Just silk touch. You'd asked me a few days ago and I said you could have them if you could find them. Which is to say I'll give you the book when you're next on/its in a crystal chest on its on next to the portal guns in my basement.
Wait enchanted books can be put on shelves? I thought it was only written books? ...In that case I now have a use for all of mine. *Currently adding a small library to my house. *No I've not given my house a roof yet.
Oi you said I happened to ignore you shelves and told me about it after leaving. That isn't the same as ignoring them as talk to me about your amazing shelves and spatula collection. ...Its close though. =P
Also my brain has a habit of tossing out all but the most inane twaddle...
Wyrmalla wrote: Oi you said I happened to ignore you shelves and told me about it after leaving. That isn't the same as ignoring them as talk to me about your amazing shelves and spatula collection. ...Its close though. =P
Also my brain has a habit of tossing out all but the most inane twaddle...
No, I mentioned them while you were at the house, but you were too busy flying around the island derping
I didn't face plant once that day. I say that you shouldn't have thought I was capable of anything else resembling human competence.
So as to make this post something more than wittering, anyone have amber free? The type that you can create blocks/bricks out of, not the one that's transported inside the fuzzy airplanes.
Not_u seems to jump between the sexes, then again I prefer to think of you all as squirrels. ...Expect Darkinnit who is of course a Kiwala. =)
Anyone have an excess of ink sacks too? I've decided that in creating my library that it should have some books. They'd be hidden around the little desks that are dotted about the place and on bookshelves in other areas of my house. Currently I've finished the 16 Accords of Madness, but I think I'll cover some more books from the Elder Scrolls series if I can hold my attention long enough. ...No, I haven't been pasting any of the text.
Man. As soon as printing presses get added to Ultimate, I'm gonna want some copies, k?
Speaking of which- Matapata, I took up your book donations. They're now residing in the library of the Turris Caerulean.
There's always tons of squid outside the Tower- I'm sure anyone with a Looting sword and a way to breath underwater could get sooo much ink. It's unfortunate that squids can't be SoulSharded.
It'd be great if the presses were in, it'd save me from sitting bloody writing the things. Instead I could make a few and just copy off a load. But no, now every one of them's going to be different. What a shame.
Though it is a pity that I can't give copies out to you for your library Anvil, or anyone else that want's them for the matter.
As a plus though I found out that desks can hold link books, which means I can stick a couple of the ones I've collected in there for treasure hunters I suppose. ...I mean not that those bookstands in the library serve any purpose. Youknow, not like you'd want to put a link book found in one of the desks on there and see what magical place it takes you to.
Right now I'm digging out a series of chambers under my super secret testing area in the <location redacted>. They're probably just some small, variable sized rooms of randomness, but it'll fun to see if anyone ever managed to get into them. =)
I can see it now- you go into a room. Choose a class and go through the proper portal. An MFFS strips you of all your gear (you'll get it back when you're done) and you proceed in order to get the new stuff. Then, you must enter the Dungeon! Made in another dimension, with Warded blocks keeping you from 'bypassing' stuff or being interrupted. The boss room? Level 5 Enderman and Creeper spawners, guarding a chest with the treasure- Irridium plates, or volumes of lost lore, or heavily enchanted gear.
A stable version of the FTB Minecraft 1.5 pack will be released tomorrow and it will take on status as the new FTB Feature pack (over Ultimate). (However, it won't be an automatic upgrade as it's a separate pack).
Unfortunately, they are recommending world resets for all transitions to 1.5/1.6. (There is no Redpower or Xycraft in 1.5, ExtraBiomesXL is replaced with Biomes o' Plenty, and all liquids and Thermal Expansion stuff vanishes due to massive changes).
1.6 will be released realsoonnow, but then the mod authors have to update. It is also possible that a world reset would be needed for 1.6...
Should we stick with Ultimate (1.4.7) until the 1.6 packs come out, or abandon everything and jump to 1.5?
When it rolls around, we lose everything anyway. Is there still Gregtech in there? Because I don't know if I can bring myself to spend the time with that train-wreck of a mod. But I was looking into starting completely afresh anyway- this would galvanise me into doing that. No Redpower is a shame, but it's not insurmountable. As long as Industiralcraft and Railcraft are in, then so am I. Soul Shards is another really important mod as well, I would not like to lose that.
Also, I'd finally have to get to grips with Iron Pipes. I hate the things. Oh well.
Doctadeth wrote:Does that mean the advanced gregtech machines are out along with the basic recipes.
If "No GregTech" was chosen, it would, yes.
Wyrmalla wrote:Is there a forum page that lists the contents of the proposed alternative pack to ultimate (and the mod versions associated if available)?
I'm not seeing any Bibliocraft. ...Why am I not seeing bibliocraft? *Life ruined. Though not to say that its not in, just that they still haven't bothered updating the thing.
Oh Natura's in. Hmn, might be a bit controversial about its new spawns (ie nether safari..).
Hmn, I guess we'll deal with the changes when they come. < From the standpoint of someone who doesn't get involved much in anything bar building *purdy houses.
Just throwing this out there, gregtech is a major contributor to your lag problems, as it encourages a farm-heavy playstyle, it doesn't really do very much but make crazy builds take longer, and require crazy amounts of supplies that only effect people starting out, i'll miss some of the machines
starting over would be aweful =/ can we at least bring along a chest of supplies or something you can cut+paste in mineedit or somesuch? It would be out responsibility to check the item id's in NEI to make sure they match, or we get nothing.
I'd thought that that list was just noting which mods were being updated between editions. ...However if its the case that that is the complete list then I suppose its nice to see that they're trying for a more compact set. I can't see the logic of taking mystcraft and portal guns out (if it was ever there) and leaving things like gregtech and modular force fields (do they really have that much of a fanbase) in. I suppose that the lack of ages simplifies things, but considering our server would it really be a good idea to have the lag inducing factories in the overworld? Though a lack of gregtech could make that moot. However the travelling capabilities of link books and portal guns are things that we take for granted. I'd hope that that pack wouldn't leave us with just the vanilla nether system for travel. as I'd just be turning my power armour's speed up to max and flying to wherever I wanted to go. ...I seem to be the only one who flies a few thousand blocks at a go, and its bad enough on server speeds with just me doing it. =/
Mystcraft only just updated to 1.5, so it's likely it wasn't in the pre-release but will be in the stable version.
As for PortalGun and Bibliocraft, I can't imagine them being left out, and that list doesn't look complete to me. When the pack is released tomorrow we can take a look.
I don't think I will carry anything across in the case of a reset, which is why I'm asking if people would prefer to wait for 1.6. Especially if we drop Gregtech, gives people a chance to finish any fusion reactors or other systems etc.
