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Skuli

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Everything posted by Skuli

  1. 3.0.4 can be selected under "Options" in the launcher. The server will upgrade to 3.1.2 once it's the recommended version in the launcher. Also, towny and Protectionstones are working perfectly well side-by-side, I don't anticipate removing existing protectionstones any time soon, although the ability to remove or place stones is disabled.
  2. Sorry, server is currently 3.0.4. You'll need to downgrade. I would consider it VERY worth it, but of course my perspective may be a little skewed...
  3. I've got some pretty major announcements regarding "The Mining Dead" as of August 5th, and will be updating the server post shortly. We've moved to new hardware which should significantly improve user experience and server performance. The new server address is "z.theminingdead.com" I've deployed two new Towny-enabled worlds, Frontier and Outlands. If you've played any of the Fallout games, you'll be right at home in the Outlands (although the average life expectancy is very, very short), and Frontier is THE place to be for a simple mining and crafting life... Protection Stones is being phased out in favor of Towny. Special zombie attacks have been added! Also, watch this thread for an announcement regarding The Mining Dead: Apocalypse, a hardcore/griefing post-apocalyptic nightmare world...
  4. Sorry you had an issue. That feature was inadvertantly enabled and reverted soon afterwards.
  5. Yeah, pretty much what pherce said. I have disabled it on my upcoming hardcore zombie apocalypse mod. EE and Buildcraft are dead to me.
  6. Who's this "we" you're talking about? "CPU wise, espeacly in older versions, it's using up a chunk even when doing /nothing/." That's what I'm addressing. Just having buildcraft installed doesn't appear to increase CPU usage, even with a few machines laying around idle.
  7. I took a clone of my server (with many Buildcraft machines) and compared CPU uage with and without Buildcraft mods installed. There was no difference. I don't believe Buildcraft, in and of itself, causes any additional overhead, but the machines and overflowing pipes certain could.
  8. Title: Teleport pipes crashing server Version: 3.0.3/3.0.4 OS: Debian Squeeze 64-bit Java Version: java version "1.7.0_03" Description of Problem: Server stops accepting connections, massive errors from additionalpipes mod in log Error Messages: 2012-06-18 10:00:27 [sEVERE] java.lang.StackOverflowError 2012-06-18 10:00:27 [sEVERE] at java.util.LinkedList.contains(Unknown Source) 2012-06-18 10:00:27 [sEVERE] at java.util.AbstractCollection.removeAll(Unknown Source) 2012-06-18 10:00:27 [sEVERE] at buildcraft.additionalpipes.pipes.PipeTeleport.removeOldPipes(PipeTeleport.java:82) 2012-06-18 10:00:27 [sEVERE] at buildcraft.additionalpipes.pipes.PipeTeleport.getConnectedPipes(PipeTeleport.java:41) 2012-06-18 10:00:27 [sEVERE] at buildcraft.additionalpipes.pipes.PipeLiquidsTeleport.fill(PipeLiquidsTeleport.java:78) 2012-06-18 10:00:27 [sEVERE] at buildcraft.transport.PipeTransportLiquids.fill(PipeTransportLiquids.java:108) 2012-06-18 10:00:27 [sEVERE] at buildcraft.transport.TileGenericPipe.fill(TileGenericPipe.java:205) 2012-06-18 10:00:27 [sEVERE] at buildcraft.additionalpipes.pipes.PipeLiquidsTeleport.fill(PipeLiquidsTeleport.java:99) Error Log: http://pastie.org/4108732 http://pastie.org/4108782
  9. Apparantly I was very unclear. I am planning on using Tekkit. I just want a Tekkit-compatible world, with all the Tekkit ores/resources, but also include some terrain features normally unavailable from Tekkit like the BigTrees mod, FOrmivore's walled cities. In any event I've successfully built the world with a modded vanilla SMP install and everything made it into Tekkit intact, so this question is answered!
  10. Sorry, I was unclear. I plan on modding a Vanilla SMP server and installing the mods sans Tekkit.
  11. OK, so I have a burning desire to have a world generated with some non-Tekkit mods installed: Specifically, Formivore's Walled City mod, and BigTrees mod. The caveat is that I'd like to generate it as a Tekkit compatible world, which means keeping the blockids/etc. the same as Tekkit. So, to do this, I need to be sure what Tekkit mods generate ores/resources during world generation, and those blocks are generated with appropriate IDs. Buildcraft/Redpower/IC2 obviously. Nether ores I don't care about, will re-generate Nether after the fact, no big loss. Also, can I simply copy over the appropriate config files from Tekkit's mods to the new Vanilla modded server to retain the block IDs?
