Jump to content

HalestormXV

Members
  • Posts

    264
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by HalestormXV

  1. You could also add it if you want it that badly. But as Loader said many of the functions are replaced. Specfically the immediate two that come to my mind are TE3 and ProjectRed as they pretty much cover what BuildCraft has. Quarries are also somewhat replaced by Minions. But I am curios to know what BuildCraft has that you are looking for.
  2. Well before I do that I did some testing and i think I may have figured it out....It might very well be the Advanced Genetics Machines. The test I ran was a quite simple one. I set up a secondary Redstone Energy Cell in my Advanced Genetics room. Now i let it fill a bit. It receives power from the main engine room where the primary Redstone Energy Cell is located. Now upon letting this secondary energy cell fill a bit I set the output side to flow into the conduits connecting to my Advanced Genetics machinery. It, as expected, filled up the machines with power however once the machines filled....it continued to drain the power from that secondary cell.
  3. Yes I have had suspicions of that as well as I have seen some minor reports about it. I think I myself had a thread with that mentioned in it but thought it was related to Galacticraft Power....I haven't tried but I will have to test and I REALLY hope that is not the case....that would mean rewiring my entire base lol. Not a fun task.
  4. No in Te3 the Power Pipes do not have to have their setting changed. That feature was removed as far as I am aware. Right now if you right click a connector portion of a conduit with your hammer you can set it to disconnect mode which simply just makes it not connect to whatever it is next to or connect mode which allows it to connect to what it is next to provided it has the ability to. Some pipes have the Servo's but only the ones that require item action be it sorting or what not. And the servos are used to whitlist and blacklist items. But they are already at the ignore redstone single option, but powerflow doesn't provide a redstone signal or at least I am not aware that it does and I am fairly certain it doesn't consume power either.
  5. Alright so I have a bit of a situation here and it sounds to me like it is a bug. Here is the exact setup. 6 Steam Dynamo pumping into a Redstone Conduit which Pumps into a Redstone Energy Cell Blue Side. Sounds simple right? Now the redstone energy cell has the orange side where Redstone Conduits are connected that run all around my operations area. Now a Redstone Energy Cell store 10M RF if I am correct. So keep all this in mind. So now here is what is connected to the output side of the cell. Magma Crucible, Furnace x3, Induction Smelter, Liquid Transposer, Pulverizer. Thats it from the TE3 side of things which as we know have an internal buffer and do not draw power when not in use. I also have Harvester, Planter, Lava Fabricator, Oil fabricator, Auto-Spawner, Sludge Boiler, Auto Fisher. That's it from the Minefactory Reloaded side. And as an extra precaution each of these machines is turned off to prevent power draw. You can tell it is off because once you attach a lever to it and flip it on the Idle bar/work bar will come to a halt. Now the kicker.....My Redstone Energy Cell will be full and I have the output set to like 200 mind you and the input set to 2000 will drain to absolute 0 in almost no time flat. So what on earth is going on? Is it a bug with the power draw and the fact my redstone conduits have a lot of microblocks involved? Or what. Even just doing the math makes no sense at all. How can you have a max input of 2000 and a max output of 200 and still get over a 100% loss? Doing the math, each Dynamo can output a max of 80 a tick. 80 x 6 is 480 a tick at max power. The logic behind that is null especially since the output is only at 200.
  6. Hey all. So I made a thread a few weeks back helping me debug a launcher script that I happened to find with some google searching. With help I managed to get it working and running. I am new to Linux but am trying to pick it up to the best of my ability. I don't like to just ask for help and just use it. I like to ask for help and learn about the answers I am seeking. Anyway the script runs fine but I am looking at a way to tweak it so that it auto-starts itself in a new detached screen session with a specific name. Here is the script: http://pastebin.com/4uSbgNHa Now forgive me but I thought that the top line of that script (I don't know the formal name of it) would be able to have that script execute in a new detached screen session named MinecraftServer but that does not seem to be the case. Can anyone share with me how I can get this script to execute and upon execution start a new detached screen? I know I can simply start a new screen session and then just execute the script in that screen, but I am looking for a more automatic way to do it, in the event I decide to tweak things further. Another question I have that I feel can be fit in this same thread is if I wish to take that launcher script and write an automatic re-starter into it (I am aware that it has one in the event of a server crash) that can maybe reset the server every night at 2AM, would it be possible to write that into that above script or would a new script need to be written to obtain that? I am running CentOS5 64 bit.
  7. Thanks loader and wow your layout is awesome lol. I love it. The school just blew me away lol. Your nexus room is also fantastic. How did you get the portals to be different colors? I know there is the facade slot but I didn't know you can change the color of the actual portal block. Although I haven't really played with the portals yet either.
