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darzavor

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Posts posted by darzavor

  1. Computer doesn't need to understand item id's. Lets say you use red insulated wire to connect to the chest with coffee and coffee is option 1. The bundled cable is connected to the top in this example (the insulated redwire is attached to the bundled cable).

    if input == "1" then

    rs.setBundledOutput("top", rs.getBundledOutput("top") + colors.red)

    pause (1)

    rs.setBundledOutput("top", rs.getBundledOutput("top") - colors.red)

    Your filter only needs a pulse. You could even stick it into a loop that counts to the amount of coffee that has been order. So you can take out the right amount.

    If you want to stick more item types in a chest, you could use seperate filters on the chest' sides, each assigned to a different insulated redwire colour and item.

  2. We use Residence as plugin with the idea that players can only place machines inside their own residence. This means that they can't build quarries outside their own land. This prevents them to put them all over the world.

    As for lag. It is not just buildcraft that can cause lag. I also agree with others that in general, it is the implementation by the player of buildcraft that usually cause lag.

    Like huge diamond pipe sorting facilities that handle the 1 by 1 blocks from several quarries/forestry farms. There is always a chest they forget about where blocks are overflowing.

    But we also had a problem with a player that decided to go the rp2 route. And put timers down for his filters and retrievers, but not close together. So he had ridiculously long constantly blinking rp2 redwire all over the place. To farms, quarries, apiaries. The lag was so bad that I was kicked out of the game all the time when visiting his residence to check what the fuck he was doing. The moment we stopped the timers it was gone. Then I explained to him that he could also place timers at the farms/quarries and control in his base. We replaced loads of filters with a couple of retrievers, because those filters were just used to empty chests. Also explained about regulators, so that he could create an on demand system where timers aren't constantly running. This guy is great for testing our server to the extreme :p

  3. Funny, I think creating HV solar arrays is actually easy. They use a limited amount of different resource types, so it is very easy to calculate what amount of resources you need, and dump the stuff in 2 project tables (not the normal one because having to divide the resources sucks in that one). It is just the first batch of solar panels and the transformers that needs some calculating. The array recipes and transformers are dead simple and very fast to craft. Only if you can't be bothered to count the amount of resources you need, you really want CT3. Because it counts for you.

    Edit: As for autocrafting. I would never use it for something I only have to craft once. I mainly use that for on demand crafting where a regulator checks some inventory.

  4. Default settings in Group Manager adds anyone who isn't promoted or manually added to a specific group, to the default group, which has no rights to destroy blocks. You need to add the fake users for IC2, BC and RP2 to the builders group. You can do that manually in users.yml in the Group Manager's world folder. Or you could create an extra group with destroy/place rights for the fake users for mods if you like.

    I don't know the fake user name for IC2, but 3 others are [buildCraft], [RedPower],[Forestry] (if you decide to add Forestry mod). You need to include the brackets.

  5. Latest residence version, but my Tekkit has some additional mods and most of them are updated, so it is more like a Tekkitish server :P

    I don't have to use /reload on restart. I would notice immediately because we wouldn't be able to use quarries or forestry machines in our residences then. These fake users belong to a machines group (in group manager) that have no build rights on our server.

    Only in residences if the owners decide to give build permission to these, they can override the default permissions for the machines (this is so ppl cant place quarries all over the place outside their residences)

  6. I run residence plugin without a problem. The server is usually 24/7 online though, I only take it down when updating plugins or installing new ones. Last time I took the server down, was to put mcMMO back (a new dev build that has fixes for the Forestry farms errors). I didn't have to set new flags now I think about it.

  7. Check for lag causes ingame first, before you start messing with memory allocation. If the server ran fine for a few weeks, then look for changes since the problems started. Ask players what they built and check it (overloading chests from quarries, badly setup timers, or huge amount of cobblestone generators etc). Or if you installed new plugins, check if they run correctly etc.

  8. We have a player that is automating his farms with rp2 logic. This doesn't have to be a problem, but he had the timers set up in his workshop and the filters he used to fetch items were of course at the farms further away. So he had a ridiculous amount of long blinking redwire all over the place. His timers were also on all the time. This was causing severe lag in his area. When I visited to see what was causing the lag, I got kicked from the server constantly.

