nightmare. Not yet anyway!",{"type":17,"tag":26,"props":323,"children":324},{},[325],{"type":23,"value":326},"It is my goal this year to finish the rest of the surface - based on past metrics, it seems this will cost about 6-8 weeks of development\ntime when I do pick it up. I think it's a justified cost - there's no chance I'd be able to do this for a long time post-release.",{"type":17,"tag":26,"props":328,"children":329},{},[330],{"type":23,"value":331},"Bit of media - this is just a glimpse of what was done, there's tons more:",{"type":17,"tag":26,"props":333,"children":334},{},[335,339,344],{"type":17,"tag":63,"props":336,"children":338},{"alt":291,"src":337},"https://media.z-kris.com/2026/04/javaw_umGZcIGqyQ.png",[],{"type":17,"tag":63,"props":340,"children":343},{"alt":341,"src":342},"Mos Le'Harmless","https://media.z-kris.com/2026/04/javaw_8prWl3BOWy.png",[],{"type":17,"tag":63,"props":345,"children":348},{"alt":346,"src":347},"Meiyerditch","https://media.z-kris.com/2026/04/javaw_iqrONaTyCU.png",[],{"type":17,"tag":48,"props":350,"children":352},{"id":351},"agility-shortcuts",[353],{"type":23,"value":354},"Agility Shortcuts",{"type":17,"tag":26,"props":356,"children":357},{},[358],{"type":23,"value":359},"We had a good amount of shortcuts prior, but last year I swept the map and filled in all of them.\nI have also maintained the shortcuts and done any QoL changes Jagex has applied since then - so you'll be able to\nbenefit from fast shortcuts for example. Note that all (that I can remember, possible rare exceptions) shortcuts are\nnon-failable.",{"type":17,"tag":26,"props":361,"children":362},{},[363],{"type":23,"value":364},"Since doing these shortcuts, OSRS has added a few more to Varlamore which are not done yet.",{"type":17,"tag":48,"props":366,"children":368},{"id":367},"npc-ranges",[369],{"type":23,"value":370},"NPC Ranges",{"type":17,"tag":26,"props":372,"children":373},{},[374],{"type":23,"value":375},"More of an under-the-hood change, but one that will be appreciated nonetheless. I went over the document that many of you participated in,\nwhere we gathered various NPC-related ranges (attack range, max range, aggression range, ...) and actually implemented this into Blurite.\nWhile I'm sure it's not perfect, it will be miles better than anything any other server provides, and various safespots you may be\nfamiliar with from OSRS should be applicable to Blurite too as a result of it.",{"type":17,"tag":48,"props":377,"children":379},{"id":378},"skillcapes",[380],{"type":23,"value":381},"Skillcapes",{"type":17,"tag":26,"props":383,"children":384},{},[385],{"type":23,"value":386},"Implemented skillcape salespeople all over the game, as well as skillcape functionality itself, including the max cape.\nThis was no quick task to be honest, probably spent around a week on all of it. The capes are absolutely packed with features.\nThe functionality was passed along to the cape-rack versions in your Player-Owned Houses as well.",{"type":17,"tag":48,"props":388,"children":390},{"id":389},"yell",[391],{"type":23,"value":392},"Yell",{"type":17,"tag":26,"props":394,"children":395},{},[396],{"type":23,"value":397},"It's hard to be a private server and not offer a yell feature. I went above and beyond with our implementation,\nfully integrating it into the usual chat systems.",{"type":17,"tag":26,"props":399,"children":400},{},[401],{"type":23,"value":402},"Yells are cross-world and have their own dedicated chat tab, which means they come with their own full set of\nfilters you can apply - on, same-world-only, friends-only, off. If you want, you can also clear them as shown in\nthe video below. Right-clicking yell messages additionally lets you add people as friends or ignores directly.