
Sp0nge
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Tekkit "Nooby LetsLearn" server setup (preventing issue)
Sp0nge replied to Sp0nge's topic in Tekkit Classic Discussion
Oh, i didnt see that this got pinned, and i tbh totally forgot about it. But GxR and i talk alot, so allready covered some parts of what i had plan to some day write down . And yeah, this post will be about mods provided with Tekkit, and not the baseline of installing and getting a server up and running. You can try: - -modifyworld.item.use.insertidoftheringhere.on.block.* Its impossible to limit using keys that activates EE stuff, but that line will dissable rightclicking with it (the basic is that it dissable rightclicking on any blocks and air is also considered a block. Also add modifyworld.blocks.interact.<blockid>. If you have dissabled the ring in the EE config, and want the rings to be removed from your map, do: - -modifyworld.items.have.[iD] That will remove the item as players are logging on, and trying to use the item -
You should find the serverlog at the root of the folder. Most likely someone placed a wooden pipe to a condensor in that area (common issue)
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Dirt screen crash after a second on a server
Sp0nge replied to BorderKeeper's question in Tekkit Classic
What happends when u delete ur own playerfile in the worldfolder? Remeber to be 100% logged out with the client from the server before you delete it. When you redid the server, what did you exactly do? Entire wiping of it, with plugins and everything? Just the worldfolder with/without playerdata? If doing a 100% clean install, the questions under isnt that important. Have you recently updated the server? If so, from what version did you upgrade from? Or have you applied any fixes to any mods that might be listed on these forums? When you try to log on, does other see you logging in and shortly after leave? In the serverlog, coordinates of you login should be listed, can others go to the same location without crashing? Sorry for asking so many questions, but we have had clientsided issues related to all of those one way or another. -
Dirt screen crash after a second on a server
Sp0nge replied to BorderKeeper's question in Tekkit Classic
Is this related to a spesific server, or all tekkitservers in general? If spesific get the serverowner/admin to delete ur playerfile (item u have on you will be deleted, or u should try to write /spawn if ur able to do so, u might need to try a few time to get it done). That will tell if its chunkrelated (then i know what it is) or if its the client thats totally messed. -
[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
Sp0nge replied to Sp0nge's topic in Open Servers
Re: ۞ TekkitCraft ۞ [64 Slots, Recommended build] [Tekkit-tweaked plugins] ++ During some discussions earlier today, i wanna clarify: We are STILL using the same map as we did when we converted to Tekkit 1.1.4 (upgrading to that had some issue, my bad ...). Oldest living Tekkitmap around? At the current time we have a total of 2600 registered players (not all active OFC!) and 173 towns with 5 nations. I fail at updating our original post all the time, but ill say it here atleast: Our server is heavly nerfed in regards of basic Tekkitrelated stuff. We did that bcouse we didnt feel default Tekkit was suited for SMP (its not theyre fault, they just provide the pack) and alot of items was nerfed due to that. We try to basicly have 1 main rule: If you can do it, your allowed to. -
[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
Sp0nge replied to Sp0nge's topic in Open Servers
Re: ۞ TekkitCraft ۞ [64 Slots, Recommended build] [Tekkit-tweaked plugins] ++ Back up again -
[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
Sp0nge replied to Sp0nge's topic in Open Servers
Re: ۞ TekkitCraft ۞ [64 Slots, Recommended build] [Tekkit-tweaked plugins] ++ It is, but we will get it fixed. Prob gonna dissable the wooden pipes again, as some ppl just dont never learn ... -
[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
Sp0nge replied to Sp0nge's topic in Open Servers
Re: ۞ TekkitCraft ۞ [64 Slots, Recommended build] [Tekkit-tweaked plugins] ++ Now at Tekkit 2.1 (finally?) EE is nerfed on purpose, hopefully, we now also have faster IC machines! -
[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
Sp0nge replied to Sp0nge's topic in Open Servers
Re: ? TekkitCraft ? [64 Slots, Recommended build] [Tekkit-tweaked plugins] ++ I forgot to respond to this post. As a private server, we adjust as we feel that mods should work to fit a survival server. We dont want ppl to run around with a invetory full of Red Matter hammers after 3 days. For us EE is the "end level" in Tekkit. As presented by default by tekkit, well, it dont suit our way of playing. At first when EE was added to Tekkit, all we had was people logging in, asking about EE and then log off again. Thats not the way we work. We will never claim to be easymode, with everything enabled. What we aim for, is an open server, where everyone can log on and be able to build in a safezone with other players around. Sadly some items just bypasses most protections, so we dissable them. We also feel that some items, especially in EE, are only suitable in SSP, and never really created to be used on a SMP server. And for a final threat for u guys, that are faithfull and using our server, ill present a picture taken from our spawn, on a private SMP server: Larger picture: -
[Bug][2.1.1]Is there a way to properly protect an area/chunks/spawn ?
