Team Liquid Minecraft: Forge Server (1.6.2) - Page 14
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Craton
United States17232 Posts
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Simberto
Germany11301 Posts
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Obsidian
United States350 Posts
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Xaeryn
186 Posts
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Craton
United States17232 Posts
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. | ||
Aixler
Netherlands946 Posts
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
Germany14079 Posts
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. | ||
HaruRH
Singapore2780 Posts
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 | ||
Craton
United States17232 Posts
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Zaphod Beeblebrox
Denmark697 Posts
"wait and see" is a strategy that previous setups has proven bad for playability. | ||
Simberto
Germany11301 Posts
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Aixler
Netherlands946 Posts
https://github.com/TPPI-Dev/TestPackPleaseIgnore/issues | ||
Craton
United States17232 Posts
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Kronen
United States732 Posts
Looking forward to a TL server as well if that becomes operational (and I'm eligible for it)! | ||
Aixler
Netherlands946 Posts
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
United States17232 Posts
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Aixler
Netherlands946 Posts
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
Finland753 Posts
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Aixler
Netherlands946 Posts
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
United States350 Posts
Maybe likewise for the more common Twilight Forest mobs like Kobolds and Redcaps. | ||
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