I noticed that area I want my users to have access to /give they can't use NEI unless they're op-ed (which they need)
and areas I don't want them to have access to cheats, if they are op-ed they can still use NEI to cheat items in.
Is there any way FE can set permissions for NEI?
I'm working on something in that relations, but for now, no.
What are the benefit of using this over bukkit plugins? Specifically, is it faster at what it does seeing how its forge based? Does it recognize more blocks and items? Anything else that we would benefit from?
I'm thinking about using it to replace some things, but want to know if there is any real benefit.
What are the benefit of using this over bukkit plugins? Specifically, is it faster at what it does seeing how its forge based? Does it recognize more blocks and items? Anything else that we would benefit from?
I'm thinking about using it to replace some things, but want to know if there is any real benefit.
...The benefiet is you can fun a forger server but still have some of the functionality of bukkit, it has nothing to do with "faster/lower" it has to do with some mods are written for bukkit while some are written for forge, and the two are incompatable, (such as me - iirc none of the dozen mods I run work on bukkit)
...The benefiet is you can fun a forger server but still have some of the functionality of bukkit, it has nothing to do with "faster/lower" it has to do with some mods are written for bukkit while some are written for forge, and the two are incompatable, (such as me - iirc none of the dozen mods I run work on bukkit)
Right now I dont use ForgeEssentials, but I'm using both Forge mods and Bukkit plugins on our server via MCPC+. So if that's the only real benefit of using FE, then I dont see why it would be used. There has to be more to it than simply giving you bukkit like commands than what my simple brain can wrap around.
Can Bukkit plugins use, modify and manipulate every sort of item and block that a Forge Mod creates? I know of some plugins that dont understand Forge related stuff, so maybe that's a benefit in itself... being able to protect and restrict items and blocks like what FE provides that bukkit cant???
Maybe it's taylored specifically for those that run a Forge only server?
Right now I dont use ForgeEssentials, but I'm using both Forge mods and Bukkit plugins on our server via MCPC+. So if that's the only real benefit of using FE, then I dont see why it would be used. There has to be more to it than simply giving you bukkit like commands than what my simple brain can wrap around.
-snip-
Maybe it's taylored specifically for those that run a Forge only server?
Anywho...
From my standpoint (owner and operator) this does seem to be just a means of getting bukkit commands on forge-only servers... (though to be fair, I'm still learning how to use it, so I might have missed something) however, if MCPC+ lets you use both, I might look into it, seen several bukkit plugins I'd like to use (not the least of all the one that lets my web-based control panel display CPU/memory usage and such...) even more so if it runs 1.6.2 already since I'm ~2 mod-updates away from re-starting my server...
I'm installing the Beta version (newest one as of today), but I keep getting some SQL error regardless if I set it up via MySQL or H2_File.
The error i'm getting is :
Table "FEDATA_WARP" not found; SQL statement
or
Table "FEDATA_PWARP" not found; SQL statement
or
Table "FEDATA_Grave" not found; SQL statement
etc.
I tried creating those tables myself, but I have no idea what columns they are looking for. I saw a .sql file to import, but it doesn't create these tables.
Switching the mode to a Text file database works fine, but I would like to set it up to SQL instead.
I'm installing the Beta version (newest one as of today), but I keep getting some SQL error regardless if I set it up via MySQL or H2_File.
The error i'm getting is :
Table "FEDATA_WARP" not found; SQL statement
or
Table "FEDATA_PWARP" not found; SQL statement
or
Table "FEDATA_Grave" not found; SQL statement
etc.
I tried creating those tables myself, but I have no idea what columns they are looking for. I saw a .sql file to import, but it doesn't create these tables.
Switching the mode to a Text file database works fine, but I would like to set it up to SQL instead.
Reasonably you shouldn't get all hung up over the fact you are testing a beta build and can't use SQL because it's bugged. Just report the bug and don't cry about the inconsistencies. This isn't even the right place to report a bug too, btw.
Also, the difference between SQL and flatfile is only apparent in larger amounts of traffic and querying. My ballpark is about 10-30+ players would make flatfile a pain.
