Industrial Craft 2 Twilight Forest Forestry Mystcraft Railcraft Buildcraft ComputerCraft Greg tech Thermal Expansion Factorization StevesCarts MFFS ExtraBiomesXL IC2 Nuclear control Rei's minimap Advanced machines Iron Chest Ender Storage Advanced solar panels NEI Redpower2 Thaumcraft Portal Gun Wireless Redstone
Feed the Beast is a mod pack for Minecraft. It combines most of the cool mods out there to industrialize Minecraft! It adds a ton of new items, blocks, recipes and things to do! With it, you can automate almost everything, from wheat farms to piping, sorting and crafting. You will be able to make factories, oil refineries and nuclear plants!
For those of you familiar with the minecraft modding scene, this may sound familiar to technic/tekkit. That's because it uses about the same mods, but FTB actually has all the permissions from the mod authors ánd from most of them their active support.
Another important note is that with better cooperation between the mods and the mod pack, and the prereleases from Mojang, mods are updated faster than ever! In fact, most mods are up to date before the Minecraft update goes live. This means you no longer have to play on an older version for months, missing out on all the new goodies Mojang has added.
The total amount of items & blocks for normal Minecraft is 300, Tekkit has about 3500 and FTB will have even more!
Slowpoke101, the creator of FTB has a livestream where he streams coding/playing on the forgecraft server with mod dev's and testing out possible future mods for FTB. www.twitch.tv/slowpoke101
After previously running a Tekkit Server for TL, this time I'll also host a small one (~15max) with the FTB modpack. Please keep in mind that due to literally zero admin tools being released yet that this server is private and invite only. Once proper admin tools are around (the creators seem to expect around 3-6 weeks for this) and depending on performance this is likely to change.
How can you get in: Way 1: Someone who was a regular on Serejais vanilla, my old Tekkit Server or someone who has been a regular on this one vouches for you. For those vouching, keep in mind that it's going to fall back on yourself if your invited buddy doesn't behave. Way 2: If you have some personal history (on TL or from other games) with myself. If I have dealt with you in the past it doesn't hurt to throw a PM. Way 3: If neither of the above apply but you are a known TL regular. Staff is always welcome and it can't hurt to ask if you're in the 1000+ post range.
Please don't be mad if I can't take you in right away, since no one exactly knows how these mods in combination behave I have to keep an eye on performance depending on what people do. Doesn't make anyone happy if it suddenly starts to lag to hell and back if we have the full 15 people around at once.
A small set of things to keep in mind for those who are going to be in at launch: -The usual "don't be an asshole, don't be stupid, have fun" goes without saying. -If someone wants to play around with ComputerCraft (highly encouraged!) please tell me in advance and do it when I'm around so I can check how hard it hits the performance. -Same deal for Twilight Forest. I have no clue how hard this mod is on the server, I just know it's expected to hit harder than vanilla. -If someone wants to play around with Mystcraft, there will be a creative'd notebook at some place with all the infos in there to avoid performance issues from over 9000 Mystcraft ages.
Updates: Twilight Forest seems laggier than the normal overworld but doable. Gotta confirm tomorrow with more people around. CREEPERS ARE TERROR AGAINST MACHINES KEEP THEM OUT OF BASES T_T Please don't move too far away from spawn for your bases, world border doesn't work yet and some mods seem to have issues with high distances (e.g. portal gun). Not 100% sure on that yet, requires some more testing.
Server Info:
LAUNCHTIME AT 20:00 CEST / 2 PM EST
IP: 94.23.6.16:25576 Dynmap: N/A
KEEP IN MIND THAT THIS SERVER IS MOSTLY A TEST RUN FOR THE FULL FTB MODPACK. Once the remaining world-gen mods (RP2, Thaumcraft, Xycraft) are released the map will be restarted. Depending on what you guys want we might keep it accessible if possible for nostalgic value but we can't say for sure yet.
I remember spending a lot of time in vanilla, but grew bored of it once most of my friends left the server. I migth try this one if there is some room for me Evo <3
We just got owned by a maze in a twilight forest. Guess going in unarmored wasn't the best idea =). Tree farm tomorrow! probably a peat farm too for peat-fired engines!
I almost cried yesterday when I realized I have to use REGULAR REDSTONE to make something work. So frustrating. My guesses for updates are comparatively optimistic btw., elo is known to work quickly if needed (and she promised to be ready for launcher release), the xycraft guy seems to have done most of his worldgen before the rest of his content and Azanor (Thaumcraft) apparently found a way to integrate his worldgen with some kind of mini-patch if you can believe reddit on this one, no official source tho.
Optimistic look at it tells me it shouldn't take longer than ~2 weeks for the RP2 update. Now if only mod devs would find ways to seperate world gen from the rest of their content I'd be happy as hell. I'd rather have something useless like Tungsten (RP2) in the world for a long time than having to regen the world for a major update.
Also on the official FTB forums mods have said that there is an official wiki in planning. What that means exactly is unknown to me but it's desperately needed. Also I hope the balance in gregtech is going to be adressed in future updates. You can't just nerf one of the mods the entire pack is balanced around and expect it to work properly. As it stands, IC2 is utterly useless to start out with and I don't see a reason to use it over BC3/Factorization in the beginning.
PSA Update: -Twilight Forest seems laggier than the normal overworld but doable. Gotta confirm tomorrow with more people around. -CREEPERS ARE TERROR AGAINST MACHINES KEEP THEM OUT OF BASES T_T -Please don't move too far away from spawn for your bases, world border doesn't work yet and some mods seem to have issues with high distances (e.g. portal gun). Not 100% sure on that yet, requires some more testing. -PORTAL GUN CONFIRMED OP AS FUCK AND BEST ITEM TO TROLL PEOPLE WITH IN THE GAME.
Hi, I was on the old tekkit server, I didn't log on often, but I'd like to get started again. I'd be happy if you could whitelist myself: scword and my friend ipoutine who was also whitelisted on the previous server. I may not have a lot of time, but this sounds too good to pass up on
Whoops, you're right. Pulverizer is from thermal expansion, that's currently the most efficient route to start out. I'm not sure if there's a similar quick & easy path as Sterling Engines -> Pulverizer -> Forestry Treefarm. Gregtech ruined the alternative way with IC2 and I'm not into the other mods enough to see their approaches. =/
On November 15 2012 16:48 canucks12 wrote: Hi, I was on the old tekkit server, I didn't log on often, but I'd like to get started again. I'd be happy if you could whitelist myself: scword and my friend ipoutine who was also whitelisted on the previous server. I may not have a lot of time, but this sounds too good to pass up on
Done. Was trying to figure out who you guys were from the last whitelist and couldn't remember. =P
PSA Update: -Please don't move too far away from spawn for your bases, world border doesn't work yet and some mods seem to have issues with high distances (e.g. portal gun). Not 100% sure on that yet, requires some more testing.
Wish I had read this earlier! I thought the first thing I would do is walk to one of the borders. 2 hours of walking and climbing later, I gave up!
to fix some recipes showing up wrong due to Greg's Tech, open greg techs config folder and change ExpensiveBCQuarryRecipe=false to true, and do the same for the macerator. Think only those 2 are different from server config files. This is an error in FTB which will probably get fixed?
To make portals only update when they are created, so you get a static image, to reduce lag; open its config file and follow seethroughportal (2) insctructions.
both are client side fixes. The problem with greg tech is the server and client having different config, which messes up with NEI and crafting. But it all works 100% once you know the correct server recipe.
Using Mystcraft, we have created a Mining World, designed for terrain wrecking mining through quarries etc. Most homes have a mystcraft book leading there, and of course a way back.
In this mining world we have/will set up a book to everyone's base, so we can use it as a means of mining/traveling back, but also to easy visit each other.
The crash right now was caused by an error in Mystcraft. Can you guys try and list what EXACTLY you did regarding to mystcraft in the last 3 hours? My personal guess the important things were creating specific ages.
Even better, try finding what's MISSING from before you logged out since I had to delete a file to fix it.
Exact error pretty much boils down to these lines:
18.11 02:05:29 [Server] INFO java.lang.IllegalArgumentException: Failed to register dimension for id 0, One is already registered 18.11 02:05:29 [Server] SEVERE [Minecraft] Encountered an unexpected exception IllegalArgumentException
Cannot Load World: Log States There Is Already a Provider for DIM 0
This is a known bug related to spawned Descriptive Books. Deleting SAVE/data/agedata0.dat will fix this error. Deleting Ages
Ages are stored in save/DIM_MYST*/, where * is the age number. Information about the age (including the name) is stored as NBT format in save/data/agedata*.dat. Deleting the DIM_MYST*/ folder is the recommended way to delete unused ages, as it ensures you can revisit them later. Finding Age Number/DIM ID in game
The easiest way to find the DIM ID of an age from in game is to place a Linking Book or Descriptive Book that leads to that age inside a Link Modifier.
I'm makin a small tour at the moment just to see what you guys have been up to during my MLP run, I'll make some notes here if I see something interesting. tl;dr: you guys work too fast. wtf. <3
@Aix/Aeres/Tyrran: The cart supplying lava always stops in the nether world no matter what the lever is set to. Intentional? I fixed it with one cobble instead of glass block but turned one of the levers off, just in case. ... Also I think the peat farm flooded itself. ;;
@Xaeryn: If your quarry output of dirt/gravel/stone directly moves into a recycler half the materials get dumped out and not used properly because it's not fast enough. 6 OC upgrades not enough it seems. =D
Also, question: How are those new solar panels treating you? What do you think about 'em?
@KOOHA WTF NICE PLACE T_T
@Westy/dot: You guys claimed my fav mountain on the map with your netherportal T_T ... Do those turrets cause lots of lag or are they just fine? ALSO YOUR STAIRS GUYS WTF. =D
On November 18 2012 18:02 r.Evo wrote: Also, question: How are those new solar panels treating you? What do you think about 'em?
They're actually really nice. They're fairly cheap for 8eu/t and have a built in batbox.
Now if only it didn't rain every friggin day on the server
By the way, does anyone know of a good resource to help plan reactors with all these new components?
There is a computer which is supposed to simulate Reactors. This one here from gregtech is supposed to do that.
On November 18 2012 18:42 zhurai wrote: how is this Feed the beast different from tekkit/technic? just wondering?
Honestly at this point - besides the fact that tekkit is still on 1.2.5 and FTB on 1.4 - Tekkit still has more mods and I'd consider it more refined/reliable/easier to host. Once RP2 and some basic plugins are released FTB will pull even, once Thaumcraft/EE3/Xycraft show up it will pull ahead. The fact that FTB has direct support from the modders will probably make it much more reliable in the long run.
I think the only real competitor (unless Tekkit crew fixes how they deal with devs) will be Tekkit+ (a much, much bigger version that's maintained by some of the SA guys). However, that is known to be buggy as hell.
SPEAKING OF BUGS.
The macerating of storage blocks is currently buggy. If you enter 8x storage blocks you get 64 units of dust. Use 7x at a time to get 63.
In general about gregtech I have to say that now that the NEI bug is fixable I'm much more happy with it than I thought I would be. Biggest offender to me is currently the Iridium spawnrate which is a bit too low, but not gamebreaking low. It's still about an item that creates infinite items out of junk+huge amounts of energy (which is pretty much infinite as well), I'm cool with it being harder to obtain/maintain than it used to be.
On November 18 2012 18:02 r.Evo wrote: @Westy/dot: You guys claimed my fav mountain on the map with your netherportal T_T ... Do those turrets cause lots of lag or are they just fine? ALSO YOUR STAIRS GUYS WTF. =D
Haha, I was planning on building a alchemy tower around the portal and on the mountain. But knowing that everything will be deleted when the new mods get released make it hard to be motivated! Just saving up all my Minecraft energy for then.
Don't think the turrets cause lag, but haven't noticed if they have. For now I have hidden the turrets in a very inconvenient place so all the server can enjoy the lovely repetitive music! If someone goes a bit crazy and decides to kill my lovely baby turrets, I will understand and not hold a grudge. So please make sure you own up if you do so!
On November 18 2012 21:54 r.Evo wrote: Yeah for me it's kinda similar. Like OH I COULD MAKE THIS PRET... nah, fuck it.
PS: If someone kills turrets it was Aixler. 100%. He kept killing my babies, too. =(
Well come that reset, me dot260 and charge078 will blow your minds! Or get lazy after a few days and have a lot of unfinished projects. Either one will do.
I'm just having fun with all the crazy stuff and possibilities, and remembering how Forestry, IC2 and BC works. Already have lots of good plans and more keep on coming!
Either it was this STDOUT spam which made up some loop java didn't like too much (-> crash -> chunkerrors -> failing mods) or something railcraft/portalgun related. Lots of the errors I got weren't in google at all though so I'm guessing it's something weird.
r.Evo - try deleting SAVE/data/agedata0.dat and then restart (with all mods re-enabled).
