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Krist - Minable currency that works across servers (paste updated)


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#1281 Lignum

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Posted 16 February 2016 - 10:43 AM

View Postminizbot2012, on 16 February 2016 - 04:33 AM, said:

Out of curiosity what is the theoretical max?

Address balances are stored in the database as 32-bit unsigned integers, therefore the maximum value should be 4,294,967,296 KST for a single address.

#1282 FoxData

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Posted 16 February 2016 - 12:43 PM

Interesting. How exactly does krist work? It sounds like bitcoin for minecraft.

#1283 bauen1

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Posted 16 February 2016 - 12:52 PM

View PostFoxData, on 16 February 2016 - 12:43 PM, said:

Interesting. How exactly does krist work? It sounds like bitcoin for minecraft.
It works almost like bitcoin, but funds are transferred instantly.

Wait this doesn't look right: (date)
Posted Image

Edited by bauen1, 16 February 2016 - 01:53 PM.


#1284 Lemmmy

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Posted 16 February 2016 - 01:56 PM

Yeah, this was reported to me last night. I'll look into that now.

Edit: I have fixed that on the test server. It will be fixed in the live version soon.
Edit 2: Fixed. There has also been internal changes to add address authentication. Now, an address can only have one privatekey bound to it, meaning you can mine at addresses all you like, you're gonna have to find the exact privatekey used to make the address ;)

I'll type up a further explanation of how this works soon. But thanks to this, you shouldn't have to worry much about address security.

Edited by Lemmmy, 16 February 2016 - 02:57 PM.


#1285 3d6

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Posted 16 February 2016 - 03:09 PM

View PostLemmmy, on 16 February 2016 - 01:56 PM, said:

Yeah, this was reported to me last night. I'll look into that now.

Edit: I have fixed that on the test server. It will be fixed in the live version soon.
Edit 2: Fixed. There has also been internal changes to add address authentication. Now, an address can only have one privatekey bound to it, meaning you can mine at addresses all you like, you're gonna have to find the exact privatekey used to make the address ;)

I'll type up a further explanation of how this works soon. But thanks to this, you shouldn't have to worry much about address security.

Hey! That's a good idea. I should've thought of it myself.

#1286 Lemmmy

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Posted 16 February 2016 - 03:12 PM

View Post3d6, on 16 February 2016 - 03:09 PM, said:

View PostLemmmy, on 16 February 2016 - 01:56 PM, said:

Yeah, this was reported to me last night. I'll look into that now.

Edit: I have fixed that on the test server. It will be fixed in the live version soon.
Edit 2: Fixed. There has also been internal changes to add address authentication. Now, an address can only have one privatekey bound to it, meaning you can mine at addresses all you like, you're gonna have to find the exact privatekey used to make the address ;)

I'll type up a further explanation of how this works soon. But thanks to this, you shouldn't have to worry much about address security.

Hey! That's a good idea. I should've thought of it myself.

I'm glad you didn't, because I'm certain your implementation of it would be some of the worst written code in history.

#1287 InDieTasten

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Posted 16 February 2016 - 03:30 PM

View PostLemmmy, on 16 February 2016 - 03:12 PM, said:

I'm glad you didn't, because I'm certain your implementation of it would be some of the worst written code in history.

as long as there arent any plain private keys in the database, thats fine. i hope you just used another hashing algorithm for that.

#1288 Lignum

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Posted 16 February 2016 - 03:30 PM

View PostInDieTasten, on 16 February 2016 - 03:30 PM, said:

as long as there arent any plain private keys in the database, thats fine. i hope you just used another hashing algorithm for that.

They are hashed and salted with the address.

#1289 Lemmmy

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Posted 16 February 2016 - 03:32 PM

View PostInDieTasten, on 16 February 2016 - 03:30 PM, said:

View PostLemmmy, on 16 February 2016 - 03:12 PM, said:

I'm glad you didn't, because I'm certain your implementation of it would be some of the worst written code in history.

as long as there arent any plain private keys in the database, thats fine. i hope you just used another hashing algorithm for that.

https://github.com/L...ddresses.js#L28
https://github.com/L...ddresses.js#L46

Posted Image

#1290 Creator

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Posted 16 February 2016 - 03:48 PM

Would the work go down if everybody stopped mining?