Automatically Appended Next Post: Here's the survey link again, only had 6 responses so far, but I'll leave it open for a bit for those in different timezones:
http://www.surveymonkey.com/s/3J28CZN
The gregtech thing is a pain , i enjoy the mod itself , adds more of a challenge to the game so i like it , however i find certain things annoying -- iridium being such a pain to obtain , and one other thing would we be able to transfer anything to the new world or is that not possible.
Also i suggest a void mushroom biome for a crazy builds age if we do include gregtech and end up creating lag-machines.
I'm in favor of waiting out until there's updates to all of the most-used mods. For things like new ore generation and such- wasn't that the entire point of the Mining Age? This'd be a time to reset the thing.
But yeah. I think a lot of people have put a ton of work into their stuff on this server, so much so that a full wipe reset wouldn't be appropriate- if there's a way to do an update (probably to the 1.6?) without a world wipe, I'm for that.
Also, I really don't want to have to start designing and building a new tower again, especially when this one hasn't been finished yet.
Here's the survey link again, only had 6 responses so far, but I'll leave it open for a bit for those in different timezones:
http://www.surveymonkey.com/s/3J28CZN
How is it playing out?
Travel time might be an issue without Mystcraft, but let's not forget that we all managed before. I have to admit that the Hot Spring biome's water seems a little overpowered- keep a pool of it and you may never need to eat again.
Here's the survey link again, only had 6 responses so far, but I'll leave it open for a bit for those in different timezones:
http://www.surveymonkey.com/s/3J28CZN
How is it playing out?
Travel time might be an issue without Mystcraft, but let's not forget that we all managed before. I have to admit that the Hot Spring biome's water seems a little overpowered- keep a pool of it and you may never need to eat again.
however i think biomes can be disabled during world spawn , thus eliminating that problem , also it is apparently a rare biome
cptprice0330 wrote:would we be able to transfer anything to the new world or is that not possible.
darkinnit wrote:I don't think I will carry anything across in the case of a reset, which is why I'm asking if people would prefer to wait for 1.6. Especially if we drop Gregtech, gives people a chance to finish any fusion reactors or other systems etc.
My reasoning for not carrying things across is that the modpack has changed drastically. If GregTech is out and we go to 1.5 (rather than wait for 1.6), that's three major mods gone (GregTech, Redpower and Xycraft) also apparently Thermal Expansion has undergone major changes which mean a lot of that stuff gets switched about. Depending on which mods you've used, you may get an unfair advantage or may be effectively starting from scratch anyway. The simplest way to keep things fair and minimise complaints is to reset everyone from scratch.
Waiting for 1.6 means a longer time between resets, but then we don't get to play with the shiny new things sooner.
Here's the GregTech survey link again, got 9 responses now, and although it's pretty much a landslide right now, I'd still like to keep it up for just a little longer.
http://www.surveymonkey.com/s/3J28CZN
cptprice0330 wrote:would we be able to transfer anything to the new world or is that not possible.
darkinnit wrote:I don't think I will carry anything across in the case of a reset, which is why I'm asking if people would prefer to wait for 1.6. Especially if we drop Gregtech, gives people a chance to finish any fusion reactors or other systems etc.
My reasoning for not carrying things across is that the modpack has changed drastically. If GregTech is out and we go to 1.5 (rather than wait for 1.6), that's three major mods gone (GregTech, Redpower and Xycraft) also apparently Thermal Expansion has undergone major changes which mean a lot of that stuff gets switched about. Depending on which mods you've used, you may get an unfair advantage or may be effectively starting from scratch anyway. The simplest way to keep things fair and minimise complaints is to reset everyone from scratch.
Waiting for 1.6 means a longer time between resets, but then we don't get to play with the shiny new things sooner.
Here's the GregTech survey link again, got 9 responses now, and although it's pretty much a landslide right now, I'd still like to keep it up for just a little longer.
http://www.surveymonkey.com/s/3J28CZN
right , that makes sense , also remember people 1.5+ is a lot less laggy due to vanilla fixes and some redoing of a forge render .
and of course i don't need to kill the server with mining machines because of the new tesseracts
right , that makes sense , also remember people 1.5+ is a lot less laggy due to vanilla fixes and some redoing of a forge render .
and of course i don't need to kill the server with mining machines because of the new tesseracts
Thaumcraft was also one of the mods that only just updated to 1.5.
I'd suspect that the reason they're releasing the 1.5 pack as "stable" now is because Mystcraft and Thaumcraft updated. I can't imagine them not having Mystcraft, Thaumcraft, Bibliocraft and PortalGun in the modpack, but we'll just have to see tomorrow.
I just downloaded the most recent version of the "No GregTech" 1.5 prerelease pack.
It doesn't have Biomes o' Plenty but is actually still ExtraBiomesXL
It does have PortalGun
It does have Mystcraft
It doesn't have Thaumcraft (but I suspect that's because it only recently updated)
It doesn't appear to be the update that allows you to place any liquid into the world (such as redstone/glowstone/sewage etc)
Of course this may change in the next pack tomorrow, but apart from Thaumcraft, I'd say it's unlikely.
Automatically Appended Next Post: EDIT: It doesn't have Bibliocraft (but again, I'd imagine they are adding it...)
For the record, I'm ok with GregTech... sure it adds some REALLY annoying early game recipes, but it also adds some really nice ones, rubies->power crystals and sapphires->lapatrons, and the end-game stuff is nice.
Also, I'd wait till the 1.6 update before switching... mainly because I don't want to have to restart twice.
For the record, I'm ok with GregTech... sure it adds some REALLY annoying early game recipes, but it also adds some really nice ones, rubies->power crystals and sapphires->lapatrons, and the end-game stuff is nice.
Also, I'd wait till the 1.6 update before switching... mainly because I don't want to have to restart twice.
thats true, I dont mind the extra stuff, but I feel with how horrifically expensive some of the mid end things end up being it just encourages stripmining the planet. I'd like resources to be somewhat rarer so we can trade and work together a bit instead of /requiring/ a terrifying array of machines and constant quarrying so that you can build stuff when you log on.
Don't matter to me though, I'm hoping that we can get some sort of creeper protection so I can build fun stuff on the overworld instead of being banished to the megabuild age
Grundz wrote:I'd like resources to be somewhat rarer so we can trade and work together a bit instead of /requiring/ a terrifying array of machines and constant quarrying so that you can build stuff when you log on.
Heh, what? The guy making "infinite-everything" machines wants resources to be rarer? And you want them to be rarer so you don't need constant quarrying? I don't understand....
Anyway, I'll probably keep the same Mystcraft age themes, but will probably change the cave age to be a desert or something so that the surface doesn't spawn all the goodies that it was abused for.
Once the 1.5 pack is out tomorrow, I'll take a look and see exactly what is included. I'll then write up a webpage summarising everything that's been mentioned (so you don't have to trawl this thread) and make another vote, this time for whether to reset and move to 1.5 or wait to reset for 1.6. I don't want to start that vote until we know exactly what's in the new pack.
