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    posted a message on HappyDiggers looking for another admin
    Thanks for your reply. Unfortunately you're not exactly the kind of admin we're looking for :)
    Posted in: Server Recruitment
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    posted a message on HappyDiggers looking for another admin

    DOM, one of our admins, is looking to take it easy on the Minecraft stuff. Read his blog for more details: My Minecraft "Career"

    This means we'll be looking for another admin to help us out. Normally I'd choose who becomes the next admin. But in this case I'm opening a public application for it because we're looking for some very specific qualities.

    Our new admin should be a friendly person with good social skills. We'll be expecting someone who records YouTube videos on a regular basis and who is able to handle the many many questions players have on the servers. He also needs to be 'strict but fair' while dealing with conflicts and isn't ever allowed to loose his temper or become less then polite when handling bad players.

    Being active is a requirement, but so is availability. We'll expect admins to be available on Steam, Skype and the forums on a regular basis. Being an active member in our community already isn't a requirement, but it's a bonus.

    The new admin has to be dedicated and loyal. If you choose to do this, we'll expect you to stick around. When we select the new admin we'll start with a trial period of 3 months.

    The new admin has to be a veteran player of Minecraft and needs to have natural seniority. There is no hard age limit, but in my point of view you will have to be at least 25 to be able to meet this criteria and should have been playing for well over a year.

    The admin needs to have experience running Minecraft servers using Bukkit/Spigot for over a year and needs to know his way around plugins and Linux server related issues. The new admin also needs to understand how networks work and what does, and doesn't, cause lag on servers.

    We're looking for someone who can direct the building of a new server and spawn. Currently we're creating a central server that will become a hub for all our other servers. We are currently recruiting builders. The new admin will need to be able to work together with other admins to oversee the project. Building skills are therefore a requirement as we'll be expecting you to get your hands dirty

    DOM is also working on the HappyGuilds plugin. We are looking for someone who knows his way around Java to help him out with that. This isn't a requirement for the new admin, but it's definitely a big bonus. If you are a programmer and whish to apply just for a position of helping us with the plugin then please let us know.

    Those are a lot of 'demands' and requirements. But you'll also get something for it in return. We currently have 9 servers with a 10th and 11th on the way. You'll be admin on all those servers and get access to our Vanilla and Feed The Beast invite-only servers. You'll also become an admin on our forums and get the privilege of starting/creating new servers if you have good ideas for them.

    To apply to this position we will expect you to provide a response detailing your motivation and your past relevant experience. Providing things like previous builds, plugins, youtube channel/video, servers, etc. all adds to the general picture so please provide as much as you can. We will only consider serious and detailed applications. If you wish to merge your current servers with ours to create a bigger network of servers that's also a possibility.

    Please send your application to me directly via e-mail:

    Anyone can apply for this position, including our current members and moderators.
    Posted in: Server Recruitment
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from spawnstah

    First of all, thanks a lot for this amazing Addon and all the hard work you have put into it, and the amount of support you give in the forum. Cudos!

    I saw this question, on how to get a external Apache Web server to host the Dynmap website. I got a slighlty different wish, stated below.



    What a smart and great way to solve this. I just want to check if there is some other way to do it?

    I'm using Apache on the same Host where I'm running 4 different Servers. I've tried to let them all push their tiles to the WebServer directory, but it looks like it "last write wins", so its always the last servers worlds that are visible.

    Anyone who knows if it's possible to solve this natively in Dynmap and Apache, without using the mod_proxy solution above? I would ideally like to have just one server.minecraft.com/dynmap address, that can show all the servers and worlds.

    You could probably get all the worlds' tiles into one directory if you make sure that each world has a different name.

    How are you planning on getting all the players' movements into one map? And what about chat and server time? I'm not sure, but I don't think you can get those things to work like this. If you've got an idea to get that working I'd really like to know :)
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    @WillthGreat
    Look for 'showplayerhealth' in your configurations.txt

    @Sharkykzn
    It's a pluging so Dynmap-WorldGuard.jar should be placed in the plugins folder just like dynmap.jar. You don't have use a separate folder for it :)
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from BillyGalbreath



    I cant thank you enough for reminding me of this apache mod. It's been years since I've used it and completely slipped my mind. This sure beats the harder way I was trying using NFS mounts!

    Glad to help, and kudos to mikeprimm for adding the allow trusted-proxies feature to allow chat on proxied dynmaps :)

    I've been using the mod_proxy setup for quite a while now. So far without any real problems. I can really recommend doing it this way if you want to host all your Dynmaps on a web server with a single port(80).
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from OrokaSempai

    Hey guys,

    I am trying to put dynmap on a webserver seperate from my minecraft server, so I can avoid the port number in the dynmap url (thus making a subdomain for it).

    How would I go about this? I have been fumbling around in the index.html, I have redirected everything back to my game server ip with the port. I get a black screen and an error "Could not retrieve configuration: not found".

    Any ideas?


    I do this with Apache using mod_proxy in a setup like this:



    With this setup I can have multiple Minecraft servers run dynmap and serve them all through port 80 on my web server. This works great! Here are a few examples:
    http://smallworld.happydiggers.net/
    http://ftb.happydiggers.net/
    http://skyblock.happydiggers.net/
    http://towny.happydiggers.net/

    Here's a snippet of how to setup apache for this:
    <VirtualHost *:80>
    ProxyPreserveHost On
    ServerName towny.happydiggers.net
    ProxyPass / http://10.200.13.15:8077/
    ProxyPassReverse / http://10.200.13.15:8077/
    </VirtualHost>


    So each dynmap instance runs on another port: 8065, 8066, 8067, etc. and apache with mod_proxy forwards the request to and from the dynmap serving the end result on port 80 on my external IP.