You're probably getting Railcraft errors after removing the portal stuff because some part of the Railcraft stuff on the server utilizes the portal stuff.
Portal Gun and Railcraft are back in, all their ingame contents were removed. I STILL have a bunch of errors in the server console that I can't pin down. Maybe someone else sees something I don't.
19.11 01:29:34 [Multicraft] Skipped 58 lines due to rate limit (30/s) 19.11 01:29:16 [Server] INFO [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) 19.11 01:29:16 [Server] INFO [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69) 19.11 01:29:16 [Server] INFO [STDERR] at java.lang.reflect.Method.invoke(Method.java:601) 19.11 01:29:16 [Server] INFO [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) 19.11 01:29:16 [Server] INFO [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) 19.11 01:29:16 [Server] INFO [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) 19.11 01:29:16 [Server] INFO [STDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140) 19.11 01:29:16 [Server] INFO [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:268) 19.11 01:29:16 [Server] INFO [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300) 19.11 01:29:16 [Server] INFO [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317) 19.11 01:29:16 [Server] INFO [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) 19.11 01:29:16 [Server] INFO [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69) 19.11 01:29:16 [Server] INFO [STDERR] at java.lang.reflect.Method.invoke(Method.java:601) 19.11 01:29:16 [Server] INFO [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) 19.11 01:29:16 [Server] INFO [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) 19.11 01:29:16 [Server] INFO [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) 19.11 01:29:16 [Server] INFO [STDERR] at codechicken.core.asm.CodeChickenCoreModContainer.serverStarting(CodeChickenCoreModContainer.java:78) 19.11 01:29:16 [Server] INFO [STDERR] at codechicken.core.ClassDiscoverer.findClasses(ClassDiscoverer.java:43) 19.11 01:29:16 [Server] INFO [STDERR] at codechicken.core.ClassDiscoverer.findClasspathMods(ClassDiscoverer.java:88) 19.11 01:29:16 [Server] INFO [STDERR] at codechicken.core.ClassDiscoverer.readFromZipFile(ClassDiscoverer.java:115) 19.11 01:29:16 [Server] INFO [STDERR] at codechicken.core.ClassDiscoverer.addClass(ClassDiscoverer.java:58) 19.11 01:29:16 [Server] INFO [STDERR] at java.lang.Class.forName(Class.java:264) 19.11 01:29:16 [Server] INFO [STDERR] at java.lang.Class.forName0(Native Method) 19.11 01:29:16 [Server] INFO [STDERR] at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57) 19.11 01:29:16 [Server] INFO [STDERR] at java.lang.ClassLoader.loadClass(ClassLoader.java:356) 19.11 01:29:16 [Server] INFO [STDERR] at java.lang.ClassLoader.loadClass(ClassLoader.java:423) 19.11 01:29:16 [Server] INFO [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:141) 19.11 01:29:16 [Server] INFO [STDERR] java.lang.ClassNotFoundException: paulscode.sound.CommandObject 19.11 01:29:16 [Server] INFO [STDERR] Unable to load class: paulscode/sound/CommandObject.class
Poll: PLAN?
LETS SEE WHAT HAPPENS (6)
86%
WIPE (1)
14%
BACKUP FROM LAST NITE (about before serejai created over 9000 mystcraft ages) (0)
0%
7 total votes
Your vote: PLAN?
(Vote): WIPE (Vote): BACKUP FROM LAST NITE (about before serejai created over 9000 mystcraft ages) (Vote): LETS SEE WHAT HAPPENS
On November 19 2012 09:35 Serejai wrote: r.Evo - try deleting SAVE/data/agedata0.dat and then restart (with all mods re-enabled).
You're probably getting Railcraft errors after removing the portal stuff because some part of the Railcraft stuff on the server utilizes the portal stuff.
All done, all done. That was an entirely different error that we fixed 2 days ago. =P
C) , its a temporary world and as long as its stable we should keep on going.
We know nothing is permanent from what we do now, though we might get to enjoy this world and our work for some time if somehow redpower/thaumcraft/xycraft/EE take forever to update.
So, as of a few minutes ago, the FTB modpack just received an update. I don't know all the details yet, but a few changes include disabling GregTech (though it can be turned on again in the configs) and several other mod updates. Unfortunately, none of the remaining mods were added to the pack, so we're still waiting on RedPower and others.
However, this update DOES mean that you will be unable to access the server if you download it!
I recommend that you refrain from downloading the update until r.Evo has had a look at it and has tinkered with the server and its new configs, so that it can accommodate the changes without being an asswipe like it was last night.
Another update to the mod pack has occurred, this time accompanied by a statement from FTB's website:
We are currently pushing out a couple of updates to both the client and server side packs. These fixes are pretty much back end only. However there are a couple of small changes to mods, specifically Extra Bees was removed as its broken. This will be re-added in the future if all goes well.
For everyone using servers. Please remember this is an interim pack that was added in order to let us test certain configs and mods out. The first full packs will come with 1.4.5 and should come with a much more complete set of mods. Whist we will make every effort to ensure existing worlds work, we cannot guarantee this is going to happen.
Finally, we are already working on the pack for 1.4.5. It is our hope to get the pack our soon after the release of 1.4.5 but as always this is mod dependent. We understand that this will cause issues for some people and apologise in advance for any problems that arise.
Remember, at the time of this post, r.Evo's server will be inaccessible to you if you download this update. Give him some time to mess around with the changes so everything can hopefully go smoothly. Don't spam logins, either; the console doesn't like that. >_<
TL;DR: Several slight changes to mods, mostly behind the scenes; Gregtech disabled by default, with option to re-enable; broken ExtraBees mod removed from pack; server world may bug out because of updates.
Thanks for taking care of those news while I was asleep Aeres. <3
Right now, stay on the old version please till I'm able to find a changelog.
Edit: Writing changelogs seems hard. Gonna do a full backup and then look into updating.
RANDOM SIDENOTE: Before I have something similar to the NoLagg Plugin anything that has to do with lots of entities/items on the ground is a bad idea. That includes giant villager traps. t.t
tl;dr: They managed to add incompatible versions of portal gun for server/client so if both sides use the update no one can connect to a server >_> .... People found a fix for this but I'll hold off on updating and assume there could be more errors like that. I expect a new update within the next 24h or so. In case you DID press the YEAH PLEASE UPDATE!-button, check the forums for the old version it's floating around in some places.
Ugh, I want to play, but I can't find any way to downgrade.
EDIT: I've found a way to pseudo-downgrade, that will allow you to play on the server even if you update!
First thing you need to do is to head to this link and follow steps 1 through 8. Ignore step 9, we're not done yet.
Next, exit the launcher and copy the contents of the Pastebin link found here to your clipboard. Navigate to your PortalGun config file within your FTB folder, and replace the entire file with the Pastebin contents.
If you've done all this, you should be able to access the server again, even if you've updated the launcher to 1.0.7.
On November 21 2012 01:09 canucks12 wrote: The team is deleting any links to old versions. If you've got one, could you upload it for me?
Really? qq. What exactly do people need to get the old version running?
Welcome to the Alpha of the FTB modpack btw! - Just hold on with updating, I just removed extra bees manually and will wait with a real update till things settled down. It's not like it introduces anything new / fun at the moment besides some QOL changes that users won't even notice anyway.
That's usually an issue with the server, not you. Try again later.
I was thinking of the wrong error. Looking around on Google for your particular error gets a lot of replies saying to re-install Minecraft or delete the bin folder. Of course, that's for vanilla, but you might have done something incorrectly or modified the game prior to attempting the fix. Maybe delete the FTB files, re-download the launcher, get all the mod pack files back, and try again?
Well, nothing I've been doing has been able to get me on the server. Either the client crashes, doesn't start, or has the incorrect mods for the server. Anyhow, I'll see you all when things get fixed, hopefully soon.
On November 21 2012 15:10 canucks12 wrote: Well, nothing I've been doing has been able to get me on the server. Either the client crashes, doesn't start, or has the incorrect mods for the server. Anyhow, I'll see you all when things get fixed, hopefully soon.
It still works completely fine for me, but I also never pressed an update button since 1.0.6.
What do you need to get on? Aka which files? Maybe someone can find a way to get it to you. If you get to a point which says "incorrect mods for the server" after using someone elses data you should be closest possible to getting on it. That's literally the easiest error to fix.
On November 21 2012 15:10 canucks12 wrote: Well, nothing I've been doing has been able to get me on the server. Either the client crashes, doesn't start, or has the incorrect mods for the server. Anyhow, I'll see you all when things get fixed, hopefully soon.
It still works completely fine for me, but I also never pressed an update button since 1.0.6.
What do you need to get on? Aka which files? Maybe someone can find a way to get it to you. If you get to a point which says "incorrect mods for the server" after using someone elses data you should be closest possible to getting on it. That's literally the easiest error to fix.
Nope only when I redownload off the website does it give me that message. When I use other people's files and .exe's the client crashes when trying to log into the server - but I can play single player just fine. If I take the .exe from the website and change the portal mod, then minecraft simply doesn't start, and only a java process begins. The guy trying to help me above gave me all of his files, but his .exe was in a strange place, which may or may not have affected the results.
Thanks to some bountiful deposits of iridium in the Nether, Zaphod and Serejai now have their own matter fabricator. Xaeryn does too, though I made it for him without him knowing. :o
On November 21 2012 15:10 canucks12 wrote: Well, nothing I've been doing has been able to get me on the server. Either the client crashes, doesn't start, or has the incorrect mods for the server. Anyhow, I'll see you all when things get fixed, hopefully soon.
It still works completely fine for me, but I also never pressed an update button since 1.0.6.
What do you need to get on? Aka which files? Maybe someone can find a way to get it to you. If you get to a point which says "incorrect mods for the server" after using someone elses data you should be closest possible to getting on it. That's literally the easiest error to fix.
Nope only when I redownload off the website does it give me that message. When I use other people's files and .exe's the client crashes when trying to log into the server - but I can play single player just fine. If I take the .exe from the website and change the portal mod, then minecraft simply doesn't start, and only a java process begins. The guy trying to help me above gave me all of his files, but his .exe was in a strange place, which may or may not have affected the results.
Welp. What about dling the current version and using Archas tips above to make it work?
RP2 down to the last few bugs for 1.4.5, XyCraft Worldgen released. Can only find teaser videos about Thaumcraft 3 which make me pretty wet. ;;
Edit: I've seen some people complain about lag in the chat history, you guys should tell me when that stuff occurs, with how many people logged in etc. It can't possibly be the normal stuff that runs (including anchors) because otherwise it would cause trouble with just me being logged in.
Edit2: WHAT THE HECK IS THAT COMMAND AND CONQUER BEAM IN OUR BASE THAT GIVES REGEN AND SPEED O_O
well RP2 is down to the last(game breaking bug that would push the release even further) bug actually involving frames but it actually has to do with forge so when thats done I think RP2 should be ready...I'm 100% sure by the first week of December.
Does anyone have any experience with fixing minecraft/java memory leaks? I've lost all my stuff twice now from hitting a massive fps lag and walking into lava. I have 64-bit Java 7, and I've tried allocating more memory in the launcher, but that actually makes it freeze up quicker.
I'm quickly losing motivation to play whe nI have to restart the client every 10 minutes
I was never able to find a fix for Java memory leaks. They happened with the vanilla MC client, they happened with my server client, and they happen with FTB. Sometimes it's worse than others. Java was using up 12 gigs of RAM the other day despite that I have it set to only use 2GB. It was ok when the server first went online but I haven't been logging in much lately because it's starting to require a complete restart of FTB launcher every 15-30 minutes to remain playable.
Don't really know what to say other than that it's a known issue with Minecraft for the last few years (including mods like FTB and Bukkit) and likely stems from the Notchcode that is used. I've tried out Spout (which has no Notchcode) and so far I've gotten no noticeable memory leaks. Take that as you will.
I guess you could try removing all Minecraft-related things from your comp and starting over. The memory leaks seem to get progressively worse the longer MC is on your system so maybe it has something to do with data piling up in a file somewhere. *shrug*
r.Evo can read your post here. Just edit in your Minecraft username, and he'll add you to the whitelist if he thinks your postcount is enough to get you by.
Really, as long as you're not a griefing prick, you'll be just fine on the server.
On November 25 2012 02:11 Westy wrote: Any update on the mods we are waiting for?
I don't mean to do a pointless bump, but I'm probably not going to play again until the new redpower/power conversion mods are ready to go and the server resets.
On November 25 2012 02:11 Westy wrote: Any update on the mods we are waiting for?
I don't mean to do a pointless bump, but I'm probably not going to play again until the new redpower/power conversion mods are ready to go and the server resets.
On November 25 2012 02:11 Westy wrote: Any update on the mods we are waiting for?
I don't mean to do a pointless bump, but I'm probably not going to play again until the new redpower/power conversion mods are ready to go and the server resets.
