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Sp0nge

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Everything posted by Sp0nge

  1. Modifyworld should have 0 affects on the turtles, at all, beside actually being able to have them. It wont break the mod or anything similar. If it does for any reason, well, its just bad PEX configs. Turtles, in regards of permissions, works like any other Tekkitstuff, fakeplayer and all that shit. That dev prob arent fully updated on the issues theyre having. So in regards of MV and PEX, no, it wont break the turtles in any way!
  2. The chunk its on is also btw loaded with chunkloaders, meaning the issue will happend even before any players log on. You need to do what freakachu said, and also implement the fix listed on these forums. Its ofc possible to "bypass" it, but in general, it will stop a ton of issues for the future.
  3. Waterflow isnt related to the RAM, please provide more info like is it a rented server, something u host and more serverspecs please. It sounds like tickissues. Try to install Lagmeter, and see what that tells you. When you have done that, we can take if from there (issue is familiar)
  4. I would recommend having a look at the sticky i got. It might not be completed, but all of a sudden, ill add configfiles, for ppl to copy and use ....
  5. Did you shut down ur server when you did the changes? Shutdown - edit - save - restart. If that dont work, well, then ur not doing it correctly.
  6. THIS is what you are looking for: http://www.mcportcentral.co.za/index.php?topic=929.0
  7. For those that know Linux etc, dont search for any provider that is "Minecraft specialist". Any host will do that provides Java and access using Putty etc. Mem isnt the issue eighter, whats more important is the CPU speed, internettline and disks. RAM is tbh overrated. We have 12gig of ram, we can need days without a restart to use all of that ... Connection, CPU (6-8x core shit isnt what u are looking for tbh) and enough diskspace, search for that, and you should be good to go :)
  8. I see u guys are in creative. Are you able to pinpoint the issue towards any chunks etc? Like move away and it wont crash? This seems similar to the issue with placing spawned in solararrays ....
  9. Just a few stuff about chunkloaders: Alone, they do not create any lag, at all. Its machinesetups inside of them that generates the lag. In worst case, a server that crashes due to a wooden pipe onto a condensor, thats loaded with a chunkloader, will crash "forever" as it loads up on startup. One chunkloader also only loads 5 chunks. Center and one at ea side. Its not really dependant on thw viewdistance for the server (ppl still havent figured out that going afk > chunkloaders?)
  10. Chunkloaders: buildcraft - config - AdditionalPipes.cfg: ChunkLoader.Enabled=false This wont btw remove allready placed chunklaoders, u might have to hunt for them manually using F9 if you dont have anything like Hawkeye or LogBlock to roll back placement of them.
  11. As long as you have set it to false, the ID of it wont matter. Btw, u will get the "correct" ID ingame, when you have it at hand.
  12. When we threw in metadata, PEX kinda refused to read it. It wont go corrupt, but it just wont "read" the node. You have a line where you have used metadata so i can compare it to the one we haev/had?
  13. This was posted a while back, but the fix seems to have been "abandoned". But the fix posted earlier is identical to this: http://tekkitcraft.com/?topic=client-advanced-pipe-fix Edit, this is similar to the weaponsmod issue, that took a while to be implemented into Tekkit so it was automaticly added into the client.
  14. I think its best i dont reply to much, and instead i would like people that feel theyre topics are thrown offtopic, eighter by players or mods to press the reportbutton, so that the "noobs" can get helped, even if the issues are allready adressed. And, from my point of view, there are "0" support on issues, even the most basic once from the community (if you base it on forumposts). Theres nothing like a stupid question, just stupid answers ....
  15. You have to reply to any thread you read? Why dont you just dont stear away from where you cant help, or are you just after "more forumposts"? I dont read all new posts since i dont check this forum all that often, and when I do, I mostly check the SMP section. A community is based on people helping eachother, you sir, are one that arent helping providing a good community in regards of Tekkit at all. (I know i know ... i dont have to read, reply and whatnot here, but I i want to help ppl that have issues setting up a server and issues using the Tekkitpack) Oh btw, and as you, i use this forum as I please, not how you want me to use it. If i dont read replies to threads ive posted, thats my issue, not urs.
  16. I would have totally forgotten about this thread if it werent bumped. Imo, post at the first page (especially bumped) are threads that still havent sorted the issue. Bumping dont ruin issues (what this section is about), trolling them are.
