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Octo

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Posts posted by Octo

  1. my point stays the same, if no official forgebukkit version+launcher is released, no matter if theres a tricky way to put this all toguether, no serious server could live with this until forge gets replacements for the most important bukkit plugins.

    This applies to FTB and Tekkit.

    In my case, if/when Tekkit no longer uses bukkit, if there's still no counterparts for those plugins, my server will move to bukkit again, even if that means no mods anymore.

    I know that in the long term forge will be much better than bukkit, but in the meantime i cant have a superwonderfull server full of supercool mods but completelly unprotected and unmanageable.

  2. Of course if your desperate for plugins, you can always run MC 1.2.5 instead of MC 1.4.2

    would that make a difference? i mean, if it's not craftbukkit, or forgebukkit, then no plugins will be supported as far as i know.

    It's not that i'm desperate about plugins, it's just that no serious multiplayer environment can be created without them, at least not right now. It's not a choice to have a reliable antigriefing system in a non-whitelist public big server, it's a must! And at least on my server, worldedit or something like that is mandatory as well.

    Same applies to the future non-CB tekkit, if it does not get replacements for the most important bukkit plugins in a short time, then i dont expect it to have any succes in multiplayer. I will never run a server where i cannot guarantee that our buildings are safe, or where i cannot fix world grieffing or things like that.

    I really hope that Forge gets powered with tons of replacements soon, for the good of Tekkit and the FTB pack

  3. Krizmac, I run a Feed the Beast server myself, and I love it, but you do know that FTB is no different really in this respect? In-fact FTB still has a couple of mods left that haven't even been finished yet, never-mind included in the pack that should be and will be in it, Including a worldgen mod. In-fact FTB at the moment has a much higher chance of needing a world reset to ensure no corrupted chunks or anything of that nature than Tekkit, (and I'm really not that big a fan of Tekkit when compared to FTB.)

    Im curious about this...

    how do FTB server admins manage things like permissions, land and chest protection, ranks, world editing tasks, antigriefing and so on and so forth?

  4. using the forum search function does not require any special skills.

    Not clicking the reply button when you dont know the answer to what people asks for, and not being rude does not require any special skill either.

    On topic:

    Use PortalStick http://dev.bukkit.org/server-mods/project-33575/

    I use it in my server and it's bloody awesome! As it's a bukkit plugin you dont need anything done client side, so for me this is better than the portal mod.

  5. the MCPC build is a big first step, but all the mods still need to be updated for 1.4.2 and then ported to be compatible with bukkit, i would say we are still a ways away from seeing a finished package

    thanks for your reply,

    will that hypotethic 1.4.2 version be released by the technicpack folks? or by the community? i dont yet know who is who here

  6. Uh, excuse me? [Citation Needed], guy. Why would Forge be incapable of this?

    I'm not saying forge will not be capable of this and much more indeed, if i'd have to choose i'd choose forge over bukkit for many reasons, BUT, my server heavily relies on bukkit plugins, and e.g. Terrain Control will not be avalaible in forge as far as i know, and i need terrain control, not something like it. To clarify, for my server is more important to have terrain control than the whole Tekkit.

    Same applies to other plugins i use, it may happen we get a forge version for some of the most popular plugins, but you know, there is thousands of plugins, and i use some "freack" ones that i really doubt i'll ever see a forge version.

    So sadly, if bukkit is removed from tekkit, my server will have to say good bye to it, at least until forge/tekkit gets loads of mods like bukkit now has.

    but i assume that this will take a lot of time, and i cant have a plugin-less (aka forge-tekkit) or an un-actualized (Tekkit 3.1.2) server in the meantime.

    I'm trying to think of a solution to keep runing tekkit until the forge server gets more mods, but so far i dont see it.

  7. Just to have this completelly clarified, please guys, will the next tekkit version already get rid of bukkit?

    If it's like that then i think i'm mooving onto vanilla bukkit server instead because my server heavily relies in bukkit plugins, it's not a choice for me, i cant wait for months to have a proper permissions and a world edit like plugin in my server, and so many vital things like the terrain control plugin wont even exist in forge no matter how many time we wait.

  8. I will try to make one and post it in a new thread. With easy setup instructions. :)

    so many thanks for this.

