Are Sluices producing anything other than flint for anyone else? I'm not 15 blocks away from a motherlode of hardiron, at 64 y, and all i'm getting is flint from gravel. I've tried with both container and regular sluices.
Second: Birch planks don't seem to be working as oreDict'ed wood, Eg, i can't make sticks or chests with it, which is very strange, since the oreDict seems to be the same as other wood that works.
Are Sluices producing anything other than flint for anyone else? I'm not 15 blocks away from a motherlode of hardiron, at 64 y, and all i'm getting is flint from gravel. I've tried with both container and regular sluices.
Second: Birch planks don't seem to be working as oreDict'ed wood, Eg, i can't make sticks or chests with it, which is very strange, since the oreDict seems to be the same as other wood that works.
Birch planks work just fine as wood sources -- something is messed up with your configuration or instance.
Sluices are a bit tricky; they only see naturally-spawned ore about 16 blocks deep. They also sometimes get stuck when spanning chunk borders. We've also identified some problems with pregenerated worlds or rapidly flying around and sluice/ore flowers; we're working with the mod author to correct these problems. In the meantime, you can always manually mine the ore -- the sluice isn't required to complete the quests or the pack.
Is there any good text that explains how to set up a server - for use at home only, on a Windows machine, and including all the IP-related stuff? My knowledge of that is extremely rusty...
Is there any good text that explains how to set up a server - for use at home only, on a Windows machine, and including all the IP-related stuff? My knowledge of that is extremely rusty...
ATLauncher, packs section, scroll down to Revolutions 2 and the button next to 'New Instance' is 'Create Server'
After it finishes, just go to your ATLauncher folder and you should have a Server folder with a sub folder for the the pack. Inside it, I think you have something like Start.bat.
Once it starts loading, you should get a firewall warning, say yes to allow and its done. All machines in your home network can connect to you using your IP
ATLauncher, packs section, scroll down to Revolutions 2 and the button next to 'New Instance' is 'Create Server'
After it finishes, just go to your ATLauncher folder and you should have a Server folder with a sub folder for the the pack. Inside it, I think you have something like Start.bat.
Once it starts loading, you should get a firewall warning, say yes to allow and its done. All machines in your home network can connect to you using your IP
Thanks, but to what do I set the server machine's IP? For my main PC, my provider gives me one, but that option isn't available since this machine shouldn't be connected to the internet.
Thanks, but to what do I set the server machine's IP? For my main PC, my provider gives me one, but that option isn't available since this machine shouldn't be connected to the internet.
You mean, you have your PC connected to a router and your ISP gives you an external IP, that is the router IP for for external access. Internally, all computers are connected to the router are in a internal network and can see each other with the internal IP that, if all is well configured, does not usually change. You could even use the machine name instead of the IP to connect each other.
If you actually have each machine directly connected to the Internet, like 4G USB pens or something similar, then you better use hamachi to create a virtual private network between all the machines, so they can see each other.
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Is there any conflict with FTB Utils chunkloading or is it disabled so the player uses RC chunkloaders?
I kinda want to build over a large area and dont want to spam chunkloader blocks everywhere, so I would rather use FTBUtil mechanics unless there is an issue that I am not aware.
Which mod in this pack makes saplings auto plant? My chromaticraft pylon network keeps getting blocked by random tree growth, and I'd just like to disable the auto-plant feature.
ATLauncher, packs section, scroll down to Revolutions 2 and the button next to 'New Instance' is 'Create Server'
After it finishes, just go to your ATLauncher folder and you should have a Server folder with a sub folder for the the pack. Inside it, I think you have something like Start.bat.
Once it starts loading, you should get a firewall warning, say yes to allow and its done. All machines in your home network can connect to you using your IP
The launchserver.bat file needs to be edited to increase the starting memory. ATLauncher, by default, sets it to 1GB or 2GB, based on the OS being 32 or 64 bits. This should be set to 4GB.
Which mod in this pack makes saplings auto plant? My chromaticraft pylon network keeps getting blocked by random tree growth, and I'd just like to disable the auto-plant feature.
The setting you're looking for is B:autoPlantSaplings=true, which is in HarderWildlife.cfg
Is there any conflict with FTB Utils chunkloading or is it disabled so the player uses RC chunkloaders?
I kinda want to build over a large area and dont want to spam chunkloader blocks everywhere, so I would rather use FTBUtil mechanics unless there is an issue that I am not aware.
FTB Utils chunk loading is turned off on purpose; one of the underlying tenets of the pack's design is that nothing is free, and chunkloading makes certain mechanics (such as food growth) easier.
