The MafiaScum Minecraft Thread - UNDER OLD MANAGEMENT!

This forum is specifically for discussing non-Mafia games (board, card, video, we're not picky). Playing such games should happen in the Mish Mash forum, of course.
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Post Post #16742  (isolation #1600)  » Fri Aug 22, 2014 9:43 pm

The Jaded Amaranthi and Entropynniums were a labor of love and hate.

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Post Post #16744  (isolation #1601)  » Fri Aug 22, 2014 10:11 pm

On that subject, Oso --- it has come.

Changes from Vanilla 1.7 / Vanilla 1.8 are detailed there. Not much content was added between 1.6 / 1.7 other than an assortment of different biomes and flowers, as well as some changes to fishing.

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Post Post #16769  (isolation #1602)  » Thu Aug 28, 2014 11:57 pm

This is for personal use but I just finished it and I'm sharing it here in case anybody's interested in helping test it for / with me. If nobody shows any interest, I'll change it back to a private Google Doc. This is a WIP 1.7.10 pack that is working and loading so far. It is not stable, nor is it intended as an alternative to ScumCraft and as such it will not be permanently available unless ETL has some discussion with me about it. DL link (if somebody PMs me with interest) will be up over the next day or so, otherwise I'll just work out kinks myself.

Good to see Vanilla off to a good start again - maybe that can go on for more than a couple months this time, eh? :wink:

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Post Post #16771  (isolation #1603)  » Fri Aug 29, 2014 2:09 am

EE3 loads...and that's something I haven't seen since 1.5...

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Post Post #16787  (isolation #1604)  » Sat Aug 30, 2014 9:20 pm

Wood doors are Wood-specific now huh? Cool.
Redstone is like a fun puzzle, Reck.

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Post Post #16793  (isolation #1605)  » Sat Aug 30, 2014 10:35 pm

http://imgur.com/a/XKzvS

Might start a 1.8 pre-release world just for that.

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Post Post #16801  (isolation #1606)  » Tue Sep 02, 2014 1:08 am

From /u/Website_Down:

Spoiler:
Image

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Post Post #16823  (isolation #1607)  » Tue Sep 02, 2014 6:13 pm

:eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek:

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Post Post #16825  (isolation #1608)  » Tue Sep 02, 2014 6:21 pm

Ocean Monument, ho

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Post Post #16834  (isolation #1609)  » Wed Sep 03, 2014 11:33 am

UT ruining my fun. Reck: I prettified the Nether path because I'm a decent person, I'm slightly OCD, and I wanted enough room to ride the horse I procured from your area. Thanks to Osota for the Saddle / Armor. If anybody sees a dark brown horse with Diamond Armor by spawn it's mine; I think they log out with you if you do it while riding them.

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Post Post #16876  (isolation #1610)  » Sat Sep 06, 2014 9:04 am

the best is "Doomed to fall, tried to swim in lava, and burnt to crisp while fighting _____"

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Post Post #16879  (isolation #1611)  » Sat Sep 06, 2014 9:48 am

From my client:

Code: Select all
[10:39:43] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:eating


:lol:

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Post Post #16881  (isolation #1612)  » Sat Sep 06, 2014 2:17 pm

It still plays. Idk man.

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Post Post #16884  (isolation #1613)  » Sat Sep 06, 2014 8:51 pm

No becauae the Minecraft god(s) hates you

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Post Post #16885  (isolation #1614)  » Sat Sep 06, 2014 10:01 pm

k dunno what's going on fuck you all

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Post Post #16898  (isolation #1615)  » Sun Sep 07, 2014 1:50 am

Maybe

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Post Post #16900  (isolation #1616)  » Sun Sep 07, 2014 2:43 am

In post 16886, EspeciallyTheLies wrote:
In post 16885, Maestro wrote:k dunno what's going on fuck you all

whats wrong

I was / am drunk that's what.
Leave me the fuck alone yooo

ALSO I THINK MY BROTHER HAS BAD INTERNETZ AT HIS APRTY

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Post Post #16908  (isolation #1617)  » Sun Sep 07, 2014 11:23 am

In post 16907, Oso wrote:
In post 16906, Claus wrote:
In post 16903, chamber wrote:You should get a client side mod that lets you set waypoints.


Or write those coordinates down to paper :-)

I'm keeping my eye on Zan's Mini map. If I read it right, it should be pretty close to a stable 1.8 release.

http://www.minecraftforge.net/forum/ind ... 782.0.html

Not sure where to read up on all the drama Lex is talking about, but yeah - doesn't even look like Forge is going to be anywhere close to a 1.8 release for a long time so I'm not sure how that's possible. For what it's worth, as a corollary, I wouldn't bother installing mods without Forge; it's not worth it.

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Post Post #16922  (isolation #1618)  » Mon Sep 08, 2014 11:08 pm

Anybody around? I'm chillin' in my friends living room watching him play Destiny and I wanna do shit with peeps. Willing to toss up some event or other on one of my servers, lemme know if anybody's on Vanilla? I'll check my server query now...

EDIT: One person's on now. Oso? Osota? :P

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Post Post #16942  (isolation #1619)  » Tue Sep 09, 2014 12:46 pm

It'd be cool to have it themed based off what the maze entails, maybe... and consequently try to theme each maze at least slightly differently? I dunno, that'd be the most appealing to me as a player. The command block thing is definitely possible, Claus. I can look into it in SSP if ETL wants.

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Post Post #16944  (isolation #1620)  » Tue Sep 09, 2014 1:00 pm

Teams? What? It'd probably just involve setting a scoreboard per maze, so that once somebody completes a maze their score is set to a binary value and that only people who have not been set to the value are given the prize(s) on completion. With the ID overhaul setting up the actual prize-giving is even simpler, but it would've just been a number look-up, nothing complicated.

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Post Post #16952  (isolation #1621)  » Tue Sep 09, 2014 5:30 pm

lol

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Post Post #16955  (isolation #1622)  » Tue Sep 09, 2014 8:48 pm

What rp? Looks nice, actually.

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Post Post #16957  (isolation #1623)  » Tue Sep 09, 2014 8:54 pm

Ah, yeah. Ok.

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Post Post #16974  (isolation #1624)  » Fri Sep 12, 2014 2:46 am

Did you drop the second "O"? I liked Honeyopolis.
Also, that's my Horse that's there, Klaz, just so you know.

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Post Post #16997  (isolation #1625)  » Sat Sep 13, 2014 7:38 pm

Spoiler:
Image

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Post Post #17006  (isolation #1626)  » Sun Sep 14, 2014 10:42 am

In post 17001, Klazam wrote:
In post 16997, Maestro wrote:
Spoiler:
Image


Heh. noticed your horse was gone from my stable.

Yeah, I just jumped on it then logged out.
I don't know what I'm doing on Vanilla yet, if anything.

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Post Post #17016  (isolation #1627)  » Mon Sep 15, 2014 12:11 pm

In post 17015, EspeciallyTheLies wrote:It's rather cluttered.

:neutral:

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Post Post #17019  (isolation #1628)  » Mon Sep 15, 2014 12:49 pm

Generally, I'm not sure, but users can put whatever they want on their individual pages so ETL could potentially host it there.

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Post Post #17034  (isolation #1629)  » Mon Sep 15, 2014 11:32 pm

In post 17033, Chevre wrote:The interesting thing is that Minecraft is 5 years old, so even with additional updates there's really not going to be so many more people purchasing the base game.

...what? No?

Babies born to parents who started playing it right when it was released are just becoming old enough to have their accounts, etc. and that will happen as long as the game is being updated and most likely long after. :giggle:

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Post Post #17037  (isolation #1630)  » Tue Sep 16, 2014 12:03 am

lol No again, IMO.

That's the last thing I see happening if Microsoft has any business sense, which they do because they're a multinational corporation.

Mac / PC Minecrafters outnumber the others at least 2:1; they must, just head to the Minecraft or Bukkit forums and start counting. Microsoft buying Mojang for the non-PC version development? That just means that's what they want to focus their own time on - which makes sense since that's the main Minecraft version they've had a leg up on over their competitors. Not only that, but since most of the Mojang staff are going to be staying on for Minecraft's continued development, I suspect it's likely Microsoft just wants to add to their own influence on the XBox versions, not pick and choose how to limit the others.

Minecraft for XBox 360 / 1 is easily the second most popular version, they probably just want to be able to exert more control over its development since it's proved to be such a phenomenon. Ironically, the one thing I would think would result from this sort of thing (the death of Minecraft for PlayStation, perhaps?) has already been forsworn / debunked / what-have-you by Microsoft themselves.

I'm not sure about this, but you also might all be forgetting that since we each have... you know... a full game already downloaded (multiple versions if you've been playing long enough, like most of us have), not only could you protest Microsoft updates if they started doing things you didn't like, but you could ignore them completely and continue playing anything from 1.8 backwards. If there's shit you want in newer versions, deal with Microsoft's logo being involved.

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Post Post #17039  (isolation #1631)  » Tue Sep 16, 2014 12:36 am

(Until Java doesn't have Mac support... I'd say yah.)

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Post Post #17054  (isolation #1632)  » Tue Sep 16, 2014 9:28 pm

I thought you were going to say "not having exactly the same amount of Ardite / Cobalt".

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Post Post #17064  (isolation #1633)  » Thu Sep 18, 2014 7:58 pm

In post 17063, EspeciallyTheLies wrote:Ok.

Image

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Post Post #17071  (isolation #1634)  » Fri Sep 19, 2014 12:45 pm

.......yes

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Post Post #17100  (isolation #1635)  » Mon Sep 22, 2014 8:09 pm

In post 17099, Maruchan wrote:
In post 17095, Rhinox wrote:yesss I'd be much more likely to play modded if I didn't have to do half the game :P

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Post Post #17107  (isolation #1636)  » Mon Sep 22, 2014 11:43 pm

In post 17106, Klazam wrote:K not playing then loll

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Post Post #17112  (isolation #1637)  » Tue Sep 23, 2014 8:50 pm

In post 17111, Claus wrote:(could the admins mind publishing the seed to the map, pretty please? :D )

I'd vote against this because Strongholds.

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Post Post #17150  (isolation #1638)  » Thu Sep 25, 2014 4:30 pm

In post 17146, EspeciallyTheLies wrote:It leads to the mining dimension that is eternal day and mob-free.

:lol:

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Post Post #17153  (isolation #1639)  » Thu Sep 25, 2014 4:45 pm

In post 17151, EspeciallyTheLies wrote:
In post 17150, Maestro wrote:
In post 17146, EspeciallyTheLies wrote:It leads to the mining dimension that is eternal day and mob-free.

:lol:

Rude. You don't even play with us and yet you come here to ridicule people...

...I literally didn't say anything...

EDIT: Seriously, ETL. Whatever problems you have with me leaving, keep them to yourself or talk about them with me. Don't blow up anytime I make any kind of comment, because I haven't been ridiculing anybody around here and then I get this? Why would I want to play here if you're going to be like that?

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Post Post #17161  (isolation #1640)  » Sun Sep 28, 2014 2:27 am

giant fucking turbine with Enderminium blocks or whateveer + reactor the size of my RL house = powah for everybody what mord do they need to know Oso? jesus fucking christ

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Post Post #17183  (isolation #1641)  » Tue Sep 30, 2014 10:27 am

Vanilla, Claus. They think it's dead. :P

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Post Post #17212  (isolation #1642)  » Thu Oct 02, 2014 10:23 am

Seer Stone stuff. Then you recruit them and can use them during the more complex Rituals, etc.

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Post Post #17231  (isolation #1643)  » Sat Oct 04, 2014 5:31 pm

lol

/popcorn

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Post Post #17234  (isolation #1644)  » Sat Oct 04, 2014 8:28 pm

meh forgot I didn't Diamond them

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Post Post #17236  (isolation #1645)  » Sat Oct 04, 2014 8:35 pm

ETL fix the bloody server plz

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Post Post #17238  (isolation #1646)  » Sat Oct 04, 2014 8:49 pm

lol wut happened?

