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Sp0nge

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Everything posted by Sp0nge

  1. Yeah, they dont provide more issues than normal transportpipes that goes far enought that they reach unloaded chunks. But what u might wanna consider not stable, since we are onto "teleportissues" are wireless transmiters/recivers, those can crash the server "at random" (we havent been able to pinpoint the exact reason for it).
  2. They are 50/50, it all depends on the setup (in other word if the reciving pipe is loaded or not etc)
  3. http://forums.technicpack.net/index.php/topic,4144.0.html I have a "semitutorial" in the sticky, that i might expand with a TON of stuff soon, to adress just what you had going on there ...
  4. Rollback placed wooden pipes at the player locations. That should solve it. If you dont have any plugins to do playeraction rollbacks, well, ur kinda screwed, sorry to say.
  5. Re: ۞ TekkitCraft ۞ [128 Slots, Highly populated and modified] [20 Slots 3.0.0] If you have it locked inside chests that belongs to you (this is why auto LWC is added) make a reclaimpost on our forum. Mayors can kick/add players as they like from theyre town, thats why we provide all new players enough money to start theyre own towns, so they can build alone, with safety!
  6. Someone placed a wooden pipe next to a condensor, there is ur issue. Whenever that chunk is loaded the server will crash. You should be able to pinpoint the area by the player logging in. If you have no tools to do playeraction rollbacks, well you are kinda screwed. There is a fix for this thats sticky, but right now, thats kinda to late to implement. You do need to figure out the location of the issue, and load the map up with something like MCedit if you dont have any tools to sort playeractions. If not, well, mapreset ... (or just ban that player so that chunk wont get loaded again etc ...)
  7. If you have Hawkeye install on your server, and u know? who the player is do: /ha rollback p:[playername] f:129 You know aprox when the issue started? Well just add t:[x s/m/h/d/w]. Like so /ha rollback p:[playername] f:129 t:1w That rolls back all actions in regards of the DM pedestal of that player for a week. It should get that pedestal removed (sideeffects is that it might wreck some of his setup), but well, eighter have the spam, or a player wondering why his pedestal is gone ...
  8. Items on the ground generate FPS lag when it reaches a certain number. We usually refer to it as a "leaky machine". A setup that dont have enought "overflowprotection" will generate FPS-drops of whoever loads that area. Eighter get worldedit to remove those items, or just be more carefull on how machines are set up.
  9. PEX and Modifyworld works with 1.2.5. Hawkye is discontinued, but there is an alternative in Guardian, thats Hawkeye and LogBlock merged into 1 plugin, but you DO have to get urselfe mysql for it. About the pluginpack thingy, i might just instead post configfiles since getting perms to use them, with preset configs isnt that easy.
  10. Re: ۞ TekkitCraft ۞ [128 Slots, Highly populated and modified] [20 Slots 3.0.0] Just added EE to the devbuildserver. EE wont work due to that the worldgen was done pre it was added, and it has ID conflicts with the other mods aswell
  11. Re: ۞ TekkitCraft ۞ [128 Slots, Highly populated and modified] [20 Slots 3.0.0] Since its still a "devbuildserver" issue will be sorted within 24h. We are sorry if people are joining and can do anything there for the moment, we wil sort that during 24h as said.
  12. Re: ۞ TekkitCraft ۞ [128 Slots, Highly populated and modified, no Lagg??] (+Dev) Updated the OP with some devbuildinfo, please read it all!
  13. Re: ۞ TekkitCraft ۞ [128 Slots, Dedicated, Highly populated and modified, no Lagg??] Server is located under open servers, that means we arent using whitelist, its just to log on straight away.
  14. Re: ۞ TekkitCraft ۞ [128 Slots, Dedicated, Highly populated and modified, no Lagg??] That would infact make you blow up aswell. Most likely your rendering chunks that has a massive amount of items floating on them. If the issue persist make a bugreport on our forum with the coords so we can go check it. Its also recommended that you do "/einfo lag" when ingame and see if none of that can help you out.
  15. I cant see ComputerCraft being a part of the client eighter anymore, so i guess the computers in RedPower are aimed to replace that mod. And i really hope that more of the IC/BC stuff addons will be added, there are a few out there now, that seems pretty awesome and neat to use/try out for SMP.
