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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from Andrew30126

    HELP!
    People cant connect to my DynMap with http:\\www.yourserverip.com:8123
    I CAN get on though by doing localhost:8123
    Please Help, People want to get on the map. Thanks.
    :SSSS:


    Sounds like you have a firewall blocking access to that port.
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from Grimshad

    My configuration.txt is default EXCEPT for the following value:
    tiles-rendered-at-once: 4

    From testing it a bunch, it seems like it stops updating a players location, health, and armor after they die and respawn.

    I set the maximum height in the nether.txt with this line:
    maximumheight: 70

    With everything set at the defaults, it does not render the nether sliced.

    I am using dynmap 1.2 and forge 6.4.1.430


    Oh and also, I am assuming this is being caused by the world gen and has nothing to do with dynmap right? >> http://gyazo.com/ae1...c708ce728173752


    Still waiting for a response here.

    Also: I noticed Vanilla walls(cobblestone walls ect.) are not showing up on dynmap. Are they not yet supported?
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from mikeprimm

    1) I'd need to know about your configuration
    2) How did you set the maximum height?

    My configuration.txt is default EXCEPT for the following value:
    tiles-rendered-at-once: 4

    From testing it a bunch, it seems like it stops updating a players location, health, and armor after they die and respawn.

    I set the maximum height in the nether.txt with this line:
    maximumheight: 70

    With everything set at the defaults, it does not render the nether sliced.

    I am using dynmap 1.2 and forge 6.4.1.430


    Oh and also, I am assuming this is being caused by the world gen and has nothing to do with dynmap right? >> http://gyazo.com/ae1ecfca67bb0c47cc708ce728173752
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    TOO MANY WOLVES or RARE VANILLA MOBS or CONFIG NOT EFFECTING SPAWNS >>> READ THIS!

    TO: Anyone out there experiencing the Too Many Wolves problem or the Vanilla Mobs being SUPER rare problem:

    I was able to finally fix this, turns out it was a problem with ExtraBiomesXL, NOT Mo Creatures!

    Open the ExtraBiomesXL config and scroll to the bottom, for all of the Vanilla Biome generation set it to true instead of false. Unfortunately I think this will require a regeneration of the world, but in the end you should no longer have wolves everywhere and cows, pigs, and sheep will spawn normally with the mo creatures mobs. On top of this the mo creatures config settings start working again to adjust frequencies!
    Posted in: Minecraft Mods
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    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    if these weren't reported yet:

    1. Causes random artifacting (i'm assuming this is NEI + the turret spawner)
    2. Causes texture flickering
    3. Causes entities limbs to go invisible or be reskinned randomly
    Posted in: Minecraft Mods
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    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    Quote from Andrew2448

    First of all, I am infact not the coder behind XyCraft, simply the PR man, and I would appreciate it if you didn't go around declaring "lies" around here. I talked to Soaryn and he confirmed that this will infact NOT fix the problem. Also, by checking this everytime it wants to tesselate, with all the blocks in the world, it would cause a lot of lag, which isn't a good solution. This bug has been reported when only forge is installed.


    This has never happened to me or anyone i know with anything installed other than xycraft. Xycraft is causing it and if it was true that forge was causing it, then it would have been fixed by now.

    Anyway, your just forcing everyone who wants to use xycraft to either deal with crashing constantly or not using xycraft.
    Posted in: WIP Mods
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    posted a message on [1.16.1] AtomicStryker's Infernal Mobs - Diablo Style Modifiers
    Quote from AtomicStryker

    Set the rare spawn amount ludicrously low and provide a real money auction house as substitute for free diamond stuff

    In all seriousness, mc doesn't "remember" where a Mob came from, so i cannot help you


    That's fine, but any news on fixing the flickering bug?
    Posted in: Minecraft Mods
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    posted a message on TweaKrafT [1.5.1] UPDATED!
    Quote from Inferno0214

    I have a request, if it isnt a big bother, could you make the torch burnout mod standalone and for Forge?
    I was looking for a mod like this for 2 weeks now, but all are outdated or requier torch placement :( I use torches in adventure maps, so only option for me is that they can be re lit with flint and steel.


