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Loader

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Everything posted by Loader

  1. There's something unusual with the channels in this version - you shouldn't need them for anything at all though, just use drains directly from the smelter.
  2. For some people, yes.
  3. It's to do with minecraft.net or mojang - the skin changing may make a difference, but if it does I haven't seen evidence of it (it's not impossible). When you first open the launcher it logs you into the minecraft.net authentication servers, if you sit at the launcher screen for a few hours then try to play there's a pretty good chance that login it did back when you ran the program will have expired - when you connect to a server in that situation and the server contacts minecraft.net it will be told "This player isn't currently logged in so they couldn't possibly be connecting to your server: Bad Login". Some people lose their auth connection only minutes after running B-Team, though as far as I know no-one has isolated exactly why. If I had to guess, I'd say it's probably some firewall or antivirus software on the computer they're using, in the modem/router they're using or perhaps at the ISP - it only needs to break the connection for an instant though for minecraft.net to give up on it, it won't try to reconnect on its own - you need to force it (close the launcher and open it again so it logs back in). If it's the ISP and they're working on something their end which is dropping the connection regularly then it'd make sense for it to not work until they've stopped doing that (which is why I guess for some people it doesn't work whatever they do, then works fine the next day). The skin changing may make a difference in that the client caches the skin when you first connect. I don't think it checks to see if it matches (I think if there's a difference it just shows the incorrect skin), but I could be wrong about that, there may be some check there that's causing it to drop the connection more often if the skin has changed.
  4. Don't forget - the overworld launch/moon landing destinations roughly correspond, so if you've made a big hole on the moon you might want to launch from 10 or so blocks away from where you launched from last time.
  5. Predator, your issue is likely not the one Eotf is reporting - you need to make a fuel can and put it in the suit inventory.
  6. Huh, good spotting disconsented - that must mean I've only been playing with tinkers on for a looong time It's in the playerhandler part of Tinkers, it's got a variable called PHConstruct.keepHunger which it gets from a bool in the config file TinkersWorkshop.txt #################### # difficulty changes #################### "difficulty changes" { B:"Allow creation of endstone"=true B:"Craft Stencil Tables"=true B:"Craft metals with Wood Patterns"=false B:"Craft vanilla metal blocks"=true B:"Deny creation of non-metal mattocks"=false B:"Enable Auto-Smelt and Fortune interaction"=true B:"Enable mod blue slime tools"=true B:"Enable mod bone tools"=true B:"Enable mod cactus tools"=true B:"Enable mod flint tools"=true B:"Enable mod netherrack tools"=true B:"Enable mod paper tools"=true B:"Enable mod slime tools"=true B:"Enable mod stone tools"=true B:"Enable mod wooden tools"=true B:"Keep hunger on death"=true B:"Keep levels on death"=true B:"Modifiers increase Mining Level"=true B:"Remove Vanilla Tool Effectiveness"=false B:"Remove Vanilla Tool Recipes"=false B:"Spawn beginner book"=true } Edit: Aquaticnecris - set that bolded line in your config file to false.
  7. I think that's actually minecraft doing that - have you tried lowering the difficulty?
  8. /cofh killall kills mobs, /cofh killall item kills the items. If there's no items around, it might just default to killing mobs - you need to do this where the lag is (because the lag is probably being caused by those items being loaded - if there's no lag, then the items aren't loaded, then the command won't work)
  9. That's true, it really depends what you want it for (if you don't need the entity processing then it's a better choice server-strain wise). I thought the dimension thing with poppet shelves was fixed (in the witchery that's in 1.0.10)? Is it still not auto-loading other dimensions?
  10. You are not running 64-bit java, like I said. This is running from the x86 (32-bit applications) folder. [B#439] 2014/05/11 16:37:55 [INFO] Running C:Program Files (x86)Javajre7binjavaw.exe -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1024m -XX:MaxPermSize=128m Did you at least try what I suggested? I get the impression by the way you posted back here with this that you didn't read what I wrote properly, so I'm reluctant to write any more (this should've been posted on the tracker in a different way if you were following my instructions - there's guides and links in my sig to help you, even). You should have the answer already anyway.
  11. That's correct - the plane parts are part of the basic flans mod parts pack, but there are no planes installed to use them on.
  12. Control lowers your ship by default. You can change those settings in the controls menu - Archimedes ships is right up near the top.