Also, as I discovered very quickly on the dev server, in SMP it can lead to severe, unintentional performance consequences.
FTB Utils chunk loading is turned off on purpose; one of the underlying tenets of the pack's design is that nothing is free, and chunkloading makes certain mechanics (such as food growth) easier.
Also, as I discovered very quickly on the dev server, in SMP it can lead to severe, unintentional performance consequences.
I understand the problems with servers, but I don't consider "Nothing is free" a valid rationale. Technical issues like chunkloading should not interfere with world simulation. Ideally, all chunks would be loaded all the time, and that they aren't has nothing to do with the content of the game itself, and everything with "there is not enough RAM and CPU time to simulate all chunks at the same time". IMO, the only reason why chunkloading shouldn't be free for everyone is those performance problems.
I'd rather give every player a limited amount of free chunks than force them to use in-world power for it.
The launchserver.bat file needs to be edited to increase the starting memory. ATLauncher, by default, sets it to 1GB or 2GB, based on the OS being 32 or 64 bits. This should be set to 4GB.
Thanks, Haggle and Nagapito. Now only one problem remains: can I copy my SSP world onto the server? Can I just copy the save folders over and it will work?
Thanks, Haggle and Nagapito. Now only one problem remains: can I copy my SSP world onto the server? Can I just copy the save folders over and it will work?
Yes, just copy the contents of your folder with your save to a folder called 'world' inside the server folder. If the folder exists, delete the contents, if not, create the folder.
Also, the first time you run the server it will fail with a EULA error. You will need to edit a eula file, set an option there to true and restart the server.
Once you have the server.properties file in the server folder, you will also need to change the 'level-type' propertie from default to RTG and restart the server again, so new chunks are generated with RTG.
The setting you're looking for is B:autoPlantSaplings=true, which is in HarderWildlife.cfg
Thanks Haggle! Love the pack. Also, Reika updated his mods to v15 today, I'm trying to update manually until a full pack update is released, just trying to resolve a potion ID conflict in Chromaticraft.
I'd rather give every player a limited amount of free chunks than force them to use in-world power for it.
That's completely at your discretion.
One problem with lots of always loaded chunks is that entities tend to spawn and get stuck in strange places until the entity cap is reached, and then suddenly the world is much safer because new monsters stop spawning near players. I highly recommend you run some variety of script that clears out all mobs every so often. Another option is to remove Zombie Awareness, as it does the most to mess with spawn mechanics and pathing issues.
One problem with lots of always loaded chunks is that entities tend to spawn and get stuck in strange places until the entity cap is reached, and then suddenly the world is much safer because new monsters stop spawning near players. I highly recommend you run some variety of script that clears out all mobs every so often. Another option is to remove Zombie Awareness, as it does the most to mess with spawn mechanics and pathing issues.
This... Ever so much this!!
Blood-n-bones was ridiculous with world slow downs because of it. I eventually did a command block on a light sensor that removed all mobs.
One problem with lots of always loaded chunks is that entities tend to spawn and get stuck in strange places until the entity cap is reached, and then suddenly the world is much safer because new monsters stop spawning near players. I highly recommend you run some variety of script that clears out all mobs every so often. Another option is to remove Zombie Awareness, as it does the most to mess with spawn mechanics and pathing issues.
Yes, I know that loading many chunks causes problems, but I think these problems, coming as they are from the technical level that underlies the functioning of the game, rather than being based *in* the game, should be addressed at the same level. A concept like chunkloading should simply not exist at the world simulation level. A very restrictive policy like "if you want a chunk loaded, ask your admin to do it for you" is as fine as a more generous one, as long as it doesn't interfere with world simulation.
While I'm at it: how does one un-chunkload a chunk with the ftbu chunkloading system?
I never saw that setting. just how many days it takes for food to spoil. But i looked a little more and found it. Thank you
My fave TF is Trepan.
Are Sluices producing anything other than flint for anyone else? I'm not 15 blocks away from a motherlode of hardiron, at 64 y, and all i'm getting is flint from gravel. I've tried with both container and regular sluices.
Second: Birch planks don't seem to be working as oreDict'ed wood, Eg, i can't make sticks or chests with it, which is very strange, since the oreDict seems to be the same as other wood that works.
Birch planks work just fine as wood sources -- something is messed up with your configuration or instance.
