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Posted

We play on a big dig pvp server. We're having problems with people being able to setup overly large MFFS Interdiction Matrix's to take stuff. For example the max size can cover an area of almost 700x700 blocks. When built in the nether this effectively locks out an overworld space of over 5k. I asked on the MFFS forums and got pointed to the Atomic Science place.. Went there and was pointed to the Github for MFFS. Filed a bug and Calclavia was nice enough to see the issue and provide a relatively simple change to fix it. He's added a Max Size for the interdiction matrix.

https://github.com/calclavia/Modular-Force-Field-System/issues/157

Me and Calclavia don't speak the same language. He speaks developer and I speak stupid. Is there any way to hack his fix into an existing Big Dig server? Can we update the servers class file without the users updating their clients? ( since the users are using the standard big dig release ).

Please help us bring back this much needed defense module on our server.

Posted

Servers and users need the same version unless it's a client or server side only mod - which this isn't.

Posted

Damn, ok thanks. I guess we're stuck with banning it until big dig gets caught up to the fix He put in today.. Which could be awhile. :(

If anyone else has suggestions I'd love to hear them.

Posted

Thinking about this a bit more but doesn't this code have to only exist in the server .class file? I mean the rule has to be applied server side or then anyone could simply modify their client to ignore the restriction. Any more ideas on this? Without something to limit them they become completely unplayable in the big dig mod pack as released. The answer can't simply be wait till big dig updates that means that pvp servers on big dig are pointless.

Posted

Mods refuse to work if the client and server versions are mismatched. Just ban them for now.

Posted

might as well try to copy just the class file that changed into the server mod zip, replacing the originals.make backups of course, in case it doesn't work.

If the change is just a few class files, who knows it might work. Probably wont, but worth a shot huh?

Posted

might as well try to copy just the class file that changed into the server mod zip, replacing the originals.make backups of course, in case it doesn't work.

If the change is just a few class files, who knows it might work. Probably wont, but worth a shot huh?

This is what I had in mind but I don't know how to get a copy of the big dig class file, apply the 4 line changes listed and then compile to to a .class that will work with the module.

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