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Pulseeey

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Everything posted by Pulseeey

  1. Hello, Yes I know that MCPC/Cauldron is currently under the eye of DMCA, I am not asking for a download. I have cauldron-1.6.4-1.965.21.197-server.jar in my server replacing Voltz.jar and it starts loading and then when it crashes, it says every plugin has errored. I did put the Libraries required inside my libraries folder but yet still does it. I didn't use the installer since my download source just offered these jars. Is this likely to be something with that build? Every time I have used MCPC/Cauldron, it has worked flawlessly until now but it's not exactly the best time. Any other alternatives for 1.6.4? That are known for loading bukkit plugins well? Thanks
  2. Oh right, apologies, I didn't recall seeing that. Well that caused huge errors so I think I will create a new word (separately) then re-create my base as much as I can in a similar location, same with spawn. etc. Which will be insane considering my base is quite the size but hey..... that's Minecraft. I have decided to start fresh on 1.6.4, reason being is some mods I want are not on 1.7 yet and not every mod I use is supported actively enough so they aren't on 1.7 Thanks
  3. Thanks. I opened the level in MCEdit, but didn't realize it manually loads chunks so have to wait a while before I can even start deleting chunks. I just hope I don't mess up since the MCEdit isn't exactly detailed so going to have to watch for bases like an eagle. UPDATE: It worked however when the new land generates, it kinda doesn't blend with the old land. Is this fixable or is that just how it is.. :/ Quite bummed out about this. e.g.
  4. I currently use https://rapidgrab.net/cloud Seems to work nicely, based in the Netherlands so it's not a bad location. You do only get 25GB of data at first though but I suppose that's more than enough for a modpack developer.
  5. You love replying to my threads huh? Haha. This part made be confused. 'The radius needs to be sufficiently set to be outside the farthest from where the command the ran (ie: a base at 100,100, ran at 0,0, needs radius of 100 at least to make sure part of it gets in, 150 would probably get most of their base...etc)' I understand the border would need to be a good size outward from the base that is the most farthest from the center point so it doesn't delete their base. Whether this is what you meant, I don't know. Update: I ran the trim command, looks like it's too much work for dynmap to auto update so I have to do a fullrender. How easy is MCedit to use? I recall using it once and it was insanely difficult since I'd have masses of land to delete in between bases etc. Will extra biomes then render properly?
  6. Hello, I'm using a modified Big Dig modpack with Dynmap. I used http://dev.bukkit.org/bukkit-plugins/worldborder/ to load all chunks within a 3072 range from my spawn. It worked nicely. However I just installed 'Extra Biomes' and since they won't render within existing chunks.. you can only find those biomes like 4000 blocks away which is not only a pain but it'd be weird as hell having original world then randomly walking into a part of the the world that is endless with different trees and stuff. That plugin has a trim command, however I cannot tell from reading it's instructions as to whether it actually unloads/deletes chunks beyond the range I specified. I also had to still make it quite a distance away from spawn since I do not know if it will also delete bases/buildings beyond that range. Anyone have any ideas? The server only has around 10 people joining, but their bases are quite far apart but not sure how I can re-generate the world.. without losing our stuff so I can have new biomes. :/ Thanks - Chris
  7. I don't know what it is, hence why I opened this. I was hoping for someone to investigate that code a bit and tell me what it is more likely to be, Mekanism issue or another mod conflicting? I really don't know because I can't see something conflicting with just 1 item... seems rather odd. Do you know if their is a way to block an item from being crafted, even if it's until someone investigates this a bit more. That'd be a help. Thanks, is their a moderator I can contact to move this or do I just re-create it?
  8. I am aware... However, since I have added separate mods. I was hoping for someone to confirm if it is indeed a Mekanism issue and not another mod conflicting with it. The server became unbootable earlier because someone tried using pipes to get stuff from their electric chests and I had to MCEdit the chunks out.
  9. SOLVED I just needed to update Mekanism.
  10. Hello, Thanks for your reply. I didn't find that in the config file, their was a disabler section however so I added B:"Generate Overworld Clouds"=false to it and will see if it works. Will the current clouds eventually stop or would I have to do some insane world editing?
  11. Hello, Whenever a ICBM missile hits the 2nd layer of clouds, which appear to come from a Mod (or at least this is the header of the inventory page) Natura.. I don't want the entire mod gone but any way to make the missiles go through these or at least remove the clouds from the mod? I have never seen them stop missiles before this, but just now I was in the missile and it hit the cloud and just broke and dropped the missile... and if it does this without riding them.. I could be giving people missiles without knowing. Thanks
  12. Hello, Just noticed on my classic localhost server that any account can change a wireless transmitter/receiver signal even if it's in a worldguard region. I don't like this as they can just change the signal to the reactor one and turn it on which can destroy things. I tried 2 different accounts on the same IP, is it IP locked like waypoints or is it just like this?
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