    I'm currently working on that as well, i finally understood how the ore config works for TC, but my ore distribution will be based on "mysource's testworld" biomes so i wont be able to share it, well i could share the ore configs but not the biomes, as those are donationware

    This could be a starting point for others interested in this:

    Ore(DIRT,32,20,100,0,128,STONE)

    Ore(GRAVEL,32,10,100,0,128,STONE)

    Ore(CLAY,32,1,100,0,128,STONE)

    Ore(COAL_ORE,16,20,100,0,128,STONE)

    Ore(IRON_ORE,8,20,100,0,64,STONE)

    Ore(GOLD_ORE,8,2,100,0,32,STONE)

    Ore(REDSTONE_ORE,7,8,100,0,16,STONE)

    Ore(DIAMOND_ORE,7,1,100,0,16,STONE)

    Ore(LAPIS_ORE,7,1,100,0,16,STONE)

    Ore(249,20,30,100,0,128,STONE)

    Ore(248,15,30,100,0,128,STONE)

    Ore(140.3,10,20,100,0,128,STONE)

    Ore(140.7,10,20,100,0,24,STONE)

    Ore(140,10,20,100,0,32,STONE)

    Ore(140.2,10,20,100,0,32,STONE)

    Ore(140.1,10,20,100,0,32,STONE)

    Ore(247,10,20,100,0,16,STONE)

    Ore(140.6,10,20,100,0,16,STONE)

    Ore(142,32,50,100,0,128,STONE)

    Ore(142.32,20,100,0,128,STONE)

    From here you just have to adjust ore amounts and use a different setup per biome

    Key here, and the thing that's making me brainstorm more, is what would be the best distribution for a true economy and survival server.

    I'm basing my map design in biome groups such as deserts, icelands, wetlands, extreme mountains, oceans, rivers and lakes, mountains and valleys and skylands, and my goal is to spread the ores throught those biome groups in addition to make those biomes really huge, i.e. it is not realistic to think about going to another biome to gather resources cause it would cost you days to get there by foot, so the most efficient way is to gather the resources avalaible in your home biome and then trade those with people residing in other biomes.

  9. I did have problems with this plugin as well. I finally removed it because it was causing problems to other plugins like mobhealth.

    My problem was the same as the one you have, i finally made it to do something, but it was completely random and buggy behavour. If you find a way to run it well, i'd like to know it as i may give it another chance

  10. I tested a CustomEMC plugin and work great for modifying the EMC value. This can also give EMC value for non-EE mod items like RedPower or IC2. I was able to transmute carbon plate. The downsize is educating players to expect the changes.

    For disabling certain items, the plugin, Tekkit Restrict, should be something to look into.

    Thanks for this!

    The tricky thing to achieve is to have a balanced economy WHILE keeping most of EE unbanned. I'm strugling thinking about this everyday.

    So what do you guys think would be the best way to stop all possible ways of infinite EMC?

    i'm thinking about seting EMC for cobble, snow, ice, milk to 0 perhaps?

    EDIT: not only infinite EMC methods, but other items that would need an EMC change to match a more balanced economy

  11. Interesting. How much RAM do you have? I've found that the more worlds I use and the more players are on the more glitches I find.

    I have 3gb right now, and so many plugins.

    Key with multiverse is to configure it to NOT keep all world's spawn in memory. In my server only the main world's spawn is kept in memory, the others are only loaded when a player joins them. I have more maps in my server, but those are for testing purposes and only admins can join them. With this setup, it makes no difference having 1 or 10 maps, at least not that i have noticed.

    You can do lots of things to minimize ram/prevent lag, for instance one of the things i did was to create an Engineer rank in my server and only allow Engineers to use certain things that would surelly cause lag in the hands of the wrong people. Things like BC's pipes, nuclear reactors, etc, are only managed by qualified people that will not create infinite pipe loops, or leave machines unatended, if they fail they loose the rank or even get prisoned in our deadly jail, so no one is failing so far :)

  12. I'm playing on a server that doesn't suffer this problem, kinda. There are a few flaws with it, really.

    ...

    There are more biomes, but each biome won't have all of the ores, only certain kinds of resources. Glowstone, for instance, can only be found in elusive mushroom biomes. And ocean/beach/mushroom biomes don't have copper, which is found in forests and extreme hills (plains too?)

    Diamonds are far more rare, manufacturing them is easier than digging for them. Uranium is extremely, extremely rare.

    Do you know how they achieved this? i mean what plugins or map generators they used. I'm very interested in this. Localized resources and huge biomes is just what i'm looking for for my eco-survival maps.

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