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Wireless redstone unlinks after server restart / ic2 client facing cosmetic glit


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Posted

Wireless redstone unlinks after server restart / ic2 client facing cosmetic glitch

Launcher/pack Version: Tekkit 3.0.4

Operating System: Linux

Version of Java: 1.7

Description of Problem:

Upgraded only the world from 2.1.1 to 3.0.4 according to the faq with no issues,

re-did all configurations by hand and tossed all previous files away beforehand that where not needed, redid all plugins by hand.

Main Problems :

- Server side : New wireless system unlinks on the receiver end after a server restart, no errors, state same frequency but is no longer

recieving the pulse from the sending end, toggling the reciever 1 frequency up then down re-links them.

- Client side : clients with 3.0.3 connecting see their machines facing all north, replace them to a new heading and relog and they are again facing north which seems to be a client side glitch as according to the server they are facing the correct way and are getting powered.

I am very interested in what I might have done wrong or where to fix these issues.

Error Messages:

server.log :

Probably unrelated and can not be fixed by me is on a beastnode host (mailed them about it) :

[EssentialsProtect] Enabling EssentialsProtect vPre2.9.2.2

2012-06-03 17:01:39 [iNFO] Failed to get local InetAddress for VMID. This is unlikely to matter. At all. We'll add some extra randomness

forge-modloader.log

none

Link to pastebin of log:

N/A

Plugins which I use :

- WorldGuard

- World Edit

- Essentials

- GroupManager

- Stargate

- multiverse core

- logblock

- iconomy

- choptree2

- minebackup

- dynmap

- chestshop

Mods active :

all except EE

10 answers to this question

Recommended Posts

  • 0
Posted

I was getting this problem too.

Also, my file log was getting spammed with "Null Receiver".

I was able to solve it by backing up the worlds, plugins(only the .jars), and making a fresh install(unzip the 3.0.4)(DONT forget to backup any other configs for plugins/mods!).

And before "starting the server for the first time"

[i dunno if this solved the problem, but] I downloaded

https://d186ocprvpb7jc.cloudfront.net/mods/redpower-all-2.0p5b2-mcpc1.2.5-r3.zip

(3.0.4 has the r2 version), placed it in mods/ , deleted the old r2.

( or http://minecraft.maeyanie.com/ , scroll to red power)

Then i started the server, and voila, no "Null Receiver", and the receivers worked.(Yes, i restarted, stopped, and started again to be sure.)

Other funny thing is that before making this "clean" install, my server was using 750MB of RAM, now it is using only 370. Yay!

Ah about the machines position: My solar arrays were also strange, but after this fresh install everything has been corrected.

  • 0
Posted

Alas not working for me div-ed all the config files to make sure there was not something weird in, uploaded the mods, the machine draw facing still is off for ic2 machines strangely enough but are positioned the correct way according to the server, but not for ic2 advanced machines those draw correctly.. the null receiver one does seem to get fixed by that mod version you suggest.

  • 0
Posted

Tracing it, seems to be related to it being a converted world from 2.1.1 will retry entity conversion on it and see if that works.

  • 0
Posted

Hmm, i remember correcting their position once after converting the worlds... i followed those steps here for world conversion:

http://forums.technicpack.net/index.php/topic,11617.0.html

[hmmm strange, it looks like the link doesnt work anymore? ]

Ah, found a equivalent(/the same?)

http://forums.technicpack.net/threads/so-you-want-to-convert-your-world-to-tekkit-3-0.9492/

i did this first from my steps when converting a world from minecraft 1.0/tekkit 2.0.x to 1.2.5/3.0.x

By the way, watch out for plugins that are for 1.0 only; you must get their current equivalent version for 1.2.5 .

  • 0
Posted

Found the problem again.

Multiverse is breaking the wireless receiver configuration.

After i created my worlds, did a bit of messing with the server configuration (changed the main world from world to world2). After that, my world1 was very slow(and server using almost 100% CPU). checked the log, getting spammed with NULL RECEIVER. Checked my nuclear central, the reactor was kaput. Patiently went to turn all the wireless stuff off, making the map a bit faster again.

Will delete(break the blocks) all wireless stuff, re-make the fresh install, create/import maps, restart, and then place the wireless stuff. Then leave all wireless system on, and then restart. After that will tp to another world, then reset, then back to the wireless world, then reset, then check if everything OK.

Edit:

Did not work. I dont know if it would work with some fresh new map.(2 at least, because with one only in multiverse, it was working fine until i imported another map.)

Will replace all transmitters/receivers with bundled/jacketed cables. at least one of these can transmit up to 16 colors of wire crammed into one.(yes, 16 signals of redstone through one cable)

  • 0
Posted

unloading multi-verse seems to fix the issue, did that localhost with the broken worlds and they worked fine and everything returned to normal, seems tekkit 3.0.4 does not like multiverse-core a lot, also tried the multiworld plugin, same issue, so reverting the world back to a default version of tekkit only 1 world, 1 nether, 1 end. That is until tekkit or multiverse patches to like each other again ;)

Aye redid all plugins by hand for 1.2.5 rc3 or at least 1.2.5 version when I changed the server to 3.0.4

  • 0
Posted

When I spawned a new map via multiverse the first time it is correct, when you then mess with the mod configs or the mods and stop/start the server it becomes glitched it is down to how multiverse loads the world (read that somewhere in another post) so am advising ppl to choose the option to save stuff in the nether in vaults and then I regen the main world and unload multiverse.

As the memory was going nuts I disabled the pipe tethers as those do not work (read that somewhere else) and so far the server seems stable now memory wise.

  • 0
Posted

I ran into this problem. I did the following to fix the problem. I used multiverse to create a new world. Stopped my server, deleted the files in the new world folder, copied over the files for my main world to the new world folder, deleted the uid.dat file in the new world folder. Then restarted my server, jumped over to the new world and everything was working fine. Players just had to reset their homes. As they came online I asked them for their homes X Y Z in the old world and TPd them to the new world. No problems yet.

  • 0
Posted

Good, that's the best solution to do. I tried to keep my last world by deleting the wireless stuff, but it seems that there was something else running amok.

I need to use a ssh tunnel due to a bad quality connection of my ISP, so i use proxify. while on a normal world without any tekkit stuff, used at most 40MB of bandwidth, at this world that had multiple issues with wireless, i had used 1178MB of traffic. in an hour. No apparent errors or any log.

Also, as said by Gigeran, my server was using 1072MB of RAM. after removing this world altogether it uses at most 400MB. (according to mcmyadmin)

If there's any structure/home that you would like to pass to the other world, i'd suggest worldedit, its //hpos1 + //hpos2 + //copy + //paste work wonders. There's also //undo if you do anything wrong (like inverting the pos1 and pos2 and pasting the structure through the ground)

#EDIT maybe the other issue was also with the pipe tethers that gigeran said too. i really liked those wireless liquid/item transmission, but there must be some memory leakage yet.

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