Sp0nge replied to NormenKD's question in Tekkit Classic
I tried that, with no success, could u link to the variable? And sourcefile he used? Edit: Dang, that file i didnt try to replace, ill give it a go, tnx man! -
The itemrestricting in Nolagg might give some other bugs, like blocks not falling to the ground, ppl "loosing" items etc. I strongly recommend that as long as u are using that feature, explain to the players whats added, what it does, and possible side-effects.
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[Bug][2.1.1]Is there a way to properly protect an area/chunks/spawn ?
Sp0nge replied to NormenKD's question in Tekkit Classic
This fix actually works (tested for 2.0)! jodelahithit, u should post it just here, nomatter how "stupid" the fix seems to be ..... IT WORKS GODDAMIT! (also breakes NEI for OP, not that give of a deal tbh, use /give or /i) -
[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
Sp0nge replied to Sp0nge's topic in Open Servers
Re: ۞ TekkitCraft ۞ [64 Slots, 2.0 Build still!] [Tekkit-tweaked plugins] ++ Server will be down for a few minutes, for fixing the blockplacing issue that bypasses protection! -
[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
Sp0nge replied to Sp0nge's topic in Open Servers
Re: ۞ TekkitCraft ۞ [64 Slots, 2.0 Build still!] [Tekkit-tweaked plugins] ++ Not using whitelist guys ... please see what section we are located in! Also, for those that are ingame, or following us on twitter: Its looking awesome guys! -
[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
Sp0nge replied to Sp0nge's topic in Open Servers
Re: ۞ TekkitCraft ۞ [64 Slots, 2.0 Build still!] [Tekkit-tweaked plugins] ++ I understand that 2.1 is now the "forced" recommended on the client, sorry guys, we arent updating just yet to 2.1. -
[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
Sp0nge replied to Sp0nge's topic in Open Servers
Re: ۞ TekkitCraft ۞ [64 Slots, Recommended build] [Tekkit-tweaked plugins] ++ McMMO wont be added this weekend, but work on tweaking it is getting pretty far done so far. It should work like a charm when its completed :) -
[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
Sp0nge replied to Sp0nge's topic in Open Servers
Re: ۞ TekkitCraft ۞ [64 Slots, Recommended build] [Tekkit-tweaked plugins] ++ I guess ill need to remove the modapp thingy ... On another note, 2.1 Devbuild tested, we wont update. The crashes it can create, is insane, and way to severe to us even considering updating. Its not mapbreaking, but it is clientbreaking, and we dont wanna reset out playerfiles whenever like that. So we are sticking to 2.0 untill we can make shure that 2.1 is infact stable, and some certain stuff wont just make us a ton of more work. -
[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
Sp0nge replied to Sp0nge's topic in Open Servers
Re: ۞ TekkitCraft ۞ [64 SLOTS PUBLIC] [Tekkit 2.0] [PvP/PvE] [Multiverse] [Towns] ++ Not using whitelist ... please cheeck the subforum we are placed in On a sidenote, we are working on alot of different stuff, plugins etc, since most basic plugins really arent working with the stuff that Tekkit 2.0 (recommended build) has to offer. Some adjustements have allready been made, and ALOT more is to come. When more issues are sorted, fixed and similar, we will start to distribute a few plugins, that are made only to combat lag, related to Tekkit that u dont normall see in a Vanilla server. But in the spirit of it, we wont do it just yet .... -
1) Atm at 4x2.5 Ghz CPU, 8 gig mem (memory is overrated as long as u manage ur stuff correctly), 1+ TB connection, 100 gig SSD disks 2) 64 players, lag is relevant to what items are being used, placed etc (its Tekkit, u cant compare it to vanilla) 3 and 4) EE, CC, Forestry and parts of BC and actually vanillaitems are dissabled/nerfed due to what we consider balanceissues, and related to servercrashes (we also did some stuff towards clientcrashingissues, as players are just as important as a server) 5) Buildcraft, really, those pipes are just issues. It will kinda depend on what protectionplugin ur running, but basic of them are that theyre bad, both for protection bypass, and for serverlag. RP ir REALLY prefered! 6) Depends on your plugin and theyre configs 7) Most lagissues are due to Tekkitrelated machines, and some VB issues provided in the Tekkit build. We use a custom mobplugin, since mobs = lag if not controlled. Also, in regard of lag, as i guess most servers have them, is basicly getting down to how plugins are managed, and DO NOT OVERDO the plugins u add. If u all of a sudden lag, there is a reason. Ofc, many machines, or other tekkitrelated stuff will create clientbased lag, those are easy to fix by browsing the bugsection of the forums. As a summary, I would say: Be carefull on what plugins u add, and make shure u are aware how how they work. Most bugs are fixable, all we found so far is atleast. A server DONT need to reset the map if the owner is just aware enough (serverlogs is the main source). Doing a 100% clean Tekkit server wont live long (if going public). Edit: We have a nonewhitelistserver, atm with 37 players online. Without whitelist, we often get ppl on, just trying to crash the server