Sluices are a bit tricky; they only see naturally-spawned ore about 16 blocks deep. They also sometimes get stuck when spanning chunk borders. We've also identified some problems with pregenerated worlds or rapidly flying around and sluice/ore flowers; we're working with the mod author to correct these problems. In the meantime, you can always manually mine the ore -- the sluice isn't required to complete the quests or the pack.
Is there any good text that explains how to set up a server - for use at home only, on a Windows machine, and including all the IP-related stuff? My knowledge of that is extremely rusty...
ATLauncher, packs section, scroll down to Revolutions 2 and the button next to 'New Instance' is 'Create Server'
After it finishes, just go to your ATLauncher folder and you should have a Server folder with a sub folder for the the pack. Inside it, I think you have something like Start.bat.
Once it starts loading, you should get a firewall warning, say yes to allow and its done. All machines in your home network can connect to you using your IP
Thanks, but to what do I set the server machine's IP? For my main PC, my provider gives me one, but that option isn't available since this machine shouldn't be connected to the internet.
You mean, you have your PC connected to a router and your ISP gives you an external IP, that is the router IP for for external access. Internally, all computers are connected to the router are in a internal network and can see each other with the internal IP that, if all is well configured, does not usually change. You could even use the machine name instead of the IP to connect each other.
If you actually have each machine directly connected to the Internet, like 4G USB pens or something similar, then you better use hamachi to create a virtual private network between all the machines, so they can see each other.
Is there any conflict with FTB Utils chunkloading or is it disabled so the player uses RC chunkloaders?
I kinda want to build over a large area and dont want to spam chunkloader blocks everywhere, so I would rather use FTBUtil mechanics unless there is an issue that I am not aware.
Which mod in this pack makes saplings auto plant? My chromaticraft pylon network keeps getting blocked by random tree growth, and I'd just like to disable the auto-plant feature.
The launchserver.bat file needs to be edited to increase the starting memory. ATLauncher, by default, sets it to 1GB or 2GB, based on the OS being 32 or 64 bits. This should be set to 4GB.
The setting you're looking for is B:autoPlantSaplings=true, which is in HarderWildlife.cfg
FTB Utils chunk loading is turned off on purpose; one of the underlying tenets of the pack's design is that nothing is free, and chunkloading makes certain mechanics (such as food growth) easier.
Also, as I discovered very quickly on the dev server, in SMP it can lead to severe, unintentional performance consequences.
I understand the problems with servers, but I don't consider "Nothing is free" a valid rationale. Technical issues like chunkloading should not interfere with world simulation. Ideally, all chunks would be loaded all the time, and that they aren't has nothing to do with the content of the game itself, and everything with "there is not enough RAM and CPU time to simulate all chunks at the same time". IMO, the only reason why chunkloading shouldn't be free for everyone is those performance problems.
I'd rather give every player a limited amount of free chunks than force them to use in-world power for it.
Thanks, Haggle and Nagapito. Now only one problem remains: can I copy my SSP world onto the server? Can I just copy the save folders over and it will work?
Yes, just copy the contents of your folder with your save to a folder called 'world' inside the server folder. If the folder exists, delete the contents, if not, create the folder.
Also, the first time you run the server it will fail with a EULA error. You will need to edit a eula file, set an option there to true and restart the server.
Once you have the server.properties file in the server folder, you will also need to change the 'level-type' propertie from default to RTG and restart the server again, so new chunks are generated with RTG.
Thanks again. I have a BOP world. What's the code for that? BOP?
Thanks Haggle! Love the pack. Also, Reika updated his mods to v15 today, I'm trying to update manually until a full pack update is released, just trying to resolve a potion ID conflict in Chromaticraft.
That's completely at your discretion.
One problem with lots of always loaded chunks is that entities tend to spawn and get stuck in strange places until the entity cap is reached, and then suddenly the world is much safer because new monsters stop spawning near players. I highly recommend you run some variety of script that clears out all mobs every so often. Another option is to remove Zombie Awareness, as it does the most to mess with spawn mechanics and pathing issues.
This... Ever so much this!!
Blood-n-bones was ridiculous with world slow downs because of it. I eventually did a command block on a light sensor that removed all mobs.
Yes, I know that loading many chunks causes problems, but I think these problems, coming as they are from the technical level that underlies the functioning of the game, rather than being based *in* the game, should be addressed at the same level. A concept like chunkloading should simply not exist at the world simulation level. A very restrictive policy like "if you want a chunk loaded, ask your admin to do it for you" is as fine as a more generous one, as long as it doesn't interfere with world simulation.
While I'm at it: how does one un-chunkload a chunk with the ftbu chunkloading system?