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    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    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.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Quote from CovertJaguar

    Render updates, every time the signal changes it forces a re-render of the mini-chunk the signal is in. The case could be made that they should be TESRs and render every tick, but they are not atm. Though to be fair, you should see the same lag every time a track changes texture (even vanilla ones) or a block is placed.


    Ok, makes sense. Because spawn is the central hub for the rails, and because signals are the only blocks that are dynamically changing (on my server), I guess that's why I only saw it with that one block. So, my apologies. I might write a small script to place a block, remove it, over and over again to see if the same things applies just to see and for my own benefit. You'd know more about the technicalities than I would. I do remember using a redstone clock and getting similiar problems, so I just removed it and replaced it with computercraft.

    Is there anything that us Server Admins could do to fix the "they should be TESRs and render every tick".

    [Edit] Nevermind, wasn't thinking. I was testing them unlinked, so the constant blinking wont be happening.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Has anyone seen lag with Signals? Well, on my server I've noticed that when moving around working in creative (and even in survival, just a whole lot more noticable in creative due to how fast you move), that there are these small lag spikes / micro pauses a couple of time a seconds. I've narrowed it down to signals.

    When I place a signal down (I put down 2 of them), I notice the lag. When I break them, the lag goes away. When I place them down, and go to some place on the other side of the map, the lag is nonexistent. When I /warp back to where the signals are, the lag comes back. And again, when I break the signals, the lag stops.

    Yes, I am using a lot of mods so when I get home today I'm going to create a test server with only Railcraft to see if the same things happens. While at work today, I thought i'd poke around to see if anyone else has had this problem.

    Thx!

    [EDIT] :
    Oh, the lag corresponds with the flashing of the signal exactly. So for instance, when it flashes red, it lags. When it turns off, it lags.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    Spoilers? A visual representation of how to use spoilers is below... :D

    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    There will be global (player) target penalty and specific (player) penalty. Those will be configurable in seperate files. Player targets in playerPenalties.txt and other target penalties in mobPenalties.txt.
    I'm not sure if I make it specific to the turrets, since the files would be quite large and quite complicated to program, but it shouldn't be that hard to make, if this is requested.
    And 100% penalty means no damage, so if you want to exclude a player from being attacked (and even targeted), you can set it to 100.


    As far as penalties, Global penalties for both mobs and players are perfect. I dont see any reason penalties should change for specific turrets.

    However, im not sure about that last sentence you just mentioned regarding excluding players from being attacked. Are you saying that you'll have to modify a config file to exclude players? In this sceneario, what would happen if a regular player (along with his 5 clan members) drops down a turret? Because it can now attack players, does that mean his 5 friends will be attacked? Will he have the ability to open the Turret GUI and exclude players like how we can exclude mobs right now?

    Will we be able to go into the Turret GUI and turn off Player attacking alltogether? The reason I ask this, is because on my server we have several City Protection turrets around to clear out mobs, and those should never attack players. I'm sure other servers would benefit from this as well, as it wouldn't be specific to my server.

    Thanks for all the responses!
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    Quote from Golrith

    Okay, actually tested this ingame. It's seriously fun!

    Somethings to mention though:
    Flamethrower particles are not despawning, so in my test area I have 1000 entities lagging me up
    Turrets every now and again jump up as they rotate
    Turrets have no collision
    When the healing turret has no fuel, it's constantly ticking - quite annoying
    I think this could be optifine, but the GUI icons on the tabs are missing, until you move the mouse over, then the one in the tab below where the mouse is shows :S

    The laptop looks amazing, but I don't think I'm using it correctly, I set the frequency, and can turn on/off all the turrets easily, but when I return to that screen, the frequency is back to -1.
    Not too sure how to use the upgrade screen though.


    This mod also works well with the Ender Chest mod. YOu could "easily" (with the materials...) use those chests to keep all your turrets refueled, combined with a Thaumcraft golem to manage the inventory, amazing!


