Is 100 people the same as 100 slots? Are you expecting 100 players online at the same time? If so, have you got this amount of players already?
If not I wouldn't worry about RAM usage quite yet, building a player base of 150+ players is not done by setting up a server. Start small and upgrade as needed, you'll just be wasting money anyway.
If you do, check the ram usage when your 100 players are playing.
6GB could be sufficient with trimmed down settings, Spigot, a moderate plugin setup and players somewhat grouped together, but your milage will vary.
You are setting your initial (and minimum) heap size (xms) to twice the size of your maximum (xmx). Try swapping the values and it should reserve 1024M on launch and increase up to 2048M as required.
You would need bukkit support for Essentials to work, which Voltz does not have.
It may be possible using a MCPC server jar, but there are problems. If these error reports are valid and the problem persists with the latest build there are currently no good ways of doing this.
EDIT: I might have misunderstood if you were referring to Forge Essentials, which may or may not work. It might take some time and last I tried it they used a wand item that required a client mod.
EDIT2: I tried it for myself as I'm looking to set up a voltz server for an event. Seems the first bug only applies to the development version of Voltz. With MCPC-Plus, build #244 from hereand Voltz v1.0.11the crafting seems to work. Replace the Voltz server jar with the MCPC-Plus jar. This will supply you with a plugins directory after the first run. I have not done extensive testing or checking of bug reports. You may experience bugs and errors.
Tekkit classic (3.1.2) is still based on 1.2.5. You can see this in the first line the server prints when starting up: [INFO] Starting minecraft server version 1.2.5.
To connect to a modded server like tekkit you need a modded client too. This is usually done by downloading and connecting via the technic launcher. You can not connect with the latest vanilla minecraft.
It wont work with build #202 of mcpc-plus. There is a fix for this in build #203. You should consider going to the latest recommended build which is #244.
EDIT: Also you should consider Sun java and not OpenJDK. Your initial heap size is most likely way too low and will be resized immediately on restart, causing more resource use. It is also best to let the JVM optimize itself and unless you've done profiling slapping on parameters to the JVM is generally a bad idea.
Basically, your internet provider supplies you with an IP address and this is the one you must use. If they supply addresses dynamically you are limited to a dynamic IP address. Getting a static IP address is not something you can set yourself, but something that must be purchased from your internet provider, if they offer this at all.
I might have misunderstood and all you want is setting a static local IP address for port forwarding. You can configure your machine to do this, but then you must make sure it is outside of the DHCP range of dynamically assigned addresses or you can run in to IP address conflicts. The better way of doing this is to set a static DHCP lease in your router. Check the DHCP page on your router administration pages and look for a 'static lease' or a 'reserved ip'. Someone with the same router might be able to assist you.
- Established modpacks or private server packs only. If your post
count is below 100, and your modpack is less than a month old, I'll just say
no. A "private server pack" refers to a modpack intended to be used by a
closed membership Minecraft server and distributed only to those members.
- You must have my permission. Post on this thread.
- Proper credit and attribution. "RedPower by Eloraam", with a link to this thread, is a suitable example.
I find the way it is worded ambiguous and I have been wondering myself.
Does 'modpack' in the second sentence refer to 'private server packs' as well or only to 'modpacks' as used is the first sentence?
Do the following bulleted points also apply to 'private server packs'? It may seem like that from a syntactical view, but I think that it would make more sense to require permission for including her work in a modpack rather than using it on a server. I can see why she would want to quality proof packs that redistribute her work to the community, but how is she going to go about quality proofing closed servers?
Also seeing as she emphasizes the extent of distribution for private modpacks ('distributed only to those members' ), it leads me to think that she requires permission for public redistribution of her mods in packs, but not for private servers.
Where do you put the credit and the link on a closed server? This also seems to be referring to public modpacks.
Is she only freely distributing it for single player? It has been available for download for the mcpc build for a while (mcportcentral.co.za) with no mention of such restrictions, and they are pretty adamant on getting permission.
