Is there a way to remove individual light sources created by the lighting upgrade on a pickaxe? Additionally is there any additional reading you can point me to that tells me how it places them? I'm trying to determine if this is a source of FPS lag
Naquadah is added by gcewing,sg.NaquadahOreWorldGen.
Adding stargates to structures is currently done in a way that doesn't invoive an IWorldGenerator, so SimpleRetrogen probably won't be able to do that.
Note that SGCraft has its own system for retroactive ore generation, enabled by the addOresToExistingWorlds config option -- you might want to try that.
not sure about the class, but it should work with retrogen. as long as this mod alters the actual vanilla structure, it should be added to existing temples.
it should. try it and tell us, and be sure to make a backup
Unfortunately I can't try it until I know what class does the retrogen, the way the mod works is as follows:
Configuration:
To configure this mod you need to figure out which classes implement IWorldGenerator from the mod(s) you wish to regenerate.
As an example, slimeknights.tconstruct.world.worldgen.SlimeIslandGenerator is the worldgenerator for slime islands in Tinkers Construct.
general {
# Marker to apply to chunks to indicate retrogen occurred
S:marker=CPWRGMARK
# Maximum number of retrogens to run in a single tick
I:maxPerTick=100
# List of IWorldGenerator instances to fire retrogen for
S:worldGens <
slimeknights.tconstruct.world.worldgen.SlimeIslandGenerator
>
}
I may have something misconfigured, but i did the same thing this time that i did last time. However this time going from 10 to 12, on the overview screen both the server and teamspeak just have spinning icons beside ping and players. What information do you need?
I can tell you the server log spams this about every 30 seconds or so
[11:44:55] [GA-DataSendThread/INFO] [STDERR]: [de.npe.gameanalytics.EventHandler$RESTHelper:sendData:209]: Failed to send analytics event data. Result of attempt: ok | Authentication hash used: 36c0b597fb66125f262f8e018cfebecd | Data sent: [{"install_publisher":"1.8.0_66-b17","install_site":"server","install_campaign":"3.19.0-22-generic","install_adgroup":"amd64","install_ad":"Linux","install_keyword":"server","user_id":"server355c9052-e1be-4813-9ae7-93061ad7cfdb","session_id":"1456245148675","build":"591"}]
Build 10, the map links older and newer, seem to take you back to the overview screen, (this may be due to lack of activity on my server, or a bug) but just bringing it to your attention
There is no extra debug information or anything like that, not sure what would cause that.. Does the config have bits enabled? Does it work properly in an SMP game with the same instance?
The SMP server has exactly the same mods, and a world that was generated maybe 8 hours ago. The configs are the same on the client and server, singleplayer does function. multiplayer does not.
Yes the multiplayer instance and the single player instance are the same. I join multiplayer, it doesn't work, then without exiting the game, I go into singleplayer and it works fine.
-edit-
I just pushed server and client to forge 1715, no change. And yes the bits are enabled, in fact the file is in it's autogenerated form, one of the things I did to try to fix this was remove and allow the config files to be regenerated.
-upkeep-
I believe I've isolated it to something in the world directory, new server instance, same mods, new world, worked fine, I've moved the old server world out of the way and am restarting the original server now.
-confirmed-
whatever it was was world specific, clean world and it's working fine, I'll advise if it returns, just in case something got corrupted. but at this point there's no guarentee it's anything you did, thanks for listening though
Is there anyway to enable debugging or to get more information into the console? I have something conflicting but only on SMP, right now, nothing shows up in the server console any different than it would otherwise, but nothings crashing so I'm not getting any logs.
Basically I take a valid block, chisel a piece out of it, sometimes it doesn't appear to do anything, othertimes the block turns invisible yet is physically there, kind of like 1.7 world holes used to make you bounce when nothing was underneath you. I'm not quite sure how to diagnose this with no console feedback and the same sets of mods working in singleplayer.
Either way I don't get the bit,
I have also at this point sync'd all the mods on the server and the client, as well as the configs.