  12. Make sure you get the most recent dev builds from ci.forkofdoom.com/job/ModDamage It looks hard to configure but it's pretty straightforward once you get used to it. I don't care if you add it to the server guide, but it probably needs some more testing before you do.
  13. OK, dev fixed the issue. I can now alter damage taken by someone wearing dark matter/red matter/etc. armor. The following adds 2 full hearts in damage to anyone wearing a dark matter chestplate when they take damage. - 'if target_chestplate_type=27549': - '+4'
  14. Title: Trade-O-Mat not working with Personal Safe attached Version: 3.0.3/3.0.4 OS: Debian 6 x64 Java Version: Java™ SE Runtime Environment (build 1.7.0_03-b04) Java HotSpot™ 64-Bit Server VM (build 22.1-b02, mixed mode) Description of Problem: Trade-O-Mat works with normal chest, but not with Personal Safe (IC2) Error Messages: None Error Log: None. Just doesn't work.
  15. THE SERVER: Web host: miningdead.enjin.com Minecraft server address: z.theminingdead.com beta, z.theminingdead.com:25566 vanilla 30 slots NOTE: THE SERVER ADDRESS HAS CHANGED. THE NEW 1.4.7 BETA SERVER IS NOW UP AND RUNNING AT Z.THEMININGDEAD.COM. FOR MORE INFORMATION ON THE 1.4.7 BETA, SEE: http://goo.gl/h1BMU THE STORY: The Outlands have been scorched and savaged by some unknown catastrophe; some say it was a nuclear war, or global warming; some blame a solar flare. Others simply accept the devastation as the just and rightful punishment of a God grown tired of humanity's hubris. Regardless of the cause, the results are plain. It's a barren, windswept, poisonous landscape; the city streets are choked with sand, the ruined buildings loom dark and forbidding, with no trace of life. The land is ravaged by merciless electrical storms and radioactive rainfall, which render the highest levels of technology useless, destroying the complicated circuits and wiring almost as soon as they're crafted. No creatures can be found wandering the radioactive wastes, with the exception of the ghoulish, mutated beings known locally as the Mining Dead. Despite these obstacles, some still cling to what could almost be called a "life" in the Outlands. These unfortunate individuals stubbornly defy the undead, Nature, and possibly even God himself for reasons known only to themselves. Some may be there searching for family, for friends lost to the wastes. Some are fools, and traveled to this desert for treasure and riches. A few even dream of using technology to bring the Outlands back to life. They imagine a world where children can once again play under the shade of a green tree, and run barefoot through green grass. They dream of a world where the screams of the dying and the moaning of the mining dead are replaced with the singing of a bird and the sound of fresh, flowing water. THE PICTURES: The Frontier town of Avarice: The Outlands town of Survivor's Sanctuary: The Nether: THE PLUGINS: mcmmo, Shopkeepers, lockette, worldguard, Towny, custom build of Cityworld world gen. THE MODS: Cogs of the Machine Buildcraft Applied Energistics Computercraft CustomNPCs THE RULES: No cursing. No advertising other servers publicly or via any other server-based messaging system; I'll know, trust me. I read EVERYTHING. No structures, art, factory layouts, player skins, or etc. which form, are composed of, or spell generally offensive symbols, pictures, or words. This includes you, Mr. "Giant P***s Sign Near Spawn" and you too, Mr. "My solar flowers just co-incidentally spell "F*CK", and this especially applies to you, Mr. "Adolf Hitler Minecraft Skin." THE NEW PLAYER TWENTY SECOND GUIDE: You make money by killing zombies. You rank up by killing zombies. Use /zkills for information on your current kill count, and kills necessary for advancement. /home, /sethome, /spawn, /town spawn, /help, /motd, /rules, and /money should be self explanatory. If not, read the web page. In the Outlands you can claim a survival kit via "/kit" THERE ARE A LOT OF ZOMBIES AT NIGHT. IF IT'S GETTING DARK, FIND SHELTER. If you see a flash in the sky, FIND SHELTER IMMEDIATELY.
  16. It's entirely possible. I'll test it out. *edit* Looks like there may be a problem with target.wearing.27549, I'll look into it. May need the dev to fix. */edit* You could have anyone wearing a dark matter chestplate take an additional half-heart in damage from players only like such: - 'if attacker.type.human and target.wearing.27549': '+1' Bear in mind that moddamage only affects post-armor calculation damage, so if a mob would normally do .5 damage to a fully armored individual, and you added .5 heart extra damage to each piece, the end result would be 2.5 hearts in damage. I think it's possible to put a little sanity check at the end and say if the new damage is more than, say, double the original damage, cap it at double. That keeps things like zombies from accidentally doing 3 hearts in damage to someone wearing full diamond armor. I may theoretically be able to apply durability loss to dark matter armor also, but I'm not terrifically optimistic about that.