Here's the results of the GregTech vote as of Midnight where I am. I'll still keep it open though.
Anyway, I'll probably keep the same Mystcraft age themes, but will probably change the cave age to be a desert or something so that the surface doesn't spawn all the goodies that it was abused for.
Nuts.
I take it that the desk issue's still going to be present? I don't think that I enjoy the thought of thinking that visiting every village in sight was a good idea again...
Was the cave age used much? Same goes for the Sky age? Despite having voted for having the latter I found it to be not quite as satisfying to play on as the Aether was. Would you be open to suggestions for replacing certain existing ages if enough people wanted them to? Though that doesn't really negate the chance of people not using the new ages either. =/
Is there an ETA on when the server would swap over for 1.6 (if that's what would be the version chosen)? If its in the immediate future, ie in a month or so, then I'm thinking that I may as well abandon my current project and start planning something new. ...I'm thinking a Hlaalu styled town. Big buildings are a for me as I love covering everything in clutter. Downsizing (because a town is apparently downsizing) seems like an appropriate course of action.
Wyrmalla wrote: I take it that the desk issue's still going to be present? I don't think that I enjoy the thought of thinking that visiting every village in sight was a good idea again...
The method of creating both Descriptive Books and Linking Books has changed in the new version of Mystcraft. I'll have to test, but it may be easier to fully prevent the creation of Descriptive books this time around.
Was the cave age used much? Same goes for the Sky age? Despite having voted for having the latter I found it to be not quite as satisfying to play on as the Aether was. Would you be open to suggestions for replacing certain existing ages if enough people wanted them to? Though that doesn't really negate the chance of people not using the new ages either. =/
The Cave age has been used by StormWarriors I think? I've also used it for Enderman hunting and it's a good source of copper due to the height.
The Sky Age does have a severe mob issue (as there is pretty much nowhere for mobs to spawn except on the surface of the small islands - so you get loads appearing). I think I'll try to address that either by making it permaday, or by having a shorter night. Its spawn area was also rather bland (ocean biome, so it was just flat dirt and then a flat snow tundra biome) and so that coupled with the mob issue somewhat dissuaded exploration.
This is a good time to suggest alternative age styles yes. I'm open to the void age that was suggested, I did suggest creating one originally, but IIRC several people said they would find it difficult to build in a void, requiring flight, it being tedious to lay out a large area of ground etc etc. Also the sky age is technically a void age, just a bit pre-populated. Any suggestions are of course welcome, just try to avoid overpowered things (lava age) or existing things (nether). If you want to suggest minor alterations, say why. ;-)
Is there an ETA on when the server would swap over for 1.6 (if that's what would be the version chosen)? If its in the immediate future, ie in a month or so, then I'm thinking that I may as well abandon my current project and start planning something new.
I can't give any ETAs yet. In the case that we did decide to swap over to either version, I'll still need to test the new things (such as preventing Age creation and anything potentially overpowered introduced by new or changed mods) and also set up a new spawn area of course. Even if we decided to go to 1.5 I'd still need a couple of weeks before I could be confident that it was ready.
As for 1.6:
Mojang wrote:
Minecraft 1.6 - the “Horse Update”, will be released next week!
http://mcupdate.tumblr.com/ That's been on that page since at least yesterday, so I don't know whether next week counts as this week or not. However, all the mods will still need to update to 1.6 and test etc, but apparently that won't be as huge an issue as the jump from 1.4 to 1.5 as they haven't made such major changes as analogue redstone and rendering changes this time around.
The imminence of this 1.6 update is why I'm going to hold a vote on whether to just wait for 1.6
Furthermore, this was posted today:
slowpoke101 wrote:
So I know people are going to be upset, the full release for the new 152 pack has been delayed.
A new test pack will be on the launcher later on today. I dont want to release a pack for general use when there is a potential issue.
I will release more information today as things are updated. I hope to use this extra time to do something with biome mods though.
Really dossapointed at the lack of magic mods.... And an age id like is a deadlands age, red sky, black clouds, really long night, very short day and only winter hills biome. Vet desolate and have ore generate very uncommonly. If you do this and gregtech is on I date some one to go in there naked and not leave till till they got a stack of iridium from a matter fabricated using only solar panels
Actually that's all the sky age really needs to work a bit better. Shortening the night and such makes it easier, but the difficulty of it is what it has over the overworld. So it should keep the mobs and be more or less the way it is, just without the creepers to blow up the little islands.
Grundz wrote:can you specify a "yes monsters, no to creepers" main age?
n0t_u wrote:keep the mobs and be more or less the way it is, just without the creepers to blow up the little islands.
I may be willing to turn on ChickenChunks' "Environmentally Friendly Creepers" config option. What this does it that creepers still exist and explode, but they don't destroy blocks. The difference between this and the "No Mob Griefing" game rule, is that it only applies to creepers. So Endermen and Ghasts can still have fun...
I don't think this would negate the need for a "Mega Build Age" as people may still want to create large sprawling dark or intricately lit complexes that don't have mobs crawling everywhere.
Grundz wrote:can you specify a "yes monsters, no to creepers" main age?
n0t_u wrote:keep the mobs and be more or less the way it is, just without the creepers to blow up the little islands.
I may be willing to turn on ChickenChunks' "Environmentally Friendly Creepers" config option. What this does it that creepers still exist and explode, but they don't destroy blocks. The difference between this and the "No Mob Griefing" game rule, is that it only applies to creepers. So Endermen and Ghasts can still have fun...
I don't think this would negate the need for a "Mega Build Age" as people may still want to create large sprawling dark or intricately lit complexes that don't have mobs crawling everywhere.
for me at least, I dont care a whole lot about mobs, as much as creepers having a chance to destroy something that i spent days gathering resources for =(
I'll reiterate what I seem to say whenever I go to someone's house, "light you up". Creepers shouldn't be an issue if you bother to place some lighting properly... I may take this a little to the extreme by just spamming torches everywhere, but there is alternatives like wrath lamps. You could always just place microblocks too, which are hardly noticeable and mean you don't need any light at all.
So I'm opposed to Chicken Chunks if its only there because people don't want to run around with a stack of torches and F7 on. You can hardly complain that random lights everywhere in your machines room are messing with the look or whatever when the thing's just random blocks everywhere... *not being specific with my specific comment mind
Wyrmalla wrote: I'll reiterate what I seem to say whenever I go to someone's house, "light you up". Creepers shouldn't be an issue if you bother to place some lighting properly...
example: titan, would look much worse if there were torches everywhere
Grundz wrote:can you specify a "yes monsters, no to creepers" main age?
n0t_u wrote:keep the mobs and be more or less the way it is, just without the creepers to blow up the little islands.