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Post Post #17240  (isolation #1647)  » Sat Oct 04, 2014 8:51 pm

uuuuuh

what chunkloaders?

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Post Post #17243  (isolation #1648)  » Sat Oct 04, 2014 9:58 pm

-_-

lol I did like everything this afternoon

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Post Post #17245  (isolation #1649)  » Sat Oct 04, 2014 11:30 pm

irrespective of whether I keep playing or not, what's your plan for replacing chunkloaders?
Modded can't really function properly without them working, this is pretty serious

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Post Post #17248  (isolation #1650)  » Sun Oct 05, 2014 1:04 am

immibis' mods and Dimensional Anchors in particular do not work well.

Klaz can attest - it is a useless mod from a hack of an author.
He copies other mods for a living and we should not support his work.

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Post Post #17253  (isolation #1651)  » Sun Oct 05, 2014 11:31 am

In post 17251, Klazam wrote:
In post 17248, Maestro wrote:immibis' mods and Dimensional Anchors in particular do not work well.

Klaz can attest - it is a useless mod from a hack of an author.
He copies other mods for a living and we should not support his work.

Attested.

Railcraft on the other hand is wonderful. You can config it so that their regular loaders dont need fuel also. 3x3 chunks loaded is p much enough for whatever you could need it for.

Not only this, but they're Creative-only anyway so if your intent is to give away free chunkloaders just give away the admin anchors and people can place any number of them to load 3x3 areas if they need more than one.

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Post Post #17255  (isolation #1652)  » Sun Oct 05, 2014 11:56 am

Simply put, no chunkloader is going to have a "vertical range" because chunks themselves can't be broken up vertically; they are 16L x 16W x 256H (from Void to sky build limit).

The only way chunks themselves could support a vertical range is with the outdated mod Cubic Chunks, which divided the 256 into 16, to get 16x16x16 chunks which stacked on top of and next to eachother - think a Rubik's Cube but that's your whole world. The mod was then able to somehow expand the world height as a result of using this new chunk system. It was, historically, a nightmare for compatibility, and I hope it doesn't get updated / redone.

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Post Post #17259  (isolation #1653)  » Thu Oct 09, 2014 3:19 pm

http://multimc.org/posts/multimc6.html

HAAAAAH no more Windows support
Unix-based master race, FORWARD! :D

MultiMC wrote:Honestly, it doesn't really matter too much, since nobody really uses Windows.


:lol:
Last edited by Maestro on Thu Oct 09, 2014 3:22 pm, edited 1 time in total.

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Post Post #17262  (isolation #1654)  » Thu Oct 09, 2014 3:23 pm

CMON ETL I WANTED PEOPLE TO FREAK OUT

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Post Post #17263  (isolation #1655)  » Thu Oct 09, 2014 3:23 pm

ugh you guys are lame :wink:

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Post Post #17270  (isolation #1656)  » Thu Oct 09, 2014 9:10 pm

:lol:

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Post Post #17279  (isolation #1657)  » Fri Oct 10, 2014 8:28 pm

OSOTA DON'T GO I WILL DRUNK MINECRAFT WITH YOU

or something else idk

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Post Post #17287  (isolation #1658)  » Sat Oct 11, 2014 11:43 pm

Is Aroma the mining world?

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Post Post #17290  (isolation #1659)  » Sat Oct 11, 2014 11:51 pm

In post 17288, EspeciallyTheLies wrote:
In post 17287, Maestro wrote:Is Aroma the mining world?

Yep. Aroma's Mining Dimension. I haven't quite decided what to call it.

I slept in my bed fine.

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Post Post #17293  (isolation #1660)  » Tue Oct 14, 2014 12:28 pm

Maybe the whole node's down or maybe the last payment derped? :giggle:

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Post Post #17298  (isolation #1661)  » Tue Oct 14, 2014 4:37 pm

In post 17297, Catbug wrote:Gabemiester08

Not "Gabemeister08"? Reverse the I and E?

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Post Post #17312  (isolation #1662)  » Fri Oct 17, 2014 12:38 am

My new little buddy and I did a project tonight on Modded...

Image

It's a 64-chunk height map projection, made up of 16 individual maps!
I hid the projectors below smooth Stone Slabs for prettiness.

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Post Post #17315  (isolation #1663)  » Fri Oct 17, 2014 9:30 am

It is the mining world - that's where I live after all. I kinda like that it's flat since it fits into the table thing I built around it, but yeah, not much variety. The three patches of height difference down bottom left inside the fence, top right past the ravine, and bottom right are Greatwood Trees. The Ender Eye is the Cartographer buddy - he's in the foreground so he looks big.

The "village" I think you're seeing is my house. Dave's right; the giant fence is Dav's Ender Quarry area with all the plants.

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Post Post #17317  (isolation #1664)  » Sat Oct 18, 2014 3:59 pm

In post 17316, fuzzybutternut wrote:For 1.7.10 SP, I recommend this mod. Incredibly fun, lots of stuff, useful and nostalgic!

There's a reason EE2 was remade; looks like this has all of those reasons. Not to mention rebooting / remaking mods, even with the author's consent, irks me on a higher level. If they wanted the mod to continue (and since it's their ideas that should matter to you) they would consider continuing it themselves.

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Post Post #17320  (isolation #1665)  » Sat Oct 18, 2014 4:30 pm

lol That's slightly different in that Eloraam was being... frankly, a cunt about her little pet project, that nobody could ever have in a modpack ever and that nobody could ever learn from or add on to by it being open source. I just shouldn't've said anything; my general opinions on mods-that-make-half-the-other-mods-in-a-pack-useless... those opinions are well known.

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Post Post #17322  (isolation #1666)  » Sat Oct 18, 2014 5:14 pm

EE2 was an overpowered, impressively-unbalanced mod that overtook the usefulness of the few other expansive mods that existed back at the height of its popularity. It has no place in more recent packs which revolve around mod integration, multiple power systems, and complex automation and which (IMO) shouldn't rely on one mod to do 99% of what you'll ever need to do to get anything you'd ever want in Minecraft. That's a pretty fuckin' huge con there, bro. Feed a transmutation table enough Cobble that was generated for free via Igneous Extruder(s) and you can get Nether Stars.

There was a mod in a recent ScumPack which I took it upon myself to show off as stupidly unbalanced. It was called "Alchemical Reactions" and the basic premise was that these things called "Reactants" were crafting materials, produced in huge amounts, which could be crafted with stuff to turn it into other stuff, almost always at a net gain in usefulness or rarity. What Klaz, Maru, and I had fun proving a point with, was that within a week on this server with this mod I'd created an autocrafter rig with nothing more complex than some Redstone and Iron, and it was providing us infinite Nether Stars for as long as we tossed in Eggs. We used the Stars for power or broke back down into whatever block we wanted.

NOTHING like that should belong in any pack that wants to encourage people to use new mods or explore integration between mods. It shuts that kind of behavior down faster than Applied Energistics shuts down any need to create a storage system like we all used to do. This server is the only one in about the last 5 where I've touched AE, and it's mainly because I'm being a reclusive troll nowadays and not even worrying about doing anything other than fucking around since I haven't had the opportunity to play MC in so long.

You're kinda new here, and I assume you haven't just hit ISO on me in this thread, but this is one thing I've been pretty consistent about thought-wise and it's nothing against you (or davroe, or ETL should she decide to include the mod). It's obviously an opinion and there's no real point in arguing it with me but I'd love to hear whatever you wanted to say.

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Post Post #17323  (isolation #1667)  » Sat Oct 18, 2014 5:17 pm

In post 17318, fuzzybutternut wrote:Pahimar picked up EE2 and is now developing EE3

Also, dav, this is what I was referring to - not Xeno dropping development but Pahi realizing it was worth it to rewrite the mod from scratch, which he's admittedly been having trouble doing. At least he admitted the mod was flawed and wanted to improve on it.

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Post Post #17324  (isolation #1668)  » Sat Oct 18, 2014 5:21 pm

Damn, sorry for all the posts.

In actuality I have no say in what goes on on the servers anymore so feel free to ignore me and chalk me up to the modded version of the Golden Oldy "get off my Vanilla Lawn"-types that protest server restarts, etc.

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Post Post #17326  (isolation #1669)  » Sat Oct 18, 2014 5:35 pm

I suggested Thaumic Exploration - that's one of the ones Klaz and I had on our 1.7.x pack. It's REALLY cool, adds a plethora of new stuff and some endgame-y "you can actually manipulate Thaumstuff" activities that you can have fun with once you complete the rest of Thaumcraft.

I have..... issues... with Blood Magic. :roll:

EDIT: Then again... if I like a mod I usually stick by it long-haul and if I'm not impressed I battle it's inclusion.

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Post Post #17329  (isolation #1670)  » Sat Oct 18, 2014 5:56 pm

It's normally only obtainable by killing the Wither, a relatively-recent hostile mob Boss that is the "other" big thing to kill besides the Ender Dragon. Its only purpose in Vanilla is part of the crafting of Beacons, structures players can build to grant them permanent potion-style buffs while near the Beacon. Craft the Beacon block, build a metal block pyramid under it like this:

...then open the GUI of the Beacon, choose (for example) Speed II, then give it an Iron / Gold Ingot, a Diamond, or an Emerald (just one of those) and it'll activate. Anytime you're within range of the Beacon (range goes up with size of block pyramid) you get the buff. If you have the max size Beacon, you can also turn on Regeneration I or II alongside the normal buff.

Check this out: http://minecraft.gamepedia.com/Beacon

In modded, Nether Stars (and Dragon Eggs, but more often Nether Stars) are often used as an endgame crafting component or something where the mod author just needed to say "I want this to be stupid hard to get, I need something really rare to be required to craft it" - BAM Nether Star in the recipe. It's kindof a catch-all and shouldn't be super easy to make, let alone easy to automatically farm.

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Post Post #17331  (isolation #1671)  » Sat Oct 18, 2014 6:18 pm

Spoiler: Had no idea this was a thing in 1.8..... PRETTY
Image

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Post Post #17338  (isolation #1672)  » Sun Oct 19, 2014 9:03 am

In post 17333, EspeciallyTheLies wrote:EE3 was a mod we all missed moving from 1.5 to 1.6 (or was it 1.4 to 1.5?) so I'm definitely interested in taking a look at a new iteration of it. Alchemical Reactions was an attempt to fill that void, but it wasn't the same. EE3 was well balanced and had a fair cost - the minium stone didn't last forever and you had to fight monsters in order to get the pieces to make another. In AR, all you needed was a bit of gold and dirt to get started IIRC, and from there you could make anything you wanted within your hole in the wall - no real cost whatsoever. Sometimes it takes testing out a new mod to see that it is indeed not worth it (though tbf - AE is awesome modded inventories can becomes just too large to handle).

I would agree with this except really, what dav suggested was a mod that re-adds a lot of what EE ***2*** had, not what EE ***3*** had. I loved EE3 too, maybe because it was so simple. The Minium Stone was never all that was supposed to go into EE3, but that's what happened because Pahi's had so little time to work on it, etc.

I'm not sure you were into modded when EE2 was a thing, ETL. Compare EE2 to Thaumic Tinkerer KAMI and you're about halfway there. It had tools and armor that would never break, offered every movement and buff ability you could think of, and they were cheap in the sense that if you could throw enough Cobblestone into the Transmutation Tablet you'd get them easily. It's a mod that works well with itself and only itself if you wanna feel like a god in the world without breaking a sweat, but it's pretty lame if the remake is getting the same treatment the original had - which it looks like it is, but I only watched the first video on the page dav linked.

(The EMC Collectors were in the first one, they were almost worse. Think "IC2 Solar Panels" but instead of EU they collect EMC, so you can passively turn nothing into Diamonds if you wait long enough. :lol: It's quite stupid.)