I'm running forge 1710, with chisels and bits 1.8.4, however I have duplicated the behavior in 1.8.3
I've not been able to get 127.0.0.1 either, I wonder if it's something to do with port binds. A bit beyond me. But if you use the local lan address say 192.168.x.x or 10.0.x.x or whatever your local range is that should work.
I've added a filter to remove §r codes for now and it will be in the next release (after some testing). Maybe in the future we can use them, but for now I'll just remove them.
Okay that did work, and thank you for considering the filter, If possible could you ensure that it applies not only to usernames but to the actual chat messages themselves as well? thanks!
/extensions/minecraft/mods_vanilla.php function query
It should resolve, but you may find dns being cache locally by the server. You could try 127.0.0.1 for localhost may work better.
Colour codes, yeah some people find them a bit much. I was thinking of adding ticket box at the top to hide joined/left/command
The UI is using bootstrap in /ui/assets/bootstrap
so you could use the bootstrap css generator and alter the colours.
Keep me posted, it's great to have feedback and helps me make it better and hopefully easier to install.
Okay so the query is run from the server rather than the client, ok so then yeah I should be able to resolve with local information. Okay, great.
Maybe it's just my syntax, would you mind providing a valid sample of the host line in servers.php assuming 127.0.0.1? Sadly I'm not terribly versed in PHP and this is a bit confusing
'host' => $_SERVER['SERVER_ADDR'],
Is it supposed to be
'host' => $_SERVER['127.0.0.1'],
#this is sort of what I would expect, but I am not sure
or
'host' => '127.0.0.1',
#this worked for me in that it ran the exporter, but it didn't connect when viewing the overview
I don't mind the color codes, when they're colored, the problem is the names on the list is displaying the codes (I don't know what the symbol is called, it vaguely resembles a Sim's simolian, looks like an S with a circle in the middle of it), rather than simply coloring them, or dropping the coloring codes all together. Using your demo as an example http://www.gamergeeks.nz/myminemin-demo/?log=latest, everywhere there's a name it looks like this on mine "§r§rdemoplayer0§r", which isn't functionality breaking. but it's not the easiest to read. The actual content displays with color codes as well.
I'm loving what I'm seeing so far. But I need some clarification. I've got it installed and everything seems to work except the server query. The server configuration file clearly states to use the external IP for querying. In my case the server is on the same machine as myMineMin. I am entering the hostname (which does correctly resolve on the same machine) yet I can't seem to get a successful connection but my IP is dynamic. So my questions are:
Does the program handle DNS resolution?
And where is the source of the query, the php or the viewers client?
Ooh and can you consider an option to strip out color codes?
Since minecraft doesn't natively support SLI, force the frames to render on alternating graphics cards with SLI Rendering mode set to "Force alternate frame rendering 2".
Also if anyone knows what the difference between alternate 1 and alternate 2 is, please let me know
Is there some known issue with random quantities of blocks that float around the screen at random? would post a screenshot but the website handles it differently don't have time to figure it out here at the moment, but I was just curious if anyone has seen floaty blocks (ghosts of blocks, that move on their own) of varying sizes, as many as a chunk, as few as 10 blocks.
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Is there a way to remove individual light sources created by the lighting upgrade on a pickaxe? Additionally is there any additional reading you can point me to that tells me how it places them? I'm trying to determine if this is a source of FPS lag
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ugh, thank you i completely missed that
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Unfortunately I can't try it until I know what class does the retrogen, the way the mod works is as follows:
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What class handles the worldgen? And do you know if it works with SimpleRetrogen?
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The spinners cleared overnight so you're probably right about it being caching, as for the log, it is still showing the same info for me on build 13,
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I may have something misconfigured, but i did the same thing this time that i did last time. However this time going from 10 to 12, on the overview screen both the server and teamspeak just have spinning icons beside ping and players. What information do you need?
