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Everything posted by Djinnii
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Hosting Issues with players being disconnected when they login
Djinnii replied to demfels's topic in Server Op Swap Shop
Try running a speed test to see what your actual upload is. Most likely scenario is that you aren't uploading enough of the terrain for the client to load up properly, so it times out and disconnects. Also I personally wouldn't put any machine in a DMZ... because it opens you up to a whole host of security issues. -
Hi guys, I could use some help working out exactly what caused this error and how to fix it: 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:492) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:467) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:579) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:83) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:119) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.NetworkManager.b(NetworkManager.java:234) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.Packet10Flying.handle(SourceFile:126) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:418) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.ServerConfigurationManager.d(ServerConfigurationManager.java:175) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.PlayerManager.movePlayer(PlayerManager.java:156) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.PlayerManager.a(PlayerManager.java:60) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.PlayerInstance.(PlayerInstance.java:26) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:86) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.ChunkProviderServer.loadChunk(ChunkProviderServer.java:143) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.ChunkRegionLoader.a(ChunkRegionLoader.java:54) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.ChunkRegionLoader.a(ChunkRegionLoader.java:65) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.ChunkRegionLoader.a(ChunkRegionLoader.java:297) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.Chunk.a(Chunk.java:649) 2012-11-01 14:31:51 [sEVERE] at net.minecraft.server.Chunk.a(Chunk.java:675) 2012-11-01 14:31:51 [sEVERE] java.lang.Exception 2012-11-01 14:31:51 [iNFO] Chunk coordinates: -912,496 I'm also getting a lot of: 2012-11-01 14:31:57 [iNFO] Reached end of stream
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Personally I don't use EssentialsChat, I use the ChatManager that came with PEX. But yes, you will need one of them to make it work properly.
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Actually I use TekkitCustomizer already, have done for a while now as a replacement for NoItem.
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I don't see anything in any of the default configs to suggest that any items are blocked by default.
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I don't think it's an entity issue... And I would for sure use TekkitRestrict to block the dupe bugs... if it didn't have that horrendous default ban list, meaning that from the moment I load it up, it starts deleting stuff from my world and player inventories etc...
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Why is Tekkit Restrict a must? (As far as plugins go, it's probably among my most disliked) Entities... with CB++ approx 300-500 without CB++ approx 4000 to 5000 It's pretty much the same regardless, with or without a world change.
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How is it not men't to be run with Tekkit might I ask? All tekkit is is a bunch of mods run on a bukkit server, how is it different? (As it happens, we do use TekkitCustomizer I find it much more "user friendly" than the rather unhelpful TekkitRestrict)
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Thanks BurningCake, do you know of any? The_DarthMoogle, I know what the problem is lol... all I need is a fix, and sure okay I'm sure that the Devs are working on the new release... but does it really take that long to change 1 line of code? (And I have to be honest I've never played SSP, so I wasn't aware it was a problem on SinglePlayer, even then though I doubt most people would notice... since it's not likely you'd ever need to look at the logs on SinglePlayer.)
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I'm sorry, I really need you (or someone) to explain to me exactly how that works? It doesn't matter who places the pedestal, or where or when, or even how many are placed, the item(s) works in-game as intended. The ONLY problem is that server side the console/log gets spammed with useless information, which I can only assume is because someone forgot to turn off debugging when they compiled it for release. I know your trying to help, but your answer/"solution" makes no sense to me.
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Why would the changes need to be made client side? The only problem is console spam, I have no problem with the operation of the item/mod in any other respect. I'd probably start looking for something along the lines of: "Debug = true" or "Print('Repair is active')"
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The_DarthMoogle, I don't mean to be rude... but honestly... removing all the DM Pedestals from the world, isn't a solution. It's like saying if you don't want anyone to catch some disease, kill all the people. There must have been someone else who got annoyed at it enough to recompile it without the debug enabled line or is able to tell me how to do it. It's not a new problem, and it stuns me that the only answer people seem to have is the same as yours. Now granted, i'm not really a programmer, but I've done enough of it to know, that its most likely just 1 line of code which needs commenting out, or changing from true to false so it's not really a big job.
