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)
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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 #18975 (ISO) » Sun Sep 04, 2016 10:26 am

Post by davesaz »

Modded notice:


I'm going to take down the 1.9.4 instance and load up a brand new built from scratch 1.10.2 pack. This will be sometime tonight, my wife wants to shop now. Hopefully this will address the lag issues, but we'll need to see what it does in a server environment. I'll post another update with the new pack link and instructions
later tonight
. Yes, that means that those in the U.S. might get a new modded server for Labor Day (and those not in the U.S. get a new server for Monday ;) ).

For those familiar with curseforge it will appear as a new version 1.4 momentarily so you can check out the mod list and play around in SSP, but
the server has not been updated
.

If it works I'm thinking we go for broke and call this the actual reset, but don't get emotionally attached to stuff in case it blows up.
Once it's actually up, try not to build anything in about a 5 chunk radius from spawn, in case we decide to stay with it then we can build a nice hub there.

Reasonable requests may be accommodated, unreasonable tirades will probably be ignored. :cool:
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Post Post #18976 (ISO) » Sun Sep 04, 2016 11:17 am

Post by Elbirn »

So does that mean joining the server now would be for naught?
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Post Post #18977 (ISO) » Sun Sep 04, 2016 4:00 pm

Post by davesaz »

As far as I know, we're planning to keep the vanilla server going too.

Update: The SP6 server is
now operational
with the ScumPack 1.4 level from CurseForge.

If using the Curse client, in the minecraft settings be sure you have "beta" chosen as preferred release, to allow the SP6 files to show.
It could probably be "release" instead but I didn't want it to look misleading if someone other than our little clan decides to download.
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Post Post #18978 (ISO) » Sun Sep 04, 2016 5:14 pm

Post by Claus »

Could you upload the config directory (if anything was changed), and a list of mods to us non-curse people out there?

(I think Vaskii has uploaded a script to download modpacks from curse somewhere, but I can't search it right now)
http://www.youtube.com/watch?v=XVVmAG0RXmo
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Post Post #18979 (ISO) » Sun Sep 04, 2016 6:34 pm

Post by davesaz »

Here is a google drive folder. You want the SP6-1.4.zip file. (The SP6a.zip is the 1.9.4 pack which I'll leave out there for a while in case someone wants the world file to continue playing it.)
Forge 2076 (I think -- the latest one) for 1.10.2.

I'm up to exploring y=15 caves and no lag issues. I have not tried to automate anything yet and the only tech I've run is Tinker's smeltery, so remains to be seen if it's going to perform well.
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Post Post #18980 (ISO) » Sun Sep 04, 2016 6:54 pm

Post by Claus »

Thank you, I'll try it when I get off work today :-)
http://www.youtube.com/watch?v=XVVmAG0RXmo
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Post Post #18981 (ISO) » Mon Sep 05, 2016 2:48 am

Post by Rhinox »

does this mean vanilla's going to be a ghost town already?
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Post Post #18982 (ISO) » Mon Sep 05, 2016 4:56 am

Post by Rhinox »

In post 18977, davesaz wrote:As far as I know, we're planning to keep the vanilla server going too.

Update: The SP6 server is
now operational
with the ScumPack 1.4 level from CurseForge.

If using the Curse client, in the minecraft settings be sure you have "beta" chosen as preferred release, to allow the SP6 files to show.
It could probably be "release" instead but I didn't want it to look misleading if someone other than our little clan decides to download.
Is there something I'm missing on Curse? I've gone into the profile options and set preferred release type to beta but I can't get it to load anything but Minecraft 1.9.4. What do?
edit-had to delete and reinstall selecting beta version to dl to get it to work.
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Post Post #18983 (ISO) » Mon Sep 05, 2016 5:50 am

Post by Maruchan »

Hopping on nilla if anyone wants to join me
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Returning to modding after a nearly two year hiatus!
9 player Purgatory coming to the Open Queue Soon!
Join Now!

Micro Grand Idea uPick coming to the micro queue soon!
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Post Post #18984 (ISO) » Mon Sep 05, 2016 5:52 am

Post by McMenno »

soon tm
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Post Post #18985 (ISO) » Mon Sep 05, 2016 5:53 am

Post by Maruchan »

3 days later...
Show
Returning to modding after a nearly two year hiatus!
9 player Purgatory coming to the Open Queue Soon!
Join Now!

Micro Grand Idea uPick coming to the micro queue soon!
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Post Post #18986 (ISO) » Mon Sep 05, 2016 7:20 am

Post by EspeciallyTheLies »

In post 18982, Rhinox wrote:selecting beta version
Yeah I discovered this myself. You have to go to the versions tab to select the 1.4
Art is cool.
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Post Post #18987 (ISO) » Mon Sep 05, 2016 9:18 am

Post by EspeciallyTheLies »

Spoiler: i made a thing
Image
Image


there is free food in there :D just replant
Art is cool.
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Post Post #18988 (ISO) » Mon Sep 05, 2016 9:47 am

Post by McMenno »

my thing is cool too come join me in my thing
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Post Post #18989 (ISO) » Mon Sep 05, 2016 4:16 pm

Post by Rhinox »

In modded, how do you join/create a team? I see you can claim chunks but need to be on a team first.

