• 0

    posted a message on Bugfix mod - Player moved too quickly?

    No, I'm not using bukkit, I'm using forge. No spigot, no bukkit, no old plugins that had the anticheat as far as I can tell. This seems (I checked around) to be something added in 1.9 to minecraft, not to any mods.

    adding: Technically I suppose that means it's a 'feature', not a bug.

    But I still want to turn it off. :)

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Bugfix mod - Player moved too quickly?

    *sigh*


    Ok I know you're maybe used to dealing with morons, but that's not what I'm asking.

    What I'm asking for is a mod to stop the server from scanning for how fast players are moving. I don't care about lag, I care about the server forcing players back to the last 'valid' location and saying in the console that they're moving too fast.

    It shouldn't be tracking that, and I want an option to turn it off.


    Lag is irrelevant.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Bugfix mod - Player moved too quickly?

    Nope. I'm very familiar with internet phenomena, having been a sysadmin for a while. This is not lag.

    This is server giving a message "<player> moved too quickly" when I'm in creative mode as an op, flying around. If I walk on the ground it doesn't happen. The server just won't let anyone go past a certain speed.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Bugfix mod - Player moved too quickly?

    Someone PLEASE make this mod? I have a forge server for my family. We moved to 1.9 and no one can MOVE.

    I mean, we can walk. But even sprinting is apparently too fast for the server. Nevermind sliding on ice, flying in creative mode, etc.

    Server just rubberbands people back constantly and says they're moving too fast.

    We need an option to turn whatever stupidity this is OFF. It's incredibly frustrating and really should never have been added to the game.

    But I don't know how to do it. :( Halp?


    -Sevi

    I checked config files, allow flight is ON, server doesn't force a gamemode, heck I even tried opping myself to see if it would stop - it does it to ops too haha. Server's too draconian!

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Medieval Craft

    Does it work on mp servers?

    Posted in: Minecraft Mods
  • 0

    posted a message on Village Box - Build your own village | updated 8/15/2016

    A quick question: Would this function on a multiplayer server, or is it client-side only for now?

    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Ohhh disabling helps. But it's not the individual biome configs I was talking about!

    "Biomegen" doesn't generate. Or get read. So I can't change the weight. Also, I can't change how many villages there are (I like a lot, I typically set it to 8 or maybe 16 instead of 32).

    I know the actual individual ones don't go, but that's fine with me - I kinda like the biomes. I just miss being able to weight them and add more villages is all.

    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Latest version of BoP attempted with 1.8.9 server: Got a problem.

    It's not even generating configs for the ability to disable biomes, let alone reading them. I tried just dumping the older version of the config in, thinking maybe it just needed the info available, and it ignored them (predictably). I deleted all configs, and it only generated the 'misc', 'gameplay', and 'biomeids.json' ones.

    This was true in both 'level type' normal' and 'BIOMESOP' settings.

    In my latest test, I changed both 'level-type' and generator type to BIOMESOP. Still had no effect.

    The biomes generate in the world - I just get no control over them at all. Can't determine how many villages, what biomes spawn where, nothing - just 'as is' or nothing.

    Posted in: Minecraft Mods
  • 0

    posted a message on QuantumFlux - Wireless RF [2.0.2]

    Ehm, quick question...


    Says it's dependent on COFH lib, but they're only up to 1.7.10 - is this an error, or is there a hidden dl somewhere?

    Posted in: Minecraft Mods
  • 0

    posted a message on ISO: Referrals for good quest mods.

    Hi there. The latest request for my family's modpacks are for questing. They're looking for things that give quests, give a concrete goal, a future to look forward to.

    Now, I've looked, and a lot of 'quest' or 'rpg' type mods are just insert-dimension, add-tools/weapons/mobs, allow-exploration-and-killing. That's not quests.

    Something along the lines of millenaire, which is a bit laggy for us to use, but which adds quests to finish and a sort of end-point (you've built a full village/city, and are playing around, or you'll start on the next culture to do the same) - that's more what I'm looking for. But maybe with less lag?

    They liked the idea of Sim-u-Kraft, as building a city is a good goal, but it's single-player only and doesn't work properly on mp. We play mp only for the most part.


    I'm looking for suggestions, referrals, ideas, as to mods which do this. This isn't a request for a new mod, which might belong on another sub-forum, but rather a discussion of existing mods - so I put it here. If it's wrong, I'm fine with moving, just need to know where.


    Thanks,

    Sevi

    Posted in: Minecraft Mods
  • 0

    posted a message on Minestrappolation 3.0 - A Complete Vanilla Overahaul!

    I can verify the error above - I've had it too.


    It looks like Minestrap is client-side only now. It's searching for a client file. :(


    Since I don't use MC singleplayer (we set up servers for the family, when we want them), no minestrap for me. *cry*


    Sevi

    Posted in: Minecraft Mods
  • 0

    posted a message on Dr. Cyano's Lootable Bodies: Save your inventory on a lootable body
    Lol you probably aren't doing it wrong. it's probably the other mods doing it wrong. I took out 10 or 15 things, and it got fixed. I never actually figured out who was stealing the id like that, but it works for now and that's all that really matters in the end. :)

    -Sevi
    thankful to be able to get her items back now when she dies.
    Posted in: Minecraft Mods
  • 0

    posted a message on Is the new Ore generation too hard, or are modders not bothering?
    lol dr, I was the one you fixed that for. I posted this before your fix. Still can't manage the lootable bodies though, trying to figure out which mod it's conflicting with so I can.

    -Sev
    Posted in: Mods Discussion
  • 0

    posted a message on DrCyano's Base Metals
    oh wow - yeah, we didn't update to 8 when forge had those problems with it. Then I just forgot about it.

    Thank you for the workaround! :) That was nice of you. Could have just told me to stop being a ninny and update already. :D

    -Sevi
    Posted in: Minecraft Mods
  • 0

    posted a message on Is the new Ore generation too hard, or are modders not bothering?
    Ok, 1.8 has been out for a while. It made a lot of very huge changes. I can understand that.

    But a lot of the world gen mods (Extra biomes, Tinker's Construct, Metallurgy, various smaller mods that only add a few) haven't updated - and I don't know the reasons, but there are an awful lot of them.
    The ones that have updated or been created new all seem restricted to single player (BoP for example, fails on servers. So does Base Metals).

    So did 1.8 do something funky with server world gen? Did it do something weird to client world gen? Are mods more difficult to update/make this time? Are modders responding to the MS purchase?

    I just want to know what's going on. I have no criticisms for any modder, or for any reason. I'm just curious.

    -Sevi
    Posted in: Mods Discussion
  • To post a comment, please or register a new account.