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Post Post #17339  (isolation #1673)  » Sun Oct 19, 2014 9:06 am

In post 17334, Oso wrote:I do agree with Maestro on experimenting with mods and seeing how they can work together. It lagged me out of the game but his and Klaz's Soul Shards Wither Spawners feeding dropped coal to Railcraft boilers was pretty neat I think. EnderIO's conduits work with all the mods I have tried them on and they beat the hell out of any transport network I've seen yet besides ME (actually, I give the edge to EnderIO because of their facades. They are dead easy to hide).

Not only are EIO conduits brain-dead easy to hide, there is literally nothing else in the game that allows you to have Item, Fluid, Energy, Redstone, and ME cabling inside a single block, interacting on an individual level with every block it passes by. They're the most versatile, compatible things in modded, IMO.

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Post Post #17342  (isolation #1674)  » Sun Oct 19, 2014 1:08 pm

In post 17340, Oso wrote:
In post 17339, Maestro wrote:Not only are EIO conduits brain-dead easy to hide,
===
ME cabling
===

WAAAT??

This I did not know...now I do.

This is why you need to go to my house more often. :wink:
Not a single "Vanilla" ME Cable in sight.

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Post Post #17346  (isolation #1675)  » Mon Oct 20, 2014 12:38 am

no but I'm high so gimme a while bit

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Post Post #17348  (isolation #1676)  » Mon Oct 20, 2014 8:23 am

Shhh davroe.

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Post Post #17354  (isolation #1677)  » Mon Oct 20, 2014 3:40 pm

In post 17350, davesaz wrote:Nice dome, ETL. But I was getting used to warping to your place and then jetting off the side to explore new lands. ;) Guess I can still do that by going down a couple levels.

Anyone have a entropy ore block I can borrow? Not the shard, the block. I need one for digiminer. Found a nice mid ocean spot to mine from, where nobody is likely to be affected by the taint if any develops there.

I have each of the Infused Ore blocks in relatively large quantities. If you don't already know where my place in Aroma is just fly around a bit near the others' portals and you'll see it. My ME system is open to all.

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Post Post #17356  (isolation #1678)  » Mon Oct 20, 2014 7:38 pm

... :roll:

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Post Post #17358  (isolation #1679)  » Mon Oct 20, 2014 9:49 pm

yeah I use all my Steel, jeez

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Post Post #17360  (isolation #1680)  » Tue Oct 21, 2014 8:46 am

Correct. It's called "meta-data"; a block ID within a block ID.

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Post Post #17364  (isolation #1681)  » Tue Oct 21, 2014 3:23 pm

NBT data can be attributed to an item too - it's got nothing to do with place by necessity. The most common Vanilla use for NBT is Chests, yes, but it's also used in Enchantments and anything too complex for the ID / meta-data itself. EDIT: NBT actually doesn't even need to be tied to an item; it's more just an abbreviation for a specific way to store data.

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Post Post #17365  (isolation #1682)  » Tue Oct 21, 2014 3:38 pm

Hey Oso? Remember how we were JUST bemoaning the lack of conduit support for Mekanism Gases...?

https://twitter.com/CrazyPantsMC/status ... 0686063616

Can we go 1.7.10 now or is it too much to constantly nag you about, ETL? :P

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Post Post #17369  (isolation #1683)  » Tue Oct 21, 2014 5:11 pm

In post 17368, fuzzybutternut wrote:
In post 17367, EspeciallyTheLies wrote:
In post 17365, Maestro wrote:Hey Oso? Remember how we were JUST bemoaning the lack of conduit support for Mekanism Gases...?

https://twitter.com/CrazyPantsMC/status ... 0686063616

Can we go 1.7.10 now or is it too much to constantly nag you about, ETL? :P

i love that you're nagging me about it.

means you're willing to make suggestions and show me what we have available for 1.7


TBH: Quite a few mods are out for 1.7 now.
The DW20 modpack is already being beta tested.
AE2 is out
Buildcraft is out.
Botania, Witchery, Random things, Pams harvest craft, Big Reactors, Mekanism, Thermal Expansion, Thaumcraft, just to name a few.

Uh. Far more than that.

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Post Post #17371  (isolation #1684)  » Tue Oct 21, 2014 5:34 pm

Speaking of which: THE 1.7.10 PACK FROM 2 MONTHS AGO

There's the link, Osota. The purple text that lists the most recent update is a hyperlink that you can follow to the pack download. I think it's got our configs included...? I'm not sure how much I tweaked; I don't think I changed tons from default but I honestly don't remember. That Google doc and that download are both 2 months old at this point. I might morph them into a 1.7.10 port for ETL's ScumCraft to see what she'd lose and what she'd gain from going 1.7.10.

Also, dav, it wouldn't necessarily involve a new world, but as always it'd be most more stable to restart the world. And Ender Chests are an easy way to bump things over to 1.7.10.

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Post Post #17373  (isolation #1685)  » Tue Oct 21, 2014 5:42 pm

That's always good!

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Post Post #17375  (isolation #1686)  » Tue Oct 21, 2014 6:07 pm

In post 17374, fuzzybutternut wrote:
In post 17369, Maestro wrote:
In post 17368, fuzzybutternut wrote:
In post 17367, EspeciallyTheLies wrote:
In post 17365, Maestro wrote:Hey Oso? Remember how we were JUST bemoaning the lack of conduit support for Mekanism Gases...?

https://twitter.com/CrazyPantsMC/status ... 0686063616

Can we go 1.7.10 now or is it too much to constantly nag you about, ETL? :P

i love that you're nagging me about it.

means you're willing to make suggestions and show me what we have available for 1.7


TBH: Quite a few mods are out for 1.7 now.
The DW20 modpack is already being beta tested.
AE2 is out
Buildcraft is out.
Botania, Witchery, Random things, Pams harvest craft, Big Reactors, Mekanism, Thermal Expansion, Thaumcraft, just to name a few.

Uh. Far more than that.


:facepalm: :facepalm:

That was the first part of my thought about the pack Klaz and I made.

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Post Post #17388  (isolation #1687)  » Wed Oct 22, 2014 7:33 pm

In post 17386, Maruchan wrote:Can we wait for 1.8 (if you plan on updating to a 1.8 shortly after) and try to get a modpack that we keep stable for 6+ months? I think we could do lots of cool things if we had one chance of a longer stable period.

Like what? The longer the period, no matter the world, the fewer people play.

Proven. Period. Done.

Also 1.8 Anything-Modded will be FAR too long to just sit around in 1.6.4 waiting for an update. Almost everything we'd want to play with is updated to 1.7.10 and it's getting polished there and it's not going any further for a long time.

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Post Post #17389  (isolation #1688)  » Thu Oct 23, 2014 12:49 am

Hey. Hey guys. 4 days ago, BuildCraft switched to Redstone Flux.

RIP MJ, you will be missed by nobody once RailCraft and Forestry switch over.

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Post Post #17398  (isolation #1689)  » Fri Oct 24, 2014 3:01 pm

[1:50pm] SP3: <charlie1103s> hello
[2:05pm] SP3: <charlie1103s> any1 join?
[2:14pm] SP3: <charlie1103s> ANSWER ME!
[2:26pm] SP3: <charlie1103s> this is not rhetorical
[2:33pm] SP3: * charlie1103s has left the game
[2:33pm] SP3: * charlie1103s has joined the game
[2:44pm] SP3: * charlie1103s has left the game

...who is this guy and why is he ranting at the empty IRC?

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Post Post #17417  (isolation #1690)  » Sun Oct 26, 2014 8:15 am

no we don't <3

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Post Post #17421  (isolation #1691)  » Sun Oct 26, 2014 10:20 pm

In post 17419, EspeciallyTheLies wrote:
In post 17371, Maestro wrote:Speaking of which: THE 1.7.10 PACK FROM 2 MONTHS AGO

There's the link, Osota. The purple text that lists the most recent update is a hyperlink that you can follow to the pack download. I think it's got our configs included...? I'm not sure how much I tweaked; I don't think I changed tons from default but I honestly don't remember. That Google doc and that download are both 2 months old at this point. I might morph them into a 1.7.10 port for ETL's ScumCraft to see what she'd lose and what she'd gain from going 1.7.10.

Also, dav, it wouldn't necessarily involve a new world, but as always it'd be most more stable to restart the world. And Ender Chests are an easy way to bump things over to 1.7.10.

Image
amazing what they can do with technology these days...

the red things that say "not updated", are those included in the download still or no?

The notes section should explain. If it says "Not updated", it wasn't updated to 1.7.10 so I didn't include it at all since it wouldn't work. The row of information remains on the sheet for posterity and is probably outdated. If it says "SERVERSIDE", it's not included in the client download. If it says "Removed from server", there was something crashing the server and not the client for some reason OR it may or may not need to be removed for the pack to load a world.

EiraIRC is not in the download, IIRC.

In post 17420, fuzzybutternut wrote:I don't know that fancy shmancy ender chest trick of yours, but, when we move to 1.7, I'd prefer a clean world anyway. That's just me.

The "trick" is just dumping shit people want to keep into specifically-coded Ender Chests and emptying all others, copying the files that contain the data for all Ender Chests into the new world, then giving people back between 50-99% of what they had before depending on mod and ID continuity. If this was going to be attempted I would say make a pack as close as possible to the current one, but in 1.7.10, then migrate to that world on a back-up, THEN switch to the new pack. Syncs up ID changes with as little mod variability as possible, etc.

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Post Post #17423  (isolation #1692)  » Sun Oct 26, 2014 10:49 pm

What do you mean?

Right now, in your backwards 1.6.4 version ( :P ), "Stone" is "0". In our 1.7.10 pack, "Stone" is "minecraft:stone". In 1.8, "Stone" as you know it is "minecraft:stone" with metadata 0 (since you now have Andesite, Diorite, and Granite within other metadata values). Similar situations occur with "Dirt" and other blocks. "Iron Shovel" = 256 / "minecraft:iron_shovel" etc.

When you plug in some old world it doesn't just go "there's nothing here I recognize" - it still recognizes the old format, if just scoffs at it behind a cup of tea. Mods are and can't not-be coded the same way. If we put in a "241" into a 1.7 world (or even if we change the ID; it doesn't matter) if the game knew what was supposed to be there before (e.g. an "Ender Chest"), it'll know the same thing now.

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Post Post #17442  (isolation #1693)  » Mon Oct 27, 2014 11:40 am

In post 17424, fuzzybutternut wrote:But what I'm saying is, say we put in an item like a fluiduct, which is item ID (xxxx). In the new TE, it's known as Entity:Fluiduct. Would it be able to distinguish between the old and the new? I was under the impression they completely redid the system, erasing Item ID's completely. Not just hiding them behind an alias.

TE is different; TE did completely re-do some things as far as I know, but I'm not sure if you already have a version post-rework of the Duct system. I forget when it happened but it was probably on their move to 1.7.

Anything as sweeping as the ID changes (there're player ID changes coming soon too! HYPE) can't just happen in a single version change, even if it's a major version change. The Item number IDs are still there, even in 1.7.x and 1.8.x. They'll be phased out pretty soon, and any mod made for Minecraft for either of those needs to have their blocks and items registered the new way to work, hence this warning which you can find all over the place in the ScumCraft 3.1 client startup logs:

Code: Select all
2014-10-21 00:21:18 [SEVERE] [ForgeModLoader] Found anonymous item of class forestry.farming.items.ItemFarmBlock with ID 1395 owned by mod Forestry, this item will NOT survive a 1.7 upgrade!

So, for example, right now Forestry "FarmBlocks" are probably the Multifarm blocks, and they have different metadata values for Hatches and Valves, etc. "1395" = "Forestry:ItemFarmBlock" in your Minecraft as well as mine, the move to 1.7 will just force the game to ignore the first part, and reference the block by its name ID at all times. Mods had to be rewritten to handle this, yes, but they are being rewritten in a way that just kindof wipes the old way aside. The warning in the client startup logs is just referencing what would happen if a mod author self-lobotomized themselves and thought they could still use number IDs to reference blocks and items in code in 1.7: the game would go "lolno".

