gotyaoi Posted July 25, 2012 Posted July 25, 2012 That is perhaps the item ID. If Covert Jaguar needed to do something tricky, it might concievably not match the block ID? Quote
mikeprimm Posted July 25, 2012 Author Posted July 25, 2012 That is perhaps the item ID. If Covert Jaguar needed to do something tricky, it might concievably not match the block ID? Its definitely an item ID - block IDs are limited to 0-4095:0-15 (per MC design). Quote
mikeprimm Posted July 25, 2012 Author Posted July 25, 2012 (I didnt see the error/warning was just being nice saying regards no need to be harsh) i have tested with the latest build new map i get the same issue as above. When i hover over the item in game it says metal post is 7266 and the variations go from 7266:1 to 7266:16. I cant claim to know tekkit / bukkit that well but many items go over 4095, as i have just tested the command "give fairlights 7266:16 10" this seems to be the block id? Can you install tekkit Mike to test? i can replicate this on a fresh build of tekkit server (latest) to another vm server and new world. I have - it works with the proper settings. Your ID isn't a block ID - its an item ID. The MC world map format cannot handle block IDs above 4095, nor sub-ids above 15. Take a look at your config/railcraft/railcraft.cfg file - look for the setting 'block.structure' - this is the block ID for structure blocks (including the various posts). If this is not 209, you'll need to set 'railcraft-structureBlock:' in configuration.txt to match that block ID (and, if you are using non-default IDs for other blocks, you may need to add or update lines for those settings as well). Quote
Don Serrot Posted July 27, 2012 Posted July 27, 2012 I'll be the first to admit, bit of a noob here. I've been working all afternoon to get this working, and it is now, but despite me adding in the code in the first post to the configuration.txt it's not loading mod blocks for me. The server is still on default 3.0.4 and I haven't edited it or anything. I'm sure it's a me being dumb and missing something problem. XD For some reason it also thinks a bunch of the pipes are wood planks. o_O I'm sure I messed something up somewhere... XD EDIT: Ah, found the issue. I had the code in the wrong spot. I had it up near the beginning, not after the "Mod Block Support" section. XD That makes more sense now. Quote
fairlights Posted July 30, 2012 Posted July 30, 2012 Ok i will take a look at the config i have no idea the difference between block id and item id are these not the same? When you run a tekkit server did you have to change any settings to get it to work 3 clean installs now and it will not render the block Quote
mikeprimm Posted July 31, 2012 Author Posted July 31, 2012 *** Update Notice *** Just released 0.60. Biggest change, as far as mod support, is not Tekkit specific - the SuperSlopes support has been fully converted to the new patch renderer, which makes them look a lot smoother and nicer. Beyond that, the update is mostly support for 1.3 blocks (sideways trees, tripwire hooks), and API support for allowing related groups of players to see one another (with associated updates to Dynmap-Towny and Dynmap-Factions to leverage it - allowing town/nation/faction members to see one another on the login-restricted map, but still allow them to be hidden to other folks. Quote
greedseed Posted August 1, 2012 Posted August 1, 2012 I love dynmap and its great to see you here !! The only down side to dynmap is that its a cpu nom nom nom nom Got a huge ass Server system and still running dynmap with a full server is prity hard So it happens i have to run of dynmap on peak hours. It would be awsome if we could run dynmap from its dedicated CPU core (since i have 24 threads to my picking ) instead of dynmap taking a 25% to 40% chunk of the CPU Core that Minecraft ( tekkit) serve uses. Quote
mikeprimm Posted August 1, 2012 Author Posted August 1, 2012 I love dynmap and its great to see you here !! The only down side to dynmap is that its a cpu nom nom nom nom Got a huge ass Server system and still running dynmap with a full server is prity hard So it happens i have to run of dynmap on peak hours. It would be awsome if we could run dynmap from its dedicated CPU core (since i have 24 threads to my picking ) instead of dynmap taking a 25% to 40% chunk of the CPU Core that Minecraft ( tekkit) serve uses. Fact is, every bit of our CPU use that CAN be moved off the main server thread has been moved off - all rendering, all web processing, everything except the trigger events themselves (which just enqueue update processing requests) and the chunk loading (which has to be done on the main thread due to MC/CB not being thread safe). If you look, you'll see that the threads burning CPU are not the MC/CB server threads... Quote
