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York

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Everything posted by York

  1. Im interested in the 1.3.2 version, is it the one thats linked in the main post?
  2. Well I tried, complete newb at this but had a compile error: (Call to Super must be first statement in constructor) which threw me as its an unchanged part of the code, tried moving the Super() entry up above the statement, same error Heres the code if anyone can help (Im pretty sure once this bugger compiles it will fix NEI for 3.1.2, although I could be completely wrong ) http://pastebin.com/h7dvqngn
  3. I was wondering this too, I had a quick check on the League of Science website but it appears High Steve who provided a fix before is no longer around. I also sent a quick message to AlienX and he too unfortunately is no longer coding for tekkit. Are there any kind developers around who would take up this little but useful project? (hopes) Edit: Decided to have a peek in all the files myself, bare in mind i havent edited .class files before but from what i can tell, anyone with some basic knowledge of editing, decompiling and recompiling .class files could probably do this in 5 minutes. I narrowed down the changes to the NEIServerPacketHandler.class files. The obvious changes I can see in the NEIServerPacketHandler.class (if statements added), I should probably read some plugin tutorials but i feel by the time ive figured out how to make this seemingly simple fix a new version of tekkit will be out (not to mention im trying to admin a server). If anyone with basic knowledge was capable of doing this, i think the changes in the fixed file ( http://forums.technicpack.net/threads/nei-server-mod-permission-check-exploit-fix.11032/ ), copied over to the updated nei files in the mods folder would do it.
  4. I wouldnt advise using NEI (server side) there is a well known exploit that will let players import any items they like. Unless you want your server wide open to be exploited, delete it from the mods folder too. Until there is a NEI fix for 3.1.2, there isnt much that can be done to hide items in the inventory listings.
  5. You can unfortunately, there was a fix for 3.0.4 but it no longer works in 3.1.1 and above. http://forums.technicpack.net/threads/nei-server-mod-permission-check-exploit-fix.11032/
  6. The Modloader.cfg was removed in recent versions, to disable computercraft completely (and while your at it i would also disable NEI due to a serious exploit) simply go into your mods folder and delete the computercraft folder (and the NEI.zip).
  7. Personally Im using both NoItems and DisableCraft, Disablecraft to prevent crafting of items in all crafting tables and NoItems to prevent everything else. The problem with just using NoItems is that even tho you can prevent holding, placing etc of an item, it can be exploited by using deployers, i tested this today and was able to place a energy collector and condensor and use them even tho i had NoItems set to block them on everything, even on use. With the extra check by disablecraft in regards to the actual crafting its a pretty solid way to properly block an item yet still have it available to ops and with the right NoItems settings, be able to limit the number of certain items that are available to your users and more importantly, what they can do with them.
  8. If its hosted on multicraft, when you start up the server it will have a line like this in the console: [server] INFO Preparing start region for level 1 (Seed: -296500501) I dont believe F3 shows it anymore (didnt for me)
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