*** 1.2-alpha-3a Released ***
Sorry for the quick turns here, but I found and (I believe) resolved a pretty serious crash issue with Forge that some of you had reported - it was a conflict with how we load chunks without creating new ones and how chunks are populated that could cause chunk populators to trap sometimes.
The update also includes an important fix for v6.4.1 Forge - another consequence of the configuration file format change in v6.4.1 that I'd missed with the last fix: it specifically broken parsing of block ID fields that are quoted, such a some of those in ForgottenNature and Metallurgy.
Lastly, I've updated the RailCraft support to handle the current v6.x level blocks.
Ok well I'm on bukkit version 1.4.5-r0.2 running most dynmap version 1.1. No crash report, obviously, as there was no crash. I have it rendering to my wamp server folder, putting the map at the url http://localhost/dynmap. I set it up using the procedure on the "Setting-up-without-the-Internal-Web-Server" page on the wiki. And this problem occurs on ever browser I have (most recent versions of chrome and firefox).
The problem you are describing is indicative of the configuration URL not being updated to be consistent with the update URL - that is, we load the base map configuration (typically from standalone/dynmap_config.json file, for external server), which includes a timestamp for the configuration data, and world updates periodically from standalone/dynmap_<worldname>.json. Make sure that the first file is being updated each time are started (at least), and that the updates files are being written every 2 seconds (by default). If one or both of these isn't happening, one file will be stale, which will cause the other to appear to be out of sync, driving the UI to think it needs to refresh the configuration (that is, to believe that the base world/map configuration has changed, versus just some updates to the state of the existing worlds/maps).
We're having an issue with Sign Markers (Bukkit version of Dynmap). The markers on the map are correctly removed if the sign is destroyed directly. But if the sign is destroyed indirectly - eg. mining away the block that the sign is attached to - the marker on the map persists and the players no longer have a way of removing them. I don't want to give them access to map marker commands.
Can anyone else confirm this?
I'd be interested in confirmation - I'll try to check it myself. We depend on bukkit to throw us a block break event, in the case of this sort of thing happening - if it doesn't happen, I'll need to find another way to be sure I don't miss the destruction of the sign.
Looks like you got it on your first attempt
I can confirm that rendering structures in the nether that are higher than 128 blocks works. If you'd like you can see a working example here: smallworld.happydiggers.net
You are awesome, thanks!
*edit: added screenshot
SWEET - thanks for the feedback and confirmation! For future verification, is there a specific public mod you use to make the 'full height' nether?
Yes I am sure and I am using B409 not 405
Im not the only player on the server I am just the owner of the server and i just realized this when i updated from A1 to A2, going to download A3 and render the map again to see if it is fixed.
EDIT:
1.2A3 Fixed all my issues im good
All good - I wasn't able to get B409 or B410 to load EB v3.5.0b without link errors (even with just Forge and EB) - I needed to go to the latest development build - EB v3.5.2. That was more what I was referring to about being sure about the version. Glad to hear it looks fixed!
*** 1.2-alpha-3 released ***
Includes fixes for chat issues in Forge versions, including support for 'say' console command, fixes for wood slab lighting issues, and more updates for RP2 and BC, and an attempt to handle nether levels that are higher than 128.
Guys,
Simple rules - same as every other mod I know of:
1) ALWAYS include the MC server version, Bukkit/Forge build, and Dynmap release/build you are running
2) ALWAYS include a crash report or exception report - if you don't have one, don't bother saying "crash" - might as well be saying "something is wrong", for all the use there is in it.
3) If you don't include these data, I'll probably ignore the report
Additional stuff:
4) If the blocks for a mod aren't rendering as you would expect, include the name and specific version/build of the mod, and the name of the configured block settings from the mod's configuration file for the blocks i question (along with the actual number you have it configured for)
5) If you are talking about the web, ALWAYS indicate how you have it set up - internal web server, external server (including which server AND what procedure you followed to configure it).
6) If a problem is occuring while using the web client, include the name and versions of web browser tested.
You sure about this? Forge 6.4.1B 405 with EB 3.5.0b doesn't appear to load properly (ClassCastException - even with just Forge and EB with everything defaulted).
