mikeprimm Posted August 27, 2012 Author Posted August 27, 2012 *** 0.80 Released *** This adds Equivalent Exchange 2 support (see updated tekkit settings, above), as well as ExtraBiomesXL and ExtraBiomesXL-Bunyan support (for folks that may enable those mods, beyond what Tekkit offers).
anylo Posted August 28, 2012 Posted August 28, 2012 Thank you sir for making this excellent stuff even more AWESOME!
greedseed Posted August 29, 2012 Posted August 29, 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 :-/ You need to remove the hash tags "#" like so ### 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
Riley - NZL Posted September 4, 2012 Posted September 4, 2012 RESOLVED: Trying to install this on ym Tekkit server. After unpacking it into my folder, then running the server it doesn't seem to start running this addon at all? Edit: Found this in the log files if it helps: 2012-09-04 15:21:23 [iNFO] Directory dynmap contained no mods 2012-09-04 15:21:23 [FINE] Found a zip or jar file dynmap.jar, attempting to load it 2012-09-04 15:21:23 [iNFO] File dynmap.jar contained no mods RESOLVED Plugins folder does not = mods folders :P
Okimo[Original] Posted September 9, 2012 Posted September 9, 2012 I believe at 0.90v will be RedPower Support BTW Useful and nice plugin :)
darkvip3r Posted September 12, 2012 Posted September 12, 2012 hi there i love your work, but the tekkit blocks still do not show i have tekkit 3.1.2 and dynmap 0.80 i followed your guild on github and here. still nothing. the basalt and marble blocks do not show. please help Mikeprimm
mikeprimm Posted September 16, 2012 Author Posted September 16, 2012 hi there i love your work, but the tekkit blocks still do not show i have tekkit 3.1.2 and dynmap 0.80 i followed your guild on github and here. still nothing. the basalt and marble blocks do not show. please help Mikeprimm I've confirmed that 3.1.2 and 0.80 work fine with the settings we provide on those blocks - I run them on my personal server with no problems. You've applied the settings from the wiki (or the OP here), and done a fresh render since doing so?
mikeprimm Posted October 21, 2012 Author Posted October 21, 2012 *** Dynmap 0.90 has been released *** As of 0.90, all the supported mods will be automatically detected and enabled. In addition, all configured block IDs for those mod will be detected and automatically applied. In addition, there's a pretty cool new "cave view" option - fully textured renders, versus the existing style cave view. To use this, just switch the shader used on the cave view from 'cave' to 'stdtexture-cave'.
mikeprimm Posted October 25, 2012 Author Posted October 25, 2012 Also, for folks that may have gotten impatient for Tekkit to update from 1.2.5, you may want to check out the alpha for Dynmap on vanilla+Forge (http://www.minecraftforum.net/topic/1524169-132forge-dynmap-dynamic-web-maps-for-smp/) We've got functional version for 1.3.2 (with forge 4.2.5) and for 1.4.2 (with forge 6.0.1).
mikeprimm Posted November 1, 2012 Author Posted November 1, 2012 V1.0 is released - recommended builds are available here ([Adfly] [Direct]) Our main support thread is now at http://www.minecraftforum.net/topic/1543523-dynmap-dynmap-web-maps-for-minecraft/#entry18859919
mikeprimm Posted November 1, 2012 Author Posted November 1, 2012 Also, I just applied a fix for some conflict between the rendering models for the v1.4.2 blocks and a couple of the default RedPower block IDs (specifically, ores), that can cause an exception during rendering. The fixes are in the development 1.1 builds ( [Adfly] [Direct]) If you are running 1.0, you can optionally copy the following replacement file to your plugins/dynmap/renderdata directory - https://raw.github.com/webbukkit/DynmapCore/master/renderdata/rp2-models.txt
mikeprimm Posted December 11, 2012 Author Posted December 11, 2012 Dynmap v1.2 has just been released. For folks that are interested, this release includes support for even more mods (including updates for RedPower2, BuildCraft, IC2, ExtraBiomesXL, RailCraft, and others), while still continuing to support Bukkit versions v1.2.5 and later (including Tekkit v3.1.x).
