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Team Liquid Minecraft: Forge Server (1.6.2) - Page 14

Forum Index > General Games
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Prev 1 12 13 14 15 Next All
Craton
Profile Blog Joined December 2009
United States17274 Posts
Last Edited: 2014-03-07 03:15:51
March 07 2014 03:15 GMT
#261
Well we could, but that sounds really boring. The world is your oyster.
twitch.tv/cratonz
Simberto
Profile Blog Joined July 2010
Germany11716 Posts
March 07 2014 13:36 GMT
#262
Also, i'd prefer some sort of modset that maybe requires a bit less maintenance. Preferably something you install once, and not something you have to make work again every 2 weeks.
Obsidian
Profile Joined June 2010
United States350 Posts
March 08 2014 01:44 GMT
#263
Magic Farm seemed fairly stable, Also... hard! Take a look at some of the FTB sets.
Luke, you are still a wanker!
Xaeryn
Profile Joined September 2010
186 Posts
Last Edited: 2014-03-28 04:28:51
March 28 2014 04:09 GMT
#264
http://ftbwiki.org/Test_Pack_Please_Ignore would be my choice if we were to set this up with a premade mod pack. Hopefully that wouldbe easier to maintain than something custom made. What do you all think? Is that offer for hosting still available, craton? I'd be willing to help manage it if we want to try to get something running.
Craton
Profile Blog Joined December 2009
United States17274 Posts
Last Edited: 2014-03-28 05:12:35
March 28 2014 05:02 GMT
#265
Yeah, it's still available.

As far as difficulty it's not really premade vs custom that's the issue, but rather if you want to update the versions of what you picked. If you run experimental builds then you might be forced to because of bugs, but otherwise (if you pick older, stable versions) you don't have to update but you won't get any new additions. This is basically what mod packs are. You can make custom packs of stable releases, you just won't necessarily have prior knowledge of cross-mod interaction. This usually isn't a problem, but you never know.

It's probably better not to bother with patching because frankly most of the developers aren't very disciplined (lack of proper test harnesses, methodology, etc.) which means bugs are an inevitability.

As to that modpack: I really hate InfernalMobs. Aixler liked it, but I think everyone else disliked it or was neutral. Most of the other stuff seems fine to me (or unfamiliar).

You'll need to be diligent with configuration because there are a lot of things that can be customized within this pack. Probably you should configure and reset the server a couple times to test things out before going live.

As far as backups go... I expect this server to rapidly balloon to at least a GB in size for the worlds folder. Twilight Forest and Mystcraft add a lot of "stuff" to store. I can spare a 2TB external for storage. The backup script is already written and known to work; the prune script is not tested or deployed.

Capacity of the drive and how long you want to keep backups for dictates the frequency at which backups can be done. Realistically you don't need more than 48 hours of backups on a server that's active because if something goes wrong you'll usually know pretty quick and rollbacks of any non-trivial length suck to begin with. At 30 minute intervals and 2GB per backup you could store about 3 weeks of backups, give or take.
twitch.tv/cratonz
Aixler
Profile Joined August 2010
Netherlands946 Posts
March 28 2014 08:20 GMT
#266
"Just wait a few days for the official update to 1.0pre."
1.0 Release TODO

Make sure that you keep track of all the config changes you make, so that if something updates, you can use the new config file and make the same changes, to prevent any errors etc.

With InfernalMobs you need to remove all the overpowered stuff, and balance/remove a lot of the rewards. Because some mods are so insane you won't be able to kill mobs who have them early on. And any auto spawner setup will give you unlimited iron/diamond/gold/steel.
It's fun to fight stronger mobs though, normal ones are so boring!

The big advantage of modpacks is that you have others updating, balancing and finding + fixing bugs. Easy life!
r.Evo
Profile Joined August 2006
Germany14080 Posts
March 28 2014 12:14 GMT
#267
On March 28 2014 17:20 Aixler wrote:
The big advantage of modpacks is that you have others updating, balancing and finding + fixing bugs. Easy life!

From my experience anything that goes beyond handpicking things that you know and understand in in and out updating is just too huge of a deal. Grab something that is big enough that it keeps people entertained for long enough (plan for half a year/year) dive super deep into the configs of all mods involved to make sure it runs like something you'd enjoy for a long time and then aim for a reset after a longer period of time, not an update.

