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trench0r

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Everything posted by trench0r

  1. I run a small private server with never more than 10 users at a time on, but I've discussed this very issue with people, even though I rarely drop below 14-18, and even then it doesn't last or I simply restart the server and it goes away.. but I digress. Common things for people to look at would be: intricate buildcraft piping - always encourage users to use redpower whenever possible, ESPECIALLY for large, elaborate or item intensive projects. basically stay away from buildcraft except in cases where it actually makes more sense to use it instead of redpower (dealing with liquids and other mods such as railcraft is a great example of this) improper ic2 wiring - encourage users to paint wires and keep any loops to a minimum, especially "grids" or energy in / out mixing inefficient use of mods - redpower is powerful, and again with the encouragement.. users should think smarter, collect items in ender chests at the source, and extract them by the stack at the destination to avoid long tubes full of single items.. I don't care how much better redpower is than buildcraft at this, efficiency simply has to be better at helping you save resources. (examples of efficiency include pulling full stacks every 2+ seconds on a timer, instead of 8 sorting machines on .2 sec timers, I'm not sure how much this affects server performance, but I know a certain large server bans people for multiple offenses of breaking the "no timers under 2s" rule, which isn't a problem for me, since my server is so small I can counsel each individual user in smarter implementation deliberate exploiting / epic fail - there is no two ways about this, either someone is exploiting the sticky piston and sand / gravel duping bug, or exploiting some other mod like computercraft or ee, or just plain fudging it, for lack of a better term, deal with this. I personally don't see a drop in TPS with 10 or so users, I certainly have at least some of the problems I described above going on, but I don't use nearly as many plugins.. (I use worldguard, worldedit, endreset, choptree2, quickbench, silkspawners, dynmap, permissions, and lagmeter) I DO use a third party server management software called Multicraft, but I am not endorsing it, it kind of sucks. I am using a Phenom II x4 @ 3.1ghz with 3gb of ram dedicated to the server, but my map is only about 400mb.. Good luck!
  2. It seems to me that "real survival" includes pvp, in which case that makes this a "legitimate" "hack job".. on servers that do not condone unwanted pvp / griefing, then the use of private frequencies is well justified. Particularly if that server wishes to be less than exclusive with its membership. In other words, this is an awesome find for those who value the legitimacy of pvp for this sort of thing, as it seems to only use the tools available.
  3. EE is more trouble than it's worth, can't even deploy mystcraft cause of that hunk of junk? :(
  4. I thought wireless frequencies over 1000 are locked to the player? and only the ones under 1000 can be accessed by anyone?
  5. You do owe something to the people who use and/or promote your mod. And it isn't a "suck it" attitude. You owe them any and all of your success. Because all of that talent and hard work means nothing if nobody hears about it, or gets to have fun.
  6. Updated to 3.1.1, copied all files to appropriate places, updated the info in tekkit.jar.conf to read 3.1.1 (woo) but now getting the pesky Ping timeout!
  7. oh hey, it's Tomab! I don't think your users would abuse this..
  8. (I am computer literate) literacy includes comprehension, last I checked
  9. oy, I should have posted way sooner! I have forgotten a lot of what I learned by doing this! However, here are some things I (kind of) remember. 1. in the multicraft config files, a big problem for me was the setting "java=java" this needed to be changed to the actual path (including java.exe i.e. C:\...\java.exe) 2. for me, all the files in the package (from TheWebGamer/Psybertech) needed to be put in the SERVER directory, ONLY the tekkit jar and tekkit conf files needed to be copied to the multicraft's "daemon jar" directory 3. I found the best way to do this was either create a server directory prior to install, or to install over a fresh server and delete the world (forcing regeneration after adding the tekkit files to the server directory) Take it with a grain of salt, I take no responsibility for the liability claims of anyone using this information, I'm just trying to help. GLHF.
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