I may be willing to turn on ChickenChunks' "Environmentally Friendly Creepers" config option. What this does it that creepers still exist and explode, but they don't destroy blocks. The difference between this and the "No Mob Griefing" game rule, is that it only applies to creepers. So Endermen and Ghasts can still have fun...
I don't think this would negate the need for a "Mega Build Age" as people may still want to create large sprawling dark or intricately lit complexes that don't have mobs crawling everywhere.
Well, I'm not sure on that either unless you can restrict it to the sky age only.
Creative use of micro blocks would solve that... Torches was an example, its not as if there isn't many other forms of light source that couldn't be used appropriately. Creepers are an issue that you should deal with, not just debeak because people don't want to. Anyone would have thought that they were there to troll people or something...
Wyrmalla wrote: Creative use of micro blocks would solve that... Torches was an example, its not as if there isn't many other forms of light source that couldn't be used appropriately. Creepers are an issue that you should deal with, not just debeak because people don't want to. Anyone would have thought that they were there to troll people or something...
spend hundreds of hours putting Microblock a structure made of over a million blocks so that a few people can enjoy getting their stuff blown up and let me know how that works for you
also microblocks, panels, ect. seem to have lighting issues where they are pitch black for me 90% of the time
Apparently both ExtraBiomes XL and Biomes o' Plenty will be disabled by default if included at all. Which is understandable, to make it easier to maintain world gen across updates.
i would rather wait till 1.6, also the new mystcraft may break linkbooks, as it is presumably harder to disable the disarm function .
a world reset should be fun , new mods etc to play with .
also thoughts on a void age ?
cptprice0330 wrote: i would rather wait till 1.6, also the new mystcraft may break linkbooks, as it is presumably harder to disable the disarm function .
a world reset should be fun , new mods etc to play with .
also thoughts on a void age ?
I did see that about the Mystcraft inkwell, but if disarm cannot be disabled in the config on its own and I have to disable the inkwell, I'll probably set up a tradestation for books (or those bookplate things) for the new unlinked linking books.
As for the void age, like I said, I think people had little interest in it last time I asked. If there is interest now, I wouldn't have a problem adding it...
I think the idea of a Wasteland Age would be nice- maybe use that as the Mobless age? (I think there's modifiers for no mob ages?) Use the Wasteland or Red Rock biome, nasty red sky, black clouds, filfy water...
Im all for waiting for a stable 1.6 more mods that will hopefully be more stable - no gregtech and a chance to finish our current projects for those who are not quite so quick of the gun getting started
Grundz wrote: here's an interesting question, can you delete ages?
I'm just curious, maybe you could allow age creation, but have ages beyond the ones /you/ made get deleted every day, or week, or something.
Ages can be deleted, but age creation is quite the lagfest, so I'm unwilling to hand the reins over to you lot Especially if an age time limit encourages you to go running all over generating chunks before it is deleted.
Grundz wrote: here's an interesting question, can you delete ages?
I'm just curious, maybe you could allow age creation, but have ages beyond the ones /you/ made get deleted every day, or week, or something.
Ages can be deleted, but age creation is quite the lagfest, so I'm unwilling to hand the reins over to you lot Especially if an age time limit encourages you to go running all over generating chunks before it is deleted.
Well I was thinking, the mining age is for strip mining, but increasing ore spawns on say, the sky/cave age, so that people that want to adventure around for their ores can, would be fun.
What was the issue with the cave age's sky being dangerous? I thought it was a neat mechanic
Grundz wrote: Well I was thinking, the mining age is for strip mining, but increasing ore spawns on say, the sky/cave age, so that people that want to adventure around for their ores can, would be fun.
What was the issue with the cave age's sky being dangerous? I thought it was a neat mechanic
The Twilight Forest kind of provides that aspect of the loot heavy dimension. Mining in the sky age wouldn't be very viable due to the small size of the islands and the fractured mess it would leave. The Cave age is already good for ores without increasing them as the world height is twice as high.
There was no problem with the cave age sky being dangerous (I made it like that intentionally). The issue was with people using GraviSuits to ignore the effects and then running around on the surface grabbing all the loot from Thaumcraft barrows, meanwhile lagging the server to death as it struggled to generate all the caves below the surface.
Next time I'll make the Cave age a Tundra/Desert or some biome that doesn't generate loot structures (maybe Wasteland depending on what's going on with the biome mods - rumours are that biome mods will be disabled, but it may be possible to use Mystcraft to have the biomes without adding them to the overworld).
I don't usually say much on the runnings of the server (mainly because I don't consider myself a dedicated enough player to have an opinion worth voicing).
Not bothered about the world reset, built myself into a corner and couldn't really come up with a design I liked, so restarting the pub (for the 3rd time) isn't too much of a problem.
As for ages, whether it's done via void ages or no, I would like to see a less ad-hoc nexus, or at least a away to jump around the overworld without needing to go through a few ages beforehand...
darkinnit wrote: I'm pretty sure GraviSuits still would have negated it's effects
Lava filled with more lava?
Melissia wrote:Now now, there's no need to be caught up in dwarf fort logic.
You have crafted an Artifact: Snoopcanaeus Grumkrakker. This block of lava is filled with the highest quality lava. It has bands of lava carved with scenes of lava flowing over lava. It menaces with spikes of goat leather.
ive got some cool ideas for a server transportation system using railcraft awsomesauce, it will be my first project on the new world when we have that up & running, (FTB ultimate is borked for me, somehow a ' got into the code where it shouldnt ave been and i dont know where FTB keeps its mod info to delete ultimate & reinstall)
It keeps the actual minecraft files in documents under FTB. The mod installation files themselves are found by typing %appdata% into run or whatever to get to Appdata/roaming/ftblauncher.
zman111 wrote:(ps: dark, can i build a little train station at the spawn?)
If by "at", you mean just outside, then yeah, of course. You'd have trouble building one directly at spawn due to the spawn protection. But building just outside is fine, just try not to step on the toes of the people who also built things ridiculously close to spawn
Grundz wrote: I also say new server we ban books and make a giant rail system!
Forcing people to use one system over a perfectly acceptable alternative will only foster hate, no matter how awesome your favoured system is.
For an example, see Gregtech
I say keep books, portals, wraith nodes etc and build a giant rail system.
My thing is, I liked the original dakka server, creepers largely chased me off, but it was cool to go on adventures around and see all the other peoples stuff.
With the crazy ease of transport from portals and books, everyone is way, way far apart, which isn't as fun.
Once I get resource production up, what if we build a rail line and only provide public resources to private chests along the rail line to encourage people to build near it? Or maybe just push portals farther from the spawn/public machine shop so you are already used to using rails.