On November 25 2012 02:11 Westy wrote: Any update on the mods we are waiting for?
I don't mean to do a pointless bump, but I'm probably not going to play again until the new redpower/power conversion mods are ready to go and the server resets.
Gregtech turns IC2 into a late game mod. NOTHING from IC2 (what I meant was solar panels, windmills, watermills) can be built until you have tons of diamonds, visited the nether, killed slimes, found aluminium etc. Makes IC2 out of reach for anyone who haven't played on the server for more than 1 week.
For someone like me who came from tekkit, this is disastrous for me My solar panels ((
On November 25 2012 02:11 Westy wrote: Any update on the mods we are waiting for?
I don't mean to do a pointless bump, but I'm probably not going to play again until the new redpower/power conversion mods are ready to go and the server resets.
So, any updates?
To be frank I'm in pretty much in the same position (especially since with RP and some missing plugins comes the ability for me to actively work on tracking down/adjusting the sources of lag properly) and I can't do much more than point you towards slowpoke / the official FTB forums. As it stands right now the whole forge vs bukkit drama (details can be read here) didn't really help anyone and the big promises that the FTB pack can "solve" the whole thing weren't really kept because the whole "LAUNCHER LAUNCH" -> "MODPACK LAUNCH" -> "Uh.... the rest will come... soon!" isn't something Admins can work with properly. =/
Edit: From the overall feedback at the moment I don't see a big reason to remove gregtech. Sure, the drawback is weakening the IC2 early game for a highly extended lategame. Modpacks like this make it in general comparatively easy to reach the stages where you have insane amount of resources and I think it's cool to see more development on the resource heavy end.
The Matterfabricator in itself is mostly a logistical challenge (how to get more of your - infinite - energy towards it?), my personal biggest annoyance with gregtech is the low spawnrate of iridium. Even there it's just a bit too low for my taste but nothing huge.
Solar panel recipe is an inprovement. Yes its much harder to get to, but its not much more expensive and its definately easier to get working power plants of solar arrays. I love this change.
Macerator recipe is stupid - Remove it. There is no reason a macerator should be that expensive when we have the pulverizer as an alternative. Fast players will however still be able to get to macerators in maybe 2 hours. Only real difficulty is getting to the nether for glowstone.
Iridium spawn rate maybe is a bit low, but its possible to overcome with quarries and nether hunting. Would be fair to increase it a little bit though (maybe 1 per chunk).
Quarry and mass fab changes are actually good. Seeing how multiplayer servers with world anchors break the normal progression of these machines, they need to be more expensive and take longer to work.
Water and wind mills should not be as expensive as they are now. It ruins the early game options for EU in IC2 to have these generators so expensive. Not a bad change otherwise.
Centrifuges, improved quantum armor and a lot of other nice late game IC2 are all great changes that I would hate to be without.
Little question for everyone. Would any of you be interested in building a communal FTB city?
Let me explain a little. On our old tekkit server (Not r.Evo's one) me and a few friends built a "tekkit town". Basically we just walled off an area, built a communal power source and factory (That we all helped build and constantly add too) then had our own separate houses within the walls. It was only 3/4 of us doing it so it was still quite small. Just wondering if any more people on this server would be interested. If we get a good number of us we could build something really impressive.
I like that idea Westy. Though i would probably have a base all for myself where you can do what you want, when you want, how you want. But next to that, working together on a nice hub would be cool too.
Yea at the beginning everyone should just go off and do their own thing, then once me and my friend have found somewhere decent and get something basic set up, we can invite you all to come join us
Tyrran, Evo, Aeres, BlindRawr and I grouped up and made a base:
This is where we set up our base.
Welcome inside! We got quite a few machines and contraptions as we ever expand to add new stuff.
Making our biomass, all fully automated of course.
Here we pump it into carts and send it off to the mining world.
Aforementioned mining world, with our quarries and ender chest.
Receiving the items from the quarries, sorting and processing them.
Our pumping platform in the Nether, ruining the lava like there is no tomorrow!
Here is the proof that Geothermal power is a lot safer than Nuclear power. When poorly managed of course. This explosion took out parts of our base as in all our genius we build it right below our floor.
Some sorting chests and... Wait! What is that in the background?
A magical forest! Not all inhabitant are as cute as harmless as those deer though... (What's that deer doing on a tree? Crazy deer, you don't belong there!)
Rocking a vanilla mob trap, item collection is automated of course. Of course!
On that subject, a regular blaze farm, in the overworld!
And an Iron Golem farm, the usual, with automated murdering of those soft-hearted golems and collecting their loot. (We do this for their roses, not their iron, honest! =))
Exploring one of the newest mods, Thermal Expansion. Best feature: storing BC power.
And another new mod, Factorization. Through a complicated process you get not the regular 200%, but 300% more ingots from your ore!
And to finish things off, a nice overview of the front of our base. Includes lots of Forestry farms!
I hope to see some more pictures of all the things the others have been working on!
You have my permission to modify and/or destroy my eyesore of a tower by the way, I'm not going to be back on until the patch lines up again (I'm too lazy to fix my install back to whatever) and I already wanted to get rid of it myself before that.
On November 29 2012 18:59 Zaphod Beeblebrox wrote: Well, here is my take.
Solar panel recipe is an inprovement. Yes its much harder to get to, but its not much more expensive and its definately easier to get working power plants of solar arrays. I love this change.
Macerator recipe is stupid - Remove it. There is no reason a macerator should be that expensive when we have the pulverizer as an alternative. Fast players will however still be able to get to macerators in maybe 2 hours. Only real difficulty is getting to the nether for glowstone.
Iridium spawn rate maybe is a bit low, but its possible to overcome with quarries and nether hunting. Would be fair to increase it a little bit though (maybe 1 per chunk).
Quarry and mass fab changes are actually good. Seeing how multiplayer servers with world anchors break the normal progression of these machines, they need to be more expensive and take longer to work.
Water and wind mills should not be as expensive as they are now. It ruins the early game options for EU in IC2 to have these generators so expensive. Not a bad change otherwise.
Centrifuges, improved quantum armor and a lot of other nice late game IC2 are all great changes that I would hate to be without.
I was about to type up a big post on my feelings about GregTech, but then I noticed Zaph's post is basically identical to what I wanted to say. So, basically +1 this.
On November 29 2012 18:59 Zaphod Beeblebrox wrote: Well, here is my take.
Solar panel recipe is an inprovement. Yes its much harder to get to, but its not much more expensive and its definately easier to get working power plants of solar arrays. I love this change.
Macerator recipe is stupid - Remove it. There is no reason a macerator should be that expensive when we have the pulverizer as an alternative. Fast players will however still be able to get to macerators in maybe 2 hours. Only real difficulty is getting to the nether for glowstone.
Iridium spawn rate maybe is a bit low, but its possible to overcome with quarries and nether hunting. Would be fair to increase it a little bit though (maybe 1 per chunk).
Quarry and mass fab changes are actually good. Seeing how multiplayer servers with world anchors break the normal progression of these machines, they need to be more expensive and take longer to work.
Water and wind mills should not be as expensive as they are now. It ruins the early game options for EU in IC2 to have these generators so expensive. Not a bad change otherwise.
Centrifuges, improved quantum armor and a lot of other nice late game IC2 are all great changes that I would hate to be without.
I was about to type up a big post on my feelings about GregTech, but then I noticed Zaph's post is basically identical to what I wanted to say. So, basically +1 this.
IC2 has pipes, RP2 has pneumatic tubes, Thaumcraft 3 has... golems.
:>
<3333³³³³
Edit, irc quotes from yesterday evening EU:
<slowpoke> Red Power statement for everyone. I cant answer any questions on this <slowpoke> There are 4 serious bugs left to resolve in Red Power 2. There has been no progress over the last week due to Eloraam being swamped with work in real life. Things have eased off now and Eloraam has returned to coding this weekend and hopes to have something ready for release soon. <slowpoke> Bluehorazon thats from Eloraam, i spoke to her 5 minutes ago ... <slowpoke> OK Elo's website <slowpoke> site got hammered, wordpress is bloated, mysql crashed <slowpoke> we are testing a pack that has TC3 in it right now FTB will probably have TC3 by the end of the day
Red Power statement for everyone. I cant answer any questions on this There are 4 serious bugs left to resolve in Red Power 2. There has been no progress over the last week due to Eloraam being swamped with work in real life. Things have eased off now and Eloraam has returned to coding this weekend and hopes to have something ready for release soon. Bluehorazon thats from Eloraam, i spoke to her 5 minutes ago ... OK Elo's website site got hammered, wordpress is bloated, mysql crashed we are testing a pack that has TC3 in it right now FTB will probably have TC3 by the end of the day
update, one of those bugs has been squished.
also, I've been testing around with TC3, really really sexy, I'm gonna try out a TC3 sorting system, its going to be soo cool.
Dno from sifting through the quotes and stuff I'm finding spread over the FTB forums I expect an update to 1.4.5 till sunday evening, either with or without RP2.
On December 02 2012 23:19 r.Evo wrote: Dno from sifting through the quotes and stuff I'm finding spread over the FTB forums I expect an update to 1.4.5 till sunday evening, either with or without RP2.
I'm gonna say without, but I dunno, I knew TC3 was coming soon, I was talking about it yesterday but this made my morning a little better than it already was.
Been playing around with factorization. I thought the mod was complicated at first, but balanced. Now i think the mod is easy, the router is amazing and the ore process is imbalanced. Getting to 200% is easily set up, but takes too long compared to IC/RC/TE. Getting to 300% ores is one extra step. That step is 5 ores processed every 20 minutes. Though the machine is happens in is cheap. Actually, letting everything run automatically works just fine and you do the last step manually, and you leave the machine(crystallizer) on for 24hours in a loaded chunk.
But that router, man, its so cool! It makes a network out of anything with an inventory. So a wall of 20x20 furnaces will all get operated with a single router, or maybe 3. One router to put coal in the bottom slot, one to put ore in the top slot, one to pull out the ingot. Tada! you have automated 400 furnaces, and thats not even the limit!
Also i love adding in vanilla stuff to modded machines. Like using a dispenser to fill buckets, and using a simple redstone clock that activates when the BC gate detects an item in the dispenser, so it wont bug out with 2 buckets in it.
Though Factorization is weird in how its only energy source is solar power. So you need a ton of batteries to keep you going at night.
It's the same with thermal expansion, lots of fun new blocks, but there is one aspect that is super cool. The redstone cell stores buildcraft power (MJ) and with simple pipes you can connect it to anything! It's the BC equivalent of a batbox and copper cable.
Small edit: Can't wait for redpower! why build a vanilla clock etc using like 15 and wires in total, when you can use one simple redpower circuit block , which you can put on a wall!
My first Factorization automation. Involves a prefilled chest with water buckets, putting in 1 bucket+iron in the grinder for every item that goes out, to prevent overflow.
My next attempt. Involves the dispenser for water buckets using redstone clock, gates and routers. This part works really well. Also using a lot less chests and routers, while making it really compact. Still room for improvement!
The redstone and the bottom part of the machine.
This was my first time building with the turtle. Some basic coding was a lot of fun. You can see some of my ingame testing/progress.
And this was slightly more complicated with different blocks and facing pistons etc. My turtles now build the best mobfarm design atm, though you need to do the finishing touches yourself of course.
As a small bonus, working on a new skin. Redstone/repeater backside. Copper cable legs, redstone wire arms, redstone cell chest looks terrible =)
On December 04 2012 03:44 Archas wrote: I think the sadface can be attributed to the plethora of cool mods that were scrapped from the 1.4.5 modpack.
Basically what happened is that people bitched about OMG WHY U NO 1.4.5 AND WHY NO THAUMCRAFT 3 OMGOMG.
Then they release a pack for 1.4.5 but they can't call it the official one since RP2 is still missing so they had to leave some more stuff out to make it fit into the "Magic" category. Heck, I don't know what they're thinking. =(
On December 04 2012 03:44 Archas wrote: I think the sadface can be attributed to the plethora of cool mods that were scrapped from the 1.4.5 modpack.
Basically what happened is that people bitched about OMG WHY U NO 1.4.5 AND WHY NO THAUMCRAFT 3 OMGOMG.
Then they release a pack for 1.4.5 but they can't call it the official one since RP2 is still missing so they had to leave some more stuff out to make it fit into the "Magic" category. Heck, I don't know what they're thinking. =(
we will all probably have to move to the Direwolf20 pack when its out because it will have everything.
on the other hand I merged technical mods with the magic pack on my own(with the Xycraft worldgen)
This means you no longer have to play on an older version for months, missing out on all the new goodies Mojang has added.
uh-huh. Except Redpower for 1.4.x is not released yet and I can't imagine playing without it. No logic gates, no deployers, block breakers, microblocks, redpower tubes, normal redpower wires, and so on and so on. Some of these can be replaced by worse alternatives (mainly from Build Craft) but most of them not.