Should be fixed in current Bukkit dev build, or in next Forge alpha (1.2-alpha-3), although I don't have a good way to test: how do you generate the full height nether?
hey mike, the console can't make up it's mind whether it will delete the cavemap only while paused or not, if i try
/dynmap pause all
/dmap mapdelete _Hmmm_:_Cave_
it gives the message
[INFO] Cannot edit map data while rendering active - run '/dynmap pause all' to pause rendering
and then while paused the error is
[INFO] Cannot delete maps from disabled or unloaded world: _Hmmm_
also, the link you posted explaining that command refers to the delete command like it needs to be /map while that just spits an unknown command error to the console.
Cannot reproduce this - what specifically are you running and doing (which version of everything, what is the state of the world you are trying to edit, etc).
Any update on that "Web chat not showing in the clients but client chat showing on web" issue perchance? Not seen a response to it at all yet, got curious...
WIll be fixed in 1.2-alpha-3, which I'm releasing later today.
Here's the startup, I think. It crashed every time I tried to render, it was a little bit of a mess. I don't really like the CreeperHost controlpanel, but I have no idea who I should switch to if I decide to do that. CubedHost doesn't look too bad, and BdoubleO has a promo code.
If you want, we can discuss via PM. Less spam, and I dont have to worry about giving everyone my/the servers IP by mistake.
EDIT: The server crashes randomly from time to time, which is pretty annoying. Unless I manually use "/save-all", things get rollbacked. The server.log only says "[WARNING] Can't keep up! Did the system time change, or is the server overloaded?"
What details are there on "Server crashes randomly" - need to see them. If you get no output, what makes you think we're the cause?
Is there a function for the render que to trigger the render speed like in full render, i put my fullrender on 64, its fast now, i just want that on the renderque? how do i do this? and if this is not possible yet, could u please add this option to set the amouth of renders at the same time?
Adjust these settings:
# How often a tile gets rendered (in seconds).
renderinterval: 1
# How many tiles on update queue before accelerate render interval
renderacceleratethreshold: 60
# How often to render tiles when backlog is above renderacceleratethreshold
renderaccelerateinterval: 0.2
# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
tiles-rendered-at-once: 2
Primarily, drop renderaccelerateinterval and set up tiles-rendered-at-once.
Which version of Forge and of ExtraBiomes? I've checked this with 3.30 and 3.50b on 1.4.2 and 1.4.5 respecively, with no problems. Also, your link isn't remotely callable (its a 192.168.*.* address - isn't internet routable).
I hadn't tried console chat recently, but that looks exactly right. And it's persisted across both versions I've been running so far (1.4.2 and 1.4.5 with the latest forge each time)
Will be fixed in alpha-3, which I'll be releasing later today.
We currently don't have any other plugins installed, as I have no clue what we could use. The only thing I would want right now is to change the spawn, which isn't hard to do and with the latest spawn commands I might not need a plugin. I haven't looked into it, so that might only be for your own spawn and not everyone.
I am using creeperhost to host my server and WinSCP to access the files. The map is fairly new (maybe two weeks), so that shouldn't be a problem - but what do I know? (not much, actually) I suddenly got disconnected from my server and couldn't connect again. When I checked the CP, the server was still on, but RAM usage etc was really low which means it should be off. I got the usual error message when I got DCed, and there was nothing on the cmd that said I got DCed or the server shut down.
I probably missed you point and explained things badly and more than necessary, but thats just how I am. I'm not that good at this stuff.
If you needed to use something like WinSCP to install, the biggest opportunity for problems would be to have not successfully transferred the whole directory structure from inside the ZIP file - we need every file, and every empty directory too. Other thing could be issues with the permissions of the associated files and/or directories - make sure they are all read/writeable by the user account running the server. If you can give us a pastebin of the server.log messages during startup, that could help a lot
Hey there,
I seem to be getting this issue when running Dynmap on 1.4.5 bukkit server
Currently using Factions 1.6.9, Dynmap Factions and the latest Dev build for bukkit on the front page
30.11 00:20:34 [Server] SEVERE at java.lang.Thread.run(Thread.java:722)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:292)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:178)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask.run(FutureTask.java:166)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:196)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:180)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:595)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:653)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1405)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapManager.getShaderStateForTile(HDMapManager.java:125)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader.getStateInstance(TexturePackHDShader.java:231)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader$ShaderState.<init>(TexturePackHDShader.java:94)
30.11 00:20:34 [Server] SEVERE java.lang.NullPointerException
30.11 00:20:34 [Server] SEVERE at java.lang.Thread.run(Thread.java:722)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:292)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:178)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask.run(FutureTask.java:166)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334)
30.11 00:20:34 [Server] SEVERE at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:196)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:180)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:595)
30.11 00:20:34 [Server] SEVERE at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:653)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:96)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1405)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.HDMapManager.getShaderStateForTile(HDMapManager.java:125)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader.getStateInstance(TexturePackHDShader.java:231)
30.11 00:20:34 [Server] SEVERE at org.dynmap.hdmap.TexturePackHDShader$ShaderState.<init>(TexturePackHDShader.java:94)
30.11 00:20:34 [Server] SEVERE java.lang.NullPointerException
30.11 00:20:34 [Server] SEVERE [dynmap] Exception during render job: world=world, map=null
30.11 00:20:34 [Server] SEVERE [dynmap] Exception during render job: world=world, map=null
30.11 00:20:33 [Server] Startup Done (5.427s)! For help, type "help" or "?"
