donnymeyer
Obsidian
- Joined
- Jun 15, 2011
you say no but TNT is under your nameno just no.
you say no but TNT is under your nameno just no.
If I remember correctly the modders are actually putting a wrench in tekkit with unnessary code in the mods.
I want to start putting this up. However, I think the Tekkit team is a little behind for 1.3.2 - is anyone in the "know" for this? I'd like to start ramping up a release for this - we'll need builders for the spawn.
NOTE: This will not have "Heroes" or any ungodly stupid tekkit stuff either (bombs/etc)
Interesting - so what version does tekkit support? 1.2 ?I run a private Tek Server for my brother and his kids. I believe 3.1.2 is the most current Tekkit server, everyone is busily converting mods over to MC1.3.2 so not much progress on that front. I hear rumors that Tekkit won't be putting out any more updates till MC1.4 due to some delay in the Mod APIs. BuildCraft 3 has a beta release of multiplayer, mostly stable and IC2 is good to go. I'd love to see them bring back Forestry and even Thaumcraft. Hell, even incorporate things like Twilight Forest, ExtraBiomesXL and MysticCraft would be great. I've been playing round with the ported builds from MCPC's site but have been unsuccessful in getting everything I want to play to run stable ...
The 'out of the box' Tekkit runs a MCPC ported version of the 1.2.5 CraftBukkit. Let me pull up my server right quick and I will check... CraftBukkit version git-Bukkit-jenkins-CraftBukkit-173 (MC 1.2.5).... API version 1.2.5-R4.1-MCPC-SNAPSHOT...Interesting - so what version does tekkit support? 1.2 ?
Sounds like we should just have you set it up and configure itAdditionally, a couple things you need to be aware of that effect the performance of the server environment and have been known to corrupt chunks are World Anchors and Logistic Pipes.
World Anchors - or whatever name a particular mod calls them - keep a portion of chunks loaded on the server to effectively keep machines running while no one is in the area. Oil pumps, engine rooms, etc... Having only 3 people play on my server doesn't really cause problems but I could see where having 20-30 people playing with a few anchors each could really lag the server, basically causing the whole thing to stay active all the time. There are limitations you can set on them, or simply disable all of them completely.
Logistic Pipes - These are expanded content for BuildCraft and the real bad one is the Teleport Pipe. BuildCraft is all about building machines to do work for you and moving blocks around. The Teleport Pipes teleport items, energy or fluids from one node to another. They tend to not always connect properly in SMP and once they get 'out of sync' they start to drop blocks in massive quantity. I logged in one day and had over 2000 entities in a chunk, crashed me out and I had to stop the server and sweep the server for excess entities.
Also Equivalent Exchange's Transmutation Tables don't always work and can gum up the works once they go south.. There is a patch out there for TT Helper but I've not tested it...
The final thing to be wary of is all the power generation, machines, cables and storage units. They all perform actions each tick for creating energy, moving energy, storing or using energy. I created, in creative, a massive water mill power facility that spanned from bedrock to the surface of the ocean, somewhere in the neighborhood of 300 water mills or more per tower and i had 4 towers... Needless to say I couldn't even turn to look in the direction of that chunk due to the lag...
Tekkit is OHHH so much fun, but from an admin standpoint there are things to be aware of that will effect the user base..
Heh, I'm here to help boss, just point me at a server and let me at itSounds like we should just have you set it up and configure it
Traditionally, with this kind of setup, I'd grant you test server access to get things setup / ready. Then when things are ready for production, we'll move to that.Heh, I'm here to help boss, just point me at a server and let me at it
Additionally, a couple things you need to be aware of that effect the performance of the server environment and have been known to corrupt chunks are World Anchors and Logistic Pipes.
World Anchors - or whatever name a particular mod calls them - keep a portion of chunks loaded on the server to effectively keep machines running while no one is in the area. Oil pumps, engine rooms, etc... Having only 3 people play on my server doesn't really cause problems but I could see where having 20-30 people playing with a few anchors each could really lag the server, basically causing the whole thing to stay active all the time. There are limitations you can set on them, or simply disable all of them completely.
Logistic Pipes - These are expanded content for BuildCraft and the real bad one is the Teleport Pipe. BuildCraft is all about building machines to do work for you and moving blocks around. The Teleport Pipes teleport items, energy or fluids from one node to another. They tend to not always connect properly in SMP and once they get 'out of sync' they start to drop blocks in massive quantity. I logged in one day and had over 2000 entities in a chunk, crashed me out and I had to stop the server and sweep the server for excess entities.
Also Equivalent Exchange's Transmutation Tables don't always work and can gum up the works once they go south.. There is a patch out there for TT Helper but I've not tested it...
The final thing to be wary of is all the power generation, machines, cables and storage units. They all perform actions each tick for creating energy, moving energy, storing or using energy. I created, in creative, a massive water mill power facility that spanned from bedrock to the surface of the ocean, somewhere in the neighborhood of 300 water mills or more per tower and i had 4 towers... Needless to say I couldn't even turn to look in the direction of that chunk due to the lag...
Tekkit is OHHH so much fun, but from an admin standpoint there are things to be aware of that will effect the user base..
Well your missing a lot of stuff that will lag and corrupt a tekkit server
Well then ill warn you now, if your not going to omit features then people will not play fair and the server will most likely crash from what people can doI think you misunderstand, my intent was never to omit any of the Tekkit features, only to adjust usability for a large scale server. I will be uploading a tek-test tonight.
EDIT: Upload on it's way...