\nAnyone on your ignorelist will automatically be filtered out.",{"type":17,"tag":404,"props":405,"children":409},"video",{"width":406,"height":407,"controls":408},900,588,true,[410,412],{"type":23,"value":411},"\n  ",{"type":17,"tag":413,"props":414,"children":417},"source",{"src":415,"type":416},"https://media.z-kris.com/2026/04/java_D5ilMg8U3s.mp4","video/mp4",[],{"type":17,"tag":48,"props":419,"children":421},{"id":420},"friend-chat-former-clans",[422],{"type":23,"value":423},"Friend Chat (former Clans)",{"type":17,"tag":26,"props":425,"children":426},{},[427],{"type":23,"value":428},"Right after implementing yells, I decided to add another chat feature - friend chats.\nFriend chat is what clans used to be prior to the 2021 rework in OSRS.\nFriend chat allows up to 500 members to join at any given time. The owner of the friend chat can assign\nvarious ranks to people on their friendlist, and manage the permissions for entering, talking and kicking.\nI've replicated the implementation precise as described on the old school wiki, so if you're familiar with that,\nit is exactly how it'll work - except changes take place immediately, instead of after a minute.",{"type":17,"tag":26,"props":430,"children":431},{},[432],{"type":23,"value":433},"Friend chat is useful elsewhere too - it is used for the Chambers of Xeric party creation (to be implemented),\nand our newest gambling feature - dicing. Below is a clip.",{"type":17,"tag":404,"props":435,"children":436},{"width":406,"height":407,"controls":408},[437,438],{"type":23,"value":411},{"type":17,"tag":413,"props":439,"children":441},{"src":440,"type":416},"https://media.z-kris.com/2026/04/java_V76BkwIaka.mp4",[],{"type":17,"tag":48,"props":443,"children":445},{"id":444},"easter-event",[446],{"type":23,"value":447},"Easter Event",{"type":17,"tag":26,"props":449,"children":450},{},[451],{"type":23,"value":452},"Some of you will already be familiar with the easter event from my previous server, however.. Here it is, again.\nThis time it's a little more polished - better animations, no compromises anywhere.\nIt also happens to be the last seasonal event I was still missing. We now have the 2009 Christmas event, the 2009 Halloween event,\nas well as the 2009 Easter event. The beauty of this is not needing to spend ~2 weeks when the server is live just for these events,\nI can instead flip a toggle and continue on developing the usual things.",{"type":17,"tag":26,"props":454,"children":455},{},[456],{"type":17,"tag":63,"props":457,"children":459},{"alt":447,"src":458},"https://media.z-kris.com/2026/04/java_FHzk8TDpt3.png",[],{"type":17,"tag":48,"props":461,"children":463},{"id":462},"wilderness-bosses",[464],{"type":23,"value":465},"Wilderness Bosses",{"type":17,"tag":26,"props":467,"children":468},{},[469],{"type":23,"value":470},"As the last missing aspect of our Wilderness, the bosses were implemented late last year.\nThis includes Callisto/Artio, Venenatis/Spindel and Vet'ion/Calvar'ion, along with their lairs.\nAs far as I can recall, Wilderness is feature-wise fully complete now. Every PvP, Pvm and Skilling aspect found in it is done.\nEvery NPC you come across has dialogues/shops/etc. It is the first of many areas to get this treatment.",{"type":17,"tag":26,"props":472,"children":473},{},[474],{"type":17,"tag":63,"props":475,"children":478},{"alt":476,"src":477},"Spindel","https://media.z-kris.com/2026/04/java_5vMcij6hyT.png",[],{"type":17,"tag":48,"props":480,"children":482},{"id":481},"revenant-maledictus",[483],{"type":23,"value":484},"Revenant Maledictus",{"type":17,"tag":26,"props":486,"children":487},{},[488],{"type":23,"value":489},"Revenants have been in Blurite for quite some time now, but I skipped the boss in the original implementation\nas it had too many unknown variables. During Gridmaster, I was able to test Maledictus