I'd just like to see more cooperation than me throwing resources at people and occassionally using eachothers machines
Yeah. We're gonna be seeing a lot more fortresses popping up.
And maybe people will actually be more careful with their Flux production.
And also, something for people to do as a Server- and something to do as the Accords.
Nothing required, but I think, if Taint has returned, those of us who've spent time learning the Thaumcraft research ought to be willing to go all 'first response' to any Taint sightings- we should be able to nip it in the bud before it gets to the point where people are really complaining.
Automatically Appended Next Post: Or those who understand Computer Craft could possibly create a legion of Turtles to excise any Tainted areas- program them to build walls or dig around any Taint, to cut it off.
I say you leave the biome spread on, but as per the thread its slower than it used to be and configurable.
So we configure it to 1/24th of its current rate, this lets it spread veeery slowly to make up for the server being up 24/7 but not completely nix it.
Automatically Appended Next Post:
IHateNids wrote: I think we should set up a Science vs Magic type thing: Scienceing the Taint away
I'd be all in for this, we set spawn at 0,0 and everything east is science / west is magic or something?
Melissia wrote: Feth no. I sometimes end up being offline for days at a time, I don't want to have to worry about it spreading near my territory AT ALL.
From the sounds of it as long as you're not near a taint biome you have nothing to worry about. Also even though the server is on 24/7, the taint would only spread while the chunks were loaded as well, so unless someone set up a chunk loader at the border of the biome it would still be a very slow process.
Melissia wrote: Feth no. I sometimes end up being offline for days at a time, I don't want to have to worry about it spreading near my territory AT ALL.
From the sounds of it as long as you're not near a taint biome you have nothing to worry about. Also even though the server is on 24/7, the taint would only spread while the chunks were loaded as well, so unless someone set up a chunk loader at the border of the biome it would still be a very slow process.
Melissia wrote: Feth no. I sometimes end up being offline for days at a time, I don't want to have to worry about it spreading near my territory AT ALL.
From the sounds of it as long as you're not near a taint biome you have nothing to worry about. Also even though the server is on 24/7, the taint would only spread while the chunks were loaded as well, so unless someone set up a chunk loader at the border of the biome it would still be a very slow process.
I fully expect Grundz to do just that.
Life's pretty hard when someones out to get you, i've heard.
So will I be able to just stay away from Thaumaturges and stay safe? I'll have my limited wizarding facilities as far away from my home as I can be bothered to. I'm only going to want a few things, which is one of my hates with Thaumcraft- I can;t just craft things, I have to slog through pointless research first.
Ohh taint, I personally will be building my tower as a public fortress which will of course be open to anyone whos home has been taken over and I will return back to my magical roots and "fight the power"
Automatically Appended Next Post: As a quick question, which Biome mods are we using? Because if Biomes O' Plenty is in, I'm claiming a barley field, they look amazing. But then if ExtraBiomesXL makes it in, I'll need a ton of RedRock to make into clay- I tend to shoot through clay with Railcraft.
That mod also adds the frankly amazing Roseters. Chickens which drop Rose Red dye? Yes please.
There's rumours that they're disabling Biome mods by default, backed up by Slowpoke saying he wanted to take the time to look at the biome mods (and I assume they're doing it because updates to biome mods can break world generation).
I'll have a look and see if it's possible to have a "vanilla" overworld and "modded biomes" Mystcraft ages. I'm not sure if disabling biomes from the overworld also prevents their availability as Mystcraft pages.
By the way, I haven't forgotten about the vote for whether we wait for 1.6 or not, I'm just waiting until we have more info on this 1.5 update so you all can have all the facts before making a decision.
zman111 wrote:(ps: dark, can i build a little train station at the spawn?)
If by "at", you mean just outside, then yeah, of course. You'd have trouble building one directly at spawn due to the spawn protection. But building just outside is fine, just try not to step on the toes of the people who also built things ridiculously close to spawn
that was actually dam near spot on, mind if i intigrate that line into the station dispite the upcoming update?
Is Tinkers Construct unstable? IT crashed the game for me, when I tried to insert liquid bronze in to a smeltery through a liquiduct. Just asking, because if it crashes when you do that, Dark might have to disable it...
Not sure, haven't had a chance to test it yet. But from the chatter on Direwolf's multiplayer series, the Tinker's construct author is somewhat against automation of the smeltery. I don't think he's against it so far as to do stuff to prevent it. (However I am just basing this on what's been voiced in videos, nothing documented in text or wikis etc, so I could be 100% off the mark)
Also when you're playing Single player, it's hard to tell whether you've crashed the behind the scenes server or the client. If it's just a client crash, it's less of a deal for a multiplayer server
The latter is why I was asking you to test it out-- just withdrawing and putting molten metal back in.
I don't care about automation, I just want to be able to store molten metal so I only need one smeltery and I can just pump the metal in to the appropriate tank when I want to switch to a different metal..
Ok, ignore what I said about him disliking automation from other mods, as he has actively worked on it (or at least to remove a dupe bug)
You can also extract the molten metal out into ingot casts, storing it as item form for later smelting.
Automatically Appended Next Post: Also see the FAQ on that page about crashes relating to NEI, especially if you are trying it out in creative mode:
Q: Every time I look at a recipe in NEI it crashes!
A: Update NEI plugins
Q: I gave myself some tools from /give or NEI and it crashes!
A: You have given yourself a default tool with no data. The tool really needs the data. Pull one out of the creative menu or put the parts together normally.
as long as my meatorium can sit on a lake of sewage and blood I am happy
I need to read up, but why would you liquify metals? I've had a lot of nonsensical issues trying to get liquids out of pipes near eachother, unless the smelter is smart enough to pull the right liquid or you have an easy way to tell the wrong liquid to get out of your tubes it seems like a stupid system, cool idea, but stupid.
You liquefy metals in order to pour them in to casts to create parts for special Tinkers Construct tools which are highly customizable and upgradeable (for example, making an obsidian pick which has diamond tips and runs off of IC2 power).
Automatically Appended Next Post: Hmm, just noticed that they've updated that to remove ExtraBiomesXL and have Biomes o Plenty listed as included but disabled by default.
That's what I had heard and I guess that confirms it. Will have to test to see if the "vanilla" overworld but "o' plenty" mystcraft ages is possible.
Thanks, wait but if there's mystcraft only biomes does that mean that well have to ask specifaclly for a biome or are you letting is make some ourselves?
I'll have to have a think about how best to handle it (it also strictly depends on what results I get from testing).
One idea off the top of my head is to have a vanilla overworld and one big Biomes o' plenty age that has all the biomes, with the understanding that any updates to Biomes o' plenty (or replacements to the mod) could result in the age being changed or even reset. But it does depend on what's possible.
an age id like is a deadlands age, red sky, black clouds, really long night, very short day and only winter hills biome. Very desolate and have ore generate very uncommonly. If you do this and gregtech is on I dare some one to go in there naked and not leave till till they got a stack of iridium from a matter fabricater using only solar panels
I did see the suggestion for the age, sorry for not acknowledging it, but until I've had a chance to test what's possible I don't want to promise anything.
