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    posted a message on Transparent modded blocks block light after using mcedit.

    Dear reader, I hope you can help me with this frustrating problem.


    I host a (Forge) modded Minecraft server and had to remove a mod that put too much modded blocks in the ground.

    Since that would leave a lot of ghost blocks in the files and holes in the world, I decided to replace all ghost blocks with regular stone in MCEdit2.

    This worked great, but for one detail...

    All existing modded blocks in the world are calculated as opaque for the lighting calculations. Leading to mobs spawning in broad daylight.

    When I check the light levels you can clearly see even obviously transparent blocks are blocking light.

    Dark spots under transparent blocks

    When updating the light level with a torch, or waiting some time besides the block, the problem seems to go away for the block. But when I relog, the same block exhibits the problem again.

    Restarting the server also does not help.


    Does someone know how to fix this? Or maybe give me a few pointers where to look if I need to write a mod to do this?


    I would be most grateful for any help I can get.


    With kind regards,

    renezaal

    Posted in: Server Support and Administration
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    I have a problem...

    When I create the conditions for a portal to spawn on my server, nothing happens.

    I have played this mod many times, so there are no rookie mistakes like not filling in the corners.

    But the really strange thing is, it works normally in singleplayer.

    Same mods, same config, same blocks, same actions, different result.


    There are no errors showing up in the console.

    I love this mod an the server is aimed towards exploration, which this mod is perfect for.

    So if anyone could take the time to tell me what the solution (or at least the problem) is, I would be most grateful.

    Posted in: Minecraft Mods
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    posted a message on [DEAD] The Laser Mod
    You could always try to use that one new forge feature... you know, the Minecraft version independent mods one.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from grimmliberty

    Sure thing, the core MC has server ticks, basically the 'heartbeat' of the program, it divides it's access to cpu cycles based upon how many ticks are assigned to what...

    In general if you increase the number of ticks it allocates you use more cpu time for the core overall, there is a trade off limit based upon your cpu speed/threads/ etc, You have to experiment a bit. TICKETS are chucks of ticks, how many ticks does it handle AT ONE TIME.... The settings I gave seem to be 'standard for a dual core'.

    ....and in this case, we are giving more ticks to the mods specifically.
    However, you then need to increase what the players have access to, so they don't lag out waiting on the server to send a receive check packet... a LOT of the disconnects you hear about are because the players are not given enough ticks...


    Thanks for the explanation, it is very clear.
    The server uses an intel hexacore with hyperthreading, I don't know how many cores my server uses though because it's not under my direct control.

    I've tried to implement your solution, but it doesn't work unfortunately. I assume the correct way is to add

    Millenaire {
    I:maximumChunksPerTicket=32
    I:maximumTicketCount=480
    I:playerTicketCount=800
    I:playetTicketCount=800
    }


    to forgeChunkLoading.cfg but this and lots of variations don't resolve the error. Trying out different combinations is one of the reasons it took me so long to answer :)
    The thing that bugs me, is that the error only occurs in one small area of a large town (I haven't increased the maximum size) so if it were to be a shortage of tickets, wouldn't that manifest itself server-wide?

    Quote from felinoel

    and you say they are ALL compatible? I think there might be something conflicting imo...


    Yes, I test them all very extensively on a server at home before I update the real server. Most of the conflicts are caused by overlapping IDs and most mods allow for changes to item/biome/block IDs.
    Also most of the mods are mods that bring small changes in different area's of the game. For example, I can't imagine the creeper stalker mod to conflict with any other mod because it only changes the behaviour of the creepers which none of the other mods do. Also there are some client side mods for visual effects which are always compatible with mods that only add stuff to the gameplay.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from felinoel

    You could check the wiki?


    Not sure what you are saying... there is a block in front of the sign? Remove the block..?


    Try the FAQ though it sounds to me like you messed up the installation maybe...

    Am I reading this right where it says you have 75 mods installed?


    Yes you are reading it right, it's a lot of work to get it working :)

    Quote from aminecraftguy00

    He might be using zombe's modpack. See his signature?

    Anywho, I was getting a load of crashes back in 1.4.5 with this mod. I'm hoping it was just some incompatibilities with my other mods, as I had a lot of them at the time. It's probably the same problem with renezaal, considering he has 50 more mods than I had.


    I don't use Zombe modpack in this client, I use that only for building. (I have a lot of different clients for different purposes)

    Quote from grimmliberty

    Yeah, you ran out of server ticks (cpu time)... in your ForgeChunkLoading.cfg file, bump it up to ...

    32 tickets per and 480 max count.... and playerticketcount to about 800... see if that helps...

    you are taxing the system hard with that many items to track... (probably floating around 2300-2400 ID's for blocks alone... )


    My host is probably not happy with the CPU time my server demands :P
    I'll try your solution and come back.

    Then, if you have the time and energy, could you explain to me what I just changed? I Googled, but I can't find out what these tickets mean. Has it something to do with Minecraft Ticks?
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    I love this mod, but I seem to have encountered a game breaking bug. It only happens in one world so far though.
    Every time I log in on the server or load the world in singleplayer I get an error. Here's the message on pastebin.
    This also happens to others when they get close to a certain point in one of the villages in the world.

    The server simply says: lost connection: disconnect.endOfStream.

    I know I use a lot of other mods, but I have no mods that should be able to interfere with Millenaire and the error disappears when I remove Millenaire.
    Also I have no mods of Millenaire installed. The millenaire-custom folder is fresh from the archive.

    Again, I love your mod and would hate to see it disappear from my server, so please help!

    Millenaire version: 3.3.2
    MC version: 1.4.6
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] TeleportPipes for Buildcraft
    I have to say I like your take on teleport pipes way better than Zeldo's!

    With that out of the way, are you going to make this mod a full replacement for Additional Buildcraft Objects?
    Because you definitely have the know-how to and you already have the more pipes mod too.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] BossCraft v1.5 | BOSSES, WEAPONS & MORE | Updated to 1.3.2
    Quote from Jonihannes

    What happened... it doesn't work !!! :(




    or can you update?


    Looks like you haven't got modloader installed.

    Also, this mod looks like something that would really fit well on my server, are you planning an update to 1.4.4/1.4.5?
    Posted in: Minecraft Mods
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    posted a message on Playermarkers without bukkit
    Hya all,
    I was looking for a non-bukkit version of mapmarkers and couldn't find one.

    All that's needed for it to work is a (forge compatible) mod that has roughly the same functions as this one.

    I think it wouldn't be too hard, but just to up the challange a little bit, if possible I wish to place no extra files in the jar besides forge.
    Also my server runs on Minecraft 1.2.5 with forge build 152. If it could be compatible with that, it'd be great.

    Updating to 1.4.5 this week, decided to leave redpower2 behind me for the time being. Forge build 393

    I hope someone is willing to help me out here.

    Thanks in advance,
    René Zaal
    Posted in: Requests / Ideas For Mods
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    posted a message on A list of ALL Minecraft Content
    I came across this a few days ago and I have to say, that's a very nice list you got there.

    Is there some way I could contribute to the list?

    Because there are some things I miss in this list like "Twilight Forest" (mod) and "Pielops" (youtuber, check out his grassyplains).
    Posted in: Mods Discussion
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