I mean yes it's a wonderful project and it's likely we will get it in the future, for our private server, but it cannot fix the playing outdated version problem, because it's not up to them.
128 EU/t using water mills, routers and dispensers with a 3-tick redstone clock.
Thats 1 EU/t per water mill, because you 'manually' put in buckets of water yourself. Color coded cable to prevent any looping. Sadly you cant paint tin cable.
So I have recently received further news about the release of Red Power 2. It has apparently been decided that release of the mod has been delayed until after the 21st December 2012. Apparently there are fears that if Eloraam was to release now, the amount of data being downloaded at one time would effectively bring down the internet. This would lead to a chain of events that would cumulate in the end of world.
It is hoped that by delaying the upcoming release of Red Power we can avoid this disaster and may get to see a future where we finally get to a point where FTB can release a stable mod pack, the hard work of Pahimar and Soaryn isn't wasted and we all get to see the amazing looking Equivalent Exchange and Xycraft, and Notch and Jeb finally give the mod developers a few weeks to breathe by not releasing a new version or update to Minecraft (OK sorry, I admit it, the last one is a dream).
Anyways, you can all relax for the next few weeks, give your F5 key a much earned break and enjoy the awesome mods that are already out there.
[22:33:06] <+Slowpoke> just as a clarification btw. 2 known bugs remaining, not 1 [22:34:32] <+Slowpoke> i know what the bugs are, ive been asked not to make them public. I do know that its several hours worth of coding to fix them both and the delay is due to real life not allowing her time to do any real coding at the moment. [22:35:30] <+Slowpoke> this is why there is no accurate ETA, because Elo right now doesnt know when she will have the free time to fix the last 2 bugs [22:37:01] <+Slowpoke> I can tell you donations to Eloraam right now wouldnt hurt
I'm a bit confused. So they clearly say that RP2 is the only major issue for the release but that means they can't update the rest? Am I missing something? I'm not 100% sure if IC2 is updated for 1.4.5 but the difference between the Magic World pack and the Beta Pack A is kind of awkward.
Also I really, really want to avoid a main world without RP2 worldgen but that prolly means waiting for 2013. QQ.
Think i will play without any quarries/ic2 miners/deployer frames/mining turtles next time. They give too many resources, make all the other cool things obsolete. Who cares about being efficient when you have diamonds chests filled with ores.
The problem isn't the mining automaters - its the fact that they can run 24/7 without interruptions.
They are balanced for the fact that they mine at about half the speed a human can do it, but do it constantly while there is someone around. But this balance only works in single player mode. In SMP they are running CONSTANTLY, giving you way more than their cost warrents.
On December 14 2012 06:45 Zaphod Beeblebrox wrote: The problem isn't the mining automaters - its the fact that they can run 24/7 without interruptions.
They are balanced for the fact that they mine at about half the speed a human can do it, but do it constantly while there is someone around. But this balance only works in single player mode. In SMP they are running CONSTANTLY, giving you way more than their cost warrents.
I tried coming up with something that doesn't revolve around them acting as world anchors but I'm not sure if it will just create some kind of OKAY GUESS I'LL JUST AFK ALL DAY TO KEEP IT LOADED reaction from most guys. I genuinely don't like the idea of logging in a day later and being done with an entire quarry but I'm not sure how to work around it properly.
In general I'll most likely disable all craftable world anchors and let mods give out restricted amounts per person just so we have an idea about which chunks are loaded permanently.
Is there any way to further reduce the speed of a quarry? Maybe you could counteract the tendency to run constantly on SMP by making the ores mine even slower.
Just a thought.
EDIT: Or maybe set up a Mystcraft world with fewer ores per chunk, and only allow quarries to be run there?
Or increase the power required for current speed a hundred fold, like greg tech did to the mass fabricator. 600mj/t for max speed will be a nice way to balance it.
Possibly with 1.4.5 this is possible in the config file, as the quarry will accept speeds higher than current max with 6mj/t in 1.4.5
I am guessing there is no way to limit the size of a quarry? It wouldn't be so bad if you could only quarry the default size. Its at its worst when you log out with a 64x64 sized quarry and log in the next day to have it completely mined
On December 14 2012 13:56 BLinD-RawR wrote: but why even turtles, they are only as good as you can code them.
Even the default digging programs are pretty afk-free-ores. Sure you can do even cooler stuff with them if you know how to program them. They have an option to require fuel though....
Hmmmm.... both speed and power usage sound like good things to work with. I kind of dislike touching the size because it feels more "forced" than the other methods. Speed is something NO ONE will notice. I guess a nerf to energy usage will indirectly affect speed (either use the same generators for less speed or more generators for the same speed as right now). Only drawback being that an energy nerf is probably more of a logistics issue than a real nerf. =D
Well if you make quarries require like 30-40 MJ/t to run at full capacity, it will defiantely give an incentive to explore the very advanced and dangerous engines of BC. A few electric engines would barely make them move. The same goes for other automated miners. Make turtles burn fuel like a blast furnace, and miners require a medium sized power plant to be effective. Together with a nerf to the speed, it will be much slower to get the massive amount of resources that we can get on the test server (just look at my barrels full of metal blocks).
The reason I suggested size nerf instead of speed/energy is because both those can still easily be overcome, and you can still just log out at night and wake up with stacks and stacks of resources. A size nerf would require you to regularly log on to move it, meaning you can't just sleep your way to riches.
On December 16 2012 02:46 Antylamon wrote: To be fair, EE is even more overpowered. Once it comes back in, Quarries will be worthless compared to Energy Collectors and Condenser loops w/Cows.
That's why r.Evo disabled EE on the last server, and why he'll do so again for the next one.
There's no need to disable EE once it gets added in, they removed collectors, condensers, etc in the new version. From what I've seen of it on the DW20 play through it basically lets you do things like manually change 4 iron into a gold bar and turn dirt into cobble/sand/grass/etc.
Another note about the limited world anchors idea, IC2 quarries act as world anchors now. Just something to keep in mind.
That's good to know. I've never really liked EE just because it's been incredibly imba in the past, so I'm still a little skeptical, but I'll trust your word. Converting mundane materials into other mundane materials seems just fine to me.
As for the quarries, is it possible to adjust the anchorage via IC2's configs?
On December 16 2012 03:55 Archas wrote: That's good to know. I've never really liked EE just because it's been incredibly imba in the past, so I'm still a little skeptical, but I'll trust your word. Converting mundane materials into other mundane materials seems just fine to me.
As for the quarries, is it possible to adjust the anchorage via IC2's configs?
As he already said condensers and collectors are out, I'm not 100% sure if the erhm... EMC converter thingy is still in, if it is it will be disabled. The idea of "Oh I need stones but I only have one diamond let me get 2k of them without any drawbacks" is just dumb.
EE3's alchemy will have so many changes and takes a few mechanics from FMA, so unless you are literally willing to give an arm and leg, I think it will be fine.
this is coming form the guy who keep up to date of the mod's development.
Maybe we could do some FTB trivia/riddles while we wait.
For example: How do you get a full MSFU to transfer only 128 eu/t to another MFSU? edit: without wasting any energy. For example by sending it to 4 mfsu's.
On December 17 2012 06:45 Aixler wrote: Maybe we could do some FTB trivia/riddles while we wait.
For example: How do you get a full MSFU to transfer only 128 eu/t to another MFSU? edit: without wasting any energy. For example by sending it to 4 mfsu's.
Send the output to 4 MFEs, 3 of which feed back to the MFSU and 1 which goes to the target?
On December 17 2012 06:45 Aixler wrote: Maybe we could do some FTB trivia/riddles while we wait.
For example: How do you get a full MSFU to transfer only 128 eu/t to another MFSU? edit: without wasting any energy. For example by sending it to 4 mfsu's.
Send the output to 4 MFEs, 3 of which feed back to the MFSU and 1 which goes to the target?
Hah, yeah that works :D
The idea was to send it through a MV transformer then a LV transformer to the other MFSU. Turns out that transforming down, it turns 1 packet of let's say 512eu into max 4 packets of 128eu, so if you then do that again, your maximum is 4x 32eu, which means 128eu/t.
So basically forestry farms and harvesters only require 1 mj/t to operate normally, but if you let them, they suck up 15-25mj/t. This is something to look out for when using redstone energy cells and conduits from thermal expansion.
I've been playing a pretty cool map while we wait for FTB to be fully operational, and I suggest you give it a try. It's a monument-style map called "The Quest for Cheese", where you explore a life-sized house as a two-inch tall mouse, collecting cheese blocks to complete a monument room. It's a lot of fun, and I'm thoroughly impressed with the architecture. I don't have a download link handy (typing this on my phone as I'm walking to work), but Planetminecraft should have it somewhere. Search for maps made by "Verques" (Everquest without the front and ending E's). Try it out! :D
1 coal = 1600 MJ at 1 MJ/t in a stirling engine (old steam engine) 1 coal = 4000 eu at 10 eu/t in a generator thats 2:5
1 bucket of lava = 21.000 MJ at 1 MJ/t in a combustion engine 1 bucket of lava = 18.000 MJ at 4 MJ/t in a magmatic engine from Thermal expansion 1 bucket of lava = 20.000 eu at 20eu/t in a geothermal generator thats 1:1 basically for IC/BC
1 bucket of lava in a geothermal engine, hooked up to an electrical engine, gives 6.665 MJ at 2MJ/t
outside of bluticity cables edging over blocks, I didn't learn anything I didn't already know form the SMP series on forgecraft and shadwdrgn's series, although this was insightful.
also, if you haven't noticed, new golem change for TC3
Hey guys, I just noticed this thread and wanted to inform you that there's a group of excellent YouTubers who are playing with FTB:
The server is called MindCrack, and a bunch of them are playing on the server. I especially recommend Zisteau and Etho's FTB videoes. Here you can find an overview of them all (both vanilla and FTB) and links to their YouTube pages:
Got most of the configs and settings worked out. For now we might wait for the ultimate pack and disable a few mods, instead of adding mods to the current packs. Quarries will likely be limited to 1 chunk size max, which means you will be digging a 14x13 area max. Remember that you can use 5 land marks to place the quarry anywhere along the target area. World anchors are disabled, will be using chicken chunks instead which allow configurable amount of chunks loaded per player as to be decided later. Disabled notebooks/writing desk/descriptive books. Only 1 or 2 worlds will be created at start, for mining and digging. A linking book to these will be set up at spawn, simply go in and make your own linking book and link it up to your base. This way everyone can get easy access to the mining world and the hub we'll likely build together. EBXL Marsh biome is bugged and will be disabled. (well still have default swamp) We suggest everyone to turn off ic2.sounds in the config and change the portal config to only update once on creation to prevent lag.
Will get a better post out when the server is updated.
edit: We will likely use command blocks to disable firespread/mobgriefing again. Next to that we'll use them as a sort of worldborder. Everyone outside a 2k radius will get a message every min that they are too far away. Everyone outside a 2.5k radius will get teleported to spawn. (2k radius = 1.400/1.400 diagonal). Exact radius and action still to be decided.
disappointing that we are going to wait for the ultimate pack, because I don't know when it will be out but I don't have any complaints with your config setup.
although is there a reason why we're having a radius on how far we can go on the map?
Waiting for the ultimate pack means easy updating, less likely to have any problems, easier to get help if we need it etc. This depends a lot on how fast it is out and updated.
Not sure yet about world border. There is limited storage space with all the worlds and mods. We are looking into getting a low resource dynmap, and the smaller the worlds the better. We clearly want enough room for everyone to find a spot they like, and not feel like they are limited/trapped in a small area. Limiting exploration helps with keeping everyone together, for a more community feel. Downside to living close together is possibly loading your neighbors factory (or parts of it), which increases your lag, server lag and might mess up some automated systems.
Love your settings and config, but does the quarry config target mining turtles too?
I didn't 'quit' the old server btw, its just that i got stuck in a mystcraft world with 'nausea' on, and everytime I am online, nobody seems to be around, so I ragequitted ^^
On December 25 2012 23:00 HaruRH wrote: Love your settings and config, but does the quarry config target mining turtles too?
I didn't 'quit' the old server btw, its just that i got stuck in a mystcraft world with 'nausea' on, and everytime I am online, nobody seems to be around, so I ragequitted ^^
Mhmmm... I'm still lacking the resources to find out how much lag CC stuff causes besides plain bruteforcing it and trying out, but as usual I doubt 2-3 mining turtles running around will cause any trouble. It might cause issues when everyone starts using them. For now, I don't intend to touch them besides maybe some additional fuel requirements.
Don't worry about activity right now, one one hand lots of people are tied up in Christmas/New Year stuff and on the other hand we're waiting for the big FTB update. Both minecrack and direwolf pack are cool, but not what we're looking for.
