The MafiaScum Minecraft Thread - AllTheMods 9!!! - NEW Vanilla?

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New Vanilla Server?

Yes, on latest stable version; with fun events & mini-games!
3
33%
Yes, on latest stable version; for consistency & community! (no plugins)
3
33%
Yes, on "snapshots"/development versions; bleeding edge! (definitely no plugins)
0
No votes
Yes, with Spigot/Bukkit/server "plugins" (or commands like /tpa, /home, etc.)
3
33%
Yes, but I'll post with my specific thoughts and ideas!
0
No votes
 
Total votes: 9

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Post Post #17425 (ISO) » Sun Oct 26, 2014 6:35 pm

Post by Klazam »

the ender chests KNOWS
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Post Post #17426 (ISO) » Sun Oct 26, 2014 6:35 pm

Post by Klazam »

*spooky noises*


not that i'd know what that would be like
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Post Post #17427 (ISO) » Mon Oct 27, 2014 12:17 am

Post by EspeciallyTheLies »

LOL klaz...

Ender trick not happening anyway lol.. everyone gets a fresh start together for 1.7.
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Post Post #17428 (ISO) » Mon Oct 27, 2014 1:11 am

Post by Osota »

Are we planning on switching to 1.7 for the modded server? When would we be switching?
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Post Post #17429 (ISO) » Mon Oct 27, 2014 1:47 am

Post by EspeciallyTheLies »

In post 17428, Osota wrote:Are we planning on switching to 1.7 for the modded server? When would we be switching?

It wont be for a month or two at least. I've barely just started looking at 1.7 mods, let alone have a list even.
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Post Post #17430 (ISO) » Mon Oct 27, 2014 2:07 am

Post by Osota »

When we do could I get a backup of the 1.6.4 world? I've done a lot of building in there that I am proud of and I would love to be able to run through it in a solo instance.
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Post Post #17431 (ISO) » Mon Oct 27, 2014 2:08 am

Post by EspeciallyTheLies »

In post 17430, Osota wrote:When we do could I get a backup of the 1.6.4 world? I've done a lot of building in there that I am proud of and I would love to be able to run through it in a solo instance.

absolutely :) i do try to get a link up on the blog to download the previous world when we reset.
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Post Post #17432 (ISO) » Mon Oct 27, 2014 2:16 am

Post by Osota »

If you want input, suggestions, or help for this 1.7.10 mod pack let me know.
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Post Post #17433 (ISO) » Mon Oct 27, 2014 2:22 am

Post by EspeciallyTheLies »

I do! post anything that really interests you or PM it to me or send me a link when you see me in IRC :)

I should probably just make a google doc for suggestions anyway. I'll do that.
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Post Post #17434 (ISO) » Mon Oct 27, 2014 3:06 am

Post by Klazam »

Glowstone wire seems cool, and m wont let me have it in High Seas lol

So thats one
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Post Post #17435 (ISO) » Mon Oct 27, 2014 3:15 am

Post by Guilty Gunsmith »

Gdoc for mod suggestions

yes i know it's ugly right now. i'll organize everything later :P

(this is also ETL btw...)
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Post Post #17436 (ISO) » Mon Oct 27, 2014 3:19 am

Post by Klazam »

May i make a suggestion?

Make a fourth column to gauge interest- just have "0" in that, people add one if interested/will use. That way you could hypothetically trim the fat off the modpack
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Post Post #17437 (ISO) » Mon Oct 27, 2014 3:20 am

Post by Guilty Gunsmith »

excellent idea klaz!

Edit: done
Last edited by Guilty Gunsmith on Mon Oct 27, 2014 3:23 am, edited 1 time in total.
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Post Post #17438 (ISO) » Mon Oct 27, 2014 3:22 am

Post by Klazam »

Maybe even a -1 if a person is strongly opposed to the mod's presence- only if the person feels that mod will create a negative experience for that person


<.< mystcraft
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Post Post #17439 (ISO) » Mon Oct 27, 2014 3:27 am

Post by Guilty Gunsmith »

lol... well i'd rather they post in here if they absolutely will not play with a particular mod installed.

this doc is so i can look at ANY AND ALL suggestions that people would like. doesn't mean it will all go in. we can discuss that further after we get a list together.
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Post Post #17440 (ISO) » Mon Oct 27, 2014 3:28 am

Post by Klazam »

yeah bad suggestion lol
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Post Post #17441 (ISO) » Mon Oct 27, 2014 4:03 am

Post by Klazam »

went in, added a BUNCH of mods
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Post Post #17442 (ISO) » Mon Oct 27, 2014 5:40 am

Post by Maestro »

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 (ISO) » Mon Oct 27, 2014 5:42 am

Post by Maestro »

I'm honestly not sure what your question / issue is at this point, dav. :lol:
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Post Post #17444 (ISO) » Mon Oct 27, 2014 8:14 am

Post by fuzzybutternut »

Lol I don't have an issue with it, I'd just rather not do it and have an item corrupt a world that we haven't even begun to play in yet.
Finding a good spawn is hard man. :(
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Post Post #17445 (ISO) » Mon Oct 27, 2014 8:46 am

Post by EspeciallyTheLies »

In post 17444, fuzzybutternut wrote:Lol I don't have an issue with it, I'd just rather not do it and have an item corrupt a world that we haven't even begun to play in yet.
Finding a good spawn is hard man. :(

i dunno why you thought we would do this anyway.. it's not like the world is corrupt and we have to save things. it's a totally new version of MC. we always clean reset for that.
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Post Post #17446 (ISO) » Mon Oct 27, 2014 8:47 am

Post by fuzzybutternut »

I know :P I was just sayin'.
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Post Post #17447 (ISO) » Mon Oct 27, 2014 8:57 am

Post by EspeciallyTheLies »

lol dav... a whole page or so for nothing :lol:
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Post Post #17448 (ISO) » Mon Oct 27, 2014 8:57 am

Post by fuzzybutternut »

That's a metaphor for my life!
:D

.
.

.

D:
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Post Post #17449 (ISO) » Tue Oct 28, 2014 4:12 pm

Post by sthar8 »

Hmmm... I dunno if I wanna keep going on the projects if we're gonna reset soon...
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