It's just not worth it.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
HaruRH
Profile Blog Joined August 2011
Singapore2780 Posts
March 28 2014 12:32 GMT
#268
Been a long time since I played FTB with you all, how are you all now?

I vote joining a server until we get a more up to date FTB veraion, let someone else set up a server for us until it updates
It is fucking D4 and you are still alive as a CONFIRMED FUCKING TOWN. This is how fucking terrible scum thinks you are - Koshi
Craton
Profile Blog Joined December 2009
United States17274 Posts
March 28 2014 14:37 GMT
#269
The problem with "just wait for X update" is that you must first wait for the update, then wait for people to test it for bugs, then wait for those bugs to be fixed, then wait for a stable version. This isn't a timely process.
twitch.tv/cratonz
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
March 29 2014 11:56 GMT
#270
Agreed, I think we should get a pack that consists of all the mods that are already in a good state and that we want to use, and simply run with that.

"wait and see" is a strategy that previous setups has proven bad for playability.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Simberto
Profile Blog Joined July 2010
Germany11716 Posts
April 09 2014 07:55 GMT
#271
Sooo, is something happening?
Aixler
Profile Joined August 2010
Netherlands946 Posts
April 09 2014 08:25 GMT
#272
http://www.reddit.com/r/TestPackPleaseIgnore is on prerelease 1.0.2. When it's released, aka when most bugs are fixed/found/documented, we should host that one.
https://github.com/TPPI-Dev/TestPackPleaseIgnore/issues
Craton
Profile Blog Joined December 2009
United States17274 Posts
April 09 2014 20:14 GMT
#273
Aixler gets to be in charge.
twitch.tv/cratonz
Kronen
Profile Blog Joined March 2011
United States732 Posts
April 09 2014 22:17 GMT
#274
Just wanted to throw up a quick thank-you for bringing these modpacks to my attention. I hosted a vanilla server for my family and friends for a couple of months before losing interest. Right now my wife and I are loving playing with Direwolf's modpack and having fun explaining TE and IC2 to our 10year old cousin.

Looking forward to a TL server as well if that becomes operational (and I'm eligible for it)!
Aixler
Profile Joined August 2010
Netherlands946 Posts
April 12 2014 22:31 GMT
#275
Server is ready for TPPI release, which could be soon.
If you know of any settings/configs you want changed/discussed, now is the time!
for example: gregtech is included, but is set up to only change ic2 recipes + bc quarry.
forestry is on normal
pvp is off
mobgriefing on/off? creepers blowing up machines/mob farms good or bad?

We're on irc too: #tlminecraft
Craton
Profile Blog Joined December 2009
United States17274 Posts
April 13 2014 01:43 GMT
#276
Griefing definitely off.
twitch.tv/cratonz
Aixler
Profile Joined August 2010
Netherlands946 Posts
Last Edited: 2014-04-14 11:02:14
April 14 2014 10:36 GMT
#277
These are some of the default configs, let us know if you want something changed.
I don't know half the mods myself, so let us know about any config changes you'd like to see/discuss.

+ Show Spoiler [Infernalmobs default tppi config:] +

infernalmobs.cfg
permittedentities:
B:BabyHeatscarSpider=true
B:EntityBrainyZombie=true
I think these from Thaumcraft: http://ftbwiki.org/Angry_Zombie_(Thaumcraft_3)
B:EntityMobAngryEnderman=true
From Dartcraft: http://ftbwiki.org/Angry_Enderman
B:EntityTFHydra=true
B:EntityTFKobold=true
B:EntityTFLich=true
B:EntityTFNaga=true
B:EntityTFRedcap=true
B:EntityTFRedcapSapper=true
B:EntityTFUrGhast=true
B:EntityWither=true
B:HeatscarSpider=true
From Natura, in the nether: http://ftbwiki.org/Heatscar_Spider

regular zombies,spiders,skeletons,creepers are false so they cant get infernal mobs mods.

