*** Official OcUK Minecraft Server - Discussion and Rules ***

Possibly. I can see 10 are getting loaded in the startup logs.

That said, they shouldn't really cause such an issue. Sadly I can't resolve the problem right now so it will have to wait until tomorrow morning - I think I should be able to resolve things then though.

As others have pointed out there is a number of things in the mods that can cause chunks to stay loaded, rather than banning items or trying to hunt down existing items you can simply disable the chunk loading ability of them in the server config files for each of the mods concerned. This at least should mitigate some of the issues the server is experiencing.
 
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bit of a random question, but does anyone know of any tutorials on how to port mods from SSP to SMP. i heard in direwolf's server play that someone unofficially did a "straight port" of logistics pipes from SSP to SMP so i was wondering if between me and a couple of friends we might eventually be able to port thaumcraft 2 for our own personal use if it isnt too big a job

i'm reasonable at C++ and my friends are good with java so while i wont know the specifics i should pick it up reasonably quickly
 
I am currently pulling down the backup of the server.
As it is still at .8 ticks. took a whole 10 min for nolagg to make a log for me.

anyway currently i have successfully made a new launcher for us to use
that is compatable with the current live server. I am also looking at a new
server config setup but needed a copy of the server on my system to test on.

Between myself and FT we hope to have a completly new setup that we can manage better. I would also like to point out tekkit have updated their server to have newer versons of the problem mods that have fixes for multiworld issues too.

We will take a look at each and all option and see if we can build a tekkit like server
manualy ourselfs and move completly away from tekkit.
 
bit of a random question, but does anyone know of any tutorials on how to port mods from SSP to SMP. i heard in direwolf's server play that someone unofficially did a "straight port" of logistics pipes from SSP to SMP so i was wondering if between me and a couple of friends we might eventually be able to port thaumcraft 2 for our own personal use if it isnt too big a job

i'm reasonable at C++ and my friends are good with java so while i wont know the specifics i should pick it up reasonably quickly

MC Port Central would be a good place to start looking:
http://www.mcportcentral.co.za/

The guy who ported logistic pipes also ported it to bukkit, as well as BuildCraft 3. I was tempted to try it. (the new versions, not porting)
 
My house is private again after Tibsy decided it was ok to not only mine directly beneath by house and leave areas in the dark by not leaving torches but also that it was OK to build a cobblestone tower so he/she could remove ore from the ceiling of my lower mine. Of course the tower was just left standing.

Disrespectful, we're talking about a mine with one entrance directly beneath my house, I don't pop to other peoples houses and remove ore that's visible, build cobblestone towers and leave the place in the dark :rolleyes:

GREIFING?:mad:
 
bit of a random question, but does anyone know of any tutorials on how to port mods from SSP to SMP. i heard in direwolf's server play that someone unofficially did a "straight port" of logistics pipes from SSP to SMP so i was wondering if between me and a couple of friends we might eventually be able to port thaumcraft 2 for our own personal use if it isnt too big a job

i'm reasonable at C++ and my friends are good with java so while i wont know the specifics i should pick it up reasonably quickly



No point thaumcraft is discontinued and the creator is working on arcanecraft basically thaumcraft 3 this will be smp.
 
We will take a look at each and all option and see if we can build a tekkit like server
manualy ourselfs and move completly away from tekkit.

I dislike Tekkit myself but you really seem to be confused as to what Tekkit actually is. The problems with the server are not Tekkit issues as such but down to the mods and how they are currently configured.
 
I think some people were having trouble logging on through the Tekkit Launcher program and by using a self-compiled client would bypass the launcher.
 
Welp it looks like Minecon is coming to Disneyland Paris.

Let the butthurt begin! :D

OMFG I AM SO SICK OF THESE EUROPEAN FANBOYS DONT THEY UNDERSTAND I DONT GIVE A **** THAT THEY ARE EUROPEAN AND THAT THEY HAVE TO SPEND MONEY TO GO TO USA. FFS MINECONE WAS IN LOS VEGAS! THAT IS IN THE MIDDLE OF ******* NO WHERE. SAME **** FOR US TOO SO STOP BITCHING TO ME ABOUT HOW MINECRAFT IS EUROPEAN. YOU GUYS THINK YOU ARE SO SMART BECAUSE YOU ARE EUROPEAN AND NOT FROM THE UNITED STATES. WELL **** YOU FOR THAT. USA HAS HAD A HUGE IMPACT ON THE WORLD. WITHOUT US MOST THE **** WOULDNT EXSIST
 
I think some people were having trouble logging on through the Tekkit Launcher program and by using a self-compiled client would bypass the launcher.

I agree, I was referring to the server side in my above post. Custom clients based around mc portable can be put together easily in very little time. You may have noticed the 'unofficial' server has been using their own custom mod clients for a very long time. I personally always like to build my own as there are certain client side options that are particular to the user, just look at all the variations of optifine that are produced for this reason.
 
I'm currently working on setting up a standalone server/etc without Tekkit.

Whilst I'm aware simply moving away from Tekkit won't solve all our ills, the advantages to doing so include: easier to update individual mods, better understanding of the mod configuration process and the obvious issues with the Tekkit launcher (I know we could just have a custom client without bothering with the Tekkit launcher but tbh I'm so tired of all these issues I want to spend some time really getting to grips with all the mods and understanding them).
 
Semi tempting for me too, though I don't even play the game these days :p

To be honest, I haven't played in months now - But I still love to keep up with its progress. :) I wonder what Minecraft will be like in a years time :) I hope the new modding API will make the community even tighter :)
 
that wont be out for a while though, so i figured a (reasonably) quick fix for thaumcraft 2 would be great.

Sorry I can't point you in the right direction but I'd suggest looking at some of the simpler mods and comparing the single and multiplayer versions. I can't imagine it would be that hard or that much work for you guys if you're all decent coders and some of you are already experienced with java. Most plugins aren't really that complex.
 
I've built a server with similar mods (though without mo creatures and hot air balloons) all fully up to date and not using Tekkit... End result after importing the current map: same lag issues... so clearly it is something to do with the map itself. I'm going to carry on investigating and hopefully find some way to sort it. If I can't find anything within an hour or two I'll have to go off and do other things for a while though.

edit: also tested it without bukkit mods enabled btw
 
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Possible fix found. Please can people log on and test.

I've completely disabled all forms of world anchors. There were still 5 on the server that someone (or someones) had left somewhere stupid. I have my suspicions of purposeful griefing but I'll keep the details of those to myself for now.

Lag should be massively massively reduced. In the meantime I will be speaking with yrth about getting a the new standalone client sorted for the updated non-tekkit version (shouldn't take long).
 
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