#1291 bauen1

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Posted 16 February 2016 - 03:58 PM

View PostCreator, on 16 February 2016 - 03:48 PM, said:

Would the work go down if everybody stopped mining?
No, only if someone mines a block.

Kristwallet needs to removing spaces from the krist names, i just made it crash

#1292 Creator

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Posted 16 February 2016 - 04:07 PM

And the difficulty?

#1293 Lignum

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Posted 16 February 2016 - 04:12 PM

View PostCreator, on 16 February 2016 - 04:07 PM, said:

And the difficulty?

Same thing, different name.

#1294 Lemmmy

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Posted 17 February 2016 - 01:41 AM

Changes to work (difficulty)
We have changed the work algorithm, so now the difficulty to mine a block should adjust appropriately with mining power. This is still in testing, so please let us know your feedback on this.

The new algorithm is like so:
var seconds = (time - lastBlock.time) / 1000;
var targetWork = seconds * oldWork / 60;
var diff = targetWork - oldWork;

var newWork = Math.round(Math.max(Math.min(oldWork + diff * krist.getWorkFactor(), krist.getMaxWork()), krist.getMinWork()));

Edited by Lemmmy, 17 February 2016 - 01:43 AM.


#1295 bauen1

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Posted 17 February 2016 - 12:37 PM

View PostLemmmy, on 17 February 2016 - 01:41 AM, said:

Changes to work (difficulty)
We have changed the work algorithm, so now the difficulty to mine a block should adjust appropriately with mining power. This is still in testing, so please let us know your feedback on this.

The new algorithm is like so:
var seconds = (time - lastBlock.time) / 1000;
var targetWork = seconds * oldWork / 60;
var diff = targetWork - oldWork;

var newWork = Math.round(Math.max(Math.min(oldWork + diff * krist.getWorkFactor(), krist.getMaxWork()), krist.getMinWork()));
Little explanation:
The work is adjusted so every minute a block is mined it also never goes below 500 or above 100000

#1296 Creator

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Posted 17 February 2016 - 12:54 PM

How can you modify difficulty?

Edited by Creator, 17 February 2016 - 12:55 PM.


#1297 bauen1

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Posted 17 February 2016 - 12:59 PM

View PostCreator, on 17 February 2016 - 12:54 PM, said:

How can you modify difficulty?
You can only do this indirectly by mining blocks or not mining them (so you can't really modify it)
Btw, this works almost exactly like bitcoin, and there are multiple articles on the web explaining bitcoin.
Hm, you should add smoothing like
var seconds = (time - lastBlock.time) / 1000;
seconds = seconds * 1.5 + lastSeconds * 0.5
Because now mining a block after a hour would make the work sky rocket, the next block would be solved in >1s and the work would drop like crazy

Edited by bauen1, 17 February 2016 - 02:30 PM.


#1298 Creator

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Posted 17 February 2016 - 02:30 PM

How does Krist make it more difficult is what I meant.

#1299 Lemmmy

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Posted 17 February 2016 - 02:38 PM

View PostCreator, on 17 February 2016 - 02:30 PM, said:

How does Krist make it more difficult is what I meant.

It changes whenever a block is submitted according to the algo I posted above.

View Postbauen1, on 17 February 2016 - 12:59 PM, said:

var seconds = (time - lastBlock.time) / 1000;
seconds = seconds * 1.5 + lastSeconds * 0.5
Because now mining a block after a hour would make the work sky rocket, the next block would be solved in >1s and the work would drop like crazy

Will look into this. We were also considering simply clamping the seconds, but this could also work. Thank you!

#1300 bauen1

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Posted 17 February 2016 - 02:40 PM

View PostLemmmy, on 17 February 2016 - 02:38 PM, said:

View PostCreator, on 17 February 2016 - 02:30 PM, said:

How does Krist make it more difficult is what I meant.

It changes whenever a block is submitted according to the algo I posted above.

View Postbauen1, on 17 February 2016 - 12:59 PM, said:

var seconds = (time - lastBlock.time) / 1000;
seconds = seconds * 1.5 + lastSeconds * 0.5
Because now mining a block after a hour would make the work sky rocket, the next block would be solved in >1s and the work would drop like crazy

Will look into this. We were also considering simply clamping the seconds, but this could also work. Thank you!
This is kinda from how you computer velocity for objects in games ;)





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