My main plan at the moment is to wait for the ultimate pack, do some testing/tweaking to fit in additional mods (Mo' Creatures is high on my list, ICBM mod as well but impossible before I get a decent NoLagg plugin) and then let it loose. Give us like a week or so after the ultimate pack is released and this should be good to go. =)
Quarry config is basically editing the forgechunkloading config file to only allow chunk loading tickets from buildcraft to have a max size of 1. It doesnt touch any of the other mods.
And by limiting mystcraft world creation, you can no longer get stuck in a new world. Gravitygun and inventorytweaks should be added too btw.
I've also noticed that the more mods are implemented, the more exploits exist regarding infinite power etc. Not sure how much power converters is needed with all these new mods. The problem with basing transformers on coal is that different mods have different power scaling.
1.4.6 mods are out, redpower and thaumcraft are out, just waiting for the ultimate pack to be released, change some settings/configs, add/remove some mods then we're good to go.
And viral is teasing us with his image which wont load!
On December 29 2012 08:58 Aixler wrote: 1.4.6 mods are out, redpower and thaumcraft are out, just waiting for the ultimate pack to be released, change some settings/configs, add/remove some mods then we're good to go.
And viral is teasing us with his image which wont load!
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.)
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.
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.
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.
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.
Was curious about lossless farms so built this: First a fully automatic, 100% efficient, farm using redpower and forestry, powered by peat engines.
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!)
Then improved to this redstone lamp design, which was again made more compact, by using inverted lamps:
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:
Tree farm:
Wheat farm:
Peat farm:
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.
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.
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).
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.
I love this modpack so much, but I'm a creative minecrafter, heavily depending on mcedit for large structures and it currently doesn't work with FTB blocks.
I'm making an alien world at the moment, that I will share eventually. I would love to have a possibility to for example duplicate this frigate a few times, to build a nice fleet with it, but I can't.
Does anyone have any knowledge about an editor that works with FTB?
Even a chunk copier would be perfect. Or a block replacer would work too. Since I could for example skulpt somthing from sand and then replace all sand to tin afterwards.
Means I can replace all ftb blocks in my frigate with sand, stone, etc, then copy/edit in mcedit and replace back afterwards. It's not the fastests way, but at least I can continue the project now!
Did someone take a look yet if the custom packages work as intended? That option indeed sounds perfect if it works. Even if not - assuming I don't find any info that says it's impossible to add mystcraft to mindcrack in the future - I'll try and cook something up over the next 4-5 days anyway.
Edit, new small stuff that might be around: Miscperipherals - Addons to CC and more, mostly turtle related stuff. VoxelMenu/Player - Mostly UI related. Secret Rooms - Adding cute camouflage shit. Petroleum Generator - Adds a worse version of fuel to balance some things (aka utterly useless because no one will use it. Someone tell me if I got this right plz.) Binnie Core - Google > me. Wtf does this thing do? Soul Shards - Basically a player made mob spawner.
I love this modpack so much, but I'm a creative minecrafter, heavily depending on mcedit for large structures and it currently doesn't work with FTB blocks.
I'm making an alien world at the moment, that I will share eventually. I would love to have a possibility to for example duplicate this frigate a few times, to build a nice fleet with it, but I can't.
Does anyone have any knowledge about an editor that works with FTB?
Even a chunk copier would be perfect. Or a block replacer would work too. Since I could for example skulpt somthing from sand and then replace all sand to tin afterwards.
I tried my own Google-fu, but I still don't have a clue about what BinnieCore does. When I get home, I'll talk with some friends on the Minecraft forum who play FTB, and see if I can learn more.
EDIT: Seems like BinnieCore is related to ExtraBees, since Binnie is the name of the ExtraBees mod author. I don't exactly know what its function is, but it's likely that it's not a content mod so much as a core function mod that governs aspects of ExtraBees.
I think I found a way of making mystcraft working with mindcrack. I SHALL NOT REST TODAY 'TILL IT'S DONE (locally at least).
Update: Yup, got it. Muahahaha. Mystcraft and Mo'Creatures both working just fine. Just messaged the host to set up the new server, then it's just a matter of some plugin tweaking.
I'm going to find a remote patch of land and claim an area exactly 64x64, build a somewhat tall but stylish wall (probably just steal the design from reddit because I suck at that sort of thing) and then uh.. not build any sort of interesting machines inside because I suck at those too. But there might be cake. But even if you get this working today, I'm going to be playing LoL (I'm on the T.R.O.L.L.S. board ) all afternoon-evening. Luckily I still have 3 days of weekend left after that, yay random new Holiday. *In before you get it working just barely by Monday night*
On February 09 2013 04:21 Inschato wrote: I'm going to find a remote patch of land and claim an area exactly 64x64, build a somewhat tall but stylish wall (probably just steal the design from reddit because I suck at that sort of thing) and then uh.. not build any sort of interesting machines inside because I suck at those too. But there might be cake. But even if you get this working today, I'm going to be playing LoL (I'm on the T.R.O.L.L.S. board ) all afternoon-evening. Luckily I still have 3 days of weekend left after that, yay random new Holiday. *In before you get it working just barely by Monday night*
Nah, highly doubt that. If I'm seeing this right the guys from envioushost are already uploading the stuff, super fast as usual. It then boils down to when Aixler & Miarr will be around as well (no way in hell you Americanos get a head start) and some - pretty minor from what it looks like atm - plugin setup. Nothing fancy.
Oh, if any of you guys found cool seeds for the current worldgen that's in Mindcrack feel free to share, finding a cool one is probably the most time consuming task at the moment. I did a quick check but our famous secret seed that was awesome with all the previous versions doesn't seem sexy anymore. =(
God Minecraft has come such a long way in these last few years. I remember having to pay $150/mo for hosting to support 40 players and even then, with like 32GB of RAM and quad Xeons, we got some lag spikes and the server would constantly max out on RAM. Now you can apparently run 40 people on 2GB for $10/mo.
I guess that goes to show how awful Notch's code was before Jeb cleaned it up :o
On February 09 2013 04:32 r.Evo wrote: Oh, if any of you guys found cool seeds for the current worldgen that's in Mindcrack feel free to share, finding a cool one is probably the most time consuming task at the moment. I did a quick check but our famous secret seed that was awesome with all the previous versions doesn't seem sexy anymore. =(
Okay it's probably not a great seed for multiplayer, but I just tried "teamliquid" and you literally start in the middle of a village, and there's some weird zombie pigman shrine in the village too. So that was amusing.
The seed "SlayerSBoxeR" Also starts within throwing distance of a village and a pigman shrine... Imma stop before I break the universe or find out that's completely normal for this version of mindcrack. >_>
Haha. Yeah for MP the ideal seed has lots of different biomes not too far from each other. Gonna check for more stuff tomorrow.
@Sere: Meh, not really, especially with mods. Depending on what people use exactly (e.g. RP takes less resources than IC alternatives or ComputerCraft used to love eating lots of resources) I would be surprised if the current server can hold more than 10-15 people at once in the beginning and more than 5-6 at once after a couple of weeks. Since most of us tend to play in bursts it should be fine tho, if not there are upgrade options. Just 1 GB RAM tho.
Hey, I'm a plugin developer and I'm going to develop a new essentials mod, but it won't use any of the file structure you're used to. Because fuck you, that's why.
Welp, I opened a ticket for this 3 hours ago, at the moment the host is raping us:
09.02 18:08:54 [Server] INFO Forge Mod Loader version 4.2.13.429 for Minecraft 1.4.2 loading 09.02 18:08:53 [Multicraft] JAR file not found, copying from global JAR directory 09.02 18:08:53 [Multicraft] Loaded config for "Mod: Feed-The-Beast (Contact Support)"
First time they take this long to respond, too. I can't really do some final testings without it actually working. =/
If their support is afk all weekend I'm gonna cry. =(
Holy mother of horrible supports. It's pretty hard to set stuff up when the tutorial video is telling you to do the wrong stuff.
4 PM CET / 10 AM EST, launch and shizzle. Bring hats. And popcorn. I'll provide kittens. And horses. And ostriches. And scorpions. Giant fucking venomous scorpions.
:>
Edit: I'm still open to good Mindcrack seeds. Ideally it has a spawn that is - in some kind of form - cool and has lots of different biomes / few single huge biomes so that everyone can find a cozy place.
The one I'm currently most likely to use is this one, but most likely there's still cooler stuff around. It's a little bit too much on the snowy side for my taste:
I'd personally go with #1 or #3 because I like snow, but in terms of having a clear, relatively uninterrupted area to build, #4 might be the best choice.
k. Should be doing it's job. ENJOY YOUR STAY AND DON'T DIE TO SCORPIONS. Or Golems. Or Firedemons. ^_^
1) Download FTB launcher from here. Some people I tested this with had issues with just updating it. Completely removing your old version and reinstalling it works fine.
2) Once downloaded run it (doublecheck it's version v.1.2.2), enter your profile data under options and download the MindCrack Pack (v8.0.1) Minecraft Version 1.4.7 - Click on launch and run it. Once you successfully started Minecraft this way, close it again.
3) Customize the Mindcrack pack to run in tune with our server:
Install Mo'Creatures SSP 4.5.1. Download can be found here, installation instructions can be found here. If you already know how to edit FTB Modpacks you can skip the video and add the GUIAPI to Jarmods and the actual mod and the custommobspawner into Mods. If you have no clue what I'm talking about, follow the instructions in the video. Update: Yes, the video is for the Direwolf pack. Just do everything he does for Direwolf, just for Mindcrack.
Install Mystcraft 0.9.5.00 for 1.4.6 the same way you just did with Mo'Creatures. This one goes into Mods. Download link can be found here.
Remove the "Integratedsoundpacks" mod from Mods in the launcher. This ensures that sounds from Mo'Creatures and Mystcraft play correctly.
(Optional) Install Optifine. For some people like me this is the difference between 15fps and 40fps. It can be downloaded here and gets added to your JarMods in the launcher. Ultra version should do the trick for most people.
4) Launch the Mindcrack pack via the FTB launcher and add the server with the IP 94.23.6.16:25576 to your servers. Connect and enjoy your stay.
5) If you get an error that says "blabla not enough permissions to join", bug Aixler or me via PM with your minecraft username. The PEX version for forge changed and we have to redo this stuff. Also yes, if you haven't previously been whitelisted we will know about it.
6) Usual rules apply.
Don't be a dick.
Quarries only in the dedicated mining age (unless you'd like to use one for a specific project on the overworld, obviously).
Respect the seed and respect what other people made. This includes not modifying obviously player built blocks and not randomly making giant shitty looking cobble squares. Use common sense and prefer PMing/talking to Aixler/Miarr/Myself over exercising vigilante justice.
If you play around with anything ComputerCraft related shoot me a quick PM about it and tell me in which general area the stuff will run.
Chunkloaders are not placable. Bug Aixler or me if you need one. 1 max per person at the moment.
Bonus suggestion because Aixler is a genius: If you build your base close (~300 blocks radius) to someone elses, don't complain about massive lag later down the road. Trust me, you don't want to accidently have the base of someone like Aixler or V1R4L loaded everytime you log in.
7) This time we're not running a whitelist but a permission based system instead. If you can log in but your chatcolor is in grey and you can't modify blocks outside of spawn, bug Aixler or me to add you. This is also a quick way of showing someone who isn't registered something on the server and can be freely used for that.
Can't log in because it tells me I'm missing a list of 6 or 7 mods. The launcher redownloaded the modpack, what exactly do I have to delete in order to get this to work right?
On February 11 2013 01:24 Xaeryn wrote: Can't log in because it tells me I'm missing a list of 6 or 7 mods. The launcher redownloaded the modpack, what exactly do I have to delete in order to get this to work right?
If you're missing that many your launcher fucked up. Deinstall it all and start from scratch. Difference between vanilla mindcrack and this are just 2 mods. :o
I did figure out the initial problem (me being dumb), but now after restarting from scratch twice I keep getting the following error which causes the mod to not even load:
Exception in thread "Minecraft main thread" java.lang.NoClassDefFoundError: de/matthiasmann/twl/Widget
I've never really played on a modded server, but would definitely be interested if there's a similar vibe/dedicated core group of players. Will wait until a slot opens up? <3
On February 12 2013 17:10 ItsFunToLose wrote: I used to play on serejai's vanilla minecraft server way way back in the day. I remember building broodwar protoss buildings
I've never really played on a modded server, but would definitely be interested if there's a similar vibe/dedicated core group of players. Will wait until a slot opens up? <3
^PM me with your ingame name, instructions to connect are on the last page. So far they worked fine. Watch out for the Mindcrack pack trolling you and forcing you to do things twice for some reason.
Just for reference, people who live within 300 blocks of each other are more likely to get lag later down the road. The cluster known as "Aixphodere" will be horrible.