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Post Post #17443  (isolation #1694)  » Mon Oct 27, 2014 11:42 am

I'm honestly not sure what your question / issue is at this point, dav. :lol:

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Post Post #17474  (isolation #1695)  » Thu Oct 30, 2014 2:00 pm

In post 17457, davesaz wrote:The enhanced portals can be run via computer, and can use dialing devices like Stargates. So we'd only need one portal each significant location if we wanted to use the dialed method. They run off RF energy so a central energy source might be a good thing to repeat if for no other reason than as a failsafe portal energy method. Those blocks which send energy/items/liquids through alongside the portals are cool too, though perhaps that wouldn't mesh very well with the dialed portal method. So maybe paired portals between spawn and our bases, and a dialed system to go other places. One other thing to keep in mind with open portals is whether mobs can walk through. Maybe that's configurable per portal?

It's not, AFAIK. We (Klaz and I) have already done some testing with EP3.

Enhanced Portals and Mystcraft have been added to the test instance. :) Mystcraft has changed a lot so that will take some experimentation. We also might want an agreement on limiting the number of persistent ages, to keep server load under control.

Changed a lot since when? I'm assuming since you last played with it.

We've always had some kind of arrangement with Ages in the past, and that's the main reason Mystcraft is silly and doesn't really work out-of-the-box in SMP. A lot of what you're saying... I'm not trying to be rude... we already know. I'm not sure if you're just talking or if you think we don't know a lot of this already. This isn't even ETL's first time in the modded rodeo and there're plenty of us around who know more than she does.

I found out that Biomes O'Plenty configs have changed format, so 1. merely grabbing the old ones won't work. 2. Please comment on biome wants and hates. 3.One example is enabling a biome which counts as plains/meadow and has bare dirt, for the extra bees/magic bees hive that needs that combo. Also noticed there is a setting to control how big the biomes are. Default 4, with 6 = large biomes. It has an option to drop landmasses in the huge oceans, to avoid the 10K blocks of ocean phenomenon. What do you think about that? Alternatively, the % land can be adjusted. It defaults to 10% in vanilla according to the config file comments, which IMO is absurdly low. 4. Sure, we need some oceans, but not tens of thousands of blocks worth. Far enough that you can't render the opposite shore is plenty for me. On a related subject, any interest in the ocean related biomes?

(I'm numbering to respond to specific points succinctly, since you seem like you wanted a response. These are all very admin-y things to be asking and testing for, and I'm gonna be up-front about the fact that I'm not sure why you're talking about this unless I missed a post about you being included on the admin team. If that's the case you need to be filled in by ETL and dav about what the modded community around here has already discussed / decided, otherwise you're just rehashing things.)

  1. Mods are often designed so that, in fact, this can be done. It's how they've always worked. BoP may be different or the authors may simply expect people to restart worlds and use new configs with the 1.7 switch, but it's likely not impossible to use the old configs. At any rate, ETL could always just copy/paste "true" and "false" into the new format.
  2. We've assembled severals lists along this line over the modpack versions in this community. We don't really need to do it again, unless my understanding of the new content in BoP is wildly underrated.
  3. Bees are almost a non-issue, unless you're getting trigger-happy with disabling Biomes. 99% of Bees can work with Vanilla biomes. Just don't enable the option to "Override Vanilla biomes" and I'd recommend keeping at least one of every biome that contains the individual BoP Gemstones, even though they no longer have much use.
  4. This kind of attitude is what Klaz and I are hoping to convince people here away of - Oceans are becoming a focus starting with 1.8 additions, and they're one of the few places where Mojang really can and should learn from modded Minecraft. with Archimedes' Ships, and with Mariculture (if it's included), Oceans shouldn't be ignored and they certainly shouldn't be reduced to something that can be easily swum across. The "10% landmass default" you mention is a very sensitive number - tweak it even to 25% and you'll be surprised how hard it will be to find even a nicely-sized Ocean for Mariculture loot or a ship thoroughfare.

I think Applied Energistics has meteorites now, and requires presses which are found mainly inside the meteorites to do complicated stuff. It has been a while since I ran 1.7.x so this paragraph may be incorrect... I'm still in the stone age in my test world, maybe someone else has gone that far more recently to comment on it. If it does require the meteorite presses, we might want to up the meteor percentages, they're pretty far apart IIRC.

AE2 does indeed require these presses to make the processors and other miscellaneous parts, and they are mainly found in meteorites (though they're also in other loot locations). However, I'd definitely disagree with your assertion that these meteorites are even close to "far apart". Yes, they are rare occurrences, possible rarer than the Vanilla dungeon, but this is a necessary balancing act for the mod AND once you find one of each press I believe you're set for life. Not to mention that the meteorites are massive blights on the landscape - they should be minimized however possible. 1000+ blocks from spawn in each direction they become slightly more common, to the point where I've found dozens within a couple-biome radius of ~900ish.

P-edit: What's the reference to ep3? The enhanced portals? And how do you add intra link / follow the "intended way"? I've never done that the real way, whatever it is...

I use a lot of warp pages, for the purpose of returning to the current exploration point when I'm going 10K blocks to look for land. Doing that with portals would be pretty resource intensive. Suppose I could carry a tesseract and energy cube to charge the jetpack...

EP3 = Enhanced Portals 3, yes. Intra-Linking is different, as described above by somebody else. It requires Archivist Villager trading. The other link modifications can be added with the Ink Mixer using various materials (Ender Pearls, Clay, Diamonds, etc.) and still have a chance of failing. The work-around that we've used in the past has been to spawn in the Creative Mode-exclusive block, called a "Link Modifier", which could do everything for free for one click. I'd be hopeful that this would be abandoned if Mystcraft was re-included. Just as much as anybody else, I'm a fan of exploring quickly and with warping, but it gets boring more quickly if you can do it more quickly, IMO. Everybody's heard enough from me on this issue so I'm not gonna harp on it for too long.

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Post Post #17475  (isolation #1696)  » Thu Oct 30, 2014 2:02 pm

In post 17474, Maestro wrote:This kind of attitude is what Klaz and I are hoping to convince people here away of - Oceans are becoming a focus starting with 1.8 additions, and they're one of the few places where Mojang really can and should learn from modded Minecraft. with Archimedes' Ships, and with Mariculture (if it's included), Oceans shouldn't be ignored and they certainly shouldn't be reduced to something that can be easily swum across. The "10% landmass default" you mention is a very sensitive number - tweak it even to 25% and you'll be surprised how hard it will be to find even a nicely-sized Ocean for Mariculture loot or a ship thoroughfare.

The first part of this is referencing the fact that Klaz and I are building an Ocean-based modpack that we'll be having fun with soon. I think we have a preliminary modlist but it's not gonna be public or anything so there'll be no download. As we've said before we probably won't be involved with ScumCraft much. I had my fun playing in Aroma and being a troll.

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Post Post #17477  (isolation #1697)  » Thu Oct 30, 2014 2:07 pm

I think you're right, yeah.

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Post Post #17481  (isolation #1698)  » Thu Oct 30, 2014 2:17 pm

@ETL: Then they can read the thread? I wasn't trying to be rude, I was just responding in my own way. Not only that, but if it were new information I'd be listening. A lot of this (RE: Mystcraft stuff) we're already well aware of. It just takes you guys informing the new people a little more (or me doing it with a more annoyed tone).

PEDIT @Klaz: MY lawn.

PEDIT @dav: Yeah, but that's not what I was responding to. New mods are great, if they're good mods. (A lot of the mods we've never had, we've never had for a reason. They're not good for us, for one reason or another. A lot of new mods we should explore and we've had success exploring new mods in the past.) I was responding to old information about old mods, which we don't really need and shouldn't rehash just because there're a couple new people involved in the conversation. That's my only qualm, youngin'.

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Post Post #17483  (isolation #1699)  » Thu Oct 30, 2014 2:28 pm

In post 17482, EspeciallyTheLies wrote:I'm probably not as involved as I should be.

Wasn't at all calling you out or anything - I believe you're just as involved as you should be if indeed you're not updating for a long time (which you shouldn't). I'm just saying if you want input and you don't want it to be 80% rehash like that post (no offense, davsaz), you need to provide some guidelines for input and some purpose for individual testing.

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Post Post #17484  (isolation #1700)  » Thu Oct 30, 2014 2:29 pm

Also I have a love/hate relationship with your alt posts. <3

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Post Post #17490  (isolation #1701)  » Thu Oct 30, 2014 3:21 pm

Ugh. HQM. Why do you guys hate normal survival so much?

EDIT: AgSkies was not a challenge. AgSkies was obnoxious and annoying.

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Post Post #17495  (isolation #1702)  » Thu Oct 30, 2014 3:27 pm

In post 17492, fuzzybutternut wrote:rather than setting your own goals

ah, yes, nvm it's clear now
you people that go "blech I'm bored" obviously need this in a modpack :wink:

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Post Post #17496  (isolation #1703)  » Thu Oct 30, 2014 3:28 pm

In post 17493, Klazam wrote:Mo' Creatures's author is an asshole and refuses to give permission for modpacks, unless he gets paid $500 a month. Also, we went through all of this before, compiling permissions for the modpack is the worst thing ever. If you want to do it that way, feel free to use our pack as a base, but i will not be doing any legwork for it afterwards.

Klaz, he's not being serious about FTB.

UNRELATED: The bolded is a shitty way to mod and I feel like I'd hate him as a person. This is the kindof thing that makes me want to not use his mod at all because he's a cunt about it.

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Post Post #17505  (isolation #1704)  » Thu Oct 30, 2014 3:37 pm

Klaz is expecting that we will live entirely on Archimedes' Ships, which may be limited only because what we can put on a given ship is limited. We'll see what happens, I'll probably run a port town or something. We'll keep you all apprised.

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Post Post #17510  (isolation #1705)  » Thu Oct 30, 2014 10:09 pm


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Post Post #17512  (isolation #1706)  » Thu Oct 30, 2014 10:47 pm

k

Don't mind us people, I'm too lazy to get on IRC...

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Post Post #17521  (isolation #1707)  » Sat Nov 01, 2014 1:14 pm

In post 17519, EspeciallyTheLies wrote:Edit: I just disabled chickenchunks. You'll need to do this in your own pack. When you open up MultiMC, right click on the instance and choose "Edit Mods". In the list, look for CB - ChickenChunks (NOT core) and uncheck the box next to it. Save and then load up the pack.

They can still connect to the server if they have a mod the server doesn't have. The only thing that will happen when trying to place or craft anything from the nonexistent mod is that it won't work.

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Post Post #17532  (isolation #1708)  » Sun Nov 02, 2014 9:09 pm

I AM FREAKING OUT

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Post Post #17534  (isolation #1709)  » Sun Nov 02, 2014 9:41 pm

I... don't know what that means or why you said it.

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Post Post #17536  (isolation #1710)  » Sun Nov 02, 2014 10:15 pm

Image

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Post Post #17543  (isolation #1711)  » Mon Nov 03, 2014 11:06 am

That's probably the arbitrary file they told it to use since you guys are probably using a custom JAR.

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Post Post #17588  (isolation #1712)  » Sun Nov 09, 2014 5:01 am

In post 17568, Klazam wrote:high seas complete

whoever interested in the mod pack can pm me for it

???