An "End like" age might not be a bad idea as with No GregTech, there won't be the End asteroids and the End will be limited again.
Isn't Gregtech the mod that makes all those 'rare End Materials' rare in the first place? Irridium can be got through UU a lot easier with the Mass Fab or Matter Fab or whatever. And Platinum is available through the Shiny metals, which can be got with ores or as more common byproducts of Pulverizing certain metals, like Silver.
Anvildude wrote: Wherefore are you getting these meat bricks? because I may have to join you in your quest for gory glory.
I'd love the help,
minefactory slaughterhouse makes liquid meat which you combine into ingots/bricks, we will need a mob farm that defies logic
My plan is to cut off a large body of water, and drain it
Build a massive meat tower in the middle, I'm talking titan sized, using red/pink wool as needed for bleeding sores, huge eyes, arms, ect out of it at odd angles, nightmare stuff and such that pour unto the ocean that I pumped out, except the ocean is now sewage, redstone blood, and other horrible liquids
Continue with adding grasping hands, floating bodies, ect. ect. throughout the "ocean"
Or to be able to grab all those warded blocks I made. There was a lot of thaumium that went into those.
I would like to finish the tower though- any chance I could get a copy-paste of that area (the tower and my house) in a small world so's I could finish it up?
As with Tekkit and the FTB test world, I'll make the world available for download if/when it is taken offline. As lots of terrain has been generated this time I may need to break up the ages into separate downloads (for those not interested in the extra dimensions).
However, you're all talking like it's happening real soon, but it could be months away. :/
Anyway, a reset is a reset.
Besides, look what I just got on the current server with my prototype "poor man's quarry":
Spoiler:
Note, that's not a mining well, but an IC2 Miner. The turtle charges up the batbox from items in the lower chest. Once I add in Enderchests it'll be getting more automated. Just have to figure out if there's a way to automate inserting the OV scanner and drill to the Miner and I can automate moving it.
Automatically Appended Next Post: The results of one full run from the surface to bedrock:
Mmm... I'm half tempted to try and puzzle out the crystalline structure for that garnet. But it's been years since I've done hard chemistry.
Automatically Appended Next Post: Uh, Dark? Question: Why is the recipe for turning one kind of wood into another kind of wood via the Minium stone not enabled? I want Spruce, and realized the fastest way would be via miniuming Oak.
So it wasn't just me? I noticed that a while ago but thought it was just because I was lagging out (I crashed shortly afterwards, adding to me believing it was just my client/internet connection)
Well, I've been mucking about in creative mode and I've managed to create an almost-perpetual Minefactory/BC energy system.
Just need this set-up:
Minefactory Oil Producer -> BC refinery -> BC Combustion engines.
( linked using RS energy cells/conduits/etc, the storage is the important bit)
So long as you can provide enough BC energy to generate a single bucket of oil and refine it to fuel, then it becomes self-sustaining (as the bank of combustion engines will create more power than is needed to make and refine a bucket of oil. (Can be scaled up/down as required).
Also, apparently mushroom soup is now a liquid, the next tavern is going to get a big-ass cooking pot full of soup that you can sit in...
Leigen_Zero wrote: Well, I've been mucking about in creative mode and I've managed to create an almost-perpetual Minefactory/BC energy system.
Just need this set-up:
Minefactory Oil Producer -> BC refinery -> BC Combustion engines.
( linked using RS energy cells/conduits/etc, the storage is the important bit)
So long as you can provide enough BC energy to generate a single bucket of oil and refine it to fuel, then it becomes self-sustaining (as the bank of combustion engines will create more power than is needed to make and refine a bucket of oil. (Can be scaled up/down as required).
Also, apparently mushroom soup is now a liquid, the next tavern is going to get a big-ass cooking pot full of soup that you can sit in...
There's a number of these that generate slightly more power than they use, lava+magmatic engines being another one.
Automatically Appended Next Post: Also, anvil for the future server I think having the triarii lords towers in the overworld would be good for both ease of access and combating the taint
Anvildude wrote: I'd be willing to bet that a combination of Generators, Furnaces and Tree Farms would be able to get you a charcoal-powered infini-source.
thats actually how I started my mega farm, the issue is that its not consistent so if you need a few generators running for machines, you're good
If you need generators running 24/7, more of an issue
It would seem I cant land while wearing hover boots - i seem to just end up gliding along the floor even after holding z down for a minute :/ as soon as I release it im back to hovering :(
Optio wrote: It would seem I cant land while wearing hover boots - i seem to just end up gliding along the floor even after holding z down for a minute :/ as soon as I release it im back to hovering :(
if you're talking power armor, take off the helmet
Does anyone know the statistical chances of a Zombie dropping Iron Ingots when killed by a player?
Automatically Appended Next Post: Also, is it possible to get Copper and Redstone from bees, and if so, can anyone tell me how? I know sticky resin is possible too, and again could do with learning how- I just bought my apiculture equipment from Corpses, and never learnt how to create it.
Iustis, I need help setting up the refinery in a way that looks cool. All the parts are there except the extra liquiducts.and it technically works as long as you put an RS torch next to the energy cell. it just looks like crap.
Next time you're on, take a look at the setup under the oil tank. Modify it however you need ,just keep in mind that the current setup DOES work so you'll need something like that in terms of where the oil goes and where the refined fuel comes out.
An underground tank for the fuel or a liquid tesseract to pump it in to a different overland tank would be ideal, as the conversion is one to one.
If it can be set to work without the torch, it being there stopping it, it shouldn't be too hard. If not maybe I need to come up with a creative use for levers.
Getting sick of trying to dodge all those open pit quarries in the mining age. Please replace quarry roofs when you are done. I don't care how much work went into it, or how long it'll take.
If we do a mining age in the next server, I will have to insist this'll happen, because the GT recipes will be disabled so more will be easier to make.
Doctadeth wrote: Getting sick of trying to dodge all those open pit quarries in the mining age. Please replace quarry roofs when you are done. I don't care how much work went into it, or how long it'll take.
If we do a mining age in the next server, I will have to insist this'll happen, because the GT recipes will be disabled so more will be easier to make.
It isn't even a quarry in their case. It's a bizarre little thing that they have set up that mines everything in front of it, then moves a block forward.
Well, you could automate that to roof the thing afterwards as well.
Automatically Appended Next Post: You know, I am not trying to be an ass, but really, if you block people from areas doing that sort of thing. Oh and there's someone's quarry in the middle of the strip mining area.
I agree with the dislike for people not bothering to walk more than 10 blocks from the mining age nexus before plonking down a quarry.
