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[1.4] Minecraft FTB modpack - Page 10

Forum Index > General Games
Post a Reply
Prev 1 8 9 10 11 12 22 Next All
r.Evo
Profile Joined August 2006
Germany14080 Posts
January 04 2013 18:15 GMT
#181
So happy we got rid of all the non-existant deadlines and information we had with tekkit thanks to FTB. /grumpyevo
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Archas
Profile Blog Joined July 2010
United States6531 Posts
January 04 2013 18:28 GMT
#182
calm down fat
The room is ripe with the stench of bitches!
Westy
Profile Blog Joined April 2010
England808 Posts
January 04 2013 21:58 GMT
#183
So will we be able to upgrade from the tech pack to the ultimate pack without wiping the server? Meaning we can start actually playing on Monday?
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
Last Edited: 2013-01-04 22:03:49
January 04 2013 22:03 GMT
#184
If it includes all the necessary generation mods (redpower & thaumcraft basically. Obviously Biomes XL too but that's already included in the version you're using.)
3.
r.Evo
Profile Joined August 2006
Germany14080 Posts
January 05 2013 16:03 GMT
#185
On January 05 2013 06:58 Westy wrote:
So will we be able to upgrade from the tech pack to the ultimate pack without wiping the server? Meaning we can start actually playing on Monday?

I wish I'd know.

I'm suspecting that the tech pack will be without Thaumcraft and I'll just go cry in a corner.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Aixler
Profile Joined August 2010
Netherlands946 Posts
January 06 2013 00:30 GMT
#186
All we need is a conformation that all item id's are synced.
If so, we can use the tech world, add some mods from the other packs and transition to ultimate when its released.
Hell, if tech world is complete enough we can stay on that one.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50935 Posts
Last Edited: 2013-01-06 00:44:29
January 06 2013 00:43 GMT
#187
You guys do know that they are about to implement server specific private packs right?

Also Ars Magika anyone?
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Westy
Profile Blog Joined April 2010
England808 Posts
January 07 2013 23:07 GMT
#188
Looks like no tech pack today then?
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50935 Posts
Last Edited: 2013-01-11 16:08:04
January 11 2013 16:06 GMT
#189
so any plans for the server update?
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Westy
Profile Blog Joined April 2010
England808 Posts
January 12 2013 01:13 GMT
#190
On January 12 2013 01:06 BLinD-RawR wrote:
so any plans for the server update?


Also interested in this!
Aixler
Profile Joined August 2010
Netherlands946 Posts
January 12 2013 01:48 GMT
#191
Play right now, have all the mods you want, have fast and easy updates without problems. Pick 2.

Something like that anyway, and we want the last 2.
Hoping any pack, either ultimate, tech or private will come out soon and do what we want.

Lack of communication from FTB is annoying. No clue what mods will be in tech/ultimate. Nor when they will be out or what is the hold up. Hell, not even 100% sure there will be a tech world. And private packs could and should be awesome, but not sure.

Private pack should be something you do 100% automatically in the launcher. Get a list of all the mods, put in the ones you want and make adjustments to the config files. You then get a code, give it to your users and everyone can download the pack through the launcher. FTB should get permissions sorted themselves for all mods they include, which should be no problem as they are private.

Updates could be automatic, but will probably be manual by server admins. (updated mods might have new config files which need to be rewritten etc) They then upload the new pack and save it under the old code. So everyone on the server only needs to worry about 1 code, everything else is automatically downloaded and updated. Should be starting out with modified FTB config files (with item id sync), then change a few settings yourself.

Having it easy like that is important to keep everyone playing. Not knowing 100% that you can play after you start the launcher, or whether nor not to update etc. will easily get you to do something else that you know always works. Out of sheer laziness or being tired or whatever.
r.Evo
Profile Joined August 2006
Germany14080 Posts
January 12 2013 02:03 GMT
#192
I love you Aixler and fully endorse this message. <3

Sorry for the "small" delays guys, we're really stuck with what the Slowpoke crew delivers, so far it's not really impressive compared to what they initially promised.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Aixler
Profile Joined August 2010
Netherlands946 Posts
January 13 2013 21:51 GMT
#193
Was curious about lossless farms so built this:
First a fully automatic, 100% efficient, farm using redpower and forestry, powered by peat engines.
[image loading]

And a counter (up to 2^9) to see how fast the peat and tree farms work:
Started with this design:
(notice the stargate like mystcraft portal? fun stuff!)
[image loading]

Then improved to this redstone lamp design, which was again made more compact, by using inverted lamps:
[image loading]

Found out wrath lamps prevent forestry farms from building/working because of invisible light blocks it places, which forestry wants to remove etc.