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Post Post #17597  (isolation #1713)  » Mon Nov 10, 2014 2:22 am

As dav said, VoxelMap (Zan's) is updated to 1.8 and it's a LiteLoader mod.
(Just another way of loading mods - the install instructions are pretty straightforward.)

http://www.minecraftforum.net/forums/ma ... -a-minimap

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Post Post #17640  (isolation #1714)  » Sun Dec 07, 2014 1:32 pm

What used to happen was it would kindof implode on you, do bunches of damage, then toss you about 50 blocks up in the air - I liked that method because it wasn't always a death sentence. Found one by the ocean once and accidentally got caught, it just tossed me into water and I waypointed it. Never went within 100 blocks of it again. :lol:

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Post Post #17649  (isolation #1715)  » Sun Dec 14, 2014 12:13 pm

Technically it's Flux Gas; the stuff that spreads along your floor when you mess up Infusions is another form, Flux Goo. Both can be cleaned up by placing blocks on them as ETL said. They're both the product of Infusion instability manifesting itself, they're not Taint. Taint is everything in those malevolent purple biomes with the eyestalks and the tentacles.

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Post Post #17650  (isolation #1716)  » Sun Dec 14, 2014 12:13 pm

In post 17645, Klazam wrote:TAINT

MOVE OUT

YOUR BASE WILL BE OVERRUN WITH THOUSAND WISPS IN LESS THAN 2 DAYS. (Taint spreads. when it covers a 25x25 area or cannot spread further, it starts spawning 4 wisps per 2 seconds.)

7/10 troll tho <3

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Post Post #17653  (isolation #1717)  » Thu Dec 25, 2014 12:51 am

This list has a few more for those interested.

Merry Christmas!

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Post Post #17667  (isolation #1718)  » Fri Dec 26, 2014 2:15 pm

In post 17663, Oso wrote:Journeymap does yes. There is a difference though, Voxel map will sort of fade/darken mobs as they get further away from your Y level, JourneyMap does not do this. Not a deal breaker at all in my opinion but functionally they are now pretty equivalent with some minor differences.

Clarification: they darken the further they are below you and
they fade to become transparent the further they are above you.

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Post Post #17677  (isolation #1719)  » Sat Dec 27, 2014 10:25 am

:lol: @ this whole discussion

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Post Post #17678  (isolation #1720)  » Sat Dec 27, 2014 11:05 am

In post 17652, EspeciallyTheLies wrote:
Spoiler: ETL's kinda big post
MODDED SERVER - PACK UPDATE

I've posted some information about the update on the blog, just to keep you in the know on how this goes (especially for our newer players). I've started working on the new pack and the TL;DR version of the post is that we should be ready to launch SP4 in about a month. YAY! Lots of awesome new updates and new things to come. I'm very excited for this update.

Don't forget to add your suggestions to the pack spreadsheet so I can take a look at things you want to see. This is the best way for me to know what you want - telling me in IRC means I'll see what you said and then forget it immediately. My memory is terrible and I'm usually doing something, so unless I'm working on the pack at that moment, I wont remember. I love new suggestions because I don't always know what's out there or what you guys are looking for. It really helps me out! Here is a list of mods for 1.7.10 if you don't know where to start. I'm checking out what's on there as well. The list has over 650 mods, so definitely take a look and see if something catches your eye.

And just to say - I love all our players, and I'm really happy to do this kind of stuff. If I do something that you don't like, I want to know about it! My job is to make sure the server is something we are all happy to be a part of (as well as keep it running as bug-free as possible!), so keep that in mind and let me know what you think.

Thanks! ♥

So I thought I'd check this out and it looks like you're redoing the pack from the ground up. If that's the case I thought I'd offer some comments and maybe become more involved since there's a chance I may want to come back. I left a bunch of Google comments on the spreadsheet before I decided I wanted to post here, so I'll mark them resolved as I move them to this post.

Spoiler: M's pretty big post
Atum - "I enjoy the unique weapons. Who doesn't want a shotbow?" -Klaz
ETL - You should do extensive testing with this prior to any consideration. It was silly when it was in Alpha: too easy to die to and kill with the things in this mod. Armor and other weapons were practically useless.

OpenComputers - "Like ComputerCraft, but more balanced and with better persistence." -Jackel
Jackel - What does that mean...?

MineChem - "Because who doesn't love drugs?"
WARNING: Adds annoying chemical formulas to everything in the game that it recognizes. Also, not a lot of mod compatibility.

Aesthetic Beacons - "Not for 1.7.10"
We're using this in High Seas. The most recent build works perfectly in 1.7.10.

TiC - Tinker's Mechworks - "TiC add-on (Drawbridge, RS circuits, RS filters) Nobody uses."
Agreed. Not only are its features available elsewhere or not really necessary, it's also bugged to hell and back. Not sure when he's gonna bother to fix that but it looked promising... :?

BuildCraft - "Too much, I decided against another heavy tech mod.
Also has API issues in 1.7 with other mods - does not play nice." -ETL
ETL - You know that I'm in no way an advocate for BC when you have other (better) tech mods, but I am wondering what this means. BC moved to Redstone Flux in a recent update; it should play perfectly well. We're using it as our main tech mod in High Seas since we didn't want much tech to begin with, and we've had no problems.

Mariculture - "Who doesn't like jewelry?" -Klaz --- "Have lots of jewelry, too much worldgen with this mod, plus other mods do most of what this one does." -ETL
ETL - Just wondering: jewelry from where? The Enchanting / Jewelry system in this mod was pretty unique, I thought. Not to mention I haven't heard about anybody on these servers (including myself) using the Fishing systems. Think Bees but in the Ocean.

IronChests - "How is this not already in your list?" -Klaz --- "Replaced by Binnie's tabbed chests" -ETL
Sad to see this go without a fight. Compartments and IronChests could easily exist simultaneously and don't do the exact same thing. Plenty of other mods more similar have been included along-side each other. I'd submit that offering more choices in something as simple and important as storage is always a good thing - hell, that was the whole reason Factorization was included for the longest time.

Metallurgy - "Note: You can take out the worthless stuff." -Klaz --- "Do not need or want, and disabling ores and alloys caused problems with the TiC Smeltery." -ETL
ETL - Just wondering: what do you mean "problems with the TiC Smeltery"? We disabled half the mod for High Seas and haven't seen any problems with the Vanilla Smeltery nor with the Tinker's Steelworks High Oven.

Millenaire - "Working/Growing villages. Not sure how it would balance in this pack." -Jackel --- "This mod is a disaster in 1.7 for some reason; quite broken. :( " -ETL
ETL - Agreed, though I still love this one. It doesn't provide much value in a tech pack - at best it would be a decoration-gathering mod since all the stuff the Villagers can do is better automated by machines.

Helpful Villagers - "Assign villagers "jobs" and come back to collect the fruits of their labor.
Awesome mod but removes the trading ability."
Glad you didn't include this one. Without their trading they're essentially useless; the game is balanced around obtaining some items exclusively or quasi-exclusively from Villager trading.

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Post Post #17695  (isolation #1721)  » Sat Dec 27, 2014 7:32 pm

That API should come bundled with their mod given how essential it is to using it. Not impressed with a mod that leaves out important features like that.

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Post Post #17701  (isolation #1722)  » Sat Dec 27, 2014 11:43 pm

I just thought that feature should be available from the beginning but yeah it's whatever.

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Post Post #17709  (isolation #1723)  » Wed Dec 31, 2014 2:05 am

In post 17703, Maruchan wrote:definitely want:
cherry blossom grove
flower field

Wouldn't mind getting rid of the marsh or the sludgepit or wasteland
Would definitely not like the steppe to be included

If kelp pulls floating objects (like boats from archimedes') into it, I would definitely not want it

BoP Kelp maxes out at like, 5 blocks high. Absolute maximum.
It's also FAR less common than Mariculture Kelp. Calm titties.

Cherry Blossom Groves are like Taint Biomes but Pink. They're that annoying to me. Just my opinion. I also think Flower Fields are friggin' UGLY... Minecraft doesn't need giant flowers to remind people that the whole game is made of silly blocks.

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Post Post #17712  (isolation #1724)  » Wed Dec 31, 2014 11:18 am

In post 17710, Klazam wrote:Thats not flower field, thats the garden biome.personally i like it, and has unique mob.

My b, thought I remembered that specific one correctly.

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Post Post #17731  (isolation #1725)  » Sun Jan 04, 2015 2:36 pm

Is the doc updated with those mod/config changes?
I'm in Cleveland on hotel internet so I'd rather look than download.

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Post Post #17747  (isolation #1726)  » Thu Jan 08, 2015 4:32 pm

'14's askin' for stuff
#gerroffmahlawn

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Post Post #17753  (isolation #1727)  » Fri Jan 09, 2015 9:05 am

In post 17750, EspeciallyTheLies wrote:Test server is back with the following changes:
- Sanguimancy removed.
- Pam's HarvestCraft added (see doc for link)

You do not need a new config file at this time.

Just curious, maybe there's some process going on here I haven't heard about. Why is the information under the "Changelog" tab RE: Pam's HarvestCraft no longer important enough to warrant not including it in the pack? It's another worldgen-heavy mod that doesn't offer anything other than food options. It literally changes nothing about the game other than you now have an overabundance of things that can produce the "chomp-chomp" sound and the particle effect that happens when you eat. There's nothing special about most of the food, and if it crowds out mods that're actually useful like Botania, BoP, Natura, and others...I just don't see how it's any better than Metallurgy.

"don't need" :wink:

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Post Post #17760  (isolation #1728)  » Fri Jan 09, 2015 3:17 pm

In post 17755, Impossibear wrote:This is more for others than for M since I know he's just bitching at me about missing shinies

Uh, ok. I asked you what had changed since the information on that tab of the Doc and I wasn't bitching about anything. If there were changes made that made it no longer a shitty mod that's what I was asking about, since I obviously only have an opinion of the mod based on what I saw in SP3 or previous.

That said, my desire for Metallurgy isn't just to collect shiny things. It's not nearly as much random-useless-Ore as Pam's is/was random-useless-food. Besides that, I think it's odd to have a hierarchy list of ingots/tools/armor that's about 5 things long. Sue me for wanting other stuff with different options to break up the monotony of ZOMGEVERYTHINGMUSTBEMANYULLYN.

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Post Post #17761  (isolation #1729)  » Fri Jan 09, 2015 3:17 pm

Anyway, how does one switch to Survival and back on the Test Server?

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Post Post #17762  (isolation #1730)  » Fri Jan 09, 2015 3:18 pm

In post 17759, davesaz wrote:As a more controlled study, maybe I'll go NEI in a digiminer and find out the actual numbers. The sample sizes from strip mining may not be big enough to be accurate. ;)

Heh. I feel like doing this too.

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Post Post #17772  (isolation #1731)  » Wed Jan 14, 2015 9:37 pm

Nexus I haven't yet found words to express my love for your avatar

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Post Post #17780  (isolation #1732)  » Sun Jan 18, 2015 11:30 am


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Post Post #17790  (isolation #1733)  » Wed Jan 21, 2015 12:59 pm

The Conveyors are designed to be lag-free or at least lag-minimal.

I don't think the "evidence" on this server goes against every other server, where we've used them in relative abundance without any issue at all. Same with Ender Tanks. Same with Twilight Portals. None of these has ever been the cause of problems like you all have been suffering from. Meanwhile, I have less technological apparatus than anybody else on the server with a couple exceptions; I have fewer Thaumcraft apparatus than anybody in any server we've hosted who's as far as I am with research, and the ONLY thing I could THINK would be causing any problem for you all would be the always-on Redstone signal on my Smeltery. But then again, I've never heard of a single lever stopping a whole server relatively cold when it's loaded.

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Post Post #17794  (isolation #1734)  » Wed Jan 21, 2015 5:35 pm

Image

The new Mystcraft Hub is progressing nicely. This is a central location which will replace portals as the means of travel between peoples' builds. There will be a Linking Books leading to the Mystcraft Hub at Spawn. Take one and leave the rest please. If you don't understand Mystcraft Linking Book mechanics, go here before using it.