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Thanks, but yeah that's not really a fix... hence why I posted this in the first place.
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Title: Repair is Active Version: 3.1.2 OS: CentOS Java Version: 7 Description of Problem: Console spammed with Repair is Active. Don't really want to remove all DM Pedestals. How can I go about recompiling the mod without the debuging line? I know it's not a new problem, and there are plenty of posts about it, but none of the ones i've found give any solution other than removing all the DM Pedestals in the world. Error Messages: [iNFO] Repair is active.. Error Log: [iNFO] Repair is active..
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Well... still getting random crashes with no errors on the console or server log... but they only happen every 12-14hrs or so and no reported rollbacks so not a huge deal. Would be nice to get those fixed though... Theres also the thing that keeps bugging me, no matter what kind of processing power or how much RAM I throw at this, my TPS always dips really low (like 8 or 9) with 15 people online and chunk loaders blocked) UPDATE: Just had another crash this morning, and apparently there was a 1hr 30min rollback.
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ahh okay thanks, well made those changes now :-) Dynmap isn't really used much, expect by admins we haven't given out its custom port/address to any of the playerbase.
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No, fortunately there's no griefing, just a case of them going from being on every day, then suddenly nothing for a week, followed by a message on my skype saying they can't log in anymore and their accounts have been hacked.
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CPU on the machine is: Dual Intel Quad-Xeon processors I don't know the exact model. I have changed my dynmap config quite alot based on exactly that... http://pastebin.com/frCCQqe1 I haven't had the save issue since then... but apparently it did happen twice.
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Wasn't so much wondering if it was my fault More, if they are connecting to other peoples servers who seem to me anyway a little... dubious... weather it was possible for them to steal the session keys and collect the password from that.. much in the same way you would steal a WEP key... (There is no need to transmit the actual password to a device past the initial handshake... but WEP does it anyway.)
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Hi All, I'm wondering... a few of my users seem to have had their accounts hacked recently, so I wanted to know what I could do and how to help them avoid it happening in future. My main question today is, is it possible for a minecraft (modded, emulated or otherwise) server to harvest a users minecraft name and password?
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Okay, so rather than Ninja the "/Lag, RAM and TPS" thread I decided to make my own, following some recent issues I've been having on my own server with chunk corruption, general slowness and lower than expected TPS. We have recently moved worlds, the current world is about a week old, which is why I was so concerned when it crashed unexpectedly and did a 2hr rollback for no apparent reason. The setup: Hardware CreeperHost VPS Skeleton - 3 Processor Cores - 30GB HDD - 4GB RAM Software CentOS CraftBukkit++ build #75 Tekkit Mod pack with patched EE Tools Timings file: http://pastebin.com/MCgGvW9K When I started looking down this route I was following this post: https://clientarea.minecraftlayer.com/knowledgebase.php?action=displayarticle&id=33 I was expecting maybe 1 or 2 things to jump out... but looking at this almost all my plugins are averaging very high usage. Any help with this would be much appreciated! Thanks!
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@Mercury For sure it's not... but this is tekkit... There are a billion things that could "go wrong" in any given second... (leaky pipes can very quickly lagg out a server) And your explanation is kinda what I was referring to... As for the Latest CLAG... are you sure that works with Tekkit? And for the weather.. sure we seem to see alot more rain and thunderstorms etc.. but it's not excessive (for the most part though on my server though mods and admins tend to turn off weather pretty quick...)
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O Thanks Mercury, some neat stuff there. Yes, I highly support the CB++ point... and I will myself be making a few alterations based on the java parameters post. (Just to point out how good CB++ is... when running Tekkit we ran Lagg Clear every 3 mins and each time it would delete between 5000 and 6000 entities, with CB++ it now deletes 300-500 every 5mins. And this is only taking 1 of the advantages into account.)
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We recently solved this problem on my own server by migrating to a new world... (I ran both worlds together for a week or so to allow people to move all their stuff over to the new one.) *MIGHT* be worth you booting up a fresh world, and seeing if the issue persists.