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CoderJ

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Everything posted by CoderJ

  1. Just to chime in with my two cents; nope, not the least bit concerned Panihamar took out condensers, collectors, and red matter. EE2 for SMP is a nightmare to balance to make it enjoyable (rather, make it so it's not so exploitable and OP that many players get either so rich they lose interest while others who don't go that path get sick of the play style of the former and quit); I spent about 3 weeks, after applying the community patches for allowing the tools to get logged properly, going through and tweaking EE2... then recompiling.... then swearing... compiling again... to try to get it to a playable state. Even with those changes, I ended up having to leave most amulets/rings/collectors/gem armor banned. We're kind of lucky right now because our core user base decided not to go the EE2 route.... they're material rich but it's because they've spent a month or two just working hard; plus there's a resource world to strip if they need to (so our main world doesn't get pockmarked)... and EE2 doesn't work there .
  2. Extract original railcraft mod + config from Tekkit archive and upload to server? Make sure the server is shutdown when you do this... probably just a fluke corrupted archive or something.
  3. Any chance you're using NoLagg? The distributed tekkit.jar or have you switched to CB++ or something else? If you're using NoLagg, don't. Either turn off everything in it or find an alternative. Most (but not all) server ops have had issues with NoLagg
  4. afaik, it can't because the mod/plugin are not setting the player for the inventory opening event. I could be wrong, but I think that was what md5 had said the issue was when it come to logging custom chests/inventory mods/plugins. Anyone else know different?
  5. You should have immibis core 4.9.1.1 and tubestuff 4.9.1.2 (both for 1.2.5 bukkit). The [FINE] message is... fine. I get that on mine as well, but tubestuff/immibis is working fine. Might want to try reloading mods and configs on your server for giggles.
  6. reinstall/reupload your mods, one of them is corrupted (as the error suggests).
  7. Wheeee, Null Pointer! This can happen if somehow the server thinks an entity should be one ID but the client thinks it's another... The Automatic Crafting Table Mk II should be 194:1; check your client's config (%appdata%/roaming/.techniclauncher/tekkit/config/immibis.cfg) and make sure tubestuff.id = 194. Check on your server as well (./config/immibis.cfg). If you're still getting the error, you may have a different issue and all this was for naught (sorry). We'll take it from there, I guess. (On second blush, this doesn't look entirely like what happens when an entity is the wrong ID; have you disabled immibis's mod (tubestuff) at all? Also, check your server log... you may have an id conflict that forge is resolving in favor of something else (not tubestuff).
  8. From the comments of the bukkit plugin (which dreadslicer is using as a development blog, evidently ): This was an update from 6 hours ago, so I would say he's coming along pretty nicely, looks like last bit is to get chunks loading a bit faster. The source is on GitHub (I linked it earlier), so if you're pretty familiar with java/maven/git it's possible to compile the source and give it a whirl. I just got home, setting up everything to come together while I sleep although at the rate dreadslicer has been working it'll probably be changed again when I get up.
  9. dreadslicer will (hopefully) have multithreaded MCPC done soon. Octacore would be ideal then..... (5 threads + worlds*4), so I say go for it. Good-bye low TPS and hi large player cap (assuming, of course, he gets the final kinks out of the server code... looks almost done, though)
  10. Missing part of the error log, but Kghareus has it right... your ComputerCraft config probably still has turtles logging in per turtle ID rather than just [ComputerCraft]. Change the config, reload, and you should be fine.
  11. Unless you put the fix in for Alchemy Chests (sticky post at the top of this forum, Known Fixes), don't unban them. Condensers should be okay, but that's up to you (do you want to have it so players have to save up materials and selectively turn them into EMC or do you want players building EMC farms). Not sure why you banned Harvest Goddess Ring and Nether Ore Diamond, those are both fairly benign.... Nukes can be configured from .\config\IC2.cfg (you may want to explore the config folder and play with some of the settings, just be sure to save backups). You're looking specifically for: tbh, it's not really worth unbanning nukes if you're going to nerf the heck out of them (unless you're somewhat sadistic and like laughing at the players when their nuke only blows up 3 or 4 blocks). Other than that, I agree with Abysinian; Tekkit-Restrict (turn off chunk unloading and RP timers and safe zones) will fix some of your EE headaches and block black hole chests (I kept water strainers on but warned players if theirs get jammed the chunk will just get wholesale regenerated to get the map back online) # Explosion power of a nuke, where TNT is 4 explosionPowerNuke=xxx
  12. Some more information please; OS, hosted on your own PC or with a host, etc. Something is holding onto the file that shouldn't. My first inclination is antivirus, but mileage may vary as I haven't seen this before and Google isn't helping .