If you have a specific location which you'd like me to use as your Link from the Hub let me know, otherwise I'll create it in a central location or focal point in your build. I'll try to keep it out of the way but let ETL know if you need it changed. The Mystcraft Hub is in Age 8 at ( 0 , 0 ) where y = 150 and has two elevators leading down to the surface: pure Mushroom Island with a Purple Sky, no Weather, no Seas, and normal Sun / Moon / Stars (though they appear to be red for some reason).

I'll have links up before ETL gets online tonight.

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Post Post #17796  (isolation #1735)  » Wed Jan 21, 2015 6:26 pm

These items are subject to change - they're just there to identify whose book is whose in the Mysthub. Let ETL know via PM and she'll swap it out for whatever you want. Some people have talked already about what they want in-game or in the IRC and theirs are already up. Klaz and Dav got placeholders because they went on the Op-wall with ETL.

Spoiler: Klaz (Nitor) - ETL (Daybloom) - Dav (Fluix Crystal)
Image

Spoiler: Charlie (Carrot) - Yes (Charcoal) - Nexus (Wheat)
Image

Spoiler: Maestro (Eldritch Eye) - Aphix (Liquified Emerald Bucket) - Gabe and Family (Ethereal Bloom)
Image

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Post Post #17797  (isolation #1736)  » Wed Jan 21, 2015 7:00 pm

ETL wanted a screenshot of Oso's pedestal + Poop Chest...
Also everybody now has 100% more SIGNAGE!

Spoiler: Oso (Jaded Queen) - Osota (Essence Berry) - Arch (Atomic Alloy)
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Spoiler: Blake (Alchemy Relay) - Sthar and Jingle (Pickaxe of the Core)
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Post Post #17811  (isolation #1737)  » Sat Jan 24, 2015 3:34 pm

In post 17810, EspeciallyTheLies wrote:If I rename a book, I usually put the Age Number in parentheses.

This should be a rule. I did it on all the Books on the community level of the Mysthub.

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Post Post #17903  (isolation #1738)  » Sat Apr 18, 2015 2:11 pm

So, what up with stuff?
It's my cakeday. Kinda miss Minecraft.

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Post Post #17921  (isolation #1739)  » Sun May 10, 2015 10:59 pm

LOOK ALIVE PEOPLE. SHARING TIME.

Klaz and I are getting back into Modded with another of our personal packs (remember Wand, Wrench, and High Seas? pretty sure we posted about them here). This one is called "KMP Warp" and I'm pretty proud of the little backstory we've concocted.

For those of you who don't know, there was a mod that started off awhile back called "qCraft" which aimed to bring basic quantum mechanics into Minecraft. ( It's even been adopted as a learning tool by educators in some countries because of the great analogies it draws to some of the basic principles of the science! KEYWORD: analogies. It's not perfect; it's just simple. :P ) The basic principle of most of the cool blocks in this mod is that they change form or appearance based on whether or not a player has recently observed them and from what direction the blocks are observed. If you don't get how this is quantum mechanics, look up Schrödinger's cat.

For more information on qCraft check out their webpage here!

qCraft has another REALLY cool and unique feature that caught my attention recently: it actually allows for intra-server teleportation via a special portal and under special circumstances. Both servers need the same version of qCraft / Forge / Minecraft, but that's pretty much it. If you want to carry over any items, it's best to keep the server modpacks as close to the same pack as possible. I'm still testing how this will work, but it's the basis of our entire concept with "KMP Warp"...



Spoiler:
There are two worlds, the Apocalypse and the Ancient.

The Apocalypse is the destroyed present; an annihilated husk of a world beaten down over thousands of years of overuse and overpopulation by the errant human race. The barren landscape is home to hostile creatures, and those that have survived this long in the wasteland often sport genetic mutations, while some are formerly-mythical beings brought to life by human creators to serve as weapons. Barren though the world is, the planet's crust has been cracked and warped for so many years that new deposits of the rarest minerals and resources are available for the first time in Earth's history. However, the advanced technology developed by humankind over the millennia is shutting down or disintegrating as the infrastructure used to maintain it falls into disrepair. In a last-ditch effort, the survivors make a connection through a portal which they think leads to another world, but in fact, it takes them to the Ancient past of Earth.

The Ancient is a veritable paradise. Lush with exotic (and extinct) animal and plant species, teeming with (mostly) peaceful life; the distant past is everything the survivors could've hoped for in a hospitable environment from which to plan mankind's new rise to greatness. Of course one day they will have to leave the planet to prevent a catastrophic time paradox, but for now they can return to the roots of their culture: agriculture and animal husbandry. Mankind settles in this "new" world under the gaze of the portal which brought them there, and they make use of frequent trips to the barren wasteland of the Apocalypse to gather raw materials, explore dangerous ruins, or test their rediscovered technology on the horrible creations of their "past life".



So that's what we're moving towards right now! I'm super-hyped, especially since it's almost summer and I'll (hopefully) have time to play a lot more often, but the main reason I posted this was to let you guys know that starting Whenever The Pack Is OnlineTM, both worlds will be linked up to a personal IRC channel (most likely #KMPWarp on irc.esper.net) and we'd love to have MS.net MCers pop in whenever they feel like it. I will also be streaming some of our more interesting adventures and we'll be playing by some self-maintained rules when it comes to what can and cannot be used and/or brought back and forth between worlds, but that's just to make it more challenging for us and more interesting for anybody popping in and out.

We will not offer this as an alternative to ScumCraft if it is still active, but since we don't know ScumCraft's current status anybody that is REALLY interested in this pack is more than welcome to PM me ( don't bother Klaz :P ) about the possibility of joining in on the server(s) associated with it. We reserve every right to decline, mainly based on whether or not you're ok with following the "rules" we'll be roleplaying by. If you'd like more information on the specifics of what mods we are considering including, check here. This list is subject to some change and contains a TON of for-fun mods we wanted try. There's a lot going on in the Modded scene that I haven't had the time to pay attention to, but now I'm SUPER HYPED.

TL;DR

  1. Klaz and I are making a new personal modpack.
  2. It's got some pretty involved back-story (actually TRY to read it).
  3. Here's the link to the modlist. It may change; it may not.
My love to everybody who still takes the time to check this thread like I do! :)

~M

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Post Post #17922  (isolation #1740)  » Tue May 12, 2015 9:52 pm

UPDATE:

qCraft works more perfectly than I could've hoped, and both AncientBot and ApocalypseBot are up in the IRC channel "#KMPWarp" on irc.esper.net. For those who use webchat HERE IS A LINK TO OUR IRC CHANNEL - c'mon over and sign in; the water's fine. Though, it is a little quiet at the moment. I'm still figuring out how to optimally configure what we want for worldgen in each of the worlds, and Klaz is away from home visiting with friends.

I'll be on testing shiz every once in awhile, and I'll be idle in the channel
pretty much whenever I'm awake so shoot me a ping if you drop by!

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Post Post #17923  (isolation #1741)  » Wed May 13, 2015 12:38 am

Because I've gotten a couple responses, I'll leave this in-thread. It's the mini "questionnaire" I drew up to reply to a couple people who asked for a simple "/in" or otherwise showed interest in the pack and the theme.

Spoiler:
Will you (in general) listen to us if we say the server is closed or we need quiet in-game / in IRC?
Will you (in general) listen to us if we make any "recommendations" about your playstyle for reasons of server health?

Will you be patient when we work through bugs / defects in the modpack? ( notice I don't say "if" )
Will you refrain from asking for mod additions or updates at any time?

Because of the almost-role-play that will be going on in this modpack, will you follow any rules we set in place to preserve the intent of the backstory? This includes but is not limited to the following:

  • Reporting (and ignoring) any out-of-place biomes, blocks, or items that appear where they shouldn't appear
  • Using out-of-place mobs, blocks, or items in places they shouldn't be used
    (e.g.: Chocobos, Big / Ancient Trees, or Botania setups in Apocalypse,
    Turtles, Dimensional Doors, or Invasion setups in Ancient, etc.)
  • Over-using certain mods out of laziness ( yes, this is arbitrary )
    (e.g.: Attained Drops, PortalGun, ComputerCraft, Archimedes' Ships)

I don't think anybody will mind if I answer any other questions here...right? I'll post some screenshots in a narrated "first look" kindof deal once I've solidified the worldgen we want for each world.

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Post Post #17925  (isolation #1742)  » Wed May 13, 2015 8:50 am

In post 17924, aphix wrote:Terra Nova?

?

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Post Post #17927  (isolation #1743)  » Wed May 13, 2015 11:02 am

Depends. We're configuring it so that Apocalypse is appropriately dangerous below certain Y-levels, since Ores are much more common in that world.

EDIT: Eventually, of course, even these threats should be mitigated somewhat by superior armor and weapons. Don't be too concerned.

The dungeons in Dimensional Doors and other mods that add worldgen aren't being messed with, so as always those are simply "enter at your own risk". Ancient is pretty tame, comparatively. That world is kindof the "default", that is to say, it has more plant growth and Animals will spawn there, like in the Vanilla Overworld.

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Post Post #17930  (isolation #1744)  » Thu May 14, 2015 1:00 am

Weeping Angels <<< Dinosaurs

at least Dinos just kill you.

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Post Post #17937  (isolation #1745)  » Fri May 15, 2015 10:42 am

@wge: If you were wondering about the main community modpack people play here, check the first post in this thread on page 1. There should be a link to the blog that EspeciallyTheLies maintains on that modpack. That pack has a ton of mods, including Thaumcraft, Blood Magic, and (IIRC) Witchery.

UE mods (like Atomic Science) have been pretty ugly to maintain in large modpacks for awhile now, mainly because Calclavia and some of the other mod devs don't like to play nice when it comes to mod integration, cooperation, and balance. ICBM is much more useful on modded servers where you can actually use the missiles - that's not likely to happen on any of the servers here since PvP is and always has been an optional thing that must be agreed to by all parties involved. Most of us don't want other people blowing us up with bombs, so mods that make that possible aren't needed.

If you were talking about the pack I only recently posted about, see the spoiler below.

Spoiler:
In post 17935, wgeurts wrote:Also, does the modpack have Thaumcraft, Ars Magica, Blood Magic, Totemic, Witchery or ICBM (with Atomic Science)?
I can't find the download or modlist.

The modlist is here.

Lemme know if you have any questions on how I organized the Google Sheet. The download links are purposefully broken at the moment; I'm finishing up revisions to the configs.

We decided not to use Thaumcraft or Blood Magic since they have a tendency to force players to grind to get anywhere, and it takes awhile for the time investment involved to pay off, especially when compared to other magic mods like Botania or Witchery.

There's not a lot of build scaling involved with Thaumcraft or Blood Magic either: you either have to go all-out and have a couple Energized Nodes and a big Essentia Processing system, or you can't get much done in end-game Thaumcraft. Similarly, Blood Magic's Tier 6 Altar is massive and requires crazy materials like 4 Nether Stars and insane gear to even survive the Demon Invasion. Alternatively, Botania can be extremely useful with just a small, renewable solar or lunar (or hydro!) Mana farm, and Witchery only requires a small tree and herb farm to make some of the most useful Brews and equipment.

Ars Magica is a different beast entirely. We considered including it for a bit, but decided that the "spell system" doesn't really fit in our vision for this pack. The RPG nature of Ars (the spellbook and the leveling up and all the random mobs) was not at all what we wanted cluttering up the pack.

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Post Post #17945  (isolation #1746)  » Fri May 15, 2015 4:32 pm

What ETL said. The only reason the personal pack I posted about doesn't have any huge tech mods is because they didn't fit the "theme" or backstory for our personal pack. I'd like to also add that (even if Ops sometimes delegate to players) we've been VERY supportive as a community of tech issues when it comes to getting the packs working and up-to-date on everybody's computers. Downloading is downloading, and it doesn't matter to most where they download from. It's easier to have help from a bunch of players who've just gone through most of what are than it is to search the FTB forums for help from people who posted weeks or months ago.