Arghhhhhhhhhhh I am on such a fence - do I want to spend all my bank account money on Minecraft? I never used those weird sites and I fear them ;_; But I'd sure love to be a travelling beekeeper ;_;
On February 13 2013 01:47 Kurumi wrote: Arghhhhhhhhhhh I am on such a fence - do I want to spend all my bank account money on Minecraft? I never used those weird sites and I fear them ;_; But I'd sure love to be a travelling beekeeper ;_;
Would be lovely to have you. Your first few nights will be rather similar to Dwarf Fortress, promise! :o
On another note, I just had one of those cases where a couple of chunks completely refuse to load. If anyone sees something like that (pretty much "transparent" chunks which do fun things to you if you try to walk in anyway) please tell me about it. Worst case I'll have to ramp up the restart time again (6h currently).
On February 13 2013 01:47 Kurumi wrote: Arghhhhhhhhhhh I am on such a fence - do I want to spend all my bank account money on Minecraft? I never used those weird sites and I fear them ;_; But I'd sure love to be a travelling beekeeper ;_;
Would be lovely to have you. Your first few nights will be rather similar to Dwarf Fortress, promise! :o
On another note, I just had one of those cases where a couple of chunks completely refuse to load. If anyone sees something like that (pretty much "transparent" chunks which do fun things to you if you try to walk in anyway) please tell me about it. Worst case I'll have to ramp up the restart time again (6h currently).
I've had this happen to me (or at least I thought it did) and a client restart fixed it for me.
Yeah same, a whole row of chunks wouldn't load, f3+a didn't fix it, reconnect did.
F3 + A : Reloading all chunks F3 + B : Toggle Hitboxes of entities F3 + C : Make a Debug-Crash (press keys for 10 seconds) [3] F3 + F : Toggle View distance between Far / Normal / Short / Tiny F3 + H : Toggle IDs of items, the durability of tools and the scale of maps F3 + P : Toggle Auto-Pause when Minecraft loses focus on / off F3 + T : Reload the Texture Pack, useful for developers of texture packages
did the server shut down just now or did i do something that ruined my ability to connect? edit: Seems to be working now. I'll go explore for a bit while listening to direwolf20 tutorials for each pack. hopefully after dying 300 times i'll find out how to respawn where i want. <3
Weird. I thought this type of stuff is exclusively server side. I'll keep the restart at 6h since that's also the only way the server can fix itself without my input in case it really starts crashing.
On February 15 2013 00:06 Kurumi wrote: Bought it moments ago. See me soon! Now I can finally show my skin off to everyone!
Sorry for the delay, added now.
Same goes for Zerbra, Serejai said you're a cool cat. Enjoy and be careful at night! :o
Also we now not only have two people with no experience with any of these mods but also someone who is utterly new to Minecraft. Be nice to them guys. <3
On February 15 2013 00:06 Kurumi wrote: Bought it moments ago. See me soon! Now I can finally show my skin off to everyone!
Sorry for the delay, added now.
Same goes for Zerbra, Serejai said you're a cool cat. Enjoy and be careful at night! :o
Also we now not only have two people with no experience with any of these mods but also someone who is utterly new to Minecraft. Be nice to them guys. <3
I was running extended demo for a while, tried mods too.. don't worry 'bout me!
PSA: If you're in need of reasonable amounts of resources that drop from spawners (aka "I need a stack of this or that", NOT "I want to fully automate Coal->Diamond production") feel free to abuse Aixlers Lagspacedick Of Farming(tm) at -350 / +100.
Please do not make multiple of those ugly creations of hell just because you can and think they are cool. They aren't.
Remember to pm me your coord if you want your approximate location on the map. It's nice to see where people, how the world is populated, and which areas are free to live in!
On February 17 2013 01:41 Serejai wrote: Server keeps crashing and lagging out.
When you say that I have to assume lag issues are on your side. It's when the people who have a more stable Minecraft in general like Aix or Miarr have issues that I'm worried.
PSA: Please don't use completely excessive things just because you can. This includes long pipes of any kind, huge farms or lots of quarries on top of each other. It's shitting up the server and causing lag in at least the respective areas. We have things like Mystcraft portals, Enderchests, Tesseracts, TP pipes and probably more things I forgot to cover pretty much all those scenarios involving transportation.
As a general rule, avoid super long pipes/cables. Also try to prevent looping, ic2 and rp both have paint you can use to color their cables/tubes. This way you can have a 10x10 area of cables all running parallel instead of making 100 loops.
Keep computercraft programs and redpower timers on as long a delay as possible (5sec instead of 1sec f.e.). Try to keep your machines automated, so that when they are done or run out of resources, they stop running.
Don't worry too much about this if you're just starting, but as your base gets bigger and bigger, all the small things help.
PS. DONT UPDATE JUST YET. maybe you can join the server if you update; you should be able to select v.8.0 instead of the latest 8.1 and still join the server; can someone who updated confirm these?
On February 19 2013 18:57 Aixler wrote: As a general rule, avoid super long pipes/cables. Also try to prevent looping, ic2 and rp both have paint you can use to color their cables/tubes. This way you can have a 10x10 area of cables all running parallel instead of making 100 loops.
Keep computercraft programs and redpower timers on as long a delay as possible (5sec instead of 1sec f.e.). Try to keep your machines automated, so that when they are done or run out of resources, they stop running.
Don't worry too much about this if you're just starting, but as your base gets bigger and bigger, all the small things help.
PS. DONT UPDATE JUST YET. maybe you can join the server if you update; you should be able to select v.8.0 instead of the latest 8.1 and still join the server; can someone who updated confirm these?
oh whelp..gotta wait until the server updates I guess.
evening guys, been playing a fair bit of tekkit and feed the beast solo for a while now. Any chance I could join you guys? I don't know you from anywhere, I don't post a lot on TL because I don't like to post things that don't add anything. I've played with the TL eve corp and dota2 group though. I see your whitelist has quite a few players and talk of lag on the thread. Let me know anyway. I can PM too.
Let me find out if any of those updates break something important first, I like the usual week or so and wait if anyone bitches about bugs on the forums. =P
@carrion: If there's no one currently around who can vouch for you I can't do much for you at this point. I still lack a lot of moderating tools on forge so we all have to rely on the others reputation keeping everything in check. Sorry. =/
Can't seem to log in anymore. As soon as I do my game crashes. I've already reinstalled and tried a second computer. Seems to be something server-related.
On February 21 2013 04:51 Serejai wrote: Can't seem to log in anymore. As soon as I do my game crashes. I've already reinstalled and tried a second computer. Seems to be something server-related.
I'm in Aixler's base, if that matters.
I noticed serejai logging in and out a bunch of times, and it seems it's contagious. I can't get on anymore either.
I just restarted it just because it had some minor errors around, suddenly I have an Aixler yelling at me that it just "crashed". I can't help you guys if you don't post error messages.
Edit: ....
20.02 21:27:13 [Server] INFO Disconnecting sGBranFlakes [/68.57.144.77:60259]: The server requires mods that are absent or out of date on your client 20.02 21:27:13 [Server] INFO User sGBranFlakes connection failed: missing [MoCreatures, Mystcraft], bad versions [] 20.02 21:27:13 [Server] INFO User sGBranFlakes connection failed: missing [MoCreatures, Mystcraft], bad versions []
Can you please stop blaming every single user related failure on the server?
On February 21 2013 05:25 r.Evo wrote: I just restarted it just because it had some minor errors around, suddenly I have an Aixler yelling at me that it just "crashed". I can't help you guys if you don't post error messages.
20.02 21:27:13 [Server] INFO Disconnecting sGBranFlakes [/68.57.144.77:60259]: The server requires mods that are absent or out of date on your client 20.02 21:27:13 [Server] INFO User sGBranFlakes connection failed: missing [MoCreatures, Mystcraft], bad versions [] 20.02 21:27:13 [Server] INFO User sGBranFlakes connection failed: missing [MoCreatures, Mystcraft], bad versions []
Can you please stop blaming every single user related failure on the server?
Yeah... that's from literally two minutes ago after my third re-install. It was a problem with the server. All other servers on the same host work fine. It's not the first time I've been disconnected/crashed after clicking on a redstone timer and being unable to log back in. So no, not user related at all. Buggy mod related.
No updates or changes, it just disconnects me after a few seconds if I even manage to get in.
EDIT: quite sure its server related, tried to get out of our base in to see if it was the sorting system or machines causing lag, but that didn't help at all.
java.lang.NullPointerException at src.train.common.tile.TileHelper.getOrientationFromSide(TileHelper.java:25) at src.train.common.blocks.BlockTrainWorkbench.d(BlockTrainWorkbench.java:54) at bbb.a(RenderBlocks.java:4551) at bbb.q(RenderBlocks.java:4221) at bbb.b(RenderBlocks.java:502) at baj.a(WorldRenderer.java:227) at bav.a(RenderGlobal.java:1536) at ban.a(EntityRenderer.java:1102) at ban.b(EntityRenderer.java74) at net.minecraft.client.Minecraft.J(Minecraft.java:882) at net.minecraft.client.Minecraft.run(Minecraft.java:771) at java.lang.Thread.run(Unknown Source)
java.net.SocketTimeoutException: Read timed out at java.net.SocketInputStream.socketRead0(Native Method) at java.net.SocketInputStream.read(Unknown Source) at java.net.SocketInputStream.read(Unknown Source) at java.io.FilterInputStream.read(Unknown Source) at org.bouncycastle.crypto.io.CipherInputStream.nextChunk(Unknown Source) at org.bouncycastle.crypto.io.CipherInputStream.read(Unknown Source) at java.io.DataInputStream.readFully(Unknown Source) at dt.a(Packet56MapChunks.java:107) at ef.a(Packet.java:166) at cg.i(TcpConnection.java:324) at cg.c(TcpConnection.java:544) at ch.run(SourceFile: 93)
I'm still in Aixler's base. He's there and stuff. He also put his train workbench in a chest and I'm no longer crashing but now I just sit on the server for 3-4 minutes in creative mode (can fly, punches break anything instantly) and then I DC.
I'm close by our base - but I think I found out why I can't connect. When I poll the server it is only visible to my client for a few seconds at a time before losing connection.
On February 21 2013 05:50 Zaphod Beeblebrox wrote: I'm close by our base - but I think I found out why I can't connect. When I poll the server it is only visible to my client for a few seconds at a time before losing connection.
Ditto, but that's been an ongoing issue for me ever since the server came up and usually a refresh or two on the server list fixes it. Not now for whatever reason.
Uh, I just double click the server no matter what the polling says and that works for me.
I just had a similar crash, kicked Aixler, relogged, made Aixler log back in and had huge chatlag (~30s) while the console told me nothing whatsoever. This one seems tricky. It could just be the server being overloaded but in all those cases I got error messages in the past.
Try logging in again and I'll try to tp you over. Let's see what happens.
On February 21 2013 06:06 r.Evo wrote: I'm utterly lost with this one. Both you and Zaph are at my place now and Aixler and me can look at you trying to punch blocks. Then you disconnect.
NOW YOU SEE WHY I STOPPED RUNNING A SERVER. Fucking Notch.
Restarted server before you came in. First login just said "disconnect" second time I saw you running around, saying "test" and then disconnecting via quit.
Yeah Aixler said my chat goes through, and I was able to punch him and do damage... but it's all just blank on my end and I get DCed after about two minutes of that.
I don't understand. Was online just fine earlier. Went out to eat lunch... computer wasn't touched whatsoever during that time. Get back home and suddenly all these issues. Appeared to stem from some train workbench that Aixler crafted. After he broke that block and stuck it in a chest the crashes went away, but now this weird DC stuff.
On February 21 2013 06:16 r.Evo wrote: ...and then Biblio logs in while you're crashing and is like "OH IT'S ALL FINE ON MY END JUST SOME MYSTCRAFT MEMORY LEAKS FROM TIME TO TIME"
-_-
Memory leaks ;_; I can only play like 20 minutes after getting into some highly populated by machines area. From 400 mb to 1gb baby!
java.lang.NullPointerException at src.train.common.tile.TileHelper.getOrientationFromSide(TileHelper.java:25) at src.train.common.blocks.BlockTrainWorkbench.d(BlockTrainWorkbench.java:54) at bbb.a(RenderBlocks.java:4668) at bbb.q(RenderBlocks.java:4399) at bbb.b(RenderBlocks.java:7806) at baj.a(WorldRenderer.java:282) at bav.a(RenderGlobal.java:1672) at ban.a(EntityRenderer.java:1553) at ban.b(EntityRenderer.java:1117) at net.minecraft.client.Minecraft.J(Minecraft.java:882) at net.minecraft.client.Minecraft.run(Minecraft.java:771) at java.lang.Thread.run(Unknown Source)
This is pretty much your initial error isn't it Sere?