However, I disagree that people should have to cover their quarries up.
The mining age is there for people to make huge holes in the landscape. If you want to avoid having to walk around other's quarries, make a linking book right at your spot.
Also, because there's no caves and constant day in the mining age, putting a roof over anything makes it an instant mob spawner, so it actually makes it more dangerous if you fall into it.
Ah apologies then. But makes it hard for people who don't know how to use link books (me) However, it also does make it hard because the open holes also generate lag, so I'm crouching around all these quarries because they haven't been positioned well.
The holes don't generate lag. If anything they reduce client-side lag, because your computer doesn't have to render all the Xycraft crystals that used to be in the ground there before they got all quarried away.
I think the mining age is about 70 blocks deep or so, just have a look at the minimap coords or F3 when in game.
Quick guide to linking books:
Unlike portals, linking books only go one-way, so if you want a way to get back, you need two linking books. To do this you just need two books (i.e. leather and three paper).
Step 1, make your "get me home" linking book:
Stand somewhere in your home that you want to appear when you travel home.
Place one of the books in your crafting spot in your inventory.
Get the linking book.
Keep it in your inventory, but don't do anything with it yet.
Step 2, make your "get to the quarry" linking book:
Go to the mining age, navigate your way to your spot and stand where you want to appear when you travel to your mining spot.
Place one of the books in your crafting spot in your inventory.
Get the linking book.
Step 3, put the books on stands.
Make a bookstand (two sticks and a plank of wood) and place it down near your spot in the mining age.
Now put your "get me home" linking book on that bookstand.
Right click it and click in the coloured area to go home
Put another bookstand in your home and place the "get to the mining age" book on that.
Now you can right click that and click in the coloured area to go back to the mining age.
Step 3 can be replaced with crystal portals if you prefer attaching the books to portals
There's more than one stand that you can use, by the way.
If you look across the Mining Age, in fact, you can see Crystal blocks-- which you can use to make portals you simply step through, as seen in the Nexus.
You need eight crystal blocks in a square with an empty middle to make a Book Receptacle, and then you need to make a circle to hold the portal itself like you would for a nether portal (although it can vary in size, unlike the nether portal!). Put the receptacle somewhere on the crystal formation (aside from in the middle) and put a book in there... and bam, portal.
Still need to make the linking books of course, but I find that this is a bit less hassle than right clicking a stand when the server's laggy.
I could pretty easily make a turtle that would roam around and fill quarry holes with sand, returning to a home base ender chest for refills of coal and sand
I don't know why people are asking for stuff to be carried over. Better to reset everyone to zero than give people an advantage over each other or whatever. I'm thinking it'd also involve undue amount of effort from Darkinnit to sit there and pop out a load of specific items for each and every user. It is a survival game mind...
Wyrmalla wrote: I don't know why people are asking for stuff to be carried over. Better to reset everyone to zero than give people an advantage over each other or whatever. I'm thinking it'd also involve undue amount of effort from Darkinnit to sit there and pop out a load of specific items for each and every user. It is a survival game mind...
as long as the people do their job and make sure the item id's are the same (they are in NEI) it would be cutting and pasting a little designated "chest zone" that we plop down a few days before reset in mcedit
The problem is that is it a new modpack as well, so some stuff would not be transferable.
I'd just restart TBH. New chunks, and new game. Start afresh. That way no-one gets a big boost, and everyone is largely equal.
Automatically Appended Next Post: Hey dark, just crashed with this. I think its cause I'm next to that Quarry thingie
[sp]at java.util.HashMap.<init>(HashMap.java:223)
at bq.<init>(SourceFile:12)
at buildcraft.api.blueprints.BptSlotInfo.<init>(BptSlotInfo.java:37)
at buildcraft.core.blueprints.BptSlot.<init>(BptSlot.java:11)
at buildcraft.core.blueprints.BptBase.setBlockId(BptBase.java:62)
at buildcraft.core.blueprints.BptBlueprint.setBlockId(BptBlueprint.java:369)
at buildcraft.factory.TileQuarry.initializeBluePrintBuilder(TileQuarry.java:595)
at buildcraft.factory.TileQuarry.createUtilsIfNeeded(TileQuarry.java:92)
at buildcraft.factory.TileQuarry.postPacketHandling(TileQuarry.java:628)
at buildcraft.core.network.PacketHandler.onTileUpdate(PacketHandler.java:28)
at buildcraft.core.network.PacketHandler.onPacketData(PacketHandler.java:41)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:243)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:233)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:71)
at ayh.a(NetClientHandler.java:1483)
at di.a(SourceFile:59)
at com.mumfrey.liteloader.core.HookPluginChannels.a(HookPluginChannels.java:99)
at cg.b(TcpConnection.java:458)
at ayh.d(NetClientHandler.java:240)
Doctadeth wrote: The problem is that is it a new modpack as well, so some stuff would not be transferable.
right, some stuff, which is why you check item id's, its like it would kill you to spend 5 minutes writing them down then checking them in the new modpack to make sure they match
^^ For me said box would include as many books + ink sacs as possible. I'm wanting to make a village after the update, and having shelves with nick nacks on them adds to the look in my eyes.
Tested out a building for my village. Thoughts? That pole to the left of the door's meant to be for a lantern. However I couldn't find anything suitable as a substitute. Cocoa beans seemed an idea, but they're a bit iffy about placement - requiring themselves to be placed on wood.
Oh and I found a way to just paste in the content of the books n0t_u. Its still time consuming as they only allow about a sentence at a time to be pasted though.
=/ I'm a bit iffy about the light level that it produces. Preferably everything would be just barely lit up to set the mood (smexy). I'll probably just stick glowing flowers or street lamps about the place if it comes to it.
Nah, but I'm wanting to achieve something like Balmora (or maybe something smaller like Suran). Each house does require something like two stacks of sandstone though, so I think that I may need to invest in some sort of sand mine (which is apparently a thing) or just see if I can knick...trade some off of quarriers.
Hmn, though it would be nice to have some sort of Telvanni tower to serve as a basis for Thaumcraft research. ...That is if I ever bothered to learn that mod pack. =P
Edit: I mean Velothi tower. Telvannia are the ones grown out of fungi.
That would depend on how long before the server was reset again. I really wouldn't want something like Silgrad Tower though A town, maybe a velothi tower and perhaps an Imperial settlement/fort seem conservative enough a build .
Taking bets now on how of that I actually manage to complete.
Ooh and a Dwemer ruin! And maybe a Velothi Shrine. ...And a dock with shacks. .......And er... feck, this is why it takes so long for me to finish any of my projects (both gaming and modelling wise).
Just leave these ones here too. I'm laying out some buildings to act as blueprints in creative mode right now. ...Though I've managed to fill up my inventory just with all the different types of micro blocks needed. Oh and yeah, I know about cage lamps, but they're too techy looking for what I'm going for.