  13. Wrong forum, you want Bug Report. Or Server Op Swap Shop. Anyway... are you locally hosting the server (as in on your own computer?) or what? OS? Specs? Any other information that may be relevant and add context to this random post?
  14. You posted 5 times (4 of those posts are in minutes of each other). Inclination to help is directly inversely proportional to your following/understanding of the rules (with most help coming if you follow, almost no help or lots of sarcasm/hate if you don't). Because I'm not totally a hateful troll yet, I'll help you real quick... it looks like you're using a newer version of Essentials (AsyncPlayerChatEvent doesn't exist in 1.2.x, I believe... 1.3.x and on) and you've got a problem where something is holding onto your '.\world\RedstoneEther\dimMap.dat' file. Any chance you're hosting this on your computer? If so, I'd say you may have a problem where your virus scanner is holding the file hostage. Otherwise, well, I'm not sure (could be file is being transfered via FTP, backed up by host, etc). Fix the Essentials issues by rolling back to a version meant for 1.2.x (I'll even do you a favor, link here)(In the future, do mind the compatibility information dev.bukkit.org lists... it's not for giggles); try disabling your antivirus (even just temporarily), and give it a go.
  15. I remember seeing somewhere it's possible to 'break' mooshroom/cow milking machines... either preventing [RedPower] from crafting mushroom soup/milk (maybe it was holding or having it in inventory... can't remember specifically, I think they had it working before I switched from PEX to PermissionsBukkit + NoItem).
  16. http://dev.bukkit.org/server-mods/tekkit-restrict/ Allows you to set WorldGuard regions as "safe zones".
  17. Try Tekkit-Restrict (Bukkit plugin), has /openalc command. Be sure to go through the config and turn just about everything else off (I kept the dupe fixes on, and used it to turn off Gem Armor offensive mode... left the movement stuff on). Looks like the author is working on some other cool stuff, but I'll believe it when I see it (seen the claims before... be nice if he can pull it off, that's for sure).
  18. This should probably be in Server Op Swap Shop or the Bug area, but I'll throw a bone anyway... Try installing CommandBook, then run /remove items 100 (this will remove any item entities). If that works, immediately shut off your quarry or whatever it is you may have running that is generating entities as it's overflowing and spilling them everywhere causing your issue. (Just did a quick google, ClearLagg appears to do the same thing without requiring everything + kitchen sink.. just run /lagg clear )
  19. In the Technic Launcher, click "Options", then "Clear Cache". When you login, the launcher will redownload the Tekkit mods. If you're still crashing when logging into the server, try starting a single player game or another server... if that works, then there is something wrong with the chunk or chunks near your login location. This can happen if a chunk corrupts or if somehow an invalid entity/block has been spawned (was having a devil of a time with this after upgrading RailCraft at one point then rolling back; some entities had changed IDs which conflicted with the client and caused client crashes).
  20. Shouldn't you back up your claim? Meh, doesn't matter, I'll bite... That's a good burn, actually. I like it . Anyway, let's go off the first handful of servers in the deluxe list... ComputerCraft (therefor, also Turtles) Disabled Entirely: The New Industrial Gaming, Route66MineTekkit, EnchantedCraft, SGTekkit, Tekkify Computer/Turtles are watched*: NationsMC ComputerCraft/Turtles Allowed: Forgotten Vault, Dalanelane-Tekkit No, I haven't played on all of these servers, I just did a grab off the first few topics I saw in Deluxe Servers. Still, an initial 5/8 for disabling CC is good batting. Of course, yes, that number could go up or down a lot if I felt like going through the whole subforum. I don't. If you're so eager to prove me wrong, go do the hard work. * - NationsMC has a rule against running malicous/harmful code on CC blocks, so I would assume this means that the mod is watched/restricted. Of course, assuming makes something out of me.... ---- To be honest, this argument/discussion is entirely academic, really. The OP was when Tekkit will have EE and Quarries to which the proper answer is, "It does, but a lot of servers disable and/or heavily modify these mods."
