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Messages - Baltazar

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Bugs / Issues / Re: Crashing again? 9-10-2012
« on: September 10, 2012, 10:20:14 am »
There was a backup of the world running this morning, that may be causing issues.  It does not play well with the server, and tends do boot people off mid way through it.  It should be finished within the next hour, and hopefully it will be available at that time.  If it truely did crash like last night, then it will be down until I get home this evening (8:00 pm PDT) as I have no remote console access to that machine at this time.

Edit:  Looks like it was the backup as it is back online now.

Bugs / Issues / Re: Trouble Connecting
« on: September 08, 2012, 11:50:01 pm »
Just keep trying.  People are getting in now, but it is hit or miss.

Bugs / Issues / Re: Trouble Connecting
« on: September 08, 2012, 09:02:47 pm »
Problem seems to be intermittent.  First 7 or 8 times it failed for me, but kept trying and got in one time.  So something may be up, but it is probably getting hammered right now.

Announcements / Re: Server is down
« on: September 07, 2012, 09:11:09 am »
Server is back online.  I had to remove the power converters mod, which removed all converters (energy links, water strainers, etc) in chunks that loaded at server startup.  This did in fact remove the strainer that was causing the issue, as the server now starts up fine.  To prevent this in the future you can no longer craft the water strainer, as I do not know how to avoid this issue from occurring in the future with it in.  For chunks that were not loaded, the strainers will still be there.  Please delete those strainers and adjust your setups to work without them.

If you lost an energy link and don't want to have to make a new one, let me know in game and I will spawn you a new one.

Announcements / Server is down
« on: September 07, 2012, 08:16:54 am »
As most of you have already noticed the server is currently down.  It went down last night due to a crash.  I cannot currently get it back up as it continues to crash with the same error.  The error is related to a water strainer someone placed in world.  It is caught it a recursive error which eventually results in a stack overflow and prevents play.  There is most likely an anchor around this strainer as it loads on server start without anyone logging in.

This issue has been reported elsewhere.  Some say it is random, and othewr have stated it happens when you attach a gold pipe to the strainer.  If anyone placed a strainer last night, or modified the piping for a strainer, please post the general location of it here, as I need to pull up the world in an editor and fix it manually.  Until this occurs the server will remain down.

There does not appear to be any fix for this issue other then turning the strainer off, so if we do not turn them off, then it will probably happen again.

Plug-Ins / Re: Equivalent Exchange
« on: September 06, 2012, 06:03:51 pm »
I am considering disabling Energy Condensers and possibly the Antimatter Relay as well.  I am just currently struggling with how to allow these items in the game and prevent people from using them to farm massive amounts of passive EMC.

The Energy Collectors were disabled because it allowed passive EMC generation with very little effort.  I viewed that the rate of EMC generation it allowed was not balanced with the rest of the mods on the server.  Unfortunately seeing there are ways to automatically produce an infinite amount of certain items in the game (i.e. milk, snowballs, cobblestone, etc.) and EE allows you to collect and convert these items into more useful items, a player can very easily produce most of the basic items in the game via simple EMC collecting machines.  With a little more effort there are also inequalities with certain items (i.e. blaze rods, flowers, etc.) that allow you to take advantage of these by converting items through a repetitive loop of processes.

My main concern with this is the volume of EMC generation it allows.  I am fine with the concept in EE where you an exchange one item for another of equal value and then back again, as there is no EMC gain in that process.  My issue is there are some inequalities related to vanilla objects, as well with the other mods.  Through automation you can quickly exploit these areas to create a massive amount of EMC.

If this occurs there is be little to no reason to mine for ore manually or with quarries.  There will be no reason to bother with all of the work involved with setting up a nuclear reactor, when you can just slap together a bunch of HV solar arrays that will be safer and output more power, as materials will no longer be an issue.  With materials not being an issue it will be very difficult to setup any sort of player to player trade, as the people doing EMC generation would need very little, and could flood the market with whatever raw material is needed.  I view the gathering part of Minecraft as an important aspect of the game, which is why we are playing on a survival server, and I do not want to lose that.