  13. Everyone has their own methods, but the way I do it is this; Shut down the currently running server. Rename the current server folder (ABTeam becomes ABTeam2 - this is so I have an emergency backup I can restart at any given time if necessary) Install the new server in a new folder (now there's no folder called ABTeam, I tend to use that for the new one) copy the world (player info, world info) and the DIM folders (quantum info) from the old ABTeam2 folder into the new ABTeam folder. Run the server bat, watch the error messages for anything exciting. If it didn't start then chase down why, otherwise continue. Log into the server, fly around and look for any obvious problems quickly. If there aren't any then you're done - this is your old world on the new server environment. There are a bunch of extra things I do after this, but at that point you'll be good. This stuff is all related to the customization I have (every sysop will have their own version of stuff they do here). Shut down the currently running server. Check config files, apply changes to config files for bans, disabled items, different behaviour or extra functionality. Disable or remove mods. Run the server again just to make certain it's still OK to start up, then shut it down. Install MCPC+ (to allow me to use bukkit plugins easily) Copy in the plugins directory from the old ABTeam2 directory to the ABTeam directory (MCPC+ and the plugins should only do things the mods don't do so there shouldn't be any difficulty or changes here beyond the copy) Run the server again to make sure it starts up, log in and test a couple of protected regions to make sure they're operating correctly. Open the server back up to the world so the players can get back to destroying it. :|
  14. You should make a note to travel from somewhere outside of your base - if you come back the portal it spawns can rip sections out of your base to make room for itself, and as it sets the spawn chunks to be where it is you won't be able to remove or rebuild it (due to spawn protection) on most servers.
  15. The problem with vanilla chunkloaders is they don't persist between server restarts, they just keep a loaded chunk from unloading so you either need to; Visit the chunk once every reboot (it'll remain loaded after anyone visits it) Make a chain of hoppers from the spawnchunks (which are always loaded when the server starts) Make a chain of hoppers from a poppet shelf or MFR chunkloader (which are loaded when the server starts) As long as you take that into account or it doesn't matter if it's not loaded after restarts then yeah, it's cheaper that way, but I see it as a way of extending another system rather than a standalone solution. Edit: Before I forget, the vanilla/hopper chunkloading doesn't process entities by default either (probably doesn't matter unless you're using some kind of farm), so you have to work around that too. I think there's a way to make it do it, but I can't remember what it was.
  16. Yeah, well.. you're a chunk! Ha! Comeback! Seriously though mutejazz was talking about the chickenchunks chunk loader which is cheap and loads a wide area, but we also don't have. The poppet shelf is probably the 'best' way (unless you can easily afford the power for the MFR chunkloader which may well be possible - if power isn't a concern it's actually pretty good).
  17. irobinsx, look in my sig for guides on how to get the logs we need to help, a link to the tracker to post them and guides/rules for posting on the tracker - the moderators here aren't simply being mean, they simply know no-one can help without enough information so it stops people wasting their time guessing (that's probably why the rules are the way they are). Gas_tor, same thing please, post as much info as you can up on the tracker (at least a launcher log) - I'm guessing you're on a mac and having issues with the default keybinds not working for morph? Please write that kind of extra detail when you post up on the tracker as it can save a lot of time. The option from that menu doesn't work, but you can set the keybindings manually in the morphs config file. ctsboy, please post the launcher log up on the tracker, and probably the IDConflicts.txt too. Cliffordyounger, you need to manually get the 64-bit version of java, you not only need to get the latest version, it needs to be 64-bit (1GB max is normal for 32-bit java). Posting a launcher log on the tracker would confirm if this is in fact the case, though.
  18. Did you try following the instructions that come with better sprint? I wasn't aware there was a problem with it (for singleplayer, for multiplayer it may be identified as a cheat though in B-Team I doubt it'd flag anything unusual unless a server has a special anti-cheat system set up). What's it doing wrong, exactly?