  21. Most high pop/popular servers have EE, Quarries, and Mining Turtles (sometimes CC entirely) disabled unless they allow full-scale PVP/Map destruction. EE is overpowered and exploit ridden; unless the server op/admins put a lot of time into patching/disabling items, the server quickly becomes creative mode with toys. It seems fun at first, but there's no incentive for any gameplay beyond a week or so. Quarries cause lag; if you haven't seen it yet, wait for a player to puts an iron pipe in the wrong place or screws up their overload loop and then logs out (but leave a chunk loader behind). Those fun characters we all love to ban are great at doing this (among other things) on purpose... all one has to do it set up several quarries near each other, then setup a loop that goes no where... Turtles, while cool, are also awesome griefing/protection bypass tools and unless one puts work into CC, there's a lot of potential to crash/bring the server to it's knees. In the interest of full disclosure, our server has all 3 enabled but we've taken a lot of steps to prevent abuse/griefing.
  22. What's the obsession with quadcore? Almost any good minecraft host (read: any host people rave about and are willing to throw more money at) is usually only going to give you one virtual core, 2 if you're running other intensive processes on the VPS. If a host is using a decent CPU (most are using multicore Xeon or better... not the cheap stuff, we're talking processors that cost more than most people pay for a mid-range gaming PC), that single core can easily outperform most 'dedicated' machines (provided they haven't oversold). (I wrote a longer post, but I've realize there's no point... at this point you're just digging in your heels due to either lack of understanding or guilt over having spend donor money on a server that is going to now cost extra to run... for the cost of a medium sized minecraft hosting plan, at that.) I feel bad about the situation you're in and all I can do for you now is advocate doing research in the future. Building a $800 dedicated minecraft hosting machine is kind of silly when it's about the same as a $40/mo hosting plan (and the host, if they're good, will most probably upgrade their hardware a few times in that period). (Not saying you spent $800, not sure what you did and frankly don't care... whatever it was is technically too much.)
  23. So.... that Honours Degree in Applied Computing means you don't look in config files then? config/IC2.cfg # Base energy generation values - increase those for higher energy yield energyGeneratorBase=10 energyGeneratorGeo=20 energyGeneratorNuclear=10 energyGeneratorSolar=100 energyGeneratorWater=100 energyGeneratorWind=100
  24. No, you had a bad VPS host and instead of doing research or assuming you could have made a bad choice, you feign that all hosts must be bad unless they give you a whole dedicated machine (which, for a decent price is not gonna happen). That's like saying I had a car for a month and every other day it would belch smoke and kill a baby. All cars are shit. Much like cars and software and many other things, there are many different companies that offer hosting/VPS services out there. Some are overselling money-grubbing weasels whose ineptitude will result in overloaded servers and thus the situation you describe (freezes, lag, crashes) while others carefully manage their hardware and sales so performance is never an issue. Talk to other server ops/admin to find out who they use and if they like them or not, and for the love of god, get a little more education on hosting types/terminology.
  25. Okay, that's a lot more information and I can guess what the issue is. If you're using PEX along with it's Modifyworld feature, you need to do some things with the fake user BuildCraft employs to make the quarry work. You can either /op [buildCraft] (a lot of people do this, however, note that BuildCraft can now modify regions while ignoring WorldGuard...) or you could add the appropriate permissions for BuildCraft (you'll find you have to do this for RedPower, ComputerCraft, RailCraft, and IC2 as well....)(I'm going to assume you're running the PEX commands from the console or chat, errata for permissions.yml will be at the end). Go to buildcraft\config\buildcraft.cfg. Change "blocks.fakeplayerlogin" from false to true. If you want BuildCraft to show up in the log, make sure "blocks.placedby" is fakeplayer. Save. For ease of adding other fake users, create a new group called "fakeusers" with modifyworld.* /pex group fakeusers create /pex group fakeusers add modifyworld.* Add BuildCraft's fake user to fakeusers /pex user [buildcraft] group set fakeusers Restart your server (so BuildCraft and PEX can reload...) Quarries should now work. If you get PEX errors, check permissions.yml to make sure the listing for BuildCraft is '[buildcraft]' (the '' is important). Please also note that there appears to be some quirkyness with the latest release of PEX and you may need to rollback to 1.19.1. permissions.yml examples (specific for BuildCraft fake user, but can apply to the other mods as well) (code tags don't preserve spacing, I believe, so make sure you obey YAML indent rules...) Once you get this down, you can easily add the other fake users as well as restrict them from breaking certain blocks (useful if you have things you don't want players picking up). fakeuser: permissions: - modifyworld.* ... '[buildCraft]': group: - fakeuser
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