I can tell you the server log spams this about every 30 seconds or so
[11:44:55] [GA-DataSendThread/INFO] [STDERR]: [de.npe.gameanalytics.EventHandler$RESTHelper:sendData:209]: Failed to send analytics event data. Result of attempt: ok | Authentication hash used: 36c0b597fb66125f262f8e018cfebecd | Data sent: [{"install_publisher":"1.8.0_66-b17","install_site":"server","install_campaign":"3.19.0-22-generic","install_adgroup":"amd64","install_ad":"Linux","install_keyword":"server","user_id":"server355c9052-e1be-4813-9ae7-93061ad7cfdb","session_id":"1456245148675","build":"591"}]
Note I did change some of the numbers in the log
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Build 10, the map links older and newer, seem to take you back to the overview screen, (this may be due to lack of activity on my server, or a bug) but just bringing it to your attention
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The chat is much more tolerable now with the color codes stripped out, thank you
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The SMP server has exactly the same mods, and a world that was generated maybe 8 hours ago. The configs are the same on the client and server, singleplayer does function. multiplayer does not.
Yes the multiplayer instance and the single player instance are the same. I join multiplayer, it doesn't work, then without exiting the game, I go into singleplayer and it works fine.
-edit-
I just pushed server and client to forge 1715, no change. And yes the bits are enabled, in fact the file is in it's autogenerated form, one of the things I did to try to fix this was remove and allow the config files to be regenerated.
-upkeep-
I believe I've isolated it to something in the world directory, new server instance, same mods, new world, worked fine, I've moved the old server world out of the way and am restarting the original server now.
-confirmed-
whatever it was was world specific, clean world and it's working fine, I'll advise if it returns, just in case something got corrupted. but at this point there's no guarentee it's anything you did, thanks for listening though
0
Is there anyway to enable debugging or to get more information into the console? I have something conflicting but only on SMP, right now, nothing shows up in the server console any different than it would otherwise, but nothings crashing so I'm not getting any logs.
Basically I take a valid block, chisel a piece out of it, sometimes it doesn't appear to do anything, othertimes the block turns invisible yet is physically there, kind of like 1.7 world holes used to make you bounce when nothing was underneath you. I'm not quite sure how to diagnose this with no console feedback and the same sets of mods working in singleplayer.
Either way I don't get the bit,
I have also at this point sync'd all the mods on the server and the client, as well as the configs.
I'm running forge 1710, with chisels and bits 1.8.4, however I have duplicated the behavior in 1.8.3
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Okay that did work, and thank you for considering the filter, If possible could you ensure that it applies not only to usernames but to the actual chat messages themselves as well? thanks!
0
Okay so the query is run from the server rather than the client, ok so then yeah I should be able to resolve with local information. Okay, great.
Maybe it's just my syntax, would you mind providing a valid sample of the host line in servers.php assuming 127.0.0.1? Sadly I'm not terribly versed in PHP and this is a bit confusing
Is it supposed to be
or
I don't mind the color codes, when they're colored, the problem is the names on the list is displaying the codes (I don't know what the symbol is called, it vaguely resembles a Sim's simolian, looks like an S with a circle in the middle of it), rather than simply coloring them, or dropping the coloring codes all together. Using your demo as an example http://www.gamergeeks.nz/myminemin-demo/?log=latest, everywhere there's a name it looks like this on mine "§r§rdemoplayer0§r", which isn't functionality breaking. but it's not the easiest to read. The actual content displays with color codes as well.
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I'm loving what I'm seeing so far. But I need some clarification. I've got it installed and everything seems to work except the server query. The server configuration file clearly states to use the external IP for querying. In my case the server is on the same machine as myMineMin. I am entering the hostname (which does correctly resolve on the same machine) yet I can't seem to get a successful connection but my IP is dynamic. So my questions are:
Does the program handle DNS resolution?
And where is the source of the query, the php or the viewers client?
Ooh and can you consider an option to strip out color codes?
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Also if anyone knows what the difference between alternate 1 and alternate 2 is, please let me know
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