  19. There is one consideration - the more hearts you have the tougher you are against most attacks, sure - the more armour you have the tougher you are against basic weapons (not TC rapiers), but there's a new thing to think about... Witchery's new Death items deal a percentage of max HP, not a flat value. What this means is that if you get hit for 15% of your max life each time it doesn't matter how many hearts you have, 7 hits is death. The problem comes when you try to think of ways to mitigate that damage - regeneration when you've got a maximum of 10 hearts is a big deal, every couple seconds buys you an extra hit (because the weapon only does a tiny 1.5 hearts of damage in that situation it means the regeneration speed is a big deal). If you had 100 hearts for example you'd take 15 hearts of damage a hit and you'd have to wait considerably longer to regenerate that amount. Those big murderous PvP bullies are more vulnerable to those new weapons than the little guys... In reality a player will carry both a rapier and one of death's weapons if they're a combat witch, so you'll still be better off with more hearts in general, it's just food for thought really but shows that it's not always so clear cut as that. If your opponent knows you well then they can take advantage of just about anything, so keeping your capabilities hidden is more important than ever this time around.
  20. I didn't mean to sound patronising, Kalbintion, just rereading that If it was just for you I'd have just said "It stores the data in four bytes" and I know you'd have got it from a one sentence description - the full explanation is for other people who stumble upon it in future (could be anybody, might help someone by having more info, though I can't think how I've been helped by people leaving extra stuff in forums before). Turgle that's correct, yeah - the advanced genetics stuff naively assumes you've got 10 hearts and that's it - any more from any other source in your 'true' hitpoints rather than absorption bonus ones (from golden apples etc.) means the math is uses is based on incorrect values and as a result the total ends up higher than expected. Little improvements keep cropping up (if you 'remove gene' you won't keep your current health anymore so with just advanced genetics there should be no way to boost hearts beyond 15, it's interplay with other mods that's an issue).
  21. Last I looked the information was stored in only enough space for a short word (16 bits or between 00-FF), so that would allow up to 65535 health if it's unsigned (32,767.5 hearts), or 32,767 health if signed (it doesn't need to be signed, but I'm pretty sure I've seen mob HP drop into negatives before so I think it is) which would give a max of a mere 16,383 hearts. It's possible that it's got more room to expand in memory while the game is running (java can do surprising and unexpected things with memory whether you told it to or not) but even if it was fine it'd be when you save and quit - that's where you'd get the issue (or on loading from that file after the bad save). They might have had some foresight that made them decide to allocate a little more space for it, but of all the things I can say about minecraft "thinking carefully about what you might need the codebase to do later so you don't have to keep rewriting core systems" isn't one of the things I'd bring up as an example of why minecraft is good. It wouldn't be hard to test - it's been a while since I last looked at this now so if you're really interested I can find out exactly what it'll handle for you?
  22. It can go to a very high number, don't know how high, but hundreds isn't an issue (it is an issue displaying it usefully, but not an issue for actually having that amount). If I had to guess, I'd say somewhere from 15,000 to 30,000 hearts-ish maximum before minecraft has problems, so feel free to push it as high as you can if you want.
  23. I'm not sure how it would behave with an enhanced portal - the cotton (wispy cotton) breaks into different types depending on if you're having a dream or a nightmare, so if you're not having either because you came through a portal I don't know what it'd drop (maybe whatever you had last?). I could see that causing likely issues with people who've never 'dreamed' so aren't in an old dream or nightmare (which is what would happen if someone else went through your portal).
  24. You need to get to the spirit world, and not in a nightmare. First you'll need a potion of sleeping. Use it to sleep - beware your body will collapse where it is, unsure if it can be killed. At this stage, you will almost certainly get a nightmare (I think there's a greater than 90% chance). Run from anything hunting you and look for disturbed cotton. Pick up a fair amount. Eventually you'll get trapped and killed or bored (and let something kill you). You'll wake up. Make the disturbed cotton into string at the spinning 'wheel', use that string to make a dreamweaver of nightmares. Drink another potion of sleeping near the nightmare dreamweaver - while you're near that there's only a 50% chance of having a nightmare. Repeat until it's not nightmare (it will be day, not night, and there's nothing chasing you). The daytime version of the dreamworld (dream version) has the other kind of cotton (wispy cotton) in it. Set up a little base for future convenience (there are some things you can only do from here like making brews of flowing spirit). You can now either set it up so you can always go back to a dream (a bed with a dreamweaver of nightmares, 3 pools of flowing spirit and 2 wispy cotton planted next to you should give you a near 100% chance if not actually a guaranteed dream), or you can use the wispy cotton for whatever and not mess with the spiritworld further.
  25. Please post up on the tracker with this along with a log and if you're using shader mods or optifine.
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