in depth, including its spawning\nmechanics. This allowed me to finally come up with a reasonable implementation that isn't effectively broken (too common vs too rare).",{"type":17,"tag":26,"props":491,"children":492},{},[493],{"type":23,"value":494},"I do have some plans of making Maledictus more custom, and better. The idea of introducing PvP weapons or armours in some form\nthrough Maledictus alone could make the boss more worthwhile. Will have to wait and see how it fares in terms of balancing\nand overall level of power.",{"type":17,"tag":48,"props":496,"children":498},{"id":497},"treasure-trails",[499],{"type":23,"value":500},"Treasure Trails",{"type":17,"tag":26,"props":502,"children":503},{},[504],{"type":23,"value":505},"Filled in over a thousand clue scroll entries - from beginner to master. I could not fully finish this though,\nplenty of NPCs just don't exist yet (Varlamore is a big offender here), and some tasks rely on filling in the respective\nareas first. I did about 80% of them and left it here. It's best to revisit after I'm done with areas, and only then\ndo full-scale testing to make sure all the clues are actually completable too.",{"type":17,"tag":26,"props":507,"children":508},{},[509],{"type":23,"value":510},"As far as rewards go, the tables are fully implemented and tested. I made sure to avoid my past mistakes - every item that\nis on the collection log, can be obtained. Fun fact - took about 130k master clue scrolls to green-log the master rares collection log.\nThis was at the 1x drop rate, so identical to OSRS.",{"type":17,"tag":26,"props":512,"children":513},{},[514],{"type":17,"tag":63,"props":515,"children":518},{"alt":516,"src":517},"Loot","https://media.z-kris.com/2026/04/java_3pmNnHFmIA.png",[],{"type":17,"tag":48,"props":520,"children":522},{"id":521},"pest-control",[523],{"type":23,"value":524},"Pest Control",{"type":17,"tag":26,"props":526,"children":527},{},[528],{"type":23,"value":529},"This one needs no introduction, we're all familiar with it!\nPS: The void rewards have been migrated to the general minigame shop - you'll acquire both commendations and minigame points\nas you participate in Pest Control, allowing you to spend it on XP rewards as well as get void alongside, if you do attempt\nto acquire it through Pest Control.",{"type":17,"tag":404,"props":531,"children":532},{"width":406,"height":407,"controls":408},[533,534],{"type":23,"value":411},{"type":17,"tag":413,"props":535,"children":537},{"src":536,"type":416},"https://media.z-kris.com/2026/04/javaw_EGXlx2pGMZ.mp4",[],{"type":17,"tag":48,"props":539,"children":541},{"id":540},"particles",[542],{"type":23,"value":543},"Particles",{"type":17,"tag":26,"props":545,"children":546},{},[547],{"type":23,"value":548},"During February, I decided to explore particles support in OSRS. Not too long after, I got a nicely working implementation going.\nSince then, I've piece by piece filled the game up with particles where it feels appropriate. Right now, it is primarily\njust snow - but nothing prevents me from doing other effects. I just don't want anything too tacky.\nI've decided to skip Ungael (Vorkath's area), even though it is in a snowy region, having particles during an intensive\nfight might end up a little annoying. I did, however, include them in Wintertodt - this is a low intensity activity and snow\nis more than fitting here.",{"type":17,"tag":26,"props":550,"children":551},{},[552],{"type":23,"value":553},"Note: Particles work through a RuneLite plugin, and as such, will only work on RuneLite - in particular with the GPU or 117HD plugins\nenabled.",{"type":17,"tag":26,"props":555,"children":556},{},[557],{"type":23,"value":558},"As I finalise the implementation, I will add in-game settings to configure them a little further. Not everyone has identical hardware,\nso I need to make sure ones playing on older hardware don't end up throwing half their FPS on particles.