The designs are highly pernickity (ref my inventory being full from all the different microblocks), so it would probably be difficult for someone else to make the buildings without a guide/seeing them. The things I need for this build are mainly sandstone and books (plus ink sacks) if anyone wants to help with collecting those though. Landscaping a chosen location might also be nice to have help with, but I'm getting ahead of myself in planning any of that, =P
Spoiler:
A guard tower.
A shop with roof access (minus the sign, which I added later).
Interior of said shop.
Also Anvil, might want to have a look at your library...
Bit iffy about this one. Micro blocks are at handling subtle inclines. The stained glass dome detracts a little too, so it might be an idea to change it to something more opaque like amber. Also a bridge.
Spoiler:
Ignore the random bats. Those things get everywhere...
Wider and shorter then. Hmn, I sense someone will want to make a bad pun out of that involving my mother somehow....
Hmn, I aught to just reinstall Morrowind and reference that rather than using internet images. However that would force me to replay it as well. ...And well my productivity's low enough already. =)
That all looks cool and imma let you finish, but I just want to talk about the 1.5 update for a sec
I've been seeing several tweets and announcements that due to the new resource system (and other under-the-hood changes in 1.6) it's a major amount of work for the update to 1.6
I've been looking at the timeframes between major updates of Minecraft and major FTB modpacks and they just about match, always being one version behind.
In other words, we may not see a FTB 1.6 pack until Minecraft 1.7 is about to come out.
However, I'm going to gather everything I've got together and make a "These are facts" page and then we can vote on whether to reset now for 1.5 (and probably also reset for 1.6) or just wait and reset for 1.6.
I've also done some testing (in 0.7) with Biomes O' Plenty and we can have a vanilla overworld, with Mystcraft ages using the BOP biomes. However, you have to enable BOP in your launcher settings before you start Minecraft (it's already in the list, it's just a couple of clicks to enable it). This doesn't seem too difficult a hurdle to have the extra stuff, so I would probably go with that if we went to 1.5
I've shamelessly been playing on a different server for the past few weeks. Building things like this:
Spoiler:
and
Nevertheless, time to give my opinion on this whole 1.5/1.6 debate.
As far as I can see, the only thing we really lose by upgrading to 1.5 is redpower, and gain Biomes O'Plenty, Natura and a Thaumic Tinkerer amongst a few other mods. However, I see no real reason for a reset unless the 'new server world' will have Biomes O' Plenty as the overworld. Otherwise could we not keep the current server, reset the nether and just add a mystcraft age with Biomes O'Plenty in? Then reset if necessary for 1.6? Or am I missing something important here?
So in addition to major holes in your machinery due to Redpower, Xycraft and GregTech vanishing (and Thermal Expansion ID changes) there would also be vast tracts of land bared to stone.
So in addition to major holes in your machinery due to Redpower, Xycraft and GregTech vanishing (and Thermal Expansion ID changes) there would also be vast tracts of land bared to stone.
Ah. I guess that settles my opinion somewhat firmly on that I'm happy to reset, with a Biomes O'Plenty overworld. However if people would prefer to wait until 1.6, then I'm also happy with that aswell.
However, given all the overhauls Mojang are making for the ModAPI, and a lot of modders' lack of backwards compatibility, I'd predict required resets for every major Minecraft update, certainly at least until the promised ModAPI is released.
However, given all the overhauls Mojang are making for the ModAPI, and a lot of modders' lack of backwards compatibility, I'd predict required resets for every major Minecraft update, certainly at least until the promised ModAPI is released.
You'd think by now mcedit could have an addon to purge unwanted blocks or convert them to something else by now.
When would the ETA be for the 1.5 reset then if you were to do that? I'm biased I suppose as I don't use much of the stuff that's being stripped out by that patch, so I guess its up to those who do use that stuff heavily to provide their opinions on whether they could see it go or not. Meh, I'd prefer a reset sooner rather than later, but again, if someone's commited to a project and would like to see it finished they may rather wait until the latter update instead.
Ever since I said the R word, the server's been pretty much dead
Not sure on any ETAs at the minute, especially as the 1.5 pack isn't actually officially out yet. If you had to push me and say hypothetically the 1.5 pack was out and people decided they wanted to switch to it, then maybe a week from then?
Yeah, I kind of predicted that. There was an exodus on the Tekkit one too I imagine.
Which begs the question of; if there's nobody playing it then why not just update it? Give people a deadline to finish off their stuff/copy it down or whatever then go for the update. ...You should have just updated it over night without telling anyone and gone quiet for a week. Post the chat logs up in some psychological journal and let the money role in.* =)
darkinnit wrote: Ever since I said the R word, the server's been pretty much dead
Not sure on any ETAs at the minute, especially as the 1.5 pack isn't actually officially out yet. If you had to push me and say hypothetically the 1.5 pack was out and people decided they wanted to switch to it, then maybe a week from then?
I noticed that too,
Hey, if I could properly make a script that uses https://code.google.com/p/midas-gold/ to remove/change all block ID's that cause problems (and therefore not need to reset) would you be game? This would sort of cause the same "issues" as when new versions of minecraft came out in vanilla with the jungle biome needing new chunks and such.
I keep having to repeat the same answers to the same questions over and over, so I will be writing a page up at some point so people don't have to trawl the thread.
Here's the short answers for now.
Can we carry stuff over in a reset?
No
Will there be a reset for 1.5-1.6
Almost certainly.
Same for 1.6-1.7 and so on until at least the mod api and even then modders still like to throw away or change functionality.
Can't we just use MCEdit/Midas Gold?
No. Biomes have changed drastically (that's why biome mods are now disabled by default) and block replacing just doesn't cut it. The world generation is completely different. Not to mention that some mod blocks that are still "the same" have completely different functionality and will break.
Can't we just use MCEdit/Midas Gold?
No. Biomes have changed drastically (that's why biome mods are now disabled by default) and block replacing just doesn't cut it. The world generation is completely different. Not to mention that some mod blocks that are still "the same" have completely different functionality and will break.
I dont understand this part, if your crap gets dumped into a different biome, or a bunch of blocks would have generated differently if they were generated, that doesn't break the world.
Can't we just use MCEdit/Midas Gold?
No. Biomes have changed drastically (that's why biome mods are now disabled by default) and block replacing just doesn't cut it. The world generation is completely different. Not to mention that some mod blocks that are still "the same" have completely different functionality and will break.
I dont understand this part, if your crap gets dumped into a different biome, or a bunch of blocks would have generated differently if they were generated, that doesn't break the world.
I seem to remember a certain someone who was "rather annoyed" when it started snowing on his castle after a biome update.... So much so that he abandoned the whole area.