30.11 00:20:33 [Server] INFO Server permissions file permissions.yml is empty, ignoring it
30.11 00:20:33 [Server] INFO [Dynmap-Factions] version 0.30 is activated
30.11 00:20:33 [Server] INFO [Dynmap-Factions] Dynmap does not have player-info-protected enabled - visibility-by-faction will have no effect
30.11 00:20:33 [Server] INFO [Dynmap-Factions] initializing
30.11 00:20:33 [Server] INFO [Dynmap-Factions] Enabling Dynmap-Factions v0.30
It doesn't seem to be able to render.
Any help would be appreciated. Cheers.
Looks like you have a map configuration error - so not rendering pretty much goes along with that. Also, your log looks screwed up - lines are in the wrong order. I'd like to see all the lines from during the initialization of Dynmap in the server log
I hate to post here as the dev is amazing and I don't want to take time away, but, I am searching for a built in way to ban IPs from the dynmap. We use MCBans, but people can still come on through the dynmap and chat. I don't want every member of staff to have the vanilla /op, instead we use PEX. Is there a permission that would allow them to ban IPs from chatting in the dynmap?
Not yet - problem with ban mods is that there is no standard way to test it: they all just cancel the login event of a normal player login, versus providing a way tell that a specific ID is banned. The Bukkit standard API for testing if a player is banned doesn't work when players are banned by a ban mod, so there isn't a common way to tell.
wooden slabs are causing lighting artifacts (red arrows). Also the new corner stair stuff isn't handled yet (green arrows). Using 1.1. If beta version fixes, apologies
Support for the corners, and for some lighting fixes, are in the 1.2-alpha-1 and 1.2-alpha-2 build, respectively (see change log in OP).**** 1.2-alpha-2a for Forge 6.4.1 released ****
This fixes the problem with the change to the mod configuration file format introduced in Forge 6.4.1, which broke our ability to identify mod-defined blocks.
So ... it's supposed to read mod blocks? Not just regard them as transparent?
Looking forward to this, but sadly, that means it won't show me what's under the twilight forest dark canopy ...
Actually, I thought my issue was all the non-default block ID's I had to use to make my mods happy together.
===
I'd like to know what's a good way to manage multiple templates for different worlds. Imagine, as a simple example, one set of templates for "overworld"-like worlds -- height 64, lots of caves/ravines, etc; a different set for "solid" worlds with no caves or ravines; a different set for "consant twilight" worlds, with no true night or bright day (differing in the amount of ambient light used to render the shadows); a different set for "bright" worlds (worlds that look lit even without a torch. Like the nether or the end. Differing in the value of shadow strength used to render the shadows). The idea being that once a world is created, to quickly say "Use this template".
To clarify: I don't mean "instantiate a set of map definitions corresponding to what the template is now", I mean "Update the map definitions as template _x_ changes".
No - I need to specifically support every block of every mod I render (there is no standard server-side way to know how to draw a blcok: the frequent use of custom renderers, which are client side only, makes that impossible at present). I parse the configuration files in order to know which block IDs are being used for any mod-derived blocks that are configured for the server.
I said earlier that dymap worked with 1.4.5-R0.2 bukkit, but I just uninstalled it. It would be nice to use it again sometimes, but my server just crashed and some progress was lost. No harm done since we are currently only two players (getting things ready for more people, a local server). I am not 100% sure that dynmap caused this crash, but we never crashed before installing this. May install it again when it fully supports 1.4.5 or until we get more people on the server.