\nWith that said, as it stands, the performance is fairly reasonable, and I'm improving it by the day.\nIt costs about ~7% of the frame calculations to process and render 15,000 particles. This is quite a significant amount, but not\nunreasonable - the snowy areas will even pass 50,000 if you zoom out and have extended rendering enabled.",{"type":17,"tag":404,"props":560,"children":561},{"width":406,"height":407,"controls":408},[562,563],{"type":23,"value":411},{"type":17,"tag":413,"props":564,"children":566},{"src":565,"type":416},"https://media.z-kris.com/2026/04/java_DEGnEOmDCv.mp4",[],{"type":17,"tag":404,"props":568,"children":569},{"width":406,"height":407,"controls":408},[570,571],{"type":23,"value":411},{"type":17,"tag":413,"props":572,"children":574},{"src":573,"type":416},"https://media.z-kris.com/2026/04/java_muYlwmN7Zf.mp4",[],{"type":17,"tag":404,"props":576,"children":577},{"width":406,"height":407,"controls":408},[578,579],{"type":23,"value":411},{"type":17,"tag":413,"props":580,"children":582},{"src":581,"type":416},"https://media.z-kris.com/2026/04/java_XnXjQLA5YE.mp4",[],{"type":17,"tag":26,"props":584,"children":585},{},[586],{"type":17,"tag":63,"props":587,"children":590},{"alt":588,"src":589},"Wintertodt","https://media.z-kris.com/2026/04/java_3ZOupHcfOC.png",[],{"type":17,"tag":48,"props":592,"children":594},{"id":593},"particle-items",[595],{"type":23,"value":596},"Particle Items",{"type":17,"tag":26,"props":598,"children":599},{},[600],{"type":23,"value":601},"As an extension to particles, I've also done a few particle-based items now.",{"type":17,"tag":603,"props":604,"children":606},"h4",{"id":605},"completionist-cape",[607],{"type":23,"value":608},"Completionist Cape",{"type":17,"tag":26,"props":610,"children":611},{},[612],{"type":23,"value":613},"Kind of obligatory... The completionist cape!\nWhen you think of particles, this is probably the first thing that comes to mind - and we have it!",{"type":17,"tag":26,"props":615,"children":616},{},[617],{"type":23,"value":618},"The completionist cape comes in two forms - an untrimmed one, with white particles, and a trimmed one with gold particles.\nThe completionist cape will be a step up from the max cape you're familiar with - it will require significantly more\ntasks to achieve, and has better stats to account for it. My aim is to make a cape that is essentially the infernal cape,\nmage arena II cape and the quiver cape all in one stats wise. It will be a difficult thing to acquire, so it doesn't feel\nparticularly out of place for it to also get rid of an item switch for you.\nIn terms of time-to-obtain, while it's hard to give robust units here, I can give relative goals.\nIf the max cape takes 2-4 weeks to acquire, I'd expect the untrimmed completionist cape to take 1-2 months,\nand the trimmed completionist cape to take 3-6 months. The trimmed variant will be more of a flex than anything, it will not\ncome with any better stats. With that said however, I am contemplating offering the ability to recolour the particles on\nthe trimmed variant - the feature already exists, just hasn't been wired into the interface yet.",{"type":17,"tag":404,"props":620,"children":621},{"width":406,"height":407,"controls":408},[622,623],{"type":23,"value":411},{"type":17,"tag":413,"props":624,"children":626},{"src":625,"type":416},"https://media.z-kris.com/2026/04/java_HnltfrGBZV.mp4",[],{"type":17,"tag":26,"props":628,"children":629},{},[630],{"type":17,"tag":63,"props":631,"children":634},{"alt":632,"src":633},"Fashionscape","https://media.z-kris.com/2026/04/java_ydu19FlGko.png",[],{"type":17,"tag":603,"props":636,"children":638},{"id":637},"christmas-scythe",[639],{"type":23,"value":640},"Christmas scythe",{"type":17,"tag":26,"props":642,"children":643},{},[644],{"type":23,"value":645},"This is an OG item I've had lying around for a while. It is a cosmetic scythe that'll be obtainable during the Christmas event.