Jump to content

HalibutBarn

Members
  • Posts

    172
  • Joined

  • Last visited

Everything posted by HalibutBarn

  1. A vanilla map should work fine without conversion, but which version of Tekkit are you using? If you're still on 2.1.1, upgrade to 3.0.4, as only the newer version understands the new map format.
  2. Yeah, try changing the 'mineableBlocks' entry in railcraft.cfg to: tweaks.minecarts.bore.mineableBlocks={ 140, 140:1, 140:2, 140:3, 140:6, 140:7, 142, 142:1, 247, 248, 249 } to include the gems, nikolite, marble and basalt, and the IC2 ores in what the bore will go through.
  3. In my testing I saw that kind of thing happen when some of the trickier blocks weren't converted properly so the server gave up and regenerated the chunk from scratch, so there may be a type of block that I missed in the converter. Do you happen to know what types of blocks were in the area that got changed, or if there were any errors in the server log when the world was first loaded?
  4. The problem I ran into was rate-limiting steps where you're chaining one ACT to another, like the production of RE-batteries and machine blocks as part of creating generators. Since you can't stop the ACT from creating its outputs if the destination is full, it doesn't matter if you have chests or buffers or whatever between them and the generator assembler as they'll eventually fill up and start spilling on the ground. About all I could figure out was to mess with the timers to try and deliver the parts at as close to the same rate as possible, but it's a very fine balancing act, and even a slight difference in timing will cause one route to start backing up. I haven't really finished my factory, though. It uses condensers to get the raw materials and assembles basic panels, but I still don't have a good EMC source for the condensers (I just drop in some red matter now and then), and it's missing the final ->LV->MV->HV assembly phase.
  5. Actually Anvil shouldn't matter since you'd apply the block ID conversion before having the server load it and do its Anvil conversion. (But then it will matter in the future when we go to 4.0...) I'll probably tweak your previous converter for my own server's world, and if you don't mind then I guess I could distribute that. I think it still remains to be seen what the final block ID list is though. For all we know they're leaving the block ID arrangement to last and the current 3.0.1 ones are still all wrong.
  6. Were you running Windows XP? If so, under it the folder was named "Application Data", and would have been in a location like "\Documents and Settings\username\Local Settings\Application Data". I think it didn't get shortened to AppData until Vista.
  7. It's not generally the Bukkit porting phase that's holding things up anyway. We'd be just as stuck waiting for Redpower since the current pr5 release is just too buggy, Bukkit or not.
  8. The same old trick with manually setting APPDATA in a batch file seems to work with the Technic Launcher as well. Set up a batch file something like: setlocal set APPDATA=%~dp0 technic-launcher-latest.jar endlocal and it'll store all the Technic stuff under the directory the batch file is in. (Haven't tried it with the .exe yet)
  9. No update that I can see in the git repository. Did you happen to clear your cache anytime recently? That'll make it think there's an update available when there really isn't.
  10. Buildcraft 3 still doesn't have SMP support yet, and the Tekkit 3 versions are still under development; what's currently in them is not necessarily representative of what will be in the official release.
  11. The current version of Tekkit doesn't support the new Anvil map format in Minecraft 1.2, so it's loading the version of the world that was still in the old save format just before you upgraded to 1.2 and the map was converted. If you really want to use your current map, you'll have to wait for the official Tekkit 3 release.
  12. They have to test that the client files get distributed and merged properly by the launcher, even if the server isn't quite ready for public use yet, since you have to have a working client before you can even start testing the server.
  13. It's the same Bukkit server and EE2 versions in both 2.1.0 and 2.1.1 (I think 2.1.1 was just a minor fix to the mod ordering and some configuration conflicts, not a code change), so I'd expect the fix to work. Looks like you just need Java 7.
  14. Re: Sever start up You're missing a dash in front of the Xmx3G parameter.
  15. They could try setting the MIME type for jar files to "application/java-archive" on the web server. It's not an officially recognized MIME type, but it seems to work for other sites that host jar files.
  16. All that info is kept in the 'data' directory under where the level.dat is, so as long as you preserve everything under there in the world directory, you should be fine.
  17. jakj pointed out in a different thread that even if Forestry blocks and items silently disappear after the mod is removed, that only counts for chunks, players, and chests that get visited or used. If some future version then reuses those IDs for something else, and you stumble into a chunk that nobody's visited in ages, *boom*. At best, now all those apatite ore blocks suddenly become some other harmless block, at worst it could be some block that you don't want scattered all over the place, or cause crashes as the new block type is no longer properly set up with other info it needs, like tile entity data. Nobody's stepped forward to do a world converter yet, but it's still early. If nobody does, I'll probably just tweak havokx42's previous converter for my own server, at least.
  18. It sounds like it could be just general networking issues then, not something really Tekkit-specific. Other things to check: - make sure you're putting the ":25563" on the hostname or IP address of what the client connects to. - if this is on your home machine, you may need to change the port forwarding rules on your router (might have done it before for the default port and forgotten about it). - check and post the launcher logs of clients that fail to connect.
  19. Server logs would help.
  20. HalibutBarn

    No mods?

    I just noticed in the run that actually generated the world that mods actually weren't loaded, even though they were in previous runs. You had also moved it to that "Test Tekkit" directory for that run though, and I'm wondering if there's a problem with handling paths with spaces in them, which is a common bug. Try moving your server to a different directory without any spaces in the directory path and try again.
  21. As somebody already operating a server, I actually don't want to see a lot of +0.0.1 minor bugfix releases because applying a new server zip file is always a much bigger hassle than just dropping in a new plugin or .class file. Configs get overwritten and have to be fixed up again, plugins you didn't want get put back and have to be removed, you have to make sure obsolete files get removed, etc. I can understand that somebody just setting up a new server would be frustrated that the server zip isn't actually 'complete' and they need to go grab a bunch of other stuff too, but maybe that just needs better organization within a "Setting up your server 101..." thread.
  22. HalibutBarn

    No mods?

    Ah, that's better. It's the common Java version problem: you're using version 6, but the server requires version 7, so upgrade to that (links are on the main Technic page). It does look like most of the mods are getting loaded though, so you should be seeing the new ores and such.
  23. HalibutBarn

    No mods?

    How are you starting the server? If you're using a hosting service, you might have to ask them for support, or maybe other people here are more familiar with whatever specific host you're using.
  24. HalibutBarn

    No mods?

    No, the server.log file from wherever you're running the server, it'll be in the same directory as the Tekkit.jar file.
  25. HalibutBarn

    No mods?

    Either you've accidentally set up a plain vanilla server and not a Tekkit one, or it's not loading the mods properly for some reason (e.g., when it happened to someone else here, it was because he'd moved the jar file but not the subdirectories). Seeing the server log would kinda help...
×
×
  • Create New...