Phuriousgeorge Posted August 1, 2012 Posted August 1, 2012 Just have to say mike, the effort you put into your plugin(s) and the inclusion of the community makes you one of my favorite authors (not to mention your monkey avatar). Do you have a link somewhere that I could send you a token of our appreciation from my server? The only issue I've ever had with dynmap is the massive config that I obviously don't completely understand and tend to send the map service into the void at times lol (more testing on local server). Quote
mikeprimm Posted August 5, 2012 Author Posted August 5, 2012 Just have to say mike, the effort you put into your plugin(s) and the inclusion of the community makes you one of my favorite authors (not to mention your monkey avatar). Do you have a link somewhere that I could send you a token of our appreciation from my server? The only issue I've ever had with dynmap is the massive config that I obviously don't completely understand and tend to send the map service into the void at times lol (more testing on local server). Thank you! Its always great to hear that the effort is appreciated (plus, I show the really nice posts to my wife, which helps keep her off my back about it ). And thanks for reminding me that I've never set my signature here - my donation link should now be there. Thanks again! Edit: looks like signatures don't actually SHOW here - my sig info is now at the bottom of the OP for this thread. Quote
Forum Administrators KakerMix Posted August 5, 2012 Forum Administrators Posted August 5, 2012 Edit: looks like signatures don't actually SHOW here - my sig info is now at the bottom of the OP for this thread. Yeah we don't allow signatures here. They really are a terrible thing. However, they show on your profile page! Quote
zeus5966 Posted August 5, 2012 Posted August 5, 2012 I've always used dynmap for my servers, then when I started wih my tekkit server, I got the newest version of dynmap and was surprised to see that you have made it comPatible with tekkit. You should get a medal my friend! As for some constructive feedback, probably the biggest issue I have with installation is the configuration file. It could be more organized and streamlined, as well as simpler information for each configurable line. I.e. have sections for tekkit with subsections for each mod, as well as a section for everything else to do with dynmap. Or, instead of enabling each mod on the configuration, at the top putting a line that simply says Tekkit-server-enabled: true/false to bypass all of the activation of the mods. Keep up the amazing work mike! Quote
mikeprimm Posted August 7, 2012 Author Posted August 7, 2012 I've always used dynmap for my servers, then when I started wih my tekkit server, I got the newest version of dynmap and was surprised to see that you have made it comPatible with tekkit. You should get a medal my friend! As for some constructive feedback, probably the biggest issue I have with installation is the configuration file. It could be more organized and streamlined, as well as simpler information for each configurable line. I.e. have sections for tekkit with subsections for each mod, as well as a section for everything else to do with dynmap. Or, instead of enabling each mod on the configuration, at the top putting a line that simply says Tekkit-server-enabled: true/false to bypass all of the activation of the mods. Keep up the amazing work mike! Trick has always been that we don't break folks configuration compatibility, so the configuration.txt has grown a bit organically over time. I'm looking at doing some more 'automagic' configuration for tekkit-style distros - so many of these mods have rather similarly formatted configuration files that 'scraping' the block IDs out of them automatically is possible. Quote
Exelance Posted August 8, 2012 Posted August 8, 2012 I have a question. Is there a way to make Dynmap use less space on a servers Hard Drive? I had a server running with Dynmap, (We had the Hires renderer, i'm sure a lower one would use less space) After about 2 weeks, my servers HD was full and it caused a chunk error resulting in a total world restart. I'm not sure what i may have done wrong in the configs, but my users would like to have Dynmap back, but my hosted server only has 7gb of space. Can dynmap be setup to delete old files or something? Our world wasn't even that big, (5 users max) but when i cleaned up the server, i think Dynmap had over 35,000 files in it. (A PITA to delete over an FTP). Also as a secondary question, Has Dynmap been tested with the Mystcraft Bukkit port? Will Mystcraft break the map? We have it installed. Quote