These two items are very useful, as they quickly allow you to turn all of your junk blocks (i.e. dirt, cobblestone) into something a little more useful (and more compact).  I just don't see how I can police it and leave them in, which is unfortunate.  I have not made any changes yet, as I will be speaking to several of you this weekend to get your thoughts on it.

Plug-Ins / Equivalent Exchange
« on: September 04, 2012, 05:51:11 pm »
Equivalent Exchange

As most of you are aware we enabled Equivalent Exchange on the server after it had been disabled for the first couple of weeks.  It was initially disabled as there were several exploits with certain items, and some items I viewed as not balanced with the the other mods on the server.

It is now on, but I have disabled certain items within the mod.  I also patched the mod so the items would not bypass the block logger that would prevent us from rolling back changes.  This list may change over time, and I will try to keep it up to date.

Disabled Items

Energy Collectors
Nova Catalyst
Destruction Catalyst
Void Ring

The one I know some may have an issue with not being there are the enery collectors.  I beleive them being included in the game would cause balancing issues, and would make it so most items someone would need would be produced via EMC recevied from large collector arrays.  It was just a method to receive passive items that's too easy to setup.

As for the two Catalysts, they have been disabled as I beleive they are too overpowered for the recipes used to create them.  There are other items in EE that also allow for very strong methods of clearing blocks, but they require more effort to craft, and in turn I left them in.

The void ring was disabled due to a duplication bug.

Bugs / Issues / Re: Combustion Engine Exploding
« on: August 31, 2012, 08:39:50 am »
I've added the engines, as well as a couple of the other explodable mod items to the GriefPrevention plug-in's configuration.  It should now let them expload without recreating them.  Let me know if you continue to have any issues.

Plug-Ins / Plug-in Info - Lift
« on: August 27, 2012, 04:19:51 pm »

Lift is a plug-in that allows you to create elevators.  There are no commands to learn to create one.  You just need to setup the blocks in a particular manner.  To do this you will need an iron block, and a sign/button/glass for each floor.

Below is a video showing how to build it.

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Bugs / Issues / Re: Combustion Engine Exploding
« on: August 27, 2012, 04:02:12 pm »
Try doing a /trust [buildcraft] in your claim to see if it stops.

I might have to let Grief Prevention know about the engines as custom TNT blocks.  I have heard this could happen on those as GP keeps recreating them.

General / Re: texture pack
« on: August 23, 2012, 10:42:09 pm »
Not sure which I will end up using, but I just copied the mod textures from the Soartex pack to the Misa pack.  Seems to work well for the most part.  Below is the link to the file.

Bugs / Issues / Nether portals not working in the old world
« on: August 23, 2012, 05:51:37 am »
The nether portals only seem to work in the new world.  I will see if I a figure out a way to correct this, but if not, I will just replace the existing nether portals with transporter gates.

Bugs / Issues / LWC - Lockable devices
« on: August 23, 2012, 05:49:01 am »
Last night we added the custom chests from the Iron Chests mod to the list of lockable devices.  We still do not have any of the other modded devices within that list (i.e. IC machines).  I will try to get those added shortly.

Announcements / Server port change tonight (8/23/2012)
« on: August 23, 2012, 05:10:54 am »
Seeing the old server has been shut down, we will be moving the server back to the default port of 25565.  This means you should remove the port information from the hostname in order to connect.  This change will occur sometime on the evening of 8/23/2012.

Announcements / Old World Migrated to New Server
« on: August 23, 2012, 05:06:16 am »
The old world was successfully migrated to the new server last night, and the old server has been shutdown.  There is currently a single gate at the spawn of the new world that links the two worlds.  The nether gates in the old world are still not working, but I will replace those with transporter gates shortly.

Please let me know if you notice any issues with the old world.

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