  17. You can create armor sets and aliases and modify damage (or avoid damage completely) based on those armor sets. So, a full set of leather armor (added to the LEATHER alias) could offer, say, 50% evade capability with: - 'if target.wearing._LEATHER and chance.50': - 'message.target': 'You dodge!' - 'message.attacker': 'Your opponent deftly avoids your blow!' - '0' And it would message the target/attacker with the text you see abovce, and set damage to 0. You could give picks a knockback radius 4 effect to anything in the PICKAXE alias group: - 'if attacker.wielding._PICKAXE': 'targeteffect.knockback.4' Keep in mind I haven't tested these bits of code, they may or may not actually work...
  18. Yes, and yes. I just one-shot killed a skeleton with cobblestone. let me try some Tekkit items though to see. Like a buildcraft pipe or whatever. *edit* It worked for a buildcraft pipe, but not for a hollow wooden plank slab. It may need some tweaking, but teh dev is VERY receptive to fixes. */edit*
  19. The ModDamage plugin for Bukkit servers seems to work very well with Tekkit. I'm doing some exhaustive testing over the next few days, but the results are promising. You can basically tweak every damage event (and a TON of other events) in Bukkit, based on an almost unimaginable combination of weapon held, armor worn, mcmmo skill level, elevation/depth, permission group, entity type (human, npc), time of day, apply area affects, even tinker with enchanting results. I can, for example: Have a nano sabre do 100 hearts in damage, 1 heart in damage, or heal the attacker (or target). I used this on my zombie survival server to have faction damage heal fellow faction members but damage opposing factions. Double monster damage every X blocks from spawn, or below X depth. On my server I had zombies do double damage when in the sewers underground. You can trigger area effect events. On my zombie server, attacking a zombie with a torch had a chance to set the zombie on fire, and that zombie would spread the fire to any surrounding zombies. You can flag players with internal counters, and fire events based on those counters. On my zombie server, I would track the total damage taken from zombies, and when it exceeded a certain level you'd be tagged "infected" and deal reduced damage/take increased damage. Also, on death, you'd spawn a super-powerful pig zombie. Getting your stuff back was a serious pain in the ass... And that's just the surface. A simple example: - 'if attacker.wielding.30198 and target.type.zombie': '*2' That doubles a bronze sword's damage against zombies. - 'if attacker.wielding.30148': '-2' Reduces nanosaber damage by 1 full heart (2 half-hearts). get it here: http://ci.forkofdoom.com/job/ModDamage/? And hit #moddamage on irc.esper.net. Bukkit dev page: http://dev.bukkit.org/server-mods/moddamage/ Get the jenkins build though, I think the bukkit.org build is outdated.
  20. 3.0.0 will have the 1.2.5 new mobs, the Golem, ocelot, and kittens at the very least.
  21. So if it's literally dumping items out into the world, could you surround the chunk edge/pipe intersection with a 3x3 lava pit, so any item the pipe spits out just drops into lava?
  22. I'm running my server with six to eight players in 1.4gb of allocated JAVA memory without any problems, on a dual-core xeon L5420. That's with quite a few plugins installed also: LagMeter, ProtectionStones, Namechanger, WorldEdit, WorldInventories, CommandHelper, RealMotd, CommandBook, BKCommonLib, RecipeManager, PermissionsEx, Multiverse-Core, Modifyworld, WorldGuard, NoLaggChunks, NoLaggTNT, ChatManager, MagicSpells, Permissions, NoLagg, dynmap 20 TPS consistently, except when I'm running a backup.
  23. Launcher/pack Version: 1.0.1.3 (Tekkit 2.1.1) Operating System: Server: Debian 6, Client: Windows 7 64-bit Version of Java: 7 on all machines Description of Problem: Balkan's Weapon Mod items disconnects client when crafted, and report "No such item" when trying to obtain from client gui. Error Messages: "No such item"/"Disconnected: end of stream" on client. No identifiable server-side error apart from "lost connection: end of stream." Link to pastebin of (ciient) log: http://pastie.org/3878968. Server log simply says "<name> lost connection: disconnect.endofstream"
  24. install RealMOTD edit motd.txt in plugins/RealMotd/messages/ and put thsi in it: blackblackdark_bluedark_greendark_aquadark_reddark_purplegoldgrayyellowwhite
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