I almost did a virus scan cause of that. Would be pretty weird. :o
The closest I get to what this error is about the whole "disconnect.overflow" is this:
Overflow results when the client or server can't handle the data transfer and thus loses connection.
What that does NOT explain however is why some people don't have it at all or why it happens in the first place. The only common thing I see on the forums about is shit like itemspill/filled up RP tubes etc. but I don't think we have that. IF we would have it it should lag the server to hell AND should be fixed by TPing you guys.
Yeah, I turned on three quarries this morning and had them running ALL morning without any issues (except a client memory leak, fixed by relogging). There was no server lag at all for me standing near them. All of the new efficiency improvements you/Aixler made on our base really eliminated most of the lag.
I also think we can completely rule that out because, like you said, it would affect the entire server (or anyone in the affected area) and instead it's affecting me in Aixler's base and in your base, and started while I was offline which indicates something happened on the server from the time I logged off to the time I logged back in a few hours later. I thought for sure it was the train workbench (which was indeed the cause of my crashing) but that hasn't solved this weird lag issue, either. Perhaps it's a routing issue or something with the server host?
All my pings and traceroutes return normal, though.
My second account suffers the same issues, so... that seems to rule out a corrupted player file.
Well me and Zap have started ramping up our production. Aixler has increased his, we both have matter fabs going. Bib has started a quarry and is getting into production. Kooha is pretty far into Thaumcraft stuff I believe. Overall I would say that the amount of stuff going on has increased a fair amount in the last day or so. Resources might also explain why Zap has been DCing and lagging out a lot recently.
Most obvious solutions off the top of my head include: -Remove chunk loaders. -Limit player slots to ~5 -More frequent restarts -Do some donation pool -Find a sponsor
I'm not entirely sure hardware is the issue here. I'm not able to log on even when it was just you online a few minutes ago after the restart.
My guess is that something is corrupted somewhere, but I have no clue where. It's not on my end as I've tried three different computers and it's not in the player.dat files because my second account wouldn't work. It doesn't seem to be in the server files though, either, since other people can still play, but the issue started while I was offline which indicates it would have to be something someone did during the time I was gone... yet whatever they did doesn't seem to affect everyone.
This is really creepy... I can see you moving this time, and a scorpion. But it's in super slow motion. You take one step every 2-3 seconds. It's like a freaky horror movie...
I think this is some kind of issue with your host's bandwidth. Like, their internet is acting up or something.
As a general notice: Remove your quarries after you are done. They keep their chunks loaded afterwards.
We've been reducing the load on the server by removing all things that load chunks. I removed all quarries and placed them in a chest so you can replace them. I destroyed all portals from portal guns.
Don't worry about playing the game regularly, everyone should be able to use a quarries and portal guns np. Try to avoid multiple quarries please.
Sorry for the inconvenience.
PS If you have anything that performs actions really fast and non-stop, please slow them down or replace them with alternative methods. This includes turtles, timers. PPS Apparently relays are bugged and are causing a ton of updates, please try to avoid using them for now.
On February 21 2013 08:49 Aixler wrote: As a general notice: Remove your quarries after you are done. They keep their chunks loaded afterwards.
We've been reducing the load on the server by removing all things that load chunks. I removed all quarries and placed them in a chest so you can replace them. I destroyed all portals from portal guns.
Don't worry about playing the game regularly, everyone should be able to use a quarries and portal guns np. Try to avoid multiple quarries please.
Sorry for the inconvenience.
PS If you have anything that performs actions really fast and non-stop, please slow them down or replace them with alternative methods. This includes turtles, timers. PPS Apparently relays are bugged and are causing a ton of updates, please try to avoid using them for now.
goto recommended in the top right corner of the launcher, select 8.0.1 and continue playing <3
Didnt touch anyones chunk loaders, just temporarily removed all quarries/portals to see if it helped the server get back to normal. You can use them again np.
I might have crashed the server just now. I removed a water source block in my quarry and the updates it caused as it drained my giant quarry lagged me to death, then kicked me off. I'm no longer able to log in. I learned my lesson. I'll keep my quarries smaller :-(
08:38:18 <Biblioclast> yeah, i fucking broke it. gg 08:38:15 <Inschato> Can't access chests that's a good sign 08:37:32 <Inschato> I'm at diamond level! too bad what I really want is iridium ;_; 08:36:57 <Inschato> Well, mostly fine. 08:36:42 <Inschato> It's still fine over here 08:36:38 <Inschato> ha 08:36:34 <Biblioclast> hopefully i dont break the server. lots of water being updated at the moment
Yeah that might take a while. Ideally it's just one person watching water update for a few minutes.
so uh, i logged in at my quarry, lagged until i drowned(didn't lose too much, just a mining laser, diamond drill, lappack, jetpack), then got kicked again. I think i broke the server again. Why is there still water in my quarry, FML
e: it fixed itself and i've recrafted my losses. <3 e2: I just set serejai's exp farm back to working condition. if the turtles aren't working, type attack into them and press enter. there's one on the second level that needs to be on too.\
Is there a way to drain the remaining water from my quarry without breaking things?
Safest bet is to do it while I'm around (or when Aixler is around and he can confirm me being on standby =P). I mean it technically only takes about 5-10min if I put up whitelist for that time in the absolute worst case.
Those waterupdates didn't exactly get less straining on servers since a year or so. >_>
On February 23 2013 02:32 r.Evo wrote: Safest bet is to do it while I'm around (or when Aixler is around and he can confirm me being on standby =P). I mean it technically only takes about 5-10min if I put up whitelist for that time in the absolute worst case.
Those waterupdates didn't exactly get less straining on servers since a year or so. >_>
finally got it drained. waited till no one was on, then removed quarry so it doesnt load more chunks than it has to. <3
edit: Quarry #2 Is it recommended to fill quarries with a water block or not? I made a much smaller quarry this time, and draining the water still put a strain on the server when no one else was online. Is it a big deal if i don't flood out potential lava? the quarry won't break will it? It just skips over the lava? I'm sorry for constantly breaking things.
On February 23 2013 02:32 r.Evo wrote: Safest bet is to do it while I'm around (or when Aixler is around and he can confirm me being on standby =P). I mean it technically only takes about 5-10min if I put up whitelist for that time in the absolute worst case.
Those waterupdates didn't exactly get less straining on servers since a year or so. >_>
finally got it drained. waited till no one was on, then removed quarry so it doesnt load more chunks than it has to. <3
edit: Quarry #2 Is it recommended to fill quarries with a water block or not? I made a much smaller quarry this time, and draining the water still put a strain on the server when no one else was online. Is it a big deal if i don't flood out potential lava? the quarry won't break will it? It just skips over the lava? I'm sorry for constantly breaking things.
its recommended, usually if its a smaller quarry you need only to put 1 water block, its will spread as the quarry goes deeper and it won't form more water blocks so its easy to clear.
also when is the server updating to latest version, I'm sure now at least you guys feel confident of updating.
On February 23 2013 02:32 r.Evo wrote: Safest bet is to do it while I'm around (or when Aixler is around and he can confirm me being on standby =P). I mean it technically only takes about 5-10min if I put up whitelist for that time in the absolute worst case.
Those waterupdates didn't exactly get less straining on servers since a year or so. >_>
finally got it drained. waited till no one was on, then removed quarry so it doesnt load more chunks than it has to. <3
edit: Quarry #2 Is it recommended to fill quarries with a water block or not? I made a much smaller quarry this time, and draining the water still put a strain on the server when no one else was online. Is it a big deal if i don't flood out potential lava? the quarry won't break will it? It just skips over the lava? I'm sorry for constantly breaking things.
its recommended, usually if its a smaller quarry you need only to put 1 water block, its will spread as the quarry goes deeper and it won't form more water blocks so its easy to clear.
also when is the server updating to latest version, I'm sure now at least you guys feel confident of updating.
just change the version of the mindcrack mod pack to 8.0.1 in the top right of the Feed The Beast Launcher. I accidently updated, was able to downgrade just fine and connect within minutes.
question for aix/revo:
can either of you confirm whether luminators work on the server? Every time i place them, they float well above the ground, refuse to attach to anything, and then disappear when another block is placed next to them of any kind(luminators)
So I had to reinstall stuff and now there's no option for Mindcrack 8.0.1 on my launcher. What should I do? I am incompetent when it comes to setting up mods and whatnot, so dumb it down for me as much as possible
Working with frames, trying to make a cool quarry.
Got a 4 directional, 8x11 mining heads quarry atm. fully extended its 12x12x11, while mining/moving its 8x12x11. (sides move in 2, so they fit behind the block breakers) It's about 880 blocks atm, so theres room for another layer (making it 960 out of 1000 cap). It has an enderchest power supply system built in.
Stuck at water/lava from above destroying my redstone atm, not sure how to fix that. I think it's only the redstone thats in danger of getting destroyed, though maybe lava+water will make cobble, stopping my machine too.
Ended up adding 1 more layer, with a 2x4 roof per side, so that whenever it is moving/mining, the roof is completely sealed off. Only risk for lava ánd water coming in and creating cobble, is when you change mining direction. Will probably never encounter this.
Now the hard part: building it on the server... edit: and coding the computercraft program =/
On February 27 2013 20:49 Aixler wrote: Ended up adding 1 more layer, with a 2x4 roof per side, so that whenever it is moving/mining, the roof is completely sealed off. Only risk for lava ánd water coming in and creating cobble, is when you change mining direction. Will probably never encounter this.
Now the hard part: building it on the server... edit: and coding the computercraft program =/
aww, i thought this was on the server. I will marvel when it is completed.
is there any way someone can look into fixing serejai's exp farm? I lag until my game freezes when I linkbook into there. There must be a newly placed chunk loader keeping things from despawning or something, becuase i used to book out/book in to reset the place, but now, i enter and there are 5000000000000 mobs stuck in that cage, and 999999999999999999 exp orbs floating around, blocking my view, my game goes to 0.25 frames per second and it takes me 3-4 minutes just to find the way out again(becuase I can only get feedback once every 4 seconds)
edit: Fixed. added a switch instead of pressure plate so you can control the spawns a little better(ie, need to collect exp orbs without spawning more mobs)
a few questions: is it r.evo who's paying for the server? how long do we plan to keep this world going? how much does it cost per month and do you accept donations(i know I'm on all the time lately and would gladly contribute a little towards the cost of keeping this going)? will the world map be available to download afterwards to continue it in single player?
i'm having a blast playing and learning all these mods(this is my first experience with non-vanilla), just wanted to say thank you for making this happen.
Mo'Creatures: More creatures in the world! Mystcraft: Books and Dimensions! We use this to make a separate mining world to preserve our main world. (included in ultimate pack)
Ultimate pack extra mods:
Power Crystals Core: Core for the following mods: - Power Converters: Power Converting between IC2 and BC (MJ to and from EU) - Nether Ores: Ores in the Nether! Watch out: they explode. (only in newly generated terrain) - Flat Bedrock: Flat Bedrock ^^. (only in newly generated terrain) - MineFactory Reloaded: Automatic machines, conveyor belt, and more! Immibis Core: Core for the following mods: -Tubestuff: This is a smallish mod that adds some useful blocks. Applied Energistics: basic tools and an advanced storage system! BiblioCraft: Bookcases, Armor stands, Shelves and more! For all your item displaying. ChargePads: Charge pads that recharge your worn and held IC2 items when you stand on them. Equivalent Exchange 3: This mod allows you to transmute tons of materials into other materials. Gravity Gun: Pick up and throw r.Evo around like you just don't care! (blocks and mobs too) Modular Powersuits: Make a suit of powered armor chock-full of useful gadgets and features. Secret Rooms: This mod adds a variety of cool blocks that camouflage themselves to the surrounding world. Thaumic Bees: Adds several new bee species to Forestry for Thaumcraft. Xeno's Reliquary: It adds magical swag. Oh, and a gun.
Mods possibly missing from Ultimate:
Rei's Minimap: Useful minimap and waypoint mod that everyone loves. Traincraft: Trains that no-one uses?
I think Traincraft has the cheapest engines (Hobbyist's Steam Engine) which are quite useful, because afaik they're the best way to start out in FTB together with TE. EE3 was nerfed or not? Not sure if I'd like it on, things are crazy enough right now.
On March 06 2013 01:28 Kurumi wrote: I think Traincraft has the cheapest engines (Hobbyist's Steam Engine) which are quite useful, because afaik they're the best way to start out in FTB together with TE. EE3 was nerfed or not? Not sure if I'd like it on, things are crazy enough right now.
On March 06 2013 01:28 Kurumi wrote: I think Traincraft has the cheapest engines (Hobbyist's Steam Engine) which are quite useful, because afaik they're the best way to start out in FTB together with TE. EE3 was nerfed or not? Not sure if I'd like it on, things are crazy enough right now.
steam engines are railcraft.
EE3 is not nerfed unless you compare it to EE2.
