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HalibutBarn

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Everything posted by HalibutBarn

  1. You probably loaded your old world in a 1.2 client or server at some point, at which point it would have done an Anvil conversion and you would have both .mcr and .mca files for your world. Continuing to use the world with a 1.1 server, it'll keep updating the .mcr files, but when you upgraded to a 1.2 server, it's now pulling world data from the old .mca files, which are still left in the same state they were in back when the conversion happened. Restore your world from before you did the upgrade, remove all the .mca files under your world directories, and then redo the upgrade.
  2. The problem is that the common code ChickenBones mods use to read config files only supports DOS-style line endings. In the Ender Chest case this means that it sees a bunch of junk after the block ID and resets to the default block ID, which conflicts with IC2, and in the wireless redstone case it tries to read in the whole file as a single line and overruns an internal buffer. (I haven't looked at the MFFS one, but Immibis's code might have the same problem.) Unzip or transfer the config files in a way that preserves the DOS line endings on a Unix system. For me, UnZip 6.00 on the Linux box itself seems to work fine.
  3. Note that you'll probably have to apply the 4096 block ID fix to Craftbukkit++ yourself, as it's not built-in like it is with MCPC's Bukkit.
  4. Seed bags don't drop on a right-click, just on a left-click.
  5. Servers don't show up automatically; you have to add them to the list yourself. Check the other subforums here for addresses of servers you might be able to connect to.
  6. What does it say in the log when you run an "/nfitem" command?
  7. Conversion shouldn't be needed, as nothing affecting the world data changed between those versions. It may be something that only affects single-player, which isn't officially supported for Tekkit anyway. (And it would be easier to tell with the client log.)
  8. Every 5 minutes it will generate a report of where item entities are if there are too many in the world (hardcoded as being more than 1024 for now), or enter the "/nfitem" command to generate a report right away.
  9. If it's requesting IC2 1.95 then you're still connecting to a 3.0.4 server somehow, as 3.1.1 has 1.97.
  10. I suspect it's more from the number of entities than the number of chunks; my server starts getting laggy around 1000-2000 item entities, let alone 5000. I have a plugin that I use to monitor loose item entities on my server, if you'd like to give it a try. Grab NFItemWatch.jar from here, and drop it in the 'plugins' directory, and it'll warn you where the largest collections of loose items are: https://github.com/cheide/Tekkit/tree/master/output
  11. Clients won't even be able to connect, they'll get an error about the mod being missing.
  12. Even if 3.1.1 is perfect, marking it as recommended right away would just result in a lot of players updating before their servers do, causing a lot of complaints. The testing isn't just whether the new release is buggy or not, but also any plugins that servers are using, evaluating whether they want to enable or disable any new features, etc.
  13. It sounds like you're trying to run it while it's still inside the zip file. Copy and paste the files to some other directory and run them from there.
  14. 3.0.4 was just a small .jar upgrade, so it doesn't matter. All you should need to do is copy over to the 3.1.1 install your world directories, Bukkit plugins (some might need to be upgraded, but the ones I use seem to be fine with the same version), and any config changes you made. 3.1.1 uses Bukkit 1.2.5-R4.1, and specifically the MCPC snapshot #162.
  15. Also make sure that in the plugins/Modifyworld/config.yml file, the "itemRestrictions" entry is set to true. by default this is false and it won't do the active inventory scanning to remove restricted items.
  16. Equivalent Exchange tools that consume EMC (e.g., the various rings and amulets) will consume redstone to fuel themselves. Get a klein star and put some EMC in it and it should pull the EMC it needs from that instead.
  17. Exactly which permission checks did you put in place to try to prevent it? If you only blocked nuke crafting, they could still get around that and place them with the NEI exploit, if you haven't applied a fix for that as well.
  18. There is a newer version of Forge in the dev build, but it's not ready for release yet. That's just the tradeoff you make with Tekkit; you get a stable, easy-to-install package, but it may be a bit behind on mod versions.
  19. It's happening somewhere in the OpenGL code, so make sure you've updated to the latest video drivers for your laptop.
  20. You need to change the railcraft.cfg on the server to list what additional blocks can be mined by the bore, as by default it only recognizes the vanilla blocks. This is what I use: tweaks.minecarts.bore.mineableBlocks={ 140, 140:1, 140:2, 140:3, 140:6, 140:7, 142, 142:1, 247, 248, 249 }
  21. There is no fix for the current version. The more recent versions of Bukkit have a bunch of multiworld fixes though, so it might work better in a future version.
  22. Assuming you're using Buildcraft pipes, try the Distribution Transport Pipe. If it's Redpower tubes, you could probably do it by using a sorting machine to paint them alternating colours corresponding to the two paths.
  23. You might be setting the timers to be too fast. I've found that they become unreliable at 0.350 and below, but 0.400 and up should be safe. You might also be able to get rid of the regulators in your factory. The ACT Mk2 acts like a buffer, so inputs from different sides go into different sections of the internal inventory, so you don't have to worry about one input overcrowding the others.
  24. e: Beaten! Those instructions are for the server, not the client. The client remains at version 3.0.3.
  25. The main problems are that there's no recommended build for Technic based on 1.2.5 yet, so you'd have to target one of the dev builds, which are still a moving target; there are some mods in Tekkit which aren't in Technic, which may introduce extra complications; and depending on which dev version you pick, some mods have older versions in Technic and stuff like tile entity data may no longer be compatible.
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