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So, in this thread, I will start sharing our known issues, and fixes, for stuff that corrupt chunks, crashes servers, and crashes clients. Ive seen way to many threads, where maps are resetted, people cant log onto servers, lag of death, admins not shure on howto fix certain stuff, etc. Alot of these issues can be easly resolved, fixed and/or prevented. In this "series", I will try to expain stuff like howto locate a bug, what tools will be needed, and what admins need to do in order to sort it. During our time as a Tekkitserver, we have experienced alot of bugs (most of it is due to us not using whitelist), and with some basic pluginknowledge all issues can be fixed, I mean all issues. In this post, ill also touch some issues, like trusting players, getting more staff to your server aswell, and if time (or if i cba), add info on howto set up some permissions for more advanced levels of staff. Im fully aware, that I dont set up posts, so that they look awesome and stuff, but I dont care, thats not important at all. Basic plugins this thread will cover, and will be needed in order to follow the "series": PermissionEX Modifyworld (a part of PEX) WorldEdit Towny Advanced LWC (Yeah, thats all u really need to sort all of the current issues that might be on Tekkit, u wont ever need to reset ur map, EVER AGAIN!. Our map is from early february, and we have had most issues that other server resets theyre maps of. Well, its not needed, its just owners/admins slacking ...) This post wont be updated every day, its more like a post made every 2-4++++ days. Its not that I dont have content to fill it with, oh man ... I got lotsa content I will add. So everyone knows, landprotection is pretty important on all SMP servers. You want players to be able to be in charge of theyre own lands, dictate bacis permission, allow how can build, destroy etc etc in that area. I will NOT cover the usage of Towny as i allready linked to the plugin and all command and nodes can be found there. But in this section Ill cover some important configsettings that might not suit SMP at all. So Towny is installed, with basic configs and alll that nice stuff. First off when Towny is installed, there should be some configs that you want to look into: Line 302 in plugins/Towny/settings revert_on_unclaim: This setting basicly can be used to dupe items. Default here is always set to true, to stop the reverting when people use the /town unclaim command, set this to false. This feature is also covered alot better within towny: http://code.google.com/a/eclipselabs.org/p/towny/wiki/HowTownyWorks#Plot_Regeneration_&_Unclaimed_Plots So you set those stuff to whatever suits ur server, and what you feel best. Lets now include Tekkit with Towny. This WILL NOT allow Tekkitmods etc to work inside of a town, this is just for limiting abuses, uses etc within a town that players dont belong to (outsider). First off, find line 452. Here you can see the basic towny interactions. At this setting you should add all the ID that u DONT want outsiders to be able to use inside a town they dont belong to. A good example is the electrical wrench (ID 30140). Just add it at the end of line 460 following the allready generated format. Now, prob the most important line you want to edit, line 476, the switch ID. At this line you can add items like tanks, enderchests, macerators, iron furnace and all other items in Tekkit that has interaction (like a furnace/chest). This will dissable outsiders to enter and steal from stuff like the IC2 machines, entering and changing RP settings on timers etc and much much more. This line will prob look long as hell when your done, but trust me, its worth it and defo needed! And those are the BASIC steps with Towny. But quarrys, miners etc arent working still inside of towns you say? Well, that part is NOT covered by towny itselfe, for that we will need to use another plugin, PEX (with modifyworld) and do some changes to the mods themselfe. That will be covered at a later stage. For now, thats the basic Townysettings you might want to have a look into (im in abit of a rush atm, ill add a few not that important stuff to this when i get time again) Clientsided So, you have ppl just saying: IM CRASHING HELP!!!!! ... and you have no idea to get them to listen etc? Well, most serverowners by now are getting good at reading clientsided issues, but often, the players really dont know howto speed up the prosess, so we made this video to help on the basics, locationg the chunk: http://www.youtube.com/watch?v=yWHzRuSqBp0 So you were just doing your thing when suddenly you created something horrible that made your client crash. No worries! Here's how to help fix the problem by finding the correct chunk. When you have the coords of the correct chunk, post on the forums so an admin can come and help fix it in as a non-destructive manner as possible Clientsided post is still merely basics, and will be added more into soon! Stay tuned ... (sharing IS caring) Endgoal is to actually bring a package, that owners can DL, use this post, and set up theyre servers as they feel like. With that i mean, ill include the listed mods, with the basic setiups for configs as far as the plugincreators will allow me to
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[Bug][2.1.1]Is there a way to properly protect an area/chunks/spawn ?