    I second this :)
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from Sammie1053

    Hey, this plugin looks fantastic, i just wanted to ask what you would recommend your server's specs be to run this plugin without lag issues? From common sense and what ive read in the reply section it seems fairly server-intensive. My favorite server has an online map extremely similar to the kind in the screenshots, but it's less feature-rich and only gets updated once a month if you're lucky because the server owner does it manually with another program that apparently makes his computer nearly unusable for at least a day. Assuming the server can handle it without lag this looks like a fantastic plugin to add.


    If you were reading my reports of slow performance ignore them. Dynmap does not lag the server or cause any performance issues. My problem was actually ExtraBiomesXL (which is now fixed in a patch).
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] Vanilla with Sprinkles - Mods built to fit closely with the vanilla game (Last updated: 9/8)
    Quote from Koopinator

    Are you running the latest version of the mod? I know that was an issue a few releases ago but it should have been fixed since then. If that isn't the case please let me know and you can disable 'blendwithtorches' in the mod config to temporarily fix the issue.


    Yes, it's still broken in the latest version, but turning off 'blendwithtorches' fixed it. Thanks.
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Dynmap is running great. I am getting some weird stuff though.

    1. Sometimes players are shown at the spawn and their position never updates or it can also get stuck somewhere and then never update again. Reconnecting to the server does not solve this, only a server restart does. This seems to happen after the player dies and respawns. After that their location icon is permanently at spawn until server restart.

    2. The nether map is not slicing. I have the maximumheight setting to 70 (default was 127 and didn't work with that either). Yet it still renders without slicing.


    Here is an image of how it is rendering without slicing: http://gyazo.com/1b6...9fe2cf24e896b89
    Posted in: Minecraft Mods
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    posted a message on [1.16.1] AtomicStryker's Infernal Mobs - Diablo Style Modifiers
    This is great, but it causes my hud to flicker annoyingly. It happens all the time randomly while using this mod, if you go into third person view and wail your view around a lot it always happens during this.

    Is it possible to turn off loot drops from mobs that come from spawners? Players are farming them for diamond stuff :\
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] Vanilla with Sprinkles - Mods built to fit closely with the vanilla game (Last updated: 9/8)
    Finally tracked down which mod is causing this bug! Fancy Fences causes torches to auto orientate when you place them instead of being placed where you click. Please fix this! :)
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from XenZan

    I'm one of the players/admins of this home server and while I don't mean to pester, I would like to see what someone has to say about this. We changed the server config, but must have set it all too low, as now virtually nothing spawns, but when some DOES spawn, it still seems to be in clusters. Is this by design? Should 4 Ogres or 3 Golems spawn all at once right next to each other? Can I change this lol?


    There is no way to fix this, spawning seems to be bugged really bad. I am having the same kind of issue, but instead there are hundreds of vanilla wolves everywhere and nothing else can spawn. If I happen to get the wolves to go away everything spawns correctly, but nothing from vanilla ever spawns.

    Spawning is just bugged, badly, simple as that. The fact that there is nothing anywhere explaining the config really sucks too. I've found that the lower the frequency the more often that mob type spawns. Turning off drops doesn't work, things still drop when mobs are killed by other mobs. Setting despawn vanilla mobs to false makes it so that ONLY vanilla mobs spawn while setting it to true makes it so almost NO vanilla mobs spawn. Nothing else seems to change anything that I could tell.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Wylker

    Still being overrun with vanilla wolves on my server as well. The problem is that if you turn off vanilla mobs, you lose the ability to get ink sacks, leather, and wool from reliable sources. If Mo Creatures could supplement these then we could turn off vanilla spawns completely. I seriously just walked through a forest populated with 300 wolves and nothing else :)


    This is the same thing that's happening to me.
    Posted in: Minecraft Mods
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