I also noticed that I can't interact with stuff inside claimed chunks, like they're under some kind of grief protection. This includes opening doors, so like, I couldn't even get in to visit and look around arch's place. And when my client crashed and respawned, it respawned me outside of the claimed chunks area. So, do claimed chunks have some kind of grief protection or something?

and there's a welcome spawn building thing, but I couldn't get inside because I'm assuming its under spawn protection or something. Can't open the door to get in. I wonder if new people who spawn into the building will be able to open the door to get out? lol.

Last thing, I was inone of the dungeon things earlier today when I logged out, and when I logged back in, I was back outside of the dungeon at the surface. Is that a feature of the dungeon mod or did someone claim the chunks so when I logged in it moved me outside?
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Post Post #18990 (ISO) » Mon Sep 05, 2016 9:27 pm

Post by davesaz »

Hmm, that's interesting. I couldn't get the chunk loading thing to work without making a team. Had no idea it would prevent others from interacting with the area. :(
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Post Post #18991 (ISO) » Mon Sep 05, 2016 11:33 pm

Post by EspeciallyTheLies »

is it like the one on IES?
Art is cool.
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Post Post #18992 (ISO) » Tue Sep 06, 2016 2:51 am

Post by Maestro »

"/ftb team create" will create a team. You can set the "ID" for your team, but should just be something you are able to remember for later. From what we've found, your team's displayed name corresponds to your username + 's Team, so for example, mine has been "wMaestro's Team". Once in a team, you can claim chunks by clicking on the FTB Utils button that looks like a map and left clicking on any number of chunks in your general area. You may then chunkload chunks that you've claimed by shift-left-clicking. You can unclaim your team's chunks (you seem to be unable to even
see
other teams' claimed chunks) by right clicking, and unload them (but keep them claimed) by shift-right-clicking.

"/ftb team add_ally" was how we added eachother so that we could interact with eachothers' chunks but still claim and load our own, and I can't replicate exactly what we did before but that could just be because nobody else is on. What I would try is typing a players' username after the command above, but only when they are online. Otherwise, try their team ID (if you know it) and it should work. Granted, doing it by teamname will probably allow the "alliance" to transfer with team ownership, and it probably applies to all players in the allied team. Have some fun with it?

If you're co-oping with another player, try using "/ftb team invite" and then their username when they're online. That should add them to your team.
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Post Post #18993 (ISO) » Tue Sep 06, 2016 2:53 am

Post by Maestro »

In post 18992, Maestro wrote:Once in a team, you can claim chunks by clicking on the FTB Utils button that looks like a map and left clicking on any number of chunks in your general area. You may then chunkload chunks that you've claimed by shift-left-clicking. You can unclaim your team's chunks (you seem to be unable to even see other teams' claimed chunks) by right clicking, and unload them (but keep them claimed) by shift-right-clicking.
P.S. Not sure this will happen in SP6, but in our pack JourneyMap show's the players' claimed chunks, which I think is pretty cool.
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Post Post #18994 (ISO) » Tue Sep 06, 2016 4:43 am

Post by davesaz »

JourneyMap does show the chunks. I'm trying a config change to turn off claiming chunks while chunkloading is still allowed. If that doesn't work, another solution would be to put everyone on the same team or make all the teams allies of each other.

How about spawn -- how do we make it so that the spawn hut is accessible to players?
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Post Post #18995 (ISO) » Tue Sep 06, 2016 5:42 am

Post by Maestro »

COFH Core used to be able to reduce spawn protection, maybe another mod like Quark does it now? Otherwise the Vanilla settings file should have an option. Alternatively, build it outside spawn protection.
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Post Post #18996 (ISO) » Tue Sep 06, 2016 5:44 am

Post by Maestro »

In post 18992, Maestro wrote:"/ftb team add_ally" was how we added eachother so that we could interact with eachothers' chunks but still claim and load our own, and I can't replicate exactly what we did before but that could just be because nobody else is on. What I would try is typing a players' username after the command above, but only when they are online. Otherwise, try their team ID (if you know it) and it should work.
To find other peoples' team IDs, you can type "/ftb team list" and it'll come up with a GUI showing every player and their team(s). The ID (the thing I'm assuming you can type to ally with another team) is on the first line of that GUI for each team.
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Post Post #18997 (ISO) » Tue Sep 06, 2016 6:15 am

Post by Maestro »

Anybody know how to insert a Colorizer into an already-assembled CAD? I have all the other components in mine, and I chose a Colorizer later, and I don't want to have to remake all my components and craft a new Assembly.
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Post Post #18998 (ISO) » Tue Sep 06, 2016 7:27 am

Post by Klazam »

You cannot
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Post Post #18999 (ISO) » Tue Sep 06, 2016 8:53 am

Post by Maestro »

Thanks Vazkii
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