Just to inform people who want to try.
Being used on several thousand 1.4.5 servers right now, so its not a common issue - that said, I don't know if there are specific mods or specific configuration settings on your server that might have their own issues. One thing we're VERY good at is showing you that you've got some corruptions n your world data - as we more thoroughly traverse the world data than any player would (especially on a small server like yours), and the bukkit APIs are noisier about reporting those corruptions than the vanilla code used for loading chunks when players move around.
I was able to find a light level threshold for the cave renderer, but it is flawed -- it only works properly at straight-down (90 degree inclination). At the 30/60/etc slanted views, it clips inaccurately.
The logic has nothing to do with the orientation - its the light level at the block location of the player, and has nothing to do with view direction of the associated map (literally, it just affects whether the player location is sent to the UI or not: no affiliation with which map is being displayed by the viewer on the web UI).
Using the latest build of Forge (6.4.1.407) the map seems to have stopped rendering mod blocks.
Just tried the 1.2-alpha-2 build for 6.4.0 on 6.4.1.408, and it seems to be working fine. Which mods are you using?
Edit: Nevermind - finally found a mod that didn't explode, and I see now that Forge has changed the format of the configuration files (which we parse in order to figure out the block IDs associated with the various blocks in the various mods). I'll get a 6.4.1 beta out "soon" (read: later tonight) that can handle the changed config file format. :/
Darn the login adds to the overhead of accessing the map. Just IPs is fine, but are you able to add a feature to disable tileloading and everything (maybe just a 404 or redirect to a page) if their IP is banned from the server?
Not sure I understand - how does it add to the overhead? The IP ban stuff should be manageable for the internal server.
0
Sorry for the quick turns here, but I found and (I believe) resolved a pretty serious crash issue with Forge that some of you had reported - it was a conflict with how we load chunks without creating new ones and how chunks are populated that could cause chunk populators to trap sometimes.
The update also includes an important fix for v6.4.1 Forge - another consequence of the configuration file format change in v6.4.1 that I'd missed with the last fix: it specifically broken parsing of block ID fields that are quoted, such a some of those in ForgottenNature and Metallurgy.
Lastly, I've updated the RailCraft support to handle the current v6.x level blocks.
0
The problem you are describing is indicative of the configuration URL not being updated to be consistent with the update URL - that is, we load the base map configuration (typically from standalone/dynmap_config.json file, for external server), which includes a timestamp for the configuration data, and world updates periodically from standalone/dynmap_<worldname>.json. Make sure that the first file is being updated each time are started (at least), and that the updates files are being written every 2 seconds (by default). If one or both of these isn't happening, one file will be stale, which will cause the other to appear to be out of sync, driving the UI to think it needs to refresh the configuration (that is, to believe that the base world/map configuration has changed, versus just some updates to the state of the existing worlds/maps).
I'd be interested in confirmation - I'll try to check it myself. We depend on bukkit to throw us a block break event, in the case of this sort of thing happening - if it doesn't happen, I'll need to find another way to be sure I don't miss the destruction of the sign.
I'm willing to give them a look - I'd suggest opening a issue (feature request) on github (see link in OP), so that I don't forget
SWEET - thanks for the feedback and confirmation! For future verification, is there a specific public mod you use to make the 'full height' nether?
All good - I wasn't able to get B409 or B410 to load EB v3.5.0b without link errors (even with just Forge and EB) - I needed to go to the latest development build - EB v3.5.2. That was more what I was referring to about being sure about the version. Glad to hear it looks fixed!
0
Includes fixes for chat issues in Forge versions, including support for 'say' console command, fixes for wood slab lighting issues, and more updates for RP2 and BC, and an attempt to handle nether levels that are higher than 128.
0
Simple rules - same as every other mod I know of:
1) ALWAYS include the MC server version, Bukkit/Forge build, and Dynmap release/build you are running
2) ALWAYS include a crash report or exception report - if you don't have one, don't bother saying "crash" - might as well be saying "something is wrong", for all the use there is in it.
3) If you don't include these data, I'll probably ignore the report
Additional stuff:
4) If the blocks for a mod aren't rendering as you would expect, include the name and specific version/build of the mod, and the name of the configured block settings from the mod's configuration file for the blocks i question (along with the actual number you have it configured for)
5) If you are talking about the web, ALWAYS indicate how you have it set up - internal web server, external server (including which server AND what procedure you followed to configure it).