    This mod needs more attention!


    With the exception of no fuel ticket thing (I like knowing when its empty), I agree with everything above... 'specially the turret jumping problem. And I do agree it needs more attention as I feel its a gem that players may not really know about.

    Regarding the player targeting, which looks like a lot of people are interested in, it'll definately be way overpowered as is so:

    1. Possibly adding a penalty for Player targets such as a 75% damage penalty when attacking a player. Penalty being something us admins can configure.
    2. Adding an exception list of players not to be attacked. Otherwise it'll attack everyone but the owner.
    3. Have a separate penalty damage for when a player is seated on the turret. Something us admins can configure.
    4. Limit the quantity per player via config settings.

    Anyways, you've already heard me ramble about these things, just re-posting it for the benefit of others.

    Cant wait...
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Ah... ok, makes sense. I should had caught that then, sorry 'bout that.

    I think I've added all blocks to the TC config, including the one that I tested it on, but because i'm at work currently, I cant be sure. I'll check it out a bit later.

    I'll be a bit more thorough and find out exactly what axe, where, and how the trees are falling.


    _______________________________________________________________________________
    "As for the specific suggestions, I'm not really a fan of suggestions in general. Usually indicating there is a problem is enough, and then I take things from there." - FlowerChild
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    I found 2 bugs... (not sure if they've been reported)

    With certain axes (Tinker Construct) you can:

    1. Break an entire tree regardless of how large it is by simply breaking the dirt below the tree. When you break the dirt below with the axe, the whole tree falls. (I've fixed it myself with Skript, but this is only a workaround and only for my server).

    2. If you climb to the very top of a tree and break the very top tree block (from the top, didn't try from the sides), the whole tree falls. The block breaks at the normal rate.

    needItem = true
    sneakAction = none
    treeHeightDecidesBreakSpeed = true
    useIncreasingItemDamage = true
    onlyDestroyUpwards = false


    _______________________________________________________________________________
    "As for the specific suggestions, I'm not really a fan of suggestions in general. Usually indicating there is a problem is enough, and then I take things from there." - FlowerChild
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    If I was to set needItem=True and sneakAction=none (which is what I want), there would be no way to chop down a tree when a player first starts, correct? I'm currently at work, so I cannot test this.

    If not, is there a way to add "hand" as an acceptable item needed to chop a tree down? I thought in the old config there was an option for hands somewhere.

    Thx.
    Posted in: Minecraft Mods
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    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)
    Cant wait to try this after work today. Looks like its very well balanced... along with your NetherOres!
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    treeHeightDecidesBreakSpeed

    Awesome, thanks!
    Posted in: Minecraft Mods
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    posted a message on --== Sakki's Wonderland ==-- Opening Tonight (CheatProof!)
    Reminder, this is a FULL PVP server meaning, kill anyone, at any time, at any place.

    Spawn camping and any other type of camping is allow. Impersonation, deceit, thievery, trickery, and all of the sort is welcome. There are a few exceptions (which is regarding the server owner), so please read the rules.
    Posted in: PC Servers
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    posted a message on --== Sakki's Wonderland ==-- Opening Tonight (CheatProof!)
    --== Sakki's Wonderland ==-- is opening tonight at 7pm CST.

    Visit www.sakkiswonderland.com to see more details.

    Did we mention it'll be completely CheatProof?
    Posted in: PC Servers
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    posted a message on Modpacks?
    Go to www.sakkiswonderland.com. Should open up tomorrow.
    Posted in: Mods Discussion
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    posted a message on Minecraft Capes! [Multiplayer Capes/Cloaks][www.MCCapes.com][Cape Gallery] + Transparent/Animated!
    Hi, quick question. Is there any way to control who on your server can get capes?

    If not, do you have any plans on incorporating permissions or some other means so that admin's can control the use of them (ranks, privs, etc.)?

    Anyways, great mod... love it!
    Posted in: Minecraft Mods
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