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Everything posted by Roversword

  1. Dear modpack authors If you use solder for your modpacks, I kindly ask you to share your wisdom upon newcomers such as me. What is the "best" way to make modpacks with solders...what are the "things to do" and the "things definitely not to do"? What I have heard is, that delivering the config files to the client should not be done via the mods itself (each config goes with its mod), but with a separate download. Is that correct (I start to believe it is :))? Thanks a lot, every comment is appreciated.
  2. Hi there It is called solder (not soldier), if you refer to TechnicSolder. There are very few people (check google and youtube) that installed TechnicSolder on Windows. I personally think that would be extra effort. I have no windows experience, but installing WAMP or WNMP stack (Windows, Apache or NGNIX, MySQL and PHP) might be a good start. I personally would not use the MySQL part but the inbuilt database of TechnicSolder...would make it a little easier I'd guess. Additionally...you really want a windows server being online and exposed to the internet 24/7? Good luck anyway....sorry I cannot be of more help
  3. ​As long as the donor does not gain any advantage, something symbolic (titel, decorative stuff or just listed on a website) should be fine, I think. I personally would not mind to have this happen. However, I have yet to see a server which gives away items/blocks which are purely decorative (I'd guess you would need a specific mod for that which adds a decorative block or something)
  4. ​I'd say it very much depends on what you "give in return". If it is a cape or a titel saying "donor" or "helper of the server", I personally would say that is not too bad and actually might encourage. But that can be considered "giving something in return" as well. However, as soon as items are exchanged or a donor has advantages over other players, I am right with you.
  5. Well, I will try my best to (anecdotally) add my experience and knowledge (working in IT for more than a decade now as system engineer, for what its worth). I have my own custom modpack and a server where friends are playing (around 8 at times), so I have no experience in >10 people servers. I also have only linux server experience, never used a windows server (on the internet) in my life (and never will!). Processor: Minecraft is based on Java and I have yet to see a multithreaded modpack. I am not a programmer, but so far I have only seen one single thread taking care of a minecraft/modpack and therefor only one single core on a cpu used for java. This has been mentioned before. I have yet to see and find out how and IF that can be changed.... So my best bet is, that you need a multicore processor (because you might want and need to run other things as well) which has a very good single thread performance. I will not name any CPUs, I do not want to push in one specific direction. I have only experience with Intel processors, so I do not want outright neglect AMD processor for this task. My server has a i7-34xx processor. Memory/RAM: You will never have too much RAM...however, due to the way Java works (garbage collection), it is not always good to allocate as much as you can...rather find out what your sweet spot is. Starting with 4 to 6 GByte RAM allocated for the server and the scale up if needed. That being said, your server itself needs certainly enough RAM, because Java is not the only thing...and...if you decide to run everything from a RAM disk rather from a harddisk (or ssd for that matter), you need more. I'd say you need at least 16 GByte RAM, preferably 32 Gbyte to play with. Again, I have no experience with 100 players or more, so I'd say make sure you have enough and be on the safe side, just in case. There are plenty of hosts reseller out there where 32 GByte come as standard, so... As mentioned before, ECC RAM is certainly not a bad idea either. My server has 16 GByte of RAM, using 3 Gbytes at the moment for the modpack server Harddisk/SSD: If you want to have no I/O issues then you need at least an SSD. The size needed certainly varies depending on your needs and the world size. While 128 GByte might be enough at the beginning, you might (and I say MIGHT) find yourself in the tight corner later. So I recommend to have at least 256 GB. I also recommend to have the operating system and the modpack-server part on different disks (if possible and affordable for you). So you can isntall the OS and setup the partitions/mountpoints accordingly so they do not interfere in case of problems. SSD are pretty fast, so question is if you rather let it run from there and make regular backups to another disk or location or if you want to run everything in RAM (including the world and the modpack binaries and stuff) while saving it regularly (every 10 minutes or so) to the SSD. With only a few people it certainly makes no difference, but it might do with >100 people. I am running my modpack from regular disks, and it works fine so far (with <10 people). Backups: Where mentioned before....and are unbelievably important If you use RAM disk, make sure the content of the world (and your players) in RAM is being written to disk in short intervals (I'd say 10 Minutes or so), Using an SSD you should not experience lag. No matter if you use RAM disk and save to disk regulrarly or using SSD/harddisk (without RAM disk) make sure you have a regular backup. I am using YABM and I am quite happy with it. Others may use different mods, it is up to you to decide and find out what best suits your needs. In any case, make sure your backups are done and test them! And preferably save them to a different location as well (eg.: Save it to the local disk and then write a script that copies it to somewhere lese as well). A backup at the same location is worthless if the disk fails... Other topics: With 100 slots you appear to want run a semi-professional server...meaning that it is unlikely only friends will join, right? So make sure your server is on a good plan in terms of safety and security (redundant power supplies, redundant disks, preferably redundant network connections at least within the DC, own IPv4 address, om site services, etc.). Good luck
  6. Sorry, half offtopic.... You have mcmyadmin running with a custom modpack? How did you manage to do so? have you by any chance some sort of information or link to that?
