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Sp0nge

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Everything posted by Sp0nge

  1. Re: ۞ TekkitCraft ۞ [128 Slots, Dedicated Highly modified, No Lagg?] One solution is to stop having xraymods on your client, dont u agree?
  2. Re: ۞ TekkitCraft ۞ [128 Slots, Dedicated Highly modified, No Lagg?] 1 1/2 stack of ppl online, tickrate has fallen some, but its still pretty good considering the amount of machines and players online :)
  3. True. This topic has 2 sides, the players and serveradmins. Its a balance of what _can_ be activated in regards of who an admin wants his server to be and function. Ill use our server as an example: We want as much avalible as possible, and still be able to make players feel safe in regards of safezones. We allow pvp outside these safezones, and inside a player should never worrie about ever getting killed/greif etc. To make that work we are forced to disssable some items in EE, like Destruction Catalyst (can u find a bigger greiftool?), Vulcanite Amulet (that basicly brings both pvp and greif into protected area, it bypasses it), Flow of time (really ... anyone said increased CPU usage?) etc etc. Some items also plan dupe stuff, like the alc table/tablet and the repairfunction. And for another view of it, why does all mods in Tekkit have to be enabled? As said, I see Tekkit as a platform, not the solution on how a server should be set up. At first we started off without EE, then after we got it tested we were able to start enabling more and more of it, to suit our setup and how we feel our server should be. We run "without rules" (well as little as we possible can) so if we dont nerf, we cant use it. If players dont like it, i recommend that they serverhop some, and find something they like and suits theyre view of Tekkit SMP.
  4. Re: ۞ TekkitCraft ۞ [128 Slots, Dedicated Highly modified, No Lagg?] It seems like we got some "redstoneissues" that crashed the server at random. We are kinda aware of what it is, and untill we can pinpoint the issue we COULD crash again. If it happends we should be up again pretty fast, but im just warning that it could happend again untill we 100% sort this new bug that seems to have appeared.
  5. Client should have an errorlog, provide that.
  6. Re: ۞ TekkitCraft ۞ [128 Slots, Dedicated Highly modified, No Lagg?] Ill upload a txtfile, where ppl can see the recorded tickrate themselfe (and yeah, we went under 18 )
  7. The only issue with got with EE is the landprotectionbypass and dupebug. Its perfectly doable to adjust EE to make it suit whatever u want it to be on your server. People need to stop look at Tekkit as "how a server is to be" and instead look at Tekkit as a platform for future developement of your server. Using the proper tools, mix in some creativity and EE should be perfectly fine to have enabled (atleast parts of it) on your server.
  8. Re: ? TekkitCraft ? [128 Slots, Dedicated Highly modified, No Lagg?] Our lowest recording so far is 18.9 TPS, and i bet all players online cn confirm, its pretty fast, and no lag at all ...
  9. Re: ۞ TekkitCraft ۞ [128 Slots, Dedicated Highly modified, No Lagg?] We dont use whitelist Buffalo. For those that are use to our server, well, its totally different now. Host is changed, ticks are at 20 TPS (for those that dont know, its alot ...) with 26 players online. We also now bumped our playerlimit up to 2 stacks of players, in other words 128 at a time. We STILL got the 5 minut afk kicker, not playing, well, log of or we force you ;)
  10. Re: ۞ TekkitCraft ۞ [64 Slots, Recommended build] [Tekkit-tweaked plugins] ++ Tickrate improved with 10x, and im NOT kidding! play.tekkitcraft.com (its crazy how fast it its)
  11. Re: ۞ TekkitCraft ۞ [64 Slots, Recommended build] [Tekkit-tweaked plugins] ++ We are changing provider. At worst we are down for 30 minutes, when the current IP dont work, use play.tekkitcraft.com instead, that should be working and redirected. Hopefully, we have a max of 10 min downtime, if any at all ...
  12. (to be continued ...)
  13. +1 PEX is prob the most powerfull permissionplugin (and hey wait, with modifyworld, u can almost 100% controll Tekkit aswell). I do want to add to maniacs reply, it might seem easy to use, but sometimes, u also need to be able to change pex from the FTP (depending on the urgency or matter). But in MOST cases, PEX works like a charm with Tekkit, as long as u cuddle it correctly
  14. To get back to topic: Last Q: Does ur server REALLY stop, like, do you have to force it to restart, or does it go into "haultmode"? If you did delete EVERYTHING, and resintalled it and it still crashed (without any plugins added ofc), u might have bad serverprovider. This is like getting out of my league, but are u renting a "minecraft server" or just a host,where u set stuff up? I know some minecraftproviders arent really up to date on what they need to provide, and with Tekkit, well, issues could get pretty nasty and bad.
  15. Re: ۞ TekkitCraft ۞ [64 Slots, Recommended build] [Tekkit-tweaked plugins] ++ Untill we get the new server up and running, we reduced our avalible slots some, mostly to prevent those lagspikes that we get when we are alot of players online.
  16. Do you know if you placed any pipes next to any condensors? If so, thats prob the issue. Even if ur playing SSP, i guess it has just the same issues as SMP. Find and get MCedit, boot that up with ur map, then see if u can actually see any pipes/tubes connected to condensors. Sorry if im not writing a complete howto on this, u will need to google some (use dev.bukkit.org)
  17. I dont know about all the plugins that u listed, ill give them a check tomorrow. But i see that you use towny, and im wondering, did u dissable the regen on unclaiming? It a shot in the dark, but if thats enabled, and someone destroyed a mobspawner, then unclaimed the town, it could throw the issur/error that u are getting? (i posted about that feature in the sticky under General SMP)
  18. What modifications beside standar Tekkit do you run, also include plugins please.
  19. We get that issue pretty often when doing WE actions related to areas selected from bedrock to sky. And those are the only times we get it. Could it be some WE has been performed (i guess u can check the logs)? WE can, if used careless report back entire chunks as air using //distr, but the chunks are still there as normal (long distance WE), and they also throw the mobspawnererror.
  20. I would recommend the plugins that Ive listed in the stickied that is in the same section (the Nooby one). That thread is dependant on that you did fix the blockplacing event and other serverfixes stickied on the bugforums.
  21. Hia Ill provide a fix as long as ur using PEX and modiffyworld: - -modifyworld.item.use.27526.on.block.* U will need to dissable rightclick with it totally, as it bypasses protection, sorry) Ill also cover this under the thread i have under general SMP whenever i get to that
  22. No, that error is related to the provided version of Worldedit in Tekkit.
  23. I know, but its to test if that makes less CPU load. CraftBukkit version Tekkit provides got some issues with mobs, thats why i asked that Q. Test it (you dont need to stick to peacefull) and if it actually solves issues, well, get a moblimiter (you wont need 1k mobs for a 10ish player server tbh, especially not if it reduce performance.
  24. Did you try to set it to peacefull yet?
  25. 1: Try to reinstall Tekkit, and backup ur world 2: MCedit out the last stuff you did, if you know what it is 3: And LAST solution, upload ur map as a SMP, and provide errorlogs from there. U prob have a mapcorruption, and it SHOULD be solvable, as long as you have the time to really find the issue.
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