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sct

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Everything posted by sct

  1. And now I'm pregnant. This is great.
  2. All it takes is one player having a bad day to bypass all protection and fuck up everyone's shit.
  3. You'll find most servers that disable EE also disable Nukes,Dynamite and Mining Lasers for the exact same reason.
  4. Upgrade to Java JRE 7 and increase the amount of RAM you are allocating to tekkit (You can do this by clicking options in the launcher)
  5. http://forums.technicpack.net/index.php/topic,2834.0.html I just... don't understand...
  6. A couple of my members came across a bug related to advanced machine's rotary macerator. The process to easily create an endless supply of iron is roughly as follows: 1. Put Iron Ingot + Coal in Rotary Macerator -> Receive 2 Refined Iron Dust 2. Smelt refined iron dust into refined iron 3. Place Refined Iron into Rotary Macerator -> Receive 2 Iron Dust 4. Smelt Iron Dust into Iron Ingots 5. Repeat process. Coal should be consumed but alas it is also not properly removed. Unsure of the reason as to why this is yet. It will remove the coal if you try to take it out of the macerator but if you just leave it in there it doesn't bring down the count. Even if the coal was consumed, it was my understanding ingots are = 1 dust. Half an ore. And to fix this quickly we adjusted the advanced machines code to only give the player 1 dust for both methods of macerating ingots. (Refined Iron/Iron) This isn't a required fix but I feel a few of you might benefit from it. I personally see it as an exploit. I don't know the rules on distributing modified files, so Kaker or whoever feel free to delete the fuck out of this post. To clarify, here is exactly what was changed... Old stupid code: if ((itemstack.id == this.idIronDust) && (itemstack1.id == Item.COAL.id)) { this.currentResultCount = 128; return new ItemStack(mod_IC2AdvancedMachines.refinedIronDust, 2); } New stupid code: if ((itemstack.id == this.idIronDust) && (itemstack1.id == Item.COAL.id)) { this.currentResultCount = 128; return new ItemStack(mod_IC2AdvancedMachines.refinedIronDust, 1); } http://www.mediafire.com/download.php?si7yjjexv9p15w0 <- Modified advanced machines zip. just replace the current one in the mods folder. Note: I am not responsible for breaking your server into little pieces. I have tested this and it works perfectly fine on my test server and live server. I cant imagine anything going wrong for you, but if something happens... totally not my fault. Test before implementation!
  7. I can't imagine anyone here being able to provide proper support when you are using a server hosts control panel to set up tekkit. There are so many variables we cannot see.
  8. What the fuck is this Tekkit thing everyone keeps posting about
  9. The biggest issue we have experienced is growth rates. Machines seem to be fine. I am actually removing CB++ in favor of alternate optimization. The growth rate is killer and I believe its an issue directly associated with CB++ #79. I know the latest versions are much better but we aren't on 1.2.3 yet ;)
  10. Do you allow chunk loaders? You may also have complex machinery running even with 4 players online. Any fillers perhaps? Extreme item spills cause major lag.
  11. Glitchy moon/sun is a side effect of a low tick rate. The client gets ahead and when it gets the next actual time from the server it resets it back to where it "should be." The solution to this is getting your tick rate back up.
  12. Your CPU is definitely one of your main bottlenecks. You will need to implement some rules to limit machine usage for your players. Tekkit is incredibly CPU intensive. The above recommendations also hold true.
  13. Re: [NotSolved] Command book does not run on my server. Looks like you are possibly running too recent a version of Commandbook. You should use the one included with Tekkit or download the earlier version of Commandbook 2.0 which supports R4.
  14. Grats on deluxe. Good luck with the server. Looks really cool!
  15. I am pretty certain this build is the one you want: http://dev.bukkit.org/server-mods/hawkeye/files/9-hawk-eye-v1-0-5b/
  16. Re: Tekkit mods don't play well with Towny? I am not sure why you are getting errors. Here is a snippet out of my PEX permissions file. This works for us without any issues: groups: Entity: default: false permissions: - '*' users: '[industrialCraft]': group: - Entity '[buildCraft]': group: - Entity '[Forestry]': group: - Entity
  17. I keep copies of my plugins when I do major updates on my vanilla server (backup reasons and such). I'll check if I still have an R4 copy of AntiGuest laying around.
  18. I used AntiGuest for awhile on a vanilla server and it worked out pretty well. Haven't tested it with Tekkit yet but I can't imagine it would matter. http://dev.bukkit.org/server-mods/antiguest/ Although I find it somewhat hard to believe ModifyWorld is really using up that much CPU. If it is, then it seems I may have to do some investigation myself!
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