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RebelNode

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Everything posted by RebelNode

  1. If you want the mining turtles to work then you would have to OP each ComputerCraftTurtle1067, ComputerCraftTurtle1068 etc. or have your default group so that it has modifyworld perms in the area (though as described above simple modifyworld perms are not sufficient anymore in tekkit 3).
  2. I would rather handle the fakeuser permissions with pex because then I can limit their permissions so that players cant for example use a quarry to destroy a worldguard protected area or use blockbreakers to smash lwc-protected chests. modifyworld config: enable: true itemRestrictions: true informPlayers: true whitelist: false messages: whitelistMessage: You are not allowed to join this server. Goodbye! prohibitedItem: You have prohibited item "%s". permissionDenied: Sorry, you don't have enough permissions Also it's worth noting that modifyworld (or any other plugin) doesn't restrict any non-fake players that have the same perms as the fake players. It's just the fake players that get restricted somehow, maybe they communicate with pex via different api or something?
  3. You can't. All EE items are like that unless you use thomafn's patch (sticky thread on this forum), and I think thomas didn't patch catalysts because everyone bans them anyways.
  4. 'lo, many of Tekkit mods use 'fakeusers' like [buildCraft], [RedPower] and [industrialCraft] to account for their block_place events. In Tekkit 2 I put the fakeusers in user groups and gave them permissions with pex, but looks like that doesn't work anymore. If I give [RedPower] all the perms it needs for block_place (and /pex toggle debug reveals it indeed doesn't run into any "permission not found" situations) it still can't place down a block with deployer. If I do /op [RedPower] then deployers work again so it's definitely a permissions issue. Opping quarries and industrial tnt and such isn't exactly ideal so I'd rather use pex if possible. Anyone run into this problem?
  5. Re: Evolution R&D [50 slots] [24/7] [3.0.3] Now running Tekkit 3.0.3!
  6. Thank you for the link. It might be useful for some situations. However it still can't solve the problem presented in OP (disabling tin --> bucket --> iron crafting without having to disable tin, buckets or iron).
  7. Yo, so far I have been successfully using pex/modifyworld and mod_EE.props for all my item banning purposes and especially modifyworld has been most excellent at that. It is however afaik incapable of disabling item recipes without disabling the item itself or one of it's ingredients. This in turn isn't enough for situations like the tin --> bucket --> iron exploit. So do you have any better solutions that you use (and work for tekkit 3)? I just tried recipemanager, but it seems like that plugin is just not made for modded servers and the configuration for non-vanilla items seems to be undocumented and hard. Also it seems to break crafting table 3 (some recipes I didn't disable still got disabled in crafting table 3). If you have working configs to disable tekkit recipes with recipemanager then I'm happy to hear those too.
  8. Just update client to tekkit 3, start a (singleplayer) game and open inventory/NEI to see a full list with a convenient search function.
  9. I think pex is the best permissionsplugin for tekkit, simply because of modifyworld. Modifyworld can be hard to set up and cause problems if you are inexperienced, but if you know how then it's an excellent plugin for banning blocks or limiting their usage. For example - -modifyworld.items.have.132 (item id is tekkit 2) prevents the users from having transmutation tables in their inventory (if they do the item disappears). Similarly NewWorld: permissions: - -modifyworld.blocks.place.153 prevents users from placing down quarries in world called "NewWorld" while still allowing them to craft and carry them and place them down in another world, Builder: permissions: - -modifyworld.interact.207 prevents user group "Builder" to interact with computer craft computers while still allowing other groups to use them etc.
  10. Reinstall you Tekkit client (NEI save slots and settings are stored on client side) and if that doesnt work then perhaps delete root/worldname/players/yourname.dat on the serverside to wipe your inventory and remove possible corruption there.
  11. If it's just the server staff using unicode in their names then they have probably just edited the files on the server side. ٩(-̮̮̃-̃)۶
  12. Re: Evolution R&D [50 slots] [24/7] [Established, but new map] Can a Technic forum moderator please close/lock the out-dated thread about the same server located at http://forums.technicpack.net/index.php/topic,2493.0.html Thank you.