\nThe exact methods of acquiring it are unknown. It currently has no stats.",{"type":17,"tag":404,"props":647,"children":648},{"width":406,"height":407,"controls":408},[649,650],{"type":23,"value":411},{"type":17,"tag":413,"props":651,"children":653},{"src":652,"type":416},"https://media.z-kris.com/2026/04/java_y5X9WyyNV3.mp4",[],{"type":17,"tag":603,"props":655,"children":657},{"id":656},"flaming-skull",[658],{"type":23,"value":659},"Flaming Skull",{"type":17,"tag":26,"props":661,"children":662},{},[663],{"type":23,"value":664},"Another cosmetic item - the flaming skull. Comes in four colours - orange, blue, purple and green.",{"type":17,"tag":404,"props":666,"children":667},{"width":406,"height":407,"controls":408},[668,669],{"type":23,"value":411},{"type":17,"tag":413,"props":670,"children":672},{"src":671,"type":416},"https://media.z-kris.com/2026/04/java_KEKHD58ojr.mp4",[],{"type":17,"tag":48,"props":674,"children":676},{"id":675},"engine",[677],{"type":23,"value":678},"Engine",{"type":17,"tag":26,"props":680,"children":681},{},[682],{"type":23,"value":683},"As always, a huge portion of my time goes into maintaining the engine and improving the performance\nof the server, as well as developer-friendliness.",{"type":17,"tag":26,"props":685,"children":686},{},[687],{"type":23,"value":688},"Below is a summary of the big ticket underlying changes I've done in this time.",{"type":17,"tag":79,"props":690,"children":691},{},[692,697,702,707,712,717],{"type":17,"tag":83,"props":693,"children":694},{},[695],{"type":23,"value":696},"Gameval support. Gameval is what OSRS calls their internal names that they exposed for the Lua plugins (RIP).\nThis essentially means all items, npcs, objects, music, jingles, animations, gfx effects and much more now has names.\nHaving the internal names allows me to develop things a little faster, as I don't have to waste my time renaming a bunch of\nnulls to names that I come up with.",{"type":17,"tag":83,"props":698,"children":699},{},[700],{"type":23,"value":701},"Subop support. This was first seen on Max capes, but the ability for sub ops and sub menus. I filled in nearly all items that\nhave sub ops, which took a couple days to do (granted I needed to also code numerous items from scratch).\nThis was recently also expanded to work on NPCs, objects and ground items. I've filled in support there too,\nas well as wired it up for our home portal.",{"type":17,"tag":83,"props":703,"children":704},{},[705],{"type":23,"value":706},"Kotlin script removal. I was stuck on a 2023 version of IntelliJ IDEA for two years. In August of last year, I decided it was\ntime to drop Kotlin scripts and convert everything to regular classes. In doing so, I was finally able to move to newer editors,\nas well as migrate Blurite as a whole to newer language versions, providing noticeable performance improvements.",{"type":17,"tag":83,"props":708,"children":709},{},[710],{"type":23,"value":711},"Initial World Entity support (Sailing ship tech).\nWhen the Sailing skill came out, I spent ~150 hours fiddling with it in OSRS, figuring out exactly how things work under the hood.\nThrough this I was able to get an excellent understanding of the underlying tech, and implemented basic support for it all.\nWhile Blurite does not yet have Sailing, when the time comes, it will certainly be the best replica of the skill.