  8. This looks like a fun thread. Here is my base. It is a WIP. There is still so much to do. http://imgur.com/a/cKFLR#0
  9. Here is my little contribution to the community for this modpack. It is nothing massive but it should work well for people. I have not yet tested it as I do not have access to my server files right now but I dont see why it wouldn't work. So I will edit this post once I can test it or if somone else wants to test it and reply that works too. This is a modification to the CrayFish furniture mod to include the raw Food+ items so that CrayFish's oven can cook and output them. I also added the vanilla minecraft carrot to output the Food+ Cooked Carrot. These IDs are from the default B-Team pack. Unless the B-Team pack authors write this into the main modpack zip you will have to re-add these in after every pack reset or update. #################### # oven #=================== # Add custom items to the Oven recipe list. #################### oven { # Add Your Custom Food Item IDs Here To Be Cooked I:initIDs < 6208 391 6256 6257 6229 6256 6235 6250 6258 6259 6191 > # Add Your Custom Food Item IDs For The Result Of Cooking Here I:resultIDs < 6209 6219 6220 6221 6230 6220 6236 6251 6253 6254 6294 > } EDIT: Just tested it and it works fine. This is also only required server side. So for those of you hosting servers this edit can be applied server side and even without a client side patch it will work. If you are running SSP then just add this into your CrayFish config.
  10. I think the Portals2 mod that comes with Attack of the B-Team, forceloads chunks in order to establish the link between two location linked via the portal. I am not sure which chunks Ebear was talking about though.
  11. Hmm, very interesting. I think I may give this a chance. But ClearLagg really won't unload the chunks. That could explain why Opis was telling me that chunks were still being forceloaded even after I ran the unload command. I imagine this doesn't have any detrimental effects to the server correct? Now the dump-chunks setting on deadlock. Does that mean it will unload the loaded chunks when the server stops responding? And what does it mean by dump? Just unload them and then store the info in a log? Or just stores the info in a log? I only ask these questions because in the MCPC.yml it looks like these settings are only under logging which doesn't really seem like it does anything except log the events.
  12. Cells are outputting on orange side. Setup isn't the issue. That has to be it. They are sharing microblocks and now that you mention it the problem seems to originate near the microblocks. Nice catch.
  13. Okay so Thermal Expansion 3 as we know is the main power mod in this pack. Refstone Flux. So I have a setup in my base. 6 Steam Dynamo's all feeding out into Hardened Conduits. These conduits feed into 2 Hardened Energy Cells which output at 400. Those cells are filled and power my base. Wonderful....except....my machines lose all power? Now why are they outright losing power? Should they not be pulling from the buffer of the Energy cell? Otherwise what is the point of them. So I did some investigating of my lines and there are no disconnected anywhere but my machines are not getting ANY power. So i decided to make a Multireader to check the network saturation of the pipes. Now for the kicker.....Network Saturation: 3663.0% Now for some further information....only the conduits that come out of the energy cell are showing those outlandish readings..any conduit before the energy cell...100% saturation and everything is wonderful...bug with the Hardened Energy Cell? WTH is that nonsense? And what is going on with TE3?
  14. Alright so I am new to Tropicraft. I notice it is in the Attack of the B-Team but I have some questions about it. How do you delete the portal that was created to get there (as it is glitchy) and how do you stop that realm for getting force-loaded? EDIT: Nvm found it. For those using MCPC in your MCPC.yml file look for the line: tropicraft: keep-world-loaded: true and change it to false. I am curious to know if Tropicraft world is causing issues with server load and still would like to know how to delete the portal going there though.
  15. I have the exact same issue. With any of the Attack of the B-Team versions. I am running a MCPC server. A small little whitelist server with only 7 people and even if there is just myself on the CPU usage goes through the roof and the memory usage is just insane. I really hope something can be found son. I run on Linux and my only plugins are WorldGuard, WorldBorder, Essentials, Pex, ClearLagg, WorldEdit. Mind you it is also a stock B-Team, nothing added and nothing removed and I am not new to Server Hosting and it is clear that this is widespread everywhere.
  16. Yes the screen is one of the things I have been using all the time. To execute the screen I use the screen command. I am able to start the script in the screen and it seems to work fine. Then I can detach the screen and close out my session with CTRL+A and then CTRL+D. I am curious to know if there is a way to execute the script and have it auto-start a screen session. Any information on that or even links for guidance is appreciated. As I said I am new to all of this and I truely would like to learn it. But as for the script itself it seems to work and I must thank you for that. I would have never guessed that the windows line breaks were causing the issues. So I apprecaite that.