  16. Re: ? TekkitCraft ? [128 Slots, Dedicated, Highly populated and modified, no Lagg??] We had a hardware mailfunction, its sorted now And Sackdragon, we dont use whitelist, its just to log on :)
  17. Re: ۞ TekkitCraft ۞ [128 Slots, Dedicated, Highly populated and modified, no Lagg??] Days since last corruption ... ages ....
  18. I do recommend to test out those chunks, and see if they infact generate land related to Tekkit .... just s tip ... Edit, and it MIGHT regenerate chunks related to Tekkit that has been used, its not recommended to "preload" a Tekkitmap as far as ive been able to test, but u might have more luck than us ...
  19. We dont know jack shit about ur server, hosting, plugins errorlogs, and what not. Provide that first, andI bet people can help (that is if you have read all the stickies first ofc).
  20. Plugins and/or serversettings are wrong. Based on the info provided, i would say its atleast one of them ...
  21. Please check the sticky in this section about howto dissable the tablet/table. The post I made should provide you with enought info on howto get them removed. Edit, is it possible to get this made as a "plugin" that can be added to a Tekkit pluginpack? Ive been talking to some plugindevs, in regards of getting allowed to make a pack, that should cover basic stuff for serverowners in regards of landprotection etc, that everyone can be able to download, and install on theyre server, with premade configs, so they dont need to worry to much.
  22. IC2 was ported a few days ago to SMP, the RP ports isnt atleast made public yet, but i know they are working on it (could it be u guys taht are porting it?) This was for personal interest, and if its for usage of you guys, we made a custom serverbuild based on the Tekkitclient with avalible ported mods 2 days ago. We have a few errorreports of the second devbuild that we can provide if needed (all issues we found so far was clientrelated, but i guess u guys sorted those out). We also did some testing in regards of the SSP playing of the SMP build, that part worked pretty fine, but as said, we had some strange issues in regards of SMP play, that we suspect was related to the mods added clientside, and not serverside (clientcrashes). If needed, we can provide those reports, just let me know where.
  23. I am btw working on a pluginpack, that will help out people that wants to make a server, with basic plugins in it. Kinda like Tekkit, download, unzip, upload ad run the server. Its not easy to get perms to add plugins, but I prob just start of releasing packs of those that have approved to it.
  24. We have tried a few ways of the subid in regards of towny, worldguard, essentials, pex, modifyworld etc. and we havent been able to sort it anywhere. Its prob just a simple thing we missed, but for us, it wont work as we want it to be. What you can do in regards of protection is to add 128 into LWC, and have it autolock any items thats placed that can be locked (that prevents noobs from yelling in chat they have been stolen from (mostly known as being greifed). In regards of Towny and item usage/place/destroy/Switch, it should be totally fine adding 128 into it, as the plotperms override the townyperms. It will "force" players to adapt more towards towny, but in the long run its prob worth it. The basic idea behind Towny is that it has plotmanagement, so if you want to, just go into the config, and set everything in regards of basic perms for a new town to false. That way only players can be hold resposible when it comes to wrong permsettings and situations like that. Ofc, learning the players about how it works is usually the most tricky part, as players tend to not read signs, MOTD or forums, they just wanna play and cba with all the "boring stuff". And finally, i dont recommend the default Townysettings in regards of townsize and plotmultiplier as Tekkit takes up alot more landmass than a vanillaserver would need for 1 player to get started. We use a chunkratio of 8, to give towns more freedom when they get more players added to theyre town. But its all up to what uselfe like. What people dont seem to get is that Towny can be looked as Worldguard, just given in the hands of players under a controlled enviroment.
  25. Re: ۞ TekkitCraft ۞ [128 Slots, Dedicated, Highly populated and modified, no Lagg??] It will automaticly dissapear. You can check the town by doing /town townname, then check the residents that lives there by doing /res playername. That way you would get an indication on when they last logged on, and when the town will fall into wilderness. 18 days since last login = townydata deleted and removed from the town. No more players in the town = town falls into wilderness (LWC wont, that would need a request on our forums to be removed).
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