We have Aixler with his magicial tower of everything already and it is pretty crazy enough... but yeah, I don't need to use it of course, but I am just expressing doubt if this is balanced enough for us to have fun.
I don't know how you guys feel about those additional mods, but if it requires a world restart, I'd rather just keep with what we have now. there's still more content than there are hours in the day to explore.
On March 06 2013 03:09 ItsFunToLose wrote: I don't know how you guys feel about those additional mods, but if it requires a world restart, I'd rather just keep with what we have now. there's still more content than there are hours in the day to explore.
Yeah, a restart would probably hurt me and Dexos the least, but I hope a restart won't be necessary.
Might leave out flat bedrock, as its a bit silly anyway. Nether Ores only in new chunks, unless they have some cool terrain generation feature. None of the other mods affect world gen. We might have some problems with item id's, but the idea behind ftb is that it is all streamlined between the different packs.
So we'll have to check how mo creatures and our mystcraft id's hold up.
I only ever played vanilla minecraft (with the occassional worldedit thrown in) because I love building complex redstone machinery with the given limitations.
I knew there were quite complex mods out there, but I never really bothered to look for them, until I stumbled upon this thread. I chose to give it a try for singleplayer and our server, but clearly, coming from vanilla and enabling all those addons is completely overwhelming because it adds simply too much new stuff at once to wrap your mind around it.
So I'd like to ask you guys if you could provide some pointers which addons are of primary importance (I'd call them the building blocks for the others) and which are less important because they, for example, only have very advanced features (I think computercraft falls into that category, but I'm still looking through all the mods descriptions and wikis to get started).
Any mods that have a need to edit the config they came with?
For now, I've mined/collected/farmed a ton of new items which I just have to store away because I'm missing a direction to follow due to too many possibilities through the addons. The inventory/recipe searcher mod helps a lot with finding out what the new stuff I find is actually used for, but that still does not give a direction I could head in.
On March 06 2013 21:16 cannavaro wrote: I only ever played vanilla minecraft (with the occassional worldedit thrown in) because I love building complex redstone machinery with the given limitations.
I knew there were quite complex mods out there, but I never really bothered to look for them, until I stumbled upon this thread. I chose to give it a try for singleplayer and our server, but clearly, coming from vanilla and enabling all those addons is completely overwhelming because it adds simply too much new stuff at once to wrap your mind around it.
So I'd like to ask you guys if you could provide some pointers which addons are of primary importance (I'd call them the building blocks for the others) and which are less important because they, for example, only have very advanced features (I think computercraft falls into that category, but I'm still looking through all the mods descriptions and wikis to get started).
Any mods that have a need to edit the config they came with?
For now, I've mined/collected/farmed a ton of new items which I just have to store away because I'm missing a direction to follow due to too many possibilities through the addons. The inventory/recipe searcher mod helps a lot with finding out what the new stuff I find is actually used for, but that still does not give a direction I could head in.
i recommend starting with the buildcraft mod stuff, since it gives you a lot of automation of normal minecraft functions
Start out with thermal expansion, industrialcraft and buildcraft, check their respective wiki's to see which machines they have, and then either build them and figure it out yourself or watch some videos on youtube.
On March 06 2013 21:45 Aixler wrote: Start out with thermal expansion, industrialcraft and buildcraft, check their respective wiki's to see which machines they have, and then either build them and figure it out yourself or watch some videos on youtube.
Holy shit whats up aixler? is this mod fun? thinking of playing
BTW this is Jealkeja, friend of SadMadBad. We played together a couple weeks on the other minecraft server
On March 06 2013 21:45 Aixler wrote: Start out with thermal expansion, industrialcraft and buildcraft, check their respective wiki's to see which machines they have, and then either build them and figure it out yourself or watch some videos on youtube.
Holy shit whats up aixler? is this mod fun? thinking of playing
BTW this is Jealkeja, friend of SadMadBad. We played together a couple weeks on the other minecraft server
I think it does not matter if you like mods or not you can play just like you want to play. The only obstacle is changed recipes for "blocks" (like iron block) but I am sure someone will give you the machines and the power to make as much as you want if you give them the materials.
I just made a twilight forest portal in my base, and right as i jumped in, i remembered that computer craft AND twilight forest should be pre-approved.
so I destroyed the portal in my base. Let me know if there's anything else i need to do. Not even sure what twilight forest is all about, so if its too much of a strain on the server, I don't really care.
On March 07 2013 09:18 ItsFunToLose wrote: I just made a twilight forest portal in my base, and right as i jumped in, i remembered that computer craft AND twilight forest should be pre-approved.
so I destroyed the portal in my base. Let me know if there's anything else i need to do. Not even sure what twilight forest is all about, so if its too much of a strain on the server, I don't really care.
It's fine, Evo was just curious about the load if multiple people were on and someone went to the Twilight Forest. As for computercraft, as long as you know what you are doing there is no problem. But making a lot of turtles/computers who check every tick for a million different things without sleep might mess stuff up. But thats the general idea for most of the mods.
On March 06 2013 21:45 Aixler wrote: Start out with thermal expansion, industrialcraft and buildcraft, check their respective wiki's to see which machines they have, and then either build them and figure it out yourself or watch some videos on youtube.
Holy shit whats up aixler? is this mod fun? thinking of playing
BTW this is Jealkeja, friend of SadMadBad. We played together a couple weeks on the other minecraft server
Hey, long time no see!
This mod is a lot of fun, it really takes the building aspect of minecraft to the next level. It's all about problem solving, ingenuity and automating everything.
We have now started playing with the mods you recommended for starters (and some more after analyzing what each does) and I wonder if the industrycraft wiki is up to date?
For example, according to the wiki, you're supposed to be able to place a chest adjacent to a generator and the generator should take empty cells from the chest, fill them up and put full cells in the chest. This doesn't work for us, no matter on which side of the generator the chest is placed.
On March 07 2013 05:39 ItsFunToLose wrote: Is there an easy/cheaty way to generate lapis lazuli besides quarries? I can't seem to keep the stuff in stock.
Fortune pickaxe cleanup after your quarry is done. I actually cave in the mining world in the huge holes left by quarries and search for resources that way. EDIT: I think some bees produce lazurite bee combs which can be centrifuged in forestry into lazuli dust(?)
On March 08 2013 03:12 Aixler wrote: I think you are talking about the pump, which does what you describe. The generator is generally used to burn stuff to generate eu. http://wiki.industrial-craft.net/index.php?title=Pump
I never heard of that functionality and just did some testing and don't see it working. I'd just pass that up as a mistake in the guide. You won't really need to use that technique for very long anyway (or at all).
On February 27 2013 10:17 Aixler wrote: Working with frames, trying to make a cool quarry.
Got a 4 directional, 8x11 mining heads quarry atm. fully extended its 12x12x11, while mining/moving its 8x12x11. (sides move in 2, so they fit behind the block breakers) It's about 880 blocks atm, so theres room for another layer (making it 960 out of 1000 cap). It has an enderchest power supply system built in.
Stuck at water/lava from above destroying my redstone atm, not sure how to fix that. I think it's only the redstone thats in danger of getting destroyed, though maybe lava+water will make cobble, stopping my machine too.
-snip--
I think Thermal Expansion's redstone wiring is unaffected by water, so using that stuff could solve your issue without needing to make a roof or anything. I dunno about lava, though.
Also, protip for you guys: Never shoot a portal at the moon.
I need regular redstone, as redstone tubes dont connect to red alloy wire. Also i dont have any space for any more blocks i think. Will probably finish building it this weekend, then spend months fixing problems like coding computercraft/making sure chunk loaders work and maybe attaching a portal frame.
On March 08 2013 08:56 Aixler wrote: I need regular redstone, as redstone tubes dont connect to red alloy wire. Also i dont have any space for any more blocks i think. Will probably finish building it this weekend, then spend months fixing problems like coding computercraft/making sure chunk loaders work and maybe attaching a portal frame.
99% sure that jacketed wire attaches to redstone tubes, redstone frame tubes, etc.
Something in the MindCrack package causes extreme memory leaks for us (about 2.5 MB per minute), it even gives memory leak errors in the launcher/server console, however, doesn't specify what causes them.
Any ideas what could cause this? Or how to get the console to show more about the error than just telling about it's existance?
Also, the FTB launcher seems to be always downloading something about 20-25 MB in size after I reach the main menu in minecraft. For certain reasons, this is bad for me, but I can't see anywhere what it is loading there. If I disconnect my internet after the launcher logs me into my minecraft account, but before it reaches the minecraft main menu, the download won't happen and the console gives multiple errors that it can't establish a connection to certain webservers.
On March 13 2013 19:44 BLinD-RawR wrote: are people not playing anymore.. never seems like someone's on...
i was playing pretty much daily for a while, was the last one regularly logging on. serejai just started a server just to test how hard and dumb you can make the game before people just break their hands and uninstall for the same experience. I'll probably come back in a little to play on r.evo's server simply because i'm so close to pumping out iridium plates and finally getting end game gear.
Eh, he should just be playing TerraFirmaCraft if he wants that... though I suppose it doesn't really have as nice of an endgame. It really is irritatingly tedious.
if anyone wants to team up for a project or something interesting, im bored as fuck with too many resources. I might just make a fusion reactor and feed it straight into my matter fabricator, then work on just splitting the cable with supercondensers to keep getting 8k eu/t per split up to its max output
well, I think im done playing for a while. I just blew up half my base again, was in the middle of automating production of fusion coils(i've crafted the fusion reactor). was about 50% done with the neutron reflectors, and while setting up some nearby electrolyzers, i forgot to step down the voltage and blew up about 30 iridium plates worth of items. fuck, my, life.
yeah, im too addicted to quit. just finished repairing the base, recrafting things, and im almost done with the fusion coils. (i borrowed a metric fuckton of copper/tin from your base aixler, once i get the fusion reactor up and online, ill turn my lava centrifuge system back on and repay the debt <3)
just placed the fusion reactor and coils. time to figure out how i want to link it to my matter fabricator and/or energy network.
does anyone know if there is energy loss associated with using 16 HV transformers instead of using supercondensators? fusion reactor produces 32k eu/t, and if you connect 16 HV transformers directly to the superconducting wire, it reads that the output is still 32k eu/t at the receiving end, but I'm wondering if there's any energy loss along the way that I should be concerned with.
it doesn't seem like greg to allow a low cost solution in place of using 4 of his expensive as fuck supercondensators(8192 eu/p), and THEN using the HV transformers. I'm testing it in singleplayer, and nothing explodes, but I can't really see if there's energy loss.
The fusion reactor is losing energy in chunks of 1 million every 5 seconds or so(1,000,000 eu/p) edit: on SMP the fusion reactor seems to lose energy in a constant stream, but still appears to use ~16mil EU per UU matter. I know the fusion reactor can make iridium for 2mil EU, dgaf.
Either superconducting wire or the HV transformers have huge buffers, but I don't see the need to make supercondensators.
I have a question I'm looking to setup a minecraft server. I would like to have industrial and complex plugins as well as permissions with the server. l
What is the main difference between Feed the Beast and Spout. Is there a way to integrate the two?
I would like to have permissions and maximum customization.
You can just use an eu meter to check if the matter fabricator is getting the full 32k eu/t. And as far as i know, HV transformers don't have any loss, nor does glass fibre if you keep it below 40 length. Remember that the fusion reactor acts as a wire if you have an input and output connected. Make sure you charge it up first to the needed eu level and start the fusion proces, before connecting the output.
On March 22 2013 15:56 tokinho wrote: I have a question I'm looking to setup a minecraft server. I would like to have industrial and complex plugins as well as permissions with the server. l
What is the main difference between Feed the Beast and Spout. Is there a way to integrate the two?
I would like to have permissions and maximum customization.
I made my Feed the beast ultimate server. version 1.4.7 it has the following plugins from bukkit. World edit, Multiverse-Core, VoxelSniper, Multiverse-Portals, WorldGuard, Essentials, EssentialsChat, EssentialsProtect, EssentailsSpawn, EssentialsAntiBuild
Currently, I'm having issues with Mo creatures and other worlds. For some reason when i go to other worlds the game crashes, and gives a creatures error. Other than that I've noticed nothing major wrong. I haven't seen any zebras yet, but the world is huge.
Not sure if anyone is still interested in playing, but I've been messing around with things a bit now that I have slightly more free time. I was pleasantly surprised that the server was still running and my base intact even after several months of inactivity
Guess now it's time to slowly catch up to all you people with fusion reactors and matterfabricators and whatnot
I was wondering if anyone on TL was planning on starting a new server/map when the 1.5.2 update comes out, for Ultimate pack perhaps? No redpower does kind of suck, but there are a few extra alternatives to that now (Applied Energistics for one)
Hey there.. me and my friend looking for a FTB Unleashed server. Just to try stuff out and have a fun time. Does anyone have a server we could play on or know a nice server? PM me or make a post here thx.