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Post Post #17946  (isolation #1747)  » Fri May 15, 2015 4:37 pm

In post 17938, wgeurts wrote:Why was Iron Chests removed, and is there no buildcraft?

Iron Chests was removed because when we said we wanted to try a lot of the newer 1.7.10 mods even if they replaced ones we'd been using for a long time, Oso suggested we look into Compact Storage. It's a very cool mod - it adds a crafting block for upgrading chests with enough space to fill the screen and it has some tiered "backpacks" to match.

There is no BuildCraft in the personal pack, correct.

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Post Post #17957  (isolation #1748)  » Tue May 19, 2015 1:35 pm

Not the pack really, the server host was having issues. I've been told they're all fixed now.
The download links will be up tonight or tomorrow, whenever I have time. Get hyped people!

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Post Post #17967  (isolation #1749)  » Wed May 20, 2015 1:49 pm

In post 17966, Oso wrote:Me? No, I like the renew-ability and by products of tree->charcoal->steam setup. I did that because one of the players (can't remember who) was trying to figure out an infi-fuel setup for a Reactor/Turbine combos(s) that wasn't steam and could be totally automated and didn't need any player interaction once it was up and running.

That setup was my idea for getting that. I didn't keep real track of it after I set it up but I believe the surplus of Yellorium that rig generates could probably fuel up to four Reactors tailor made to produce just enough steam (2000mB/t) to run a max sized turbine that gives ~28K RF/t if Ludicrite is used or ~24K RF/t if Endurium is used instead.

And yes, no resources needed nearby for a Laser Drill. The name of that is misleading, it isn't a mining laser. It is a Matter Generator. Feed it enough power and it just conjures up resources.

This was for me. Haven't been on to make sure it didn't implode but it would run for long periods of time without needing anything - I think the only hang-up was my Lava Pump in the nether, or something. Don't remember.

It digs from beneath the Bedrock, Oso. It's not MAGIC. Sheesh.

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Post Post #17971  (isolation #1750)  » Thu May 21, 2015 1:55 am

UntrodTripod did. I think he was taking donations for it to be a thing. He might've splurged anyway.

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Post Post #17974  (isolation #1751)  » Thu May 21, 2015 3:34 pm

:shifty:
Last edited by Maestro on Thu May 21, 2015 3:35 pm, edited 1 time in total.

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Post Post #17975  (isolation #1752)  » Thu May 21, 2015 3:35 pm

Fuck. I deleted my own post because I thought I'd copied it. Wow, I'm a fucko.
That took an hour to write... lemme see if I can get a mod to revert it...

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Post Post #17976  (isolation #1753)  » Thu May 21, 2015 9:51 pm

So I had a really cool, long, well-formatted post written up but it accidentally got deleted. Serves me right for not saving it somewhere, I guess. Fuck me. Here's what you get instead:

Spoiler: Modpack Update and Installation Instructions
Servers are up, modpack is as ready as it's gonna be.

Go here to download KMP Warp. Go here to download MultiMC.

Even if you've downloaded MultiMC before, do it again, or update or whatever. There's a new feature in MultiMC called "Import Modpack" that we'll be using, and this method of installation is only available from the very newest version of MultiMC (v0.4.6) forward.

  1. Download MultiMC v0.4.6 or later.
  2. Download the Modpack from the "Full Pack Download" link on the first sheet of the Google Doc I linked above.
    (NOTE: The recommended clientside mods are already included in this download. No need to download anything separately.)
  3. Open MultiMC. Connect your Minecraft or Mojang account in the top right corner.
    (Click "Accounts" -> "Manage Accounts" -> "Add" and follow the rest of the instructions.)
  4. Click "New Instance" in the top left corner. (The button looks like a single sheet of paper with a star on it.)
  5. Click "Import Modpack" near the bottom of the "New Instance" window.
  6. Navigate to the "KMP Warp v1.0.zip" file you downloaded in #2. Open it, select it, whichever.
  7. Name your instance whatever you want and set the icon to whatever you want.
  8. Start it up and hope for the best. The server(s) should already be in the multiplayer list. Keybinds are all default and there may be some conflicting keys, but nothing that should prevent you from doing Important Things TM. Video settings are set to what I can get relatively good FPS on... they're pretty close to minimum. Set them higher if you want, or drop them lower if you can't load a world or something without crashing.

READ THIS IT'S IMPORTANT:

You must CHOOSE which world you want to start in - you will only be whitelisted on this server from the start. I had flavor written for this, but basically our idea was that the original portals were sabotaged and there are people trapped on both sides of time. We'd like to have 1 admin start in each world, and Klaz has already opted for Apocalypse, so I'll probably be herding Chocobos on Ancient if you want to join me. We're not going to require a certain ratio of total players in each world, but it'd get boring I'd be disappointed if we didn't have roughly-equal groups. We'd like to encourage working together with your group to rebuild the portals, at least for the first few days. After the portals are up everybody will be whitelisted on both servers and you can travel back and forth as you like.

There's a ruleset on the second sheet of the Google Doc. Read it before asking to play.

Join us on #KMPWarp on irc.esper.net or post here with any questions! HYPE.

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Post Post #17985  (isolation #1754)  » Fri May 22, 2015 2:32 pm

I've been hearing some people having trouble with links in Google Docs. What you're seeing on the Google Doc link is basically an edit view, e.g. like in Microsoft Word you can't just click the link. It's not a webpage. I could publish it, I guess, but then I'd have to give you all a new link. Where it says "Full Pack Download", just left click, then click "Go To Link" on the little box that pops up.

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Post Post #17987  (isolation #1755)  » Fri May 22, 2015 2:36 pm

Hmmm.

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Post Post #17990  (isolation #1756)  » Fri May 22, 2015 4:58 pm

In post 17989, wgeurts wrote:I'll try getting it running tomorrow, I asked in IRC but I'll do so here as well. How much memory is the pack expected to use?
My last PC died and I bought a cheap new one which I've ordered parts for, currently I'm stuck with 1GB for allocation max.

Uh. Nobody here would know what to "expect" better than the people you asked on IRC... lol

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Post Post #17997  (isolation #1757)  » Sat May 23, 2015 5:31 pm

In post 17995, wgeurts wrote:Hmm, while I was playing these mods crossed my mind for apoc.

Spoiler:
Computronics ~ Adds some cool stuff to that computer mod (forgot the name).
Cracked Zombies ~ Zombies don't burn during the day or despawn. This really fits the apocalypse setting.
Mo' Zombies ~ Adds "types" of zombies, would work amazingly with Cracked Zombies.
Deadly World ~ Not really an apocalypse themed one but makes the game more dangerous.
Falling Meteors Mod ~ Don't know wether others would like it but it fits the apocalypse.
Infernal Mobs ~ You could use this to customise the mob drops and if the apocalypse was called by radiation it could relate to some monsters "mutating"
Lycanites Mobs ~ Would make Apocalypse a living hell.

Klaz is the main person on the server who uses ComputerCraft, so I would defer to him and whatever he decides on whether or not we need to add stuff to ComputerCraft. Usually, I haven't seen him play around with the other peripheral mods too much, and I know he is determined to write a ton of new Lua for use in Warp, but I don't know if he plans to expand his usage in that way as well.

Not sure Zombies need much of a buff, but something like Cracked / Mo' Zombies (which I assume adds no worldgen) is something we might consider adding in the future. We looked at a bunch of "More Mobs" mods while thinking about making the world more dangerous, but none of them really appealed - Infernal and Lycanite's included, sorry. No "More Mob"-type mod has ever impressed me very much. They all seem very thrown-together or unpolished, in one way or another. Or they're just a pain to use. *cough*Mo'Creatures*cough*

We looked at Deadly World briefly, but I think our consensus was it was TOO much, and that we'd either have to configure it to death or risk overwhelming frustration rather than an appreciable challenge during gameplay. I think we were also concerned that the many traps in Deadly World might interfere with the Graves we love from OpenBlocks. God bless graves, right people?

Good suggestions though; thanks wge!

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Post Post #18005  (isolation #1758)  » Sun May 24, 2015 6:18 pm

Are you 100% positive you made those ODBs correctly? If not, you just wasted 36 Gold...

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Post Post #18008  (isolation #1759)  » Sun May 24, 2015 10:40 pm

Recurrent Complex is our catch-all worldgen mod, active in both worlds but mostly noticeable in Apocalypse.

The link between worlds is active now guys - remember what can and cannot be used in one world or the other. If I catch anything, I'll remove it and put it in a chest somewhere with a label or whatever. The portals are finicky so USE SPARINGLY. This is not a Mystcraft portal or a Linking Book. It will have issues, so go to and fro when you ABSOLUTELY need to, or when there's an Admin online. When Klaz and I are on, feel free to do whatever since we can input the commands needed to (for instance) get back your inventory if it gets lost in the ether. Don't worry if this does happen when neither of us is on - we can easily get it for you; qCraft saves it in a separate file just for this kind of issue.

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Post Post #18017  (isolation #1760)  » Mon May 25, 2015 12:58 pm

In post 18015, Jackal711 wrote:So the portals are up and we're supposed to be able to use them. But access seems to be one way at the moment.

Players that started on Ancient can cross to Apoc without error, though the inventory transfer is still wonky.

However it does not yet work in the other direction. Both myself and wgeurts are getting "you are not white-listed on this server" when we try to use the portal. I also get this error if I try to join Ancient directly from the server list.

I did say there would be issues and to try to do it mostly / only when Admins are on...

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Post Post #18018  (isolation #1761)  » Mon May 25, 2015 12:59 pm

No Invasion may be activated within 500 blocks of the outskirts of the Desert Town on Apocalypse.
No Invasions may be activated on Ancient at all, but you knew that.

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Post Post #18020  (isolation #1762)  » Mon May 25, 2015 1:17 pm

For those who care, I'm applying some hotfixes I wanted to do server-side. New configs with these changes might be released in the future but these changes shouldn't effect logging into either server so it's not a priority for me.

On Ancient:
Removed iChun's Doors mod. Caused a player-lockout tileentity crash. So sad. Not.

Doubled the time it takes for tamed Chocobos to check whether they should "shed" a feather or not. Effectively halves the number of Chocobo Feathers lying around, for those of us taming them. I know it was really fucking annoying to me... I dunno about anybody else.

On Apocalypse:
Removed iChun's Doors mod. Surprise, surprise.

Weeping Angels seem to be kindof... lackluster. Not enough of a threat given that they were my primary balancing act for Apocalypse's huge oregen buff and lootability. That last change was actually already implemented, but I saw Klaz say they spawn below Y=40 so I thought I'd clarify that was not the case.

D:"Angel Max Speed"=0.4 -> 0.6
I:"Infection Percentage"=5 -> 10
I:"Weighted Spawn Probability"=15 -> 25
I:"Max spawn height"=50

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Post Post #18021  (isolation #1763)  » Mon May 25, 2015 1:26 pm

iChun's Doors cannot be removed at this time. Please use NEI and WAILA and avoid crafting the 3 doors from that mod. They cannot be used because they will cause you to be unable to log back in until they are broken and I cannot state clearly enough that if you DO NOT FOLLOW THESE DIRECTIONS I WILL NOT BE THE ONE TO HELP YOU.

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Post Post #18026  (isolation #1764)  » Thu May 28, 2015 5:37 pm

Spoiler:
Image

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Post Post #18027  (isolation #1765)  » Fri May 29, 2015 7:57 pm

Some of you noticed the servers were down for a bit today. Sorry about that!
Here's some changes I'm sure you'll all appreciate, at least mostly.

# Set whether players can energize portals.
B:letPlayersCreatePortals=false from true

# Set whether players can edit the list of Servers which portals can teleport to
B:letPlayersEditPortalServerList=false unchanged

# Set whether players can verify an inter-server portal link
B:letPlayersVerifyPortalServers=true from false


All players can now type "/qcraft verify" to verify a portal link and receive their items from the other world when traveling between servers. However, all portals will now need to be established by admins (either Klaz or myself) so we can take advantage of that requirement to make sure portals only lead to groups of 3 or more. qCraft defaults to only allowing admins to edit the list of Servers for inter-server portals, which I didn't know; that's also helpful!