Testing tree farm stacking and how much room it needs for trees to grow:
[image loading]
[image loading]

Tree farm:
[image loading]

Wheat farm:
[image loading]

Peat farm:
[image loading]

Have retrievers pulling produced materials from the network and going into barrels.
All farms powered by peat engines. Though i don't have any use for the ash sadly. I use mulch to make bog earth/humus, it's much better. Whenever 8dirt/9sand gets pulled in, it goes through an item detector, giving a pulse for the sorting machine to pull exact amount of dirt/sand/mulch needed to refill with 8/9 humus/bog earth through the carpenter into the farms.
Aixler
Profile Joined August 2010
Netherlands946 Posts
Last Edited: 2013-01-18 20:33:16
January 18 2013 20:25 GMT
#194
http://www.minecraftforum.net/topic/1650110-mytown-aperf-server-protection-and-performance-mods/

MyTown / aPerf - server protection and performance mods

Mytown
Land protection mod. Create new towns, add members to it, set up personalised plots, configure plot/town permissions.

PermissionsEx
A remake of the original mod into Forge. Uses the same file structure for permissions, so you can just copy your bukkit permissions.yml over and start using it.

ModifyWorld
A barebone remake of the original PEX companion mod. Only supports a few of the original nodes.

aPerf
A performance mod.

some other things WIP:
http://forum.feed-the-beast.com/threads/maxedgaming-server-tools-mysql-logblock-vanish-worlddrops.7945/
https://github.com/ForgeEssentials
r.Evo
Profile Joined August 2006
Germany14080 Posts
January 18 2013 21:22 GMT
#195
Features
SpawnLimiter - Monster and animal spawn limiting.
You can make your own rules like - has to have min 2 and max 5 blocks of air (for cave mobs) or water (for squids) above. Cannot spawn more than 10 in a 3 chunk radius area, etc etc.
ItemGrouper - Groups nearby similar floating items or experience orbs to lower the server load and networking when something goes wrong (like a quarry overflowing or someone doing extreme mining and not picking up).

...suddenly orgasm.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Westy
Profile Blog Joined April 2010
England808 Posts
January 20 2013 21:29 GMT
#196
Any update on this? Saw they have added what looks like either full custom pack support, or that start of it.

Would love to play this over the next couple of days if it was at all possible!
Archas
Profile Blog Joined July 2010
United States6531 Posts
January 31 2013 03:43 GMT
#197
Any news at all?
The room is ripe with the stench of bitches!
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
January 31 2013 10:38 GMT
#198
Yeah - I'm really sad that we havn't seen anything really new to this for the past month
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Aixler
Profile Joined August 2010
Netherlands946 Posts
January 31 2013 10:57 GMT
#199
If only we would've known...

Expected them to release ultimate pack with all the mods from direwolf/mindcrack/beta combined before 2013.
Instead it took them a month to release packs like lite and tech with mods that were available as soon as 1.4.6 was out.

By now, Mindcrack is really close to what we want. But the ease of using 1 pack (ultimate) without additions is really promising for the long term.

Actually just checked the list, and Mindcrack is only missing Mystcraft and Gravitygun. Mystcraft might be coming to them and gravity gun isnt really needed because we have a portal gun.


I really liked what we had last server with our quarry mystcraft worlds, instead of having holes in the terrain everywhere. Though we could use command blocks to give everyone a teleport to 10.000 blocks away (and back) and use that as quarry area.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50935 Posts
January 31 2013 13:55 GMT
#200
it's no rush but honestly guys I really can't wait for the new server.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
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