\nFiguring out things like collision and interactions across ships is no easy feat, and I highly doubt any other server will\nbe able to get an understanding as good as mine on this subject.",{"type":17,"tag":83,"props":713,"children":714},{},[715],{"type":23,"value":716},"Lots of behind-the-scenes renaming and clean-up. Object configs in particular received major improvements. I intend on doing\nitems and NPCs sometime soon. Other configs are relatively well as-is.",{"type":17,"tag":83,"props":718,"children":719},{},[720],{"type":23,"value":721},"Improved instancing support. We recently figured out a few crucial details of how instances are handled in OSRS.\nThis knowledge has allowed me to significantly reduce memory and CPU costs behind instancing. We can now fully fill the instance\nmap using only ~2gb of memory (in total for the entire server!) - this would consist of 420 large instances (320x320 tiles),\n1700 small instances (128x128 tiles) and 2159 world entity instances (64x64 tiles). It costs about 6.5 milliseconds to create\none large instance on my PC (5-year-old hardware, soul wars instance). Another optimisation I did a long time ago was move nearly all instance constructions\nto take place at the end of the tick, when the game would be \"sleeping\" and waiting for the next tick to come around. This makes it\nessentially free.",{"type":17,"tag":603,"props":723,"children":725},{"id":724},"better-configuration-files",[726],{"type":23,"value":727},"Better Configuration Files",{"type":17,"tag":26,"props":729,"children":730},{},[731],{"type":17,"tag":63,"props":732,"children":735},{"alt":733,"src":734},"Cleaner Toml Configuration Files","https://media.z-kris.com/2026/04/idea64_uj29qfloSL.png",[],{"type":17,"tag":48,"props":737,"children":739},{"id":738},"other-miscellaneous-changes",[740],{"type":23,"value":741},"Other Miscellaneous Changes",{"type":17,"tag":26,"props":743,"children":744},{},[745],{"type":23,"value":746},"During this time, I've also tried to keep up with some of the OSRS changes that have taken place. Below is a non-exhaustive list\nof things I can recall doing.",{"type":17,"tag":79,"props":748,"children":749},{},[750,755,760,765,770,775],{"type":17,"tag":83,"props":751,"children":752},{},[753],{"type":23,"value":754},"Elemental weakness support",{"type":17,"tag":83,"props":756,"children":757},{},[758],{"type":23,"value":759},"Wintertodt rework (warmth system)",{"type":17,"tag":83,"props":761,"children":762},{},[763],{"type":23,"value":764},"Slayer rework (different master blocklists)",{"type":17,"tag":83,"props":766,"children":767},{},[768],{"type":23,"value":769},"Music rework (playlists)",{"type":17,"tag":83,"props":771,"children":772},{},[773],{"type":23,"value":774},"New PoH Themes and expanded functionality",{"type":17,"tag":83,"props":776,"children":777},{},[778],{"type":23,"value":779},"New canoes",{"type":17,"tag":26,"props":781,"children":782},{},[783,785],{"type":23,"value":784},"- ",{"type":17,"tag":786,"props":787,"children":788},"em",{},[789],{"type":23,"value":790},"The Blurite Team",{"title":7,"searchDepth":792,"depth":792,"links":793},2,[794,795],{"id":20,"depth":792,"text":24},{"id":43,"depth":792,"text":46,"children":796},[797,799,800,801,802,803,804,805,806,807,808,809,810,811,812,813],{"id":50,"depth":798,"text":53},3,{"id":275,"depth":798,"text":278},{"id":351,"depth":798,"text":354},{"id":367,"depth":798,"text":370},{"id":378,"depth":798,"text":381},{"id":389,"depth":798,"text":392},{"id":420,"depth":798,"text":423},{"id":444,"depth":798,"text":447},{"id":462,"depth":798,"text":465},{"id":481,"depth":798,"text":484},{"id":497,"depth":798,"text":500},{"id":521,"depth":798,"text":524},{"id":540,"depth":798,"text":543},{"id":593,"depth":798,"text":596},{"id":675,"depth":798,"text":678},{"id":738,"depth":798,"text":741},"markdown","content:blog:2026-04-11-status-update.md","content","blog/2026-04-11-status-update.md","md",1775966802539]