6) If a problem is occuring while using the web client, include the name and versions of web browser tested.
0
You sure about this? Forge 6.4.1B 405 with EB 3.5.0b doesn't appear to load properly (ClassCastException - even with just Forge and EB with everything defaulted).
0
Running with it fine right now - what specific level of Forge are you running?
Should be fixed in current Bukkit dev build, or in next Forge alpha (1.2-alpha-3), although I don't have a good way to test: how do you generate the full height nether?
0
Cannot reproduce this - what specifically are you running and doing (which version of everything, what is the state of the world you are trying to edit, etc).
0
WIll be fixed in 1.2-alpha-3, which I'm releasing later today.
0
Forge 6.4.1 broke configuration file format - you need alpha-2a for the fix for that.
What details are there on "Server crashes randomly" - need to see them. If you get no output, what makes you think we're the cause?
Adjust these settings:
# How often a tile gets rendered (in seconds).
renderinterval: 1
# How many tiles on update queue before accelerate render interval
renderacceleratethreshold: 60
# How often to render tiles when backlog is above renderacceleratethreshold
renderaccelerateinterval: 0.2
# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
tiles-rendered-at-once: 2
Primarily, drop renderaccelerateinterval and set up tiles-rendered-at-once.
Which version of Forge and of ExtraBiomes? I've checked this with 3.30 and 3.50b on 1.4.2 and 1.4.5 respecively, with no problems. Also, your link isn't remotely callable (its a 192.168.*.* address - isn't internet routable).
Will be fixed in alpha-3, which I'll be releasing later today.
0
Oops - sorry - forgot about that. I'll give it a look this weekend.
0
Default icons are all 16 x 16. The API support custom icons that are 8 x 8, 16 x 16, or 32 x 32.
If you needed to use something like WinSCP to install, the biggest opportunity for problems would be to have not successfully transferred the whole directory structure from inside the ZIP file - we need every file, and every empty directory too. Other thing could be issues with the permissions of the associated files and/or directories - make sure they are all read/writeable by the user account running the server. If you can give us a pastebin of the server.log messages during startup, that could help a lot
0
Looks like you have a map configuration error - so not rendering pretty much goes along with that. Also, your log looks screwed up - lines are in the wrong order. I'd like to see all the lines from during the initialization of Dynmap in the server log
Not yet - problem with ban mods is that there is no standard way to test it: they all just cancel the login event of a normal player login, versus providing a way tell that a specific ID is banned. The Bukkit standard API for testing if a player is banned doesn't work when players are banned by a ban mod, so there isn't a common way to tell.
Support for the corners, and for some lighting fixes, are in the 1.2-alpha-1 and 1.2-alpha-2 build, respectively (see change log in OP).**** 1.2-alpha-2a for Forge 6.4.1 released ****
This fixes the problem with the change to the mod configuration file format introduced in Forge 6.4.1, which broke our ability to identify mod-defined blocks.
0
No - I need to specifically support every block of every mod I render (there is no standard server-side way to know how to draw a blcok: the frequent use of custom renderers, which are client side only, makes that impossible at present). I parse the configuration files in order to know which block IDs are being used for any mod-derived blocks that are configured for the server.
Being used on several thousand 1.4.5 servers right now, so its not a common issue - that said, I don't know if there are specific mods or specific configuration settings on your server that might have their own issues. One thing we're VERY good at is showing you that you've got some corruptions n your world data - as we more thoroughly traverse the world data than any player would (especially on a small server like yours), and the bukkit APIs are noisier about reporting those corruptions than the vanilla code used for loading chunks when players move around.
The logic has nothing to do with the orientation - its the light level at the block location of the player, and has nothing to do with view direction of the associated map (literally, it just affects whether the player location is sent to the UI or not: no affiliation with which map is being displayed by the viewer on the web UI).
0
Just tried the 1.2-alpha-2 build for 6.4.0 on 6.4.1.408, and it seems to be working fine. Which mods are you using?
Edit: Nevermind - finally found a mod that didn't explode, and I see now that Forge has changed the format of the configuration files (which we parse in order to figure out the block IDs associated with the various blocks in the various mods). I'll get a 6.4.1 beta out "soon" (read: later tonight) that can handle the changed config file format. :/
0
Not sure I understand - how does it add to the overhead? The IP ban stuff should be manageable for the internal server.