  13. Server IP: play.evolutionrd.net Server website and forums: http://evolutionrd.net Dynmap: http://map.evolutionrd.net Mumble address: mumble.evolutionrd.net Mumble Port: 64872 TekkitLite version: 0.5.3 Construction foam creations! Cool terrain formations! We're building on the shoulders of giants! Our super-awesome protection system! Piggie! Evolution R&D is (one of) the oldest Tekkit server(s) still standing. It was founded in February 2012 back in Tekkit version 1.1.4. We mainly focus on core game play and building of awesome stuff. We have no global pvp or big rpg elements, we just want to build cities and machines together. Plugins: Dynmap LWC (chest protection) Precious Stones (area protection, much better than Towny and other such plugins) Chestshop Herochat Hawkeye The server is divided into different worlds with different purposes: Spawnworld houses portals to other worlds. Overworld is where we all build. Scrapworld is for mining, quarries, explosives etc. It resets quite often. Nether is for nether (duh). Sometimes we might have a 5th temporary world for challenge maps or pvp games. Staff: Owner - RebelNode Admin - Davnell, bluesky_robyn Mod - Shiral, Roflmfaozorz, topsniper52, robopwner You can read the server rules at http://www.evolutionrd.net/vb/content.php?115-rules Some of Equivalent Exchange (EE), is disabled but the major features like condensers and dm/rm tools are enabled. Also some obvious grief tools and duping bugs have been disabled (full list behind the above rules link). Server specs: 50 slots 4 GB Ram Fast SSD storage
  14. Just took first from google results. Sorry for late reply.
  15. Okay I tested it and it seems to work. Mcedit works with current tekkit and with mc 1.2.5 so combined with midas it can move stuff (any blocks/areas) over to the other side of the (oh-so-distant) update. From what I hear though, pretty much all builds of mcedit currently available are somewhat unstable and nightly so I'm not promising anyone anything here :P
  16. Hmm now that I think about it, it would also have to work for Tekkit 3. Because you would convert your old tekkit 2 world to tekkit 3 format and then copy over to a fresh tekkit 3 world. You can't simply copy it with both world as tekkit 2 because then the new world would not have the tekkit 3 features. Of course nobody can at this time know what works or not for Tekkit 3. So let's just ask if there are any tools that copy item damage values and facing etc and preferably work for mc 1.2.5.
  17. Does anyone know of a working world copy tool for Tekkit? I mean as in copy an area from one world and paste it into another. I will take anything: modded worldedit, voxelsniper, mcedit, what ever you claim that works. This would be very useful to remedy the pain of moving to a new map with Tekkit 3.0 later on (of course one has to use world converters and stuff as well for it to ever work).
  18. You won't spawn in same place unless you edit some of the world files in ways that are harder than /tppos. Also your inventory will not transfer over for the same reason.
  19. Needless to say we also got it on Evolution R&D now and it works great. RM pickaxe seems to have some problems to log, but found no bugs with other tools.
  20. We just had to do a whole map rollback for this one.
  21. Re: Bugs found in Tekkit 2.0 New info on this one. Before the corrupt chunk is formed the logs show a lot of "PlayerX moved wrongly" PlayerX being mainly the same person but also a few times someone else. Towards the end there's also a lot of "[iNFO] dropping item" but I don't know if either of those has anything to do with the bug. Someone suggested it has something to do with buildcraft pipes (connected to EE machines). Anyways, it has corrupted a chunk again and we will have to rollback the whole map or else anyone going to / spawning in the chunk will crash the whole server.
  22. Re: Bugs found in Tekkit 2.0 Seconding the exactly same error report. [EDIT]Just got this one multiple times in a row with only 1 player on the server. It seems to always happen when a certain player joins the server. I think it might have more to do with the player being in a certain location though as we now have 3 players who are bugged. Maybe the said location has some blocks that when rendered cause bad things to happen.[/EDIT]
  23. Hmm I tested it on a test server and it just removed all the EE2 items from the world without giving any errors. Is it really this easy or am I missing something?
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