  7. Have you tried and checked the BIOS about the graphics options? Most modern laptops offer some sort of hybrid, where the operation system chooses which graphics card is choosen. If you chose nvidia only it will use more battery, but maybe it helps solve your issue (or at least gives you a hint). Additionally I am sure you checked that you have the newest driver (for all components, especially nvidia). Do you run Windows? If so, what version and did you install all updates? Sorry, have no other idea
  8. Hi all I have two questions concerning TechnicLauncher, TechnicSolder and TechnicHomepage (my modpacks). 1) Is it necessary to change anything in "my modpacks" on the webpage for a modpack that I imported from Solder? Is there anything I NEED to do? Such as checking the correct minecraft version (I have a modpack that is 1.7.10 but on "my modpacks" it still says 1.4.7 in the settings). Do I need to update the version number on the homepage or is it sufficient within my Solder installation? Or can I just leave all this and add the occassional information about my pack there? 2) Whenever my friends and I start the modpack (which is imported by solder) it installs or tries to get libraries which are not from my modpack. Is there a way to avoid that (either by adding them as a mod in my solder-modpack or some other way)? Thank you, any help is very much appreciated
  9. Hi Plowmanplow Thanks a lot. I started to tar the whole directory...so I guess that works, too ,)
  10. Hi all I have solder up and running and it is looking good....testing worked so far. Now the problem is: Are there any documentations on how to backup the solder data...I am not talking installation files and mod-zips (which can be backed up separately), but the whole information in solder about the modpacks and mods... Are there some specific files I can back up and restore after a fresh install? Thanks for your help.
  11. Just word of advice: If you are indeed using Tekkit modpack (which is still based on minecraft 1.6.4, unless it got updated recently) then you need a EnderIO version which matches this minecraft version. The newest version is running on minecraft 1.7.10 only.
  12. What server? What program? What OS? what error message? Where is the pastbin to the logs? What modpack are you talking about? As of MCPC+ and Cauldron...it is gone...it was taken down. Forge itself is still very much alive. Forge Essentials is a mod for forge that offers some of the things you want. Otherwise here are some ideas: '?do=embed' frameborder='0' data-embedContent>>
  13. What you are asking for is - in my humble opinion - not possible. What is playable to you? At which point would you consider the performance to be "not playable" and therefore not usable? I know that you cannot provide any metrics (neither can I), but I hope you understand that I am trying to say that this can cause issues - If you pay for a server and then you say it is not playable and not usable while your hoster says you get what you pay for...no one is happy - if you get someone to help you and get you a server for free and you think it is not usable, but the hoster says it is running perfectly fine....no one is happy. Hosting a server costs money. Either for you yourself or for the person who might be kind enough to offer you free services. It even costs you money (internet, power, etc.) when you use a computer at home and let it run over a long time (for your friends to play on this server when you are not around). So, I think "free" is not exactly an option unless you find a donor. If you are serious about a server...there are solutions out there (hosting services) for a couple of euros or dollars out there per month...depending on what you need.
  14. As for 1) "Have you tried turn it off and on again?" -> meaning...if there is nothing other borked, then you a restart of the multicraft service should do the trick (at least that is what usually helps with linux processes...either restart or reload). reasons is -> you have deleted the file while a valid file pointer was active and the programm might still think it is valid....you need to make sure the programm "refreshes" those information. But I do not know multicraft, therefore this is just a general idea.
  15. Would I be a bully for saying that starting with proper English? I do not mean to say that mistakes are No No (because most of us make tons of them and are not native speakers), but how about actually using words rather than "ik" or "idk" or "u". Makes it very hard (for me, at least) to follow you. Now, the launcher writes data what it does into a file (the log data or log files). Same as the modpacks as well. What we would need is this (well, both actually...the logs of the launcher and the modpack). We (and you) need to know what stands in there as the launcher would write what its wrong into those files. The log files for the launcher are not at the very same place like the modpack logs, but in the same subfolder %appdata%.technic
  16. Well, I certainly will. How have you solved the issue if I may ask? At the moment my approach would be to disallow ender-thermic pumps in the Nether (which kinda defeats their purpose overall). Did you solve it using another approach? In EnderZoo.cfg or SpawnConfig_Core.xml I do not find anything related to Wither Skeletons, therefore I am not sure if I just could disable the mob (which would in my opinion be less invasive).
  17. Thank you very much for your information. This is very helpful. One question though: So as long as there is an enderpump in the Nether, there will be this error message...no matter how many of those skeletons are around?
  18. Hi there.... Thanks a lot....yes, it CAN crash my server. However, it does not always. Sometimes it just gives out the message over and over again. I get the feeling that it may cause some lag. Thank you for the command. Right now there are not wither skeletons present (and no other entity which appears to be faulty), however, the error is still there... Any way to tell my server to stop spawning them? Any parameter in the config?