It can be interpreted in different ways as it doesn't seem to be discretely worded (not discreetly).
Beware of flamewars, I am only presenting my interpretation, and I am interested in yours. Hopefully someone might have some 'official' information or information on practice that elaborates on this.
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If not I wouldn't worry about RAM usage quite yet, building a player base of 150+ players is not done by setting up a server. Start small and upgrade as needed, you'll just be wasting money anyway.
If you do, check the ram usage when your 100 players are playing.
6GB could be sufficient with trimmed down settings, Spigot, a moderate plugin setup and players somewhat grouped together, but your milage will vary.
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It is a forge server with bukkit plugin support. It is built on Spigot.
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It may be possible using a MCPC server jar, but there are problems. If these error reports are valid and the problem persists with the latest build there are currently no good ways of doing this.
EDIT: I might have misunderstood if you were referring to Forge Essentials, which may or may not work. It might take some time and last I tried it they used a wand item that required a client mod.
EDIT2: I tried it for myself as I'm looking to set up a voltz server for an event. Seems the first bug only applies to the development version of Voltz. With MCPC-Plus, build #244 from here and Voltz v1.0.11 the crafting seems to work. Replace the Voltz server jar with the MCPC-Plus jar. This will supply you with a plugins directory after the first run. I have not done extensive testing or checking of bug reports. You may experience bugs and errors.
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To connect to a modded server like tekkit you need a modded client too. This is usually done by downloading and connecting via the technic launcher. You can not connect with the latest vanilla minecraft.
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Also grab the patched Mo Creatures from http://www.mcportcen...hp?topic=4657.0
EDIT: Also you should consider Sun java and not OpenJDK. Your initial heap size is most likely way too low and will be resized immediately on restart, causing more resource use. It is also best to let the JVM optimize itself and unless you've done profiling slapping on parameters to the JVM is generally a bad idea.
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Fantastic mod, me and my users really like it. It works well with Redpower2.
I would like to request support for Mo' Creatures. Being a RPG like mod I think the two would suit each other very well.
The items in question are the Mo Creatures weapons, like the scorpion swords and shark swords. Thank you very much for you time.
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Basically, your internet provider supplies you with an IP address and this is the one you must use. If they supply addresses dynamically you are limited to a dynamic IP address. Getting a static IP address is not something you can set yourself, but something that must be purchased from your internet provider, if they offer this at all.
I might have misunderstood and all you want is setting a static local IP address for port forwarding. You can configure your machine to do this, but then you must make sure it is outside of the DHCP range of dynamically assigned addresses or you can run in to IP address conflicts. The better way of doing this is to set a static DHCP lease in your router. Check the DHCP page on your router administration pages and look for a 'static lease' or a 'reserved ip'. Someone with the same router might be able to assist you.
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I find the way it is worded ambiguous and I have been wondering myself.
Does 'modpack' in the second sentence refer to 'private server packs' as well or only to 'modpacks' as used is the first sentence?
Do the following bulleted points also apply to 'private server packs'? It may seem like that from a syntactical view, but I think that it would make more sense to require permission for including her work in a modpack rather than using it on a server. I can see why she would want to quality proof packs that redistribute her work to the community, but how is she going to go about quality proofing closed servers?
Also seeing as she emphasizes the extent of distribution for private modpacks ('distributed only to those members' ), it leads me to think that she requires permission for public redistribution of her mods in packs, but not for private servers.
Where do you put the credit and the link on a closed server? This also seems to be referring to public modpacks.
Is she only freely distributing it for single player? It has been available for download for the mcpc build for a while (mcportcentral.co.za) with no mention of such restrictions, and they are pretty adamant on getting permission.
It can be interpreted in different ways as it doesn't seem to be discretely worded (not discreetly).
Beware of flamewars, I am only presenting my interpretation, and I am interested in yours. Hopefully someone might have some 'official' information or information on practice that elaborates on this.
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http://www.minecraftforum.net/topic/909223-125145-smp-chickenbones-mods/
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