general {
B:"MM_1UP enabled"=false
B:"MM_Alchemist enabled"=true
B:"MM_Berserk enabled"=true
B:"MM_Blastoff enabled"=true
B:"MM_Bulwark enabled"=true
B:"MM_Cloaking enabled"=true
B:"MM_Darkness enabled"=true
B:"MM_Ender enabled"=true
B:"MM_Exhaust enabled"=true
B:"MM_Fiery enabled"=true
B:"MM_Ghastly enabled"=true
B:"MM_Gravity enabled"=true
B:"MM_Lifesteal enabled"=true
B:"MM_Ninja enabled"=true
B:"MM_Poisonous enabled"=true
B:"MM_Quicksand enabled"=true
B:"MM_Regen enabled"=false
B:"MM_Rust enabled"=true
B:"MM_Sapper enabled"=true
B:"MM_Sprint enabled"=true
B:"MM_Sticky enabled"=false
B:"MM_Storm enabled"=true
B:"MM_Vengeance enabled"=false
B:"MM_Weakness enabled"=true
B:"MM_Webber enabled"=true
B:"MM_Wither enabled"=true
B:disableGUIoverlay=false
S:droppedItemIDsElite=256,257,258,267,292,302,303,304,305,306,307,308,309,357-0-6
S:droppedItemIDsInfernal=264-0-3,276,277,278,279,293,302,303,304,305,310,311,312,313,368,403
S:droppedItemIDsUltra=261,292,302,303,304,305,306,307,308,309,314,315,316,317,322,377-0-3,403
I:eliteRarity=13
I:infernoRarity=6
S:mobHealthFactor=1.0
I:ultraRarity=6


+ Show Spoiler [chunk loaders] +

chickenchunks.cfg
#The number of minutes since last login within which chunks from a player will remain active, 0 for infinite.
awayTimeout=2880
This is 60minutes*48 hours. This is to reduce server load from inactive players. 2 days seems reasonable, let me know what you think


+ Show Spoiler [openblocks elevator] +

openblocks.cfg
dropblock {
# Does the elevator drain player XP when used?
B:elevatorDrainsXP=false

# The elevator will ignore half blocks when counting the blocks it can pass through
B:ignoreHalfBlocks=false

# The elevator will try to pass through blocks that have custom collision boxes
B:irregularBlocksArePassable=false

# The maximum amount of blocks the elevator can pass through before the teleport fails. -1 disables this
I:maxPassThrough=4
B:mustFaceDirection=false

# The range of the drop block
I:searchDistance=20


portalgun & gravitygun don't require fuel to use.
Zavior
Profile Joined August 2009
Finland753 Posts
April 14 2014 10:45 GMT
#278
OpenBlocks elevator is the best block ever.
Aixler
Profile Joined August 2010
Netherlands946 Posts
Last Edited: 2014-04-14 10:56:56
April 14 2014 10:49 GMT
#279
Infernalmobs explained:
All items dropped are randomly enchanted and at full durability.

1 out of 13 allowed mobs are elite
1 out of 6 elite mobs are ultra (1 out of 78 mobs)
1 our of 6 ultra mobs are inferno (1 out of 468 mobs)
Only the few select mobs in my previous post are allowed to be stronger by default.

I:eliteRarity=13
iron tools: 256,257,258,267,292,
chain armor: 302,303,304,305,
iron armor: 306,307,308,309,
0-6 cookies: 357-0-6

I:ultraRarity=6
bow: 261,
iron hoe: 292,
chain armor: 302,303,304,305,
iron armor: 306,307,308,309,
gold armor: 314,315,316,317,
golden apple: 322,
0-3 blaze powder: 377-0-3,
enchanted book: 403

I:infernoRarity=6
0-3 diamonds 264-0-3,
diamond tools 276,277,278,279,293,
chain armor: 302,303,304,305,
diamond armor: 310,311,312,313,
ender pearl: 368,
enchanted book: 403
Obsidian
Profile Joined June 2010
United States350 Posts
April 14 2014 12:44 GMT
#280
Gota take Angry Zombies off the list too, they are fairly common thus allowing people to grind the Infernals.

Maybe likewise for the more common Twilight Forest mobs like Kobolds and Redcaps.
Luke, you are still a wanker!
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