  19. Hi everyone I have an issue on my (selfmade) modpack server. A few days now it started to give out the error message below. First, only a few times a minute and then all of a sudden several times a second. So far I have the feeling it has to do with wither skeleton spawning like wild. I had to reset the nether once, after seeing (with Opis) that over 25'000 skeletons have appeared (and disappeared according to opis...just had to manage to list them). However, killing them with Opis does not help, I really had to delete the Nether. It is, of course, not a nice thing to do, but it was the only option. Does anybody else have the same or similiar troubles? Can someone give me a hint on what I could do? Error message: [20:28:01] [server thread/ERROR]: "Silently" catching entity tracking error. net.minecraft.util.ReportedException: Adding entity to track at net.minecraft.entity.EntityTracker.func_72785_a(EntityTracker.java:230) [mn.class:?] at cpw.mods.fml.common.registry.EntityRegistry.tryTrackingEntity(EntityRegistry.java:364) [EntityRegistry.class:?] at net.minecraft.entity.EntityTracker.func_72786_a(EntityTracker.java:61) [mn.class:?] at net.minecraft.world.WorldManager.func_72703_a(SourceFile:31) [mp.class:?] at net.minecraft.world.World.func_72923_a(World.java:1347) [ahb.class:?] at net.minecraft.world.WorldServer.func_72923_a(WorldServer.java:844) [mt.class:?] at net.minecraft.world.World.func_72868_a(World.java:3304) [ahb.class:?] at net.minecraft.world.chunk.Chunk.func_76631_c(Chunk.java:921) [apx.class:?] at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:46) [ChunkIOProvider.class:?] at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12) [ChunkIOProvider.class:?] at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:344) [AsynchronousExecutor.class:?] at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:302) [AsynchronousExecutor.class:?] at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12) [ChunkIOExecutor.class:?] at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:126) [ms.class:?] at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101) [ms.class:?] at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199) [ms.class:?] at net.minecraft.world.World.func_72964_e(World.java:419) [ahb.class:?] at net.minecraft.world.World.func_147439_a(World.java:345) [ahb.class:?] at net.minecraft.world.World.func_147437_c(World.java:365) [ahb.class:?] at net.minecraft.block.BlockStaticLiquid.func_149674_a(SourceFile:55) [ant.class:?] at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:391) [mt.class:?] at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:183) [mt.class:?] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625) [MinecraftServer.class:?] at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:334) [lt.class:?] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547) [MinecraftServer.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427) [MinecraftServer.class:?] at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?] Caused by: java.lang.IllegalStateException: Entity is already tracked! Modpack: http://www.technicpack.net/modpack/rovers-mod-pack.322880 http://api.technicpack.net/modpack/rovers-mod-pack
  20. Sorry, being in Europe I am afraid I am not much help in finding a good/affordable root server. But I still stand with having a dedicated root server with enough RAM for your situation. That would be my recommendation. You always could use different ports (instead of renting more IP addresses) which makes things a little less expensive. Good luck
  21. So wait....you are looking to RUN your servers or to host your modpacks (for downloads). As I understand you are looking for hosts/servers which RUN your servers where people connect and play... In this case I'd say you might not be very happy with a virtual system (as you said, you wanted to run servers(sic!)), but rather with a dedicated one. Unless of course, you want to get a package from a hoster for each server. I'd personally would recommend to get a dedicated server. As minecraft runs single threaded, you may be able to run several servers on one dedicated (depending on what you choose). Now, question is: Where are you located (Americas or EU)? And what are you willing to pay? -> I have a dedicated server at a German company which I was able to get in an auction for half the price. The auction is always on, the offers differ time to time (naturally).
  22. Hi plowmanplow Yap, you are right...didn't see there are .htaccess files. However, there seems to be still an issue. Allowedoverride All for my whole technicsolder directory (incl. app and public subfolder), restarted, but still no dashboard. Guess back to the drawing board. And here I thought I know apache...
  23. I am a little confused on how you say that IC2 appears to you as "more realistic" approach rather than any other mod. Gregtech (I have not used it much) may surely be an alternative, but from the point of possibilities and compatibility with other mods, I'd highly suggest Thermal Expansion. I personally do not see how TE is not being realistic (enough) for a future-apocalyptic setting (Redstone Arsenal? Solar Flux?). Furthermore there are plenty of mods out there which are compatible with TE and potentially add more to the setting you are striving for. With IC2 you might be limited to certain mods or you need to deal with several electricities (RF, MJ, IC, etc.). But that is just me
  24. just my 2 cents: version numbers do not end with 9.....so a 1.0.9 is not automatically a 1.1.0 at the next update...1.0.10 is valid as well I do that with my modpacks (as plowmanplow already explained) and I certainly hit >9 fairly often in z (or y).
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