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ledhead900

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Everything posted by ledhead900

  1. I see, Still I don't completely agree, they can say that its better for the servers to test and not having screaming clients/ customers about issues but the same holds true if you do update, you will always have those majority of players that lack the IQ level to find the options button in the launcher and switch to dev build or switch back, that is if they even bother to read the announcement on your website or forums that you have update your server. While I want to give this a run I just know most our players would get lost and confused so its better to just wait for the recommended version of the client. I have already gave this a 10min run on my own but what I do really . I far more curious as to why they are using outdated versions IC2 and other mods which clearly have stability fixes NEI is one the ones with a newer update that shouldn't break anything it just has stability fixes.
  2. I don't mean to talk out of place here, but if that is what the real plans are then why on earth would they publish this build all over the main page and have the Tekkit Server download links all point to this new for lack of a better term and so far told Development build. That is just the exact opposite of what the goals for this release are that you yourself have just stated, In fact I don't think I would be wrong to say it is quite hypocritical of Tekkit team to wish to keep testing this build for a week while every man and his dog is going to download this new version and whack on the live public server and have to deal with the slew of complaints from players and clients alike about how they all get error code "4096" because the client has not been pushed to match the version that is being publicly announced as the current version for download. Sure I did make backups and I do have a completely intact full server backup so I can revert this mess before any of my players find out I have updated the server but for the love of god is it just me who thinks this was completely the wrong move to make. I almost feel as though the team should release the build as recommended now and just deal with the fact they may need to release a recommended a bit sooner to patch up any minor/major issues just because Its not obvious and nowhere but on the forum in this thread is it told that 3.1.1 is a test release. Sure I love the Team who make this possible but I still have to question the motive for doing this when its not even on the gender for a 24 hour reco update for client to match. Edit I am not sure if that statement is true or not I have not seen anything else suggesting this is the case from any other ranking member of the community.
  3. Lucky for me I use Towny, So I just used world edit over the towns to remove that ID replace with 0 but the issue was it removed the good working pipes as well. hmm
  4. 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) 2012-07-18 17:40:46 [iNFO] [buildCraft] Error creating pipe type 0 (class=null) Anyone experienced something like this before ?
  5. I dont even allow the quarry on my server, maybe I should just remove it save myself the lagfest.
  6. I for one want to see this finished , Sure beats SphaxHD imo I just don't like the cartoon look of that.
  7. Yea Sorry it is Table III that has some Dupe issues, Automated Table is fine. I'm debating if I even need Buildcraft installed at all myself because RedPower does what I wanted which was to just to provide nice transportation for items around in pipes and all of that lovey stuff. Though I will need to to some deep checking with Buildcarft items to find out what is useful and what is not.
  8. The OP is talking about the Client Gui for Worldedit " WorldEditCUI"
  9. Interesting process but don't you require a Crafting Table III for that to work, If I am not mistaken Automated crafting has some pretty nasty dupe issues. Also not every server has EE2 installed either. Right now our server is not using Table III. But yes it is a workaround I was just suggesting alternative ideas since nobody else did and he might want to keep build craft but may just want to not be a fest of lag.
  10. Nolagg comes in pretty darn handy for this situation as it will buffer items that do overflow and only allow certain amount per chunk to actually be pickup able the rest go into to ram which will be cleared if xx time passes to garbage cleanup. However if you pickup or clean some of the item stacks up then the ones left in buffer will start to appear again, essentially it just handles items on the ground better way as to not cause any serious side effects from massive amounts of item spilling. The other very neat thing about this is that u can run a command to auto clean up every single item on ground caused by this. You probably wont get this issue again and still use build craft pipes if u set a limit like I have to about 30 item stacks max in any chunk at any given time. Reason this stacks a lot better as well is because it will merge any of the same item in a defined radius into one single stack that can stack above the items legit stack amount and as u walk over the item it may be in a stack of over 3000 but only shows 5 items hovering and u pick it up in normal stacks of 64 or what ever the normal stack size is for that item. I would not even consider running build craft without this plugin.