Sp0nge replied to NormenKD's question in Tekkit Classic
Im aware of that 2 servers atleast have fixed this somehow. Its an issue, where this seems to be the only place sharing isnt a standar like the rest of the MC community. Ill start a thread called "Unofficil server bugs and fixes" soon, where ill give out server/clinetcrashing bugs, and easy what to do to fix them. I might also go into the more advanced issues, that usually forces servers to regenerate theyre entire map (thats really never needed to do). I understand its a "race to be the best", but really ... is it ppl just out to get money (donations), or just pure selfishness that prevent them from actually help on issues? -
[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
Sp0nge replied to Sp0nge's topic in Open Servers
Re: ? TekkitCraft ? [64 SLOTS PUBLIC] [Tekkit 2.0] [PvP/PvE] [Multiverse] [Towns] ++ No whitelist man, its just to log on Ppl ask when we are gonna go into 2.1, the asnwer is "soon". We have some guys working on fixing some issues, that will prevent some bypasses, and allow us to enable more items, and not need to worry about greifers. Atm, we are working on the Bukkitrealted plugins, that some Tekkitstuff is bypassing. That sorted = less nerfing! -
[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
Sp0nge replied to Sp0nge's topic in Open Servers
Re: ? TekkitCraft ? [64 SLOTS PUBLIC] [Tekkit 2.0] [PvP/PvE] [Multiverse] [Towns] ++ Due to the amount of players we get from not using whitelist, and that actually many of them test ALOT of stuff, theyre dissabled for 2 reasons: Crashing a server and bypassing LWC (LWC is used to lock chests, machines etc etc). Wooden pipes are the only issue we have found so far in regards of BC pipes We still arent using whitelist, everyone gets all needed perms right from the start, no posts, no greylist, no nothing! (it might be hard to find new land, since we average on about 40-50 players online on primetime every day, but we have taken some actions in regards of freeing up landmasses as time goes by) -
[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
Sp0nge replied to Sp0nge's topic in Open Servers
Re: ? TekkitCraft ? [48 SLOTS PUBLIC] [Tekkit 2.0] [PvP/PvE] [Multiverse] [Towns] ++ Video added on the first post: "Server Shenanigans w/ NearByGamer and SandJgaming @ TekkitCraft" Subscribe to the channel for more letsplays and other coold gamingrelated stuff! We dont use whitelist, its just to log on. -
[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]
Sp0nge replied to Sp0nge's topic in Open Servers
Re: ۞ TekkitCraft ۞ [48 SLOTS PUBLIC] [Tekkit 2.0] [PvP/PvE] [Multiverse] [Towns] ++ Sorry to see u go. I understand the fustration of that condensers etc are slower than u might be used to. Still, one setup can generate 1 diamond pr 120 second. At normal SMP speed, it would be 2 dias pr minute, and we feel that is abit much, especially in regards of the tools you get, and that we consider EE to be a part of "endgame". We have a ton of different mods, and rushing to EE is what we try to prevent, as Tekkit is way more than just that. I hope u find a server that suits u better, sorry we werent a server for you. :)