Phuriousgeorge Posted August 9, 2012 Posted August 9, 2012 Your assumption on changing the resolution to reduce size is correct. It's also dependant on the size of your world. Doesn't matter how many people are playing on it. I think my vhires map for a 7k x 7k map was about 7GB of dynmap and about 500k files. Change that down to a lowres and you'll cut resources needed significantly. My suggestion is to run it from your local PC with your settings and see what it takes up, tweak it, and try again that way you don't screw up your map. Also - you can configure it to only render certain views and maps ie: Iso, Flat, Cave. I removed Cave mapping and mapping support for The_End and Nether to recover resources as well since there's really no reason for me to display those maps. Since then, I've moved and have more than enough HD space, so it's back to vhires for me Note: it's also recomended to change your config while hosting locally while testing to make sure you configured it right (config is a bit tricky 1st time) so you don't screw any existing maps up on your server and have to re-render. Quote
Exelance Posted August 9, 2012 Posted August 9, 2012 Is it possible to run the map from my personal computer and have it read the world files from the hosted server? Quote
zeus5966 Posted August 10, 2012 Posted August 10, 2012 Is it possible to run the map from my personal computer and have it read the world files from the hosted server? Correct me if I'm wrong, but it isn't possible due to the way that dynmap works. I believe it needs to be in the plugins folder of your server to correctly read your world. I believe mike will have more of the how's and why's. Quote
Phuriousgeorge Posted August 10, 2012 Posted August 10, 2012 Correct me if I'm wrong, but it isn't possible due to the way that dynmap works. I believe it needs to be in the plugins folder of your server to correctly read your world. I believe mike will have more of the how's and why's. I believe this is the case as well. I'd love an option to offload the map files via FTP through the plugin, but not sure how difficult that would be to implement. Quote
mikeprimm Posted August 10, 2012 Author Posted August 10, 2012 I believe this is the case as well. I'd love an option to offload the map files via FTP through the plugin, but not sure how difficult that would be to implement. What I've seen folks do, but isn't something I support (that is, I will not teach folks how to do, nor investigate issues found when its done and doesn't work right) is to use the JSON file mode (which makes a directory tree serveable by an external web server, which we DO support being on the same box), and then run rsync or some other remote directory tree synchronization tools periodically to keep a remote copy of the tree updated: they then serve that tree from the remote box. As you can see, this sort of process is all about some relatively advanced system admin concepts, as well as being all too particular to the hosting service you use (i.e. whether or not you can USE rsync to update files on them), and all kinds of other things that I just can't be expected to walk folks through, case by case. Quote
prenetic Posted August 11, 2012 Posted August 11, 2012 Thanks for all your hard work mikeprimm! Quote
Chibribub Posted August 13, 2012 Posted August 13, 2012 I would like to thank you mikeprimm for all your hard work with this very good and useful plugin. I would just like to add that Scaffoldings and Iron Scaffolds are not displayed still even with all the added support for Tekkit. It is a material many players on my server use for asthetics so it would be nice if it showed up on the isometric map. Quote
incy2k Posted August 14, 2012 Posted August 14, 2012 Is the reason Pneumatic Tube and redstone tubes showing as wood that support has not been added due to complications similar to microblocks? or is it some kind of user error? or coning soon in an update? as I'm using these on all my block breakers.. Quote