  11. Another Ideas ?, Still trying to nail this down. I think I will turn on Debug mode on both and then have a play around with my plots permissions as I tested it in a plot I own as a resident. FIXED Appears server needed a couple restarts and the MySQL needed a flush all is well and I can place the miners down and they all work every time so far. Now I just need to set up the permanent permission set and test again.
  12. No!, I set the correct Mod Fake Users like [industrialCraft], [buildCraft], [RedPower]. What I actually said in the OP post was that I was not getting any Towny Error like that of the error I have in code tags. That is good to know but that is the furthest thing to what I actually want to happen . I currently have PEX setup with limited build rights in the Wild only dirt blocks, Chest, Vanilla Rails, Craftbench, Torch. I don't want the wilderness to be built in as this ruins the whole point of Towny which is plot based construction, If I want to build just anywhere I would have adopted Factions again like we have been using for our past 4 servers and if it makes any difference or not I tested with the a PEX group called machines and set the rights up correctly using Towny's latest version permissions and I also tested them with '*'. When I get off work later today I will give you guys a pastebin and a screenshot of my current Permissions and what the residence look like in MYSQL. It is probably something simple like the residence are not set right permission wise or something but I am pretty sure set those correctly in both SQL and PEX.
  13. I will just cut to the chase I was looking to try and nail this issue I have with our current Tekkit server, I come across this http://www.mcportcentral.co.za/index.php?topic=1824.0 and I did what it said all except the adding the Fake Users as residents part to the flatfiles as I needed to add them via MYSQL instead as we use MYSQL for TOWNY and not flatfile which went smoothly and Towny is no longer throwing the error. Failed to fetch resident: [insertmodnamehere] I also added the Fake Users including the brackets to a custom group in our PEX permissions system giving them the correct build rights. Though I am not sure if this fix is still valid or if I missed something because Towny is still not actually letting these machines or other ones like it work correctly because the miner head block that gets placed after you put in the drill is not appearing and it is not actually mining though like I said Towny is not having a fit anymore about the resident and just to be sure I added the Fake Users to the OP list of our server. Now I am just looking for further experienced advice to help out another experienced server owner to nail this small issue down. Everything else on our server is running smooth as silk except this one, which I just plain forgot to do before going live "my mistake". Note: I also read other related threads around here and some are saying that Towny was updated and this now makes the old fix not work correctly if this is the case then I am truly not sure what will make this work, I can provide screenshots and Configs if you guys want them but given the fact that I am not longer getting ANY Towny errors and the Fake Users are OP I would think this rules out a permissions issue or a resident issue.
  14. Grab Nolagg plugin and setup the item stacker buffer and item removal times. Then test your broken world again and run /nolagg clear ALL. This will clear any current items spilled and help prevent any future issues. Thought I heard quarry was largely laggy once it hits bedrock it apparently does some crazy stuff and lags everyone.
  15. Thanks for the reply's guys. @Neowulf I will give this a go seems like a cool idea. I also wondered if it was possible to add color to the text, or is always white ?, I know I can change the entire computers color via its mod config but I was wondering if you could make color appear for different things on the screen.
  16. I see well that ruins my use for it then, I was using a big screen to display a message of the day followed by user selection of help topic for those who never read the join text it was displayed on a large screen in front of them when they joined as well, as some vital commands that take them to information about Towny and other things, looks like I will just have to forget about that.
  17. Is this a troll post?, I have not experienced any such issue. However I found out that the Illumative Lights bug our pretty bad if they do not get a stable current and this makes them glitch out and start flickering and the flickering plays hell on server CPU's and causes minecrafts lighting to bug out which in turn drops your frame rate to like 10. But I had to ban those lights because they made my CPU run at 80% load with 2 players. Which is not right since when I run a machine with 300 buckets in any one tube and 120 + water converters I get no such lag or cpu issues.