    There is currently an issue with the webchat though. Dynmap knows the request is coming through a proxy server and therefore doesn't trust the IP of the client. So instead it shows the IP of the proxy server. In the case above that's the local IP address of my webserver 10.200.13.12.

    Mike is working on a feature to add proxy servers to a whitelist of trusted hosts so the client IPs(and thus their in-game names) will show up in chat again.
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Please try to explain what it is you want exactly :)

    I'm guessing that you want to remove the surface map so you are only left with the flat and caves map? If that is the case, then go here: https://github.com/webbukkit/dynmap/wiki/Commands
    There you will find this command:
    /dmap mapdelete worldname:mapname : Delete map 'mapname' of world 'worldname'
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from Pantheis

    With version 1.4 alpha 3 for Forge, typing /dynmap as an opped player, or dynmap from the server console doesn't return any help information.

    /help shows /dynmap on the list on page 3, but I do not get any in-game information about the commands present. I believe this used to work in prior versions.

    Running Minecraft 1.4.7, Forge 6.6.0.497 and a bunch of other mods.


    I get the same thing. Also doing /dynmap radius render or any other commands doesn't give any output in chat or log.

    Running 1.4-alpha-3 on Feed The Beast MindCrack Pack (v7) without any (config) modifications. This has, among other things, Forge Mod Loader version 4.6.17.515 for Minecraft 1.4.6

    I've gone through the server and ForgeModLoader-server logs but can't find any error from dynmap or any of the dynmap commands I input.

    Dynmap does seem to be updating newly generator chunks. Players are shown on the map and chat also works both ways. (Except for the proxy issue I'm still having)

    Also worth mentioning that the server load seems to be a lot lower with this version. So great job on that, thank you :D
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from mikeprimm

    **** Version 1.4-alpha-1 (only released for v1.4.6 on Forge v6.5.0+) ***
    • [Forge v6.50+) Add limited support for render triggers (blockupdate, blockupdate-with-id (blockupdate with extra logging data to track which block IDs are source of updates), lightingupdate, chunkpopulate, chunkgenerate). blockupdate, chunkpopulate and chunkgenerate are on by default if empty render-trigger list.
    • Tune performance of chunk fetching on server thread - reduce lag
    • Add support for Fancy Fences wall rendering
    • Add workaround for IE10 zoom issue (force IE9 compatibility)


    Just to add another report on performance:
    I've tried this on our FTB server running the Mindcrack20 pack v6. When Dynmap is enabled 'top' shows that CPU usage for the Minecraft process fluctuates heavily between 80 and 200%. If I'm reading that correctly, it means that it's using between 80 and 150% of 1 CPU core, not of the entire CPU. This is on a Core i7 3770K with 6GB RAM allocated. Needless to say that when the usage spikes the server lags.

    With Dynmap disabled CPU usage fluctuates between 20 and 40% most of the time.

    That being said. Dynmap on FTB does look awesome. I'm really happy you're doing your best to make this work :)
    Posted in: Minecraft Mods
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    posted a message on HappyDiggers Death Sentence Arena

    I've setup a Vanilla server that runs the Death Sentence Arena map.

    The server will restore the map from a back-up each time the last player has left the server so that new players will always have a fresh map. The server has 20 slots available so go nuts!

    If you like this server, please also check out our other servers :)

    IP: arena.happydiggers.net:25576

    The video below shows the trailer for this map.

    Posted in: PC Servers
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Thanks for the reply, should have thought of that myself :)

    I've submitted a feature request to github.
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Press F5 in your browser :)

    It's probably because the files cached by your browser are older then the ones on the server. Refreshing your browser will force it to download and use the new files.
    Posted in: Minecraft Mods
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    posted a message on And so the downfall of the PC version begins
    The question should be the other way around.

    Why does the Xbox version need exclusive content so badly? Everybody at Mojang and 4J knew beforehand this would cause people to be upset, they're not idiots. They also know the PC version already has an overwhelming amount of extra content because of the awesome modding community it has. But people are people. And when some other customers of basically the same game get something they don't, that will make them unhappy regardless of how much they already have. So why make a lot of PC gamers unhappy unless it's to achieve a certain goal on the Xbox version?

    If you ask me, the PC version will outlive the Xbox version easily. There is a very simple reason for this. Micrsoft will shutdown Xbox Live for the Xbox360 after a few years from now. They have done the same for the original Xbox. So in a few years you won't be able to play Minecraft SMP on the Xbox any longer.
    Posted in: Discussion
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Cool, first 1.4.6 support I've seen so far in any plugin :)

    I hope I'm not bugging you by asking again. But did you get a chance to look at this yet?
    Quote from mikeprimm
    We do process the X-Forwarded-For header, but we don't trust it if it is coming from a server that isn't local (since a user can provide a bogus X-Forwarded-For field as easily as a legitimate proxy can). I'll look at adding an option to provide a whitelist of proxy addresses.
    Posted in: Minecraft Mods
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    posted a message on To whom think our "Nostalgia Goggles" are too tight
    I like the RPG aspect that enchanting brings to the game. You can upgrade your gear by putting in x-amount of effort. But I've never come to like the potions. To me they're just to much hassle.

    That doesn't mean I mind having them in the game. If people like to use them then go ahead. Also, come to think about it, there are some adventure map that use potions to create special effects and influence a player's status. That's pretty cool actually :)

    So yeah, I think the changes are good. And people don't have to use them if they don't want to. If someone's the jealous type that turns green with envy when someone is using an enchanted pickaxe to mine faster then that person shouldn't be playing multiplayer games, period. There will always be people who are better/faster/stronger.
    Posted in: Discussion
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