Tekkit 3.1.2

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Re: Tekkit 3.0

Unread postby smokngoat » 3 Jul 12, 2:57 pm

Thanks to Hydra for maintaining it even though its a buggy piece of **** that needs so much attention. I and I'm sure others do appreciate it.

Wish people would respect the server enough to not make things that are going to break it. But based on the kind of **** people used to pull on the vanilla server pre-WG, as if thats ever gonna happen.
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Re: Tekkit 3.0

Unread postby smokngoat » 3 Jul 12, 3:49 pm

oh yeah just got home and while the server's up .. um..

it needs a restart.. i think

getting about 8 second block lag ;)
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Re: Tekkit 3.0

Unread postby fafeq » 3 Jul 12, 10:06 pm

smokngoat wrote:Thanks to Hydra for maintaining it even though its a buggy piece of **** that needs so much attention. I and I'm sure others do appreciate it.

Wish people would respect the server enough to not make things that are going to break it. But based on the kind of **** people used to pull on the vanilla server pre-WG, as if thats ever gonna happen.


Yea thanks Hydra, can imagine what a nightmare maintaining a Tekkit server must be!

Still getting insane lag (can hardly login). Problem with Tekkit as well is that you can place a world anchor which keeps that chunk loaded even if there's noone there so if there's a couple lag machines with a world anchor even a restart wouldnt work :(.

Really wish people could just play the game :/, vanilla tekkit is so much more fun when nothing is disabled if people could just keep their hands to themselves.
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Re: Tekkit 3.0

Unread postby vmax1984 » 7 Jul 12, 7:28 pm

Should disable parts of EE.
EE has made the game to easy
Energy Collectors seem to cause a lot of lag, I had to spread them out across chunks to prevent the chunk for dieing.
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Re: Tekkit 3.0

Unread postby smokngoat » 8 Jul 12, 4:51 pm

http://i.imgur.com/8XsDW.jpg
View full sized image

had to lighten it a fair bit to make it seeable

yes its made of dark matter
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Re: Tekkit 3.0

Unread postby PirateEggs » 12 Jul 12, 2:59 am

Why's the image so 'noisy'?
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Re: Tekkit 3.0

Unread postby SaNE » 12 Jul 12, 5:01 am

PirateEggs wrote:Why's the image so 'noisy'?

Pretty sure it's what 'the end' looks like.
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Re: Tekkit 3.0

Unread postby Nightcrusade » 15 Jul 12, 11:23 am

Hey Hydra would you mind resetting my spawn location on the server, im having a white screen crash :( and the Tekkit forums seem to think its to do with beds placed too high in the world.

never mind i asked someone to remove my bed so i was reset to spawn anyways


p.s. Thanks Hydra for setting up the server i know a lot of work goes into running it your awesome :D
Last edited by Nightcrusade on 15 Jul 12, 4:48 pm, edited 1 time in total.
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Re: Tekkit 3.0

Unread postby Nightcrusade » 15 Jul 12, 11:45 am

Just a quick update on the progress of Angel Island,new city as a meeting point for everyone on the server.

Thanks to all the builders and new Residence 8-)

http://i.imgur.com/6MqYY.jpg
http://i.imgur.com/pxDYp.png
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Re: Tekkit 3.0

Unread postby brayden13 » 15 Jul 12, 12:08 pm

I'm not getting a white screen crash and there are a few people on the server. Some people are at the spawn trying to fix up the joint as someone let a nuke off near it.

It is possible to disable the ability to craft the nukes in the IC2.cfg file in "mods" and also possible to nerf them by making their blast puny so I'd appreciate if an admin does those things.

Correction: the spawn has been nuked, not near it, in it. Though someone's covered it with dirt at least.
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Re: Tekkit 3.0

Unread postby brayden13 » 18 Jul 12, 11:24 pm

So this is getting a bit absurd, there is a lot of griefing and I accept that it is normal for Minecraft to attract a lot of griefing but some of it doesn't need to be there and can be fixed so easily.

Case in point the gigantic crater at spawn (some good players have fixed this though by covering the hole with dirt and bypassing the spawn restrictions via EE and IC2). Created by nukes of course and those nukes destroyed the spawn even with the vanilla restrictions. Nukes serve absolutely no purpose other than blowing gigantic craters everywhere and crafting them can be disabled in the IC2.cfg file under mods/ in the server. Incase anyone has built a huge stockpile of them you could also nerf them to make their blast radius 0 and make it impossible to place via plugins such as WorldGuard or possibly even EssentialsProtect.

NEI's serverside mod should also be removed since there's no admins to actually use the majority of its good features and it does have a fairly serious vulnerability. I believe it has been patched but the status of the patch is flaky at best it seems as some have reported that the vulnerability still works on patched servers.

Plugins like LogBlock should be added and configured. Moderators/admins should be available to actually ban people who break the rules. Just now a gigantic sky fortress appears to have been either nuked or TNT'd (or both) death and we have zero idea who did it and cannot peg it on anyone. If by some incredible luck we actually do discover who did it, then we cannot do anything about that since there's never anyone on who can do bans.

I appreciate that hosting Minecraft servers is difficult, Hydra probably has better things he can be doing and the vanilla server probably gets the most attention anyway but please don't ignore the suffering souls on Tekkit and perform some of the even basic changes that'll take a few seconds (such as disabling nukes).
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Re: Tekkit 3.0

Unread postby Moose357 » 19 Jul 12, 12:03 am

I am sorry to say Nightcrusade, but Angel Island has been griefed. I was working on the island, lag started getting bad and after several serious lag spikes my game crashed. I reloaded and fell through the island.

There is no easy way to put it:
What Island
Craters around the volcano
Airport side
Palace side
Even underground was destroyed

Is there any chance of a server roll back, or replacing the chunks?
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Re: Tekkit 3.0

Unread postby Miss.Murder » 19 Jul 12, 8:00 am

brayden13 wrote: Moderators/admins should be available to actually ban people who break the rules.

I've attended admin calls to Tekkit. However, I have only seen about 2 people request an admin go in there. I never see IRC calls for it, so I rarely go in there as it lags badly for me compared to normal MC.
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Re: Tekkit 3.0

Unread postby Nightcrusade » 19 Jul 12, 4:04 pm

Well let me just say i know how hard it is running this stuff , but im done that's too much damage to repair, we need white list or something NOW not soon or we are to busy I and others are fed up with these people it needs to STOP and NOW.
Last edited by Nightcrusade on 19 Jul 12, 8:54 pm, edited 1 time in total.
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Re: Tekkit 3.0

Unread postby monotonehell » 19 Jul 12, 7:18 pm

Tekkit isn't the kind of thing you can run open. Some of the mods are just too powerful. Needs to be whitelist closed and invite only until the helper plugins like logblock and worldguard can actually defeat the mods' ability to destroy. It's just too easy to grieve the crud out of the server.

Did anyone ever see the video of when Mojang first opened a test server in creative mode? After about an hour it was a mess of lava filled craters. People never fail to disappoint.

EDIT: apparently a very moderate slang word for fecal matter that starts with 'c' is on the filter list. Have some crud instead ;D
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