AlexanderPripiet Posted December 11, 2012 Posted December 11, 2012 Hey, I thought I'd ask here, it seems like a good place. Is there some tutorial for the config file for low-end servers that run tekkit? Aka disabling certain features of Dynamp to cut down the CPU/RAM usage. I'd go as far as disabling render all together and do a manual full-render of the map every 12 hours.
mikeprimm Posted January 15, 2013 Author Posted January 15, 2013 Just discovered that recent Bukkit builds had a problem that prevented running cleanly on Tekkit v3.1.3 (or other v1.2.5 based servers). This has been corrected in the latest v1.4 development builds.
soulgriever Posted January 15, 2013 Posted January 15, 2013 while I love how fast you patch things and continue to support tekkit, I just thought Id point out its still throwing out an error, not sure if its me or not, http://pastebin.com/8vJLJcnu
mikeprimm Posted January 15, 2013 Author Posted January 15, 2013 while I love how fast you patch things and continue to support tekkit, I just thought Id point out its still throwing out an error, not sure if its me or not, http://pastebin.com/8vJLJcnu Yep - my jenkins server has been having some fits (just migrated to it about a week ago after my last one went MIA - it was owned by someone else). Please give the latest build a go.
Plannb23 Posted May 10, 2013 Posted May 10, 2013 Mike are you saying use the most current version of Dynmap with Tekkit?
CaptianTGA Posted July 18, 2013 Posted July 18, 2013 hey mikeprimm is there a better cave view than stdtexture-cave? It seems to block a lot of areas I want to see in my one sky castle map in dynmap... also hires is not really hires even with boostzoom 2... the textures look blocky still even after setting the boostzoom to 2, same with surface view, the only view is the flat view that is showing up hires compared to before. Any ideas? Edit: Nevermind I think I got the hires thing fixed... however the cave thing still needs to be better, or at least some way to hide certain blocks... I tried to hide blocks but it did not work. Anyways, I also wanted to know how to fix the rp2 wires and cables and lights to show in dynmap? I know I need the ID but I can not find the ID needed to render in my config files.
CaptianTGA Posted July 18, 2013 Posted July 18, 2013 · Hidden Hidden hey mikeprimm is there a better cave view than stdtexture-cave? It seems to block a lot of areas I want to see in my one sky castle map in dynmap... also hires is not really hires even with boostzoom 2... the textures look blocky still even after setting the boostzoom to 2, same with surface view, the only view is the flat view that is showing up hires compared to before. Any ideas? Edit: It said there was a error and double posted sorry, I do not know why :/
JamiePhonic Posted September 4, 2013 Posted September 4, 2013 Im Running a FTB server (direwolf20 1.4.7) with dynmap 1.8 (latest recommended release) dynmap DynmapCBBridge-1.8 running on BukkitForge-1.4.7-257 with the dynmap-essentials plugin (0.50) and eddentials 2.10.1 and none of my warps or homes are showing up. what gives? (ps, i know this is the wrong forum entirely, but since tekkit is the closest thing to FTB and there's no official thread on the FTB forums, i came here instead. may the admins have mercy on my soul...)
Neowulf Posted September 4, 2013 Posted September 4, 2013 Im Running a FTB server (direwolf20 1.4.7) with dynmap 1.8 (latest recommended release) dynmap DynmapCBBridge-1.8 running on BukkitForge-1.4.7-257 with the dynmap-essentials plugin (0.50) and eddentials 2.10.1 and none of my warps or homes are showing up. what gives? (ps, i know this is the wrong forum entirely, but since tekkit is the closest thing to FTB and there's no official thread on the FTB forums, i came here instead. may the admins have mercy on my soul...) I don't see a problem with it. But just so you know, Mike hasn't logged into the forums here since March. So this is probably a dead end for your quest.
JamiePhonic Posted September 5, 2013 Posted September 5, 2013 I don't see a problem with it. But just so you know, Mike hasn't logged into the forums here since March. So this is probably a dead end for your quest. I thought that might be the case. well... i'm stuck. i've tried everything (even deleting all my configs and starting again) all to no avail. i think it might have something to do with how bukkitforge reports dimensions to plugins because /dynmap fullrender only accepts "Word" as my world name, but essentials shows overworld as the world name for warps. Edit: Confirmed: its an error with name resolution. i copy and pasted the content of Markers_overworld into Markers_World and it worked. my guess is that when the dynmap-essentials plugin query's essentials for warps and homes, essentials returns with overworld as the name instead of World, do dynmap makes the marker file for a world called overworld. i'll have a play with it and post back if i get a fix :-)
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