  17. I executed those commands and these were the results. [root@sanctum 7Sanctums]# ls -la /bin/sh /bin/bash -rwxr-xr-x 1 root root 768664 Jul 10 2013 /bin/bash lrwxrwxrwx 1 root root 4 Feb 13 20:07 /bin/sh -> bash [root@sanctum 7Sanctums]# /bin/sh --version GNU bash, version 3.2.25(1)-release (x86_64-redhat-linux-gnu) Copyright © 2005 Free Software Foundation, Inc. [root@sanctum 7Sanctums]# I also did the replace method that you suggested in the first edit. Now when I execute it....it SEEMS to work. I executed it as bash MCPCStarter.sh and it started up....Hopefuly that was the right way to do it. My next question becomes how can i execute this in a screen of its own so that I can close my session and this will still run and check if the server is running and if it crashes re-execute in a new screen?. I imagine you cant do screen "bash MCPCStarter.sh" right? Like I said, when I say I am new to this I mean literally I am learning this as I go and I have only been operating on Linux for a little over a week.
  18. This helped wonders. I found out it seems the issue was not with the directory but with locating the server.properties file. The script seemed to be assuming the the server.properties file was its own directory so I modified it and added in the the echo debug and it seemed to detect the directory as well as the correct port number. The only error left is this strange one. It says it a syntax error and I am not familiar with .sh enough to find it however other scripts have the same restart end piece. The exact error is: MCPCStarter.sh: line 43: syntax error near unexpected token `done' MCPCStarter.sh: line 43: `done' Here is the updated code: http://pastebin.com/LL6L7REu
  19. Alright. The script still didnt work. It is terminating by saying: /server.properties: No such file or directory line 38: syntax error near unexpected token `done' (yes it has a ` and a ') line 38: `done' The .sh file is in the main server folder where the .jar is located as well as the server.properties file. Now if I manually put in the MC_PORT constant then the only error I get is the two syntax ones. Yes I tried by leaving MC_PATH=$(dirname "$(readlink -fn "$0")") and I also tried doing MC_PATH=$(7Sanctums "$(readlink -fn "$0")") MC_PATH=$(/7Sanctums "$(readlink -fn "$0")") MC_PATH=$(../7Sanctums "$(readlink -fn "$0")") 7Sanctums in the minecraft server folder where the .jar and the .properties, the mods files and folders are etc. etc.
  20. In my experience with this, there isn't. I imagine you are using MCPC+. To my understanding MCPC+ does not have the required events that MultiVerse Portals uses so it will not work. I could be wrong as this was a while back. But that was my experience with it. To get around it I installed a Plugin called MyWarps.
  21. Alright I have been hosting servers for a while now. Whether it be via personal computer or hosting companies etc. I always have enjoyed doing it. However I decided to change it up a bit and host my server off a Linux VPS and it works wonderfully. My only question/problem is I am entirely new to Linux and sh scripts. I am trying to get a decent re-starter for my server. One that ideally can detect if the server has crashed as well as schedule a restart at set intervals to essentially preserve server freshness. I did some heavy google searching and i found a wonderful .sh script but I can't get it to work properly. As I said, i found this googleing and I made some changes: http://pastebin.com/J3DCS9pK My question becomes: Does anyone have any nice restarters to share? OR On the script i linked how can I get it to run properly. Every time I try to execute it, it terminates saying the directory does not exist. Now I have changed the piece of code where it say dirname to the directory that my .jar is and still no luck.
  22. If you are running a server you can try to set in the forge configs the option to remove erroring entities to true. You have to set it to true in two different locations of the config in order for it to take effect. Then restart your server. Please bare in mind as it says in the config file this can cause some more harm than you would like because ALL erroring entities are going to be removed. That is my fair warning. However if you do decide to go this route once you start the server and it loads up you will then stop the server set both options back to false and then re-start the server and provided the chicken was considered an erroing entity it will be removed. As for you being stuck in that chunk you can delete your player.dat file and it will remove your inventory and armor and on log in set you back to the server spawn. By deleting the player.dat file I mean your's specifically. It will look somthing like <PLAYERNAME>.dat
  23. Don't know if this will work but try assigning more memory to Attack of the B-Team via the little gear in the top right corner of the Technic Launcher. See if that help any bit. Secondly if you are dead set on getting optifine to work in attack of the b-team you can. You have to download a 1.6.4 version from their website and drop it in the mods folder and make sure it is not above version C6. Anything higher than C6 I found either crashes the game or make it unplayable. Although like the others in this post I feel it might just very well be the spec of your computer combined with the texture pack.
  24. Decompiled the .jar or is it in the configs? I am interested in this for my server as well.
  25. I have had this as well. It appears the dubstep gun will crash your client if you have your particles set to all. I changed mine to Minimal and it prevented the client crash. Not the ideal way to get around it. But until a bug report is submitted via the bug tracker (if one hasn't been already) and it is resolved that is the only work around I have found.
×
×
  • Create New...