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Post Post #18031  (isolation #1766)  » Sun May 31, 2015 8:59 pm

We've said that Ancient's whitelist is fucked up. Nothing can be done to change that. We've also said in front of multiple players that we've been getting around this by doing a series of special commands that only work if an admin is actually on Ancient while the person trying to be whitelisted is attempting to log in. So let us know when you're going to be online, and we'll try to work something out. The other players could've passed on this info...?

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Post Post #18034  (isolation #1767)  » Sun Jun 07, 2015 4:22 pm

Yeah, 3 minutes is what I set it to. Changed to 5 now. I don't want to leave it at 30 where it was before; we have chunkloaders and it only takes a couple seconds to log back in if you move away from the computer or switch active windows for longer than a few minutes at a time.

I kicked you and Maruchan because Klaz wanted to talk about RL stuff and I was in-game. :P Sorry.

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Post Post #18047  (isolation #1768)  » Wed Jun 10, 2015 7:42 pm

I don't even know what that means and I came up with the concept so... yeah; unrelated. :lol:

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Post Post #18066  (isolation #1769)  » Mon Jun 29, 2015 9:40 pm

In post 18062, EspeciallyTheLies wrote:AgSkies while SP5 gets put together? (About a month)

YAY OR NAY?

If that co-op version of HQM is a thing, I might give this a try.
With somebody who has more time and who I like.

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Post Post #18072  (isolation #1770)  » Wed Jul 08, 2015 10:13 pm

KMP Warp is being shut down as we speak! Thanks for joining us, guys. It was a really cool premise and we had tons of fun. I'm sure people will use a lot of what they saw in the updated mods on Warp when they move to SP5 soon-ish. ( Right ETL? :P )

In addition, we've vacated the #KMPWarp channel on IRC and can now be found at #KMPacks ( That's what the P stood for anyway, in case anybody was wondering... ) We'll be embarking on our own new adventure tonight - come talk to us or annoy ETL as she tests shit for SP5 on #mafiacraft with Gabe and the Osos.

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Post Post #18083  (isolation #1771)  » Sat Jul 25, 2015 4:38 pm

I dunno, even by Modded standards
that's a metric fuckton of Diamonds.

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Post Post #18096  (isolation #1772)  » Tue Aug 11, 2015 1:23 am

If you look to your North on the minimap, under the water the nearby [Fungal Forest biome?] also shows abrupt edges. That used to show up a ton in older generations of Minecraft - usually a world seed error, or a past world didn't get deleted fully and was still cached in the files somewhere, or something of that nature. Nice Obsidian Totem there though.

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Post Post #18100  (isolation #1773)  » Tue Aug 11, 2015 12:14 pm

In post 18099, davesaz wrote:It doesnt hurt anything unless you get up there and run off the edge...

...and even then --- HILARIOUS

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Post Post #18103  (isolation #1774)  » Tue Aug 11, 2015 10:13 pm

In post 18101, EspeciallyTheLies wrote:[14:15] he opened ur door
[14:16] UMMMM
[14:16] where we'd go?
[14:16] What...in....dee... F*****
[14:16] a maze?
[14:16] oh shit
[14:16] ....
[14:16] OH SHIT

heh y'all got stuck in Torment

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Post Post #18116  (isolation #1775)  » Wed Aug 19, 2015 10:14 pm

That'll show up at the end of the log, but it's not the cause of the error.
PM me your entire log if you know where to get it, jmj. I'll help you out.

(It should be file in /logs called "fml-latest" or something.)

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Post Post #18124  (isolation #1776)  » Fri Aug 21, 2015 8:29 am

In post 18117, wgeurts wrote:It's impossible to escape/kill

Not true. Klaz always dies to these before I come along and work magic on them. You need to hold the "move backwards" button and sneak just on the edge of their range to avoid being sucked in quicker than you can punch it to death. Once you have a Thaumometer or a pair Goggles of Revealing aiming becomes easier, but they're by no means required.

They also shouldn't be an instakill if they "throw" you out after a few seconds - try and aim for some water and you won't take fall damage from that part.

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Post Post #18146  (isolation #1777)  » Thu Aug 27, 2015 11:18 am

Purple and Bottle O' Enchanting!
I'm not playing but I want those plz and thank you.

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Post Post #18153  (isolation #1778)  » Sat Aug 29, 2015 7:13 pm

I KNOW WHAT YOU NEED TO MAKE

a QED

Spoiler:
Image

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Post Post #18188  (isolation #1779)  » Thu Oct 15, 2015 10:01 pm

damn Maru we didn't ask for shit before

hindsight 20/20 etc.

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Post Post #18192  (isolation #1780)  » Tue Oct 20, 2015 11:56 am

In post 18191, Klazam wrote:That first pic is a flame wither spawner. Dig direct down in the center of it, for a couple of blocks.there's a chamber with the thing in there, it drops a flamestar, not sure what its for. Doesn't even show up in nei. M and I found one while playing regrowth awhile ago and never figured it out. Looks cool in a frame tho.

We did...? I don't remember it. Thought it was from an update.

P.S. It's also, no doubt, intended as a source of Obsidian Totems.

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Post Post #18660  (isolation #1781)  » Mon Jan 25, 2016 1:06 pm

Hi all :shifty:

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Post Post #18698  (isolation #1782)  » Tue Feb 02, 2016 9:20 am

In post 18696, Maruchan wrote:RELEASE editions of VANILLA are certified to be pretty god damn bug free by Mojang

Maru, ilu but no <3 :lol:

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Post Post #18736  (isolation #1783)  » Tue May 03, 2016 10:36 pm


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Post Post #18744  (isolation #1784)  » Fri May 06, 2016 1:28 pm

In post 18736, Maestro wrote:I did a thing

I updated the thing

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Post Post #18745  (isolation #1785)  » Fri May 06, 2016 1:29 pm

In post 18738, Maruchan wrote:M i love yo uso much. I want more

(Also so much fo this reminds me of the house we set up post-chicken-farmers-era with our ill-gaiend chicken-farmers-wealth where we had the wall of ingots and valuables, and the bedrooms with our own portal guns for ease of use. :P I miss playing MC with you n klaz)

You got more, babes. <3 I'm uploading all my screenshots to an Imgur album for those who don't want to read / don't care about my explanations and commentary. Go to the slideshow first, please, then check the album for uncropped / better quality screenshots if you like.

http://imgur.com/a/Y5k7c

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Post Post #18754  (isolation #1786)  » Fri May 13, 2016 5:55 pm

Yeah, there's often a miscommunication about how it actually generates cobble: the lava needs to be flowing NEXT TO the block NEXT TO the flowing water. Doesn't mean the water needs to have any chance of flowing into the same block, and it leaves neither source block open to glitches or building mistakes.

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Post Post #18760  (isolation #1787)  » Sun May 22, 2016 1:21 pm

Klaz and I have got a 1.8.9 pack with a lot of newly-revamped classics up and running on our IRC #KMPacks. If you or anybody else here who's curious wants to hear about the new features in a ton of mods, or if you want to watch us die a lot, come check it out!

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Post Post #18762  (isolation #1788)  » Sun May 22, 2016 4:11 pm

That will be a LONG wait. :P

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Post Post #18765  (isolation #1789)  » Wed May 25, 2016 8:50 pm

Hey all! Anybody else here use Mac OS X when playing modded Minecraft? *crickets*
No? Well, have you noticed missing or borked textures (mainly for modded blocks and items)?

Go into your /config folder and find "splash.properties" (this file exists for every version of 1.7.10 and 1.8.9 Forge that any of us still use). Close to the end of the file, look for "enabled=true" and set it to false. You'll no longer see the fancy splash at the beginning with the animated Forge and the loading bars, but you'll never have to reload your resources or fiddle with your graphics settings to get those modded textures back again. Tested and works for me on our custom modpack for MC 1.8.9 AND on Infinity Evolved: Skyblock (both of which were producing this issue regularly).

Happy punching!

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Post Post #18772  (isolation #1790)  » Sat Jun 11, 2016 12:14 pm

We're already Facebook OfficialTM so drop me in whatever FB group gets created, if any.

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Post Post #18791  (isolation #1791)  » Sat Jun 18, 2016 3:47 pm

In post 18789, EspeciallyTheLies wrote:They do but mc should be able to run even with mods with just 1 GB, especially if the world is being loaded server-side.

You've got about 90 mods in there, though, and Forge for 1.9 isn't 100% stable or optimized yet. Resource packs are adding another layer of stuff on top of stuff to a game of stuff that's not used to having as much stuff in it as you're putting in it. I use a minimum of 2 GB with mods.

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Post Post #18819  (isolation #1792)  » Mon Jun 27, 2016 5:12 pm

No <3

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Post Post #18824  (isolation #1793)  » Wed Jun 29, 2016 11:32 pm

In post 18823, davesaz wrote:If a tpad is moved you might want to avoid building something else there, as other people could have tpads which have it as their destination coords.

MORALLY REPREHENSIBLE!!!

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Post Post #18835  (isolation #1794)  » Wed Jul 27, 2016 5:40 pm

Kinda? I miss you.

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Post Post #18841  (isolation #1795)  » Tue Aug 16, 2016 1:46 pm

In post 18838, davesaz wrote:Server now running the ScumPack 1.3.1 file which can be found on CurseForge and the Curse client. Project link

I checked this out. I'm going to download from CurseForge to take a look at the modlist, but if only the list of mods is included in the "pack" you're using on the Curse client (and if the client just uses this to download and organize those mods) are you using or expecting to use the default configs or will custom configs still have to be released from the blogspot (which, by the way, needs updating)?

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Post Post #18843  (isolation #1796)  » Tue Aug 16, 2016 10:36 pm

Why have it both ways?

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Post Post #18844  (isolation #1797)  » Tue Aug 16, 2016 10:38 pm

To clarify: if Old Way works, and you need it as a back-up anyway, why use Curse? If Curse works for everything, why worry about Old Way? You're doubling the amount of work you'll potentially need to put into troubleshooting if you utilize multiple distribution methods each with their own quirks. Just seems silly to me.

What was the impetus for moving to Curse?

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Post Post #18847  (isolation #1798)  » Wed Aug 17, 2016 8:14 am

Spoiler: A Summary Of M's Thoughts Upon Entering The ScumPack Server
- Ugh, I fucking hate Spice of Life. How badly is it configured this time around?

- Y'all have Dynmap? Cool! ...oh, Dynmap link doesn't work. :cry:

- Whose place is this...? Oh, there's teleporter pads to everybody else's places, it's near spawn, and there's a pet cloud here named "Floofy"... I'm gonna take a wild stab in the dark and guess it's ETL's place.

- Ugh, I fucking hate Spice of Life. The gold bit around my hunger bar is now gone.

- What's all this crap on the ground by this giant black thing? Oh, it's not supposed to be black. Great, I gotta go fix my textures.

- "Solidified Experience"? What kind of dark magic...

- More borked textures around this mob farm thingy. Yay me.

- "Correlated Potentialisdjfhgfdas"? Oh, AE 5.0. Got it. OOOOOH an ExUtils 2!

- Why Larch trees? I MUST KNOW WHY.

- Ugh, I fucking hate Spice of Life. Maybe I'll kill a piggy in my rage and have some bacon. Nevermind, she'd get mad.

- I have no idea where to settle. Maybe I'll just go near Claus. The other old people won't mind me.

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Post Post #18851  (isolation #1799)  » Wed Aug 17, 2016 9:04 am

The one in the OP and in the title of the IRC? Broken for me.
It's possible you set something so only certain IPs or logged-in users can see it.

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