mikeprimm Posted August 20, 2012 Author Posted August 20, 2012 Is the reason Pneumatic Tube and redstone tubes showing as wood that support has not been added due to complications similar to microblocks? or is it some kind of user error? or coning soon in an update? as I'm using these on all my block breakers.. It is - at present, I'm not able to handle data that comes from the 'tileEntity' information, which can sometimes be surprising (e.g. I can't do HarvestCraft crops yet, because every crop depends upon its tileEntity data to determine which crop it is). In some cases, I can reasonably short-cut and more or less get away with it (e.g. the BuildCraft pipes), but others are pretty hopeless (e.g. microblocks). I've recently been pretty derailed by trying to get CB 1.3.1 into something resembling a stable and well-performing state (still a work in progress, but CB 1.3.1-R2.1 is much improved over 1.3.1-R1.0....). I'm hoping to get back on the design of the tileentity-based rendering support, which will ultimately lead to things like microblocks (this is still the hardest one), and will make simpler cases something that can be handled quite a bit sooner. In the mean time, if any folks out there are using ExtraBiomesXL (I know its not base Tekkit, but it is quite cool!), I just added support for it in the 0.80 development builds. Quote
Gongorrian Posted August 22, 2012 Posted August 22, 2012 Ive got a problem with my servers dynmap... Reinforced stone aint showing and a couple of other blocks. And i really cant figure out how to add that block item list, Most of all the Tekkit modpack blocks aint showing at all if they are they are treestairs, slabs etc. these blocks are Marble, Reinforcedstone etc. basicly all mod blocks.. alltho everyting in the config it set to true... My config file looks like this at mod section: ### Mod block support ### # Enable Industrial Craft 2 block rendering support (core, Advanced Machines, Charging Bench, Power Converters, Compact Solars, Nuclear Control) #ic2-support: true #ic2-advancesmachines-support: true #ic2-chargingbench-support: true #ic2-powerconverters-support: true #ic2-compactsolars-support: true #ic2-nuclearcontrol-support: true # Enable BuildCraft block rendering support #buildcraft-support: true # Enable RedPower2 block rendering support #redpower2-support: true # Enable NetherOres block rendering support #netherores-support: true # Enable RailCraft block rendering support #railcraft-support: true # Enable Kaevator's Superslopes block rendering support #superslopes-support: true # Enabled ComputerCraft block rendering support #computercraft-support: true # Enabled LC Trees++ block rendering support #lctrees-support: true # Enable Forestry block rending support #forestry-support: true # Enable IronCheck block rendering support #ironchest-support: true # Enable TubeCraft block rendering support #tubecraft-support: true # Enable Ender Storage block rendering support #enderstorage-support: true I dunno where i go wrong :-/ please help :-D and btw sorry for being dumb :-/ Quote
mikeprimm Posted August 27, 2012 Author Posted August 27, 2012 Ive got a problem with my servers dynmap... Reinforced stone aint showing and a couple of other blocks. And i really cant figure out how to add that block item list, Most of all the Tekkit modpack blocks aint showing at all if they are they are treestairs, slabs etc. these blocks are Marble, Reinforcedstone etc. basicly all mod blocks.. alltho everyting in the config it set to true... My config file looks like this at mod section: ### Mod block support ### # Enable Industrial Craft 2 block rendering support (core, Advanced Machines, Charging Bench, Power Converters, Compact Solars, Nuclear Control) #ic2-support: true #ic2-advancesmachines-support: true #ic2-chargingbench-support: true #ic2-powerconverters-support: true #ic2-compactsolars-support: true #ic2-nuclearcontrol-support: true # Enable BuildCraft block rendering support #buildcraft-support: true # Enable RedPower2 block rendering support #redpower2-support: true # Enable NetherOres block rendering support #netherores-support: true # Enable RailCraft block rendering support #railcraft-support: true # Enable Kaevator's Superslopes block rendering support #superslopes-support: true # Enabled ComputerCraft block rendering support #computercraft-support: true # Enabled LC Trees++ block rendering support #lctrees-support: true # Enable Forestry block rending support #forestry-support: true # Enable IronCheck block rendering support #ironchest-support: true # Enable TubeCraft block rendering support #tubecraft-support: true # Enable Ender Storage block rendering support #enderstorage-support: true I dunno where i go wrong :-/ please help :-D and btw sorry for being dumb :-/ All good - its pretty complicated Here's the wiki page for our tekkit settings - https://github.com/webbukkit/dynmap/wiki/Support-for-Tekkit. These provide both the settings that need to be enabled (uncommented), and the necessary tailoring of the block IDs that differ from the defaults we have for the various mods. Quote
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