  17. Hold one sec, u generated that map in SMP? :P
  18. Also, to make it alot easier, some items in EE can be changed in the EE_mod propertyfile at the base of your server. At the bottom of it, you will see several items listed with =1 or 0. 0 means dissabled, 1 enabled. That WONT affect allready created items that goes from 1 to 0. Those can be removed with what i suggested over here. It will however dissable more ppl from crafting them (it wont stop players from putting into a condensor to get more items)
  19. Those lines are permissionnodes in PEX, with Modifyworld installed and enabled. As you can see, they are listed with a negative. That means they dont act like normal nodes, giving perms, they remove perms instead. I take it as you know howto set up permissionfiles (pref with PEX since modifyworld was made for that permplugin). Those "nodes" i listed goes into the pex, like normal permissionnodes. What you want to have it look aprox like is: - -bukkit.command.version - modifyworld.* - towny.chat.town Here you can see that i have the negative node first, then - modifyworld.*, then a normal node. All negative nodes goes over the modifyworldnode, and normal nodes goes under. the modifyworld.* node gives players all the normal perms in regards of interactign etc with any ID, then with the modifyworldnodes you can dissable certain stuff, like the nodes i first copied. If that didnt help, just let me know If i didnt want ID 10 in my game, i would add - -modifyworld.items.have.10 to my permissionnode. Ofc it has to go over the - modifyworld.*, or else (due to how PEX reads the permfiles) it wont remove ID 10 from the game. PEX starts reading from the bottom in regards of where a player is located in it, like defaultgroup or admingroup etc etc. Then when it locates the group, it will start at the top of that group, and check if the player has perms to do whatever he tries to do: groups: default: permissions: - -modifyworld.items.have.10 - modifyworld.* default: true This configfile will put ALL players in the defaultgroup, and the defaultgroup are enabled to do anything (this is not including any pluginperms ofc) beside having the ID 10. Then the PEX can be expanded as you go along, create other groups, add more permnodes from plugins, modifyworld restrictions etc. If you check the link i first posted in this thread you will find link to the plugins aswell. Just remember to grab the correct versions of them so they work Warning: This WONT work with metadata, like if you want to dissable the RM furnace, that will just "bug out" and not work. So if you have 10:1 and 10:2, well, u cant use 10:1 as an ID, you still have to use 10, so both 10:1 and 10:2 will be affected. Edit: There are also similar option with worldguard and Essentials, but we have had some issues with those where they dont work all the time. If you try those plugins be aware of that they might not work (that could be since we have a ton of players on, and Tekkit do create a massive amount of lag from time to time, and it seems like the ID`s of Tekkitrelated stuff just arent working all the time ...)
  20. - -modifyworld.items.have.ID - -modifyworld.blocks.interact.ID - -modifyworld.items.drop.ID - -modifyworld.items.pickup.ID - -modifyworld.item.use.ID.on.block.* (i cant remember the ID of it on the top of my head) That can be done for ALL items u really dont want to be in ur world etc. Not all nodes will be needed at all time, but those are the one u need to play with in order to dissable items etc. Edit: Ill have a look at the plugin refered to over here, and test it out and see if it works with metadata from Tekkitmods Edit2: That plugins seems to not be developed anymore, and with a Tekkitupdate ahead i would atleast not get reliant on that plugin ...
  21. Easiest way is (if you have wordedit installed) is to send a brave soldier into the area while eyou sit back and relax for a while. When that player is there do /remove items -1 and /remove drops -1. Thats should sort it all . Remember, you wont remove items in chunks thats not loaded, so u need to sacrifice someone for a few minutes (its really seconds) to load them all up, while you do the cleanup from a distance.
  22. Re: ۞ TekkitCraft ۞ [128 Slots, Highly populated and modified] [20 Slots 3.0.0] Just saying ... we hit 64+ again during weekdays (well that seems to be the normal amount on during weekdays). Ofc TPS drops (damn all u hidden EE flowers) but on issues and its running as a nicley tuned Corvette! Also we are climbing towards 8k unique players, almsot 3k active (logged in the last 18 days). Eco is rewamped, to get rid of all the "free money EE" gives. We are also stepping up towards updating, and we got a rather large communitydiscussion towards the future on our forum, with all what Tekkit allready has, and might remove/add in the future!
  23. It will only remove items in laoded chunks, just as ppl know.
  24. I wanna recommend my own post on the issue: http://forums.technicpack.net/index.php/topic,4144.0.html
  25. Lower the viewdistance.
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