  18. Just as the title says really, Is there an special way one can prevent the computer reset when sever restarts.
  19. Why so many anchors, you know they load 9 chunks around them don't you? and on your connection the lag is caused by the loading of chunks mostly. To Reduce it the bandwidth needed to host run Install the Nolagg Plugin and make sure you read that over carefully, also if you have not already set your view distance in server.properties to below 7 or lower do not use 10 or higher as this will cause more chunks to load for everyone at any given time and this means each player requires more bandwidth the lower you make the view the less overall chunks will load around each player. Nolagg will also dynamically do this will learn to throttle the chunk loading for each player based on his or her OWN connection to you so those with better internet will get more chunks loaded and those who are lagging or have a bad ping to you will get less. Combine both of these logical ideas and you can reduce the chunk bandwidth requirement by up to 45% or more in some case's. It may not make your server lagless because it is under 1mbs min upload speed but it will help a whole lot to make it playable for at least 8 players.
  20. It also fixes a slew of vanilla Minecraft fall issues like liquid fall, webs, and hover objects . Though it might cause issue with plugins that implement fixes for these on their own when doing things that plugin allows you to do. Overall it should fix more than it breaks that's for sure.
  21. IC you can adjust some operations that run on Ticks in the config but not many, I noticed some stuff with the converters config as well to do with EU per Tick this might help. I would consider banning water farms. I just banned that electric light because when it gets unsteady power it flickers and when that happens the minecraft lighting engine shits a brick and craps the tps to like 12 or 17tps or lower every few tick cycles until its fixed just one room with it doing that made our server CPU reach 80% load and stay there until I killed the lights. They seem very unstable so I just disabled those. However I thought it was the crazy waterfarm one of my staff members made that had over 100 water converters and easily over 300 buckets in any tube at any time though it proved to be the lights after we isolated that as the issue since we turned the machines all off in that chunk that was causing massive FPS drops and cpu usage. That being said I really would not mind the IC2 and buildcraft guys to include pipe configs so I can reduce the number of items allowed in the pipes in any given tick.
  22. I came across this little plugin that does what has been discussed here in the past about how we die from using the Jetpack because of the actual way Minecraft handles fall damage but this small plugin should fix that. Download SofterLanding Bukkit Plugin How does this fix the issue your asking ? Just takes the previous location minus the current location, devides by 1 tick, and gets speed. Then, it uses the SPEED OF IMPACT to calculate fall damage. Enjoy. @EventHandler(priority = EventPriority.NORMAL) public void onPlayerFallDamageEvent(EntityDamageEvent e) { EntityDamageEvent.DamageCause type = e.getCause(); if (type == EntityDamageEvent.DamageCause.FALL && (e.getEntity() instanceof Player)) { Player p = (Player) e.getEntity(); int ticks = 1; double Ly = ( SofterLandings.cosmonauts.get(p.getName()).getL(2-ticks).getY() - p.getLocation().getY() ); double pitch = Math.toRadians(-p.getLocation().getPitch()); double y = Math.sin(-pitch); if (y < 0){ y=0; } int damage = (int) ((Ly-3)-y*2); p.damage(damage); e.setCancelled(true); } return; } I did not make this plugin so use it at your own risk.
  23. What exactly is laggy with the Quarry ?. I use Nolagg and it stacks items into single item groups it also buffers items if more than 30 items are in the same same chunk and it will load slowly load in the buffered items as items in the chunk get picked up or expire. My question then would be is it the Quarry or is it the actual items it spams causing the lag.
  24. I am just going to tell you how to do it instead of doing the work for you. [list type=decimal] [li]Open your LWC config and jot down the Item Id's you need or if you know them by name just remember the names.[/li] [li]Load up Tekkit in SP and do a search on the name or downgrade to the prev tekkit version to get the names of your current ID's before hand if you don't know them.[/li] [li] Change the ID's in your LWC config to match the new ones you should see from the Dump of the item list for Tekkit 3 or from the in game ID shown. [/li] Use notepad ++ if you rather serach for old ID and do replace with out actually having to look for the ID's in the config. It's not hard mate. If you need help and If your super nice to me Inbox me with the required Items you needed added and I will make your config and send it to you. Why you would be writing them down is beyond logical when you could simply email yourself the LWC config just edit it as u look for them in game or in the dumped ID list either way there should be no pen to paper work involved at all for this process unless you have no remote access to your own server in which case just save them as a draft sms on your phone .
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