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Sp0nge

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Everything posted by Sp0nge

  1. This subforum here, all can read it or is it just for serverowners?
  2. And im finally back and active again. Sorry for that delay guys! No sorry, the map wont ever be released. Hope thats understandable. We will throw a new competetion next weekend (6ish days from this post) so its just to sign up again!
  3. We finally updated to 3.1.2 aswell. Aswell as the updating provided with Tekkit we also change the maceration of bone with IC to so it now macerate into 3 bonemeals. It used to be 5, but in regards of EMC, it was off balance. Other changes is the dissabling of placing crystal chests, and the change into using CB++ again. Most of the lag we had is now again gone, but there will be spikes with real low TPS. Those wont last long due to clients thats in those affected areas will eventually crash by themselfe, and the TPS will once again go up. And we arent using whitelist ppl
  4. This is mostly for EU players, its back up again, now with MC musicvideos and MC animations. It will be up for a few hours, u might see a video u havent seen before?
  5. Now MC musicvideos, and some MC animations!
  6. When she logs on, teleport to here and see if you get the same issue. If so, its arealocated and a clientlog needs to be provided. Tempfix if thats the case, teleport here to you (or make her do /spawn or similar) right upon login. If that dont sort it, try and delete the playerfile (Assuming the game works in SSP)
  7. Ur trying to pull wires over 17 chunks? Standar a server has a viewdistance of 10 chunks, all outside that gets unloaded. If the chunks isnt loaded, well, theres ur issue. Unlike SSP (been a while since i played SSP so that might have changed), in SMP chunks unload when not in sight.
  8. Back up, currently MC music only :)
  9. Using any plugins? If so u gotta sort the fakeplayer, easiest way to do it is to do "/op [buildCraft]". That should sort basics of it
  10. Ah right, awesome post man! We kinda did the same stuff you did, then I saw this post. Bummer We patched the Mercurial Eye and P.Stone stone aswell in our own fix. Also the dupebugs in EE got fixed, alch. chests, bag + ringdupe and the furnacedupe. The porter of the mod should prob get some of this added to his official port, so that its not needed to patch ea time EE updates :)
  11. Around 6ish, and no, you really dont need a server. That was mostly for "adverticing" etc. And if we had more than 4 teams signing up, those that were listed servers would get pri over the others, etc. Due to me not being able to use as much time as I wanted on this the last days, I would like those that want to play to put themselfe in here again so that I can get a better overview again :)
  12. The EE furnaces is fixed, and reenabled. Also the small bypasses in MFFS is removed, so that mod is also enabled.
  13. Our custom EE pack, ONLINE! So moar EE for u guys! And we are still all safe ;)
  14. Just did some serverhopping, and also just showed some EE changes we made our selfe! 1 Blaze = 2 blazedusts!
  15. So, i got some streaming going, right now, im only streaming some music thats MC related, but i will also at random stream ingame stuff, might just serverhop some aswell at random. Stream is up and down on random, and i might also play sc2 somestimes. But its all random, but when its up, its mostly MC on it http://twitch.tv/johnnyeu
  16. We are using CB++ with 0 issues. Just download the correct port that contains the Forgeversion the client is using, and ur all set.
  17. 9h has been set aside to work with some of the mods in Tekkit. We always wanted to enable more of the mods, get more items unbanned. And i can finally say: We WILL dissable more and more items. Those that have been on our server knows that the MFFS mod were dissabled. Thats becouse we tested it pre going to 3.1, and we knew it could bypass protecctions, and even kill ppl inside protected areas from the outside (the sapper and breaker upgrades). Those are fixed. We have also done a proper fix for the EE tools, the one that ive seen can record breaks, well, our fix actually 100% stops ALL of the bypasses. Even the Mercury Eye is fixed! P.Stone, we wont need to nerf it in pex anymore, it really just cant bypass protection anymore, WG or Towny . Most important, them blazerodsfactories, well, they dont work anymore, giving us possibility to enable even more of EE, and parts of the EMC world that it has! Stay tuned, this gonna be alot of fun!
  18. There will be a match starting on saturday. Im really sorry for the AFK-ness, just had RL to attend to Please, sign up again for those that wanna compete, and we will get the show going! :)
  19. We finally tweaked it, to the point were we are happy to let it run "as it is". There is still the FPS issue, that we will adress tomorrow.
  20. We have given the map a few test in Tekkit 3.1 and that seems to be way more stable in regards of clients crashing. Neo, not shure if u were aware of this, but items like TnTcart isnt blocked by Wordguard, its damn easy to break it, as it dont handle explosions as the other mods do. Heck, just get some redpower going, to remove the glass, u know that repower can infact move mobspawners around? Even if its "impossible in vanilla"? And for regards of the timer, many many players have been fooled by that fake timer, tried to tamper with it, then claiming they dont get items. We arent fools We will, however, consider putting up walls, even if that it should not be needed. As alpha stated, at the time you get those items that he used to kill you guys with, game is basicly over. To end the game it requires a ton of EMC, and when u got spares to make items you dont need, well ... its just a matter of minutes till its all over.
  21. Server atm down for preparing to upgrade to Tekkit 3.1
  22. Neo, ill see if i cant get a map over where the protections are. But if check between the beasts, ull see a sign that say "border". People CANT enter the other side. Worldguard works, so i wont claim our plugins is faulty. We have not stopped damage from arrows in the regions, to preserve as much vanilla as we could. If you have suggestion for how we could improve the WG areas we have for the beasts, let us know. The only way we can stop what you are saying here, is to dissable PvP. Also, EE do bypass WG, thats just how the game is. There is that patch, but that only makes it claimable, not stoppable. We have no intentions to turn this FTB into a build similar to our serverbuild, at all. We did nerf all those issues that happends on the FTB, but thats really not the point here. The point is to take usage of all the mods, and its powers. This is after all, based on Tekkit. Neowulf, to prove our protections works, we will change ur gamemode to 1 and put you on the blue team, so you can test the protection as much as you want to. We dare to say they are working 100% based on the rules set for the map. Or we can throw u a Swiftwolf, so you can test yourselfe. Alpha had 0 ways of bypassing WG or any sort of protections while playing. Sidenote: Prev games, turtles have been moving across the map, so thats allready been done.
  23. I did, and atm working on updating the map to Tekkit 3.1 (well, its kinda done). U guys will get listed to play :)
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