Ask a simple question, get a simple answer

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

O13SC3N3

New Member
Jul 29, 2019
42
0
0
So a friend and I booted up our Infinity 1.7 (1.0.2) server a few days ago, we are ready to open it up. But the issue we are having is setting New Players spawn point to an EXACT location (Basically one Block) I tried NBT Explorer, even some contraptions with Command Blocks.

What can we do? I want them to spawn at exactly in one spot like x377 y235(on top of this block so 236?) z657
 

ljfa

New Member
Jul 29, 2019
2,761
-46
0
So a friend and I booted up our Infinity 1.7 (1.0.2) server a few days ago, we are ready to open it up. But the issue we are having is setting New Players spawn point to an EXACT location (Basically one Block) I tried NBT Explorer, even some contraptions with Command Blocks.

What can we do? I want them to spawn at exactly in one spot like x377 y235(on top of this block so 236?) z657
I think this is not possible with vanilla Minecraft. Unless a mod changes this, the spawn location will always be randomized around the spawn point.
 

O13SC3N3

New Member
Jul 29, 2019
42
0
0
I think this is not possible with vanilla Minecraft. Unless a mod changes this, the spawn location will always be randomized around the spawn point.
I think this is not possible with vanilla Minecraft. Unless a mod changes this, the spawn location will always be randomized around the spawn point.

Not to be a jerk, but I never once said VANILLA Minecraft. ITs a FTB Infinity server.


Ill give it a shot, thank you!
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
4,420
333
Directions are Vague, not sure where exactly to place file, let alone config it -.-
Ehm seems super simple. Download the mod, distribute it to players and upload it to server. Create the config file and place it in servers save folder. Done.
 

O13SC3N3

New Member
Jul 29, 2019
42
0
0
Ehm seems super simple. Download the mod, distribute it to players and upload it to server. Create the config file and place it in servers save folder. Done.

no where it says each player needs the file, if that was the case what would be the point of setting the spawn point?
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
4,420
333
no where it says each player needs the file, if that was the case what would be the point of setting the spawn point?
It is a mod(The .jar). Pretty sure each player needs the mod. The author even grants permission to distribute the mod with modpacks. It most likely works by teleporting players to the set location during spawn. The server cannot do that if the players do not have the mod.
But you only need to put the config file, the "PerfectSpawn.json", containing the actual spawn location and other details on the server. Each player don't need that. The server then broadcasts that to each players mod.
 
Last edited:

O13SC3N3

New Member
Jul 29, 2019
42
0
0
@rhn Thank you for your help setting up the config file! And everyone else. PerfectSpawn does indeed work!
 
Last edited:

rhn

Too Much Free Time
Nov 11, 2013
5,706
4,420
333
Anyone got a 1.6 alternative to the good old RP2 Deployer? Looking to empty out some buckets of water on redstone signal and then pick it back up again on next signal.
An Autonomous Activator can empty and fill the bucket, but for some baffling reason the damn thing was designed without a "on redstone pulse" mode...
 
  • Like
Reactions: GamerwithnoGame

BarbasTheDog

New Member
Jul 29, 2019
128
0
0
Anyone got a 1.6 alternative to the good old RP2 Deployer? Looking to empty out some buckets of water on redstone signal and then pick it back up again on next signal.
An Autonomous Activator can empty and fill the bucket, but for some baffling reason the damn thing was designed without a "on redstone pulse" mode...
Uhh... Vanilla dispenser? :p
 

pc_assassin

New Member
Jul 29, 2019
1,809
-2
1
Doh ofc. Remembered it like the dispenser would just spit out the buckets :p Thought that was why we had the Deployer ;)

I think all that was added in 1.5 in the redstone update. But it was probably the dropper you were thinking of

-----------------------------------------------
Sent From Something That You Won't Care About Using Tapatalk 2
 

trephor

New Member
Jul 29, 2019
208
0
0
anyone know what mod is adding all the random mob death messages in the 1.0.1 version of Resurrection

eg... undying enderman was slain by [minecraft]
 

BarbasTheDog

New Member
Jul 29, 2019
128
0
0
anyone know what mod is adding all the random mob death messages in the 1.0.1 version of Resurrection

eg... undying enderman was slain by [minecraft]
The death messages themselves are added by CoFH core, and can be disabled in the configs by changing B:EnableGenericDeathMessage to false.

The named mobs themselves are being generated by Thaumcraft.
 

Someone Else 37

Forum Addict
Feb 10, 2013
1,876
1,440
168
anyone know what mod is adding all the random mob death messages in the 1.0.1 version of Resurrection

eg... undying enderman was slain by [minecraft]
"Undying Enderman" sounds a lot like a "champion" mob added in a recent version of Thaumcraft. These mobs occasionally spawn in place of Vanilla mobs and are somewhat stronger than their vanilla counterparts. For example, a "Mighty Zombie" might have two or three times the health of a regular zombie, a "Warded Creeper" might have some runic shielding, etc. When you look at them, they do have name tags similar to those that players have, and they have similar death messages. They also seem to drop Thaumcraft treasure bags.

If you're getting these messages at random, that probably means you have a mob farm. If not, you have a lot of mobs spawning somewhere and dying for some other reason.

I haven't heard about any CoFH Core interaction, but that certainly could be at least partly responsible for the messages.
 

BarbasTheDog

New Member
Jul 29, 2019
128
0
0
I haven't heard about any CoFH Core interaction, but that certainly could be at least partly responsible for the messages.
CoFH Core adds death messages for names entities. E.g.: if you use a name tag on a pig to name it Stinky, when you kill it the server will transmit "Stinky was slain by <player> using <weapon>". The same happens if the pig would die of "natural causes" such as falling off a cliff.
Since champion mobs spawn with the NBT tag "DisplayName" set to a value, when they die, the message happens.