The Meaning of Life, the Universe, and Everything.
Location:
Kassel
Join Date:
7/10/2011
Posts:
51
Location:
Kassel, Germany
Minecraft:
KS_HTK
Member Details
I'm sad to tell you that the Download links give me a 404 Site dosn't Exist Error...
Realy would Like to Use It, and waiting for 1.6.2...
Greatings from Germany
KS_HTK
Rollback Post to RevisionRollBack
If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
Development has not stopped. What has happened however, is us setting up a new site at forgeessentials.com, and getting ready for a rewrite come ForgeEssentials 2.0
Development has not stopped. What has happened however, is us setting up a new site at forgeessentials.com, and getting ready for a rewrite come ForgeEssentials 2.0
I set /setspawn with an operator account. Login for the first time with another operator account, and the second account spawns at the original server spawn point. If I type /spawn, then I'm taken to the spawn point set with the /setspawn command.
How do I reset the original spawn point?
Easy All you do is type /setspawn Or /setwarp Island, (Island for example) and you need a blank place to set the spawnpoint You need to Set it if you own the server i guess Go on the account you Didnt op yourself yet And you might own the server so you can do that now
EDIT: Go back to the other account I think
I'm working on something in that relations, but for now, no.
Updates at twitter: https://twitter.com/luacs1998
Please grab the latest build http://driesgames.ga...betabuilds/218/ and test the hell out of it.
Any bugs go on the bug tracker https://github.com/F...ialsMain/issues .
If all goes well we may put out a proper release for 1.5.
Updates at twitter: https://twitter.com/luacs1998
I'm thinking about using it to replace some things, but want to know if there is any real benefit.
http://www.sakkiswonderland.com
...The benefiet is you can fun a forger server but still have some of the functionality of bukkit, it has nothing to do with "faster/lower" it has to do with some mods are written for bukkit while some are written for forge, and the two are incompatable, (such as me - iirc none of the dozen mods I run work on bukkit)
Right now I dont use ForgeEssentials, but I'm using both Forge mods and Bukkit plugins on our server via MCPC+. So if that's the only real benefit of using FE, then I dont see why it would be used. There has to be more to it than simply giving you bukkit like commands than what my simple brain can wrap around.
Can Bukkit plugins use, modify and manipulate every sort of item and block that a Forge Mod creates? I know of some plugins that dont understand Forge related stuff, so maybe that's a benefit in itself... being able to protect and restrict items and blocks like what FE provides that bukkit cant???
Maybe it's taylored specifically for those that run a Forge only server?
Anywho...
http://www.sakkiswonderland.com
From my standpoint (owner and operator) this does seem to be just a means of getting bukkit commands on forge-only servers... (though to be fair, I'm still learning how to use it, so I might have missed something) however, if MCPC+ lets you use both, I might look into it, seen several bukkit plugins I'd like to use (not the least of all the one that lets my web-based control panel display CPU/memory usage and such...) even more so if it runs 1.6.2 already since I'm ~2 mod-updates away from re-starting my server...
The error i'm getting is :
Table "FEDATA_WARP" not found; SQL statement
or
Table "FEDATA_PWARP" not found; SQL statement
or
Table "FEDATA_Grave" not found; SQL statement
etc.
I tried creating those tables myself, but I have no idea what columns they are looking for. I saw a .sql file to import, but it doesn't create these tables.
Switching the mode to a Text file database works fine, but I would like to set it up to SQL instead.
http://www.sakkiswonderland.com
Reasonably you shouldn't get all hung up over the fact you are testing a beta build and can't use SQL because it's bugged. Just report the bug and don't cry about the inconsistencies. This isn't even the right place to report a bug too, btw.
Also, the difference between SQL and flatfile is only apparent in larger amounts of traffic and querying. My ballpark is about 10-30+ players would make flatfile a pain.
Realy would Like to Use It, and waiting for 1.6.2...
Greatings from Germany
KS_HTK
Yeah, I know that by now...
Also, this doesn't need to be installed client side correct?
No, it doesn't need to be installed client side.
me gusta
EDIT: Go back to the other account I think