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gummby8

HELEN KELLER
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Everything posted by gummby8

  1. that is exactly what I use now. However it still does not limit the quantum/nano armor. I had to disable crafting carbon plates altogether and substitute carbon plates with obsidian for the crafting of advanced machines
  2. I have found a final solution to this issue. In the forestry and buildcraft config I changed the fake player name to my own. I made sure to keep the fakeplayer login to false. So far I have seen no ill affects when I play and every towns farms are functioning, no errors in console anymore either. I found that once I turned on town debug mode, the console was saying that even tho the fakeplayername had perms, that it was still not a registered member of towny. Essentially the fakeplayer has to have at least logged on once for towny to accept the perms. Changeijng the fakeplayername to any actual playuer that has logged into the server since the towny plugin was installed and giving them full perms seems to work
  3. Re: Tekkit mods don't play well with Towny? Ok now this error is back, and totally randomly, It worked for a day, now all of a sudden I am getting failed to fetch resident errors all over again.
  4. Re: Tekkit mods don't play well with Towny? Not entirely sure what fixed it. I had oped the [forestry] name before and it didn't work. I switched all the mods to null on the fake player, rebooted and switched them all to [fake] for a player name, after a restart it worked. I am pretty sure it was not the restart that fixed it, because I had left the [forestry] name opped overnight and the server restarted at least 3 times before I got back to it. I am wondering if it has to do with the name. IDK I call FM on this and I'm just going to leave it alone.
  5. Re: Tekkit mods don't play well with Towny? I've done that. Now it spams unholy amounts of blockbreakevent errors in relation to...just about every plugin that uses that event. Towny, worldguard, dungeonbuilder, logblock, modifyworld. Giving the fake player op or admin perms does not fix this problem.
  6. Re: Tekkit mods don't play well with Towny? There is no fix for this? Towny, one of the biggest player protection mods, no one has found a fix for this issue yet?
  7. So I have found a few threads regarding errors such as Failed to fetch resident: [insertmodnamehere] Buildcraft, IC2, Forestry, Redpower, all use a fake playername to build/break blocks, and towny gets pissy about it and spams that error whenever a block break event is used with teh fake playername. Many of these threads sugest giving the fake player name admin rights in PEX. I have done this and instead of a calm "Failed to fetch resident:" I get a storm of towny errors where it cant send the blockbreakevent" to towny. This occurs anytime someone sets up a farm, or foreseter or...anything that attempts to breaks a block. The towny devs have washed their hands of this as it is not a bukkit plugin. Does anyone have a working fix to this issue?
  8. I can't seem to figure out what it is about the buildcraft pumps that makes them not drain lava when in the nether. I can put a pump in a sea of lava in the nether and it will never drain the source blocks, it will pump lava infinitely to a geothermal gen. But if I make a small pool of lava say closer to my nether portal, so I won't have to walk as far, it sucks up the source block. Is it a altitude thing? Pumps wont suck up lava in the nether if under a certain altitude, or do I have to make the pool of lava bigger? The pump I have in the sea of lava is right on the shore and it is only 1 block deep.
  9. Thank you! That got rid of the annoying spam.
  10. Uses are still able to place blocks in worldguard regions even with this fix. I made sure build was denied.
  11. Because I know what mods the players have, I don't need it telling me every time someone logs in. I don't want to sit in game all day to watch chat, I watch the console and having my screen spammed with a giant list of mods every time someone logs in, makes it difficult to keep track if an error occurs. If a significant error pops up ,and someone logs in a second later, it spams the important relevant info clear out the window. An option to disable that level of logging would be much appreciated.
  12. This fix broke the ability to place engines. Anytime someone on my server places an engine now it turns into a redstone engine and kicks the player
  13. Every time a user logs on it spams the console with every mod that persons client has installed, can I turn that off?
  14. Yeah that worked...I feel smurt
  15. I looked into the IC2 config and found enableElectricBlockRedstoneEmitWhenFull=true after some research I found that what this is supposed to do is when a batbox, is fully charged it is supposed to light up redstone near it. I restarted my server, made sure the config didn't change I have put redstone all over a batbox, MFE, MFSU, geothermal generator. But none of them power redstone when they are fully charged. Am I missing something?
  16. We have disabled all blocks that charge Klein stars and in turn want to use them as event rewards. But every time I try to spawn one if appears full for a moment and then goes empty. Is there some EE setting I am missing or is the only way to get a fully charged star to put it in a relay and wait forever?
  17. I agree that this is most likely caused by Tekkit tampering with bukkit. All in all its a good thing they have going, but this needs to at least be addressed by one of their devs, so we know that they are aware of the issue. If they have already done this then I'll just shut up and wait for a fix The fact that Tekkit is not registering block placements is most likely the reason LogBlock is not recording anything either
  18. I have spent the last 2 hours going through ever worldguard and worldedit version since 1000 all of them produce the same result, can place, cant break. There is no way I can have working dungeons with this bug.
  19. You need a wooden conductor pipe connected to the energy link first, then gold/stone Reactor>fiber>MFSU>fiber>energylink>wood tube>goldtube>>>>>energylink>MFSU> whatever you want
  20. Does anyone have a good idea how to limit industrial craft items? The RecipeRepo plugin doesn't work on the nano/quantum armor no matter what I do.
  21. I want to restrict more than just EE items Sadly the blocking of recipes function in that plugin does require spout. I did manage to find this plugin http://www.mcportcentral.co.za/index.php?topic=605.0 Unfortunately I cant get this plugin to block industrial craft items that have a charge, IE Nano armor. I have tried blocking the ID shown in-game, and the ID in the config, and I can still craft it in game
  22. I am currently trying to restrict players using OP items such as nano armor and some alchemy items. I don't like modify world because it appears to allow the user to craft the restricted items, just never use them. I would rather just block them from being made altogether. Sadly all the recipe blockers out there require spout, and spout breaks a lot in tekkit, like pipes. The one recipe manager I have found that no longer requires spout requires a bukkit 1.2 build, which tekkit hasn't upgraded to as of yet. What plugins do other admins here use to restrict item use/creation?
  23. This running on a centos 5 server (linux) http://pastebin.com/7E1q3jSk User was probated for not following the bug report format.
  24. I am getting the exact same error, trying to automate hummus with the carpenter
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