    The moment we stopped his timers, the lag was gone. So we replaced most of his filters with a few retrievers which could be set up in his workshop and the rest of his farms where filters were mandatory, we created an on demand system so that the timers only run when items are needed. We also put these timers close to the filters. So check for poorly set up rp logic.

    Another lag problem can be of course buildcraft pipes with overflooding chests.

  9. We use Residence plugin to let players protect their claimed area. It lets you set flags for containers or the use command. So that only the owner and maybe his trustees can use the items or open containers. Default container flag is only for vanilla chests, but there is an option to add custom id's for containers too. It is experimental according to the comment in the config though.

    There is also the door flag, to disable door use for other players on your residence. This basically lets the player decide if others are allowed to use machines. Just put them behind a closed door.

  10. Perhaps some sort of tradeoff of time/energy to guarantee a successful decomissioning? Like a wrench that had some sort of storage and cost energy to use, but made sure you wouldn't lose the item?

    edit:

    SARCASM FACE

    I guess you didn't read the OP. I know about the lossless mode. That is besides the point however. My point was that this item loss is in the wrong place. It just doesn't make sense to use this mechanic when you are trying to move machines. You as player are the builder of those machines. So you are the expert. What idiot of an expert wrecks his own machines when trying to move them? (Hence my sarcastic comment about moving a telly with the power cable still plugged in)

    I know you can avoid the loss of the machine and exchange it for running around to recharge the bloody wrench every time (I know about lappacks too, but the huge solar panel farms don't care), but why do you have to do this in the first place?

    The blowing up machines when feeding them too high voltage, that actually is a cool mechanic because it makes sense in that mod. Same goes for the reactor meltdowns. But the wrench is just nothing but a silly nuisance.

  11. We use part of EE. Collectors, furnaces, DM/RM gear and tools are disabled. But using condensors for recycling and transmutating crap into usefull stuff is something we don't want to play without. Oh and destruction catalyst is disabled too I think. Have to check to be sure. But it is nice to see that some of our players are noob again now that they can't use collectors :p

  12. I use the backup option in Essentials plugin. It launches a script that does a backup of our worlds and plugins every hour. The server is always on.

    Does the server have the rights to overwrite the world files? Sounds as if you are rolled back to some read only world files at every start.

  13. I understand the need for loss too to recycle parts. But imo it is in the wrong gameplay mechanic. It just doesnt make sense to have a chance on loss when moving machines that you crafted yourself. As crafter of those machines you are the expert and mechanic in this game. And is also the reason why losing machines when moving them is kind of silly.This is why it annoys me, it just doesn't fit in this mod at all. Mechanics don't wreck machines because they have to move them.

    If he wants machine loss, why not make machines with limited durability? So that they slowly break down on use. That would fit more into this mod then the current wrench mechanic. With options to use better resources to make machines more durable, or cooling upgrades for this.

    Another problem with the wrench is that players don't know about this until they start breaking machines. It is not intuitive to lose machines in this way. Because all the bloody other mods or vanilla doesn't work this way.

  14. Turning of micro blocks also messes with rp functionality. Covers let you build rp tubes a lot more compact and you also need them for jacketed wires. It is a stupid idea to turn it off for aesthetics reasons while saying at the same time that you like rp for other reasons. I bet the OP has smooth lighting setting on 0.

  15. In any thread about plugins that cause the most lag, I always see Dynmap mentioned. It is the main reason why I havent installed this one yet.

    We are running a similar setup. Simple notebook with 1Gb allocated to Tekkit for 7-8 players (usually 4 max playing at the same time) . We only run Essentials, Group Manager and Residence plugin atm though. But this runs smoothly and I don't get the Can't keep up msg anymore, except when the backup is running and ppl are logging in at the same time.

  16. I'm not getting them anymore since I created a dedicated user for the Tekkit server just as I did for the old Tekkit version. My linux skills are a little rusty, but somehow it makes all the difference if I run the server in my normal home directory or run it as a different user. When testing in my normal home directory I got the 'can't keep up' msges all the time.

    Atm we run a modded Tekkitish server (Forestry and Better Farming included) and just 3 plugins atm (Essentials, Group Manager and Residence) with about 8 players with just 1Gb memory allocated. mcMMO will also be put back once they release the new stable with the block breaker fix.

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